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* PlayingWithFire:
** The Flamer and the Burnmaster are short-range, continuous fire flamethrowers.
** ''Broken Steel'' introduces Enclave Hellfire soldiers who carry the [[{{BFG}} Heavy Incinerator]], a fireball launcher whose fireballs trade damage output for a larger range.



** [[spoiler:James]] sacrifices himself by flooding the Purifier's control room with radiation to keep the Enclave from controlling it. However, his act only keeps the Enclave from accessing the Purifier's control room afterward, it does nothing to keep them from occupying the Purifier and using it as a base of operations. The Enclave didn't have the means to activate the Purifier anyway, it isn't operational and they don't have the activation code if it was. But then, even if those problems were solved, they'd definitely figure out a way to access the control room safely sooner or later.
** The player is presented with this option in the original ending, either sending Sarah Lyons in to activate the purifier or doing it yourself, even though the lethal radiation levels in the control room will kill whoever enters it. However, of the possible companions you have with you, three of them -- Charon, Sergeant RL-3, and Fawkes -- are immune to radiation, and Fawkes was even the one who retrieved [[spoiler:the G.E.C.K.]] for you earlier by going into a room that was radiated to lethal levels. If the player tries to get any of them to activate the purifier for them, they refuse. With ''Broken Steel'' installed this trope is negated, any of the three will obey the direction to activate it, and if the player chooses to do it themselves they survive now.
* StylisticSuck: Jingwei, a Chinese general, is depicted in General Chase's Anchorage simulation as [[InterchangeableAsianCultures committing sepuku when talked down]] and speaking Chinese in a fake and almost incomprehensible accent. It's unclear if it was Bethesda doing a poor job on his voicing, or if Chase didn't bother to make the simulation accurate at all (considering it's implied that the whole thing might be a fabricated retelling of Operation Anchorage).

to:

** When [[spoiler:the Enclave takes control of Project Purity]], [[spoiler:James]] sacrifices himself by flooding [[spoiler:flooding the Purifier's control room with radiation to keep the Enclave from controlling it. it]]. However, his act only [[spoiler:only keeps the Enclave from accessing the Purifier's control room afterward, afterward]], it does nothing to keep them from occupying [[spoiler:occupying the Purifier and using it as a base of operations. The Enclave didn't have the means to activate the Purifier anyway, it isn't operational and they don't have the activation code if it was. But then, even if those problems were solved, they'd definitely figure out a way to access the control room safely sooner or later.
later]].
** The player is presented with this option in the original non-''Broken Steel'' ending, either sending [[spoiler:sending Sarah Lyons in to activate the purifier purifier]] or doing [[spoiler:doing it yourself, yourself]], even though the [[spoiler:the lethal radiation levels in the control room will kill whoever enters it. it]]. However, of the possible companions you have with you, three [[spoiler:three of them -- Charon, Sergeant RL-3, and Fawkes -- are immune to radiation, and Fawkes was even the one who retrieved [[spoiler:the the G.E.C.K.]] for you earlier by going into a room that was radiated to lethal levels. levels]]. If the player tries to get any of them to activate [[spoiler:activate the purifier for them, they refuse. refuse]]. With ''Broken Steel'' installed this installed, [[spoiler:this trope is negated, negated: any of the three will obey the direction to activate it, and if the player chooses to do it themselves they survive now.
now]].
* StylisticSuck: Jingwei, a Chinese general, is depicted in General Chase's Anchorage simulation as [[InterchangeableAsianCultures committing sepuku seppuku when talked down]] and speaking Chinese in a fake and almost incomprehensible accent. It's unclear if it was Bethesda doing a poor job on his voicing, or if Chase didn't bother to make the simulation accurate at all (considering it's implied that the whole thing might be a fabricated retelling of Operation Anchorage).



** Wearing [[OneManArmy huge powered armor and toting a gun bigger than you]] won't stop [[TooDumbToLive leather-armored raiders from taunting you and]] [[CurbStompBattle firing their peashooters at you]].

to:

** Wearing [[OneManArmy huge powered armor and toting a gun bigger than you]] won't stop [[TooDumbToLive leather-armored raiders from [[BullyingADragon taunting you and]] you]] and [[CurbStompBattle firing their peashooters at you]].



** [[spoiler:The Enclave's improved FEV targets anyone who was born outside of the Enclave or a Vault...including ''you''. If you plug the FEV into Project Purity and try drinking Aqua Pura in ''Broken Steel'', you will suffer debilitating status afflictions. If you drink three bottles, [[PressXToDie you will die instantly.]]]]
** If you have ''Broken Steel'' installed and activated Project Purity, you find in the PlayableEpilogue that bringing clean drinking water to the Wastes wasn't as simple as flicking on a switch. The Brotherhood of Steel have to set up a complex water distribution network practically overnight, and they are not too thrilled about you putting such a bureaucratic nightmare on them.
** The Tenpenny Tower sidequest with Roy Phillips. Tenpenny Tower has an exclusionary "no ghouls" residence policy, but being around Roy (a ghoul) for five minutes will clearly show you that he is every bit as a racist {{Jerkass}} as the tower residents. Even if you work out a peaceful solution that will allow Roy and his ghouls in, Roy will eventually turn on the human residents and have them all killed. Sometimes you will meet people who cannot be swayed in their mindset or personal beliefs. But unfortunately, unlike every other evil character in the game, killing Roy will net you ''negative'' karma and the local DJ [[WhatTheHellHero will admonish you over the radio for it]] because he is [[HorribleJudgeOfCharacter convinced that Roy is the real victim in this situation]] and [[HeroWithBadPublicity you are guilty of a cold-blooded racist "murder"]]. Journalists might be ethical and committed to reporting the truth, but they can still get the facts wrong.
** In "The Superhuman Gambit" sidequest, the mayor of Canterbury Commons hires the Lone Wanderer to get rid of either The Mechanist (a superhero who claims to be Canterbury Commons' protector) or The [=AntAgonizer=] (a supervillain who was somewhat harassing them before The Machanist's arrival) who are regularly fighting in the town. Aside from a young boy living there, the inhabitants aren't exactly pleased by the situation and feel those fights (The Mechanist has robots armed with machine guns and missiles, while The [=AntAgonizer=] controls giant ants) are much more dangerous for them than The [=AntAgonizer=] was initially. In other words, that how the muggles would probably feel in any setting where superheroic vigilantes are active.

to:

** [[spoiler:The Enclave's improved FEV targets anyone who was born outside of the Enclave or a Vault...Vault, including ''you''. If you plug the FEV into Project Purity and try drinking Aqua Pura in ''Broken Steel'', you will suffer debilitating status afflictions. If you drink three bottles, [[PressXToDie you will die instantly.]]]]
instantly]]]].
** If you have ''Broken Steel'' installed and activated Project Purity, you find in the PlayableEpilogue that bringing [[spoiler:bringing clean drinking water to the Wastes wasn't as simple as flicking on a switch. The Brotherhood of Steel have to set up a complex water distribution network practically overnight, and they are not too thrilled about you putting such a bureaucratic nightmare on them.
them]]. That said, [[spoiler:being the Brotherhood of Steel, the idea of owning a powerful piece of technology with notorious benefits was too good to let it pass, which is why they still assist the Lone Wanderer and the scientists in taking it back]].
** The Tenpenny Tower sidequest with Roy Phillips. Tenpenny Tower has an exclusionary "no ghouls" residence policy, but being around Roy (a ghoul) for five minutes will clearly show you that he [[spoiler:he is every bit as a racist {{Jerkass}} as the tower residents. residents]]. Even if you work out a peaceful solution that will allow Roy [[spoiler:Roy and his ghouls in, Roy in]], [[spoiler:Roy will eventually turn on the human residents and have them all killed.killed, unless you stealth-kill him]]. Sometimes you will meet people who cannot be swayed in their mindset or personal beliefs. But unfortunately, unlike every other evil character in the game, killing [[spoiler:killing Roy will net you ''negative'' karma and the local DJ [[WhatTheHellHero will admonish you over the radio for it]] because he is [[HorribleJudgeOfCharacter convinced that Roy is the real victim in this situation]] and [[HeroWithBadPublicity you are guilty of a cold-blooded racist "murder"]]."murder"]]]]. Journalists might be ethical and committed to reporting the truth, but they can still get the facts wrong.
** In "The Superhuman Gambit" sidequest, the mayor of Canterbury Commons hires the Lone Wanderer to get rid of either The Mechanist (a superhero who claims to be Canterbury Commons' protector) or The [=AntAgonizer=] (a supervillain who was somewhat harassing them before The Machanist's arrival) who are regularly fighting in the town. Aside from a young boy living there, the inhabitants aren't exactly pleased by the situation and feel those fights (The Mechanist has robots armed with machine guns and missiles, while The [=AntAgonizer=] controls giant ants) are much more dangerous for them than The [=AntAgonizer=] was initially. In other words, that that's how the muggles would probably feel in any setting where superheroic vigilantes are active.



* TacticalSuperweaponUnit: TheJuggernaut known as '''LIBERTY PRIME''' was designed as the United States' ultimate weapon for destroying the communist army of China during the Alaskan invasion. It's capable of shooting EyeBeams, throws nuclear football bombs, and shrugs off conventional and energy weapons. The US ultimately couldn't solve its short power supply problem due to all of its weapons, so it didn't see use until the Lone Wanderer helps the Brotherhood of Steel reclaim the Jefferson Memorial from the Enclave. In the Broken Steel DLC, the Lone Wanderer learns that Liberty Prime was crucial for absolutely curb-stomping the remaining Enclave bases, and it was only finally taken down because of a KillSat.

to:

* TacticalSuperweaponUnit: TheJuggernaut known as '''LIBERTY PRIME''' was designed as the United States' ultimate weapon for destroying the communist army of China during the Alaskan invasion. It's capable of shooting EyeBeams, throws nuclear football bombs, and shrugs off conventional and energy weapons. The US ultimately couldn't solve its short power supply problem due to all of its weapons, so it didn't see use until the [[spoiler:the Lone Wanderer helps the Brotherhood of Steel reclaim the Jefferson Memorial from the Enclave. Enclave]]. In the Broken Steel ''Broken Steel'' DLC, the Lone Wanderer learns that Liberty [[spoiler:Liberty Prime was crucial for absolutely curb-stomping the remaining Enclave bases, and it was only finally taken down because of a KillSat.KillSat]].



** "Trouble on the Homefront" has you returning to Vault 101 to settle a conflict between the current Overseer and a group of rebels who want to see Vault 101's government changed, having been inspired by your previous escape. You can take either side, or you can (for a small karma hit) sabotage the vault's Water Chip, forcing everyone to evacuate into the wastelands. Regardless of your choice, you're not going to be allowed back in again, so why not make them see the world as you have?
** In general, there's quite a few quests that let you do this and get both rewards by playing both sides against one another:

to:

** "Trouble on the Homefront" has you returning to Vault 101 to settle a conflict between the current Overseer and a group of rebels who want to see Vault 101's government changed, having been inspired by your previous escape. You can take either side, or you can (for a small karma hit) sabotage the vault's Water Chip, forcing everyone to evacuate into the wastelands. Regardless of your choice, you're not going to be allowed back in again, so why not make them see the world as you have?
have.
** In general, there's There's quite a few quests that let you do this and get both rewards by playing both sides against one another:



** After the release of ''Broken Steel'', the final quest of the main storyline can also end like this if you have the right companion - normally, you could only either activate the purifier yourself or have Sarah activate it. However, if you have Charon, RL-3, or Fawkes as a follower, you can instead have them activate the purifier. As they are naturally immune to radiation, neither you or Sarah have to die.

to:

** After the release of ''Broken Steel'', the final quest of the main storyline can also end like this if you [[spoiler:you have the right companion companion]] - normally, you could only either activate [[spoiler:activate the purifier yourself or have Sarah Lyons sacrifice herself and activate it. it]]. However, if you have Charon, [[spoiler:Charon, RL-3, or Fawkes as a follower, follower]], you can instead have them activate [[spoiler:activate the purifier. As they are naturally immune to radiation, neither you or Sarah have to die.die]].



* ThereAreNoAdults: Little Lamplight. The eldest kids have to look after the younger ones and do certain jobs like teaching, taking care of injuries, and [[BreadMilkEggsSquick guarding the gate to Vault 87, the birthplace of the DC super mutants.]]

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* ThereAreNoAdults: Little Lamplight. The eldest kids have to look after the younger ones and do certain jobs like teaching, taking care of injuries, and [[BreadMilkEggsSquick guarding the gate to Vault 87, the birthplace of the DC super mutants.]]mutants]].



* ThisIsGonnaSuck: During ''The Wasteland Survival Guide'', your dialogue option for the chapter on 'Crippling Injuries' is thus: "I'm going to hate myself for this, but what do you mean about handling injury?" [[JustifiedTrope Justified]], given it involves either waiting around to get shot, throwing oneself off non-lethal heights or walking over a land mine or two. ForScience

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* ThisIsGonnaSuck: During ''The Wasteland Survival Guide'', your dialogue option for the chapter on 'Crippling Injuries' is thus: "I'm going to hate myself for this, but what do you mean about handling injury?" [[JustifiedTrope Justified]], given it involves either waiting around to get shot, throwing oneself off non-lethal heights or walking over a land mine or two. ForScienceForScience.



** [[StuffBlowingUp Nuka Grenades]]. Nuka-Cola Quantum is rare to come by, so unless you're being attacked by a [[BearsAreBadNews Yao Guai]] or a [[BossInMookClothing Deathclaw]], you'll want to save as many of them as you can. Subverted in ''Broken Steel'' with the new Quantum Chemist perk; whenever you have ten Nuka-Cola bottles in your inventory, they automatically disappear in order to convert to one Nuka-Cola Quantum. Suddenly, [[InfinityPlusOneSword it becomes more viable to make Nuka Grenades as regular throwable weapons]].

to:

** [[StuffBlowingUp Nuka Grenades]]. Nuka-Cola Quantum is rare to come by, by and is even the epicenter of a sidequest, so unless you're being attacked by a [[BearsAreBadNews Yao Guai]] or a [[BossInMookClothing Deathclaw]], you'll want to save as many of them as you can. Subverted in ''Broken Steel'' with which introduces the new Quantum Chemist perk; whenever you have ten Nuka-Cola bottles in your inventory, they automatically disappear in order to convert to one Nuka-Cola Quantum. Suddenly, [[InfinityPlusOneSword it becomes more viable to make Nuka Grenades as regular throwable weapons]].



** The Vault 101 Overseer, who decides that after repeatedly attempting to murder the Lone Wanderer, something that has obviously failed, the best way to deal with them is to taunt and be sarcastic. Particularly egregious when the Lone Wanderer returns to Vault 101, now most likely clad in power armour and having [[TookALevelInBadass taken several levels in badass]], and the Overseer ''still'' doesn't understand that this may not bode well for his continued plans on having his head remain connected to his body.
** Ditto for Officer Wilkins, the only security officer most supportive of the Overseer. [[GenreBlind Attempting to stop a]] [[PoweredArmor power armor-clad]], [[GatlingGood minigun-toting]] [[TookALevelInBadass Lone Wanderer]] by brandishing a pea-shooting 10mm pistol and clad in mall-security body armor is going to make you a hero, eh?
** The Ninth Circle's proprietor, Ahzrukhal. He knows that Charon really hates his guts and is [[ObstructiveCodeOfConduct only held in check by a contract]]. Ahzrukhal will still let the Lone Wanderer buy the contract off him.
** To a lesser extent, feral ghouls, since they ''always'' announce they've detected the player with a [[RoarBeforeBeating distinctive screech]] that lasts about three seconds, giving an attentive marksman plenty of time to line up a shot.

to:

** The Vault 101 Overseer, either Almodovar or [[spoiler:Allen Mack]], who decides that that, after repeatedly attempting to murder the Lone Wanderer, something that has obviously failed, the best way to deal with them is to taunt and be sarcastic. Particularly egregious when the Lone Wanderer returns [[spoiler:returns to Vault 101, now most likely clad in power armour and armour, having [[TookALevelInBadass taken several levels in badass]], badass]] and are going toe-to-toe with ''Enclave'' forces, and the Overseer ''still'' doesn't understand that this may not bode well for his continued plans on having his head remain connected to his body.
body]].
** Ditto for Officer Wilkins, the only security officer most supportive of the Overseer. [[GenreBlind Attempting As if [[spoiler:[[GenreBlind attempting to stop a]] [[PoweredArmor power armor-clad]], [[GatlingGood minigun-toting]] [[TookALevelInBadass Lone Wanderer]] by brandishing a pea-shooting 10mm pistol Pistol and clad in mall-security body armor armor]] is going to make you him a hero, eh?
hero.
** The Ninth Circle's proprietor, Ahzrukhal. He knows that Charon really hates his guts and is [[ObstructiveCodeOfConduct only held in check by a contract]]. Ahzrukhal contract]], but will still let the Lone Wanderer buy the contract off him.
him. [[spoiler:This ends up bad for him]].
** To a lesser extent, feral ghouls, Feral Ghouls, since they ''always'' announce they've detected the player with a [[RoarBeforeBeating distinctive screech]] that lasts about three seconds, giving an attentive marksman plenty of time to line up a shot.



* TownWithADarkSecret: [[spoiler: Andale.]] Subverted in [[spoiler: Meresti Station,]] where they're pretty open about their disturbing habits.
* TrapIsTheOnlyOption: Vault 112 is ''blatantly'' a trap. But it's a part of the story so hop in the pod, kid!
* TrappedInAnotherWorld: Both Vault 112 and the Operation Anchorage DLC has the Lone Wanderer transported to a digital simulation.
* TraumaInn: Any bed will heal you, but owned or rented ones give you a "Well Rested" XP-generation bonus for a short time afterwards.

to:

* TownWithADarkSecret: TownWithADarkSecret:
**
[[spoiler: Andale.]] Andale, land of cannibals.]]
**
Subverted in [[spoiler: Meresti Station,]] where they're pretty open about their disturbing habits.
habits [[spoiler:and can be talked out of kidnapping and ruining a nearby town]].
* TrapIsTheOnlyOption: Vault 112 is ''blatantly'' a trap. But trap, but it's a part of the story so hop in the pod, kid!
main story.
* TrappedInAnotherWorld: Both Vault 112 and the Operation Anchorage ''Operation: Anchorage'' DLC has have the Lone Wanderer transported to a digital simulation.
* TraumaInn: TraumaInn:
**
Any bed will heal you, but owned or rented ones give you a "Well Rested" XP-generation bonus for a short time afterwards.afterwards.
** The perk Deep Sleep gives you the "Well Rested" bonus on ''any'' bed, but requires you to have ''Broken Steel'' installed first and a high-enough level.



** Happens to the Lone Wanderer when he/she is captured by the Enclave. They are knocked out and wake up in a stasis field wearing only their Pip-Boy and their unmentionables and about to be interrogated by Colonel Autumn.

to:

** Happens to the Lone Wanderer when he/she is [[spoiler:they're captured by the Enclave. Enclave]]. They are knocked out and wake up in a stasis field wearing only their Pip-Boy and their unmentionables and about [[spoiler:about to be interrogated (and possibly killed) by Colonel Autumn.Autumn]].



* UnexplainedAccent:
** Moriarty and Tenpenny speak with Irish and British accents respectively. (There is no indication of transatlantic travel in this or any other Fallout.) According to the lead designer, Tenpenny is supposed to have come over from England.

to:

* UnexplainedAccent:
**
UnexplainedAccent: Moriarty and Tenpenny speak with Irish and British accents respectively. (There is no indication of transatlantic travel in this or any other Fallout.) According to the lead designer, Tenpenny is supposed to have come over from England.



** Roy Phillips, pre-War cop turned post-War ghoul, needs your help to get into Tenpenny Tower. Do it peacefully and he'll murder everyone inside with his pack of feral ghouls because he was going to anyway. Kill him afterwards and you'll get a karma hit (unless it's a sneak attack) because Three-Dog portrays him as a "victim" of a group cruel racists.

to:

** Roy [[spoiler:Roy Phillips, pre-War cop turned post-War ghoul, ghoul]], needs your help to get [[spoiler:get into Tenpenny Tower. Do it peacefully and he'll murder everyone inside with his pack of feral ghouls because he was going to anyway. Kill him afterwards and you'll get a karma hit (unless it's a sneak attack) because Three-Dog portrays him as a "victim" of a group cruel racists.racists]].



* UnreliableNarrator: The Narrator says that Vault 101's door never opened, "This is where you were born. This is where you will die. For in Vault 101, no-one ever enters, and no-one ever leaves.". [[FirstEpisodeTwist Obviously, you and Dad are about to make a lie of that.]] [[spoiler: And not even for the first time.]]

to:

* UnreliableNarrator: The Narrator says that Vault 101's door never opened, "This is where you were born. This is where you will die. For in Vault 101, no-one ever enters, and no-one ever leaves.". [[FirstEpisodeTwist Obviously, you and Dad are about to make a lie of that.]] [[spoiler: And [[spoiler:And not even for the first time.]]time]].



* UpdatedRerelease: The Game of the Year edition, which comes with all of the game's DLC.

to:

* UpdatedRerelease: The Game of the Year edition, which comes with all of the game's DLC.DLC and the ability to decide which DLC pieces should be activated for a particular session.



** Any perk that only boosts a skill. Skill books are found all the time (there's 25 of each in the whole game, for a total of 25 free skill points, 50 with Comprehension) and +5 to a skill isn't worth the waste of a perk when you can just wait for another level up.
** Swift Learner: +10% experience for each level, but there's an infinite amount of experience available. Even worse is "Deep Sleep", which lets you get the "Well Rested" bonus for +10% exp from any bed you sleep in, meaning it's like Swift Learner, but you need to sleep in order to get the benefits, and those benefits only last a limited time. In addition to the fact that leveling up too quickly will cause more difficult enemies to appear sooner.

to:

** Any perk that only boosts a skill. one or two skills. Skill books are found all the time (there's 25 of each in the whole game, for a total of 25 free skill points, 50 with Comprehension) the Comprehension perk) and +5 to a skill isn't worth the waste of a perk when you can just wait for another level up.
** Swift Learner: +10% experience for each level, but there's an infinite amount of experience available. Even worse is available.
**
"Deep Sleep", which Sleep" from ''Broken Steel'' lets you get the "Well Rested" bonus for +10% exp from any bed you sleep in, meaning it's It's like Swift Learner, but you need to sleep in order to get the benefits, and those benefits only last a limited time. In addition to the fact that leveling up too quickly will cause more difficult enemies to appear sooner.



** Puppies!: If Dogmeat dies, Dogmeat's Puppy appears outside Vault 101 after a few days; also applies to his puppies, making him impossible to permanently kill. Only available in Broken Steel, which causes Dogmeat('s Puppy) to have ridiculously high HP so he'll likely never die anyway. Useful only for the follower exploits.

to:

** Puppies!: If Dogmeat dies, Dogmeat's Puppy appears outside Vault 101 after a few days; also applies to his puppies, making him impossible to permanently kill. Only available in Broken Steel, ''Broken Steel'', which causes Dogmeat('s Puppy) to have ridiculously high HP so he'll likely never die anyway. Useful only for the follower exploits.



** Nuclear Anomaly: At twenty HP or less, you lose all your radiation, your health rises to twenty HP exactly, and you create a small nuclear blast where you're standing. Although it's an amusing gimmick, anything that could drive you to under twenty HP at level thirty is probably going to be dealing '''more''' than twenty damage per hit, the blast re-irradiates you, damages your clothing, often cripples your limbs, damages any friendly NPC in its radius, and occasionally it glitches up and fails to provide the healing, causing you to kill yourself. (Plus any enemy that can reduce your health to 20% at this point will probably be too strong for this Perk to kill.)

to:

** Nuclear Anomaly: At twenty HP or less, you lose all your radiation, your health rises to twenty HP exactly, and you create a small nuclear blast where you're standing. Although it's an amusing gimmick, anything that could drive you to under twenty HP at level thirty is probably going to be dealing '''more''' than twenty damage per hit, the blast re-irradiates you, damages your clothing, often cripples your limbs, damages any friendly NPC in its radius, and occasionally it glitches up and fails to provide the healing, causing you to kill yourself. (Plus any enemy that can reduce your health to 20% at this point will probably be too strong for this Perk to kill.)) Plus, the same-level alternative to it is the way more useful Almost Perfect.



* VideoGameCaringPotential: You can play tag and hide-and-seek with a lonely little kid who lives in a mine in Point Lookout.
* VideogameCrueltyPotential:
** [[InvisibilityCloak Stealth Armor]]. FlamingSword. [[BloodyHilarious Bloody Mess perk]]. Town full of innocent people. You know what to do. And nuke the evidence.

to:

* VideoGameCaringPotential: VideoGameCaringPotential:
**
You can play tag and hide-and-seek with a lonely little kid who lives in a mine in Point Lookout.
* VideogameCrueltyPotential:
** [[InvisibilityCloak Stealth Armor]]. FlamingSword. [[BloodyHilarious Bloody Mess perk]]. Town full of innocent people. You know what to do. And nuke Successful {{escort|Mission}}ings where your NPC companion can die usually net good rewards.
*** Sydney during "Stealing Independence". If you escort her throughout
the evidence.National Archives and then to Rivet City safely, [[spoiler:she sets shop in Underworld and becomes an ammo merchant (and a very good one at that!)]]. A later speech check after finding a specific document [[spoiler:namely Sydney's father's last words in the Statesman Hotel]] nets you [[spoiler:Sydney's custom-made SMG]].
*** Provided they also survive [[spoiler:the HoldTheLine portion of the mission]], "Big Trouble in Big Town" also have [[spoiler:Red and Shorty. Red is Big Town's medic, and not only can she heal you and cure you of radiation, she can also sell you Aid goods]].
* VideoGameCrueltyPotential:



** Dr. Braun gives us an in-universe example - his only source of amusement is cruelly tormenting the other inhabitants of Tranquility Lane.
** In Rivet City, you can talk a suicidal old man into jumping off the flight deck. Feel proud.
** The unmarked quest "The Kid-Kidnapper." You know Bumble? The littlest of the named Lamplighters? You can tell her you're taking her on an adventure and then SELL HER TO FREAKING PARADISE FALLS.
** In Rivet City, you can screw over [[spoiler:both Harkness and the Institute using MindRape and first-degree murder. Step one: Get permission from Harkness to execute Dr. Zimmer and his bodyguard. Step two: Convince Harkness to go back to the Institute. Step three: Wait until Zimmer says mind-wipe phrase to Harkness. Step four: ''Shoot Zimmer dead before he can give Harkness a single command''. Congrats, you have left the Institute short of a well-respected genius and left his robot slave in a permanent vegetable state, doing nothing but standing there requesting a dead man to give him commands that will never come. And the rest of Rivet City will completely forgive you for this. Legally.]]
* VideoGameFlamethrowersSuck: Played straight with the Flamer, subverted with the Burnmaster and the Slo-Burn Flamer, and ''utterly'' {{averted|Trope}} with the [[{{BFG}} Heavy Incinerator]].

to:

** Dr. Braun gives us is an in-universe example - his only source of amusement is cruelly tormenting the other inhabitants of Tranquility Lane.
** In Rivet City, you can talk a suicidal old man into jumping off the flight deck. Feel proud.
deck.
** The unmarked quest "The Kid-Kidnapper." You know Bumble? The Kid-Kidnapper", given to you by Eulogy Jones, the leader of the Paradise Falls slavers. [[spoiler:You have to kidnap Bumble, the littlest of the named Lamplighters? You can tell Lamplighters, by telling her you're taking her on an adventure and then SELL HER TO FREAKING PARADISE FALLS.
selling her to the slavers]].
** In Rivet City, during "The Replicated Man", you can screw over [[spoiler:both Harkness and the Institute using MindRape and first-degree murder. Step one: Get First you need to get permission from Harkness to execute Dr. Zimmer and his bodyguard. Step two: Convince bodyguard, then convince Harkness to go back to the Institute. Step three: Wait Institute, then wait until Zimmer says the mind-wipe phrase to Harkness. Step four: ''Shoot Harkness, and finally shoot Zimmer dead before he can give Harkness a single command''. Congrats, command. After all is said and done, you have left the Institute short of a well-respected genius and left his robot slave in a permanent vegetable state, doing nothing but standing there requesting a dead man to give him commands that will never come. And the rest of Rivet City [[KarmaHoudini will completely forgive you for this. Legally.]]
this]]]].
%% (PurpleProse and FanMyopia, needs a proper rewriting) ** [[InvisibilityCloak Stealth Armor]]. FlamingSword. [[BloodyHilarious Bloody Mess perk]]. Town full of innocent people. You know what to do. And nuke the evidence.
* VideoGameFlamethrowersSuck: Played straight VideoGameCrueltyPunishment:
** The slaver quest "Strictly Business" gives you the Mesmetron and a task to mesmerize four VIP targets. Two of them are [[spoiler:Flak in Rivet City, the weapons seller, and Red in Big Town, the medic]]. Doing the first [[spoiler:has Shrapnel wandering the wastes looking for his partner to no avail, and preventing you from buying gear and weapons in the city]], while the latter (provided you previously rescued her from the Super Mutants in Germantown) [[spoiler:turns the entirety of Big Town against you]]. In both cases [[spoiler:you're one weapons seller and one medic option less]].
** Among the targets you can enslave for the "Strictly Profitable" sidequest, there are merchants such as [[spoiler:Angela Staley and Cindy Cantelli (Rivet City)]] and repairers such as [[spoiler:Flash (Big Town)]]. Doing the deed [[PermanentlyMissableContent removes them from the game permanently]].
** If you have ''Broken Steel'' activated, choosing to [[spoiler:inject the FEV into the purifier]], will not only severely hurt your Karma level, but [[spoiler:makes Aqua Pura become a poison for you,
with the Flamer, subverted with the Burnmaster and the Slo-Burn Flamer, and ''utterly'' {{averted|Trope}} with the [[{{BFG}} Heavy Incinerator]].three such vases ''killing'' you]].



* VigilanteMan: The Regulators is a whole organization of these guys.
* VillainByDefault: All raiders are homicidally insane, drug-crazed lunatics who live in shelters with human remains used as decoration. Text logs and messages suggest them to be capable of reasoning, but gameplay-wise all they ever do is [[SuicidalOverconfidence attack anything and everything regardless of consequences]].
* VillainWithGoodPublicity: Roy Philips. To put it simply, he has a homicidal hatred for unmutated humans. However, the Galaxy News Radio thinks he's an oppressed minority woobie, and bashes you if you put a bullet between the bastard's eyes. This is even reflected in the gameplay itself: even though Philips is villainous and the game knows it, killing him and his followers still nets you negative karma as they are set at "Good" karma.
* VillainousIncest: [[spoiler: The Andale residents.]] You're pretty far gone when generations of inbreeding that's been going on for about 200 years straight '''isn't''' your [[TownWithADarkSecret dark secret]].
* VisualPun: How does [[spoiler: Liberty Prime]] deploy nuclear weapons during "Take It Back"? He throws them like footballs. As in the Nuclear Football, the briefcase that the US President keeps the launch codes for America's nuclear arsenal in.
* VitriolicBestFriends: Harold and Bob are a downplayed duo as Harold is a mutant and Bob is a tree. Harold likes to call Bob "Herbert", which apparently gets under Bob's bark but being a plant, Bob can only communicate to Harold in kind.

to:

* VigilanteMan: The Regulators is are a whole organization of these guys.
guys. They appear to attack you more frequently if you have Evil Karma and, with the Lawbringer perk, their leader becomes available for you to drop fingers off killed enemies (usually those tagged with Evil and Very Evil Karma).
* VillainByDefault: VillainByDefault:
**
All raiders are homicidally insane, drug-crazed lunatics who live in shelters with human remains used as decoration. Text logs and messages suggest them to be capable of reasoning, but gameplay-wise all they ever do is [[SuicidalOverconfidence attack anything and everything regardless of consequences]].
** Talon Company mercenaries are this, as they only appear to ambush you if your Good Karma levels are too high, outright calling you a "goody-two-shoes white knight".
** Slavers are even worse. Raiders at least have the excuse of doing most of their heinous acts out of desperation or need. The slavers, on the other hand, do their heinous acts purely out of evilness.
** [[spoiler:Tenpenny and Mr. Burke]]. That's what you get for [[spoiler:wishing/forcing the detonation of a dormant bomb in order to make an entire town disappear]].
* VillainWithGoodPublicity: Roy Philips. To put it simply, he has a homicidal hatred for unmutated humans. However, the Galaxy News Radio thinks he's an oppressed minority (Ghoul) woobie, and bashes you if you put a bullet between the bastard's eyes. This is even reflected in the gameplay itself: even though Philips is villainous and the game knows it, killing him and his followers still nets you negative karma as they are set at "Good" karma.
* VillainousIncest: [[spoiler: The Andale residents.]] You're pretty far gone when generations [[spoiler:generations of inbreeding that's been going on for about 200 years straight '''isn't''' your [[TownWithADarkSecret dark secret]].
secret]]]].
* VisualPun: How does [[spoiler: Liberty [[spoiler:Liberty Prime]] deploy nuclear weapons during "Take It Back"? He throws Back" by throwing them like footballs. As in the Nuclear Football, "Nuclear Football", the briefcase that the US President keeps the launch codes for America's nuclear arsenal in.
* VitriolicBestFriends: Harold and Bob in [[spoiler:Oasis]] are a downplayed duo duo, as Harold [[spoiler:Harold is a mutant and Bob is a tree. Harold likes to call Bob "Herbert", which apparently gets under Bob's bark but being a plant, Bob can only communicate to Harold in kind.kind]].



** The march to The Purifier during the mission "Take It Back". You and the Lyon's Pride "escort" [[spoiler:Liberty Prime]] while it makes mincemeat out of the defending Enclave forces.
** The finale of ''Broken Steel'' pits the Lone Wanderer versus dozens upon dozens of Enclave soldiers. At one part of the mission, you get some appreciated help from a squad of Brotherhood Paladins, but they die quickly and for the most part you're on your own.
* WastelandElder: There are multiple examples. Such as Manya, the oldest person alive in Megaton, who can tell you the history of its foundation, as well as the elderly leaders of the Children of the Atom. There are also ghouls that have survived since the Great War bomb drops, one of which says that her interesting story is somewhat boring.

to:

** The [[spoiler:The march to The Purifier the Purifier]] during the mission "Take It Back". You [[spoiler:You and the Lyon's Lyons' Pride "escort" [[spoiler:Liberty Prime]] Liberty Prime while it makes mincemeat out of the defending Enclave forces.
forces]].
** The finale of ''Broken Steel'' pits the Lone Wanderer versus dozens [[spoiler:dozens upon dozens of Enclave soldiers. At one part of the mission, you get some appreciated help from a squad of Brotherhood Paladins, but [[RedshirtArmy they die quickly and quickly]] and, for the most part part, [[ItsUpToYou you're on your own.
own]]]].
* WastelandElder: There are multiple examples. Such as examples.
**
Manya, the oldest person alive in Megaton, who can tell you the history of its foundation, as well as the elderly leaders of the Children of the Atom. There are also ghouls that have Atom.
** Ghouls
survived since the Great War bomb drops, and one of which them says that her interesting story is somewhat boring.boring.
** Elder Lyons is the head of the West Coast Brotherhood of Steel [[spoiler:and the BigGood of the story, who take in the escaping scientists and the Lone Wanderer into the Citadel after the events of "The Waters of Life"]].
** Bob Seward is the oldest of the escaped slaves in the Temple of the Union. Being a slave most of his life, he almost has no abilities to speak of, so he instead tends to cook (and very badly at that) and take care of the Brahmin.



* WeCanRuleTogether: AffablyEvil President Eden suggests that there may be a place in the Enclave for the Lone Wanderer, perhaps even replacing Colonel Autumn as his [[TheDragon dragon]], if they agree to help Eden implement his Final Solution. Nothing ever comes of it, though, for two important reasons; 1) even if you don't destroy Eden yourself, in ''Broken Steel'' Liberty Prime will level Raven Rock, either destroying Eden or burying him under a few thousand tons of rubble. 2) Despite being raised in a Vault, the Lone Wanderer is descended from Wastelanders, so Eden's [=FEV=] turns out to be fatal to him/her as well.

to:

* WeCanRuleTogether: AffablyEvil President [[spoiler:President Eden suggests that there may be a place in the Enclave for the Lone Wanderer, perhaps even replacing Colonel Autumn as his [[TheDragon dragon]], if they agree to help Eden implement his Final Solution. Solution]]. Nothing ever comes of it, though, for two important reasons; 1) reasons: [[spoiler:1) even if you don't destroy Eden yourself, in ''Broken Steel'' Liberty Prime will level Raven Rock, either destroying Eden or burying him under a few thousand tons of rubble. 2) Despite being raised in a Vault, the Lone Wanderer is descended from Wastelanders, so Eden's [=FEV=] turns out to be fatal to him/her them as well.well]].



** The Vault 101 Overseer. He seems sour and unfriendly most of the time, but if you read his entry in his terminal, he really wished to have the vault residents lead a peaceful life and didn't proceed with Vault experiments.
** Just about everyone in Canterbury Commons believes The Mechanist is doing more harm than good. While he's sincere about protecting the town, it's agreed that his heavily-armed robots are doing a lot more damage than the Antagonizer's mutated ants.
** The Enclave. They're [[ANaziByAnyOtherName essentially Nazi's]], though their goal to restore America and humanity is respectable. Their methods certainly are not.
** The adults of Andale. They're just trying to make a stable food supply and home for themselves. [[spoiler: Unfortunately, that involves [[ImAHumanitarian relying on murdering people for food]] and mass incest.]]
* [[WhamEpisode Wham Mission]]: ''The Waters of Life''. Specifically, [[spoiler:the point when its revealed that not only are the Enclave still active despite the events of ''2'', but they also intend to forcefully take control of Project Purity for their own sinister ends.]]

to:

** The Vault 101 Overseer. He seems sour and unfriendly most of the time, but if [[spoiler:if you read his entry in his terminal, he really wished to have the vault residents lead a peaceful life and didn't proceed with Vault experiments.
experiments]].
** Just about everyone in Canterbury Commons believes The [[spoiler:The Mechanist is doing more harm than good. good]]. While he's sincere about protecting [[spoiler:protecting the town, town]], it's agreed that his [[spoiler:his heavily-armed robots are doing a lot more damage than the Antagonizer's [=AntAgonizer's=] mutated ants.
ants]].
** The Enclave. [[spoiler:The Enclave]]. They're [[ANaziByAnyOtherName [[spoiler:[[ANaziByAnyOtherName essentially Nazi's]], Nazis]]]], though their goal to restore [[spoiler:restore America and humanity humanity]] is respectable. Their [[spoiler:Their methods certainly and supremacist ideology, on the other hand, are not.
not]].
** The adults of Andale.[[spoiler:Andale]]. They're just trying to make a stable food supply and home for themselves. [[spoiler: Unfortunately, [[spoiler:Unfortunately, that involves [[ImAHumanitarian relying on murdering people for food]] and mass incest.]]
* [[WhamEpisode Wham Mission]]: WhamEpisode: ''The Waters of Life''. Specifically, [[spoiler:the the point when its revealed that not [[spoiler:not only are the Enclave still active despite the events of ''2'', ''2'']], but they also intend to forcefully [[spoiler:forcefully take control of Project Purity for their own sinister ends.]]ends]].



** Dad gives you one if he finds out you destroyed Megaton.

to:

** Dad gives you one if he finds out you destroyed Megaton.[[spoiler:nuked Megaton]].



** You get called on this if you kill the Overseer during your escape, or if you kill him in the sidequest "Trouble On The Homefront." If you kill the original Overseer and also the second one, Amata will accept the latter as self-defense, but you'll still get a lot of "what have you done?" from everyone else.
** In the ending, Sarah Lyons will give you a lot of sass if you insist that she make a HeroicSacrifice rather than doing so yourself. The narrator will also do so in the ending voice-over, even if you send in one of two possible radiation-immune followers (which is easily the most logical choice).
** In ''Broken Steel'', if you choose to target the Citadel after reaching the Satellite room in the Mobile Base Crawler, upon landing back at the [now destroyed] Citadel, the Brotherhood of Steel will immediately find out that it was your doing. They will then declare you a traitor in their eyes, and will shoot you on sight.
** A more subtle one happens if you kill Three Dog, as his DJ segments on GNR are replaced by a very unenthusiastic and bitter technician who talks about how "some asshole killed our DJ."

to:

** You get called on this if you kill [[spoiler:kill the Overseer during your escape, "Escape" or if you kill him in the sidequest "Trouble On The Homefront." on the Homefront"]]. If you kill the original Overseer and also the second one, Amata [[spoiler:kill both of them]], [[spoiler:Amata]] will accept the latter as self-defense, [[spoiler:self-defense]], but you'll still get a lot of "what have you done?" from everyone else.
** In the ending, Sarah [[spoiler:Sarah Lyons will give you a lot of sass sass]] if you insist that she [[spoiler:she should make a HeroicSacrifice rather than doing so yourself. in your place]]. The narrator will also do so in the ending voice-over, even if (provided ''Broken Steel'' is activated) you send in one [[spoiler:one of two possible radiation-immune followers (which is easily the most logical choice).
choice)]].
** In ''Broken Steel'', if you choose to target [[spoiler:target the Citadel Citadel]] after reaching the [[spoiler:the Satellite room in the Mobile Base Crawler, Crawler]], upon landing back at the [[spoiler:the [now destroyed] Citadel, the Brotherhood of Steel will immediately find out that it was your doing. They will then declare you a traitor in their eyes, and will shoot you on sight.
sight]].
** A more subtle one happens if you kill [[spoiler:kill Three Dog, Dog]], as his [[spoiler:his DJ segments on GNR GNR]] are replaced by a [[spoiler:a very unenthusiastic and bitter technician technician]] who talks about how "some [[spoiler:"some asshole killed our DJ."DJ"]].



* WhatMeasureIsANonHuman:
** A recurring theme. There are multiple quests that ask you to decide whether ghouls/androids/slaves/mutants/people trapped in a LotusEaterMachine Are People Too (with the Karma Meter almost always falling on the side of "yes they are"); the two most powerful factions on either side of the coin are distinctly human-chauvinist, although the Enclave [[spoiler:have an AI for a leader]] and the Brotherhood [[spoiler:employ a high-ranking cyborg]]. The Enclave plan to [[spoiler:use the modified FEV to kill all "meta-humans" with even the slightest degree of mutation]].

to:

* WhatMeasureIsANonHuman:
**
WhatMeasureIsANonHuman: A recurring theme. theme.
**
There are multiple quests that ask you to decide whether ghouls/androids/slaves/mutants/people trapped in a LotusEaterMachine Are People Too (with are people too, with the Karma Meter almost always falling on the side of "yes they are"); the are".
** The
two most powerful factions on either side of the coin are distinctly human-chauvinist, although the Enclave [[spoiler:have an AI for a leader]] and the Brotherhood [[spoiler:employ a high-ranking cyborg]]. The Enclave plan plans to [[spoiler:use the modified FEV to kill all "meta-humans" with even the slightest degree of mutation]].



** The Replicated Man quest is about an android, and both his pursuer and "helper" give reasons on why or why not he's human.
** Subverted at least once, though; [[ThePollyanna Moira]] is convinced that Mirelurks must have a complex underwater society. [[spoiler:They don't.]]
* WhatYouAreInTheDark: The main character has a Karma meter to track this, and it doesn't care whether there were any witnesses. The trope is also applied to a ''lot'' of the evidence you find of peoples' last moments in the Great War - evidence of selfishness, or tragedy, or heroism.
* WhileRomeBurns: Dukov and his two party girls spend every day huddled inside a building doing nothing but drinking, partying, getting high, and having sex. The fact that they are almost completely defenseless and surrounded by super mutants and other monsters is something they choose to simply ignore. It helps that Dukov is [[spoiler:a RetiredBadass whose reputation as a mercenary was known to even Alistair Tenpenny.]]

to:

** The "The Replicated Man Man" quest is about an android, and both his pursuer and "helper" give reasons on why or why not he's human.
** Subverted at least once, though; [[ThePollyanna Moira]] once: Moira is convinced that Mirelurks must have a complex underwater society. [[spoiler:They don't.]]
* WhatYouAreInTheDark: WhatYouAreInTheDark:
**
The main character has a Karma meter to track this, and it doesn't care whether there were any witnesses. witnesses.
**
The trope is also applied to a ''lot'' of the evidence you find of peoples' last moments in the Great War - evidence of selfishness, or tragedy, or heroism.
* WhileRomeBurns: Dukov and his two party girls spend every day huddled inside a building doing nothing but drinking, partying, getting high, and having sex. The fact that they are almost completely defenseless and surrounded by super mutants and other monsters is something they choose to simply ignore. It helps that Dukov is [[spoiler:a RetiredBadass whose reputation as a mercenary was known to even Alistair Tenpenny.]]Tenpenny]].



** The Lone Wanderer him/herself. The character is ''nineteen'' during the Vault 101 escape, and some of the technical things expected of the character (such as disarming a nuclear bomb) would ordinarily not be entrusted to a nineteen-year-old.
* WouldHitAGirl: Colonel Autumn makes his character clear when he murders an unarmed female scientist in cold blood the first time you see him.

to:

** The Lone Wanderer him/herself. The character is themself, especially with a high level of Intelligence stat and many skills such as Explosives, Science and Medicine. They are ''nineteen'' during the Vault 101 escape, and some of the technical things expected of the character (such as disarming a nuclear bomb) would ordinarily not be entrusted to a nineteen-year-old.
* WouldHitAGirl: Colonel Autumn makes his character clear when he murders [[spoiler:Janice, an unarmed female scientist in cold blood blood,]] the first time you see him.



* WreakingHavok: The game's physics, when manipulated right, can be very amusing. Such as when you use a couple hundred mines to send a Behemoth Flying into the sky. The game tends to exaggerate the ragdoll physics more in VATS, so critting a Super Mutant with the Victory Rifle can cause them to go tumbling into the air because the weight of their own limbs pulled them into it while still in VATS.

to:

* WreakingHavok: The game's physics, when manipulated right, can be very amusing. Such as when you use a couple hundred mines to send a Behemoth Flying into the sky. The game tends to exaggerate the ragdoll physics even more in VATS, V.A.T.S., so critting a Super Mutant with the Victory Rifle can cause them to go tumbling into the air because the weight of their own limbs pulled them into it while still in VATS.V.A.T.S..



* WrongGenreSavvy: Both the [=AntAgonist=] and The Mechanist believe they are in a superhero comic... you can complete a quest by convincing them that they're not. In the [=AntAgonist=]'s case, she's so far out of touch with reality that she believes she's living the ''Grognak the Barbarian'' comic of which she is based off of.

to:

* WrongGenreSavvy: Both the [=AntAgonist=] [=AntAgonizer=] and The Mechanist believe they are in a superhero comic... you comic. [[spoiler:You can complete a quest by convincing them that they're not. In the [=AntAgonist=]'s [=AntAgonizer=]'s case, she's so far out of touch with reality that she believes she's living the ''Grognak the Barbarian'' comic of which she is based off of.of]].



* YouCantGoHomeAgain: Following the tutorial, you are forced to leave Vault 101 and go into the wasteland after your father escapes while the paranoid Overseer plans on killing you as a scapegoat. Later, the mission "Trouble On The Homefront" allows you to return to the Vault, which has fallen into chaos, and help sort things out. Of course right afterwards [[UngratefulBastard you are told to leave]] and this time you can't ever return (Although you can soften ''that'' blow, as you do have the option of forcing '''everyone''' out of the vault with you by sabotaging the environmental controls.)

to:

* YouCantGoHomeAgain: Following the tutorial, you are forced to leave Vault 101 and go into the wasteland after your father escapes while the paranoid Overseer plans on killing you as a scapegoat. Later, the mission "Trouble On The Homefront" allows you to return to the Vault, which has fallen into chaos, and help sort things out. Of course right afterwards [[spoiler:Regardless of how the situation is solved, [[UngratefulBastard you are told to leave]] leave]], and this time you can't ever return (Although (although you can soften ''that'' blow, as you do have the option of forcing '''everyone''' out of the vault with you by sabotaging the environmental controls.)controls)]].



*** The quest 'The Velvet Curtain' in which you [[spoiler:follow the intended footsteps of a Chinese spy. After you accomplish the mission and look at the extraction information, it's revealed that Chinese intelligence felt silencing the spy would be far easier than recovering him, so they arranged a booby-trap involving an irradiated room.]]
* YouHaveResearchedBreathing: You can get meat from anything from a dog to a giant bug, but you need the Cannibal perk if you want fresh human meat. Feral ghouls (and Swampfolk in Point Lookout) will occasionally carry around steak-shaped slabs of human, however. Justified in that taking a more active role in cannibalism is a major life choice.

to:

*** The quest 'The Velvet Curtain' in which you [[spoiler:follow the intended footsteps of a Chinese spy. After you accomplish the mission and look at the extraction information, it's revealed that Chinese intelligence felt [[HeKnowsTooMuch silencing the spy would be far easier than recovering him, him]], so they arranged a booby-trap involving an irradiated room.]]
room]].
* YouHaveResearchedBreathing: YouHaveResearchedBreathing:
**
You can get meat from anything any organic being, from a dog Dog and a Bloatfly bee to a giant bug, Radscorpion or Yao Guai bear, but you still need the Cannibal Cannibalism perk if you want [[IAmAHumanitarian fresh human meat. Feral ghouls (and Swampfolk meat]].
** You can use any kind of armor, even Combat Armor or Metal Armor, but for Power Armor you need to get a special training (which
in Point Lookout) will occasionally carry around steak-shaped slabs of human, however. Justified in that taking a more active role in cannibalism is a major life choice.turn nets you the Power Armor perk) [[spoiler:which you don't get until after you escaped the Enclave-conquered Jefferson Memorial and gain access to the Brotherhood's Citadel]].



** A frequent result of BoomHeadshot, which [[CranialProcessingUnit even works on some robots.]]
** Moira develops a molerat repellent made of Jet and Psycho that, as it turns out, repels their heads from their bodies.

to:

** A frequent result of BoomHeadshot, which [[CranialProcessingUnit even works on some robots.]]
robots]], especially with the Bloody Mess perk.
** Moira develops a molerat Mole Rat repellent made of Jet and Psycho that, as it turns out, repels their heads from their bodies.



** Under normal conditions, the Mesmetron that the Paradise Falls slavers give you temporarily confuses targets long enough to allow you to slip a slave collar onto them. However, if you score a critical hit to their head, it will explode a few moments later. They don't even see it coming. The instruction manual the slaver gives you even says that it hasn't been fully tested yet, and a random side effect was that occasionally pressure builds up in the subject's head and [[ArtisticLicenseBiology it explodes.]]
* YourMindMakesItReal: Tranquility Lane and the Anchorage Reclamation Simulation both use a biofeedback network that will lead to real death from virtual shock. The hallucinations encountered in Vault 106 are a less justified version of this.
* ZipMode: Carried over from Bethesda's ''Franchise/TheElderScrolls'' series, the game has a fast travel system to reduce player fatigue with having to travel long distances at a moderate jogging pace. Unlike ''The Elder Scrolls'', there are no services allowing for the discovery of new locations without the aforementioned walking to them, unless [[spoiler:you get the info of the vault locations from Vault-Tec systems]] while doing the "Agatha's Song" subquest or get the "Explorer" perk after reaching Level 20. And you need to be in the World Map or any location that allows you to fast travel, grounded, not overencumbered, and without enemies going for your blood.

to:

** Under normal conditions, the Mesmetron that the Paradise Falls slavers give you temporarily confuses targets long enough to allow you to slip a slave collar onto them. However, if you score a critical hit to their head, it will explode a few moments later. They don't even see it coming. The instruction manual the slaver gives you even says that it hasn't been fully tested yet, and a random side effect was that occasionally pressure builds up in the subject's head and [[ArtisticLicenseBiology it explodes.]]
explodes]].
* YourMindMakesItReal: Tranquility Lane YourMindMakesItReal:
** [[spoiler:Tranquility Lane]] in the main game
and the Anchorage Reclamation Simulation both in ''Operation: Anchorage'' use a biofeedback network that will lead to real death from virtual shock. The shock.
** [[spoiler:The
hallucinations encountered in Vault 106 106]] are a less justified version of this.
* ZipMode: Carried over from Bethesda's ''Franchise/TheElderScrolls'' series, the The game has a fast travel system to reduce player fatigue with having to travel long distances at a moderate jogging pace. Unlike ''The Elder Scrolls'', However, there are no services allowing for the discovery of new locations without the aforementioned walking to them, unless [[spoiler:you get the info of the vault locations from Vault-Tec systems]] while doing the "Agatha's Song" subquest or get the "Explorer" perk after reaching Level 20. And you need to be in the World Map or any location that allows you to fast travel, grounded, not overencumbered, and without enemies going for your blood.

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* RevolversAreJustBetter: Averted with the .32 pistol, a revolver that is actually one of the weakest guns in the game. The Scoped .44 Magnum on the other hand is among the best of the available pistols offset by its ''terrible'' item health; every shot visibly degrades it. Then there's the PC cheat-only .44 Magnum, which will destroy ''anything'' in one shot. Raiders, mutants, robots, buses, vertibirds...
* RoarBeforeBeating: Feral ghouls and Zeta's alien abominations. This is not a free action--they tend to get shot up doing it.

to:

* RevolversAreJustBetter: Averted with the .32 pistol, a revolver that is actually one of the weakest guns in the game. RevolversAreJustBetter:
**
The Scoped .44 Magnum on the other hand is among the best of the available pistols offset by its ''terrible'' item health; every shot visibly degrades it. Then there's the it.
** The
PC cheat-only .44 Magnum, which will destroy destroys ''anything'' in one shot. Raiders, mutants, robots, buses, vertibirds...
* RoarBeforeBeating: Feral ghouls Ghouls and Zeta's alien abominations. This is not [[SubvertedTrope not]] [[TalkingIsAFreeAction a free action--they action]] -- [[TooDumbToLive they tend to get shot up doing it.it]].



* RuleOfDrama: The original ending forces the player [[spoiler: to make a heroic sacrifice. Even though logically speaking, several of your potential companions could ''easily'' perform the action for you and be unharmed]]. But all the companions will simply refuse to help -- even Clover and Charon, who are both slaves forced to obey your every whim (the former via the threat of an explosive collar around her neck, the latter through brainwashing that renders him incapable of refusing an order) -- with their reasoning being essentially "It's simply more dramatic if ''you'' do it."
* ScaryScorpions: Radscorpions, who have no [[BoomHeadShot weak point]]. The Giant and Albino versions even more so.

to:

* RuleOfDrama: The original no-''Broken Steel'' ending forces the player [[spoiler: to make [[spoiler:make a heroic sacrifice. Even though HeroicSacrifice, even though, logically speaking, several of your potential companions could ''easily'' perform the action for you and be unharmed]]. unharmed. But all the companions will simply refuse to help -- even Clover and Charon, who are both slaves forced to obey your every whim (the former via the threat of an explosive collar around her neck, the latter through brainwashing that renders him incapable of refusing an order) -- with their reasoning being essentially "It's simply more dramatic if ''you'' do it."
it"]].
* ScaryScorpions: Radscorpions, who have no [[BoomHeadShot weak point]]. The Giant {{Giant|Mook}} and Albino versions ''Broken Steel''[='=]s [[EliteMook Albino]] variations even more so.



** [[spoiler: Oasis]].
--->'''Three Dog:''' Have any of you kiddies ever seen... a ''tree''? [...] Somewhere out in the Wasteland is a place with ''lots'' of trees, a veritable [[spoiler: oasis]] of green in a [[RealIsBrown depressing sea of brown]]...

to:

** [[spoiler: Oasis]].
[[spoiler:Oasis. As its name implies, it's a lush forest, complete with trees, located in the middle of the Capital Wasteland. Too bad it still features the irradiated water, at least until the Lone Wanderer's HeroicSacrifice]].
--->'''Three Dog:''' Have any of you kiddies ever seen... a ''tree''? [...] Somewhere out in the Wasteland is a place with ''lots'' of trees, a veritable [[spoiler: oasis]] [[spoiler:oasis]] of green in a [[RealIsBrown depressing sea of brown]]...



* SchmuckBait: InUniverse, there is an insane man in downtown DC with a megaphone who keeps spouting off [[CloudCuckooLander completely crazy nonsensical ramblings]] from the safety of the second floor of his building. In the playground in the back alley of the building is a minefield. If he spots you, he will detonate the minefield and you '''WILL''' die. Over by the street is a wastelander who just wants the guy to shut up. You can convince the poor sap to walk up and try to talk to him... Just make sure you're standing well beyond the sidewalk so you don't get caught up in the explosion. [[note]]It's best to just pick the guy off from a distance with a gun. The minefield itself has at least 4 Mini Nukes scattered under the playground equipment. Yours for the taking if you kill the guy and don't set off any mines in the process.[[/note]]

to:

* SchmuckBait: InUniverse, there is an insane man in downtown DC with a megaphone who keeps spouting off [[CloudCuckooLander completely crazy nonsensical ramblings]] from the safety of the second floor of his building. In the playground in the back alley of the building is a minefield.minefield... [[spoiler:with several Mini Nukes attached to it. If he spots you, he will detonate the minefield and you '''WILL''' die. Over by the street is a wastelander who just wants the guy to shut up. You can convince the poor sap to walk up and try to talk to him... Just make sure you're standing well beyond the sidewalk so you don't get caught up in the explosion. explosion]]. [[note]]It's best to just pick the guy off from a distance with a gun.gun, preferably a SniperRifle. The minefield itself has at least 4 Mini Nukes scattered under the playground equipment. Yours for the taking if you kill the guy and don't set off any mines in the process.[[/note]]



** A few characters in the game mention ''The Commonwealth'' and ''The Institute'', which exist far to the north of the Capital Wasteland. Among other things, it's where the escaped android came from and where Dr. Li heads to between the end of the main quest and ''Broken Steel'', and is said to be a place of scientific and technological research. In 2012, Bethesda employees were rumored to be visiting Boston and the Massachusetts Institute of Technology in preparation for a new ''Fallout'' game to be set nearby - and sure enough, this plot thread turned out to be ProductionForeshadowing for the main plot of ''Videogame/Fallout4''.

to:

** A few characters in the game mention ''The Commonwealth'' and ''The Institute'', which exist far to the north of the Capital Wasteland. Among other things, it's where the escaped android came from and where Dr. Li [[spoiler:Dr. Li]] heads to between the end of the main quest and ''Broken Steel'', and is said to be a place of scientific and technological research. In 2012, Bethesda employees were rumored to be visiting Boston and the Massachusetts Institute of Technology in preparation for a new ''Fallout'' game to be set nearby - and sure enough, this plot thread turned out to be ProductionForeshadowing for the main plot of ''Videogame/Fallout4''.



* SinisterSubway: Every wrecked metro system in the Capital Wasteland is crawling with either mutants or raiders. Given that they're dark and dank with at least a few systems flooded with radiation in either form as well as the occasional trap...
* SkippableBoss: [[spoiler:General Jingwei and Colonel Augustus Autumn]] can both be talked out of fighting.

to:

* SinisterSubway: Every wrecked metro system in the Capital Wasteland is crawling with either mutants Ghouls or raiders. Given that Raiders. Some of them have Mirelurks and some others Super Mutants. It's a given, since they're dark and dank dank, with at least a few systems flooded with radiation in either form form, as well as the presence of the occasional trap...
trap.
* SkippableBoss: [[spoiler:General [[spoiler:Overseer Almodovar in "Trouble in the Homefront", General Jingwei in ''Operation: Anchorage'' and Colonel Augustus Autumn]] Autumn in "Take It Back!"]] can both be talked out of fighting.



* SomeOfMyBestFriendsAreX: When telling Dukov that Crowley wants him dead for being a bigot, part of Dukov's argument against the claim is that he had a Ghoul whore once just to see what it was like.

to:

* SomeOfMyBestFriendsAreX: When telling Dukov that Crowley [[spoiler:Crowley wants him dead for being a bigot, bigot]], part of Dukov's argument against the claim is that he had a Ghoul whore once just to see what it was like.



** James is shown to have an affinity for scotch throughout the game. Scotch is a type of whisky, which in turn gets its name from the Gaelic ''uisge beatha'', which translates into modern English as...wait for it..."water of life".

to:

** James is shown to have an affinity for scotch throughout the game. Scotch is a type of whisky, which in turn gets its name from the Gaelic ''uisge beatha'', which translates into modern English as...wait for it...as [[ArcWords "water of life".life"]].



* StealthBasedMission: In the first leg of the ''Operation: Anchorage'' DLC, you must sneak up the cliffs and take the Chinese guards out [[WithThisHerring with a rather weak silenced pistol]].
* StealthyMook: ''Operation: Anchorage'' has Chinese soldiers equipped with stealth suits that work like a permanent Stealth Boy while in use. Completing the simulation gets you one as a reward as well.
* StepfordSmiler: The Wilsons and the Smiths in Andale are way too cheerful to be real. They also talk as if they're in the middle of a picturesque suburban small town, not a cluster of scorched houses in a post-atomic wasteland.

to:

* StealthBasedMission: StealthBasedMission:
**
In the first leg of the ''Operation: Anchorage'' DLC, you must sneak up the cliffs and take the Chinese guards out [[WithThisHerring with a rather weak silenced pistol]].
** One of Moira's tasks for the Wasteland Survival Guide requires you to install an observation device in a Mirelurk colony. The side mission requires you to ''not'' kill any Mirelurk in the area. As a result, the best way to achieve both objectives is to have a high level of Sneak and several Stealth Boys at hand.
* StealthyMook: ''Operation: Anchorage'' has Chinese Dragoon soldiers equipped with stealth suits that work like a permanent Stealth Boy while in use. Completing the simulation gets you one as a reward as well.
* StepfordSmiler: The Wilsons and the Smiths in Andale are way too cheerful to be real.real, especially considering [[spoiler:the nefarious activities that take place there]]. They also talk as if they're in the middle of a picturesque suburban small town, not a cluster of scorched houses in a post-atomic wasteland.



* {{Stripperiffic}}: Several outfits (although generally more for females than males). The Sexy Sleepwear and its unique variants are obvious ones, but some of the Raider gear and slave outfits from the Pitt are even more suggestive/revealing. The Pitt's "Bombshell" armor is a full blown ChainmailBikini on a female.

to:

* {{Stripperiffic}}: Several outfits (although generally more for females than males). males).
**
The Sexy Sleepwear and its unique variants are obvious ones, but some ones.
** Some
of the Raider gear and slave outfits from the Pitt ''The Pitt'' are even more suggestive/revealing. The Pitt's suggestive/revealing.
** ''The Pitt''[='=]s
"Bombshell" armor is a full blown ChainmailBikini on a female.



* StupidEvil: You, if you [[spoiler:poison the purifier with modified FEV at the end of the main quest. This results in dooming all the non-vault people in the Wasteland. Like, well, you.]] You get Evil karma for that, but you really should get some Stupid karma instead.

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* StupidEvil: You, if you [[spoiler:poison the purifier with modified FEV at the end of the main quest. This results in dooming all the non-vault people in the Wasteland. Like, well, you.]] you]]. You get Evil karma for that, but you really should get some Stupid karma instead.
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** You do not get karma penalties if you do 'evil' things to evil people (including stealing from them or killing them in broad daylight).

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** You do not get karma penalties if you do 'evil' things to evil people (including stealing from them or killing them in broad daylight). [[EveryoneHasStandards The only exception is]] [[SlaveryIsASpecialKindOfEvil enslavement]].



** Attacking Betty, the psychotic and omnipotent little girl in charge of the Tranquility Lane simulation, will see you killed very quickly.

to:

** Attacking [[spoiler:Attacking Betty, the psychotic and omnipotent little girl in charge of the Tranquility Lane simulation, simulation]], will see you killed very quickly.



* QuintessentialBritishGentleman: The Mr Handy robots. When confronted with an enemy, they will oftentimes shout "For Queen and Country!" before firing their flamethrower.

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* QuintessentialBritishGentleman: The Mr Mr. Handy robots. When confronted with an enemy, they will oftentimes shout "For Queen and Country!" before firing their flamethrower.



** Generally avoided, given the open world structure, but some of the quests -- particularly in the main plot -- are starkly this. For example, how choosing not to protect the code to Project Purity gets you insta-killed, or how your only options at the final "morality choice" are to be [[BlackAndWhiteMorality either extremely selfish or extremely generous.]]

to:

** Generally avoided, given the open world structure, but some of the quests -- particularly in the main plot -- are starkly this. For example, how choosing not [[spoiler:not to protect the code to Project Purity Purity]] gets you insta-killed, or how your only options at the final "morality choice" are to be [[BlackAndWhiteMorality [[spoiler:[[BlackAndWhiteMorality either extremely selfish or extremely generous.]]generous]]]].

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* NeverAcceptedInTheirHometown: Subverted. We're led to believe that the Lone Wanderer was born in Vault 101, and there's a sidequest that deals with coming back to the Vault. As it turns out [[spoiler:not only the Lone Wanderer is banished forever from Vault 101, but he was ''never'' a Vault 101 native to begin with]].



** A [[OurOrcsAreDifferent Super]] [[SuperSoldier Mutant]] companion: [[GeniusBruiser Fawkes]], a [[DefectorFromDecadence Defector From Decadence]] [[TokenHeroicOrc who managed to hold onto his sanity]], and is [[NiceGuy incredibly friendly]], [[HiddenDepths surprisingly]] [[WarriorPoet intelligent]], [[TheAntiNihilist contains a Zen outlook on life]], and ''extraordinarily'' [[OneManArmy dangerous]].
** A [[OurZombiesAreDifferent Ghoul]] companion: [[BlueAndOrangeMorality Charon]], a [[BrainwashedAndCrazy brainwashed Ghoul mercenary]] that is [[MyMasterRightOrWrong unswervingly loyal to whoever owns his current contract]]. Outside of that, however, he's quite the [[NiceGuy friendly fellow]].
** A [[RobotBuddy robotic]] companion: [[DrillSergeantNasty Sergeant RL-3]], a Pre-War [[KillerRobot Mr. Gutsy]] that the [[PlayerCharacter Lone Wanderer]] can purchase and have fight at their side - he just does it [[LargeHam very]] loudly.
** A [[TheOrder Brotherhood of Steel]] companion: [[TheBigGuy Star]] [[OldMaster Paladin]] [[CoolOldLady Cross]], the [[TheAce highest-ranking member]] of the Brotherhood's Paladins and Elder Lyons' personal bodyguard. She was turned into a {{Cyborg}} after [[WeCanRebuildHim getting injured in battle]] years ago.

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** A [[OurOrcsAreDifferent Super]] [[SuperSoldier Super Mutant]] companion: [[GeniusBruiser Fawkes]], Fawkes, a [[DefectorFromDecadence Defector From Decadence]] DefectorFromDecadence [[TokenHeroicOrc who managed to hold onto his sanity]], and is [[NiceGuy incredibly friendly]], [[HiddenDepths surprisingly]] [[WarriorPoet intelligent]], surprisingly intelligent, [[TheAntiNihilist contains a Zen outlook on life]], and ''extraordinarily'' [[OneManArmy dangerous]].
** A [[OurZombiesAreDifferent Ghoul]] companion: [[BlueAndOrangeMorality Charon]], Charon, a [[BrainwashedAndCrazy brainwashed Ghoul mercenary]] that is [[MyMasterRightOrWrong unswervingly loyal loyal]] to [[KidWithTheLeash whoever owns his current contract]]. Outside of that, however, he's quite the [[NiceGuy friendly fellow]].
** A [[RobotBuddy robotic]] companion: [[DrillSergeantNasty Sergeant RL-3]], RL-3, a Pre-War [[KillerRobot Mr. Gutsy]] that the [[PlayerCharacter Lone Wanderer]] Wanderer can purchase and have fight at their side - he side. He just does it [[LargeHam very]] loudly.
very loudly]].
** A [[TheOrder Brotherhood of Steel]] Steel companion: [[TheBigGuy Star]] [[OldMaster Paladin]] [[CoolOldLady Cross]], Star Paladin Cross, the [[TheAce highest-ranking member]] of the Brotherhood's Paladins and Elder Lyons' personal bodyguard. She was turned into a {{Cyborg}} after [[WeCanRebuildHim getting injured in battle]] years ago.



*** The main faction of the Brotherhood, led by [[ReasonableAuthorityFigure Elder]] [[CoolOldGuy Lyons]], who have [[ScrewTheRulesImDoingWhatsRight discarded most of the Codex]], [[PragmaticHero directly recruit from the locals]], and focus more on protecting the innocent citizens of the [[DeathWorld Capital Wasteland]] from the [[DumbMuscle Super]] [[TheVirus Mutants]] than gathering Pre-War technology - which often leads to them getting [[IronButtMonkey beaten up a lot]]. They're still [[FantasticRacism racist]] towards Ghouls, [[KickTheDog though]].
*** A smaller [[RenegadeSplinterFaction splinter faction]], led by [[AntiHero Protector Casdin]], called the [[ExactlyWhatItSaysOnTheTin "Brotherhood Outcasts"]]. They [[ScrewThisImOuttaHere left Lyons' Brotherhood]] because of him [[AntiMutiny abandoning most of the Brotherhood's Codex]], and focus on gathering Pre-War tech while defending themselves from the local hostiles - which actually makes them the ''most'' like the original ''VideoGame/Fallout1''-era Brotherhood of Steel. Despite their AntiHero tendencies, they get several paralleling moments between them and Lyons' Brotherhood, and mostly just like to be left alone. They get [[ADayInTheLimelight more attention]] in the ''Operation: Anchorage'' DLC.

to:

*** The main faction of the Brotherhood, led by [[ReasonableAuthorityFigure Elder]] [[CoolOldGuy Lyons]], Elder Lyons, who have [[ScrewTheRulesImDoingWhatsRight discarded most of the Codex]], [[PragmaticHero directly recruit from the locals]], and focus more on protecting the innocent citizens of the [[DeathWorld Capital Wasteland]] Wasteland from the [[DumbMuscle Super]] [[TheVirus Mutants]] Super Mutants than gathering Pre-War technology - which which, until the Lone Wanderer comes around, often leads to them getting [[IronButtMonkey beaten up a lot]]. They're still [[FantasticRacism racist]] racist towards Ghouls, [[KickTheDog though]].
though.
*** A smaller [[RenegadeSplinterFaction splinter faction]], RenegadeSplinterFaction, led by [[AntiHero Protector Casdin]], Casdin, called the [[ExactlyWhatItSaysOnTheTin "Brotherhood Outcasts"]].Outcasts". They [[ScrewThisImOuttaHere left Lyons' Brotherhood]] because of him [[AntiMutiny abandoning most of the Brotherhood's Codex]], and focus on gathering Pre-War tech while defending themselves from the local hostiles - which actually makes them the ''most'' like the original ''VideoGame/Fallout1''-era Brotherhood of Steel. Despite their AntiHero tendencies, they get several paralleling moments between them and Lyons' Brotherhood, and mostly just like to be left alone. They get [[ADayInTheLimelight more attention]] in the ''Operation: Anchorage'' DLC.



** Raven Rock, [[spoiler:headquarters of the Enclave]], is only visited once near the end of the main mission. Completionists would be advised to grab the collectible Energy Weapons bobblehead during that time, as [[PermanentlyMissableContent you will not be able to re-enter to get it later]].
** Vault 101, where you begin the game. After escaping at the end of the tutorial, you can only return once during the mission "Trouble on the Homefront". Like Raven Rock, it is advised that you grab the Medicine bobblehead during one of these opportunities, as [[spoiler:once you're banished from the Vault]], you lose it forever.

to:

** Raven Rock, [[spoiler:headquarters of the Enclave]], is only visited once near the end of the main mission. Completionists would be advised to grab the collectible Energy Weapons bobblehead during that time, as [[PermanentlyMissableContent you will not be able re-entering the lair isn't possible]] after [[spoiler:the self-destruction protocol has been triggered]]. And even if [[spoiler:the Lone Wanderer didn't trigger the explosion]], accessing to re-enter to get it later]].
the lower floors isn't possible after getting out the first time.
** Vault 101, where you begin the game. After escaping at the end of the tutorial, you can only return once during the mission sidemission "Trouble on the Homefront". Like Raven Rock, it is advised that you grab the Medicine bobblehead during one of these opportunities, as [[spoiler:once you're banished from the Vault]], you lose it forever.



* OptionalStealth: People specializing in Stealth can play in this way, sneaking about and using a silenced pistol, but [[{{Hammerspace}} breaking out a BFG and Power Armor]] whenever things get hairy.

to:

* OptionalStealth: People specializing in Stealth can play in this way, sneaking about and using a silenced pistol, but [[{{Hammerspace}} [[AttackAttackAttack breaking out a BFG and Power Armor]] Armor with plenty of Stimpaks for healing purposes]] whenever things get hairy.hairy is still a valid strategy.



** If you can't get crooked bar owner Colin Moriarty to reveal where James went - or hack the answers out of his computer - one possible way to earn the answers is to do a little debt-collecting work for him. For good measure, Moriarty is a consummate bastard who will screw over everyone he's in business with, so [[EvilDebtCollector playing the mission his way qualifies as Evil Karma]].

to:

** If you can't get crooked bar owner Colin Moriarty to reveal where James went - or hack the answers out of his computer - one possible way to earn the answers is to do a little [[DeadlyEuphemism debt-collecting work work]] for him. For good measure, Moriarty is a consummate bastard who will screw over everyone he's in business with, so [[EvilDebtCollector playing the mission his way qualifies as Evil Karma]].



** ''Broken Steel'' enemies such as [[BigCreepyCrawlies Albino Radscorpions]], Feral Ghoul Reavers, and Super Mutant Overlords have massive pools of hit points. At later levels they won't be individual threats, but they still take forever to kill. [[TheComputerIsACheatingBastard Just for you though]], as most DLC foes can deal extra points of damage that isn't reduced by your Damage Resistance[[note]]some guns have 15 extra points per shot while double-barrel shotguns have a whopping 35 '''per pellet'''[[/note]] and many travel in groups with others of their type (such as Point Lookout's Tribals and Swampfolk) or weaker variants (such as Super Mutant Overlords and Feral Ghoul Reavers). Part of the problem seems to be that they were balanced for players who put off the finale and take their endgame characters out to explore the new DLC areas, rather than ones who start a new character and check out the new content as they re-explore the wasteland. Hope you brought a lot of Stimpaks and Med-X.

to:

** ''Broken Steel'' enemies such as [[BigCreepyCrawlies Albino Radscorpions]], Feral Ghoul Reavers, and Super Mutant Overlords have massive pools of hit points. At later levels they won't be individual threats, but they still take forever to kill. [[TheComputerIsACheatingBastard Just for you though]], as most DLC foes can deal extra points of damage that isn't reduced by your Damage Resistance[[note]]some guns have 15 extra points per shot while double-barrel shotguns have a whopping 35 '''per pellet'''[[/note]] and many travel in groups with others of their type (such as Point Lookout's ''Point Lookout00[='=]s Tribals and Swampfolk) or weaker variants (such as Super Mutant Overlords and Feral Ghoul Reavers). Part of the problem seems to be that they were balanced for players who put off the finale and take their endgame characters out to explore the new DLC areas, rather than ones who start a new character and check out the new content as they re-explore the wasteland. Hope you brought a lot of Stimpaks and Med-X.



* ParentalAbandonment: [[spoiler: Your father]] leaves around your 19th birthday, which leads to the Vault falling into mayhem from the Radroach infestation and the Overseer going nuts. He had a very good reason for it however, despite the severe consequences for his child. "Latchkey" Kenny in ''Point Lookout'' was also abandoned by his parents, the Swampfolk, because he "don't got the marks" of a Swampfolk and was left to fend for himself.

to:

* ParentalAbandonment: ParentalAbandonment:
**
[[spoiler: Your father]] leaves around your 19th birthday, which leads to the Vault falling into mayhem from the Radroach infestation and the Overseer going nuts. He had a very good reason for it however, despite the severe consequences for his child. child.
**
"Latchkey" Kenny in ''Point Lookout'' was also abandoned by his parents, the Swampfolk, because he "don't got the marks" of a Swampfolk and was left to fend for himself.



** Averted when it comes to [[SlaveryIsASpecialKindOfEvil enslaving]] enemies. Even putting a slave collar on the most evil [[RapePillageAndBurn village burning raider]] or cruel Talon mercenary gets you a lot of bad karma point, while blowing up their heads leaves your karma meter unblemished. Apparently EvenEvilHasStandards.



** You can only enter in Raven Rock in a late part of the main quest, and can't go back once you leave. The area contains the Energy Weapons Bobblehead, which actually lies in an area (Colonel Autumn's room) that can't be returned to once you leave its Raven Rock's sublevel.
** The Medicine Bobblehead is found in Vault 101, that (beside the prologue) can only be revisited for a single, easily missable, quest, before and after which it's inaccessible. This one is a bit more lenient than the Energy Weapons Bobblehead mentioned above, as you have three opportunities to grab it (right before passing the G.O.A.T., during the run from the Vault, and eventually when you return to the Vault during the "Trouble on the Homefront" sidequest).
** It goes without saying that choosing to nuke Megaton will cause you to lose nearly all associated quests, followers, and equipment you might have wanted (with the exception of Moira's Wasteland Survival quest) -- but [[VideogameCrueltyPunishment that just serves you right]]. This includes the Strength Bobblehead.

to:

** You can only enter in Raven Rock in a late part of the main quest, and can't go back once you leave.[[spoiler:you ask Eden to self-destruct the Enclave's base]]. The area contains the Energy Weapons Bobblehead, which actually lies in an area (Colonel Autumn's room) that can't be returned to once you leave its Raven Rock's sublevel.
** The Medicine Bobblehead is found in Vault 101, an area that (beside (besides the prologue) can only be revisited for a single, easily missable, quest, before and after which it's inaccessible.becomes inaccessible [[spoiler:because you're banished from ever returning to the Vault]]. This one is a bit more lenient than the Energy Weapons Bobblehead mentioned above, as you have three opportunities to grab it (right before passing the G.O.A.T., during the run from the Vault, and eventually when you return to the Vault during the "Trouble on the Homefront" sidequest).
** It goes without saying that choosing [[spoiler:choosing to nuke Megaton Megaton]] will cause you to lose nearly all associated quests, followers, and equipment you might have wanted (with the exception of Moira's [[spoiler:Moira's Wasteland Survival quest) quest]]) -- but [[VideogameCrueltyPunishment [[VideoGameCrueltyPunishment that just serves you right]]. This includes the [[spoiler:the Strength Bobblehead.Bobblehead in Lucas Simms' house]].



** Not only is the whole simulation of ''Operation: Anchorage'' visitable once, but it consists in very linear levels with several [[PointOfNoReturn Points of No Return]], making its own [[GottaCatchEmAll collection sidequest]] and its unique reward (10 intel suitcases, getting all of them grants a free perk which increases Science, Small Guns, and Lockpick skills by 3) easy to fail.
** If you complete the "Stealing Independance" sidequest by teaming up with Sydney, she'll then relocate to Underworld's bar and become a merchant if she survived the quest. Failing to do either results in the loss of a merchant whose stock contains tons of ammos, and who carries a high amount of caps. She also carries a unique SMG, which is lost forever if she dies and the gun isn't looted from her corpse.
** Recruiting Charon causes him to murder Ahzrukhal, resulting in the disappearance of a merchant in Underworld's The Ninth Circle, though Ahzrukhal only sells alcohol and don't carry a very high amount of caps.
** Sapling Yew from the Oasis settlement has a dialogue option during the "Oasis" siequest which results in a Speech check. Passing the check results in a permanent increase (+10) of the Speech skill. Failing the Speech check (unless you also have the Child at Heart perk) or not speaking with her at all while the quest is active makes this reward unobtainable.

to:

** Not only is the whole simulation of ''Operation: Anchorage'' visitable once, but it consists in very linear levels with several [[PointOfNoReturn Points of No Return]], making its own [[GottaCatchEmAll collection sidequest]] and its unique reward (10 intel suitcases, getting all of them grants a free perk which increases Science, Small Guns, and Lockpick skills by 3) [[GuideDangIt easy to fail.
fail]].
** If you complete the "Stealing Independance" sidequest by teaming up with Sydney, she'll then relocate to Underworld's bar and become a merchant if she survived the quest. Failing to do either results in the loss of a merchant whose stock contains tons of ammos, ammo classes, and who carries a high amount of caps. She also carries a an unique SMG, which is lost forever if she dies and the gun isn't looted from her corpse.
** Recruiting Charon [[spoiler:Recruiting Charon]] causes him to murder Ahzrukhal, [[spoiler:murder Ahzrukhal]], resulting in the [[spoiler:the disappearance of a merchant in Underworld's The Ninth Circle, Circle]], though Ahzrukhal [[spoiler:Ahzrukhal]] only sells alcohol and don't carry a very high amount of caps.
** Sapling Yew from the Oasis settlement has a dialogue option during the "Oasis" siequest sidequest which results in a Speech check. Passing the check results in a permanent increase (+10) of the Speech skill. Failing the Speech check (unless you also have the Child at Heart perk) or not speaking with her at all while the quest is active makes this reward unobtainable.



*** One of the objectives of ''Point Lookout'' sidequest "The Velvet Curtains" requires to trigger the self-destruction of a Chinese submarine abandoned not far to Point Lookout's shore. It doesn't contain much of interest beside a stealthboy, though.

to:

*** One of the objectives of the ''Point Lookout'' sidequest "The Velvet Curtains" requires to trigger the self-destruction of a Chinese submarine abandoned not far to Point Lookout's shore. It doesn't contain much of interest beside a stealthboy, though.



* PersonaNonGrata: You, and by extension your father, in Vault 101 after you leave at the end of the tutorial. Amata only lets you back when she begs for help as the civil war between those who support and those who oppose the Overseer and his oppressive reign. Once the quest is over you're back to being banned because you staying there would lead to the collapse of the Vault. If you choose to do so, you can sabotage the water chip and force everyone else out as well.

to:

* PersonaNonGrata: You, and by extension your father, in Vault 101 101, after you leave at the end of the tutorial. Amata only lets you back when she begs for help as the because of [[spoiler:the civil war that erupted between those who support and those who oppose the Overseer and his oppressive reign. reign and those who don't]]. Once the said quest is over over, you're back to being banned because you staying there would lead to [[spoiler:your sole presence guarantees the collapse of the Vault. Vault]]. If you choose to do so, you [[spoiler:you can sabotage the water chip and force everyone else out as well.well]].



* ThePiratesWhoDontDoAnything: "Raiders" seem to do very little actual "raiding", in the sense of attacking inhabited settlements. Instead, they tend to act as highwaymen and territorial scavengers, staking out spots of the Wasteland and attacking anyone who crosses their path. However, several towns have checkpoints and security measures that suggest raiding is a constant threat, and occasionally raiders will spawn as a random encounter close enough to a settlement that they and the sentries will spontaneously start fighting.

to:

* ThePiratesWhoDontDoAnything: "Raiders" Downplayed with the Raiders, who seem to do very little actual "raiding", in "raiding" (in the sense of attacking inhabited settlements.settlements). Instead, they tend to act as highwaymen and territorial scavengers, staking out spots of the Wasteland and attacking anyone who crosses their path. However, several towns have checkpoints and security measures that suggest raiding is a constant threat, and occasionally raiders will spawn as a random encounter close enough to a settlement that they and the sentries will spontaneously start fighting.



* PointAndClickMap: One in your Pip Boy, per series tradition. It includes both a "Local" map and a "World" Map, from which FastTravel is available from the latter.
* PointOfNoReturn: The final mission (without ''Broken Steel).'' Once you enter [[spoiler:the inner confines of the Jefferson Memorial]], the doors lock behind you, making it impossible to go back and do anything else but finish the game.

to:

* PointAndClickMap: One in your Pip Boy, per series tradition.Boy. It includes both a "Local" map and a "World" Map, from which FastTravel is available from the latter.
* PointOfNoReturn: The final mission (without ''Broken Steel).'' Steel''). Once you enter [[spoiler:the inner confines of the Jefferson Memorial]], the doors lock behind you, making it impossible to go back and do anything else but finish the game.



* ThePollyanna: Moira Brown, who takes everything from her bleak surroundings to her catastrophically failed experiments to her own ghoulification with the same sunny enthusiasm. [[BreakTheCutie Breaking her spirit]] by persuading her to give up her Guide project is treated as a special kind of evil (that rewards you with a special perk.)
* PostApocalypticTrafficJam: A section of highway in the Capital Wasteland features bumper to bumper cars, all of which still retain the working nuclear reactors that power each of them, and will explode if they take enough damage. There's also a horde of bandits that roam the highway and will attack you on sight. A fun way to deal with them is to shoot a car on one end and let the chain-reaction of explosions quickly blow up the entire highway with everyone standing on it.
* PoweredArmor: Per series tradition. However, it requires specialized training that limits it to the Brotherhood (both factions) and the Enclave. Advancing far enough in the main questline will get you training from the Brotherhood, as will the ''Operation: Anchorage'' DLC which [[DiscOneNuke can be accessed from day one if you choose, and also unlocks a nigh indestructible variant of the T-51b]].
* PoweredByAForsakenChild: The cure that Werhner wants? It's a transferrable genetic immunity to not only the Trog disease, but all mutations in general. [[spoiler:Issue is, it's only held by a baby. Ashur and Sandra are slowly but safely extracting the gene, but Werhner doesn't give a shit about little Marie beyond the cure and intends on much more brute-force fueled means to extract the immunity gene.]]

to:

* ThePollyanna: Moira Brown, who takes everything from her bleak surroundings to her catastrophically failed experiments to her [[spoiler:her own ghoulification ghoulification]] with the same sunny enthusiasm. [[BreakTheCutie [[spoiler:[[BreakTheCutie Breaking her spirit]] by persuading her to give up her Guide project is treated as a special kind of evil [[BrokenAesop (that still rewards you with discounts, high repair and a special perk.)
perk)]].
* PostApocalypticTrafficJam: A section of highway in the Capital Wasteland features bumper to bumper cars, all of which still retain [[EveryCarIsAPinto the working nuclear reactors that power each of them, and will explode if they take enough damage.damage]]. There's also a horde of bandits that roam the highway and will attack you on sight. A fun way to deal with them is to shoot a car on one end and let the chain-reaction of explosions quickly blow up the entire highway with everyone standing on it.
* PoweredArmor: Per series tradition. However, it requires a specialized training (in the form of the Power Armor perk) that limits it to the Brotherhood (both factions) and the Enclave. Advancing far enough in the main questline will get you This training from can be done by either the Brotherhood, as will the Outcasts in ''Operation: Anchorage'' DLC which [[DiscOneNuke can be accessed from day one if you choose, and also unlocks a nigh indestructible variant or the Brotherhood proper in the main game after [[spoiler:escaping the occupation of the T-51b]].
Jefferson Memorial]]. Finishing ''Operation: Anchorage'' also awards you with a Winterized version of the T-51b armor.
* PoweredByAForsakenChild: The cure that Werhner wants? It's wants is a transferrable genetic immunity to not only the Trog disease, but all mutations in general. [[spoiler:Issue [[spoiler:The issue is, it's only held by a baby. Ashur and Sandra are slowly but safely extracting the gene, but Werhner doesn't give a shit about little Marie beyond the cure and intends on much more brute-force fueled means to extract the immunity gene.]]



** When you find the [[spoiler: G.E.C.K., you can ignore Fawkes' warning and run to the (lethally-irradiated) storage room yourself. It's doable with a lot of Rad Resistance. When you get it, you can pick it up or activate it; choose the latter and it'll first warn you that everything in a several mile radius will be annihilated to use for materials. You can then do it anyway.]]

to:

** When you find the [[spoiler: [[spoiler:the G.E.C.K., ]], you can ignore Fawkes' warning and run to the (lethally-irradiated) storage room yourself. It's doable with a lot of Rad Resistance. When you get it, you can pick it up or activate it; choose the latter and it'll first warn you that everything in a several mile radius will be annihilated to use for materials. You can then do it anyway.]]



** Nearly all Vault-Tec Overseers. Braun is an exception, as there is no "Punch Clock" involved with him.

to:

** Nearly all Vault-Tec Overseers. Braun is an exception, as there [[spoiler:there is no "Punch Clock" involved with him.him]].



* PuttingOnTheReich: The Enclave Officers.

to:

%% (Administrivia/ZeroContextExample) * PuttingOnTheReich: The Enclave Officers.






* TheQuisling: [[spoiler:Anna Holt.]] And according to the game's karma system, it's still [[KarmaHoudini wrong to kill her]]. However, she likely dies if the base self destructs. She only goes with the [[spoiler:Enclave]] because she foolishly believes that they want to help wastelanders and save the Wasteland with their advanced technology.
* RadiationImmuneMutants: Ghouls and Super Mutants, per series tradition. Taking it a step further, they are even healed by radiation. Glowing Ones, a rare variant of ghoul, can even emit bursts of radiation that heal nearby ghouls and harm the player.

to:

* TheQuisling: [[spoiler:Anna Holt.]] Holt, who's found on Raven Rock after the events of Vault 87 and sold out the entire Rivet City science team to the Enclave]]. And according to the game's karma system, it's [[spoiler:it's still [[KarmaHoudini wrong to kill her]]. her]]]]. However, she [[spoiler:she likely dies if the base self destructs. She only goes with the [[spoiler:Enclave]] because she foolishly believes that they want to help wastelanders and save the Wasteland with their advanced technology.
technology]].
* RadiationImmuneMutants: RadiationImmuneMutants:
**
Ghouls and Super Mutants, per series tradition. Taking it a step further, they are even healed by radiation. radiation.
**
Glowing Ones, a rare variant of ghoul, can even emit bursts of radiation that heal nearby ghouls and harm the player.



** Here and Now is a perk available at level 10 (or higher) which sends you to he next level automatically.

to:

** Here and Now is a perk available at level 10 (or higher) which sends you to he the next level automatically.



* ReverseEscortMission: In the quest "Following in His Footsteps", the Lyon's Pride faction of the Brotherhood of Steel may escort you through the DC Ruins. As it occurs early on, you aren't likely to survive numerous Super Mutants and a Behemoth. Should you {{Sequence Break|ing}}, you'll have to fend for yourself when you decide to visit GNR later.

to:

* ReverseEscortMission: In the quest "Following in His Footsteps", the Lyon's Lyons' Pride faction of the Brotherhood of Steel may escort you through the DC Ruins. As it occurs early on, you aren't likely to survive numerous Super Mutants and a Behemoth. Should you {{Sequence Break|ing}}, you'll have to fend for yourself when you decide to visit GNR later.



* RuleOfCool: Per series tradition, where the ''Fallout'' universe works according to 1950s era ''SCIENCE!'' and theire vision of the future. For example, instead of simply causing a miserable death, radiation can create mutants while nearly everything runs on atomic energy.

to:

* RuleOfCool: Per series tradition, where the ''Fallout'' universe works according to 1950s era ''SCIENCE!'' and theire their vision of the future. For example, instead of simply causing a miserable death, radiation can create mutants while nearly everything runs on atomic energy.



* ScenicTourLevel: The game tours various areas of Vault 101 during the JustifiedTutorial, some of which are otherwise inaccessable.

to:

* ScenicTourLevel: The game tours various areas of Vault 101 during the JustifiedTutorial, some of which are otherwise inaccessable.inaccessible.



* SetTheWorldOnFire: [[SoundtrackDissonance You don't want to,]] but it happens anyway.

to:

%% (Administrivia/ZeroContextExample) * SetTheWorldOnFire: [[SoundtrackDissonance You don't want to,]] but it happens anyway.



** The game has no issues with saying "Fuck", but there's a character in Megaton who's job is to "comfort" her customers." She doesn't call herself a hooker, callgirl, or any other term.. She doesn't say that her job is having sex with the bar's customers, but that's exactly what she does.

to:

** The game has no issues with saying "Fuck", but there's a character in Megaton who's whose job is to "comfort" her customers." She doesn't call herself a hooker, callgirl, or any other term..term. She doesn't say that her job is having sex with the bar's customers, but that's exactly what she does.



---> Someone told Father Clifford that Diego and I were...you know.
* SheCleansUpNicely: Moira Brown + reverse-pickpocketed Raider Bombshell Armor = instant FanService. [[FanDisservice Inverted]] if she's been ghoulified by blowing up Megaton.

to:

---> Someone "Someone told Father Clifford that Diego and I were...you know.
know."
%% (PurpleProse and possibly Administrivia/SquarePegRoundTrope)
* SheCleansUpNicely: Moira Brown + reverse-pickpocketed Raider Bombshell Armor = instant FanService. [[FanDisservice Inverted]] if she's been ghoulified by blowing up Megaton.



* ShoutOut: See the series' page [[{{ShoutOut/Fallout}} here]].

to:

* ShoutOut: See the series' page [[{{ShoutOut/Fallout}} here]].Shares a page with the rest of the franchise]].



** In the main plot, your quest to find your father eventually leads you to Vault 112: here, the residents have spent the last two hundred years plugged into virtual reality, the current simulation being [[{{Dreamville}} Tranquility Lane]], an idyllic 1950s suburbia. Compared to ruins of Washington outside, it's a paradise... except that the Vault's Overseer, [[PsychopathicManchild Dr Stanislaus Braun]], routinely uses his [[VirtualRealityWarper power over the simulation]] to torture the residents for his own amusement. Worse still, your dad's ventured inside and can't escape, forcing you to follow him in. [[spoiler: The only way to escape is to play along with Braun's sick games... or make use of a CorruptedContingency to break Braun's control of the simulator, put his victims out of their misery, and leave Braun trapped alone in virtual reality - [[AndIMustScream forever]].]]

to:

** In the main plot, your quest to find your father eventually leads you to Vault 112: here, the residents have spent the last two hundred years plugged into virtual reality, the current simulation being [[{{Dreamville}} Tranquility Lane]], an idyllic 1950s suburbia. Compared to ruins of Washington outside, it's a paradise... except [[spoiler:except that the Vault's Overseer, [[PsychopathicManchild Dr Stanislaus Braun]], routinely uses his [[VirtualRealityWarper power over the simulation]] to torture the residents for his own amusement. amusement]]. Worse still, your [[spoiler:your dad's ventured inside and can't escape, forcing you to follow him in. [[spoiler: The only way to escape is to play along with Braun's sick games... or make use of a CorruptedContingency to break Braun's control of the simulator, put his victims out of their misery, and leave Braun trapped alone in virtual reality - [[AndIMustScream forever]].]]forever]]]].



* SkippableBoss: [[spoiler: General Jing-Wei and Colonel Augustus Autumn]] can both be talked out of fighting.
* SlainInTheirSleep: The "[[http://fallout.wikia.com/wiki/Mister_Sandman Mister Sandman]]" perk lets the Lone Wanderer murder {{Non Player Character}}s in their sleep for a flat gain of 50 ExperiencePoints.

to:

* SkippableBoss: [[spoiler: General Jing-Wei [[spoiler:General Jingwei and Colonel Augustus Autumn]] can both be talked out of fighting.
* SlainInTheirSleep: The "[[http://fallout.wikia.com/wiki/Mister_Sandman wiki/wiki/Mister_Sandman Mister Sandman]]" perk lets the Lone Wanderer murder {{Non Player Character}}s in their sleep for a flat gain of 50 ExperiencePoints.



** Enslaving people with the Mesmetron is always an evil act. ''Always''. Even enslaving the VillainByDefault raiders. PayEvilUntoEvil is not in effect here as you're only furthering the system.

to:

** Enslaving people with the Mesmetron is always an evil act. ''Always''. Even enslaving the VillainByDefault raiders.raiders and Talon Company mercenaries is considered the Evil Karma option to [[BoomHeadshot blowing their heads with a well-placed bullet]]. PayEvilUntoEvil is not in effect here as you're only furthering the system.

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* NoOneCouldSurviveThat: [[spoiler:Colonel Autumn in one scene, Sentinel Lyons and yourself in a later one. Autumn injects himself with some sort of AppliedPhlebotinum before the radiation brings him down, Lyons was outside the control room and therefore took a less powerful blast, but you, on the other hand, have no such explanation for your survival]]. However, with ''Broken Steel'', [[spoiler:you do ultimately survive even if you go into the room, so maybe the Lone Wanderer is just that much more durable to this situation]].

to:

* NoOneCouldSurviveThat: NoOneCouldSurviveThat:
**
[[spoiler:Colonel Autumn in one scene, Sentinel Lyons and yourself in a later one. Autumn injects himself with some sort of AppliedPhlebotinum before the radiation from the purifier chamber brings him down, down]].
** [[spoiler:Sentinel Sarah Lyons and yourself in the ending of the main game.
Lyons was outside the control room and therefore took a less powerful blast, but you, on the other hand, have no such explanation for your survival]]. However, with ''Broken Steel'', [[spoiler:you do ultimately survive even if you go into the room, so maybe the Lone Wanderer is just that much more durable to this situation]].



* ObviouslyEvil :

to:

* ObviouslyEvil :ObviouslyEvil:



** Creator/RonPerlman intones the series ArcWords: "War. War never changes."
** A new [[IconicOutfit Iconic Outfit]] ([[TheApunkalypse the armored Vault 101 jumpsuit ]]) and model of [[PoweredArmor Power Armor]] (the T-45) make their first appearances.

to:

** Creator/RonPerlman intones the series ArcWords: "War.''"War. War never changes."
"''
** A new [[IconicOutfit Iconic Outfit]] IconicOutfit ([[TheApunkalypse the armored Vault 101 jumpsuit ]]) jumpsuit]]) and model of [[PoweredArmor Power Armor]] (the T-45) make their first appearances.



*** A smaller [[RenegadeSplinterFaction splinter faction]], led by [[AntiHero Protector Casdin]], called the [[ExactlyWhatItSaysOnTheTin "Brotherhood Outcasts"]]. They [[ScrewThisImOuttaHere left Lyons' Brotherhood]] because of him [[AntiMutiny abandoning most of the Brotherhood's Codex]], and focus on gathering Pre-War tech while defending themselves from the local hostiles - which actually makes them the ''most'' like the original [[VideoGame/Fallout1 Fallout 1]]-era Brotherhood of Steel. Despite their [[AntiHero Anti-Hero]] tendencies, they get several paralleling moments between them and Lyons' Brotherhood, and mostly just like to be left alone. They get [[ADayInTheLimelight more attention]] in the ''Operation: Anchorage!'' DLC.

to:

*** A smaller [[RenegadeSplinterFaction splinter faction]], led by [[AntiHero Protector Casdin]], called the [[ExactlyWhatItSaysOnTheTin "Brotherhood Outcasts"]]. They [[ScrewThisImOuttaHere left Lyons' Brotherhood]] because of him [[AntiMutiny abandoning most of the Brotherhood's Codex]], and focus on gathering Pre-War tech while defending themselves from the local hostiles - which actually makes them the ''most'' like the original [[VideoGame/Fallout1 Fallout 1]]-era ''VideoGame/Fallout1''-era Brotherhood of Steel. Despite their [[AntiHero Anti-Hero]] AntiHero tendencies, they get several paralleling moments between them and Lyons' Brotherhood, and mostly just like to be left alone. They get [[ADayInTheLimelight more attention]] in the ''Operation: Anchorage!'' Anchorage'' DLC.



** Raven Rock, [[spoiler:headquarters of the Enclave]], is only visited once near the end of the main mission. Completionists would be advised to grab the collectible Energy Weapons bobblehead during that time, as you will not be able to re-enter to get it later.
** Vault 101 where you begin the game. After escaping at the end of the tutorial, you can only return once during the mission "Trouble on the Homefront". Like Raven Rock, it is advised that you grab the Medicine bobblehead during one of these opportunities.

to:

** Raven Rock, [[spoiler:headquarters of the Enclave]], is only visited once near the end of the main mission. Completionists would be advised to grab the collectible Energy Weapons bobblehead during that time, as [[PermanentlyMissableContent you will not be able to re-enter to get it later.
later]].
** Vault 101 101, where you begin the game. After escaping at the end of the tutorial, you can only return once during the mission "Trouble on the Homefront". Like Raven Rock, it is advised that you grab the Medicine bobblehead during one of these opportunities.opportunities, as [[spoiler:once you're banished from the Vault]], you lose it forever.



** New DLC enemies such as [[BigCreepyCrawlies Albino Radscorpions]], Feral Ghoul Reavers, and Super Mutant Overlords have massive pools of hit points. At later levels they won't be individual threats, but they still take forever to kill. [[TheComputerIsACheatingBastard Just for you though]], as most DLC foes can deal extra points of damage that isn't reduced by your Damage Resistance[[note]]some guns have 15 extra points per shot while double-barrel shotguns have a whopping 35 '''per pellet'''[[/note]] and many travel in groups with others of their type (such as Point Lookout's Tribals and Swampfolk) or weaker variants (such as Super Mutant Overlords and Feral Ghoul Reavers). Part of the problem seems to be that they were balanced for players who put off the finale and take their endgame characters out to explore the new DLC areas, rather than ones who start a new character and check out the new content as they re-explore the wasteland. Hope you brought a lot of Stimpaks and Med-X.

to:

** New DLC ''Broken Steel'' enemies such as [[BigCreepyCrawlies Albino Radscorpions]], Feral Ghoul Reavers, and Super Mutant Overlords have massive pools of hit points. At later levels they won't be individual threats, but they still take forever to kill. [[TheComputerIsACheatingBastard Just for you though]], as most DLC foes can deal extra points of damage that isn't reduced by your Damage Resistance[[note]]some guns have 15 extra points per shot while double-barrel shotguns have a whopping 35 '''per pellet'''[[/note]] and many travel in groups with others of their type (such as Point Lookout's Tribals and Swampfolk) or weaker variants (such as Super Mutant Overlords and Feral Ghoul Reavers). Part of the problem seems to be that they were balanced for players who put off the finale and take their endgame characters out to explore the new DLC areas, rather than ones who start a new character and check out the new content as they re-explore the wasteland. Hope you brought a lot of Stimpaks and Med-X.

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* NamesToRunAwayFromReallyFast: "Deathclaw", per series tradition. They're hulking reptilians larger than a man with claws that really justify the name.

to:

* NamesToRunAwayFromReallyFast: "Deathclaw", per series tradition. They're hulking "Deathclaw". Hulking reptilians larger than a man with claws that really justify the name.name. Even their claws are used for a homemade weapon whose schematics actually end with ''"Assuming you can survive long enough to take one of their hands, of course"''.



** Averted in the original game, to the anger of the fans -- [[spoiler:none of your radiation-immune teammates will enter the radiation-flooded problem area, not even the one who did a similar action just a few quests earlier, instead coming up with excuses about it being your destiny]]. That was fixed in ''Broken Steel'', but the ending voice-over is the same as from the ending where [[spoiler:you send a very much ''not'' radiation-immune teammate to their death instead]], and so still implies you're a coward for not choosing to die. Pragmatism is dead in the wasteland.
** If you ask Sarah, a Brotherhood of Steel paladin, to make the sacrifice, she snaps "[[MenAreTheExpendableGender What happened to chivalry?]]" (even if you are a woman as well). Err, chivalry, as in the idea that a KnightInShiningArmor is meant to protect others? Her snappy attitude probably comes from the dialogue option asking her to make the sacrifice instead of yourself being incredibly rude for no real reason, and to her credit she does ultimately do it.
* {{Nerf}}ed:
** Colonel Autumn's unique laser pistol was originally full-auto, allowing it to fire as fast as a Gatling Laser and making it almost as powerful.

to:

** Averted in the original game, to the anger of the fans -- [[spoiler:none If you have ''Broken Steel'' activated, you can [[spoiler:send one of your radiation-immune teammates will enter companions such as RL-3, Hawkes or Charon to activate the radiation-flooded problem area, not even the one who did a similar action just a few quests earlier, instead coming up with excuses about it being Purifier in your destiny]]. That was fixed in ''Broken Steel'', but stead]]. However, the ending voice-over is the same as from the ending where [[spoiler:you send a very much ''not'' radiation-immune teammate to their death instead]], and so still implies you're [[spoiler:you're a coward for not choosing to die. Pragmatism is dead in the wasteland.
Capital Wasteland]].
** If you ask Sarah, a Brotherhood of Steel paladin, to make [[spoiler:make the sacrifice, sacrifice in the endgame]], she snaps "[[MenAreTheExpendableGender What happened to chivalry?]]" (even if you are a woman as well). Err, chivalry, as in the idea that a KnightInShiningArmor is meant to protect others? Her snappy attitude probably comes from the [[spoiler:the dialogue option asking her to make the sacrifice instead of yourself being incredibly rude for no real reason, and to her credit she does ultimately do it.
it]].
* {{Nerf}}ed:
{{Nerf}}:
** Colonel Autumn's unique laser pistol was used to be originally full-auto, allowing it to fire as fast as a Gatling Laser and making it almost as powerful.



** The Sniper perk has been hugely downgraded from what it was in previous games. Instead of giving a Luck/10 chance of your hits with a gun being critical, now it merely increases your chances of hitting an enemy's head in VATS.

to:

** The Sniper perk has been hugely downgraded from what it was in previous games. Instead of giving a Luck/10 chance of your hits with a gun being critical, now it merely increases your chances of hitting an enemy's head in VATS.V.A.T.S..



* NiceJobFixingItVillain: At one point, Col. Autumn has captured (a) the missing component for Project Purity and (b) somebody who he thinks knows the secret password to access Purity's computer (you). He ''could'' just fly you to the Purity site and interrogate you there. However, President Eden ''orders'' him to take you (the Enclave's most dangerous adversary) directly into the heart of their incredibly-secret, you'd-never-have-gotten-in base for questioning. [[spoiler: Eden has his reasons.]] If not for this detour, you'd have been entirely in Autumn's power, dooming your character and likely the Capital Wasteland as well.
* NightmareOfNormality: The game springs this on the players during the mission to Vault 112: upon discovering James imprisoned within one of the Tranquility Loungers, you take a seat in one yourself in an attempt to rescue him... only to end up in the virtual-reality neighborhood of Tranquility Lane, a suburban cul-de-sac modeled on 1950s-era sitcoms. Here, you're not only stripped of all your equipment but regressed to the age of ten - meaning that those hard-earned skills and powers earned out in the Capital Wastelands are now effectively useless. For good measure, it eventually becomes apparent that the Loungers are equipped with mechanisms that can erase your memory and alter your personality, ensuring that the illusion of normality is utterly unbreakable for most of the residents; fortunately, you're spared the extra mile of mental manipulation for as long as you remain amusing to Vault 112's overseer, Stanislaus Braun.
* NoCampaignForTheWicked: You can't side with the Enclave in the main quest even if you have Evil karma, and [[ButThouMust are forced to side with the goody-two shoes Brotherhood of Steel]]. This is because [[spoiler:you are a Wastelander and not a genetically pure human like the Enclave, so their genocidal plan will be harmful and potentially lethal for you.]] However, you can carry out President Eden's [[spoiler:[[DepopulationBomb Modified FEV]] genocide plan for the Wasteland, and call an orbital strike on the Brotherhood of Steel's base [[YouHaveOutlivedYourUsefulness after having them help you capture the Enclave base]].]]

to:

* NiceJobFixingItVillain: At one point, Col.[[spoiler:Col. Autumn has captured (a) the missing component for Project Purity and (b) somebody who he thinks knows the secret password to access Purity's computer (you). He ''could'' just fly you to the Purity site and interrogate you there. there]]. However, President [[spoiler:President Eden ''orders'' him to take you (the Enclave's most dangerous adversary) directly into the heart of their incredibly-secret, you'd-never-have-gotten-in base for questioning. [[spoiler: Eden has his reasons.]] reasons]]. If not for this detour, you'd [[spoiler:you'd have been entirely in Autumn's power, dooming your character and likely the Capital Wasteland as well.
well]].
* NightmareOfNormality: The game springs this on the players during the mission to Vault 112: upon discovering James imprisoned within one of the Tranquility Loungers, you take a seat in one yourself in an attempt to rescue him... only [[spoiler:only to end up in the virtual-reality neighborhood of Tranquility Lane, a suburban cul-de-sac modeled on 1950s-era sitcoms. Here, you're not only stripped of all your equipment but regressed to the age of ten - meaning that those hard-earned skills and powers earned out in the Capital Wastelands are now effectively useless. For good measure, it eventually becomes apparent that the Loungers are equipped with mechanisms that can erase your memory and alter your personality, ensuring that the illusion of normality is utterly unbreakable for most of the residents; fortunately, you're spared the extra mile of mental manipulation for as long as you remain amusing to Vault 112's overseer, Stanislaus Braun.
Braun]].
* NoCampaignForTheWicked: You can't side with the Enclave [[spoiler:the Enclave]] in the main quest even if you have Evil karma, and [[ButThouMust [[spoiler:[[ButThouMust are forced to side with the goody-two shoes Brotherhood of Steel]]. Steel]]]]. This is because [[spoiler:you are a Wastelander and not a genetically pure human like the Enclave, so their genocidal plan will be harmful and potentially lethal for you.]] you]]. However, you can carry out President [[spoiler:President Eden's [[spoiler:[[DepopulationBomb Modified [[DepopulationBomb modified FEV]] genocide plan for the Wasteland, and call an orbital strike on the Brotherhood of Steel's base [[YouHaveOutlivedYourUsefulness after having them help you capture the Enclave base]].]]base]]]].



** If you've reached Good karma, the Talon Company Mercs will go after your head, calling you a "holier-than-thou white-knight". It matters little for some people though, since it also means more things to kill. That turns into more XP, ammo, armor, and weapons, as well as [[VideoGameCrueltyPotential more things]] to shoot at. (And if you have Ranger armor as your main armor, the Talons represent an endless source of combat armor to repair.)
** On top of the Talon Company Mercenaries coming after you, pissing off Tenpenny can result in him sending out a hit squad on you... [[UnfinishedBusiness even if you were completely compliant and reasonable with his requests and/or he's already been dead for a while now.]]

to:

** If you've reached Good karma, the Talon Company Mercs will go after your head, calling you a "holier-than-thou white-knight". It matters little for some people though, since it also means more things to kill. That turns into kill, which in turn means more XP, ammo, armor, and weapons, as well as [[VideoGameCrueltyPotential more things]] to shoot at. (And And if you have Ranger armor Combat Armor as your main armor, the Talons Talon mercenaries represent an endless source of combat armor to repair.)
Combat Armor for repair purposes.
** On top of the Talon Company Mercenaries coming after you, pissing off Tenpenny can result in him sending out a hit squad on you... [[UnfinishedBusiness even if you were completely compliant and reasonable with his requests and/or he's already been dead for a while now.]]now]].



* NoHealthcareInTheApocalypse: While escaping from the Enclave's raid on the purifier, Garza (one of Dr. Li's assistants) is revealed to have a serious heart condition. If he is not given medication, the group is forced to leave him to die (unless the player does it personally).

to:

* NoHealthcareInTheApocalypse: While escaping from the [[spoiler:the Enclave's raid on the purifier, purifier]], Garza (one of Dr. Li's assistants) is revealed to have a serious heart condition. If he is not given medication, the group is forced to leave him to die (unless the player does it personally).



** Attacking [[EnfanteTerrible Betty]] in the Tranquility Lane simulation results in death via a pulse blast.
--->"You can't do that here. And now you have to pay." [''zap'']

to:

** Attacking [[spoiler:Attacking [[EnfanteTerrible Betty]] in the Tranquility Lane simulation simulation]] results in death via a pulse blast.
--->"You
[[spoiler:pulse blast]].
--->'''Betty/[[spoiler:Stanislaus Braun]]:''' You
can't do that here. And now you have to pay." [''zap''] ''[zap]''



** If you fail to [[spoiler:activate the purifier in time, it explodes,]] terminating your game regardless of whether ''Broken Steel'' is installed, since [[spoiler:without the purifier, the events of the epilogue can't take place, and the main characters are probably killed in the explosion anyways.]]
* NoOneCouldSurviveThat: [[spoiler:Colonel Autumn in one scene: Sentinel Lyons and yourself in a later one. Autumn clearly injects himself with some sort of AppliedPhlebotinum before the radiation brings him down: Lyons was outside the control room and therefore took a less powerful blast. You, on the other hand, have no such explanation for your survival.]] However, [[spoiler:you do ultimately survive even if you go into the room, which kills Lyons, so maybe the Lone Wanderer is just that much more durable to this situation.]]
* NoPlaceForMeThere: Should you accept and follow through with [[spoiler:Eden's idea of purifying the entire Wasteland from mutated lifeforms. Remember, you're one of them.]]
* NoPlansNoPrototypeNoBackup: The Cure in ''The Pitt'' expansion. Justified - [[spoiler:the cure involves tissue samples from a baby.]]

to:

** If you fail to [[spoiler:activate the purifier in time, it explodes,]] terminating your game regardless of whether ''Broken Steel'' is installed, since [[spoiler:without the purifier, without [[spoiler:the purifier]], the events of the epilogue can't take place, and the [[spoiler:the main characters are probably killed in the explosion anyways.]]
anyways]].
* NoOneCouldSurviveThat: [[spoiler:Colonel Autumn in one scene: scene, Sentinel Lyons and yourself in a later one. Autumn clearly injects himself with some sort of AppliedPhlebotinum before the radiation brings him down: down, Lyons was outside the control room and therefore took a less powerful blast. You, blast, but you, on the other hand, have no such explanation for your survival.]] survival]]. However, with ''Broken Steel'', [[spoiler:you do ultimately survive even if you go into the room, which kills Lyons, so maybe the Lone Wanderer is just that much more durable to this situation.]]
situation]].
* NoPlaceForMeThere: Should you accept and follow through with [[spoiler:Eden's idea of purifying the entire Wasteland from mutated lifeforms. Remember, you're one of them.]]
them]].
* NoPlansNoPrototypeNoBackup: The Cure in ''The Pitt'' expansion. Justified - [[spoiler:the cure [[spoiler:It involves tissue samples from a baby.]]''a baby'']].



* NPCAmnesia: NPC characters have a hard time remembering if you've insulted them unless it drove them to attack you; however, when you're given a chance to make a Speech check, you only get the one chance--botch it and you can't convince them to let you try again. Not related to Speech checks, if you [[spoiler:steal the Power Armor Mr. Crowley is hoping to retrieve]], the NPC in question will never talk to you again, [[spoiler:instead only saying, "You stole what was rightfully mine."]]

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* NPCAmnesia: NPCAmnesia:
**
NPC characters have a hard time remembering if you've insulted them unless it drove them to attack you; however, when you're given a chance to make a Speech check, you only get the one chance--botch it and you can't convince them to let you try again. again.
**
Not related to Speech checks, if you [[spoiler:steal the Power Armor Mr. Crowley is hoping to retrieve]], the NPC in question will never talk to you again, [[spoiler:instead only saying, "You stole what was rightfully mine."]]"]]
** And in ''Operation: Anchorage'', if you [[spoiler:take the Winterized T-51b]], the Outcasts will turn on you for [[spoiler:taking what's "rightfully theirs"]], despite [[spoiler:''you'' being the reason they could access it. And they still treat you like trash]].



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** A few characters in the game mention "The Commonwealth" and "The Institute", which exist far to the north of the Capital Wasteland. Among other things, it's where the escaped android came from and where Dr. Li heads to between the end of the main quest and ''Broken Steel'', and is said to be a place of scientific and technological research. In 2012, Bethesda employees were rumored to be visiting Boston and the Massachusetts Institute of Technology in preparation for a new ''Fallout'' game to be set nearby - and sure enough, this plot thread turned out to be ProductionForeshadowing for the main plot of ''Videogame/Fallout4''.

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** A few characters in the game mention "The Commonwealth" ''The Commonwealth'' and "The Institute", ''The Institute'', which exist far to the north of the Capital Wasteland. Among other things, it's where the escaped android came from and where Dr. Li heads to between the end of the main quest and ''Broken Steel'', and is said to be a place of scientific and technological research. In 2012, Bethesda employees were rumored to be visiting Boston and the Massachusetts Institute of Technology in preparation for a new ''Fallout'' game to be set nearby - and sure enough, this plot thread turned out to be ProductionForeshadowing for the main plot of ''Videogame/Fallout4''.
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* SelfImposedChallenge: Escorting the Temple of the Union slaves to the Lincoln Memorial. The path to the place isn't straight, while it initially appears that the crew might go through Friendship Heights straight into the heart of DC, they instead border the area, going through places such as Megaton, Andale, Arlington Library and the Citadel. [[spoiler:The crew eventually hits a wall if the Enclave is in possession of the Jefferson Memorial (from "The Waters of Life" onwards), and the only way to pass through is via Liberty Prime destroying said forcefield]].



* SpiritualSuccessor: In addition to the ''Fallout'' series' origins as a successor to ''{{VideoGame/Wasteland}}'' (although this applies more to the first two games in the series than to the post-Black Isle titles), ''Fallout 3'' is often considered a "spiritual sibling" to Bethesda's previous game, ''VideoGame/TheElderScrollsIVOblivion'', on the basis of their shared focus on sandbox-based exploration and role-playing, as well as both games using the same basic engine. It's not uncommon for people who dislike ''Fallout 3'' to refer to it dismissively as "''Oblivion'' with guns", although many people enjoy it for that ''exact same reason''.
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* SelfImposedChallenge: Escorting the Temple of the Union slaves to the Lincoln Memorial. The path to the place isn't straight, while it initially appears that the crew might go through Friendship Heights straight into the heart of DC, they instead border the area, going through places such as Megaton, Andale, Arlington Library and the Citadel. [[spoiler:The crew eventually hits a wall if the Enclave is in possession of the Jefferson Memorial (from "The Waters of Life" onwards), and the only way to pass through is via Liberty Prime destroying said forcefield]].
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[[VideoGame/Fallout3 Main page]] | [[Fallout3/TropesAToM Tropes A - M]] | '''Tropes N - Z'''

[[foldercontrol]]

[[folder:Tropes #-C]]
* NamesToRunAwayFromReallyFast: "Deathclaw", per series tradition. They're hulking reptilians larger than a man with claws that really justify the name.
* NegateYourOwnSacrifice:
** Averted in the original game, to the anger of the fans -- [[spoiler:none of your radiation-immune teammates will enter the radiation-flooded problem area, not even the one who did a similar action just a few quests earlier, instead coming up with excuses about it being your destiny]]. That was fixed in ''Broken Steel'', but the ending voice-over is the same as from the ending where [[spoiler:you send a very much ''not'' radiation-immune teammate to their death instead]], and so still implies you're a coward for not choosing to die. Pragmatism is dead in the wasteland.
** If you ask Sarah, a Brotherhood of Steel paladin, to make the sacrifice, she snaps "[[MenAreTheExpendableGender What happened to chivalry?]]" (even if you are a woman as well). Err, chivalry, as in the idea that a KnightInShiningArmor is meant to protect others? Her snappy attitude probably comes from the dialogue option asking her to make the sacrifice instead of yourself being incredibly rude for no real reason, and to her credit she does ultimately do it.
* {{Nerf}}ed:
** Colonel Autumn's unique laser pistol was originally full-auto, allowing it to fire as fast as a Gatling Laser and making it almost as powerful.
** Enclave soldiers in general, compared to their ''Fallout 2'' counterparts, mostly as a result of how vastly different the combat engines in ''Fallout 2'' and ''Fallout 3'' are, primarily the changes to how armor works that significantly reduce its effect on combat.
** Armor in general has much less of an effect on survivability compared to the earlier ''Fallout'' games. Armor also now degrades with usage and almost all [=NPCs=] have armor that's in middling to poor condition, which further reduces the protective effect it has for them.
** The Sniper perk has been hugely downgraded from what it was in previous games. Instead of giving a Luck/10 chance of your hits with a gun being critical, now it merely increases your chances of hitting an enemy's head in VATS.
* NeverLand: Little Lamplight has been populated entirely by children for nearly two hundred years. It's not clear how they replenish their population, but citizens are banished to Big Town on their sixteenth birthdays.
* NiceJobFixingItVillain: At one point, Col. Autumn has captured (a) the missing component for Project Purity and (b) somebody who he thinks knows the secret password to access Purity's computer (you). He ''could'' just fly you to the Purity site and interrogate you there. However, President Eden ''orders'' him to take you (the Enclave's most dangerous adversary) directly into the heart of their incredibly-secret, you'd-never-have-gotten-in base for questioning. [[spoiler: Eden has his reasons.]] If not for this detour, you'd have been entirely in Autumn's power, dooming your character and likely the Capital Wasteland as well.
* NightmareOfNormality: The game springs this on the players during the mission to Vault 112: upon discovering James imprisoned within one of the Tranquility Loungers, you take a seat in one yourself in an attempt to rescue him... only to end up in the virtual-reality neighborhood of Tranquility Lane, a suburban cul-de-sac modeled on 1950s-era sitcoms. Here, you're not only stripped of all your equipment but regressed to the age of ten - meaning that those hard-earned skills and powers earned out in the Capital Wastelands are now effectively useless. For good measure, it eventually becomes apparent that the Loungers are equipped with mechanisms that can erase your memory and alter your personality, ensuring that the illusion of normality is utterly unbreakable for most of the residents; fortunately, you're spared the extra mile of mental manipulation for as long as you remain amusing to Vault 112's overseer, Stanislaus Braun.
* NoCampaignForTheWicked: You can't side with the Enclave in the main quest even if you have Evil karma, and [[ButThouMust are forced to side with the goody-two shoes Brotherhood of Steel]]. This is because [[spoiler:you are a Wastelander and not a genetically pure human like the Enclave, so their genocidal plan will be harmful and potentially lethal for you.]] However, you can carry out President Eden's [[spoiler:[[DepopulationBomb Modified FEV]] genocide plan for the Wasteland, and call an orbital strike on the Brotherhood of Steel's base [[YouHaveOutlivedYourUsefulness after having them help you capture the Enclave base]].]]
* NoGoodDeedGoesUnpunished:
** If you've reached Good karma, the Talon Company Mercs will go after your head, calling you a "holier-than-thou white-knight". It matters little for some people though, since it also means more things to kill. That turns into more XP, ammo, armor, and weapons, as well as [[VideoGameCrueltyPotential more things]] to shoot at. (And if you have Ranger armor as your main armor, the Talons represent an endless source of combat armor to repair.)
** On top of the Talon Company Mercenaries coming after you, pissing off Tenpenny can result in him sending out a hit squad on you... [[UnfinishedBusiness even if you were completely compliant and reasonable with his requests and/or he's already been dead for a while now.]]
** If you've reached Evil karma, you get [[CantGetAwayWithNuthin the same]] but with a different set of people after you, namely [[VigilanteMan the Regulators]]. But again, [[TriggerHappy more people to blow away]].
** If you've managed to reach both Evil karma and Good karma at least once, you get ''both'' after you giving you even more people to kill. If both groups are near, you can also potentially [[SetAMookToKillAMook set them to kill each other]] since they're hostile to the opposite group. Never leaving Neutral karma will avoid the hit squads.
* NoHealthcareInTheApocalypse: While escaping from the Enclave's raid on the purifier, Garza (one of Dr. Li's assistants) is revealed to have a serious heart condition. If he is not given medication, the group is forced to leave him to die (unless the player does it personally).
* NonCombatantImmunity: Vault 101's guards are only instructed to attack you on sight after you get your first gun, and there's no combat before that.
* NonStandardGameOver:
** Attacking [[EnfanteTerrible Betty]] in the Tranquility Lane simulation results in death via a pulse blast.
--->"You can't do that here. And now you have to pay." [''zap'']
** If you [[spoiler:tell Colonel Autumn the activation code for the water purifier,]] he thanks you, then [[YouHaveOutlivedYourUsefulness shoots you]].
** If you fail to [[spoiler:activate the purifier in time, it explodes,]] terminating your game regardless of whether ''Broken Steel'' is installed, since [[spoiler:without the purifier, the events of the epilogue can't take place, and the main characters are probably killed in the explosion anyways.]]
* NoOneCouldSurviveThat: [[spoiler:Colonel Autumn in one scene: Sentinel Lyons and yourself in a later one. Autumn clearly injects himself with some sort of AppliedPhlebotinum before the radiation brings him down: Lyons was outside the control room and therefore took a less powerful blast. You, on the other hand, have no such explanation for your survival.]] However, [[spoiler:you do ultimately survive even if you go into the room, which kills Lyons, so maybe the Lone Wanderer is just that much more durable to this situation.]]
* NoPlaceForMeThere: Should you accept and follow through with [[spoiler:Eden's idea of purifying the entire Wasteland from mutated lifeforms. Remember, you're one of them.]]
* NoPlansNoPrototypeNoBackup: The Cure in ''The Pitt'' expansion. Justified - [[spoiler:the cure involves tissue samples from a baby.]]
* NoticeThis: Interactable items in ''Operation: Anchorage'' flash red and hum intermittently.
* NPCAmnesia: NPC characters have a hard time remembering if you've insulted them unless it drove them to attack you; however, when you're given a chance to make a Speech check, you only get the one chance--botch it and you can't convince them to let you try again. Not related to Speech checks, if you [[spoiler:steal the Power Armor Mr. Crowley is hoping to retrieve]], the NPC in question will never talk to you again, [[spoiler:instead only saying, "You stole what was rightfully mine."]]
* ObviouslyEvil :
** The Raiders. Psychopathic, AxCrazy, and chem-addicted bandits looking like they were taken straight from a ''Film/MadMax'' movie. Their constant [[IShallTauntYou taunting]] about how they're going to slaughter you and enjoy it, as well as their [[SarcasmMode exquisite taste]] in crib decoration (hanging decaying corpses all over the place) are just icing on the cake.
** The Talon Company, who will come for your head as soon as you reach "Good" karma. They are basically more organized Raiders with better gear, but an organization whose insignia is a skeletal vulture preying on a crying baby rarely turns out to be all about kisses and hugs.
* OffscreenMomentOfAwesome: In ''Broken Steel'', you wake up from a coma two weeks since the end of the main mission. Apparently, while you were under, the Brotherhood was systematically tracking down the Enclave remnants with help from Liberty Prime.
* OffWithHisHead: Getting a headshot on an enemy will frequently result in their heads popping off their shoulders. With enough damage, it will instead explode into a mass of brains and eyeballs.
* OncePerEpisode: Despite the numerous difference, numerous elements from previous ''Fallout'' games still return in the third entry:
** The protagonist gets a mangy CanineCompanion with pointed ears, a la ''Film/MadMax2TheRoadWarrior'', who they name Dogmeat.
** Creator/RonPerlman intones the series ArcWords: "War. War never changes."
** A new [[IconicOutfit Iconic Outfit]] ([[TheApunkalypse the armored Vault 101 jumpsuit ]]) and model of [[PoweredArmor Power Armor]] (the T-45) make their first appearances.
** A [[OurOrcsAreDifferent Super]] [[SuperSoldier Mutant]] companion: [[GeniusBruiser Fawkes]], a [[DefectorFromDecadence Defector From Decadence]] [[TokenHeroicOrc who managed to hold onto his sanity]], and is [[NiceGuy incredibly friendly]], [[HiddenDepths surprisingly]] [[WarriorPoet intelligent]], [[TheAntiNihilist contains a Zen outlook on life]], and ''extraordinarily'' [[OneManArmy dangerous]].
** A [[OurZombiesAreDifferent Ghoul]] companion: [[BlueAndOrangeMorality Charon]], a [[BrainwashedAndCrazy brainwashed Ghoul mercenary]] that is [[MyMasterRightOrWrong unswervingly loyal to whoever owns his current contract]]. Outside of that, however, he's quite the [[NiceGuy friendly fellow]].
** A [[RobotBuddy robotic]] companion: [[DrillSergeantNasty Sergeant RL-3]], a Pre-War [[KillerRobot Mr. Gutsy]] that the [[PlayerCharacter Lone Wanderer]] can purchase and have fight at their side - he just does it [[LargeHam very]] loudly.
** A [[TheOrder Brotherhood of Steel]] companion: [[TheBigGuy Star]] [[OldMaster Paladin]] [[CoolOldLady Cross]], the [[TheAce highest-ranking member]] of the Brotherhood's Paladins and Elder Lyons' personal bodyguard. She was turned into a {{Cyborg}} after [[WeCanRebuildHim getting injured in battle]] years ago.
** The presence of the Brotherhood of Steel, and a different interpretation of their organization: Here, there's actually ''two'' Brotherhood factions, both of which can occasionally be seen [[CivilWar skirmishing with each other]].
*** The main faction of the Brotherhood, led by [[ReasonableAuthorityFigure Elder]] [[CoolOldGuy Lyons]], who have [[ScrewTheRulesImDoingWhatsRight discarded most of the Codex]], [[PragmaticHero directly recruit from the locals]], and focus more on protecting the innocent citizens of the [[DeathWorld Capital Wasteland]] from the [[DumbMuscle Super]] [[TheVirus Mutants]] than gathering Pre-War technology - which often leads to them getting [[IronButtMonkey beaten up a lot]]. They're still [[FantasticRacism racist]] towards Ghouls, [[KickTheDog though]].
*** A smaller [[RenegadeSplinterFaction splinter faction]], led by [[AntiHero Protector Casdin]], called the [[ExactlyWhatItSaysOnTheTin "Brotherhood Outcasts"]]. They [[ScrewThisImOuttaHere left Lyons' Brotherhood]] because of him [[AntiMutiny abandoning most of the Brotherhood's Codex]], and focus on gathering Pre-War tech while defending themselves from the local hostiles - which actually makes them the ''most'' like the original [[VideoGame/Fallout1 Fallout 1]]-era Brotherhood of Steel. Despite their [[AntiHero Anti-Hero]] tendencies, they get several paralleling moments between them and Lyons' Brotherhood, and mostly just like to be left alone. They get [[ADayInTheLimelight more attention]] in the ''Operation: Anchorage!'' DLC.
* OneTimeDungeon:
** Raven Rock, [[spoiler:headquarters of the Enclave]], is only visited once near the end of the main mission. Completionists would be advised to grab the collectible Energy Weapons bobblehead during that time, as you will not be able to re-enter to get it later.
** Vault 101 where you begin the game. After escaping at the end of the tutorial, you can only return once during the mission "Trouble on the Homefront". Like Raven Rock, it is advised that you grab the Medicine bobblehead during one of these opportunities.
** Several areas in ''Mothership Zeta'' can only be explored once, particularly frustrating since there's an achievement for finding alien captive logs in those areas, and they're quite easy to miss.
* OnlyKnownByTheirNickname: Most, but not all, of the kids in Little Lamplight are referred to by their nicknames, whether they be good or bad, like Bumble or Sticky Hands.
* OnlyOneFemaleMold: Even elderly, wrinkle-faced women have young shaped bodies.
* OptionalStealth: People specializing in Stealth can play in this way, sneaking about and using a silenced pistol, but [[{{Hammerspace}} breaking out a BFG and Power Armor]] whenever things get hairy.
* OrganizedCrimeSidequest:
** If you can't get crooked bar owner Colin Moriarty to reveal where James went - or hack the answers out of his computer - one possible way to earn the answers is to do a little debt-collecting work for him. For good measure, Moriarty is a consummate bastard who will screw over everyone he's in business with, so [[EvilDebtCollector playing the mission his way qualifies as Evil Karma]].
** Players with the "Contract Killer" perk have the option of collecting on bounties offered by the mysterious Daniel Littlehorn of [[MurderInc Littlehorn and Associates]], earning a small but regular fee for [[BringingBackProof the severed ears]] of anyone who threatens the barbaric post-apocalyptic status quo of the Capital Wasteland.
** Especially vile players can capture [=NPCs=] for the slavers of Paradise Falls at a price of two hundred and fifty caps per victim. As with contract killing, this has no relevance to the main plot of finding James or restarting Project Purity, nor can you ever join this particular gang: it's just a unique way of making money and gaining evil karma.
* OurVampiresAreDifferent: The Family, a formerly cannibal gang that harasses the small town of Arefu; They drink blood in place of eating flesh, avoid sunlight, and (despite their dislike of the term) will identify themselves as vampires if asked. However, they lack any of the traditional powers and other nuances. Their leader even lampshades this in certain dialog options. The player can also choose to be schooled in their ways (and thus get a better health boost from Blood Packs).
* OutcastRefuge:
** Underworld is a museum with an exhibit of the [[Myth/GreekMythology Greek underworld]] at the time the bombs fell which has become a safe haven for [[TechnicallyLivingZombie Ghouls]]. Non-Ghouls are able to enter, like the [[PlayerCharacter Lone Wanderer]], as they do still need to trade and have quests available. You can pick up the Ghoul follower Charon there.
** The aptly named Brotherhood Outcasts are an AntiMutiny faction of the Brotherhood of Steel who split off from Elder Lyons' group to continue their mission closer to the ideals of the original West Coast Brotherhood. They've set up at Fort Independence where you can assist them in the ''Operation: Anchorage'' expansion. Between the events of this game and ''Fallout 4'', the new East Coast Brotherhood Elder, Maxson, convinces them to return to the main contingent by veering closer to their ideals while keeping some of the practical changes (like being open to worthy outside recruits) from the old West Coast doctrine.
* OutlawTown: Paradise Falls is a town of slavers. Likewise, Evergreen Mills is a town run by raiders. Good karma players tend to enjoy "scourging" these towns, in the parlance of the Brotherhood.
* OutsideContextProblem:
** It's implied that The Lone Wanderer is seen as this by many people, as someone who spent most of their [[SealedBadassInACan life in a Vault]] without any knowledge of the outside world, yet somehow manages to flatten all opposition as they venture across the Capital Wasteland. It's implied that due to the Lone Wanderer's actions, the Enclave are ''particularly'' interested in finding and getting into Vault 101, if not to acquire the pure human stock inside, then to make sure that no-one ''else'' from that Vault could pose a threat to them.
** No one thought the Enclave would still be active 35 years after the destruction of their primary HQ in ''Fallout 2'', especially on the other side of the continent from where the problem started - in the early parts of the game, the only hints of their presence are the occasional eyebots playing their radio station. It makes it all the more shocking when their power-armored troops fly in on vertibirds and seize control of Project Purity.
* PaddedSumoGameplay:
** Sure, stealth and diplomacy are perfectly viable playstyles, but the game's economy makes Stimpak spamming a much easier tactic.
** New DLC enemies such as [[BigCreepyCrawlies Albino Radscorpions]], Feral Ghoul Reavers, and Super Mutant Overlords have massive pools of hit points. At later levels they won't be individual threats, but they still take forever to kill. [[TheComputerIsACheatingBastard Just for you though]], as most DLC foes can deal extra points of damage that isn't reduced by your Damage Resistance[[note]]some guns have 15 extra points per shot while double-barrel shotguns have a whopping 35 '''per pellet'''[[/note]] and many travel in groups with others of their type (such as Point Lookout's Tribals and Swampfolk) or weaker variants (such as Super Mutant Overlords and Feral Ghoul Reavers). Part of the problem seems to be that they were balanced for players who put off the finale and take their endgame characters out to explore the new DLC areas, rather than ones who start a new character and check out the new content as they re-explore the wasteland. Hope you brought a lot of Stimpaks and Med-X.
* PaperThinDisguise: Wearing the Ghoul Mask is all it takes for feral ghouls to ignore you. Somewhat justified since they're so far gone, their higher reasoning abilities are nonexistent. It really helps against Feral Ghoul Reavers due to their freakishly high amount of hit points and powerful attacks that make fighting against them a massive pain with very little reward.
* ParentalAbandonment: [[spoiler: Your father]] leaves around your 19th birthday, which leads to the Vault falling into mayhem from the Radroach infestation and the Overseer going nuts. He had a very good reason for it however, despite the severe consequences for his child. "Latchkey" Kenny in ''Point Lookout'' was also abandoned by his parents, the Swampfolk, because he "don't got the marks" of a Swampfolk and was left to fend for himself.
* PayEvilUntoEvil:
** You do not get karma penalties if you do 'evil' things to evil people (including stealing from them or killing them in broad daylight).
** "The Power of the Atom" is a prime example, if you seduced Burke with a female character who has [[FemmeFatale Black Widow]] perk. If a man is evil, it's completely okay to seduce him, then break his heart and drive him into depression and suicide by not responding to his adoring, borderline-obsessive love.
** Averted when it comes to [[SlaveryIsASpecialKindOfEvil enslaving]] enemies. Even putting a slave collar on the most evil [[RapePillageAndBurn village burning raider]] or cruel Talon mercenary gets you a lot of bad karma point, while blowing up their heads leaves your karma meter unblemished. Apparently EvenEvilHasStandards.
* PeekABooCorpse: Stepping on a skeleton causes the same rumble feedback as a bear trap or tripwire. It doesn't do any damage, it's just there to make you jump.
* PerkyGoth: Bittercup, much to the annoyance of the other denizens of Big Town (mostly because she would rather [[SkewedPriorities look for makeup components than keep an eye out for Super Mutants and slavers)]].
* PermanentlyMissableContent:
** You can only enter in Raven Rock in a late part of the main quest, and can't go back once you leave. The area contains the Energy Weapons Bobblehead, which actually lies in an area (Colonel Autumn's room) that can't be returned to once you leave its Raven Rock's sublevel.
** The Medicine Bobblehead is found in Vault 101, that (beside the prologue) can only be revisited for a single, easily missable, quest, before and after which it's inaccessible. This one is a bit more lenient than the Energy Weapons Bobblehead mentioned above, as you have three opportunities to grab it (right before passing the G.O.A.T., during the run from the Vault, and eventually when you return to the Vault during the "Trouble on the Homefront" sidequest).
** It goes without saying that choosing to nuke Megaton will cause you to lose nearly all associated quests, followers, and equipment you might have wanted (with the exception of Moira's Wasteland Survival quest) -- but [[VideogameCrueltyPunishment that just serves you right]]. This includes the Strength Bobblehead.
** At the end of ''Broken Steel'', you must choose between wiping out [[spoiler:the Enclave Mobile Base Crawler or the Brotherhood Citadel, which renders any loot inside the place unavailable; of course, blowing up the Citadel royally pisses the Brotherhood off, and makes companion Star Paladin Cross impossible to recruit again]]. [[note]]Interestingly, the latter option is also the only way to ''access'' a unique weapon: [[spoiler:the crater which replaces the Citadel contains Callahan's Magnum, a scoped .44 revolver and the most powerful "Small Guns" weapon of the game.]][[/note]]
** [[PointOfNoReturn Points of No Return]] are all over the place in the alien ship of ''Mothership Zeta''.
** Not only is the whole simulation of ''Operation: Anchorage'' visitable once, but it consists in very linear levels with several [[PointOfNoReturn Points of No Return]], making its own [[GottaCatchEmAll collection sidequest]] and its unique reward (10 intel suitcases, getting all of them grants a free perk which increases Science, Small Guns, and Lockpick skills by 3) easy to fail.
** If you complete the "Stealing Independance" sidequest by teaming up with Sydney, she'll then relocate to Underworld's bar and become a merchant if she survived the quest. Failing to do either results in the loss of a merchant whose stock contains tons of ammos, and who carries a high amount of caps. She also carries a unique SMG, which is lost forever if she dies and the gun isn't looted from her corpse.
** Recruiting Charon causes him to murder Ahzrukhal, resulting in the disappearance of a merchant in Underworld's The Ninth Circle, though Ahzrukhal only sells alcohol and don't carry a very high amount of caps.
** Sapling Yew from the Oasis settlement has a dialogue option during the "Oasis" siequest which results in a Speech check. Passing the check results in a permanent increase (+10) of the Speech skill. Failing the Speech check (unless you also have the Child at Heart perk) or not speaking with her at all while the quest is active makes this reward unobtainable.
** In the ''Broken Steel'' sidequest "Protecting the Water Way", passing a Speech check allows to persuade Split Jack to give up their extortion plan of selling water seized from raided caravans. However, taking this specific option will result in the raiders blowing off steam by attacking Grandma Sparkle, a weak NPC owning the restaurant where the encounters happens, and most likely kill her, removing a food merchant from the game.
** ''Point Lookout'' is full of these:
*** In the last part of the DLC, [[spoiler:Calvert Mansion is blown up by Calvert]], making all its content (truckloads of weapons, ammo, food, stimpaks, and various ShopFodder) unavailable (though the building doesn't contain anything unique).
*** One of the objectives of ''Point Lookout'' sidequest "The Velvet Curtains" requires to trigger the self-destruction of a Chinese submarine abandoned not far to Point Lookout's shore. It doesn't contain much of interest beside a stealthboy, though.
*** ''Point Lookout''[='s=] area contains three merchants, two of which will likely be killed over the DLC's main quest. [[spoiler:Once you find Nadine, she goes back to the ferry and locks Tobar inside the ferry's engine room, where he'll remain until you visit him and turns hostile, which of course removes him from the game as a merchant (Nadine replaces him as the ferry's driver, but isn't a merchant). The other merchant, Panada, isn't supposed to die, but her shops lies in the middle of Pilgrim's Landing and the Tribals may attack her when turning hostile if the player sides with Desmont.]]
* PersonaNonGrata: You, and by extension your father, in Vault 101 after you leave at the end of the tutorial. Amata only lets you back when she begs for help as the civil war between those who support and those who oppose the Overseer and his oppressive reign. Once the quest is over you're back to being banned because you staying there would lead to the collapse of the Vault. If you choose to do so, you can sabotage the water chip and force everyone else out as well.
* PhlebotinumBattery: You can get a perk called "Solar Powered" which gives you massive stat bonuses in the daylight. While this sounds great, the perk only works outdoors during the day (obviously) and you can gain the same bonuses (+2 Strength and 1 hit point every ''10'' seconds) using alcohol and the game's plentiful stimpaks.
* ThePiratesWhoDontDoAnything: "Raiders" seem to do very little actual "raiding", in the sense of attacking inhabited settlements. Instead, they tend to act as highwaymen and territorial scavengers, staking out spots of the Wasteland and attacking anyone who crosses their path. However, several towns have checkpoints and security measures that suggest raiding is a constant threat, and occasionally raiders will spawn as a random encounter close enough to a settlement that they and the sentries will spontaneously start fighting.
* ThePlotReaper: [[spoiler:Liberty Prime]] takes an orbital strike to the face in the first mission of the ''Broken Steel'' expansion to the main quest. Otherwise, you'd be wondering why he couldn't just curb-stomp the entire Wasteland for you.
* PointAndClickMap: One in your Pip Boy, per series tradition. It includes both a "Local" map and a "World" Map, from which FastTravel is available from the latter.
* PointOfNoReturn: The final mission (without ''Broken Steel).'' Once you enter [[spoiler:the inner confines of the Jefferson Memorial]], the doors lock behind you, making it impossible to go back and do anything else but finish the game.
* PokemonSpeak:
** The inhabitants of Vault 108: "Gary!"
** Bingo in ''the Pitt''.
* ThePollyanna: Moira Brown, who takes everything from her bleak surroundings to her catastrophically failed experiments to her own ghoulification with the same sunny enthusiasm. [[BreakTheCutie Breaking her spirit]] by persuading her to give up her Guide project is treated as a special kind of evil (that rewards you with a special perk.)
* PostApocalypticTrafficJam: A section of highway in the Capital Wasteland features bumper to bumper cars, all of which still retain the working nuclear reactors that power each of them, and will explode if they take enough damage. There's also a horde of bandits that roam the highway and will attack you on sight. A fun way to deal with them is to shoot a car on one end and let the chain-reaction of explosions quickly blow up the entire highway with everyone standing on it.
* PoweredArmor: Per series tradition. However, it requires specialized training that limits it to the Brotherhood (both factions) and the Enclave. Advancing far enough in the main questline will get you training from the Brotherhood, as will the ''Operation: Anchorage'' DLC which [[DiscOneNuke can be accessed from day one if you choose, and also unlocks a nigh indestructible variant of the T-51b]].
* PoweredByAForsakenChild: The cure that Werhner wants? It's a transferrable genetic immunity to not only the Trog disease, but all mutations in general. [[spoiler:Issue is, it's only held by a baby. Ashur and Sandra are slowly but safely extracting the gene, but Werhner doesn't give a shit about little Marie beyond the cure and intends on much more brute-force fueled means to extract the immunity gene.]]
* PreAssKickingOneLiner: Done by many {{Non Player Character}}s and followers.
-->'''Talon Company Merc:''' I want this one's head on a fucking platter!
-->'''Super Mutant:''' I'll wear your bones around my '''neck''', human!
-->'''Sergeant RL-3:''' Do that again and I'll put ''my boot so far up your ass you'll cough up boot polish!''
* PressXToDie:
** When you find the [[spoiler: G.E.C.K., you can ignore Fawkes' warning and run to the (lethally-irradiated) storage room yourself. It's doable with a lot of Rad Resistance. When you get it, you can pick it up or activate it; choose the latter and it'll first warn you that everything in a several mile radius will be annihilated to use for materials. You can then do it anyway.]]
** Attacking Betty, the psychotic and omnipotent little girl in charge of the Tranquility Lane simulation, will see you killed very quickly.
** During ''Mothership Zeta'', [[spoiler:you enter a decompression chamber both before and after the Space Walk. There's nothing stopping you from pushing the button before putting on the suit, or from taking the suit off afterwards. In both cases, YourHeadAsplode.]] Likewise, you can [[spoiler: walk off the edge of the saucer. Doing so [[NonStandardGameOver plays a short cutscene of your character drifting off into space.]]]]
** During the ''Broken Steel'' main quest, [[spoiler:the Brotherhood of Steel]] asks to go to Old Olney in order to bring them a Tesla coil. The game allows to interact with the coil before turning it off, which kills you by electrocution on the spot.
* PsychicAssistedSuicide: You can perform an equivalent of this on President Eden with a high enough speech check or [[spoiler:once you've gotten his override code]]. His tone as you perform this is a mixture of surprise and desperation as he has no choice but to ''comply''
-->'''Eden:''' I... Oh. Oh my...
* PsychoKnifeNut: The Pre-War serial killer "The Pint-Sized Slasher" used a large kitchen knife to brutally murder their victims [[spoiler:and you get to be them yourself in Vault 112.]]
* PunchClockVillain:
** Nearly all Vault-Tec Overseers. Braun is an exception, as there is no "Punch Clock" involved with him.
** The Vault 101 Security guards you have to gun down during "Escape!" [[note]]you don't ''have'' to kill them; they can be outrun and avoided or you can let them be killed by the Radroaches, but it's quite difficult to pull off.[[/note]] Even the ''game'' considers them this during this quest, changing their karma level to Evil so you won't be penalized for killing them in self-defense.
* PunyEarthlings:
** Subverted with ''Mothership Zeta'', while the aliens possess powerful guns, without energy shields, they are just as frail (if not moreso) as any given human. A sextet of humans (The Player, a Samurai wearing vintage armor and a katana, a Cowboy wearing ordinary clothing and carrying a revolver, an Anchorage CombatMedic, another Wastelander, and a little girl) are capable of completely wrecking an entire shipful of spacemen.
** Abominations play this somewhat straight, as they are definitely a threat if they close in, but their lack of shielding puts them at a disadvantage if you spot them beforehand and open fire.
** Super Mutants will sometimes say things in this vein while attacking you.
* PutOnABus: [[spoiler: Doctor Li]] in ''Broken Steel''. Characters state that she was tired of the conflict in the Capital Wasteland and decided to take a trip to the Commonwealth. Some of the pre-''Broken Steel'' dialogue implies that [[spoiler: she was in love with your dad, and his death and your near-death]] pretty much destroyed her emotionally. [[spoiler: [[VideoGame/Fallout4 Ten years later]], she's one of the villains in the Institute, which is actually foreshadowed in this game when we see them try to recruit her.]]
* PuttingOnTheReich: The Enclave Officers.
[[/folder]]

[[folder:Tropes Q-S]]

* QuintessentialBritishGentleman: The Mr Handy robots. When confronted with an enemy, they will oftentimes shout "For Queen and Country!" before firing their flamethrower.
* QuirkyMinibossSquad: Enclave Squad Sigma from the ''Broken Steel'' expansion, albeit heavily downplayed when compared to most examples. Although they are supposedly the most elite among the Enclave's soldiers, they don't really have much to offer as antagonists apart from their names.
* TheQuisling: [[spoiler:Anna Holt.]] And according to the game's karma system, it's still [[KarmaHoudini wrong to kill her]]. However, she likely dies if the base self destructs. She only goes with the [[spoiler:Enclave]] because she foolishly believes that they want to help wastelanders and save the Wasteland with their advanced technology.
* RadiationImmuneMutants: Ghouls and Super Mutants, per series tradition. Taking it a step further, they are even healed by radiation. Glowing Ones, a rare variant of ghoul, can even emit bursts of radiation that heal nearby ghouls and harm the player.
* RagtagBunchOfMisfits: Formed to assist the Lone Wanderer during the ''Mothership Zeta'' DLC [[AlienAbducteesFightBack as they rally several of the alien's captives]] taken from [[FishOutOfTemporalWater different eras.]] There's a fellow Wasteland adventurer, a somewhat inexplicably CheerfulChild taken just after the bombs fell, a CombatMedic from the battle of Anchorage, a {{Cowboy}} and [[EverythingsBetterWithSamurai Samurai]] from the 17th Century.
* RailingKill: Happens quite often if your target is on catwalk or the like. Most notably, this happens with [[spoiler: Colonel Autumn]] if you shoot him where he stands during the final mission.
* {{Railroading}}:
** Generally avoided, given the open world structure, but some of the quests -- particularly in the main plot -- are starkly this. For example, how choosing not to protect the code to Project Purity gets you insta-killed, or how your only options at the final "morality choice" are to be [[BlackAndWhiteMorality either extremely selfish or extremely generous.]]
** Plenty of [[PlotLock quest-related doors]] are impossible to break into, [[GameplayAndStorySegregation regardless of the player character's lockpicking skill.]]
* RareCandy:
** The Vault-Tec Bobbleheads. Each gives one point to their S.P.E.C.I.A.L. stat or ten their skill. Some Bobbleheads can be {{Permanently Missable|Content}}, such as the one in Vault 101 or [[spoiler:Raven Rock]].
** Skillbooks. which give one point to each skill or two with the Comprehension perk.
** Here and Now is a perk available at level 10 (or higher) which sends you to he next level automatically.
* RayGun: Energy weapons ranging from PlasmaCannon[=s=] to [[EnergyWeapon Frickin' Laser Beams]] to a bigass LightningGun to Mothership Zeta's on-board DeathRay, all but the last of which can turn any poor sod hit by them to turn into [[DisintegratorRay a smoldering pile of ash or a steaming pile of green goo]]. The only non-lethal ray gun is the Mesmertron, a HypnoRay, that confuses the target temporary, when it doesn't make them go nuts or their heads to pop. Even then it has a lethal variant called the Microwave Emitter that cooks anything the beam hits and pops them.
* RaygunGothic: ''Mothership Zeta'' and a special encounter has the Alien weapons. The Alien blaster and variants look like a cheesy raygun, the Alien disintegrator and Destablizer variant look like a blunderbuss from a 50's sci-fi comic, and the alien atomizer and the Atomic pulverizer variant look like a [[Franchise/{{Halo}} Covenant plasma pistol]] that was designed by pulp fiction writers. That being said these weapons are very powerful, but very pricey and hard to keep energized.
* RealFakeDoor: SatCom Array NN-03d has a nearby door that opens into a concrete wall and a message: "FUCK YOU".
* RealIsBrown: Or gray, if you're in D.C. {{Justified|Trope}} since the region was nuked to within an inch of its life.
* ReallySevenHundredYearsOld: Most of your allies in ''Mothership Zeta.'' Justified as they spent most of it frozen with the oldest of them being a Edo-period {{Samurai}}.
* ReluctantMadScientist: John Malleus, the head researcher of Vault 92. Logs found throughout the vault explain that white noise was used to plant subliminal messages in the minds of the residents with the intent of creating super-soldiers, turning many of them insane to the point they physically tore each other apart. However, Malleus' audio logs reveal he had no idea what was really going on, he thought only a percentage of the populace was being subjected in a controlled environment he was observing and the suggestions were for harmless things like making them fix their hair or scratch their ears, gradually working up to implanting complex commands. It was the ''Overseer'' who had the noise filtered through the vault loudspeakers to affect everyone and drove them to violence, and Malleus was trying to get things under control and was horrified when he found out the truth. It's implied that he either killed or was killed by the Overseer, but there's not enough evidence left to say which.
* TheRemnant:
** The East Coast Enclave is all that's left of the Enclave, which was destroyed by the ''VideoGame/Fallout2'' player character. Then in ''Broken Steel'', you fight the remnant of ''that'' remnant.
** The Chinese Remnants, ghoulified pre-War espionage agents hiding out in a factory in D.C.
* RespawningEnemies: Enemies that can respawn are programmed to do so at the location of their corpse after 3 days. By moving their corpse you can manipulate this system to SetAMookToKillAMook, i.e. by dumping a couple of monster corpses in the middle of a Raider camp (though using monster corpses to do this is time consuming since they weigh an insane mass and take forever to move any appreciable distance). This system was reworked in later games to avoid this exploit.
* RestrainingBolt: Every robot has one of these on its back that doubles as a MoralityChip; it's the only thing stopping that jovial Mr. Handy (or any other robot) from going on a blood-soaked rampage.
* ResurrectionDeathLoop: During the mission "Tranquility Lane," it's discovered that the inhabitants of Vault 112 have been imprisoned in a virtual reality simulation run by sadistic Overseer Stanislaus Braun. For the last two hundred years, Braun has been regularly torturing his playthings to death, then resetting the scenario to bring them back to life - and also erasing their memories for good measure. The one exception to this is one Mrs Dithers: thanks to a malfunctioning tranquility lounger, she can no longer be mind-wiped, effectively leaving her trapped in a hellish lucid dream with no hope of rescue. [[spoiler: The only way to spare the residents from any further torment is to use an incompatible "Chinese Invasion" program to override the safeties and put them down permanently, leaving Braun trapped in his virtual dominion with no more playthings. On the other hand, if you're playing on bad karma, you can play along with Braun's sick games and put them through a round of torture that ends with them being killed and resurrected all over again.]]
* RetiredBadass:
** Herbert 'Daring' Dashwood, old adventurer and one of the nicest guys in the capital wasteland.
** James, the Lone Wanderer's father. This is a man who [[spoiler: 19 years previously, left the safety of Rivet City and set off across the Capital Wasteland to Vault 101, with his newborn child in tow.]]
* ReverseEscortMission: In the quest "Following in His Footsteps", the Lyon's Pride faction of the Brotherhood of Steel may escort you through the DC Ruins. As it occurs early on, you aren't likely to survive numerous Super Mutants and a Behemoth. Should you {{Sequence Break|ing}}, you'll have to fend for yourself when you decide to visit GNR later.
* RevolversAreJustBetter: Averted with the .32 pistol, a revolver that is actually one of the weakest guns in the game. The Scoped .44 Magnum on the other hand is among the best of the available pistols offset by its ''terrible'' item health; every shot visibly degrades it. Then there's the PC cheat-only .44 Magnum, which will destroy ''anything'' in one shot. Raiders, mutants, robots, buses, vertibirds...
* RoarBeforeBeating: Feral ghouls and Zeta's alien abominations. This is not a free action--they tend to get shot up doing it.
* RoaringRampageOfRevenge: All of Mothership Zeta. Nobody abducts and [[AnalProbing anal-probes]] the Lone Wanderer and gets away with it.
* RoboSpeak: Most robots. The smarter ones use SpockSpeak instead.
* RobotHair: There is a side-quest to retrieve the Declaration of Independence. In it, you will eventually encounter a Protectron who, due to a malfunction, believes himself to be the real [[http://en.wikipedia.org/wiki/Button_Gwinnett Button Gwinnett]] and wears a powdered wig.
* RubeGoldbergDevice: There's one [[EasterEgg hidden]] in the Gold Ribbon Grocer's. After stepping on a [[SchmuckBait pressure plate]]. the chain reaction leads to useful tools and ammo falls from the ceiling. It will also set off a buttload of traps located very closely to the door you entered in from. You'll be safe at the pressure plate that activates it, but if you happen to wander around the shop while the contraption is going (perhaps unaware that you even set it off) it's possible to get killed.
* RuleOfCool: Per series tradition, where the ''Fallout'' universe works according to 1950s era ''SCIENCE!'' and theire vision of the future. For example, instead of simply causing a miserable death, radiation can create mutants while nearly everything runs on atomic energy.
* RuleOfDrama: The original ending forces the player [[spoiler: to make a heroic sacrifice. Even though logically speaking, several of your potential companions could ''easily'' perform the action for you and be unharmed]]. But all the companions will simply refuse to help -- even Clover and Charon, who are both slaves forced to obey your every whim (the former via the threat of an explosive collar around her neck, the latter through brainwashing that renders him incapable of refusing an order) -- with their reasoning being essentially "It's simply more dramatic if ''you'' do it."
* ScaryScorpions: Radscorpions, who have no [[BoomHeadShot weak point]]. The Giant and Albino versions even more so.
* ScavengerWorld: With a fair number of {{Survivalist Stash}}es.
* SceneryGorn: Almost any high vantage point (most notably the top of the Washington Monument) gives you a panoramic view of the terrible devastation.
* SceneryPorn:
** [[spoiler: Oasis]].
--->'''Three Dog:''' Have any of you kiddies ever seen... a ''tree''? [...] Somewhere out in the Wasteland is a place with ''lots'' of trees, a veritable [[spoiler: oasis]] of green in a [[RealIsBrown depressing sea of brown]]...
** Various places such as downtown Washington, D.C. and Arlington Cemetery. Sometimes, the post-apocalyptic wasteland is very pretty. When you first emerge from Vault 101, you'll walk up to a cliff for your first view of the Wasteland spread out in front of you. There's a battered pre-war sign reading "Scenic Overlook". This really makes an impact if you happen to leave the Vault during the day. You've just fought your way out of the only place you've ever known, and when you emerge into the daylight for the first time, you're momentarily blinded by the sunlight (a recurring theme throughout the first part of the game). And then your eyes adjust and the desolate landscape comes into view...
* ScenicTourLevel: The game tours various areas of Vault 101 during the JustifiedTutorial, some of which are otherwise inaccessable.
* SchmuckBait: InUniverse, there is an insane man in downtown DC with a megaphone who keeps spouting off [[CloudCuckooLander completely crazy nonsensical ramblings]] from the safety of the second floor of his building. In the playground in the back alley of the building is a minefield. If he spots you, he will detonate the minefield and you '''WILL''' die. Over by the street is a wastelander who just wants the guy to shut up. You can convince the poor sap to walk up and try to talk to him... Just make sure you're standing well beyond the sidewalk so you don't get caught up in the explosion. [[note]]It's best to just pick the guy off from a distance with a gun. The minefield itself has at least 4 Mini Nukes scattered under the playground equipment. Yours for the taking if you kill the guy and don't set off any mines in the process.[[/note]]
* SecondHourSuperpower: The Pip-Boy 3000 and the V.A.T.S targeting system is given to you during your 10th Birthday Party, just minutes into the tutorial.
* SequelHook:
** Picking up on a mention from ''Tactics'', both this game and ''New Vegas'' imply there's another faction of the Brotherhood of Steel operating in Chicago, and it's also hinted that super mutants have been sighted and the Enclave is suspected to have another base nearby.
** A few characters in the game mention "The Commonwealth" and "The Institute", which exist far to the north of the Capital Wasteland. Among other things, it's where the escaped android came from and where Dr. Li heads to between the end of the main quest and ''Broken Steel'', and is said to be a place of scientific and technological research. In 2012, Bethesda employees were rumored to be visiting Boston and the Massachusetts Institute of Technology in preparation for a new ''Fallout'' game to be set nearby - and sure enough, this plot thread turned out to be ProductionForeshadowing for the main plot of ''Videogame/Fallout4''.
* SequenceBreaking: Many opportunities, particularly early in the main quest. Like its predecessor, you can cut out huge chunks of the game if you're strictly going for a SpeedRun.
* SeriousBusiness: The "Grady's Package" sidequest is all about this, starting with the player finding a dead body holding onto a holotape, documenting how the man (the titular Grady) is about to kill himself to protect a secret package, with instructions on how to reach it and who it's supposed to go to. Likely expecting something ''very'' important, the player can follow the instructions to a locked storeroom and a safe containing the package that Grady killed himself to protect: [[spoiler: the Naughty Nightwear; either a pair of leopard-print pajamas or a leopard-print negligee depending on which gender is wearing it.]] Soon after picking it up, a raider will run up and actually try to ''mug'' the player for this package.
* SesquipedalianLoquaciousness: Doctor Lesko lapses into this when he talks about his ant research.
* SetTheWorldOnFire: [[SoundtrackDissonance You don't want to,]] but it happens anyway.
* SexualEuphemism:
** The game has no issues with saying "Fuck", but there's a character in Megaton who's job is to "comfort" her customers." She doesn't call herself a hooker, callgirl, or any other term.. She doesn't say that her job is having sex with the bar's customers, but that's exactly what she does.
** In Rivet City, if the player tells Father Clifford that Diego and Angela had sex, Angela says:
---> Someone told Father Clifford that Diego and I were...you know.
* SheCleansUpNicely: Moira Brown + reverse-pickpocketed Raider Bombshell Armor = instant FanService. [[FanDisservice Inverted]] if she's been ghoulified by blowing up Megaton.
* ShootingLessonsFromYourParents: The Lone Wanderer is taught how to shoot by their dad, practicing on Radroaches in a deserted section of Vault 101.
* ShortRangeLongRangeWeapon: All the guns in the game have an ArbitraryWeaponRange, but it can be especially noticeable with the sniper rifle. Sniper-type players are known to fail to make long-distance shots that are quite possible in other games, never mind RealLife. The bullet simply disappears before it reaches its target. However, just because you see the bullet disappear doesn't mean it won't hit its target (assuming that it is indeed within the maximum range). It doesn't matter how far away you are from the target, the game WILL notify you if you score a critical hit.
* ShoutOut: See the series' page [[{{ShoutOut/Fallout}} here]].
* SickeningCrunch: When you take fall damage.
* {{Sidequest}}: Unlike Bethesda's previous title, ''Oblivion'', which has story arcs out the yin-yang, the majority of the sidequests and characters you encounter have no bearing on either the central questline of the game or on each other. This is in contrast to ''VideoGame/FalloutNewVegas'', where most of the sidequests and characters have some ties to the central [=NCR=]-vs-Legion conflict or are otherwise interconnected with other events and characters elsewhere in the game. As a result, ''Fallout 3'' is more of an episodic TV show, while ''New Vegas'' is more of a MythArc mini-series.
* SimpleYetAwesome: The desktop computers and holotapes. Laughably primitive by real world standards and yet capable of sustaining two hundred years fully powered and fully functional in the most inhospitable locations imaginable. Consider for a moment that you can destroy a modern computer with half a glass of water whereas these will happily survive centuries of living completely submerged and you can to see just how important these attributes would be in a post-apocalyptic wasteland.
* SimulatedFantasyPostApocalypticReality:
** In the main plot, your quest to find your father eventually leads you to Vault 112: here, the residents have spent the last two hundred years plugged into virtual reality, the current simulation being [[{{Dreamville}} Tranquility Lane]], an idyllic 1950s suburbia. Compared to ruins of Washington outside, it's a paradise... except that the Vault's Overseer, [[PsychopathicManchild Dr Stanislaus Braun]], routinely uses his [[VirtualRealityWarper power over the simulation]] to torture the residents for his own amusement. Worse still, your dad's ventured inside and can't escape, forcing you to follow him in. [[spoiler: The only way to escape is to play along with Braun's sick games... or make use of a CorruptedContingency to break Braun's control of the simulator, put his victims out of their misery, and leave Braun trapped alone in virtual reality - [[AndIMustScream forever]].]]
** In the ''Operation: Anchorage'' DLC, you find yourself in an abandoned VR facility hidden deep in the Capital Wastelands with priceless loot on the other side of a locked door. The only way to get inside is to take part in a pre-War military simulation sending you on a journey through a [[PropagandaPiece heavily biased depiction of the Liberation of Anchorage]].
* SinisterSubway: Every wrecked metro system in the Capital Wasteland is crawling with either mutants or raiders. Given that they're dark and dank with at least a few systems flooded with radiation in either form as well as the occasional trap...
* SkippableBoss: [[spoiler: General Jing-Wei and Colonel Augustus Autumn]] can both be talked out of fighting.
* SlainInTheirSleep: The "[[http://fallout.wikia.com/wiki/Mister_Sandman Mister Sandman]]" perk lets the Lone Wanderer murder {{Non Player Character}}s in their sleep for a flat gain of 50 ExperiencePoints.
* SlaveMarket: Paradise Falls used to be a famous super market before the bombs fell. In the Capital Wasteland, it has been repurposed into the headquarters of a local band of slavers. While the player cannot buy slaves, they can choose to help free the ones inside and kill the slavers if they choose, or work as a slaver to earn some extra caps.
* SlaveMooks: Crimson and Clover to the slavers of Paradise Falls.
* SlaveryIsASpecialKindOfEvil:
** The slavers of Paradise Falls are so evil that waltzing into their home and slaughtering the lot of them counts as good karma.
** Enslaving people with the Mesmetron is always an evil act. ''Always''. Even enslaving the VillainByDefault raiders. PayEvilUntoEvil is not in effect here as you're only furthering the system.
* SlasherSmile:
** Some of the raiders you fight will psychotically grin while attacking you, most noticeable with the ones that have melee weapons.
** The Pint-Sized Slasher's mask is paper-mache mask of a grinning clown. The Slasher loved using a kitchen knife to stab and slash at their victims.
* SmallNameBigEgo: Dave, president of the tiny micronation of the [[{{Egopolis}} Republic of Dave]] (with a population of about 10 or so, mostly children,) who believes that it's his destiny to conquer and repopulate the wasteland, and threatens to have the player shot for such heinous acts as not referring to him as Mister President. Though he stresses that the Republic of Dave is a republic, and thus still holds presidential elections, he's the only one who ever runs, and if the player manages to pull some trickery to get either his first wife or eldest son elected, Dave throws a fit and storms out to form a new Republic of Dave in Old Olney (which, seeing as Old Olney is infested with Deathclaws, [[TooDumbToLive he more than likely won't survive]].)
* SniperPistol: The Scoped .44 Magnum, one of the most damaging standard pistols in the game. Even if you don't use pistols, you can [[MundaneUtility use one as a telescope]] - very handy.
* SomeOfMyBestFriendsAreX: When telling Dukov that Crowley wants him dead for being a bigot, part of Dukov's argument against the claim is that he had a Ghoul whore once just to see what it was like.
* SongsInTheKeyOfLock: [[spoiler:Tranquility Lane has a hidden computer interface that allows you to shut it down]]; accessing it requires a musical code based on [[spoiler: the {{leitmotif}} you can hear on the soundtrack]] and which [[spoiler:Betty]] occasionally whistles to herself.
* SophisticatedAsHell: Desmond from the ''Point Lookout'' add-on is quite eloquent. He's also a walking ClusterFBomb.
* SoundtrackDissonance:
** The radio on your Pip-Boy is SoundtrackDissonance on demand. With it, you have the choice of listening to either uplifting golden oldies music from the 50s, patriotic American army music, or even violin sonatas while going around and killing random mutants and animals.
** [[spoiler:Tranquility Lane]] is a more extreme case with its constant usage of an uplifting theme while you're busy committing murder. For bonus points, that happy little jingle [[spoiler:is the [[SongsInTheKeyOfLock musical key]] to triggering the simulation's failsafe.]]
* SpaceCompression: Naturally, DC and the surrounding area have been scaled down significantly. However, while many outlying locations have been moved closer to the DC metropolitan area, it has been done inconsistently, to the point where some of the placements venture into ArtisticLicenceGeography territory. For example, while (Old) Olney isn't too far from its real location, Germantown (which should be about due west of Olney) is much further south, close to where Bethesda Softworks is located in Rockville. Perhaps the most egregious example is Raven Rock (presumably based on the RealLife Raven Rock Mountain Complex), which is ''approximately two in-game maps further south than it should be, in the wrong US state''.
* SpeechImpediment: Biwwy of Widdle Wampwi- er, Little Lamplight. If you feel like being a jerk to a little kid, you can tell him to stop talking like that, but he will say he doesn't know what you are talking about. He'll trade you his Wazer Wifle (the item is actually named this in the game interface) for caps, or give it to you for free if you have the Child At Heart perk.
* SpiritualSuccessor: In addition to the ''Fallout'' series' origins as a successor to ''{{VideoGame/Wasteland}}'' (although this applies more to the first two games in the series than to the post-Black Isle titles), ''Fallout 3'' is often considered a "spiritual sibling" to Bethesda's previous game, ''VideoGame/TheElderScrollsIVOblivion'', on the basis of their shared focus on sandbox-based exploration and role-playing, as well as both games using the same basic engine. It's not uncommon for people who dislike ''Fallout 3'' to refer to it dismissively as "''Oblivion'' with guns", although many people enjoy it for that ''exact same reason''.
* SpockSpeak: Mr. Handy and Mr. Gutsy robots, which have English butler and DrillSergeantNasty voice respectively. The Prototype Medic Armor also uses this in the style of a Mr. Gutsy.
* StandardSnippet: The Enclave radio station uses plenty of theme songs pertaining to military marches or American patriotism.
* StealthPun:
** James is shown to have an affinity for scotch throughout the game. Scotch is a type of whisky, which in turn gets its name from the Gaelic ''uisge beatha'', which translates into modern English as...wait for it..."water of life".
** The small-scale nuclear charges Liberty Prime throws? [[https://en.wikipedia.org/wiki/Nuclear_football Nuclear Footballs]]!
* StealthBasedMission: In the first leg of the ''Operation: Anchorage'' DLC, you must sneak up the cliffs and take the Chinese guards out [[WithThisHerring with a rather weak silenced pistol]].
* StealthyMook: ''Operation: Anchorage'' has Chinese soldiers equipped with stealth suits that work like a permanent Stealth Boy while in use. Completing the simulation gets you one as a reward as well.
* StepfordSmiler: The Wilsons and the Smiths in Andale are way too cheerful to be real. They also talk as if they're in the middle of a picturesque suburban small town, not a cluster of scorched houses in a post-atomic wasteland.
* StoppedClock: Every single clock you see is stopped at the exact time the Chinese attack occurred (9:48). None are the purely mechanical, wind-up types that might have continued.
* {{Stripperiffic}}: Several outfits (although generally more for females than males). The Sexy Sleepwear and its unique variants are obvious ones, but some of the Raider gear and slave outfits from the Pitt are even more suggestive/revealing. The Pitt's "Bombshell" armor is a full blown ChainmailBikini on a female.
* StrongerWithAge: The East Coast super mutants function this way, going all the way up to the [[NamesToRunAwayFromReallyFast Super Mutant Behemoth]].
* StupidEvil: You, if you [[spoiler:poison the purifier with modified FEV at the end of the main quest. This results in dooming all the non-vault people in the Wasteland. Like, well, you.]] You get Evil karma for that, but you really should get some Stupid karma instead.
* StupidSacrifice
** [[spoiler:James]] sacrifices himself by flooding the Purifier's control room with radiation to keep the Enclave from controlling it. However, his act only keeps the Enclave from accessing the Purifier's control room afterward, it does nothing to keep them from occupying the Purifier and using it as a base of operations. The Enclave didn't have the means to activate the Purifier anyway, it isn't operational and they don't have the activation code if it was. But then, even if those problems were solved, they'd definitely figure out a way to access the control room safely sooner or later.
** The player is presented with this option in the original ending, either sending Sarah Lyons in to activate the purifier or doing it yourself, even though the lethal radiation levels in the control room will kill whoever enters it. However, of the possible companions you have with you, three of them -- Charon, Sergeant RL-3, and Fawkes -- are immune to radiation, and Fawkes was even the one who retrieved [[spoiler:the G.E.C.K.]] for you earlier by going into a room that was radiated to lethal levels. If the player tries to get any of them to activate the purifier for them, they refuse. With ''Broken Steel'' installed this trope is negated, any of the three will obey the direction to activate it, and if the player chooses to do it themselves they survive now.
* StylisticSuck: Jingwei, a Chinese general, is depicted in General Chase's Anchorage simulation as [[InterchangeableAsianCultures committing sepuku when talked down]] and speaking Chinese in a fake and almost incomprehensible accent. It's unclear if it was Bethesda doing a poor job on his voicing, or if Chase didn't bother to make the simulation accurate at all (considering it's implied that the whole thing might be a fabricated retelling of Operation Anchorage).
* SubliminalSeduction: The true purpose of Vault 92 was to brainwash its residents -- all musicians -- through white noise seeded through the speaker system and recording equipment, with the purpose to make them ultra-loyal super-soldiers upon receiving a simple command phrase. [[ForegoneConclusion Naturally]], things [[GoneHorriblyWrong went horribly wrong]].
* SuicidalOverconfidence:
** Wearing [[OneManArmy huge powered armor and toting a gun bigger than you]] won't stop [[TooDumbToLive leather-armored raiders from taunting you and]] [[CurbStompBattle firing their peashooters at you]].
** Sadly, Dogmeat. He's pretty much your only strictly melee-based companion, which means you'll often have to rescue him from his attempts to bite Deathclaws or Sentry Bots. ''Broken Steel'' gives him a ''massive'' health boost, turning him into your most durable companion, as well as offering the perk "Puppies!" which lets you replace him in the event that he still dies.
* SunglassesAtNight: There is no penalty in doing so: You get a Perception bonus, even at night.
* SurprisinglyRealisticOutcome:
** [[spoiler:The Enclave's improved FEV targets anyone who was born outside of the Enclave or a Vault...including ''you''. If you plug the FEV into Project Purity and try drinking Aqua Pura in ''Broken Steel'', you will suffer debilitating status afflictions. If you drink three bottles, [[PressXToDie you will die instantly.]]]]
** If you have ''Broken Steel'' installed and activated Project Purity, you find in the PlayableEpilogue that bringing clean drinking water to the Wastes wasn't as simple as flicking on a switch. The Brotherhood of Steel have to set up a complex water distribution network practically overnight, and they are not too thrilled about you putting such a bureaucratic nightmare on them.
** The Tenpenny Tower sidequest with Roy Phillips. Tenpenny Tower has an exclusionary "no ghouls" residence policy, but being around Roy (a ghoul) for five minutes will clearly show you that he is every bit as a racist {{Jerkass}} as the tower residents. Even if you work out a peaceful solution that will allow Roy and his ghouls in, Roy will eventually turn on the human residents and have them all killed. Sometimes you will meet people who cannot be swayed in their mindset or personal beliefs. But unfortunately, unlike every other evil character in the game, killing Roy will net you ''negative'' karma and the local DJ [[WhatTheHellHero will admonish you over the radio for it]] because he is [[HorribleJudgeOfCharacter convinced that Roy is the real victim in this situation]] and [[HeroWithBadPublicity you are guilty of a cold-blooded racist "murder"]]. Journalists might be ethical and committed to reporting the truth, but they can still get the facts wrong.
** In "The Superhuman Gambit" sidequest, the mayor of Canterbury Commons hires the Lone Wanderer to get rid of either The Mechanist (a superhero who claims to be Canterbury Commons' protector) or The [=AntAgonizer=] (a supervillain who was somewhat harassing them before The Machanist's arrival) who are regularly fighting in the town. Aside from a young boy living there, the inhabitants aren't exactly pleased by the situation and feel those fights (The Mechanist has robots armed with machine guns and missiles, while The [=AntAgonizer=] controls giant ants) are much more dangerous for them than The [=AntAgonizer=] was initially. In other words, that how the muggles would probably feel in any setting where superheroic vigilantes are active.
* SureLetsGoWithThat: Since you meet a lot of brain-fried, deluded, misguided, and/or outright crazy people wandering the Wasteland, your dialogue options often have at least one which enables you to politely humor them in order to progress to the next part of the conversation. [[VideoGameCrueltyPotential Naturally, you also have the option to]] [[JerkAss bluntly and rudely tell them that they're nuts]].
* SuspiciouslySpecificDenial: [[spoiler:Pinkerton]] is a myth. He is certainly NOT in the [[spoiler:broken bow of Rivet City]]. He left a ''long'' time ago, dammit!
[[/folder]]

[[folder:Tropes T-W]]
* TackyTuxedo: Eulogy Jones' suit, a bright red zoot suit that comes with a matching hat with a feather in it. The problem is that it's so tacky that only merchants can repair it, meaning if it gets busted you can't get it back to 100%.
* TacticalSuperweaponUnit: TheJuggernaut known as '''LIBERTY PRIME''' was designed as the United States' ultimate weapon for destroying the communist army of China during the Alaskan invasion. It's capable of shooting EyeBeams, throws nuclear football bombs, and shrugs off conventional and energy weapons. The US ultimately couldn't solve its short power supply problem due to all of its weapons, so it didn't see use until the Lone Wanderer helps the Brotherhood of Steel reclaim the Jefferson Memorial from the Enclave. In the Broken Steel DLC, the Lone Wanderer learns that Liberty Prime was crucial for absolutely curb-stomping the remaining Enclave bases, and it was only finally taken down because of a KillSat.
* TakingAThirdOption:
** "Trouble on the Homefront" has you returning to Vault 101 to settle a conflict between the current Overseer and a group of rebels who want to see Vault 101's government changed, having been inspired by your previous escape. You can take either side, or you can (for a small karma hit) sabotage the vault's Water Chip, forcing everyone to evacuate into the wastelands. Regardless of your choice, you're not going to be allowed back in again, so why not make them see the world as you have?
** In general, there's quite a few quests that let you do this and get both rewards by playing both sides against one another:
*** ''The Replicated Man'': Normally, you either tell Harkness the truth and take the Plasma Rifle he gives you, or you tell Zimmer the truth and use the reset code on Harkness, getting the Wired Reflexes Perk. You can also tell Harkness the truth first for his Plasma Rifle and offer to kill Zimmer, then tell Zimmer about Harkness for the Wired Reflexes perk, then kill Zimmer and his bodyguard before they leave the room to tie up the loose ends.
*** ''You Gotta Shoot Em In The Head'': You either have to kill Tenpenny by shooting him in the head with the Sniper Rifle Crowley gives you, or if you pass a speech check, he'll offer you 300 caps (100 up front) to kill Crowley[[note]]doing so ends the quest, and since Tenpenny is the only one Crowley legitimately wants dead because he's a bigot, there isn't a way to continue the quest normally if he lives[[/note]]. However, there's nothing to stop you from accepting his offer, then turning around and headshotting Tenpenny with the Sniper Rifle and looting the 200 caps he had waiting for you from his body, and then collecting the 100 caps Crowley gives you.
** After the release of ''Broken Steel'', the final quest of the main storyline can also end like this if you have the right companion - normally, you could only either activate the purifier yourself or have Sarah activate it. However, if you have Charon, RL-3, or Fawkes as a follower, you can instead have them activate the purifier. As they are naturally immune to radiation, neither you or Sarah have to die.
* TastesLikeFeet: Moira's opinion of radroach meat.
* TeenageWasteland: Big Town which is made up of people who grew too old to live in Little Lamplight. Little Lamplight itself is a [[NeverLand child version]] of this and only allows children. Anyone who turns 16 is forced to trek over to Big Town, such as Sticky (the youngest person you can personally kill in the game).
* ThereAreNoAdults: Little Lamplight. The eldest kids have to look after the younger ones and do certain jobs like teaching, taking care of injuries, and [[BreadMilkEggsSquick guarding the gate to Vault 87, the birthplace of the DC super mutants.]]
* TheyCallMeMisterTibbs:
** Usually a bad sign; if their NamesToRunAwayFromReallyFast didn't give you a clue, their lack of a first name should make you immediately suspicious of Mister Burke and Mister Crowley.
** The hovering robots are called Mister Handy if they have service roles and Mister Gutsy if they're used for combat.
* ThisIsGonnaSuck: During ''The Wasteland Survival Guide'', your dialogue option for the chapter on 'Crippling Injuries' is thus: "I'm going to hate myself for this, but what do you mean about handling injury?" [[JustifiedTrope Justified]], given it involves either waiting around to get shot, throwing oneself off non-lethal heights or walking over a land mine or two. ForScience
* ThisIsNoTimeForKnitting: In ''The Adventures of Herbert 'Daring' Dashwood'', the following exchange occurs:
-->'''Penelope Chase''': Why is your Ghoul friend picking their pockets? This is no time for sticky fingers, Daring!\\
'''Herbert 'Daring' Dashwood''': It's not what he's taking out, my dear, but rather what he's putting in! DUCK AND COVER!
* ThrowawayCountry: In ''Mothership Zeta'', you can use the DeathRay to zap part of Canada.
* TimeDelayedDeath: In ''Mothership Zeta'', you can thaw out and revive a few soldiers who were abducted during the Anchorage invasion. The soldier accompanying you is their commanding officer, and the soldiers are informed that the revival process is only temporary. There is no telling when they will die, and sure enough, they eventually start dropping randomly.
* ToiletHumor: In the [=RobCo=] Facility, a broken Protectron is sitting on a restroom toilet. There is scrap metal in the same toilet bowl.
* TooAwesomeToUse:
** Weapons that have rare ammo and/or cannot be repaired except by merchants. In the case of weapons like the Alien Blaster, it has both a finite ammo limit AND it is unique and cannot be repaired by the player in the vanilla game. (''Mothership Zeta'' gives you some options for dealing with both issues, but they are still finite.)
** [[StuffBlowingUp Nuka Grenades]]. Nuka-Cola Quantum is rare to come by, so unless you're being attacked by a [[BearsAreBadNews Yao Guai]] or a [[BossInMookClothing Deathclaw]], you'll want to save as many of them as you can. Subverted in ''Broken Steel'' with the new Quantum Chemist perk; whenever you have ten Nuka-Cola bottles in your inventory, they automatically disappear in order to convert to one Nuka-Cola Quantum. Suddenly, [[InfinityPlusOneSword it becomes more viable to make Nuka Grenades as regular throwable weapons]].
** The T-51b armor in Fort Constantine. Best armor in the game, looks awesome, and has high radiation resistance. Too bad it's unique and the game's merchants can only repair it to around 50% or so, meaning that after it wears down enough it won't be any better than regular power armor.
** Subverted by the Winterized T-51b (which has a bug-induced advantage) and by ''Broken Steel's'' Enclave Hellfire Armor, which is in the same league protection-wise and - as a non-unique - can be kept in shape by taking parts from the suits of defeated Enclave troopers.
* TooDumbToLive:
** The Vault 101 Overseer, who decides that after repeatedly attempting to murder the Lone Wanderer, something that has obviously failed, the best way to deal with them is to taunt and be sarcastic. Particularly egregious when the Lone Wanderer returns to Vault 101, now most likely clad in power armour and having [[TookALevelInBadass taken several levels in badass]], and the Overseer ''still'' doesn't understand that this may not bode well for his continued plans on having his head remain connected to his body.
** Ditto for Officer Wilkins, the only security officer most supportive of the Overseer. [[GenreBlind Attempting to stop a]] [[PoweredArmor power armor-clad]], [[GatlingGood minigun-toting]] [[TookALevelInBadass Lone Wanderer]] by brandishing a pea-shooting 10mm pistol and clad in mall-security body armor is going to make you a hero, eh?
** The Ninth Circle's proprietor, Ahzrukhal. He knows that Charon really hates his guts and is [[ObstructiveCodeOfConduct only held in check by a contract]]. Ahzrukhal will still let the Lone Wanderer buy the contract off him.
** To a lesser extent, feral ghouls, since they ''always'' announce they've detected the player with a [[RoarBeforeBeating distinctive screech]] that lasts about three seconds, giving an attentive marksman plenty of time to line up a shot.
* TomeOfEldritchLore: The Krivbeknih, a leather-bound book that is used by the Swampfolk, wanted by Obadiah Blackhall, and tied to an ancient evil called "Ug-Qualtoth". The only way to destroy it is pressing it against the Dunwich obelisk.
* TopWife: Within the [[{{Egopolis}} Republic of Dave]], the player finds that President Dave has two wives--his original one, and another he picked up from wandering the wasteland. While Dave never indicates that he has a favorite, it's clear that the original wife isn't happy with the arrangement and that the second wife not only thinks she's the favorite, but that ''she'' should be Dave's only spouse.
* TorturedMonster: Harold. Bob the tree has grown over the years and now has rooted itself deep into the Capitol Wasteland's dry earth, spreading its children in an Oasis... but Harold is now completely stuck and worshiped along with Bob despite all of his organs being pushed down with Bob's roots.
* TownWithADarkSecret: [[spoiler: Andale.]] Subverted in [[spoiler: Meresti Station,]] where they're pretty open about their disturbing habits.
* TrapIsTheOnlyOption: Vault 112 is ''blatantly'' a trap. But it's a part of the story so hop in the pod, kid!
* TrappedInAnotherWorld: Both Vault 112 and the Operation Anchorage DLC has the Lone Wanderer transported to a digital simulation.
* TraumaInn: Any bed will heal you, but owned or rented ones give you a "Well Rested" XP-generation bonus for a short time afterwards.
* TryNotToDie: One of Moira Brown's cheerful ways of saying goodbye whenever you end a conversation with her. Also, Doc Church, and Everett in The Pitt.
* UndressingTheUnconscious:
** Happens to the Lone Wanderer when he/she is captured by the Enclave. They are knocked out and wake up in a stasis field wearing only their Pip-Boy and their unmentionables and about to be interrogated by Colonel Autumn.
** The ''Mothership Zeta'' DLC also starts like this, and leaves you that way until you can find your gear and clothes in a conveniently close storage container.
* UnexplainedAccent:
** Moriarty and Tenpenny speak with Irish and British accents respectively. (There is no indication of transatlantic travel in this or any other Fallout.) According to the lead designer, Tenpenny is supposed to have come over from England.
* UngratefulBastard:
** The ''Operation: Anchorage'' DLC ends with [[spoiler: Defender Sibley mutinying against Protector [=McGraw=] because he doesn't want some filthy outsider walking off with any of the tech from the Outcast's armory (never mind that it's because of said outsider that they can even get ''into'' said armory in the first place.)]]
** Roy Phillips, pre-War cop turned post-War ghoul, needs your help to get into Tenpenny Tower. Do it peacefully and he'll murder everyone inside with his pack of feral ghouls because he was going to anyway. Kill him afterwards and you'll get a karma hit (unless it's a sneak attack) because Three-Dog portrays him as a "victim" of a group cruel racists.
* UniqueItems: The game has at least one unique variant of each weapon which have better stats and/or a unique ability over their generic counterparts.
* UniversalAmmunition:
** Downplayed. If a weapon is the same caliber as a given round, it can fire it, e.g. .32 rounds work in both the .32 revolver and the hunting rifle. This is not ''quite'' how it works in RealLife, but it's a trifle more realistic than 'one size fits all' bullets.
** One serious screw-up is Lincoln's Repeater, a unique [[http://en.wikipedia.org/wiki/Henry_rifle Henry lever-action rifle]] chambered for .44 Magnum ammunition (same as the aforementioned SniperPistol uses). One little problem: a Henry repeater of that era uses rimfire cartridges, meaning it wouldn't even fire due to the primer not being in the right spot. If you did somehow get around that, and assuming .44 Magnum would even fit in the gun given the cartiridges aren't the exact same size and shape, you'd likely ruin the gun firing ammo that's vastly more powerful than what it was designed for.
** The Alien blaster along with the Firelance variant use "alien power cells". Come ''Mothership Zeta'' the Captain's Sidearm, a pristine Alien Blaster, uses "alien power ''modules''" along with the other weapons found aboard. So both use universal ammo but not the ''same'' universal ammo...
* UnreliableNarrator: The Narrator says that Vault 101's door never opened, "This is where you were born. This is where you will die. For in Vault 101, no-one ever enters, and no-one ever leaves.". [[FirstEpisodeTwist Obviously, you and Dad are about to make a lie of that.]] [[spoiler: And not even for the first time.]]
* UnusuallyUninterestingSight: In full force. Nobody comments that you're decked out in power armor, or when you bring Charon, a ghoul, into Tenpenny Tower, or on Star Paladin Cross walking into an Outcast base. Taken to the extreme with Fawkes, an eight-foot-tall super mutant. ''No one'' cares when you walk into a town or even the Brotherhood of Steel's Citadel with him behind you. {{Lampshade|Hanging}}d and {{handwave}}d: Fawkes will often marvel at this while you're traveling.
-->'''Fawkes:''' I'm amazed people trust you enough not to attack me!
* UnwantedFalseFaith: Harold from the Oasis is constantly being put on a pedestal that he refuses to acknowledge. An entire religion has quite literally been made around him to add insult to injury.
* UpdatedRerelease: The Game of the Year edition, which comes with all of the game's DLC.
* UpperClassTwit: Tenpenny Tower is a haven full of these who look down on poor, scruffy wastelanders and mutants (with the exception of Herbert [[EarnYourTitle "Daring"]] Dashwood, who himself is a RetiredBadass and the only one most tolerant of wastelanders and mutants). [[spoiler: They become AssholeVictims during the takeover by Roy Phillips and his ghoul gang, whether or not you assist them.]]
* UselessUsefulSpell: No spells in this genre, but plenty of examples among the 'perks' gained as you acquire levels.
** Any perk that only boosts a skill. Skill books are found all the time (there's 25 of each in the whole game, for a total of 25 free skill points, 50 with Comprehension) and +5 to a skill isn't worth the waste of a perk when you can just wait for another level up.
** Swift Learner: +10% experience for each level, but there's an infinite amount of experience available. Even worse is "Deep Sleep", which lets you get the "Well Rested" bonus for +10% exp from any bed you sleep in, meaning it's like Swift Learner, but you need to sleep in order to get the benefits, and those benefits only last a limited time. In addition to the fact that leveling up too quickly will cause more difficult enemies to appear sooner.
** Any perk that affects how you handle radiation. Rad-Away to remove radiation and Rad-X to increase rad resistance are plentiful and nothing any anti-Rad perk does is worth the lost perk slot to save a few hundred caps.
** Impartial Mediation: +30 to Speech skill at neutral karma, but due to the game's general BlackAndWhiteMorality with little middle ground allowed, remaining at neutral is tedious. Speech challenges can be exploited for a 100% chance of success, either through save scumming or maxing out the speech stat.
** Chem Resistant lowers the chance to become addicted to chems. Just go visit a doctor when you're done what you're doing and spring 50 caps for him to cure you. Additionally, due to the way the game handles addiction chance, it's not foolproof anyway.
** Animal Friend at level 2: Normally-hostile mammals become non-hostile, At level 1 it is useful to avoid having to waste your weapons or bullets on animals, plus the Yao Guai leave you alone. At level 2, it's of no use, because attacking other non-animal enemies is something they already do anyway.
** Mister Sandman and Cannibal. The former lets you stealth kill sleeping people and the latter lets you eat corpses for healing, but they can glitch and cause entire settlements to turn hostile.
** Mysterious Stranger: He'll occasionally show up in VATS to provide a OneHitKill to any enemy, but he can glitch up, anything he kills doesn't provide you perk or quest-related benefits, and he has a low chance of appearing at all. Besides, his chances of appearing are totally random and don't take the threat level in consideration. Which means he's just as likely to appear and OneHitKill that full-health [[KingMook Super Mutant]] [[NamesToRunAwayFromReallyFast Behemoth]] you just engaged in VATS, as he is to casually waltz in and blow to shreds a half-dead Mole Rat you were too lazy to manually snipe yourself.
** Night Person and Solar Power give you stat boosts depending on the time of day. The only worthwhile benefits of either perk can be replicated at any time by popping some chems.
** Here and Now: Level up again instantly. Wasted perk slot due to the fact that infinite experience is available, the perk only functions at level up when you take it.
** Master Trader: 25% discount buying anything, but most items aren't that expensive anyway and there's an infinite supply of ShopFodder to loot from enemies.
** Computer Whiz and Infiltrator: Can try to hack a terminal you get locked out of / pick a lock you broke. Save scumming fixes both problems, and specifically, Computer Whiz can be nullified by just logging out and back in to refresh your hack attempts, while locks never break unless you force the lock, which you never need to do.
** Nerd Rage!: You gain a bonus to strength and damage resistance, but only when you're on death's door (Health < 20%), making it far too tedious and fragile for actual use.
** Concentrated Fire: +5% accuracy for each action in V.A.T.S. targeting the same part of the same enemy. Only useful for guns with low AP costs because you usually only get two-four attacks, maybe five or six with AP increasing chems.
** Puppies!: If Dogmeat dies, Dogmeat's Puppy appears outside Vault 101 after a few days; also applies to his puppies, making him impossible to permanently kill. Only available in Broken Steel, which causes Dogmeat('s Puppy) to have ridiculously high HP so he'll likely never die anyway. Useful only for the follower exploits.
** Devil's Highway / Escalator to Heaven / Karmic Rebalance: Instantly sets your Karma to very evil, very good, or neutral. Karma is easily adjusted by theft, murdering respawning {{Non Player Character}}s, and donating to churches.
** No Weaknesses: All SPECIAL stats below five increase to five: not bad in the unlikely case that you haven't used bobbleheads or Intensive Training to make it irrelevant, but made moot with the Almost Perfect perk (available just a few levels later) which raises all SPECIAL stats to at least nine.
** Warmonger: Instantly get all weapon schematics to level three. Just find the schematics. Besides, only the Nuka Grenade and Bottlecap Mine really benefit from being level three by boosting the amount of items crafted, everything else just comes made with better condition, in which case just craft two and use one to repair the other.
** Nerves of Steel: This is simply glitched. It's supposed to increase AP regeneration, but only by a rate of one per ''minute'', while AP can usually regenerate from empty to full in half that. Even if it did work, useless since by the time you can get it, you probably have Grim Reaper's Sprint, which ''fully'' restores AP when you kill something in V.A.T.S.
** Nuclear Anomaly: At twenty HP or less, you lose all your radiation, your health rises to twenty HP exactly, and you create a small nuclear blast where you're standing. Although it's an amusing gimmick, anything that could drive you to under twenty HP at level thirty is probably going to be dealing '''more''' than twenty damage per hit, the blast re-irradiates you, damages your clothing, often cripples your limbs, damages any friendly NPC in its radius, and occasionally it glitches up and fails to provide the healing, causing you to kill yourself. (Plus any enemy that can reduce your health to 20% at this point will probably be too strong for this Perk to kill.)
* UtopiaJustifiesTheMeans:
** John Henry Eden wants to [[spoiler:kill off every mutated human (read: 95% of the population) in the Capital Wasteland as he believes it is the only way to save it]].
** In ''The Pitt'' DLC, [[spoiler: the leader of the slave-driving Raiders in the ruins of Pittsburgh is trying to resurrect Pittsburgh as a functioning, producing city, with the intention of ending the use of slaves... eventually.]]
* VasquezAlwaysDies: Averted, as none of the obvious targets die plotline deaths. Not even the most blatant Vasquez, Brick from Reilly's Rangers. It's the [[NewMeat new recruit]] that gets killed instead.
* VideoGameCaringPotential: You can play tag and hide-and-seek with a lonely little kid who lives in a mine in Point Lookout.
* VideogameCrueltyPotential:
** [[InvisibilityCloak Stealth Armor]]. FlamingSword. [[BloodyHilarious Bloody Mess perk]]. Town full of innocent people. You know what to do. And nuke the evidence.
** From setting Harold on fire, to [[MindControl mezzing]] Wastelanders into slavery, to backstabbing the Brotherhood of Steel with a KillSat, almost ''every single quest'' has at least one "[[WhatTheHellHero unspeakable bastard]]" option.
** Dr. Braun gives us an in-universe example - his only source of amusement is cruelly tormenting the other inhabitants of Tranquility Lane.
** In Rivet City, you can talk a suicidal old man into jumping off the flight deck. Feel proud.
** The unmarked quest "The Kid-Kidnapper." You know Bumble? The littlest of the named Lamplighters? You can tell her you're taking her on an adventure and then SELL HER TO FREAKING PARADISE FALLS.
** In Rivet City, you can screw over [[spoiler:both Harkness and the Institute using MindRape and first-degree murder. Step one: Get permission from Harkness to execute Dr. Zimmer and his bodyguard. Step two: Convince Harkness to go back to the Institute. Step three: Wait until Zimmer says mind-wipe phrase to Harkness. Step four: ''Shoot Zimmer dead before he can give Harkness a single command''. Congrats, you have left the Institute short of a well-respected genius and left his robot slave in a permanent vegetable state, doing nothing but standing there requesting a dead man to give him commands that will never come. And the rest of Rivet City will completely forgive you for this. Legally.]]
* VideoGameFlamethrowersSuck: Played straight with the Flamer, subverted with the Burnmaster and the Slo-Burn Flamer, and ''utterly'' {{averted|Trope}} with the [[{{BFG}} Heavy Incinerator]].
* VideoGameVista: When the player first leaves Vault 101 near the beginning of the game, they will be standing on a cliff with a sign with the words Scenic Lookout printed on it. From here the player can see the ruins of the town of Springvale and its elementary school. The settlement of Megaton can also be spotted in the distance as well.
* VigilanteMan: The Regulators is a whole organization of these guys.
* VillainByDefault: All raiders are homicidally insane, drug-crazed lunatics who live in shelters with human remains used as decoration. Text logs and messages suggest them to be capable of reasoning, but gameplay-wise all they ever do is [[SuicidalOverconfidence attack anything and everything regardless of consequences]].
* VillainWithGoodPublicity: Roy Philips. To put it simply, he has a homicidal hatred for unmutated humans. However, the Galaxy News Radio thinks he's an oppressed minority woobie, and bashes you if you put a bullet between the bastard's eyes. This is even reflected in the gameplay itself: even though Philips is villainous and the game knows it, killing him and his followers still nets you negative karma as they are set at "Good" karma.
* VillainousIncest: [[spoiler: The Andale residents.]] You're pretty far gone when generations of inbreeding that's been going on for about 200 years straight '''isn't''' your [[TownWithADarkSecret dark secret]].
* VisualPun: How does [[spoiler: Liberty Prime]] deploy nuclear weapons during "Take It Back"? He throws them like footballs. As in the Nuclear Football, the briefcase that the US President keeps the launch codes for America's nuclear arsenal in.
* VitriolicBestFriends: Harold and Bob are a downplayed duo as Harold is a mutant and Bob is a tree. Harold likes to call Bob "Herbert", which apparently gets under Bob's bark but being a plant, Bob can only communicate to Harold in kind.
* VowOfCelibacy: Diego, an acolyte who intends to join the priesthood, has taken one. You can give Angela, a local woman with a crush on him, a powerful aphrodisiac to convice him into breaking it.
-->'''Diego''': Angela, I'm not sure you should spend so much time around me. I am to be married to God soon.\\
'''Angela''': Wouldn't you rather be with a real girl? Maybe you should try it, before you decide.\\
'''Diego''': Lord, give me strength.
* WarpWhistle: Fast-travelling. Time skips ahead each time you travel, and does so in proportion to the distance you've gone. While you get to avoid all the RandomEncounters you might otherwise face, there's a fairly high chance that something will spawn right on top of you the second you arrive at your location.
* WarMemorial: The Anchorage Memorial, a tribute to all the soldiers who pushed Communist Chinese forces out of Anchorage Alaska. One part of the Wasteland Survival Guide quest line requires you to visit the memorial to study the Mirelurk population living inside it.
* TheWarSequence:
** The march to The Purifier during the mission "Take It Back". You and the Lyon's Pride "escort" [[spoiler:Liberty Prime]] while it makes mincemeat out of the defending Enclave forces.
** The finale of ''Broken Steel'' pits the Lone Wanderer versus dozens upon dozens of Enclave soldiers. At one part of the mission, you get some appreciated help from a squad of Brotherhood Paladins, but they die quickly and for the most part you're on your own.
* WastelandElder: There are multiple examples. Such as Manya, the oldest person alive in Megaton, who can tell you the history of its foundation, as well as the elderly leaders of the Children of the Atom. There are also ghouls that have survived since the Great War bomb drops, one of which says that her interesting story is somewhat boring.
* WeaponJr: The tutorial has the player learn to shoot with a BB gun on their 10th birthday.
* WeaponSpecialization: Quite a lot can be found, also one of the favorite melee weapons for super mutants. They go from hand-hammers that are classed as ShopFodder, to wieldable sledgehammers, up to the high-tech Super-Sledge.
* WeCanRuleTogether: AffablyEvil President Eden suggests that there may be a place in the Enclave for the Lone Wanderer, perhaps even replacing Colonel Autumn as his [[TheDragon dragon]], if they agree to help Eden implement his Final Solution. Nothing ever comes of it, though, for two important reasons; 1) even if you don't destroy Eden yourself, in ''Broken Steel'' Liberty Prime will level Raven Rock, either destroying Eden or burying him under a few thousand tons of rubble. 2) Despite being raised in a Vault, the Lone Wanderer is descended from Wastelanders, so Eden's [=FEV=] turns out to be fatal to him/her as well.
* WellIntentionedExtremist:
** The Vault 101 Overseer. He seems sour and unfriendly most of the time, but if you read his entry in his terminal, he really wished to have the vault residents lead a peaceful life and didn't proceed with Vault experiments.
** Just about everyone in Canterbury Commons believes The Mechanist is doing more harm than good. While he's sincere about protecting the town, it's agreed that his heavily-armed robots are doing a lot more damage than the Antagonizer's mutated ants.
** The Enclave. They're [[ANaziByAnyOtherName essentially Nazi's]], though their goal to restore America and humanity is respectable. Their methods certainly are not.
** The adults of Andale. They're just trying to make a stable food supply and home for themselves. [[spoiler: Unfortunately, that involves [[ImAHumanitarian relying on murdering people for food]] and mass incest.]]
* [[WhamEpisode Wham Mission]]: ''The Waters of Life''. Specifically, [[spoiler:the point when its revealed that not only are the Enclave still active despite the events of ''2'', but they also intend to forcefully take control of Project Purity for their own sinister ends.]]
* WhatTheHellHero: Depending on your actions, you can get quite a few of these.
** Dad gives you one if he finds out you destroyed Megaton.
** Three Dog will call you out almost any time you take the "evil option" in a given mission.
** In ''The Pitt'', you can also choose to deliver words along these lines to [[spoiler: Wernher]] when you learn of his complete plan.
** You get called on this if you kill the Overseer during your escape, or if you kill him in the sidequest "Trouble On The Homefront." If you kill the original Overseer and also the second one, Amata will accept the latter as self-defense, but you'll still get a lot of "what have you done?" from everyone else.
** In the ending, Sarah Lyons will give you a lot of sass if you insist that she make a HeroicSacrifice rather than doing so yourself. The narrator will also do so in the ending voice-over, even if you send in one of two possible radiation-immune followers (which is easily the most logical choice).
** In ''Broken Steel'', if you choose to target the Citadel after reaching the Satellite room in the Mobile Base Crawler, upon landing back at the [now destroyed] Citadel, the Brotherhood of Steel will immediately find out that it was your doing. They will then declare you a traitor in their eyes, and will shoot you on sight.
** A more subtle one happens if you kill Three Dog, as his DJ segments on GNR are replaced by a very unenthusiastic and bitter technician who talks about how "some asshole killed our DJ."
* WhatMeasureIsAMook: During the escape from Vault 101 in the final stretch of the tutorial, killing the Overseer is treated as a bad thing[[note]]the player character's childhood friend Amata will chew you out over it, even though he had just had her tortured and even if you killed him in self-defense (granted, he is her father) [[spoiler:and killing him will prevent you from reaching a peaceful resolution in the later "Trouble On The Homefront" mission]].[[/note]], but nothing is made of all the security officers the player guns down and is more or less forced to kill (only one of them can be reasoned with). The difference is; the Overseer is a {{Jerkass}} ControlFreak who always treated the player character with contempt, will try to kill the player in cold blood if they agree to surrender, and is ultimately resposible for the whole mess. The security officers, although some are established to be nasty individuals, are just regular people the player character has known their entire life (Officer Kendall, the first human enemy in the game, even attended their birthday party as a child).
* WhatMeasureIsANonHuman:
** A recurring theme. There are multiple quests that ask you to decide whether ghouls/androids/slaves/mutants/people trapped in a LotusEaterMachine Are People Too (with the Karma Meter almost always falling on the side of "yes they are"); the two most powerful factions on either side of the coin are distinctly human-chauvinist, although the Enclave [[spoiler:have an AI for a leader]] and the Brotherhood [[spoiler:employ a high-ranking cyborg]]. The Enclave plan to [[spoiler:use the modified FEV to kill all "meta-humans" with even the slightest degree of mutation]].
** Three Dog often says "Ghouls are people too", which can either be ignored by the player or not, but even he admits that Feral Ghouls are dangerous to everybody, going so far as to say "So kill as many as you damn well please".
** The Replicated Man quest is about an android, and both his pursuer and "helper" give reasons on why or why not he's human.
** Subverted at least once, though; [[ThePollyanna Moira]] is convinced that Mirelurks must have a complex underwater society. [[spoiler:They don't.]]
* WhatYouAreInTheDark: The main character has a Karma meter to track this, and it doesn't care whether there were any witnesses. The trope is also applied to a ''lot'' of the evidence you find of peoples' last moments in the Great War - evidence of selfishness, or tragedy, or heroism.
* WhileRomeBurns: Dukov and his two party girls spend every day huddled inside a building doing nothing but drinking, partying, getting high, and having sex. The fact that they are almost completely defenseless and surrounded by super mutants and other monsters is something they choose to simply ignore. It helps that Dukov is [[spoiler:a RetiredBadass whose reputation as a mercenary was known to even Alistair Tenpenny.]]
* WideOpenSandbox: The player is free to explore anywhere after leaving Vault 101.
* WiseBeyondTheirYears:
** Most, if not all, of the residents of Little Lamplight. Their doctor, their merchant, their defenders...all are children no older than 15.
** The Lone Wanderer him/herself. The character is ''nineteen'' during the Vault 101 escape, and some of the technical things expected of the character (such as disarming a nuclear bomb) would ordinarily not be entrusted to a nineteen-year-old.
* WouldHitAGirl: Colonel Autumn makes his character clear when he murders an unarmed female scientist in cold blood the first time you see him.
* WorstNewsJudgementEver: Three Dog of Galaxy News Radio talks about the player character and ''only'' about the player character. There are precisely two news stories in the entire game that aren't directly related to you or your father. This makes sense most of the time, as the player tends to do things that are noticeable enough to be considered newsworthy, but some of the things he reports on are less than noteworthy - he even does a story about you finishing a fetch quest involving collecting soda bottles for a strange woman out in the middle of nowhere. This is lampshaded with "Christ, talk about a slow news day..."
* WorstWhateverEver: An unmarked quest relating to the Citadel's [[MeatGrinderSurgery malfunctioning medical robot]] is called ''"Worst. Doctor. Ever."'' Granted, when your Mr. Gutsy has all the know-how to do surgery but not the ''way'' to do surgery (along with some poor bedside manners) you'd have a bad doctor too.
* WreakingHavok: The game's physics, when manipulated right, can be very amusing. Such as when you use a couple hundred mines to send a Behemoth Flying into the sky. The game tends to exaggerate the ragdoll physics more in VATS, so critting a Super Mutant with the Victory Rifle can cause them to go tumbling into the air because the weight of their own limbs pulled them into it while still in VATS.
* WrenchWench:
** Moira Brown, Megaton's resident tinkerer and merchant.
** A female Lone Wanderer with a high Repair skill qualifies.
* WrittenByTheWinners: A terminal in the ''Operation: Anchorage'' DLC mentions that General Chase was constantly changing the Anchorage simulation until it was largely divorced from the reality of what actually happened out there.
* WrongGenreSavvy: Both the [=AntAgonist=] and The Mechanist believe they are in a superhero comic... you can complete a quest by convincing them that they're not. In the [=AntAgonist=]'s case, she's so far out of touch with reality that she believes she's living the ''Grognak the Barbarian'' comic of which she is based off of.
[[/folder]]

[[folder:Tropes X-Z]]
* YouCantGoHomeAgain: Following the tutorial, you are forced to leave Vault 101 and go into the wasteland after your father escapes while the paranoid Overseer plans on killing you as a scapegoat. Later, the mission "Trouble On The Homefront" allows you to return to the Vault, which has fallen into chaos, and help sort things out. Of course right afterwards [[UngratefulBastard you are told to leave]] and this time you can't ever return (Although you can soften ''that'' blow, as you do have the option of forcing '''everyone''' out of the vault with you by sabotaging the environmental controls.)
* YouHaveOutlivedYourUsefulness:
** If you [[spoiler:tell Colonel Autumn the correct code for the purifier]], he will thank you and kill you, resulting in a NonStandardGameOver.
** A pair from ''Point Lookout'':
*** If you choose to [[spoiler:side with Professor Calvert to kill Desmond, he will reward you with "The greatest thing any human could ever hope for", which is to say... DEATH! At least he tries to by activating hostile protectrons in his room, and not all of them are working.]]
*** The quest 'The Velvet Curtain' in which you [[spoiler:follow the intended footsteps of a Chinese spy. After you accomplish the mission and look at the extraction information, it's revealed that Chinese intelligence felt silencing the spy would be far easier than recovering him, so they arranged a booby-trap involving an irradiated room.]]
* YouHaveResearchedBreathing: You can get meat from anything from a dog to a giant bug, but you need the Cannibal perk if you want fresh human meat. Feral ghouls (and Swampfolk in Point Lookout) will occasionally carry around steak-shaped slabs of human, however. Justified in that taking a more active role in cannibalism is a major life choice.
* YourHeadAsplode:
** A frequent result of BoomHeadshot, which [[CranialProcessingUnit even works on some robots.]]
** Moira develops a molerat repellent made of Jet and Psycho that, as it turns out, repels their heads from their bodies.
---> '''Moira:''' Oh no! Poor little mole ratties!
** Under normal conditions, the Mesmetron that the Paradise Falls slavers give you temporarily confuses targets long enough to allow you to slip a slave collar onto them. However, if you score a critical hit to their head, it will explode a few moments later. They don't even see it coming. The instruction manual the slaver gives you even says that it hasn't been fully tested yet, and a random side effect was that occasionally pressure builds up in the subject's head and [[ArtisticLicenseBiology it explodes.]]
* YourMindMakesItReal: Tranquility Lane and the Anchorage Reclamation Simulation both use a biofeedback network that will lead to real death from virtual shock. The hallucinations encountered in Vault 106 are a less justified version of this.
* ZipMode: Carried over from Bethesda's ''Franchise/TheElderScrolls'' series, the game has a fast travel system to reduce player fatigue with having to travel long distances at a moderate jogging pace. Unlike ''The Elder Scrolls'', there are no services allowing for the discovery of new locations without the aforementioned walking to them, unless [[spoiler:you get the info of the vault locations from Vault-Tec systems]] while doing the "Agatha's Song" subquest or get the "Explorer" perk after reaching Level 20. And you need to be in the World Map or any location that allows you to fast travel, grounded, not overencumbered, and without enemies going for your blood.
[[/folder]]

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