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Discussion in 'Fallout 3 Gameplay & Tech' started by fuzzi, Nov 5, 2008.
How can I get to armory ? It's still locked over day...
The Sheriff has a key, pretty sure you can steal it but I know for sure you can take it off his dead corpse
Can't you just picking the lock? Pretty sure i got in there before Sheriff died.
Also is there a way to save Sheriff if you rat out whats his face?
You know, most peolpe don't WANT anybody to sneak into their Armory IRL, why would it be different in the game?
It's kind of a sketchy idea to enter the Armory anyway. Things happen which you can't necessarily apologize for.
You can but it is 100 lock picking, pretty high for a place you get to that early in the game.
And not unless you shoot him before the event starts, it is scripted for him to die.
I apparently messed up the scripting for Simms getting shot down. I got the quest from Simms and went straight to the bomb to defuse it. Burke wasn't even in the bar went I went in. Apparently with the bomb defused he just left town and Simms is still wandering around town, alive and well. It took me awhile to figure out why I had black talon death squads after me, the first couple batches I killed didn't have those bounty notices on them.
Ah yes that is a different story, if you just disarm the bomb and do not tell him about Burke than Burke just leaves town and all is well.
If you kill burke just as he pulls his gun, simms is going to die as he walks out of the door.
You can kill burke BEFORE he does, but simms doesn't take notice.
Beth's quest writers at their finest.
Beth writer 1: "What if they want to save the Sheriff?"
Beth writer 2: "Why would they want to do that?"
Beth writer 1: "Because it's a 'role playing' game."
Beth writer 2"Is that what the "R" and "P" stand for?"
just want to point out that I predicted beth would screw this up a month before the game even came out
if you are quick enough you can shoot Burke and save Simms. He will even thank you for saving his life when you next talk to him. You must shoot Burke as soon as you regain control after the scripted dialog between them, tho. Otherwise Simms is dead whether Burke actually got his shot off or not. That way Simms doesn't die and continues to patrol the town as usual.
I saw him pull the gun, panicked and tried to talk to him instead of hitting V.A.T.S. he whispered "not now" and kept pulling the gun.
I entered V.A.T.S. and blew his head off. Simms lived. (PS3).
I visited Simms in his house and picpocketed him for this key. Name of the key is something like 'Simms House Key' so it's not very obvious that it can be used to open Armory.
I waited till evening and went to Armory building. There was Simms standing near it [after Burke's dead and disarming bomb he seems to walk there more often] looking at the city. I pickpocketed him again and took his Chinese Assault Rifle... Then I went [sneaking just in case] to Armory,
When I was fighint with Deputy Steel I thought that Simms will come in to ai the robot. But no such thing occured. Strange since he was standing so close and should hear those five grenade explosions... I remeber that in Oblivion sometimes NPCs came into buliding to aids fellows attaked by PC.
Dialogue was scripted indeed, but I had control over my PC all the time. I could kill Lucien Lach... I mean Mr Burke whenever I wanted: at the beginning of their exchange of words, while Simms was talkig, while Burke was talking, just before he drwan his gun... etc. Nothing prevented me from opening VATS or simply starting to fire in real time. In fact I made an experiment and killed Burke with sledgehammer just in the middle of his conversation with good sheriif.
I also noticed during my Burke-Simms-experiments that this situation can have three outcomes:
 Simms can start to shoot to PC [rare outcome, I came across it once].
 Simms goes out the saloon and then behave like nothing ever happened [it happened if I killed Burke too soon, just after they started scripted talk].
 Simms goes out of the saloon and when met he then thanks PC for help.
Just pick the lock? There is nothing worth the bad karma in it, as far as I can remember.
Well, if you're just starting out (say, just after having arrived from vault 101), there's a lot of ammo and good guns that definitely help. Later in the game you'll have enough good stuff so that it's probably not worth it anymore. As for the bad karma - just give the guy in front of town some clean water and give your scrap metal to the guy at the water refinement plant (after you fixed the leaking pipes). That makes up for any bad karma you gain in the armory (or picking locks and hacking terminals in town).