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Fallout 3 Hints
Level 14 Perks
* Adamantium Skeleton: Your limbs only receiving half the damage they normally would sounds good, but isn't very useful due to the fact that you can always use the ever-plentiful stimpaks on a crippled limb to fully restore it, or rest for one hour in a bed to fully restore all limbs.
* Chemist: This perk makes all chems (like jet and buffout) last twice as long. That isn't hardly ever useful due to the fact that you'll mainly use chems to help you get through particularly tough early-game combats (when this perk isn't available), and to boost your skills for skill-based activities like picking locks and doing merchant business. The chems' regular durations are usually adequate to get the job done. (Note that if you're a big stealth boy user, you might want to take this perk since stealth boys count as chems for some odd reason.)
* Contract Killer: See the "Littlehorn and Associates" undocumented quest for more info on what this perk will get you. It's not recommended, even though not getting it will mean passing up a Speech skill book and a few extra caps.
* Cyborg: This wondrous perk will add 10 points to your damage resistance, your rad resistance, your poison resistance, and your Energy Weapons skill. A four-in-one! The only drawback is that you have to have at least 60 points in both your Science and Medicine skills in order to get it. Do your best to raise those skills up to 60 by getting their bobbleheads and skill books before you reach level 14 so you can get this perk right away.
* Lawbringer: See the "The Regulators" undocumented quest for more info on what this perk will get you. It's not recommended, even though not getting it will mean passing up a Small Guns skill book, the unique Plunkett's Valid Points weapon, a Nuka-Cola Quantum, and a few extra caps.
* Light Step: With this perk, you won't ever set off any more traps, so you can blunder around freely without worrying about traps. I don't particularly like this one, because I'd rather search for traps and disarm them for XP, anyway. (And you can just heal up afterward if you get injured by some that you don't see in time.)
* Master Trader: This perk gets you a 25% discount on every item you buy from regular merchants, but you can't get it unless you already have a Charisma of 6 and a Barter skill of 60. In any case, you can always get plenty of caps without this perk.
The Cyborg perk is really great for everyone, so try to make sure that you meet its requirements by the time you reach level 14. I don't really like any of the other perks on this list, and therefore recommend that for level 15 you do some more Intense Training or pick up a promising-looking perk from a previous list that you passed up before for some reason. (Bloody Mess and Fast Metabolism can be okay choices if you're absolutely sure you don't want to use Intense Training again.)