Razma
02-07-2009, 09:23 AM
Due to somewhat popular demand, here is the complete list of Fallout 3 random encounters. These are encounters that have either little or nothing to do with either the main storyline or any side-quest.
I have broken these down into two types of encounters: Encounters that are a once only, and encounters that can happen more than once.
Unique Encounters:
1) Looking for Cheryl
Whilst looking around L'Enfant South, you stumble across a burial mound. On it is a note, the note mentions the Ranger Compound and a search for a women name Cheryl. The burial mound belongs to a man named Henry.
Search party Log #1: If on your travels you find the compound and already have the note, access the outer terminal. You can now read the note from Canterbury Search party, which says the searched moved to the western ruins.
Search party log #2: These "Western Ruins" are just North of the potmac bridge and south of the Festive Raider camp, there you will find the second grave. This is only here if you completed the previous 2 steps. Unearth another note here from the grave of Emmet.
Search party log #3: The clues in the third note should take you here, to a grave directly northwest of the sewer waystation. A fourth note (only available by completing the previous 3 steps) hints that super mutants are holding Cheryl near a "park".
Search party log #4: This leads to a small super Mutant camp just west of the Jury Street Metro Station, where you must defeat a group of Super Mutants and Super Mutant Behemoth (he will spawn when you enter the container with the corpse in it) Here you'll find the corpse of Manny Koch, the leader of the search. He has only minor items on his body (which appears only if you've completed the previous 4 steps) remember to search the behemoth for a bevy of items including a mini-nuke.
2) Big Loot in Big Town:
If you let the inhabitants of Big Town Die, you may meet a Scavenger heading to gather up the remains.
3) Big Caps in Big Town:
Ifyou helped the inhabitants of Big Town repel the attacks, a travelling salesman is heading that way to ply his wares.
4) Gee Mister, you look super!:
This is only available if you're wearing either the AntAgonizer or the Mechanist's costume. DUring your trudge through a desert, a little kid approaches you and asks for your autograph. Oblige the kid or devastate him by refusing.
5) The Oasis Merchant:
A merchant has just come from Oasis, where the residents had him drink the Sap of Purification, which had dizzying side effects. He is dying and his mind is gone. Speak to him, and he relates a strange and wonderful story in which the Wasteland is reborn, and the Great One has gifted us all. On his body is a note showing the lovation of the Oasis.
6) My Burkes Assassins:
If you Disarmed Megaton's bomb, a group of assassins hired by Mr. Burke will ambush you.
7) Vengeance for Megaton:
If you blew up Megaton, a group of displaced settles from the smoldering ruins stages a revenge attack.
8) Bragging rights:
If you retrieved the Declaration of Independance and claimed the entire reward, you are attacked by Sydney, another relic hunter who's a little put out at your glory-hogging.
Special items: Sydneys 10mm "Ultra" SMG.
9) Amata's fate:
If you forced Amata to leave the Vault, then you may stumble upon an Enclave partol confronting her. An Enclave officer asks her where her Vault is. After she tells them, they murder her. If you somehow manage to stop this, Amata flees from you, shouting that it's all your fault.
10) Dying of thirst:
You come across a man dying of thirst. You can leavehim to die or offer him some of your water. Give him the water, and he thanks you and begins to traverse the Wasteland. You may meet him later, and he'll offer to aid you.
11) Deathclaw Chase:
A group of Wastelanders are being pursued by a Deathclaw. Help them, and rock creek caverns appears on your world map, leading you to the Mirelurk Kind's treasure chamber.
12) Water, water nowhere:
A group of four settlers are in a standoff over a small water supply that they've both found.
Good Karma: Mediate the two parties and get them to share.
Bad Karma: Kill them all and take the water for yourself.
13) Wounded Deathclaw:
A badly wounded deathclaw is standing over the body of an adventurer. Slay the beast and search you adventurer for a nice surprise.
Schematic: Deathclaw Gauntlet
14) Radscorpion Guarding Fire Hydrant:
A group of Wasteland wanderes are trying to get water from an old fire hydrant. Sadly for them, an abnormally huge RadScorpion is guarding it. Help the wanderers get to the water or take it for yourself.
15) Rifle Man:
A lunatic crosses your path and attacks you with a weapon that fires some deadly and strange projectiles. Slay the madman and take his weapon, the Railway Rifle.
16) Downed Chinese Pilot:
A crackling radio Signal appears, and when you triangulate it, you reach the skeleton of a chinese pilot and some great pre-war loot.
17) Unidentified Flying Debris:
As you wander, a large explosions is heard overhead and pieces of a strange technology rain down on you. Search the are thoroughly for a unique blaster that sets it's targets on fire. Theres ammo here as well and a very strange unique corpse.
Alien Blaster: Firelance
18) Locked and Unloaded:
A wastelander mugger who robs travelers holds you up. It's a shame that he's an idiot, and his gun isn't loaded.
19) A Broken Robot:
You meet a technician fiddling with a robot who is stuck in a conversation pattern. Your repair skill is required to fix this machine.
20) More than just scrap:
You come across the remains of a dead Wastelander. He's holding a map to "Johns Treasure Box". which contains some interesting items.
21) Raider Initiation:
Watch from a distance or beging to massacre a group of raiders "initiating" a new member by beating him with melee implements.
There is a chance of picking up a unique combat knife: Stabhappy.
22) Minefield Dismantling:
Observe a couple of hapless Wastelanders attempting to dismantle a Minefield for parts, only to step in the wrong place.
23) Escape from Grayditch:
You run into a man fleeing from Grayditch, he has been driven crazy during the attack and makes little sense, but he does get it across that he's running away from Grayditch. Once you finish speaking with him, you receive a Pip-Boy update on your world map, showing the location of Grayditch.
24) Out of the Vault:
Once the quest is over and you choose to open the Vault outisde world, you may encounter one of your old friends during a wasteland excursion. Your first encounter is with Suzie Mack, assuming you haven't killed her. Of course, you can kill her now and steal her food and water, or you can act a little more civilized. She's happy to see you and offers some food and Purified water. She says the Vault's doing well and that most of them are getting used to the idea of the outside. She also expresses sorrow that you can't come back, and then excuses herself.
25) The Lone Ranger:
After Reilly's Rangers is completed, you run into one of the Rangers you met during the quest within the Irradiated Metro. For this to occur, Donovan and Reilly must be alive and you must have the Geomapper Module in your inventory. Once you help the Range, the reward you with a Mini-Nuke.
26) Hunting the Most Delicious Flesh of All:
You encounter a band of "Hunters" and they are more than happy to sell you some tasty Strange Meat. This is actually human flesh.
27) Going Camping:
A shot rings out and a nearby wastelander falls. Theres a sniper hiding nearby, lying in wait for you.
29) The Human Bomb:
A few raiders send out an obviously perturned settler out to greet you, who they blow up and then attack you.
30) Mad Brahmin Rampage:
Due to consuming the wrong type of irradiated grass tufts, a hear of mad brahmin stampede your way. Slay them before they hit you.
Repeating Encounters
1) Survival Guide Review - Failure:
If you made a guide that was "Very Poor" you come across a weak and poorly equipped survivor fighting a mole rat. If the wastelander lives, he bad-mouths your work. Speak with him, and he gives you the guide telling you it's good for a laugh.
2) Survival Guide Review: Survivalist:
If you made a guide that was "Moderate" you come across a survivor fighting a mole rat. The wastelander should live. Let him no you helped write the book and you receive thanks but nothing else.
3) Survival Guide Review: Survival Expert:
If you made the "Excellent" guide. You come across a well equipped Wastelander battling a badly wounded Mirelurk. You get a friendly greeting once he finishes off the best. Mention you wrote the guide and you can wheedle 10 or 25 caps from the awestruck adventurer.
4) Quantum Sales Pitch:
A wandering trader is trudging around and one of his items is of particular interest. A Nuka-Cola Quantum - but the price is shocking! Pay 100 caps (or 50 caps witha speech challenge) Ask about Nuka-Cola, and you're directed to a girdershade and sierra petrovita.
5) Angry Ghouls"
A group of ghouls has set up camp on their way to tenpenny tower. Based on your actions they will either attack you, or talk to you on their way to either kill the residents for the murder of Roy or moving there to settle in.
6) Oasis Raiders:
A group of wastelanders are on their way to attack Oasis. Speak to them and they will tell you where it is. Pick a fight with them or leave them to their mission.
7) Kill the Slaver:
If you chose to side with the slavers and round up a group of slaves using the Mesmetron, a posse of merceneries (Possibly hired by the families of those you enslaved) tracks you down and begins attacking.
8) A Little Competition:
If you rounded up enough slaves using the Mesmetron, a group of Slavers, annoyed by your prowess and for making them look bad in front of Eulogy Jones, decides to take out "the employee of the month" - you!
9) Trapped Outside:
If you forced the residents to evacuate, there's a chance you might run into the corpse of one of your old Vault friends during a Wasteland excursion. Search the corpse (which is usually Freddy, Pepper or Officer Gomez) for a Vault Jumpsuit in poor condition and some other junk.
10) Ants Vs RadScorpion:
A group of Giants Ants attempts to overwhelm a RadScorpion.
11) Attack of the Ant Giant!:
A group of Giant Ants gathers around a spilled toxic waste barrell. As you near, one of the ants steps into the waste, grows to three times it's normal size and gets three times as angry.
12) RadScorpions Vs Wastelander:
A couple of RadScorpion are savaging a Wastelander to death. As you approach they train their pincers on you.
13) Radroach Scavengers:
Between 20:00 and 05:00 at night, you come across the dead body of a scavenger. It has now attracted a group of Radroaches. They attack if you move too close, but comating them may be worth; there's some food on the Scavenger's body.
14) Wasteland Merchant:
You stumble across a Wasteland Merchant in his camp. He can barter with you and repair your stuff.
15) Wasteland Sawbones:
You encounter a wasteland doctor with some medical training, and he agrees to patch you up, cure your rad sickness and sell stimpacks and chems to you.
16) Down, Boy!:
A small pack of vicious dogs is guarding a recent kill and protect it by attacking you.
17) Hunting Party:
Expect to run into a variety of Hunters scouting different types of prey.
18) Hunters Hunting:
A hunter is tracking down his wild animal prey, usually a mole rat or other iradiated mutation.
19) Robot Scavenging:
A wastelander is scavenging parts from a wrecked robot.
20) Eyebot Spectators:
A small group of Wastelanders are listening to the propaganda spewed from a nearby eyebot.
21) Dead Guy, Fat Man:
You stumble across a dead wastelander, on him is a fat man.
22) Frag Mines Found:
You come across a small minefield.
23) Super Mutant Captives:
A small group of super Mutants are holding a wastelander captive. You can kill the mutants and release the captive for some good karma.
24) Ghoul-Friends:
Hold your fire as you meet a group of poorly armed Ghouls (non-feral) they want to reach underworld bu the can't break through the super mutant defences. Be pleast to them and they reveal a world map marker where underworld is.
25) Wasteland Chem Dealer:
You may run across a Chem dealer in his small camp. You're able to barter a variety of chems from him.
26) Mauled by Mole Rats:
A Wastelander is being pursued by some mole rats, save him and he will thank you for it.
27) Enclave Eyebot Early Warning System:
There are many eyebots patrolling the wastelands and are easily destroyed. Occasionally (only after the enclave has made their precence felt) taking down an eyebot causes a vertibird to swoop down and investigate the eyebots "malfunction".
28) Enclave Patrol:
A squad of soldiers (which may include officers and a modified deathclaw) are patrolling the wastes, once the enclave makes their presence felt.
29) Enclave Vs Brotherhood outcast:
A group of Enclave soldiers come across some Brotherhood outcast soldiers, a fight ensues. Join, watch or leave.
30) Enclave Vs Talon Company:
A group of Enclave soldiers come across some Talon Company Mercs, a fight ensues. Join, watch or leave.
31) The Super Mutant Philosophy:
Once you begin the main quest finding the garden of eden, you meet Uncle Leo a nonviolent Super Mutant who wanders the wasteland pondering the meaning of life. He's friendly but doesn't take lightly to being attacked.
32) Wrath of the AntAgonizer:
When you finish the superhuman gambit, and the antagonizer is still alive and the mechanist is dead or has retired, watch or intervene as she attacks a group of wastelanders.
33) Looking for the Temple of the Union:
A small band of escaped slaves are looking for the safet of the temple, give them directions or lie to them and begin combat.
I have broken these down into two types of encounters: Encounters that are a once only, and encounters that can happen more than once.
Unique Encounters:
1) Looking for Cheryl
Whilst looking around L'Enfant South, you stumble across a burial mound. On it is a note, the note mentions the Ranger Compound and a search for a women name Cheryl. The burial mound belongs to a man named Henry.
Search party Log #1: If on your travels you find the compound and already have the note, access the outer terminal. You can now read the note from Canterbury Search party, which says the searched moved to the western ruins.
Search party log #2: These "Western Ruins" are just North of the potmac bridge and south of the Festive Raider camp, there you will find the second grave. This is only here if you completed the previous 2 steps. Unearth another note here from the grave of Emmet.
Search party log #3: The clues in the third note should take you here, to a grave directly northwest of the sewer waystation. A fourth note (only available by completing the previous 3 steps) hints that super mutants are holding Cheryl near a "park".
Search party log #4: This leads to a small super Mutant camp just west of the Jury Street Metro Station, where you must defeat a group of Super Mutants and Super Mutant Behemoth (he will spawn when you enter the container with the corpse in it) Here you'll find the corpse of Manny Koch, the leader of the search. He has only minor items on his body (which appears only if you've completed the previous 4 steps) remember to search the behemoth for a bevy of items including a mini-nuke.
2) Big Loot in Big Town:
If you let the inhabitants of Big Town Die, you may meet a Scavenger heading to gather up the remains.
3) Big Caps in Big Town:
Ifyou helped the inhabitants of Big Town repel the attacks, a travelling salesman is heading that way to ply his wares.
4) Gee Mister, you look super!:
This is only available if you're wearing either the AntAgonizer or the Mechanist's costume. DUring your trudge through a desert, a little kid approaches you and asks for your autograph. Oblige the kid or devastate him by refusing.
5) The Oasis Merchant:
A merchant has just come from Oasis, where the residents had him drink the Sap of Purification, which had dizzying side effects. He is dying and his mind is gone. Speak to him, and he relates a strange and wonderful story in which the Wasteland is reborn, and the Great One has gifted us all. On his body is a note showing the lovation of the Oasis.
6) My Burkes Assassins:
If you Disarmed Megaton's bomb, a group of assassins hired by Mr. Burke will ambush you.
7) Vengeance for Megaton:
If you blew up Megaton, a group of displaced settles from the smoldering ruins stages a revenge attack.
8) Bragging rights:
If you retrieved the Declaration of Independance and claimed the entire reward, you are attacked by Sydney, another relic hunter who's a little put out at your glory-hogging.
Special items: Sydneys 10mm "Ultra" SMG.
9) Amata's fate:
If you forced Amata to leave the Vault, then you may stumble upon an Enclave partol confronting her. An Enclave officer asks her where her Vault is. After she tells them, they murder her. If you somehow manage to stop this, Amata flees from you, shouting that it's all your fault.
10) Dying of thirst:
You come across a man dying of thirst. You can leavehim to die or offer him some of your water. Give him the water, and he thanks you and begins to traverse the Wasteland. You may meet him later, and he'll offer to aid you.
11) Deathclaw Chase:
A group of Wastelanders are being pursued by a Deathclaw. Help them, and rock creek caverns appears on your world map, leading you to the Mirelurk Kind's treasure chamber.
12) Water, water nowhere:
A group of four settlers are in a standoff over a small water supply that they've both found.
Good Karma: Mediate the two parties and get them to share.
Bad Karma: Kill them all and take the water for yourself.
13) Wounded Deathclaw:
A badly wounded deathclaw is standing over the body of an adventurer. Slay the beast and search you adventurer for a nice surprise.
Schematic: Deathclaw Gauntlet
14) Radscorpion Guarding Fire Hydrant:
A group of Wasteland wanderes are trying to get water from an old fire hydrant. Sadly for them, an abnormally huge RadScorpion is guarding it. Help the wanderers get to the water or take it for yourself.
15) Rifle Man:
A lunatic crosses your path and attacks you with a weapon that fires some deadly and strange projectiles. Slay the madman and take his weapon, the Railway Rifle.
16) Downed Chinese Pilot:
A crackling radio Signal appears, and when you triangulate it, you reach the skeleton of a chinese pilot and some great pre-war loot.
17) Unidentified Flying Debris:
As you wander, a large explosions is heard overhead and pieces of a strange technology rain down on you. Search the are thoroughly for a unique blaster that sets it's targets on fire. Theres ammo here as well and a very strange unique corpse.
Alien Blaster: Firelance
18) Locked and Unloaded:
A wastelander mugger who robs travelers holds you up. It's a shame that he's an idiot, and his gun isn't loaded.
19) A Broken Robot:
You meet a technician fiddling with a robot who is stuck in a conversation pattern. Your repair skill is required to fix this machine.
20) More than just scrap:
You come across the remains of a dead Wastelander. He's holding a map to "Johns Treasure Box". which contains some interesting items.
21) Raider Initiation:
Watch from a distance or beging to massacre a group of raiders "initiating" a new member by beating him with melee implements.
There is a chance of picking up a unique combat knife: Stabhappy.
22) Minefield Dismantling:
Observe a couple of hapless Wastelanders attempting to dismantle a Minefield for parts, only to step in the wrong place.
23) Escape from Grayditch:
You run into a man fleeing from Grayditch, he has been driven crazy during the attack and makes little sense, but he does get it across that he's running away from Grayditch. Once you finish speaking with him, you receive a Pip-Boy update on your world map, showing the location of Grayditch.
24) Out of the Vault:
Once the quest is over and you choose to open the Vault outisde world, you may encounter one of your old friends during a wasteland excursion. Your first encounter is with Suzie Mack, assuming you haven't killed her. Of course, you can kill her now and steal her food and water, or you can act a little more civilized. She's happy to see you and offers some food and Purified water. She says the Vault's doing well and that most of them are getting used to the idea of the outside. She also expresses sorrow that you can't come back, and then excuses herself.
25) The Lone Ranger:
After Reilly's Rangers is completed, you run into one of the Rangers you met during the quest within the Irradiated Metro. For this to occur, Donovan and Reilly must be alive and you must have the Geomapper Module in your inventory. Once you help the Range, the reward you with a Mini-Nuke.
26) Hunting the Most Delicious Flesh of All:
You encounter a band of "Hunters" and they are more than happy to sell you some tasty Strange Meat. This is actually human flesh.
27) Going Camping:
A shot rings out and a nearby wastelander falls. Theres a sniper hiding nearby, lying in wait for you.
29) The Human Bomb:
A few raiders send out an obviously perturned settler out to greet you, who they blow up and then attack you.
30) Mad Brahmin Rampage:
Due to consuming the wrong type of irradiated grass tufts, a hear of mad brahmin stampede your way. Slay them before they hit you.
Repeating Encounters
1) Survival Guide Review - Failure:
If you made a guide that was "Very Poor" you come across a weak and poorly equipped survivor fighting a mole rat. If the wastelander lives, he bad-mouths your work. Speak with him, and he gives you the guide telling you it's good for a laugh.
2) Survival Guide Review: Survivalist:
If you made a guide that was "Moderate" you come across a survivor fighting a mole rat. The wastelander should live. Let him no you helped write the book and you receive thanks but nothing else.
3) Survival Guide Review: Survival Expert:
If you made the "Excellent" guide. You come across a well equipped Wastelander battling a badly wounded Mirelurk. You get a friendly greeting once he finishes off the best. Mention you wrote the guide and you can wheedle 10 or 25 caps from the awestruck adventurer.
4) Quantum Sales Pitch:
A wandering trader is trudging around and one of his items is of particular interest. A Nuka-Cola Quantum - but the price is shocking! Pay 100 caps (or 50 caps witha speech challenge) Ask about Nuka-Cola, and you're directed to a girdershade and sierra petrovita.
5) Angry Ghouls"
A group of ghouls has set up camp on their way to tenpenny tower. Based on your actions they will either attack you, or talk to you on their way to either kill the residents for the murder of Roy or moving there to settle in.
6) Oasis Raiders:
A group of wastelanders are on their way to attack Oasis. Speak to them and they will tell you where it is. Pick a fight with them or leave them to their mission.
7) Kill the Slaver:
If you chose to side with the slavers and round up a group of slaves using the Mesmetron, a posse of merceneries (Possibly hired by the families of those you enslaved) tracks you down and begins attacking.
8) A Little Competition:
If you rounded up enough slaves using the Mesmetron, a group of Slavers, annoyed by your prowess and for making them look bad in front of Eulogy Jones, decides to take out "the employee of the month" - you!
9) Trapped Outside:
If you forced the residents to evacuate, there's a chance you might run into the corpse of one of your old Vault friends during a Wasteland excursion. Search the corpse (which is usually Freddy, Pepper or Officer Gomez) for a Vault Jumpsuit in poor condition and some other junk.
10) Ants Vs RadScorpion:
A group of Giants Ants attempts to overwhelm a RadScorpion.
11) Attack of the Ant Giant!:
A group of Giant Ants gathers around a spilled toxic waste barrell. As you near, one of the ants steps into the waste, grows to three times it's normal size and gets three times as angry.
12) RadScorpions Vs Wastelander:
A couple of RadScorpion are savaging a Wastelander to death. As you approach they train their pincers on you.
13) Radroach Scavengers:
Between 20:00 and 05:00 at night, you come across the dead body of a scavenger. It has now attracted a group of Radroaches. They attack if you move too close, but comating them may be worth; there's some food on the Scavenger's body.
14) Wasteland Merchant:
You stumble across a Wasteland Merchant in his camp. He can barter with you and repair your stuff.
15) Wasteland Sawbones:
You encounter a wasteland doctor with some medical training, and he agrees to patch you up, cure your rad sickness and sell stimpacks and chems to you.
16) Down, Boy!:
A small pack of vicious dogs is guarding a recent kill and protect it by attacking you.
17) Hunting Party:
Expect to run into a variety of Hunters scouting different types of prey.
18) Hunters Hunting:
A hunter is tracking down his wild animal prey, usually a mole rat or other iradiated mutation.
19) Robot Scavenging:
A wastelander is scavenging parts from a wrecked robot.
20) Eyebot Spectators:
A small group of Wastelanders are listening to the propaganda spewed from a nearby eyebot.
21) Dead Guy, Fat Man:
You stumble across a dead wastelander, on him is a fat man.
22) Frag Mines Found:
You come across a small minefield.
23) Super Mutant Captives:
A small group of super Mutants are holding a wastelander captive. You can kill the mutants and release the captive for some good karma.
24) Ghoul-Friends:
Hold your fire as you meet a group of poorly armed Ghouls (non-feral) they want to reach underworld bu the can't break through the super mutant defences. Be pleast to them and they reveal a world map marker where underworld is.
25) Wasteland Chem Dealer:
You may run across a Chem dealer in his small camp. You're able to barter a variety of chems from him.
26) Mauled by Mole Rats:
A Wastelander is being pursued by some mole rats, save him and he will thank you for it.
27) Enclave Eyebot Early Warning System:
There are many eyebots patrolling the wastelands and are easily destroyed. Occasionally (only after the enclave has made their precence felt) taking down an eyebot causes a vertibird to swoop down and investigate the eyebots "malfunction".
28) Enclave Patrol:
A squad of soldiers (which may include officers and a modified deathclaw) are patrolling the wastes, once the enclave makes their presence felt.
29) Enclave Vs Brotherhood outcast:
A group of Enclave soldiers come across some Brotherhood outcast soldiers, a fight ensues. Join, watch or leave.
30) Enclave Vs Talon Company:
A group of Enclave soldiers come across some Talon Company Mercs, a fight ensues. Join, watch or leave.
31) The Super Mutant Philosophy:
Once you begin the main quest finding the garden of eden, you meet Uncle Leo a nonviolent Super Mutant who wanders the wasteland pondering the meaning of life. He's friendly but doesn't take lightly to being attacked.
32) Wrath of the AntAgonizer:
When you finish the superhuman gambit, and the antagonizer is still alive and the mechanist is dead or has retired, watch or intervene as she attacks a group of wastelanders.
33) Looking for the Temple of the Union:
A small band of escaped slaves are looking for the safet of the temple, give them directions or lie to them and begin combat.