Fallout is a post-apocalyptic role-playing franchise that was created in 1997. Black Isle Studios released Fallout 1 & 2 while Bethesda Softworks released 3, 4, New Vegas, and 76. The issue with the first two games came in animation and combat. Patricia Hernandez, of Kotaku.com, writes that “the graphics are so bad, it’s very easy to miss important stuff you need to interact with.” While the storyline and dialogue were there, the design is ultimately what caused it to fall flat. Interestingly enough, Hernandez goes on to redeem the beginnings of the franchise game by saying: “what the first Fallout nails is the atmosphere.” She is not wrong; Fallout 1 and 2 set the stage for the subsequent games by setting up the storyline and having a spooky setting. Mutants and wastelands are made to be even more haunting when coupled with desolate, isolated areas.

The subsequent games are where fans truly grasped the magnitude of the series. With choices that dabble in morality and violence, players can see the consequences of their actions. With great power comes great responsibility, and Fallout teaches fans to make conscious decisions while always remaining skeptical of those around you. The extra content really drives home the humanity and the gore. With unmarked quests and hidden weapons, the player has the chance to get the full picture of the world created. There are even some mixed humor through easter eggs and interactive games/items. In Fallout: New Vegas, there is even an interactive toaster.

30 Fallout: How To Skip The Mechanist Fight

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The Mechanist final battle does not fare well for those who are unarmed or are melee characters. By following a tutorial by Oxhorn, a way to avoid the fight is by collecting 3 holotapes: the lead engineers holotape, the facilities director’s holotape, and the chief scientist’s holotape and you load all three into the elevator database (located by the decontamination center). The voices being recognized will cause the elevator to open. Going down the elevator leads you to the Mechanist, where you can choose to defeat or spare him.

29 Fallout: Titanic Reference In Far Harbor

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North of the Nucleus, there is a reference to Titanic. According to randomChievos, you come across two skeletons in a lake. One is laying on a wooden panel, while the other is hanging off the edge. They are holding each other's hands, which goes along with Rose and Jack’s storyline. You can even take the silver locket from Rose. Needless to say, it's a really neat homage most fans will miss.

28 Fallout: Dark Souls Reference In Nuka-World

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Following a tutorial from IGN, you can find a bonfire that refills your health. Located in Nuka-World, you enter an abandoned shed. In the shed, you will find a table with an officer sword stuck in the ground with an Unkindled fire. It looks like a séance with candles on the table and a curtain that hides it. There is also wall art above the station that looks like a star. When you kindle the fire, you can collect the stimpak that falls to the ground. By then, taking the sword results in three more stimpak falling.

27 Fallout: Holotape Games With Vault Boy

via: GamesRadar.com

The holotape games are called Red Menace, Atomic Command, Zeta Invaders, Pipfall, and Grognak the Barbarian & the Ruby Ruins. These are alternate editions of Donkey Kong, Space Invaders, Missile Command, and Pitfall. Instead of playing as the main character of the original games, you play as Vault Boy. According to GosuNoob.com, you can find the games in the Museum of Freedom, Vault 111, Fort Hagen, Diamond City, and Goodneighbor. You can win or lose the games, but there are no consequences if either occur.

26 Fallout: Alien Blaster Obtained Through UFO Ship Pilot

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The Alien Blaster is a rare weapon. Kotaku.com has written instructions on their website, but essentially, you head to a location near Oberland, go into the woods, and locate the ship wreckage. Follow the trail of green coming out of the ship to the cave where you’ll find an alien. You will obtain the weapon after defeating the alien. The ammo is limited to 100 shots, but can be modified to take Fusion Cells. The only issue comes from giving some damage in order to swap the ammo.

25 Fallout: Vault 81

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Vault 81 can be found through the Hole in the Wall quest. There is part of the vault that is infested with mole rats. According to guides.gamepressure.com, there are several hidden gems within the vault. There is a terminal that activates the robot, as well as a master safe in the wall. Passwords to the other entryways can be found throughout. There is a Stealth Boy and a fridge of meds in one of the rooms. You can find a mini nuke in a cupboard, as well as Curie, who you can deem a companion. She even leads you to a Medicine Bobblehead.

24 Fallout: The Glowing Sea Mission

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The Glowing Sea mission is a journey to find a rogue scientist. IGN suggests that you have 5 Rad-X and 5 RadAway due to the mutated creatures and generally bad area. The village leader will tell you to head to a cave to find the scientist. In the cave, you’ll find a Deathclaw that you can either fight or run from. In the cave, the radiation no longer affects you. After you find Virgil, he will lead you to the next quest.

23 Fallout: Hole In The Wall Mission

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The Hole In The Wall mission occurs after exiting Vault 81. Polygon offers a walkthrough, which consists of finding Dr. Forsythe, who needs assistance in finding a cure in a closed-off section of the vault. Follow Bobby DeLuca to the hidden entrance and go forth until you find a robot. Tell the robot that you will relieve her of her duties. She will love this news and give you the cure. Then, head back to Dr. Forsythe, have a conversation, and go on your way.

22 Fallout: Order Up Mission

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The Order Up mission occurs at the Drumlin Diner. You have to talk to Trudy and Wolfgang, who are seen arguing upon entering the diner. The argument is due to Wolfgang giving Trudy’s son drugs, which results in Wolfgang now believing that Trudy owes him money. In talking to Trudy first, you can either help her, fight Wolfgang and Simone, or help her for a price. In talking to Wolfgang first, you can attack Wolfgang and Simone, attach Trudy and Patrick, join him for a price, resolve the issue peacefully, or give Wolfgang all your money.

21 Fallout 3: Dream Crusher

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The Dream Crusher is a perk gained only through dialogue. In order to get the perk, according to fallout.wikia.com, the Lone Wanderer has to convince Moira Brown not to write the Wasteland Survival Guide. The perk gets you 30% off at Craterside Supply, a raise in Moira Brown’s repair skills, and enemies have less of a chance of hitting the player by 50%. By going about the dialogue in the right way, you can make it so the benefits work to your advantage.

20 Fallout 3: Should You Steal The Baby?

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Fallout 3 makes you make difficult decisions. The ending poses an ethical decision: you can either choose to steal a baby or you can leave the baby to the slaves. Both have positive and negative consequences. The positives of taking the baby include that they are trying to find a cure for the radiation, you avoid the raiders, and Werner doesn’t care about anyone, so you’ll save the baby from mistreatment. The negatives include that you separate the mother from her child, the treatment isn’t confirmed, and slaves might still exist with a cure.

19 Fallout 3: Operation Anchorage: Ten Intels

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IGN provides a walkthrough on how to find all ten intels. To summarize, many are found in optional areas. In other words, you have to go out of your way to seek them out; they are also not easily accessible. There will be an enemy obstacle, such as a soldier or a group of soldiers. The intel itself is easy to access, usually through a pickable lock. The idea isn’t to make it hard, but just to make it something to strive towards.

18 Fallout 3: Deacon Is A Spy

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According to Kotaku.com, you can find Deacon spying on you throughout the game. He shows up in the background and when confronted, he tries to play off his disguise. You can find him lurking in several locations if you’re so inclined. He is a guard in Diamond City, a bystander in front of KLEO’s store, in a Memory Den pod, a bystander in Bunker Hill, and near your vault entrance. Once aware, you’ll quickly see how comical Deacon is when undercover.

17 Fallout 2: Restoration Project: Vault City: Help Charlie

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This quest is unmarked in Fallout 2. Charlie drank unfiltered water and is experiencing radiation poisoning as a result. If you decide to help him, there is a simple two-step process that earns you 300XP. You first examine him with your Doctor skill to confirm his diagnosis, followed by giving him RadAway and then accept his thanks. If you want to work the system, you can give him unlimited RadAway to earn additional XP. He is located in the Vault City Courtyard.

16 Fallout 2: Restoration Project: New Reno: Secret Transaction

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Before you enter the Wright Estate, you’ll come across four children playing a game. You can speak to any of them and ask what they are playing. They are imitating “metal people” from the “metal insects” in the desert. You can give them an unloaded pistol in exchange for the location of these metal people. You will then witness Salvatores trading with Enclave soldiers and receive an award; however, when you return to the Wright Estate, you will see that the children have been removed, evidenced by blood stains.

15 Fallout 1: Restoration Mod

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The Fallout Restoration Mod is split into two parts; “Invasive Procedures” and “The Unknown Wasteland.” The Unknown Wasteland is predominately caravans and random encounters, according to falloutmods.fandom.com. You have a mini-quest when you face the caravan leader, which is simply helping unload a caravan. The difference in this particular mod is that the addiction is restored. Encounters are also refined and restored to be of better quality. Addiction is pretty self-explanatory and essentially, can result in penalties induced by drinking too much.

14 Fallout: New Vegas: Mysterious Magnum

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The Mysterious Magnum is a .44 Magnum revolver and plays the Mysterious Stranger’s theme when drawn or holstered, according to fallout.wikia.com. This tune is only for your enjoyment as it’s not heard by enemies. Even when given to a companion, the song will continue. It is a unique weapon owned by the Lonesome Drifter, who is in front of the Sunset Sarsaparilla billboard. By either stealing it or passing a barter check during the Talent Pool quest, you can obtain the weapon.

13 Fallout: New Vegas: Figaro

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Figaro is another unique weapon. It is similar to a straight razor, but has additional perks. For example, it can be brought into casinos, since it’s categorized as a holdout weapon. Furthermore, it has a Back Slash attack that does 70% damage, according to fallout.wikia.com. It has relatively high strength as it can strike 445 times before breaking. The special Back Slash comes at a cost, though, as it requires a certain melee skill and takes away three action points.

12 Fallout: New Vegas: Cram Opener

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Yet another weapon, the Cram Opener is similar to a bladed gauntlet. The differences lie in the fact that it does more damage, has greater critical hit damage, and is more durable. You can find the weapon in the hands of Little Buster in Camp McCarran. You can either get rid of Little Buster and take the weapon, or you can pickpocket him. A third option is to wait until after the Three-Card Bounty quest, in which case, you can find Little Buster’s body by the railroad tracks in Freeside.

11 Fallout: New Vegas: Classic Inspiration

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Classic Inspiration is a side quest. Sheldon Weintraub refers to himself as Michael Angelo, an artistic homage. When you enter the workshop, the Courier will be asked to seek him out. By bullying him and making him uncomfortable, you can gain XP, but delay the quest. Your task is to take pictures of signs with a special camera to inspire Michael, since he is too afraid to go outside after being trapped in Vault 21 for as long as he was.