on 20-06-2009 11:24 AM - last edited on 30-08-2009 02:43 PM by Moshii
welcome to the Fallout 3 DLC Info Centre + FAQ thread! wanna know about the upcoming DLC? check it out here!
(The stories are from the Fallout Wikia)
(thanks to Chaotical for the features)
In this DLC pack, the Brotherhood of Steel Outcasts are trying to acquire advanced military tools, and the only way to enter the vault containing these relics is by completing a military virtual reality simulation. In the simulation the player fights in one of the greatest battles of the Fallout universe: the liberation of Anchorage, Alaska from invading Red Chinese troops. The simulation is set between June 2076, when the T-51b Power Armor was first introduced, and January 2077, when Chinese forces were completely driven out of Alaska. Once the DLC is downloaded, the quest objective for Operation: Anchorage will be activated by a radio broadcast stating, "This is Defender Morrill, any Outcasts listening on this frequency report to sector 7-B, Bailey's Crossroads. This is a high-priority message, backup is needed at our location. Any personnel listening on this frequency please report at once." A marker will appear on the world map but the player cannot immediately fast-travel to the location to begin the simulation. The DLC can be played at any time after the player exits Vault 101 at the beginning of the game. After completing the simulation, new equipment will be unlocked for the player to use in the rest of the game.
In the simulation, the player is stripped of any equipment and weapons (excluding quest items) and forced to utilize the resources supplied throughout the simulation's environment. The Chinese Red Army is everywhere, and the player first has to secure the surrounding mountain side and then fight their way into the Chinese base. The player has to use a lot of their standard combat skills, along with several new tools that are only available in the DLC. These include interactive strike teams under the player's command as well as unique armor, weapons, and other exotic gadgets. Throughout the simulation various pieces of intel are also hidden that yield the Covert Ops perk when all are collected.
How to Start:
After Purchasing Operation: Anchorage from the Playstation store and booting up Fallout 3, You will recieve the 'Outcast Distress Signal' on your PipBoy, It may take a few minutes to recieve the signal, You will hear a voice saying the following message: "This is Defender Morill, any Outcasts listening on this frequency report to sector 7-B, Bailey's Crossroads. This is a high-priority message, backup is needed at our location. Any personnel listening on this frequency please report at once."
Whilst listening to the message, you will begin the quest 'Aiding the Outcasts'.
- A new area to explore
- 1 new perk
Trophies: You will be awarded a trophy for each quest that you complete, 4 are available in total.
Quests: There are 4 quests, 'Aiding the Outcasts', 'The Guns of Anchorage', 'Paving the Way' & Operation: Anchorage
When The Pitt first loads, the player will be informed of a new radio distress signal from a runaway slave called Wernher, who informs the Lone Wanderer that he needs help in retrieving a cure for the mutations plaguing the town developed by The Pitt's raider boss, Ashur. In order to successfully reach Ashur however, the player has to give up their gear temporarily. The player then is able to familiarize themselves with the new weapon, the Auto Axe, and compete in a fighting arena, The Hole. The Pitt is accessed through an underground railroad and has its own map, separate from the Capital Wasteland's. The town itself consists of a large "dungeon" area, an abandoned steel yard and a settlement which is divided into two districts: Downtown, which is inhabited by slaves and Haven/Uptown, occupied by their masters, the slavers. The Pitt has unique vendors, and you are able to return.
How to Start: You start 'The Pitt' in the same way as 'Operation: Anchorage', You will recieve a Distress Signal from a man called Wernher, Whilst listenning to the message, you will begin the quest 'Into the Pitt'.
- Auto Axe
- Several new areas to explore.
- 3 new perks
- new enemies
Trophies: You will be awarded a trophy for each main quest you complete, plus one for 'Finding all Steel Ignots', 4 in total.
There are 3 main quests, 'Into the Pitt', 'Unsafe Working Conditions' & 'Free Labor', Plus 2 unmarked quests, 'Find Wild Bill' & Toys for Tots'
Broken Steel alters the ending of the original Fallout 3 to allow continued play after the end of the main quest line. This means that when it is time to go into the reactor at the end of Take it Back!, you can still go in yourself or you can send one of three side characters. However, even if you go yourself, you do not die. Instead, you survive the ordeal and wake up two weeks later at the Citadel. If you allow the Purifier to explode, the game will still end. The new content starts about two weeks after the events of Fallout 3's main quest and begins when you regain consciousness inside the Citadel's clinic. The battle between the Brotherhood of Steel and the Enclave is still ongoing. You are then tasked with aiding a Brotherhood of Steel assault on a secret Enclave base located Southwest of the map. The attack goes horribly wrong as the Enclave use a devastating orbital strike, to great effect, in destroying the previously indomitable Liberty Prime. Tasked by Paladin Tristan to find the origin of the attack, you find only an encrypted code. While the Scribes are puzzling over the code back at the Citadel, you must find a component to create
the Tesla Cannon, a new, more powerful weapon for the Brotherhood. Once you have retrieved the Tesla Coil needed to create the Tesla Cannon from Olney Powerworks, an old power plant that was experimenting with alien technology before the war, you travel to Adams Air Force Base via the Presidential Metro. Upon assaulting the Air Force Base you find a massive Mobile Enclave Crawler. Boarding it, you fight through a number of Enclave soldiers to the center computer terminal. From there you will find several targets which have been primed for attack by orbital bombardment. Choosing the Citadel, you are deemed a traitor by the Brotherhood of Steel and they will attempt to kill you. Choosing the Mobile Crawler you are rescued by Lyons' Pride, in a captured Vertibird, and are returned to the Citadel to be heralded a hero of the Brotherhood of Steel.
How to Start:
Much different from all the over Add-ons, Broken Steel’s first quest, ‘Death from Above’, starts after you have completed the main storyline. The quest will start just after you finish watching the final cutscene of ‘Take it Back!’
- Extends original story-line
- Several new areas to explore
- Level cap raised from 20 to 30
- 14 new perks
- new enemies
You will be awarded 3 trophies for completing each of the main story quests, plus 3 for reaching level 30 with Good, Neutral and Bad karma, Making a total of 6 trophies.
There are 3 main quests, ‘Death From above’, ‘Shock Value’ & ‘Who Dares Wins’, plus 3 side quests, ‘Holy Water’, ‘Protecting the Water Way’ & ‘The Amazing Aqua Cura’, plus 3 Unmarked quests, ‘Fatal Attraction’, ‘Some Assembly Required’ & ‘Mutant Blood Samples’.
Point Lookout + Mothership Zeta in the next post.
on 20-06-2009 11:26 AM - last edited on 30-08-2009 02:44 PM by Moshii
Story: PointLookout takes place in the Fallout equivalent of Point Lookout State
Park, a new swampland area with new quests and enemies. Point Lookout in the Fallout
setting has a landscape between one sixth and one fifth the size of the Capital
Wasteland where "the bombs didn't actually fall, but the world has left it
behind".Point Lookout is playable before finishing the main quest, much like Operation:
Anchorage, Mothership Zeta (add-on) and The Pitt, which can be
played immediately upon exiting Vault 101. You receive a message on-screen that
initially starts the quest The Local Flavor. As with previous add-ons, the main
questline is said to add about 3 to 4 hours worth of game time. However, you
will keep all your items, unlike the other add-ons.
How to Start: Like the majority of the DlCs, Point Lookout's first
quest is activated after receiving a message, after receiving the message about
the Duchess Gambit, you will begin the quest, 'The Local Favor'.
- 40 new areas to discover
- 3 new perks
- a bunch of new enemies
- new horror elements
Trophies: You will be awarded 3 trophies for completing the story,
and one for finding all places within Point Lookout, there are 3 silver trophies
and 1 gold. A total of 4 trophies.
Quests: There are 5 main quests, 'The Local Favor', 'Walking with
Spirits', 'Hearing Voices', 'Thought Control' & 'A Meeting of Minds, plus 5
side quests, 'A Spoonful of Whiskey', 'An Antique Land', 'Pilk's Safari', 'The
Dark Heart of Blackhall', & 'The Velvet Curtain', plus 3 unmarked quests,
'Lost Daughter', 'Lighting the Lighthouse' & 'Buoy Cache'.
Story: You receive an unintelligible radio transmission which leads you to the Alien Crash
Site. On approaching the wreckage, you are "beamed up" into the alien
mothership, Mothership Zeta, where you will meet other prisoners who have also
been abducted over the centuries. You must work together to escape. After being
beamed aboard, the Lone Wanderer is the subject of an alien medical experiment.
The Lone Wanderer passes out during this procedure and awakens in a cell with
another abductee named Somah. She explains that all of their equipment has been
taken. She comes up with a plan of escape - staging a fistfight so that the
alien guards will intervene, then overpowering them. Somah and the player soon
come across Sally, a little girl who was abducted soon after the Great War, who
asks them to help her escape by destroying the reactor in the room. After
freeing her, she explains that she knows a lot about the ship and will aid you
in turn. Sally leads the player to a room with several cryo-tubes, so that the
Lone Wanderer can acquire a spacesuit from one of the frozen abductees, an
astronaut. (Unfortunately, he does not survive the "thawing"
procedure.) The suit is needed for a spacewalk outside the ship to access a
teleporter; first, however, the Lone Wanderer must destroy the generators in
three other areas of the ship in order to provide a distraction. Three of the
abductees will offer to follow you through each of the generator areas: Elliot
Tercorien will follow you into the Cryo Labs, Somah will follow you through the
Robotics Factory, and Paulson will join you in the Hangar. After you have
enabled the teleporter, the survivors are beamed to the upper section of the
Mothership, where they witness a demonstration of the ship's Death Ray as a
threat to scare them into surrendering. The player must then fight their way
through the second saucer section which consists of a weapons laboratory,
biological experimentation lab, Death Ray control center, living quarters, and
finally, the bridge. There, the player and the rest of the abductees must
defend the bridge while at the same time use the ship's weapons to defeat an
attacking alien vessel similar to their own. Upon defeating the ship, the
abductees celebrate and Sally or Elliot (whichever gets to the player first)
reports that in the midst of all of the chaos on the bridge, Elliot pushed a
button which dropped a beacon on the surface (at the former Crash Site). This
beacon allows the player to return to the Capital Wasteland or teleport from
there to the Mothership (though much of it is now inaccessible).
How to Start: the same as the majority, you will receive a radio
transmission which will lead to the alien crash sight, upon arrival, you will be
abducted by aliens.
- Loads of new items
- a load of new alien enemies, including the incredibly camp looking Alien Captain
- A whole new area to discover, nothing like anything else in Fallout 3!
- 1 new perk
Trophies: You will be awarded 3 trophies for completing the main
story, plus one for collecting all alien captive recordings. 3 silver, 1 gold.
Quests: There are 3 main quests, 'Not of This World', 'Among the
Stars' & 'This Galaxy Ain't Big Enough', thereare 0 side quests or unmarked
Q: How much will the DLC packs cost?
A: on the Fallout wikia, it says that they will be priced at $10 each, this converts to approximately £6, which is also the amount that Xbox Live users are paying, so they will most liely be priced at £6, but msy be less or more, minimum £5, maximum £8.
Q: Will there be any more packs after Mothership Zeta?
A: it’s hard to say really, but it is most likely, seeing as Fallout 3 has been an amazing success, and Bethesda don’t have to work on another Fallout for a while (they’ve passed New Vegas onto Obsidian) I think the chances are very high for another load of DLC packs after Zeta, but it has not yet been confirmed.
Q: Why was there such a big delay before the DLC finally reached the PS3?
A: no one really knows for sure, but there are 3 theories that could each be true, the first theory is that Microsoft payed Bethesda for the Fallout 3 DLC as a timed exclusive, meaning that they signed a deal that stopped the PS3 form getting them for at least 5 months (or so). Another theory is that Microsoft still had an ongoing offer from when they purchased exclusive DLC for the Elder Scrolls IV: Oblivion. The final theory is that Microsoft didn’t pay anything, but Bethesda needed time to sort out the DLC packs for the PS3. Believe which one you’d like.
Q: will I need to install a patch to get the DLC?
A: yes, the patch will be put up to prepare the DLC, ready for you to buy it, but also to add the trophies to your trophy list.
on 22-06-2009 06:13 PM
on 22-06-2009 08:45 PM
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