656. It is okay to target Earth many times with the zeta canon (Mothership Zeta), but it is wrong to let someone else get the benefits of your good deeds (Gidershade), even if it means improving the relationship between the only two people of that town.
657. By the way, two people and a brahmin are considered enough to be a town, even aknowledged by Washington radio.
658. You only need one person to broadcast a radio 24h/24.
659. You can't hide anything from 3 dogs. Except that none would listen him and aknowledge his broadcasts, so you remains anonymous to them.
660. Pitt slavers, Bailey Crossroad outcasts and ghouls, are the only people in Capital Wasteland that can be fooled by your appearance. Everyone else will know exactly if they must shoot you or not, even if you are very far and wearing a faction related power armor that cover even your face.
661. Every ghouls can walk properly, and even run.
662. You could qualify as a chinese SPY, and yet need more than 200 years to notice war is over. (or learn the language of people you're supposed to spy)
663. Talon Company mercenarie can use airstrike and even satellite strikes, but never use those agains't more technological advanced group, to get their better armors, helmets and weapons.
664. It is bad to enslave murderers, but it is okay to buy slaves and endanger them constantly.
665. The is no such thing as town/faction reputation. You can kill half of rivet city, give 100 bottle of water, to a Megaton's beggar, and you will be loved again in rivet city.
666. If you tell your companion to go back home, he will attack people that he wouldn't otherwise.
667. You can brainwash people to obey or put them unremovable explosives collars, and yet encounter escaped slaves.
668. You don't need the master or the vats to make super-mutants. (same for one-headed Centaurs)
669. Those supermutants are able to talk, to fortify positions, create and maintain their equipement, and even let their live stock resupply, but only obey to the dumbest of them (Overlord, Behemoth), while locking down the smartest (Fawkers).
670. The Super-mutants and slavers are kind enough to let Little Lamplight children to grow up and go to Big Town, before attacking them. The former even set up a specific outpost for that, even if it would be easier to get them when they first leave the cave.
671. The Brotherhood Of Steel fought and heavily studied super-mutants and Enclave in the 4 previous games, yet, most of their East coasts Elders and scribes are very clueless about them.
672. Being a jerkass and being evil are the same thing...
673. A RPG Non-linearity is based on the different ways you can say the same thing and get the same result.
674. You need to be very intelligent to repeat what someone just said you a second ago and add a question mark.
675. Don't listen the NCR. Wandering the Capitol Wasteland Nuclear Winter is worse than patrolling the Mojave.
676. The same game can prevent any adult to kill any children (even jerkass ones), and yet, almost force the player to become a child and kill innocent adults. The other way around (tranquility Lane Failsafe combinaison) can't be guessed without a walkthrought, and basically let someone else do the job on a more permanent basis...
677. a Bad RPG + a Bad FPS + a Bad Wide Open Sandbox doesn't lead to a good game.
678. Someone living in a town built around an undetonated bomb and someone who just left his/her vault are the best persons to write a Wasteland Survival Guide, 200 years after the War. The former doesn't seems to aknowledge that sending the latter walk on a minefield, get irradiated, get crippled, plant a bug amongs Mirelurks eggs (without them noticing) is dangerous, but yet is able to write that book and sell it. The same book manage to improve survival, even in the west, in which everyone already know what to do...
679. 200 years after the war, everyone know that brahmins are two headed cows...
680. When you will get old, you will have the same face than every others old peoples, except those from the Brotherhood.
681. 1000 caps is the price of friendship.
682. Having a brother killing your parents is okay. At least you got some news about them.
683. Every Vault experiments prevented aging, starvation and thirst. At least in vaults 87, 106, 108, 112...
684. When any city/bunker open its door for you, it remains open for any one else, including deathclaws...
685. Deathclaws can't talk.
686. Raiders aren't able to kill a single vault dweller, that never fought and never saw sunlight, and was just kicked of his vault. At the same time, they seem able to raid enough to survive. Are they attacking other raiders ?
687. Those raiders seems to attack caravan that would give their goods for free. (water caravans)
688. Drinking Nuka-Cola Quantum is a good enough reason to send people risk their life. Same goes for a lot of quests.
689. Being helmet-less doesn't decrease your ability to survive headshot.
690. Some caravans can wander aimlessly and avoid every cities.
691. A non-unique radscorpion can dispatch easily an entire Brotherhood outcast patrol, wearing power armors.
692. Factions dedicated in gathering advanced technologies, to prevent them being used by others, won't mind if you loot their well equiped fallen comrades in front of them.
693. 200 years after they vanished, you could still hate communist, let alone know they existed.
693. Only Enclave has the ressources to reinstall base-ball in the wasteland.
694. People can still believe that radio broadcasts talking about ghouls, super-mutants, slavers, Brotherhood and brotherhood outcast are pre-war recordings.
On a unrelated note, you seem to implie that Pip-boy can't be removed. Is it stated on the games or just said in the bible or develloper interview ? I only consider canon, only what happen in games...