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hellboundsoul07
Son, I'm gonna blow that dumb look right off your stupid face! - The Engineer from Team Fortress 2

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Stoughton,MA

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hellboundsoul07's News

Posted by hellboundsoul07 - July 28th, 2009


1 of 3
Author's Note
This here guide, is written by hellboundsoul07. In other words I own this guide. O.K, its not really a guide. Its just a list that tells you about the Factions, or groups of Fallout 3.

WARNING! This strategy guide was written by hellboundsoul07 ,so yes, whats written is true. Anybody caught stealing this guide will be spammed and paid a visit by Wade Fulp, you have been warned trolls.
Copyright hellboundsoul07

Brotherhood of Steel
This organization has been around in Pre-War times. As President John Henry Eden calls them on Enclave Radio, "These Power Armored Boy Scouts" originated from California or whats left of it. Shortly after the end of Fallout 1, the High Elder originally sent this detachment to the East Coast to scavenge technology. Elder Lyons was assigned leading them, and so he lead them through battles such as the Scourge of The Pitt and others which aren't mentioned in-game. The Brotherhood is techno-religious in which it cares only about preserving technology. Elder Lyons was deemed a failure after changing his prime objective to "Protecting the Capital Wasteland from the Super Mutant Threat." This resulted in others leaving with Protecter Casdin and forming The Brotherhood Outcasts. This greatly depleted their numbers. But as always they still try to scavenge what they can and protect the "selfish" Wastelanders. Their greatest battle yet is to defeat the Enclave that have set up a base in Raven Rock.

Brotherhood Outcasts
After Elder Lyons wished to protect the Wastelanders from Super Mutants his friend, Protecter Casdin disagreed with his new commands. He left with many followers which resulted in great loss. They made their new base in Fort Independence next to Fairfax Ruins, a small bombed out town infested with Raiders. They are still under constant attack. Their goal is to follow the original orders of the High Elder. They painted their Power Armor black and red. It is mentioned by Protecter Casdin that changing their name to Outcasts resembled "a big Fuck You, to the old man".

Well, that's it. A brief history on the Brotherhood of Steel.

Copyright hellboundsoul07

Fallout 3 - The Brotherhood of Steel


Posted by hellboundsoul07 - July 28th, 2009


I'm not sure what gun he's using but I know its either a modded Infiltrator Gun or The Assault rifle modded to look black.

Fallout 3 Mods:Camo Painted Chinese Stealth Armor and Modded Gun


Posted by hellboundsoul07 - July 27th, 2009


Need I say more?

Fallout 3 Mods: Blue Outcast Power Armor


Posted by hellboundsoul07 - July 27th, 2009


Guide #4
Author's Note
Hey guys! Wandering what you can scavenge in Vault 106? Read this guide and find out for yourself! Sit back grab a frosty Nuka-Cola and read what I've got to type!

WARNING! This strategy guide was written by and tested by hellboundsoul07 ,so yes, these tips are real. Anybody caught stealing this guide will be spammed and paid a visit by Wade Fulp, you have been warned trolls.
Copyright hellboundsoul07

Vault 106's History
As part of the Vault Experiment, psychoactive drugs were released into the air filtration system 10 days after the door was sealed. It also seems the drugs are still being pumped through the vault, as evidenced by the player's vision suddenly being shaded blue and reality shifting. Accessing the computer terminals also reveals that the Overseer knew the inhabitants would be fodder for drug testing and instructed security personnel to tell those in the vault everything was fine. At the very end of the vault is a cave-like area, where skeletons and other items are located. It can be assumed that all of the sane residents of the vault went into that cave with all of the food and water they could, waiting for help or possibly trying to dig back to the surface.

It is unknown whether the hostiles are descendants of the former Vault Dwellers or whether they are possible newcomers who stumbled upon the Vault and became so affected by the drugs that they were not able to leave it and became permanent residents.

The Vault door is closed when you discover it.

Enemies
Several Insane Survivors" inhabit Vault 106. They wear Vault 106 Jumpsuits and wield a variety of melee weapons, such as lead pipes, knives, baseball bats, pool cues, Chinese swords (at high levels), etc. Despite not wearing armor, the Insane Survivors are slightly tougher than the average Raider enemies, which can initially mildly surprise low-level players that can break into Vault 106 early on in the game.

A "Vault 106 Survivor" (who has the same ambient/combat voice files as a Raider) is on the lowest level, at the end of the Science Lab section, wearing a Vault Lab Uniform and wielding a Baseball Bat. The Survivor, after taking some damage, will activate a Stealth Boy (this is evidenced by the fact that your non-human followers will have a hard time shooting the Survivor as well; if it were a hallucination, only the Lone Wanderer would have difficulty). The Stealth Boy will remain active until the Survivor is killed.

When first encountered, the survivor will disappear, and the player has a hallucination in which the Tunnel Snakes (Butch DeLoria, Wally Mack and Paul Hannon) from Vault 101 attempt to kill the player. It would seem that followers also suffer this same hallucination as they will also attack the Tunnel Snakes. After the Survivor sustains some damage, the Tunnel Snakes will use Stealth Boys and flee, and the player will see as if in an hallucination (with the purple tint). This will end after killing the survivor.

Notable Loot

Vault Entrance
-If you're facing the vault entrance door there may be Alien Power Cells around the left fence. You can walk up that hill and find a few more. However, this is only if you get the random event involving the Firelance Alien Blaster.

-In one of the medical rooms in the Vault 106 Entrance level, there is another NOTE under a book, entitled "Torn Out Journal Entry" seems to have been written by one of the dwellers as he was going insane.

Overseer's Office
-A poem entitled "Scribbles" lay on a table with a monitor on it, near the entrance to the Overseer's Office. It was either written by a child before the disaster, or by an Insane Survivor after the fact.

Living Quarters
-The Bobblehead - Science is located in the Living Quarters. After you first enter the Living Quarters (it's a two level room: top level), enter the door on the far left hand side of the room, diagonally across from where you first enter. Proceed to a hallway into a fairly large room (for a vault); this room has 3 windows on each side that look into a subterranean cave. The bobblehead is on a bookshelf against the back wall (3rd shelf).

-A book of Nikola Tesla and You is hidden in the stack of three wooden boxes on the teacher's desk inside the classroom in the Living Quarters (the room to your left after you first enter the Living Quarters area).

-There are two Vault 106 Master Keys located in the Vault. One can be found next to a functional computer terminal in the northwest corner of a room in the Living Quarters that is only accessible through the Science Labs.

-Downstairs on the left most room of the first left set of bedrooms in the Living Quarters there is a note on the desk entitled "Feel The Love Man" it appears to have been written by one of the insane Vault members.

Science Lab
-A book of Tumblers Today is on the Science Lab level, two floors down from the Science Lab level entrance, inside a large room with 2 lockers visible from the door on an overturned mainframe cabinet.

-Finally, there is a Mini Nuke in the final room of the Science Lab area, just past the fight with the Vault 106 Survivor.

-There is also a hidden Vault 106 Master Key at the bottom of a shelf in the store room behind the one that you fight the Vault 106 Survivor in. This key can not be picked up without using the tcl command on the PC version and going as close as possible to the key.

Well there you! My little gift to you! A guide for one of Vault-Tec's worst abominations. I recommend going in there around level 7 or 8. The Insane Survivors tend to attack in groups of 2 or 3.

Happy Scavenging Guys!!

Vault 106 Guide


Posted by hellboundsoul07 - July 26th, 2009


Author's Note
Hey! Whats up my fellow wastelanders? Stumped on where to find Vault 92's loot? Well hows about you sit back and grab a Bud-Light while reading my tips and whats there to loot and plunder from Vault 92!

WARNING! This strategy guide was written by and tested by hellboundsoul07 ,so yes, these tips are real. Anybody caught stealing this guide will be spammed and paid a visit by Wade Fulp, you have been warned trolls.
Copyright hellboundsoul07

Vault 92's History
The true purpose of Vault 92 was an experimental study in the creation of "super soldiers" by way of subliminal suggestion(sound). By exposing the citizens of the vault to white noise that contained hidden subconscious messages, the Vault Overseer hoped to create soldiers that could be controlled basically through a form of hypnosis. This research was then to be used for a project to create super soldiers who would be completely obedient and fight far more ferociously than normal humans. Though the experiment showed great promise initially, the most promising subject suddenly went insane and tore three people apart before finally being taken down by the security and being shot 23 times. The vault doctor was initially unaware that the overseer intended to use their work to create soldiers. He thought he was researching their musical talents, etc. This is made clear by a series of his recordings you can pick up throughout the vault.

This case of insanity soon appeared in other subjects. One computer terminal contains the diary of one of the inhabitants, Zoe Hammerstein, who went mad because of the white noise. The diary shows her writing (specifically her spelling and grammar) degenerate, until her in her final entry she begs her friends for help in a sentence that is barely comprehensible.

Attempts by the Vault Overseer to contain the situation (such as by programming code words into the subjects' implants in order to stop them) only worked briefly. Professor Malleus, the expert in charge of the white noise experiment, soon lost hope in the project and attempted several times to convince the Overseer, Richard Rubin, to take the situation more seriously and even consider abandoning the vault in light of the violent and savage behavior of the insane residents, not realizing what Rubin had done until it was too late. However it seems that Rubin had Professor Malleus killed, based on evidence from his computer terminal.

About one third of the vault population eventually became violently unstable and began slaughtering the rest of the vault. A note titled "Feedback Loop" explains that the "normal" survivors of Vault 92 made one last push for the escape, possibly explaining why the vault door was left open. The "normal" vault citizens made an attempt to stave off the crazed group, so there are Frag Mines scattered around the vault. Sadly, the skeletons of the presumed young lovers Hilda Egglebrecht and Parker Livingston can be found locked into the Recording Studio, a place where they once enjoyed accompanying each other greatly, according to notes left by Parker.

The presence of the Mirelurk is explained by a computer terminal in the lower, flooded parts of the vault. Apparently, shortly before the "Crazies" incident, there was an issue with one of the walls in that area, which had cracked because of some body of water nearby. The wall was repaired and given some minor reinforcements, but the Chief Engineer of the vault, Carl Maynard, stated in this terminal that the repairs were only temporary and that a serious approach needed to be discussed. However nothing was done because of the mad inhabitants, and the wall there eventually broke, allowing the Mirelurks to gain access to the vault.

Enemies
This vault's upper levels are populated by an ample supply of Bloatflies, which are easily dispatched. The lower levels, however, are home to much more formidable opponents: Mirelurks. Depending on your level, this could include Mirelurk Hunters and even Mirelurk Kings.

If you activate the terminals in the Living Quarters and select "Noise Flush" it will instantly kill all of the Mirelurks in the area. NOTE: You do not get any experience for doing so. Please also note, this doesn't affect the bloatflies in other areas. The terminals are average, but can be used without hacking, if the entries in the computerterminal in the overseer's office are all read. They tell the password for the terminals.

Notable Loot
Vault 92 Entrance

- Laser Pistol: Laying on a desk right at the entrance to the Vault, along with a couple of Energy
Cells. One can also be found in the Sound Test room.

- Two First Aid Kits: Laying on the same desk as the Laser Pistol.

- Pre-War Book: on a table in the vault entrance area, next to Professor Malleus Audio Log V92-01.

- A 10mm SMG: In the Atrium, in the supply shop. This room is upstairs, in a room on the balcony, north of the room where you enter the Overseer's Office, behind an Average locked door. The weapon is hidden between a wall and a book case, on the ground, left of the door.

- Random guns and ammo in a locked safe in the supply shop. The safe is located under the counter where the computer terminal is situated.

- Tales of a Junktown Jerky Vendor: Second floor. On the bottom level of a shelf behind the counter of the supply shop (average locked door). There are two ammo boxes on the middle shelf.

Overseer's Office
- Pre-War Book: On a shelf near the entrance to the overseer's office itself.

- Duck and Cover!: On the same set of shelves as the pre-war book.

- Stealth Boy: On Overseer's desk.

- Laser Rifle: On the top shelf, left side. The shelf is on the right side of the room when entering

Sound Testing
- 3X Pre-War Book: The first one is on a shelf in first room on right. The second is to the far east of this section, in the same room as a computer marked "Zoe Hammerstein's Terminal." A third is in a room north of the room where you find the Soil Stradivarius. It is close to where the Stealth Boy is located, in the room with a Nuka-Cola Machine.

- Nikola Tesla and You: On desk in Studio Control Room.

- Soil Stradivarius On desk in Recording Studio.

- Stealth Boy: To the west of this section behind an Average locked door, in a small room with an Average random loot safe, Jet, Psycho, Stimpaks, and lots of ammo, including Microfusion Cell bundles.

Living Quarters
- A random armor in a locker right before the surgery where you can find the DC Journal.

- D.C. Journal of Internal Medicine: To the very south of the area, in a room which looks like an operating bay, on a desk next to a computer.

- Nuka-Cola Quantum: In a small room, on a desk next to a computer. You will see it through a glass window before you enter the room.

- Sheet Music Book: In one of the bathroom stalls, in the furthest right toilet in the Male Dorms.

- There is a "Key Code to Data Storage" next to Jon Adiglio's Body in the Male Dorm closet.

- A set of power armor can (surprisingly) be found in a locker in room with the security console. (At lower levels, Combat Armor).

Reactor Room
-Two ammo boxes and a tube of wonder glue. be warned Mirelurks in the area are level dependent meaning you could find 3-4 Mirelurk kings here.

-Also while not strictly considered "loot" there is an engineering terminal here with notes from the engineer turns out he had a crush on Agatha's great grandmother, the terminal also outlines other faults in the vault, if one is considering learning about the vault its well worth a read.

Related Quests
-Agatha's Song

And there you go guys, one Strategy Guide on Vault 92! I recommend going in there around level 6 or 8, there's a lot of Mirelurks in the Vault's lower levels.

Copyright hellboundsoul07

Now get out there and pwn some Mirelurks!

Picture of a Mirelurk King below

Vault 92 Guide


Posted by hellboundsoul07 - July 25th, 2009


Author's Note
Hey! Whats up my fellow wastelanders? Stumped on where to find Vault 108's loot? Well hows about you sit back and grab a Bud-Light while reading my tips and whats there to loot and plunder from Vault 108!

WARNING! This strategy guide was written by and tested by hellboundsoul07 ,so yes, these tips are real. Anybody caught stealing this guide will be spammed and paid a visit by Wade Fulp, you have been warned trolls.
Copyright hellboundsoul07

Vault 108's History
In the Citadel Vault-Tec computer, the premise of the experiment was explained to study conflict for leadership and power in a vault. The Vault Overseer was known to have a genetic predisposition for a rare form of cancer that was expected to kill him within 40 months of the experiment's inception, and positions of authority in the Vault went undesignated and discretion given to the Overseer. The main power supply was also scheduled to malfunction after 240 months (20 years while the vault was planned to be sealed for 30), and the back-up power supply was intentionally insufficient to meet the Vault's needs. On top of all this, the Vault was given three times the normal armory stock and no entertainment recordings.

As part of the Vault Experiment, the vault houses a cloning lab. It is full of hostile clones, all named Gary. Though the clones' role in the Vault experiment is unclear, they may have been created by one of the Vault scientists as a sort of personal army in his bid for power. This would explain their hostility to any "non-Gary".

There is a Holodisk found in the Cloning Lab (A on map) (located near a body near one of the examination tables, this room also has a Very Easy Safe in it as well as Gary 12 and 36) that slightly explains the fate of Vault 108. Every time Gary was cloned, it immediately became hostile to non-clones, with each one becoming more violent. After the 53rd was no different, they began to wonder what to do with all of the clones, as the Vault's observation rooms were becoming full. The other entry in the holodisk says that Gary 54 was the same way, having injured a Doctor Peterson during an examination.

The entry also states that they will be destroying some of the clones, to make room for "many more tests." What happened next is not clear; possibly the Gary clones overpowered those tasked with destroying them and slaughtered the rest of the Vault's citizens. Given the possible division of the vault citizens into factions after the death of the overseer, it is also possible the vault citizens were unable to provide a united response to counter an armed mob of insane clones.

It is highly possible that a few of the Gary clones have escaped Vault 108, seeing as how the door is opened when discovered, and how a recently dead Wastelander is found on an examining table in the cloning lab and Gary 23, who is found in an Outcast outpost in Arlington. The Gary clones might not be as unintelligent as some had thought of them to be.

Through entering the Vault, a player may stumble upon a pile of skeletons (former Dwellers) and a the body of a Gary. It is likely that he died recently, maybe only days before the player enters Vault 108. Perhaps this passage is where the other clones stack their dead.

Enemies
The Vault 108 Entrance has a group of Mole Rats and a few Radroaches living in the area. The Vault 108 Living Quarters and Vault 108 Cloning Lab are inhabited by a dozen clones all named Gary with a number next to their name (Example. Gary 23). The clones are low-leveled which makes fighting them fairly easy. The clones carry melee weapons, with the exception of Gary 1 who carries a 32. Pistol.

Loot
Entrance- A Stealth Boy can be found in the entrance, between two terminals that are just to the right of the door to the Living Quarters (to the right, if you are facing the door).

- A Silenced 10mm Pistol can found in the entrance, on the floor in front of the door to the living quarters

- A Nuka-Cola Quantum can be found behind some crates in a narrow room in the Entrance area, to the east of the door to the cloning labs.

- An apparently inaccessible Tumblers Today can be seen on the floor below a step ladder behind some crates near the SE corner of the entrance level. This is a glitch of the physics engine. It's in the same room/location of the Nuka-Cola Quantum. It possibly can be made accessible through the extensive use of explosives.

Living Quarters-There is a Pugilism Illustrated in the Living Quarters, on the counter in the cafeteria.

Cloning Lab- Bobblehead - Charisma - Located in the Vault Cloning Lab on a table in the observation room (located in the center of the map), which looks into the main operating room. If you get lost, go to the black operating tables (one should have a skeleton on it) and look through the glass into the observation room (or the room with four beds). There you will see the bobblehead on a table beside a microscope.

- In the Cloning Lab, on a different table in the same room as the Bobblehead - Charisma is a Lying, Congressional Style.

- There is a set of random armor in one of the lockers in the top right room of the Cloning Labs and another set of random armor in another locker in the same room

- The Holodisc in the cloning lab ("Cloning Log") that slightly explains the events of Vault 108 is in the room where there's a black cube safe that can be lockpicked. Look for a skeleton on the floor next to an examination table; the holodisc is close by.

And there you go! Vault 108 is a decent place to level up in. But I recommend going in there around level 4-6.
Happy Hunting Guys!

Copyright hellboundsoul07

Below is a picture of the Gary Clones 25, 43 and 36.

Vault 108 Guide


Posted by hellboundsoul07 - July 24th, 2009


I was bored at the moment and thought this was an accurate picture of the Fallout World........Enjoy

Map of The Fallout World


Posted by hellboundsoul07 - July 23rd, 2009


WOOHOOO!!!!!!!!!!!! Once again we have been lifted of the presence of an annoying troll! That little troll's name is MherMeiser!!!! Man! It feels like New Years Eve all over again! We've achieved a great victory and deleted a troll, but he'll be back, that is the only downside to the good news. But the upside is that all of our lists and art has also been deleted from his account! And now I can post strategy guides without fear of theft!
And now I would just like to say fuck you to a few people XD.......

Fuck you SimonBirch
Fuck you Fastmario
Fuck you CuteAndFuzzy

And now that thats over I would like to say the following.....

Fallout 3 rulez!!!!!!!!!!!!!!!!(Yeah,Yeah, I'm quite aware that you know this XD)

HELL YEAH!!!!!!!


Posted by hellboundsoul07 - July 23rd, 2009


This is modded Black Tesla Armor

Still Bored...............


Posted by hellboundsoul07 - July 23rd, 2009


I was bored at the moment....

Boredom