YMMV / Fallout 3

  • Accidental Aesop: By using the GECK to reactivate Project Purity instead of using it to terraform the region as in Fallout 2, "It's better to use hard work to change things over time than to change them entirely at once."
  • Alternative Character Interpretation:
    • The appearance of Mr. Burke in the Lone Wanderer's drug induced hallucination can be taken to mean a variety of things depending on the Wanderer's actions, specifically whether you destroyed Megaton or not.
    • Is Ashur really a Well-Intentioned Extremist who wants to try and use the Pitt to make a better future for its people, or is he just as evil as his Raider minions and trying to rationalize his actions by claiming that they're Necessarily Evil? Script notes in the G.E.C.K. imply he really does feel bad about what he's doing, but also that he's proud of what he's doing in the name of progress.
    • Vance: an altruistic man who uses old legends to motivate cannibals to reform and gives them new lives free from persecution, or a delusional nutcase who brainwashes people to forcibly conscript them into his "Family"?
    • The Lyons Chapter of the Brotherhood of Steel gets this from a lot of fans given the traditionalist fans support of the Outcasts.
  • Anti-Climax Boss:
    • You can convince President Eden to kill himself with just two mid-level Speech checks. The argument you make isn't even particularly impressive and basically amounts to telling him that he sucks and should die. And if your Science skill is high enough, you don't even have to attempt those. Furthermore, Eden's self-destruction code is in Autumn's office, not exactly well hidden either.
    • Autumn, despite being the Final Boss, can be killed with one clean critical to the head, and the two bodyguards nearby are just the same Enclave troopers you've been gunning down all game. You can even talk your way to victory if your Speech skill is high enough. No bloodshed needed.note 
    • Ashur, in The Pitt has excellent armor, but isn't that much tougher than a normal Mook. Ironically he can't survive as much damage as his unarmored rival Wernher, due to the later having Companion-level health.
    • Sibley in Operation: Anchorage, has only slightly more health than a normal Power Armor wearing minigun wielding mook. The only real problem in fighting him is that he's supported by a squad of elite mooks, and those don't exactly pose a problem either if your level is high enough.
    • In the simulation itself, General Jingwei. Instead of an intense boss battle, you can pass a difficult Speech check to make him stand down, at which point he commits Seppuku.
    • Enclave Squad Sigma from Broken Steel are hit with this trope very hard. They don't even have any unique armor, weapons, or even stats. Sure, they're still an imposing squad of elite soldiers, but a high-level, well-equipped player could wipe them all out without breaking a sweat.
    • Button Gwinnett from the sidequest Stealing Independence, who is really a laughably weak Protectron that can be taken down by any weapon above 10mm pistol level, or, with a special perk, resetting his parameters back into an unprogrammed state and commanded to shutdown.
  • Author's Saving Throw: The new ending provided by the DLC pack Broken Steel, replacing the wildly unpopular original ending.
  • Big Lipped Alligator Moment: Some of the random encounters might fall under this, but they are, by nature, a bit out-of-the-blue.
    • Special not goes to The Roach King. Literally in the middle of no where, he sits on a throne made of random junk, while wielding a mini-gun, surrounded by his "army" of Rad Roaches. Since he and by extension his roaches attack you on sight note , there is no way of figuring out anything about him.
    • The last DLC added, Mothership Zeta, has your character abducted by aliens and roaming around on a flying saucer up in orbit, blasting The Greys and rescuing a bunch of earlier abductees from various historical periods (kept in cryo-stasis). Broken Steel extended the original story, and the other three built onto the history and geography of the Fallout universe. This one, depending on your outlook, was either pointless goofy fun, or a Fanon Discontinuity.
  • Base-Breaking Character: Ashur and Wernher from The Pitt. Due to the Grey and Gray Morality of the DLC, the fandom is noticeably split between which one should be considered the real hero and villain of the story, while some consider both men to be bad people and differ on who is the least evil option.
  • Character Tiers: Hire-able followers definitely come in tiers.
    • With Broken Steel, Dogmeat, Fawkes, and RL-3 are subject to a glitch that turns them into bullet sponges.note  Charon and Cross are fairly tough compared to other followersnote . Butch, Clover, and Jericho are fairly frail but remain usable as pack mules.
    • Without Broken Steel, Dogmeat is the weakest follower, Fawkes remains high-tier (albeit with much less health), and RL-3 is mediocre.
  • Cliché Storm: The Aliens in Mothership Zeta. They are little green men who ride around in a death ray using flying saucer and abduct humans for anal probing and other such things. Note that this is entirely intentional.
  • Complete Monster:
    • Dr. Stanislaus Braun is the Overseer of Vault 112 who controls the virtual reality simulation where he and the other vault members reside. A sadist with a god complex, for the past 200 years he’s been entertaining himself by torturing and killing every person inside the simulation, only to bring them back to life to torment and kill them over and over again. He specifically mentions that doing so is only fun because they are real people, and not computer simulations. Before Braun allows the Lone Wanderer to leave the simulation, he forces the player to do increasingly horrible things to the other Vault residents, culminating in the deaths of all inhabitants by the player’s hands. Braun was also the Director of the "Societal Preservation Program," better known as the Vault experiments. Advertised as providing civilians shelter from the expected nuclear war, in actuality the purpose of the Vaults was to gather unknowing, human guinea pigs on whom to conduct diabolical experiments For the Evulz.
    • Roy Phillips is a rabid anti-human bigot trying to get into Tenpenny Tower through any means possible. When first approached, Phillips' initial plan is to use his feral ghouls to overrun Tenpenny Tower and slaughter everyone inside. Despite this, Roy feels no empathy for his feral brethren, believing them to be mindless freaks only good as guard dogs and cannon fodder. However, if the Lone Wanderer is able to come to a solution where the ghouls are peacefully allowed to move into Tenpenny Tower, Roy will seemingly relent hostilities, at least until a few days later where it's revealed he slaughtered everyone in the Tower anyway, regardless of whether they were anti-ghoul or not, for no reason. When confronted about this, Roy shows no guilt and tells the Wanderer to piss off before he murders the Wanderer too. Furthermore, if Burke is still alive and still plans on nuking Megaton, Roy will fully support Burke's plan so he can see that "smoothskin shithole" wiped off the earth.
  • Contested Sequel: Points of debate include the shift in gameplay from turn-based to real-time (among numerous other changes), the quality of writing, both in the main quest and in secondary quests and locations, and the change of location resulting in almost nothing carrying over from the first two games aside from the Enclave and Brotherhood of Steel.
  • Crazy Awesome:
    • Liberty Prime: a giant robot with a backpack full of nukes that it throws like footballs.
    • General Jingwei's main weapon, an electrified Jian sword. Don't ask us how it carries enough of a charge to disintegrate enemies on a critical hit - it just does.
  • Crowning Music of Awesome: The music playing in the main menu and while it loads. Works even better when doubled with The Ink Spots' I Don't Wanna Set The World On Fire in the opening sequence.
    • So cool that the London Philharmonic Orchestra included it in their album of The Greatest Video Game Music.
    • It seems Obsidian agreed, as they used a western arrangement for Fallout: New Vegas.
    • And 8 years later, it's still considered cool enough to serve as Fallout 4's menu music.
    • Even ignoring the obnoxiously catchy golden oldies on GNR, the game still has some amazing ambiance for when you don't feel like listening to the radio while wandering around. Explore 7 in particular is one of the best tunes in the game.
  • Demonic Spiders:
    • Radscorpions in general due to their lack of a weak point. At least the Mirelurks have a head to snipe for a potential One-Hit KO. The Albino Radscorpions turn this Up to Eleven, being almost on par with Super Mutant Behemoths for sheer toughness and lethality. They also seem to follow the Cliff Racer school of being able to see and attack you before you see them, they must have a Perception of eleven!
    • Then there are Mirelurk Hunters, Super Mutant Overlords, Sentry Bots, Yao Guai, Deathclaws, Feral Ghoul Reavers, etc.
    • Super Mutant Overlords have enough health to rival a Behemoth, and often come packing Tri-Beam Lasers that are programmed to deal more damage against the player specifically.
    • Enemies with missile launchers (at long distance) and flamers (at short distance). Missile launchers because they do large, area-of-effect damage and tend to cripple your limbs easily, flamers because they do large amounts of damage and block your view with a large gout of flame.
    • The Enclave Hellfire Troopers, who have more health than any other human enemies in the game, carry either a hard hitting, very accurate plasma rifle or an extremely high damage Heavy Incinerator, and wear the best armor in the game. Thankfully, they are a pretty rare encounter, and when you encounter a large number of them, you get the Tesla Cannon, which can make short work of them.
    • The Point Lookout tribals. Despite being half-clothed and using relatively 'crude' implements like axes and hunting rifles, they're tougher than Super Mutants - tougher even than the Enclave's trained soldiers and their 23rd-century combat tech. It's jarring.
    • Shielded aliens in Mothership Zeta are among the tankiest enemies in the game, and if they come packing an Alien Disintegrator they can really mess you up.
  • Designated Villain:
    • The Enclave has shades of this. Oh, they're evil; they experiment on Wastelanders, incinerate anyone who fails to pass genetics screening at their outposts, and have a "shoot on sight" policy with most outsiders. However, all except the last point is left to flavor text. The story itself never really gives any reason for why you have to fight the Enclave, Dr. Li just saying "it's not right" when telling the Brotherhood the Enclave can't be allowed to control the purifier. Diplomacy and negotiation probably left the table when Autumn shot a lab assistant before Li's eyes, but when the story is presented this way, it makes the Enclave-Brotherhood war come off more as a matter of personal pride than stopping an evil army.
    • The Brotherhood Outcasts aren't the nicest folks around, but you can work with them to help them out now and then and their patrols are neutral to you and fight against enemies like Raiders, Slavers, Mutants, etc. Yet their rank and file troopers are designated as "evil", meaning they leave fingers for you to collect if you have the Lawbringer perk.
  • Draco in Leather Pants: The Player Character can play themself this way: a bloodthirsty killer with no morals what-so-ever, but who has maxed out their Charisma and Intelligence to the point where no one would dare argue. Except Three Dog, of course.
    • Alistair Tenpenny seems to have a bit of this treatment going on as well; while he's perhaps not quite the Sociopathic freak his minion Mr. Burke is, he still shoots people from the top of a skyscraper for fun, he's still a complete bigot, and the fact that killing him nets good Karma (one of the few occasions where this happens) suggests that even if he's now just a slightly senile old man (which is how he's generally viewed in this treatment), he's been responsible for some pretty nasty stuff in his life.
    • Many people who played the game thought Colonel Autumn was a super nice guy, even though he's an asshole who only betrayed Eden because he wanted absolute control over the water supply, and Eden was going to poison it. Some even wanted him as a companion.
    • Ashur and Wernher, depending on which side of the Broken Base you fall on. Both sides point out equally valid points why the other one could be considered the real villain of the story, yet the other side will counter that's precisely why they are the hero!
  • Ear Worm: The Enclave Radio, and Galaxy News Radio station. Most memorable ones:
    • I don't want to set the world on fiiireee....
    • So, Bongo Bongo Bongo, I don't wanna leave the Congo oh no no no no
    • He just hacks, whacks, choppin' that meat!
    • ''I'm in love... I'm in love... I'm in love... I'm in love... I'm in love... I'm in love...with a wonderful guy!"
    • Whoaah, I'm a mighty, mighty man, I'm young, and I'm in my prime! Yeeeeeees, I'm a mighty, mighty man, I'm young, and I'm in my prime!
  • Ensemble Darkhorse:
  • Fanfic Fuel: The sequel to 3 takes place almost ten years after the events of the game, and we only get a precious few details about what exactly happened immediately after the events of the game, the fate and current whereabouts of many characters (most importantly, that of the Lone Wanderer) or what's going on in the Capital Wasteland right now, beyond the strong implication that the Eastern Brotherhood of Steel now control the region as a sort of technocratic/neo-feudal Ordensstaat. Naturally, fan-fiction writers have found the murky circumstances an absolute goldmine for stories and speculation.
  • Game Breaker: Several.
    • For starters, every single add-on gives you at least one weapon that would be considered an Eleventh Hour Superpower before the eleventh hour.
      • The Pitt has the Infiltrator, a silenced machine gun with a scope, and it's not a unique weapon. It has an even more powerful version of itself called the Perforator. With this and the stealth suit, you can breeze through the game without ever being seen. It also has the Metal Blaster, a laser rifle with a shotgun spread; due to the game giving each beam a separate critical hit chance, with the right build the weapon will deal absurd damage at close-to-medium range.
      • Operation: Anchorage gives you an indestructible suit of winterized power armor (although the indestructible bit is a mistake in the code) and the Chinese Stealth Armor that will basically give you the effect of a Stealth Boy permanently, thus giving you the ability to have perfect invisibility and be undetectable to all enemies in the game, as long as you're using a silenced or non-firearm weapon.
      • Broken Steel gives you the Tesla Cannon, which can kill most enemies with one hit and all but the strongest enemies with two, and it runs on one of the most common ammunition in the game.
      • Almost every item you can find in Mothership Zeta is a Game Breaker. Of particular note is the Captain's Sidearm, a better version of the Infinity Plus One Gun of the base game. The other items are almost as powerful. Even the non-combat items are extremely useful: Alien Epoxy, which functions as a more exotic precursor to Fallout: New Vegas' Weapon Repair Kits, and Adapted Biogel, the best healing item in the game, in exchange for some annoying temporary side effects on occasion.
      • Point Lookout gives us the Microwave Emitter, which ignores armor. All armor.
    • The Dart Gun has a very high chance of crippling the legs of whatever it hits, turning melee enemies into a joke, including Deathclaws.
    • Fawkes, who can take on any enemy with almost complete impunity. Good once you hit level 20/30, since you won't have to use your own weapons any more. Unless you go to one of the DLC zones. Your Wasteland companions can't follow you there.
    • With Broken Steel, RL-3 levels up with the player at ten times the rate he should, giving him absolutely ridiculous health. That, combined with the fact that he can be obtained very early provided the player knows where to look (and where to get 500-1,000 caps) makes pretty much every other companion useless (except Fawkes, but that is pretty late in the game).
      • The same can be said for Dogmeat, who receives the same Broken Steel benefits as Fawkes and RL-3. Go right to the Scrapyard at the beginning of the game and you have a nigh-invincible (Dog)meat shield right off the bat! Oh, and unlike RL-3 and Fawkes, Dogmeat can be recruited regardless of your Karma.
    • The Grim Reaper's Sprint perk, restoring your action points once you leave V.A.T.S. if you killed someone in it. And you will kill someone, unless that someone is an Albino Radscorpion, Super Mutant Overlord or Behemoth.
  • Goddamn Bats: Talon Company mercs or Regulators, depending on whether the player has good or evil karma. Both constantly hound you throughout the game and have an obnoxious habit of ambushing you as you're stepping outside from somewhere or fast travelling around. One plus side of getting constantly ambushed by Talon mercs, though, is they provide a steady supply of Combat Armor and spare sets of good weapons (the Assault Rifle, Laser Rifle and Combat Shotgun) to perform repairs with.
    • Wild dogs. They can give low-level players one hell of a hard time thanks to being everywhere, hunting in packs, and if your Agility is low, are much faster than you. A pack of them can easily chew through players in seconds, which is compounded by the fact that they'll likely see you long before you see them unless you pay close attention to the compass or abuse VATS to look over long distances.
  • Good Bad Bugs: Again, several.
    • The repair shop merchant in Point Lookout has continually increasing repair skill. He is eventually the merchant capable of repairing everything to pristine condition.
    • The developers mistakenly placed the simulation version of the winterized T-51b power armor as the reward after completing Operation: Anchorage, which results in it becoming almost totally indestructible since it has nearly ten million item HP (i.e., it doesn't ever have to be repaired).
    • In vanilla Fallout 3, Dogmeat, Fawkes, and Sergeant RL-3 are fixed-level characters, due to being creatures rather than human NPCs. The Broken Steel DLC upgrades them to allow them to level up with the player, in order to stay competitive against the super-powerful new enemies introduced in the expansion. The Good Bad Bug is that their health and damage increase ten times more than what the designers intended... making them pretty much indestructible killing machines (For example, Dogmeat has 2,500 health at player level one and 15,000 health at player level thirty! For comparison, a Super Mutant Behemoth, by far the toughest monster in the game, has 2,000 health). Note that this only occurs if Broken Steel is installed before you actually meet and recruit those characters... otherwise they receive no upgrade, and get curbstomped by the new Demonic Spiders.
    • The inventory system has a small bug where, if there are two or more of the same equip with different conditions and the more damaged equip is below the less damaged equip, moving the more damaged equip will instead move the less damaged equip. The same bug applies to equipment shops, only now you can buy the item that is less damaged for the price of the more heavily damaged one, then sell it back for it's real price. Repeat the process as many times as you want and you will have quite literally robbed the shop blind of all it's stock and money.
    • A Black Comedy version, Mister Lopez in Rivet City is contemplating suicide. If the player agrees to help him, he's flung backwards off the flight deck with the implication you push him. However, he's flung directly away from the player, not off the deck, so if you talk to him from the side, this results in him getting thrown backwards on the balcony, somehow dead from nothing.note 
    • The game applies perk-based skill bonuses upon selecting them, rather than after confirmation. During the level up screen, you can select a perk that gives skill bonuses, then go back to the skill distribution and see the game has added them already. But if you go select another perk and return to the skill screen, the added points remain. Repeat for more points.
    • If you equip the Chinese stealth armor, you can wear many hats at once, and the effects stack.
    • The otherwise Demonic Spider-level Super Mutant Behemoths are easily confounded by terrain they can't pass through, so all the player has to do is hide in some kind of tight space and slowly chip away at one as it runs around in circles.
    • After entering the vault in the National Guard Armory, there is a second vault which houses the Experimental MIRV Launcher. There are two ways to open the door: EITHER an unmarked quest to find five items scattered across the Wasteland, OR exploit a glitch and get straight in.
  • Harsher in Hindsight: Almost everything you do in this game end up undone or having made things worse in Fallout4:
    • The Children of Atom are quite friendly, right ? In 4, they attack you on sight and you can't reason with them.
    • The BoS have become almost as bad as the Enclave.
  • Hilarious in Hindsight:
    • The cry button returns in the movie "Inside Out".
    • A pro-Chinese radio broadcast in the Washington D.C. area isn't as unrealistic as people would think.
    • Given that the Children of Atom cult becomes a maniacal murderous presence in the Commonwealth wasteland, killing the preacher is suddenly more justifiable.
    • The Mothership Zeta DLC takes place in an alien spaceship where you must form a crew to fight off the aliens who abducted you as well as fending off a rival alien spaceship that tries to destroy your ship after taking control of it in the climax. One of your companions is a cowboy from the Old Wild West era of American colonial history who seemingly got abducted by the aliens and ended up in this very ship that you and other folks are in. Two years after the release of the DLC, a similar movie was released in theaters that details an otherworldly conflict between cowboys and aliens.
  • Iron Woobie: Gob. He seems to keep a stiff upper lip, (well, if he had lips) but the fact that his normal way of saying goodbye is crying "Don't hit me!" shows that Moriarty's done a number on him.
  • Jerkass Woobie: Scribe Bigsley in Broken Steel is a smug, snarky, arrogant jerk who yells at his subordinates and shows you nothing but disdain until you offer to help make his workload easier. However, he's stuck working around the clock in a dimly-lit room with no windows, has little support from the Brotherhood because their resources are still focused on the Enclave war, and has to oversee the distribution of water to the wasteland with limited manpower and limited money to hire more, and he's on the receiving end of the water requests from said cities because by the time you wake up, they've reportedly begun to get greedy about it. His terminal entries and some dialogue paths have him explain he isn't ungrateful or ignorant of all the good you've done and the value of the purifier to the civilian populace, but he's just so tired and overworked that manners are failing him. And unlike many NPCs who move around, Bigsley never leaves his office, and you'll find him asleep at his desk at times.
  • Memetic Mutation: Tunnel Snakes Rule!
  • Moral Event Horizon: As the player, you can if you want: Nuke Megaton, follow Eden's orders and poison the Wasteland with the virus, and aim the Enclave's Kill Sat at the Citadel in Broken Steel.
    • Charon in particular has a personal moral code despite coming off as True Neutral, and certain acts (such as murdering innocent Ghouls, robbing Underworld blind, or killing female slaves) get an audibly horrified reaction from him, and he'll try to blow you away if you dismiss him immediately afterward. The same can happen with Fawkes, though you have to be much more of a bastard to get on his bad side, and if you do then you'll be facing off against someone with a Gatling Laser and skin tougher than two Vault doors welded together.
  • Most Annoying Sound: "You appear to be wounded sir/madam, may I suggest you seek attention treatment as soon as possible?"
    • The tone that plays every time you lose karma.
    • Doc Church if you rely on him for stimpaks and other meds early in the game: "You best have cancer, because from the look of it your breaking rule number one right now."
    • Having GNR on while talking to a shopkeeper will result in a low, staticy hiss that sounds like Three Dog saying "they" over and over and over again.
    • Sticky: "Let's make up stories to pass the time!" Player: "Your screams will be my lullabies."
    • NPCs feel the need to warn you when you look at a locked object or person to be pickpocketed while Sneaking. Even if you have no intention of doing anything wrong, even if you just glance at the object/person as you turn to look at something else, they'll warn you to behave yourself.
    • Getting scolded by NPCs whenever you knock over an object... usually when you hit an object so small you had no hope in seeing it in advance.
    • If you decide to take on the Trouble At The Homefront sidequest, be prepared to get really annoyed really fast at the Vault dwellers constantly scolding you for coming back.
  • Only the Creator Does It Right: The game is hated by some of the more die-hard fans of the first two games because it was created by Bethesda Softworks and not Black Isle Studios. Especially noticeable when you consider that Fallout: New Vegas was given a more accepting reception and that some of the old employees of Black Isle incidentally worked on it.
  • Painful Rhyme: They have things like the atom bomb ... so I think I'll stay where I ahm ... civilizatiooooonnnnn, I'll stay right heeeerrreee!!!
  • Rooting for the Empire: The Enclave. As a sharp contrast to Fallout 2 where they were fascist, genocidal monsters, in this game they're just looking to take control of the Capital Wasteland with intent to begin rebuilding "true" America. President Eden still wants to commit genocide, but his second-in-command Colonel Autumn wants no part of Eden's plan and instead wants to use a source of clean, fresh water to control the wasteland citizens, and Autumn is the Dragon-in-Chief who holds all the power in the Enclave. Granted, the Enclave are ruthless Jerkasses with a penchant for killing those who resist them, and their outposts are experimental on wasteland civilians. However, in the cut-throat world of the Capital Wasteland, which is overrun with raiders, slavers, Super Mutants, and Talon Company mercenaries, all of whom kill anyone who looks at them wrong, maybe the idea of a fascist government bringing peace and order with the downside of using civilians for scientific experimentation isn't entirely out of the question.
  • The Scrappy:
    • Sticky, due to how chatty he is.
    • Cromwell, if only for having to listen to his wailing whenever you want to visit your Megaton house. Given that his cult has turned into fanatically Ax-Crazy disciples in 4, his status towards this trope has now become more justified.
    • Many Jerkass characters in Fallout 3 get understandable hatred, especially Colin Moriarty, Doc Church, and Knight Captain Durga.
    • Amata has gained quite a bit of hatred from fans because she exiles you from the vault even after you let the overseer live twice, (unless, of course, you kill him), made her the overseer, and saved the vault from a war that would have destroyed them.
      • It could also be said that she is misblamed. Since Amata is now the de facto Overseer, if not de jure, she has to keep the tenuous peace the Vault now has from breaking out into another war and killing everyone in the Vault. To do so she has to kick out her best friend for years because the other Dwellers blame you for sending the Vault into chaos and won't enjoy having you back. If anyone's the asshole here, it's the other Vault Dwellers for choosing you to be their scapegoat as your father isn't around anymore to be the target of their hate.
    • There are two reasons for why Roy Philips is here. For the first, go see Complete Monster above this, the second reason being that he gives negative Karma if you kill him, even after he's slaughtered the inhabitants of Tenpenny Tower which includes Herbert "Daring" Dashwood, who's the only one in the building who advocates for letting the ghouls in without you having to talk him into it.
    • The anonymous Megaton villager who, once a day when you're outside in town, tells you how much everyone loves you and offers you a near-worthless item (though sometimes you'll get some basic ammo or a Stimpak.)
    • Little Lamplight is incredibly annoying for most people; as opposed to most other Bethesda games where the children are mostly very sweet, Little Lamplight is filled to the brim with the most obnoxious, rude and ungrateful children, who in accordance with Bethesda's no-child-killing policy, you CANNOT KILL. Princess and Mayor McCready takes the cake, and their behavior has led to many a heartily insulted gamer going online to search for mortal-children mods for their game. The latter arguably more so, being the only gateway to a main quest location (Vault 87), making you take a round trip to Paradise Falls on a Rescue Mission if you don't pass a Speech check or have a useless-in-all-other-situations perk.
      • Speaking of Little Lamplight, Biwwy is this to the other kids in-universe, as none of them can stand him due to his Elmuh Fudd Syndwome coupled with being hyperactive.
      • On the other hand, you may be able to convince him to give you his Wazer Wifle, one of the better energy weapons in the game.
  • Squick: You can drink from toilets. Aside from that disgust factor, many of the toilets, and for that matter the drinking fountains and sinks you can also drink from, haven't been used in two hundred years. For drinking water that's been sitting stagnant in the pipes for two centuries, you're fortunate that a few rads is all you catch from it. Just to drive it home, drinking from a toilet heals very little while giving a fairly large amount of radiation.
  • Take That, Scrappy!: The game freely allows the player to perform this on the Scrappies mentioned above. Many a player ends Sticky's quest by exploding his skull with a power fist then nuking his corpse. Also it's all but explicitly said that the kids from Little Lamplight are unknowingly cannibals and the player can make some nasty cracks towards them to make feel like crap.
  • That One Boss: General Jingwei in Operation: Anchorage. He has a massive amount of health and an oversight in programming causes the American Powered Armor troops to turn hostile to the player without provocation. It's generally recommended to attempt the fairly hard Speech check to convince him that he's lost, making him kill himself. On the other hand, a quick VATS shot can knock his sword out of his hands so you can pick it up, leaving him with nothing to attack you with but his fists.
  • That One Sidequest: Finding all of the Vault Boy Bobbleheads. Hoo boy, where to begin? There are 20 in all and the game gives absolutely no clue or hint where to find most. Some are located in the far corners of the map in well hidden bunkers or isolated rooms, some are tucked away in places swarming with deadly enemies and some are found behind locked doors in HOUSES OWNED BY NPCS (which counts as trespassing, something unlikely to be done by good characters). Even worse, the Energy Weapons and Medicine bobbleheads are located in Raven Rock and Vault 101 respectively, making them Lost Forever without so much as a notification if the player doesn't grab them as soon as they are given the chance (though Trouble On The Homefront gives the player a second shot at the Medicine bobblehead,) meaning the player can still get screwed after many hours of hard work. Getting the achievement for finding half of these damn things isn't so hard, but anyone shooting for all 20 is gonna need either a guide or a hell of a lot of luck and patience on their side. At least the reward (massive stat boosts per Bobblehead found) is well worth the trouble.
  • Ugly Cute: Take Animal Friend, and the normally vicious mole rats will trundle harmlessly along the Wasteland. Sometimes they sit up to sniff the air, then drop back down to yawn and shake themselves.
  • Unintentionally Unsympathetic: You're apparently supposed to feel some pity for the dire state Vault 101 is in during Trouble on the Homefront... too bad the people in the vault make it REALLY hard for you to feel bad for them. Most of them treat you with unfair hostility and scorn, acting as if everything is your fault when really the blame can only be placed on James or Overseer Alphonse. Only a handful of the populace treat you decently (the fact that Butch is one of the decent people speaks volumes) and even if you save all their asses without shedding a single drop of blood they still kick you out and continue to blame you for what had happened.
    • Roy Phillips and his ghouls. The reasons why are all fully listed in The Scrappy and Complete Monster.
    • Most of the slaves in the Pitt are seriously rude towards the Lone Wanderer, especially Midea, who always seems to be insulting your intelligence with every scolding sentence she utters over everything. And you're supposed to be saving them, too!
  • The Woobie:
    • Gob and Harold.
    • If you decide to be a terrible person, you can make Amata's life hell growing up. Teaching bullies to mock her weight, killing her dad, destroying her home, and causing her to be captured by the Enclave and shot to death for not revealing where Vault 101 is.
    • Bessie Lynn. While Michael Masters and Roy Phillips deserve to die for various reasons and revel in slaughtering the residents of Tenpenny Tower, Bessie is implied to not know what Roy's plan is, or at least may not approve of it, and her entire schtick is I Just Want to Be Loved, wanting to recapture the sense of self-respect and beauty she had as a human and following Roy because he makes her feel that way. If you choose to kill Roy and his followers and tell Bessie you're there to kill her, she barely fights back.

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/Fallout3