Fallout |
PC |
Cheat Codes & Walkthrough: the guys without them getting a turn
to wipe you out) Step one: Get into the combat mode. Step two: Take ammo for a gun and put
it in to your hands (only ammo should be in your
hand!) Step three: come close to a guy and
click on target to shoot him! Step four: HE will
say something like "Did your
mama tought you that move?!" or something. And Bang!!! here you are, now you have
unlimited turns, when you walk or shoot in
combat your green circles shouldn't even move. Tons -o- cash: If you want lots of cash (more than
enough to last the whole game) go to the hub. Go downtown
and into the Crimson Caravaners on the day that
they leave (3rd of every month). Tell Keri you want a
job. When she asks for the location that you wish to
go to, tell her, "never mind, I just remembered
something I have to do." Go back to the entrance of
the Hub. You will see two men wearing red shirts. Point to
both of them. If it says "you see: caravan
leader" then talk to him. He will give you $600! Now, go back and
talk to Keri, and repeat the process all over again. You
will recieve $600 every time you talk to the
caravan leader. It might take a while to get tons-o-cash,
but it will be worth it.
Fallout: A Post Nuclear Adventure
v.1.1 (NA), v.1.2 (EU) Game Guide, revision 1.85 ( Written by Omkar Namjoshi homepage: http://falloutnext.cjb.net e-mail: omk_489@hotmail.com ======================================================== Copyright (c) 2000-2002 Omkar
Namjoshi. Permission is granted to copy,
distribute, and/or modify this document under the terms of the GNU Free
Document License, Version 1.1 or any later version published by the Free Software
Foundation; with no Invariant Sections. A copy of the license is
included in the section entitled "legal disclaimer." CONTENTS: --------- 1. Legal Disclaimer 2. About this guide 3. Character Creation 4. Walkthrough 5. Combat Tactics 6. Appendix 7. Technical Manual for Fallout 8. Credits LEGAL DISCLAIMER ================ GNU Free Documentation License Version 1.1, March 2000 Copyright (C) 2000 Free Software Foundation, Inc. Everyone is permitted to copy and distribute
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any version ever published (not as a draft) by the Free Software
Foundation. ABOUT THIS GUIDE ================ FAQ REQUIREMENTS ---------------- - Computer with an ASCII text reader
with support for files larger than
65,536 bytes. You can open this guide with your web browser, a word
processor (except for Microsoft Notepad), the MS-DOS editor or the
| MORE command in MS-DOS. - It is a good idea to have the
Fallout 1.1 patch installed before you
use this guide. If you're playing the European release of Fallout
(v.1.2), you might see some differences in the game. ______________ |FONT CHECKER| | | |*-* -*- *-* | |123 456 789 | |... ... ... | If the dots don't line up with the
numbers, the stars don't correspond with odd digits and the dashes don't
correspond with the even digits, then change your font to Courier (or any
other fixed-width font). TEXTUAL NOTES ------------- NOTE: : Important sidenote (some text here): Important sidenote BTW : By the way xp, x.p. : experience points :) : Colorful commentary i.e., e.g. : Examples COC : Acronym for Children of the
Cathedral BOS : Acronym for the Brotherhood of
Steel - Please note that references to 'you'
(i.e 2nd person) and 'your
character' can be used interchangebly. ABOUT FALLOUT ------------- Fallout is one of the best RPGs out on
the market today. It's very different compared to other ones.
There are many ways to solve a problem instead of one on many RPGs. You can
create your own character to use in the game (unlike many others) and
its non-linear architecture allows for a good deal of replay action.
There are multitudes of solutions to a specific problem. Plus, it is
hard for any character to complete every single sidequest in the game,
which further adds to its replay value. You have a plethora of freedom in this
game. You can choose your own dialogue and make your own
decisions, choosing when and where to get involved (and when not to).
Unfortunately, the core plot of the game (spoiler: this isn't finding the
water chip) is linear and must be completed in order to finish the game. (In technical terms, Fallout is
considered as a non-linear character role-playing game.) Fallout is a very violent game. It
deals with mature themes, including violence, drugs, adult language, and
sex. That means the walkthrough will be dealing with them also. If you
find this too much to bear, quit this game and play something else. Fallout takes place after World War
III, which destroys much of the planet. Nations are in deep
conflict after waging nuclear war for the control of more territory and the need
of more resources. China invades Alaska. The United States conquers
Canada. And the European Commonwealth becomes a lawless community with
bickering nations attempting to take control of the western area. To
protect its citizens, the United States started to build vaults, which
essentially were large, underground dwellings which protected its people
from radiation, chemical, and biological weapons. Vaults can occupy several hundred people.
You were a citizen of the Vault known as Vault-13. Your vault has a water purification
controller, which purifies all the water it receives to be ready for
human consumption. Unfortunately, the controller chip in the vault has
malfunctioned. Without it functioning, the people cannot have drinking water
available. You are chosen to venture out to the outside world to find a
replacement chip before your vault's supply is depleted. After this, there is nothing but cheap
stuff. Read if you are only stuck, caught in a trap, or are surround by
some putrid green people wielding chainguns and plasma rifles. I hope you have as much fun as playing
Fallout as I have had. Best of luck to you, Vault Dweller! PLAYING FALLOUT --------------- Some things in the manual might not
seem very clear; this section is designed to give you a concise
breakdown of the various actions that you can perform. There's also a
breakdown of the various difficulty levels as well. * Difficulty levels
- If you choose the game difficulty level to easy, you will
receive a 20% bonus to non-combat related skills. If you
set it to hard, you'll receive a 10% penalty to non-combat
related skills.
- If you choose the combat difficulty at wimpy, you will
receive a bonus to your accuracy and the enemies will
receive a penalty. If you change the difficulty to
rough, you'll receive a penalty and the enemy will get
a bonus and will perform many more critical hits. * Interface
- The hex-shaped cursor icon is used to show movement.
- The arrow (standard) cursor icon is used for most other functions.
- The 'INV' button is used to access your inventory.
- The red button beside 'Skilldex' is used to use your secondary
skills.
- The button below 'INV' is used to bring the main menu.
- The red button above 'INV' is used to change your item slots. * Moving
When the cursor is a hexagonal-shaped structure, that means you can
move your character. Hold shift to run around instead of walking. You
can right-click to change the cursor.
If you want to go to the world map, you have to go on the red grid
in an area. If you want to access another area of a city or building,
you have to go to the green grid or climb stairs/ride elevators. * Examining your surroundings
Right-click the mouse to change the hexagonal-shaped structure to an
arrow-shaped cursor. Move the cursor to the object you want to
examine.
Hold the left mouse button and choose the binoculars to examine an
object or a critter. * Talking to critters
Simply click the character that you want to talk to you. You should
have the arrow-shaped cursor icon to talk to the character. * Using items
To use an item on an object, hold the cursor (standard cursor) over
an object and click on the wallet (or like object). You'll see your
inventory. Click on the item that you want to use on the object.
Another way is putting the item in one of your item slots. Click
on the item and move the crosshair on the object you want to use
the item on. * Using skills
To use a skill on an object or a critter, click the red button that
reads 'Skilldex.' Choose the skill that you want to use. Use the
crosshair to target the object or critter that will be the target
of a given skill. Some, like Sneak, don't have a target; instead,
a message box pops up on the lower left, telling you that your
character is sneaking.
Another way is holding the left mouse button on the character
(mouse cursor is standard cursor) and clicking on the face and
then choosing the skill. * Activating an item (flares, motion
sensors, etc.) Put
the item in your item slot and click on it to activate it.
Another method is accessing your inventory and holding the left
mouse button on the item that you want to activate. Choose the
hand that's open to activate the item.
If you want to use flares, first activate them, and then
drop them. Ditto with dynamite/plastic explosives. * Changing weapon modes
(target/burst/reload)
Right-click on the weapon when it is in your active weapon slot.
The mode will change. (e.g., the 10mm will change from single
to aimed [has bullseye] and then to reload.) * Entering Combat Mode
If you hit 'A' on the keyboard, you will enter combat mode. You
can walk around without people noticing (at the expense of your
action points). This is useful near the end of the game. * Using lockpicks, electronic
lockpicks, first-aid kits, the doctor's
bag, and the tool increase lockpick, first-aid, doctor, and repair
skills by 25%, respectively. * While stealing, it is a good idea to
steal while sneaking. Also,
steal from behind the character and don't worry about stealing
particularly large items. * Pay attention to the screen on your
bottom-left. It tells you lots
of information about what's going on in the game. * If you're examining dead bodies and
you examine a body that's in
a pile of other dead bodies, there will be arrows beneath the
body picture in the inventory screen. Bodies will be easier to
search if you set the violence level really low. CHARACTER CREATION ================== An impression for the game was "a
big dumb ox and a pretty little lady won't have the same experience" -
to quote Christopher Smith's great Fallout FAQ. The three pre-made characters that
come with the game can finish it. First, select your name. The name
doesn't make any difference in the game; it is your own preference. Next, select your age. You can be as
young as 16, but as old as 35. Age has an insignificant impact on the
game. Probably older characters might have different reactions with young
ones, but none that I know of. But at the same time, all of my characters
were pretty young. Now you are ready to select your sex.
You can be male or female, and the game does differ if you are a girl or
a guy. It's your own choice; try beating both variations of the
game. However, there are some issues regarding the sex of your character.
The game really doesn't matter if you are male or female, but these are the
differences. (Female is recommended for a slightly easier game.) - Male characters typically get
knocked down and have a greater chance of
you scoring a critical hit on them if you hit them in the groin. The
female character doesn't have any known weaknesses in combat. - NPC's have different reactions if
you are female or male (Killian
calls you darling if you're female, Keri can have sex with you if
you're male, etc.) - Probably to offset the male weakness
thing, female characters are hated
by couple of NPC's, notably Lasher. Harry is a bit harder to BS with
if you're female. - If you are female, there is no
charisma bonus to your character, and
there aren't any strength and endurance penalties. Ditto for males as
well. MAIN SKILLS ----------- They're pretty self explanatory, but
on the descriptions it tells what each skill modifies. All skills are
important, but try to keep Luck, Strength, and Perception at least at
4. Characters with Intelligence values of three or less face a totally
different game...the only options that you'll receive in
dialogue are "Ruk" and "Eeg," as well as the occasional
"Yah," "Uh-Huh," and "want morE." Strength - It modifies carry weight,
hit points, weapon handling, and some weapon skills. Perception - It modifies some skills
and increases accuracy at range. Endurance - Toughness. It modifies
some skills, hit points, and resistance to poison and
radiation. Charisma - Looks. It modifies speech
and barter, as well as NPC reactions. Intelligence - It modifies dialogue
options (gives you more), skill points given per level, and 'science'
skills. High intelligence is important, seven or eight as a
minimum is recommended. Agility - Speed. It modifies many skills,
armor class, and action points. An Agility of 10 is recommended for
snipers. Luck - It modifies critical chance,
some skills, and the outcome of the
game. SECONDARY SKILLS ---------------- Here is a list of other skills that
you'll face. Whenever you create a character, you have to choose three
tag skills. Tagging a secondary skill gives you an instant 20% bonus
for that skill and 2% increase for each skill point used to increase
the tag skill. Small Guns: The use of rifles, pistols,
and various small arms. Be sure to tag this one, since most
combat will take place with small arms. This skill can be increased
by reading the popular magazine 'Guns and Bullets.' Big Guns: The use of miniguns, rocket
launchers, and flamethrowers. This skill isn't that great because big
guns are fairly easy to aim (with the given strength) and that
some small arms are better than these large weapons. (And even
then, energy weapons are
better than all of
these...) Don't tag this one, nor should you really consider building this
skill. Energy Weapons: The use of all weapons
powered by power cells. This one is good in the endgame. You
should build it if you plan on killing the Master and the
Lieutenant and all of those mutants. Unarmed: The use of fists in combat.
This skill helps early on, but it becomes pretty useless in the
midgame. If you find the power fist, this skill truly shines. I tagged it
so I would have an easy time in Vault 13 and 15 and not having to
resort to my gun. Melee Weapons: The use of knives,
sledgehammers, spears, and the like. This one follows like unarmed, except
that you'll find super sledgehammers instead of power
fists. This one is pretty good if you plan on getting
the super sledgehammer. Throwing: Use of throwing knives and
grenades. Pretty useless, if you ask me. In the fist place, grenades are hard to
find and second, even with something like 70% skill,
grenades suffer from having a relatively low accuracy to hit your desired
target. And grenades are quite expensive. First Aid: Recovers a few hit points.
You can increase this skill with first aid books. It is pretty
useless to tag or to build since you can read books (and that First
Aid kits increase your success with this skill.) Doctor: Recovers a few more hit points
than first aid and you can heal
crippled limbs. I've healed crippled limbs with 45% skill, and a
doctor's bag increases your chance of success with this skill.
Don't worry much about it. Sneak: The art of moving around
without making people notice. I really
haven't found much use for this skill. You can ignore it. Steal: Pretty self explanatory. I
didn't have a need to steal from other
characters, so I ignored it. Lockpick: The art of picking locked
doors. Now this is one thief-type skill that you should pay attention to.
Work on this one and build it to about 65% or so. If you work it to
80%, you don't even have to do the Brotherhood quest. It is worth
tagging. NOTE: Using Lockpicks increases
skill by 25%. Traps: The skill of arming explosives
and disarming traps. Not too
important; 50% is adequate for arming explosives and detecting a
few traps. Science: Covers primarily computers as
well as biology, chemistry, physics, etc. It can be increased by reading
'The Big Book of Science,' as well as taking a few computer
courses at the Vault 13 Library and the Brotherhood of Steel. 90% is
adequate. Repair: Covers standard repair
techniques. Build to about 60%. It can be
increased by using the tool as well as reading 'Dean's
Electronics.'
NOTE: Using a Tool increases skill by 25%. Speech: The act of convincing others
that you are right. This skill is
second to small guns, and is extremely useful in bullshitting
other people. I tagged this one and worked it to 120%. Barter: This skill is used to
determine trade prices. Even with relatively
low skill, there will be a couple of merchants whose prices will
be higher than yours while bartering. I didn't raise this skill
one bit. Gambling: Again, pretty self
explanatory. There are only two gambling places I know of: Gizmo's and the
Malatese Falcon. It is not worth putting valuable skill points
into this skill. Outdoors: Practical knowledge of the
outdoors. You can read Scout handbooks to raise this skill, and there are
a couple at Shady Sands. You don't have to increase this skill
by a lot. DERIVED STATISTICS ------------------ Derived statistics are statistics that
are a direct result of the main statistics, in other words, increase
and decrease a skill and see what happens. NOTE: These are straight out
from the Fallout manual. Hit Points: The number of
"life" points. If it goes to zero, so will you. Formula : HP = 15 + (2 x EN) +
ST. Average is 30. Armor Class: The higher it is, the
harder it is for the enemy to hit you. Formula : AC = AG + Armor worn.
Average is 5. Action Points: Determines what you can
do during combat. They are displayed by the green lights
in combat. Formula : AP = 0.5 x AG + 5.
Average is 7. Carry Weight: Mass of how much
equipment you can carry, rated in pounds. You can barter for more
equipment than you can carry. Formula : 25 + (25 x ST).
Average is 150 pounds. Melee Damage: How much extra damage
your character does in melee or unarmed attacks. Formula : ST - 5, min.1.
Average is 1. Damage Threshold: How much damage your
armor can withstand when you are hit. Formula: DR = 0 + Armor Damage Resistance: How much damage
your armor can resist when you are hit. The value given
in the character screen pertains to normal
attacks, while the value given in the inventory screen
pertains to different types of attacks, including
normal but also explosive, fire, laser, and plasma to
name some. Formula : DR = 0% + Armor
(Combat Armor has 40% DR) Poison Resistance: How much poison damage
that you can resist. Formula : PR = 5 x EN.
Average is 25%. Radiation Resistance: How much
radiation damage that you can resist. Radiation can affect
any character, and the only way to get maximum
resistance is using RadX. Formula : RR = 2 x EN +
Armor Resistance (Combat Armor
has 30% Resistance). Average is
10%. Sequence: Determines who will attack
first in combat. Higher is better. Formula : SQ = 2 x PE. Average is
10. Healing Rate: How much you can heal in
three hours of rest. Formula : HR = 0.5 x EN, min.1.
Average is 1. Critical Chance: Chance of scoring a
critical hit on the opponent. I think it increases up to 4
times with a hit to the eyes. Formula : CC = LK. Average
is 5%. * Poison is measured in units; keep it
below 25. * Being 'raidiated' qualifies having a
rem count of 75, with 300 or above
being quite serious. A rem count of 5 or higher will bring symptoms of
nausea; a rem count of 75 is quite serious, while a rem count of 300
or
higher is fatal. If you have enough radiation in your body to
necessiate
attention, the message 'Radiation' will appear on the screen. TRAITS ------ You can choose up to two traits. Be
careful in choosing traits because after you select, there's no going
back. Here is a list: Fast Metabolism: Your body is much
less resistant to poison and radiation, but it heals faster. Don't
take this one: you'll want some poison resistance and you'll
have to take two RadX's to get complete radiation
resistance with or without this perk (unless you have the
Rad Resistance perk or 10 endurance and Power Armor),
and that there are plenty of stimpacks lying around.
Don't take this one. Bruiser: Your strength is increased by
two but your actions points are decreased by two. Not a good
one...you'll need all the action points that you have. Small Frame: Your agility is increased
by one but your carry weight drops by 30 pounds. It isn't too bad,
but the carry weight decrease hurts in the beginning. At least
Ian and Tycho have unlimited carrying capacities. One Hander: You are good with
one-handed weapons but are bad with two handed weapons. Not a good
choice, since the best weapons are two handed. Finesse: Your normal attacks do 30%
less damage but your critical chance is increased by 10%. Not too bad of a
tradeoff, but I didn't tag this one. And critical damage isn't
affected. Kamikaze: Depletes your armor class to
what you are wearing but increases sequence by 5. It isn't that great
because with 6 perception you'll attack before anyone else
does. (in the required fights, that is.) Heavy Handed: Your melee damage is
increased by 4 but criticals do 30% less damage. Good in the beginning,
and criticals do heaps of damage anyway. But it isn't
good in the end, where super mutants and deathclaws lurk
around. Fast Shot: You can't aim, but your
total cost is decreased by one. It isn't a bad tradeoff if you have
high critical chance, and is really really good if you take the
perks 'Bonus Ranged Attack,' 'Sniper,' or 'Slayer.' The turbo plasma
rifle will cost 2 AP's to shoot and the super
sledgehammer will only cost 1 AP with those perks. Since most of the
aforementioned perks come up in the end, it is good to pass this
one by. Bloody Mess: You will always see a
grosteque death animation whenever you kill a critter. There really
isn't a downside to this, so you can take this one if you want
to. The ending at the very very end changes slightly (and for
the better). Jinxed: Everybody makes more critical
failures, but so do you! If you have
9 or 10 Luck, you'll make few critical failures. Only take it if
you have 9 or 10 Luck. Good Natured: Your combat skills are
decreased by 10%, but speech, doctor, science, etc. are increased by
15%. Not that great...you'll need high combat skills while
70% or so in the non-combat areas will let you go through
the game easily. Chem Reliant: Your addiction rate is
increased by 200%, but your withdrawal rate is only 50%. Some drugs,
like RadAway, have a 10% addiction rate and no
withdrawal...so, it isn't worth it. Chem Resistant: Your addiction rate is
50% of normal, but chems only last for half as long. Not too
bad, since combat doesn't take a long time on the Fallout
clock. Night Person: Normally, your
intelligence and perception are decreased by one from 1800 to 0600 hours.
This trait reverses what happens normally. Since most people
will ask to talk to you during the day, this isn't that great. Skilled: You get a 10% increase to all
of your skills, but you get a perk every four levels. You'll want those
perks as early as possible... they are quite useful. Gifted: All of your primary stats are
increased by one, but you get 5 fewer
skill points per level and your secondary skills are lowered by
10%. This is among the best traits, since there are only a few
skills that you really need to work on. I recommend taking Gifted and either
Bloody Mess, Chem Resistant, or Small Frame. PERKS ----- After your character reaches the third
level, you can choose a perk. A perk is something that gives you a
clearcut benefit without a drawback. You can pick a perk after your
character's level is a multiple of three (or four, those with skilled). NOTE: 'per level' means the rank of
the perk. Action Boy: It gives you one extra
action point per level. Requirements: 5 Agility, Level 12 Ranks: 3 Animal Friend: Animals won't attack
you unless they are threatened or are attacked first. Requirements: 5 Intelligence,
25% Outdoorsman, Level 9 Ranks: 1 Awareness: You get to see a critter's
hit points and what weapon they are carrying. Really good. Requirements: 5 Perception, Level
3 Ranks: 1 Better Criticals: It enables instant
death and increases damage done by all criticals by 20%. Requirements: 6 Perception
and Luck, 4 Agility, Level 9 Ranks: 1 Bonus HtH Attacks: All hand-to-hand
attacks cost one less action point to perform. Requirements: 6 Agility,
Level 6 Ranks: 1 Bonus HtH Damage: All hand-to-hand
attacks deal two extra hit points of
damage per
level. Requirements: 6 Agility, 6
Strength, Level 3 Ranks: 3 Bonus Move: It gives you two free
action points to move around per level. Requirements: 5 Agility, Level 6 Ranks: 3 Bonus Ranged Damage: All ranged
attacks deal two extra hit points of damage per level. Requirements: 6 Agility
and Luck, Level 6 Ranks: 2 Bonus Rate of Fire: All attacks
(except unarmed) cost one less action point. Requirements: 7 Agility,
6 Intelligence, 4 Perception, Level 9 Ranks: 1 Cult of Personality: Your reputation
is always positive. Great for evil characters. Requirements: 10
Charisma, Level 12 Ranks: 1 Dodger: A 5% increase in armor class
in addition to armor class bonus when
armor is worn per level.
Requirements: 4 Agility, Level 9
Ranks: 2 Earlier Sequence: It adds two to your
sequence per level. Requirements: 6 Perception,
Level 3 Ranks: 3 Educated: Adds two extra skill points
whenever you level up per level. Requirements: 6 Intelligence, Level
6 Ranks: 3 Empathy: Highlights in blue better
dialogue choices; highlights in red for bad dialogue choices. Requirements: 7 Perception, 5
Intelligence, Level 6 Ranks: 1 Explorer: You'll get more random
encounters with this perk. Requirements: Level 9 Ranks: 1 Faster Healing: Healing rate is
increased by one per level. Requirements: 6 Endurance,
Level 3 Ranks: 3 Flower Child: You're 50% less likely
to get addicted to drugs, and your withdrawal time drops by
half. Requirements: 5 Endurance,
Level 9 Ranks: 1 Fortune Finder: You'll find more money
in random encounters. Requirements: 8 Luck, Level 6 Ranks: 1 Friendly Foe: Your allies will be
highlited in green instead of red. Requirements: 4 Perception,
Level 6 Ranks: 1 Ghost: It's a one-time bonus of 20% to
the Sneak skill.
Requirements: 60% Sneak, Level
6
Ranks: 1 Healer: You heal two to five more hit
points when using First Aid
or the Doctor skills per level.
Requirements: 7 Perception, 6 Agility, 5 Intelligence, 40% First Aid, Level 3
Ranks: 3 Heave Ho!: This perk will increase
your strength by two for determining range with thrown weapons per
level. It won't affect carry weight, skills, etc. Requirements: Level 6 Ranks: 3 Lifegiver: You will gain four hit
points when you gain a level per level. Requirements: 4 Endurance, Level
12 Ranks: 3 Master Thief: It's a one-time bonus of
10% to the Lockpick, Steal,
Traps, and Sneak
skills. Requirements: Level 12 Ranks: 1 Master Trader: You have a 25% discount
whenever you purchase or barter goods from a store or another
person. Requirements: 7 Charisma, 60%
Barter, Level 9 Ranks: 1 Medic: It's a one-time bonus of 20% to
the First Aid and Doctor skills.
Requirements: Level 12
Ranks: 1 Mental Block: It tunes out any outside
mental interference, such as the Master attempting to
psychically attack you. Requirements: Level 15 Ranks: 1 More Criticals: Increases critical
chance by 5% per level. Requirements: 6 Luck, Level 6 Ranks: 3 Mr. Fixit: It's a one-time bonus of
20% to the Repair and Science skills. Requirements: Level 12 Ranks: 1 Mutate!: It changes one of your traits
into something else. Requirements: Level 9 Ranks: 1 Mysterious Stranger: A stranger comes
from time to time to help you out. Requirements: 7 Luck, Level 6 Ranks: 1 Night Vision: It reduces the overall
darkness by 10% per level. Requirements: 6 Perception,
Level 3 Ranks: 3 Pathfinder: It reduces your travel
time by 25% per level. Requirements: 6 Endurance, 40%
Outdoorsman, Level 6 Ranks: 2 Pickpocket: This perk lets you ignore
size and facing modifiers when you are stealing. Requirements: 8 Agility, 80%
Steal, Level 9 Ranks: 1 Presence: It improves the NPC's
reaction by 10% per level. Requirements: 6 Charisma, Level 3 Ranks: 3 Quick Pockets: With this perk, one
less action point to access the
inventory than normal per
level. Requirements: 5 Agility, Level
3 Ranks: 3 Rad Resistance: It increases your
radiation resistance by 10% per level. Ranger: Your chances of getting a bad
random encounter are lowered for
each level of the perk.
Requirements: 6 Perception, Level 6
Ranks: 3 Scout: It increases the size of
explorations on the world map by one
square for each direction.
Requirements: 8 Perception, Level 3
Ranks: 1 Scrounger: In a random encounter, it
doubles the amount of ammunition that you find. Requirements: 8 Luck, Level 9 Ranks: 1 Sharpshooter: It increases your
perception for range modifiers only per level. Requirements: 7 Perception, 6
Intelligence, Level 6 Ranks: 2 Silent Death: With this perk, you can
use the Sneak skill and attack a critter using a hand-to-hand
attack from the back for double damage. Requirements: 10 Agility, 80%
Sneak, Level 18 Ranks: 1 Silent Running: You can run and sneak
at the same time with this perk. Requirements: 6 Agility, 50%
Sneak, Level 6 Ranks: 1 Slayer: A 10-sided dice is rolled. If
the number is equal to or below
your luck, you'll get a critical hit with unarmed or melee
weapons. It's really nice and works extremely well with the Super
Sledgehammer, Power Fist, or the Ripper.
Requirements: 8 Strength, 8 Perception, 80% Unarmed, Level 18
Ranks: 1 Smooth Talker: Increases your
intelligence by one for dialogue purposes only per level. Requirements: 4 Intelligence,
Level 3 Ranks: 3 Snakeater: It gives you a 25% increase
to your poison resistance. Requirements: 3 Endurance, Level 6 Ranks: 1 Sniper: Same as Slayer, except it
works with ranged weapons. It is great
with aimed shots (using Small Guns) and is really really nice
with burst weapons. (It actually makes the SMG a source of total
devestation...)
Requirements: 8 Perception, 8 Agility, 80% Small Guns, Level 18
Ranks: 1 Speaker: It's a one time bonus of 20%
to your Speech and Barter skills. Requirements: Level 12 Ranks: 1 Strong Back: This perk gives you an
increase in carry weight by 50 pounds per level. Requirements: 6 Strength, 6 Endurance,
Level 3 Ranks: 3 Survivalist: This perk gives you a 20%
increase in Outdoorsman for survival purposes only per level. Requirements: 6 Endurance, 6
Intelligence, 40% Outdoorsman, Level 3 Ranks: 3 Swift Learner: Whenever you gain
experience, you'll receive 5% more experience per level of the perk. Requirements: 4 Intelligence,
Level 3 Ranks: 3 Tag: With this perk, you can pick a
new tag skill in addition to the ones
you already have.
Requirements: Level 12
Ranks: 1 Toughness: It adds 10% to your general
damage resistance per level. Requirements: 6 Endurance, 6 Luck,
Level 3 Ranks: 3 SAMPLE CHARACTERS ----------------- The sample characters include a
general-purpose character who functions as a good diplomat and a shooter, three
special characters, a diplomat, and two specialized "Sniper"
characters. *All-rounder: ST 6 PE 6 EN 6 CH 6 IN 8
AG 10 LK 5 == OR == ST 6 PE 7 EN 5 CH 6 IN 9 AG 10
LK 5 == OR == ST 6 PE 8 EN 5 CH 6 IN 8 AG 10
LK 5 (Rounded sniper)
Tag Small Guns, Speech, and something else. This is an all around
average
character. You can mess with other skills to increase Luck and
Agility.
The Rounded Sniper variant can, as its name suggests, get the
"Sniper"
perk later on in the game. *Pacifist: ST 4 PE 5 EN 9 CH 6 IN 8 AG
10 LK 5
Take Gifted and Good Natured, and tag Lockpick, Science, and Speech.
This
character can get you through the game without killing people. To see
how
to do this, look in the 'Pacifist' section below. For some strange
reason,
the female sex is more fitting for this character (although it won't
make a
difference). *Dim-Wit: ST 5 PE 6 EN 6 CH 7 IN 3 AG
8 LK 5
Take Chem Resistant, and tag Small Guns, Unarmed, and something else.
You
start out with two Mentats. You can use them if dialogue is needed. If
you
feel that the game is too difficult, take the Smooth Talker perk. *Late-Game Badass: ST 7 PE 8 EN 6 CH 5
IN 7 AG 8 LK 6 == OR == ST 6 PE 7 EN 5 CH 5 IN 7
AG 9 LK 8
Take Gifted, Fast Shot, and for the perks, make sure you take Bonus
Rate of
Fire, Better Criticals, and Sniper as perks. To get the Sniper perk,
you have
to kill the Deathclaws at the Boneyards and not kill the Mother
Deathclaw and her
eggs. The deathclaws will respawn and will give you better killing
opportunities.
Also, for the second character, you'll need to take Mentats to get the
Sniper
perk. *Diplomat: ST 5 PE 6 EN 4 CH 8 IN 10
AG 10 LK 4
Take Gifted, and tag Small Guns, Speech, and one of these: Unarmed or
Lockpick.
This character will have low hit points and should stay at a low level; he/she
is not eligible for the Sniper perk later on. Be sure to take Bonus
Rate of Fire.
This character is not good for endgame killings (Master, Deathclaws,
etc). If you
are going to go after the three, then get the powered armor later on. *Sharpshooter: ST 6 PE 8 EN 5 CH 6 IN
7 AG 10 LK 6
Take Gifted, Small Frame, tag Small Guns, Energy Weapons, and
preferably Speech.
Build tag skills to 130% or so and you'll have an easy time at the
end. Be sure to
get the Plasma Rifle sooner or later, and increase other skills with
books. *Assault Sniper: ST 6 PE 8 EN 5 CH 6
IN 7 AG 10 LK 6
Same as above, except exchange Speech for Melee. Be sure to build
Speech to 90% or so,
and take the Speech perks if necessary. Build small guns, energy
weapons, and melee to
over 110%, and ask the Brotherhood for the Super Sledgehammer. UPGRADING YOUR STATISTICS ------------------------- During your adventure, you can receive
some bonuses to your statistics. - Drugs, such as Buffout, Mentats,
Psycho, and RadX can increase them
temporarily. (For more info on which stats they alter, refer to the
appendix.) - Armor can provide a good increase in
armor class, damage threshold
and resistance, as well as radiation resistance. - Tycho can teach you some outdoorsman
skill if you ask. - MacRae, the guard at the Blades, can
teach you some fighting skills
if you ask him. It's futile to ask if they're at 91%. - Watching the Brotherhood Initiate
training can give you an increase
in melee and unarmed skills. - The Brotherhood has computer courses
that can increase your science
skill by 15%. - Reading books can increase your
skills, up to 91%. These include: Scout
Handbook (outdoorsman), Big Book of Science (Science), Guns and
Bullets
(small guns), Dean's Electronics (repair), and the First Aid Book
(first
aid). - The Brotherhood surgeon can increase
all of your skills (except for
charisma and luck) for a price (and long recovery time).
- Strength : $2000, 3 weeks
- Perception : $4000, 1 week
- Endurance : $3000, 1 week
- Intelligence: $6000, 3 weeks ($3000 for characters with less than 3
Intelligence)
- Agility : $5000, 3 weeks - Patrick the Celt, the wandering
bard, can increase your charisma by one
if you sing the gaelic song with him. - Chuck, the fortuneteller, can
increase your luck by two if you get your
fortune told and choose the right conversation path. WALKTHROUGH (or the complete spoiler) ===================================== NOTE: See the Appendix for Quest
Notes. Mini-FAQ -------- Q1: What is the time limit to bring
back the water chip? A1: 150 days, or an additional 100
days for the water caravan. Q2: Where is the water chip? A2: It's in Vault 12, which is in
Bakersfield, more commonly known
as Necropolis. Q3: Do I have to get the water chip to
beat the game? A3: No. Even if you do get the water
chip, the game doesn't end
immediately. You have to destroy the mutant threats. Q4: How many ways are there of
destroying the mutant threats? A4: Several. Cowboy (aka kill
everything that moves) and stealth
approaches work. Q5: How can I get stuff back from
NPC's like Ian or Tycho? A5: Use the steal option. It's just
like trading with them. DATES & TIMELINES ----------------- This section tells you how long it
will take (in game time) to complete the major (required) quests. - You must find the Water Chip in 150
days before your vault runs
out of water. - If you destroy the mutant threats in
150 days, you will not need
to find the water chip. - There is a 500 day time limit to
destroy both mutant threats. (They
are the Vats and the Cathedral.) The time limit starts at the
beginning of the game. - If you get the water caravan to
deliver water to your vault, then the
time limit is shortened by 100 days to destroy the mutant threats. - With version 1.1, the time limit to
find the Water Chip will still
remain, but the 500 and 400 day time limits will be removed and be
replaced with a 13-year time limit. I think that this applies to
Fallout v.1.2 (European release) as well. PREFACE ======= This walkthrough goes through a pretty
quick game. You won't get the water chip, but will destroy the
mutants with about 75 days remaining. Sections for getting the water chip
are included, so you can get it. This is the route that the walkthrough
goes through: - Vault 13 - Shady Sands - Vault 15 - Shady Sands (to get the Tandi quest) - Raiders (free Tandi) - Shady Sands (return Tandi) - Raiders (kill them) - Junktown - Hub - Brotherhood - Glow (if you couldn't pick the
locks) - Brotherhood (Power Armor) - Hub (kill the raiders) - Brotherhood (reward for killing raiders) - Military Base - Brotherhood (tell Maxson that there
is a threat to the military
base even though you have blown it up. You'll get 1500 exp.) - Cathedral This is the route that you should
follow if you want to do everything: - Same as above, up to the Brotherhood
with Power Armor - Necropolis (get water chip, fix the
pump, kill mutants) - Vault 13 (finish extra sidequests
and return the water chip) - Hub (kill the raiders that are
holding the Brotherhood initate) - Brotherhood (reward, any operations) - LA Boneyards - Cathedral - Military Base And yes, it covers primarily good
quests but has 4 evil quests, one that is needed to bust this gang, two
for money/experience/important items, and one purely for items. There are also three variations:
Highest Karma, Truly Evil, and Pacifist. PATCHES (also in the tech FAQ) ------- There are three versions of Fallout
available. Fallout v.1.0 is the initial North American release, v.1.1
is the patched North American release, and v.1.2 is the European
release. It is recommended that you use either version 1.1 or 1.2. Version
1.2 doesn't have children. VAULT 13 ======== Notable Areas 1)
The Caves 2)
The Vault itself (Entrance, Living Quarters, Command Center) Notable Characters 1)
Several rats 2)
Overseer of the Vault 3)
Theresa, leader of the rebel faction 4)
Lyle, concerned Vault dweller 5)
Cindy, concerned Vault dweller 6)
The water thief 7)
Guard at the armory -
Various Vault Dwellers Stuff to get 1)
24 AP 10 mm bullets 2)
Knife 3)
Shotgun and 40 shells 4)
10mm JHP ammo 5)
Stimpacks, first aid kit, mentats 6)
Flares Notes 1)
Examine the corpse and take the ammo and the knife. 2)
Kill all 20 cave rats without your gun. 3)
Speak with Theresa and calm the rebel faction. 4)
Catch the water thief. 5)
Use the Vault learning terminals to gain experience. 6)
Get weapons/equipment from the Overseer, armory, and the
water storage room. Details ------- The corpse is on your right. Examine
it, and take everything in the corpse's remains (24 10mm AP ammo and
a knife). There are 20 rats in the Vault Cave; they are quite easy to
kill. Kill them with a knife, or even better, brass knuckles. You don't have
to kill all of them, but 500 xp comes in pretty handy. After
you've wasted them, exit Vault 13. Leave the Vault entrance, and head on
to Vault 15. Travel for a day, and go back to Vault 13. You can get lots
of weapons and quite a bit of experience if you do the sidequests
there. Alternatively, you can skip the area and head for Vault 15. If you
do go to Vault 13, go at 8:00 in the morning and save the water
thief quest for last. Most of the vault dwellers will refuse to talk to
you during that time. To get the extra weapons, go to the
command center (third floor) and keep on telling the overseer that you
haven't found the water chip. When he says 'Please...tell me that
you have found the chip...' tell him that you'll need weapons to
complete the quest. He'll give you some 10mm JHP ammo and two stimpacks.
Also, go into the armory (room with guard)and talk to the guard. Tell
him which people have access, then tell him 'sounds like people who
only have need can go in.' Afterwards, tell him that you have need. He'll
unlock the door for you, and you can get a shotgun and 40 shells alongside
with lots of ammo. You can also go into the water storage
room, also on the third floor, for a first aid kit, stimpacks, and some
mentats. On the first floor locker (near the big vault door), there are
some flares that you can take. On the third floor, in the library
(westernmost room), there are two learning terminals that you can use.
One is near the entrance, to its right; the other terminal is on the
northern end of the library. Use the science skill on both of the
terminals to gain a total of 700 xp, 350 on each terminal. Go on the second floor and on the
north-west end there is a red-haired vault dweller whose name is Theresa.
Speak with her, tell her that your journey is going on well. She'll
start to say that the Overseer is paranoid, and you'll have to tell
her that the Overseer is trying to protect the Vault dwellers. She'll
agree and you'll receive 750 experience. Note that it requires good
speech and intelligence. An alternate method is finding out about
a rebel meeting, attending it, and killing the rebels, but I haven't
tried it yet. Go to the south end of the second
floor, and speak with Lyle and Cindy. Lyle is directly to the south of
Theresa, and Cindy is the redhead on the southeast. They will both tell you
about the water thief. Save, and enter the third floor. (Actually,
Lyle tells you indirectly while Cindy will tell you about it.) If you can't get them to tell you
about the water thief, rest up till 8:00 A.M. and then head to the third
floor. Talk to the water guard and ask him how is he doing. He'll
tell you about the water thief then. Go and hide in a corner on the third
floor and wait until midnight. A Vault dweller will come up from the
elevator. Don't talk to him, and observe his actions. After he enters
the storage room and leaves, talk to him and tell him that you are
looking for the water thief. Threaten him if he resists, and search him.
You'll get 1000 experience. NOTE: There is no way of solving the
water thief quest if you didn't
get any leads from the water guard or Lyle or Cindy. I tried and
the Water Thief doesn't show up. Now you'll want to head towards Vault
15. You'll see a city enclosed in a green circle on the map; stop at the
city. SHADY SANDS =========== Rough map Town hall \ \---Farm Area / Bhramin pastures Notable Areas 1)
Town Hall 2)
Farm and Brahmin Pen 3)
Radscorpion Caves Notable Characters 1)
Seth, the leader of the guards 2)
Ian, an NPC who you can pick up 3)
Aradesh, the leader of Shady Sands 4)
Katrina, gate greeter 5)
Tandi, daughter of Aradesh 6)
Razlo, doctor of Shady Sands 7)
Curtis, a farmer 8)
Jarvis, Seth's brother -
Shady Sands townsfolk -
Shady Sands guards Stuff to get 1)
Rope 2)
2 cartridges of .223 FMJ bullets and 20 bee-bees 3)
Sledgehammer 4)
Scout book 5)
5 stimpacks 6)
First Aid guide 7)
2 Radscorpion tails 8)
First-aid kit and Doctor's Bag Notes 1)
Stop here instead of going to Vault 15. (It's the green circle.) 2)
Talk to the main characters in the city. 3)
Recruit Ian into your ranks. 4)
Solve the agriculture problem. 5)
Solve the Radscorpion problem. 6)
Help Razlo make the Radscorpion antidote. 7)
Heal Jarvis, one of the guard's brothers. 8)
Steal whatever is in the bookcases. Details ------- In the middle of your journey to Vault
15, you'll see a green circle on the map. The name of the small community
is Shady Sands, and it is a good idea that you stop there. When you enter Shady Sands, you will
see a woman and a man guarding the entrance to the town. Speak with the
woman (Katrina), and choose the dialogue option " Please help
me..." Ask everything that is offered, and you can get 250 xp for doing so. Go talk to Seth, the guard. Introduce
yourself to him, and then go to the building to the right of him. Talk to
the guards, and they might tell you to get out (don't). In the bookcase to
the north side of the guardhouse, there are some ammunition, .223
caliber and some for BB guns. Take it, as it will give you something to sell.
Open the curtain on the east side and you'll see a man in a leather jacket
and some blue jeans. Talk to him, and then talk to him again. Ask for help,
and he'll join you for free if you have 9 charisma and a high speech
skill (otherwise, it costs about $100 to get him). His name is Ian, and he
comes in pretty handy. You will also get an additional 100 xp. (Another way is
'giving him a piece of the action' instead, and he'll join you for free.
I didn't try this myself, since I thought my reputation with Ian would
go down. However, it doesn't.) Go to the building that is south of
the guard house. Enter it, and there will be a robed figure standing in the
corner. The person who is wearing the robes is Aradesh. Speak with him, and
tell him that you're from a Vault to the west and that you'll help the
community get rid of the radscorpions for free. Go to the south until you reach the
wall. Now go to the building on the west, and you will see a doctor named
Razlo. Discuss the Radscorpion problem with him, too. Now head on
eastward, and go to the green translucent area. You will go to the
farms of Shady Sands (by the way, Green areas are to navigate through
different areas of the town). Speak with the farmer in the farm in
the southern area. (he may be hard to see because he is by crops). His name
is Curtis. If you have good science skill, you can teach the farmer new
agricultural skills. (Be sure to tell him about Crop Rotation.) Also, raid
all of the shelves and floors of the buildings to the north and east of the
farm...there are lots of nice things there. (Scout Handbook, ropes, even a
sledgehammer) Go back to the town hall area of Shady
Sands. Go to Razlo's house again, and steal whatever is in the bookcase.
If his wife (or Razlo) catches you, go and use the 'sneak' skill and try
again. After you have looted Razlo's house, go to the deserted building
north and take the scout handbook, and then go to Aradesh's house. Open the
curtains that lead to the bedroom. The room on the far left (or your
characters) right has a bookcase with a knife and a stimpack. After you've looted the area, go talk
to Seth again. Tell him that you want to go to the Radscorpion caves. When
you enter the caves, begin searching for the Radscorpions. Kill them with
your 10mm, since you're probably too weak to fight them all
single-handedly. There are 9 of them, and are worth 110 xp each. You'll also get 500 xp
for solving the problem. Alternatively, you can use some
dynamite to finish them off. There is a portion of the cave wall that seems
weak. Plant the explosives there, and watch it fall down. This prevents the
radscorpions from entering the town. I decided to kill them for the hell of
it, and plus you get more xp and have a chance of making the Radscorpion
cure. (BTW, the explosives are found in Vault 15, which you'll
encounter later). If you go decide and kill them (or
even one), examine one radscorpion corpse and take the tail part of the
radscorpion. Give it to Razlo to make the radscorpion antidote. You'll get
250 xp for that. Be sure to scout out the caves also. You can find 10mm ammo
scattered around the first radscorpions that you'll kill and a
stimpack near the bones in the area with four radscorpions. Behind Razlo and past the curtain is a
man lying on the floor. Use the antidote on him, and get 400 xp. Your
karma will also go up. Also, be sure to talk to Aradesh that you've solved
the radscorpion problem. After you've finished doing everything
that's listed above, try to find one rope. You'll need it for Vault 15.
Seth has one that you can barter for, and there is another one in the
farm. VAULT 15 ======== Notable Areas 1)
Shack entrance 2)
Vault Caves and Entrance 3)
Living Quarters 4)
Command Center Notable Characters 1)
Lots of rats 2)
The Greater Mole Rat (actually there are two) Stuff to get 1)
Stimpacks and a First-Aid kit 2)
Leather Jacket 3)
MP9 Sub-machine gun and Hunting Rifle 4)
Whatever ammo you can find 5)
Dynamite 6)
Frag grenades 7)
Another piece of rope Notes 1)
Kill all of the rats in the area. 2)
Get the Leather Jacket, the 10mm SMG, the Dynamite, and the 2 grenades
on the upper levels. 3)
Get to the Vault Command Center. Details ------- When you enter the vault area, you'll
notice a small shack in the middle of nowhere. Enter it, and you'll see a
manhole. Go down the manhole to enter the Vault 15 cavern. There's not much to tell about here in
this area. Probably the most troublesome thing is the Lesser Mole
Rat, and even he is quite easy to kill. Either attack him unarmed or
with the pistol. The primary goal of this level is to
go to the command center and try to go to the hallway that leads to the main
computer and the overseer pedestal. The passageway is blocked, and you'll
get a message saying that the water chip is nowhere to be found. You'll
get 500 xp for your efforts. (Okay, so no water chip. Still, you
should scour the area just because of the xp, the SMG, and the leather
jacket.) When you enter the vault, kill all of
the rats and get the flares from the locker in the first hallway and some
healing items from the locker in the eastern hospital room. To get to the
second floor, you need a rope. Use it on the elevator, and you can climb up to
reach the living quarters of the vault. Kill the rats in the second floor and
enter the room with the locker, which contains a Leather Jacket and some
rope. In the northern half, there is some FMJ ammo and in one room's bathroom
(the southwestern room) there is a Hunting Rifle (it's hard to see...it blends in
with the floor). Use the rope on the elevator on the right-hand side
and enter the command center. Once when you enter the command
center, there will be a mole rat guarding the area. Kill him. Go to the southern
area, and then go to the eastern side, which is covered with rocks.
Once you reach the area, you will get a message saying that the water chip
cannot be found. You'll get 500 xp.* On the third level in the armory (the
room above the passage which leads to the command center; in other words,
the room with lockers), there are two frag grenades and a stick of
dynamite, a crowbar, and a Sub-Machine gun. In addition, there is some ammo in the
eastern rooms, as well as a first aid book in the library, and some more
ammo in a locker in the library. After you've plundered the abandoned
Vault for any usable items and have killed the rats, head back to Shady
Sands. * One of the FAQ readers, Eric Wills,
has told me that you can receive
200 experience for finding the source of the rat infestation. The
source
can be found in the conference room, just north of the room where the
SMG is. SHADY SANDS (again) =================== Notes 1)
Save Tandi from the Raiders. Details ------- When you first go to Shady Sands
(assuming it is your second time), talk to Seth and Aradesh. You'll find out that
Tandi, the daughter of Aradesh, is missing. You'll have to free her from
the Raiders. When you talk to Aradesh, he'll give
you a spear. If you want more stuff (two stimpacks actually), you can talk
to Razlo and tell him that many people, including yourself, are
looking for Tandi. He'll give you two stimpacks. Afterwards, head for the
Raider Camp. KAHN RAIDER CAMP ================ Rough map
Building
Tents Notable Areas 1)
Several tents 2)
The main building Notable Characters 1)
Garl, the Raider leader 2)
A very terrifed Tandi Stuff to get 1)
See second section of Raiders, located below Notes 1)
Free Tandi from the Raiders. Do this by either killing the raiders or
lockpicking the door and then killing the raiders (if they attack
you). 2)
If you've freed Tandi in a diplomatic manner, go back to the camp
after
you've brought her back to Shady Sands and kill everyone there. Details ------- When you enter the area, do not talk
to any of the raiders yet, except for Garl, their leader. Just avoid them
and enter the main building. If a raider talks to you, try to bullshit
them by saying that you have something to do with Garl, or you're leaving
soon. Garl is the guy in the metal armor.
Talk to him, and try to get Tandi back. You can wrestle him, barter for her
release, talk him out of it, or the straight and forward approach, kill
him. Not every option is available for every character (of course, the latter
one is). Return to Shady Sands to return her home. If you don't, then
she'll be just another NPC. If you decide to fight Garl hand to
hand, he'll hand you his Desert Eagle and his metal armor if you win. It is
quite easy to win; even the starting character Natalia can win. NOTE: If you're male, are wearing
leather armor, and have high charisma and
intelligence (former important) then Garl will think that you're his
father. Adds some neat conversation options. Go back to Shady Sands, and talk to
Seth and Aradesh. NOTE: If you choose to kill all of the
raiders, you won't get any quest
experience for freeing Tandi - in the game, this is considered a
risky maneuver, as it is a bit early to face the raiders in combat.
Mind you, it is possible, and isn't too hard with Ian on your side. SHADY SANDS (yet again) ======================= Notable Areas 1)
See above listing for Shady Sands Notable Characters 1)
See above listing for Shady Sands Notes 1)
Talk to Seth and Aradesh. 2)
Get the reward from Aradesh for freeing Tandi. Details ------- When you enter Shady Sands, talk to
Seth and Aradesh. You'll get a reward of $800 dollars, get some xp, and your
karma will shoot up. If you've missed a quest in Shady Sands, do it
and go back to the Raider camp. KAHN RAIDER CAMP (again) ======================== Notable Areas 1)
See above listing for Khan Raider Camp Notable Characters 1)
Garl, Raider Leader 2)
Petrox, a tough desert raider 3)
Tolya, another tough desert raider 4)
Diana, a tough she-desert raider 5)
Gwen, Garl's assistant 6)
The two slaves -
Various Desert Raiders Notes 1)
Kill everyone except for the two slaves housed in the main building. 2)
Swipe Garl's Metal Armor, the Desert Eagles and Leather Armors. 3)
Get the Shotgun and 40 shells from the refrigerator and the desk. 4)
Acquire as many leather armors as you can from the raiders. 5)
Get the lockpicks from the refrigator. Stuff to get 1)
4-6 Desert Eagle .44's 2)
5-10 10mm pistols 3)
10-15 Leather Armors 4)
1 Metal Armor 5)
2 Molotov Cocktails 6)
Lots of ammunition 7)
Stimpacks and drugs Details ------- When you enter the raider camp, have
your gun (by now you should have a SMG or a shotgun), and make sure that Ian
has a gun (probably the 10mm pistol). Kill all the raiders, and don't
hesitate giving Ian some stimpacks so he can heal himself. Don't be afraid to burst at the
raiders. Just make sure Ian isn't in the way. Make sure you kill Garl, the main
Raider, preferably using the burst mode on the SMG. Steal Garl's metal armor, and you'll have
fairly good defense early on into the game
(normally, you would be buying this at Beth's or Jake's weapon store in the
Hub). If you have the shotgun from Vault 13, that one works well also.
That way, you can give the SMG to Ian. After you kill everyone in the large
room in the main Raider building, you'll free two slaves. 200 xp for
you. Also, be sure to raid the fridge in the building; it has lockpicks,
which you should take if you don't have any. Take all the guns, the ammo, and the
stimpacks. You'll need them, and you can sell the guns you found here in
the Hub for combat armor and some heavy weapons. The extra armors that you can
get are good for trading stuff at the Hub and possibly the Boneyards if
you choose to go there. Head south to Junktown to continue your journey. It is a good idea to give the Ian the
.44 Desert Eagle and all the ammo right now. He'll make a good shot with
it. JUNKTOWN ======== Rough map
Casino
| Crash house / Killian's store
|
|
Entrance Notable Areas 1)
Entrance 2)
Crash House and Killian's store 3)
Casino and Skum Pitt Bar Notable Characters 1)
Lars, the leader of the guards 2)
Killan, mayor of Junktown 3)
Doc Morbid, doctor of Junktown 4)
Tycho, another NPC that you can pick up 5)
Gizmo, crook and casino owner; wants Killian dead 6)
Neal, Skum Pitt owner 7)
Marcelles, Crash House owner 8)
Sinthia, Crash House customer who gets held hostage by a raider 9)
Vinnie, leader of the Skulz, wears a leather jacket 10) Phil, Junktown dweller who has dog
problem 11) Dogmeat, dog who is annoying Phil;
joins you 12) Ismarc, singer at the Skum Pitt 13) Saul, a Junktown boxer 14) Trish, the waitress at the Skum Pitt -
Junktown Guards Stuff to get (and as a reward) 1)
Hunting Rifle 2)
Mauser 9mm 3)
Rewards - Choose either:
- Shotgun with shells (if you haven't gotten it yet)
- Stimpacks (preferred option) Stuff to barter for 1)
Stimpacks Notes 1)
Meet up with Killian, and kill Kenji, the assassin that the casino
owner
has sent. 2)
Meet Gizmo (the casino owner) instead and kill Killian. Crosses out
other quests, though. (This info is not included in this FAQ.) If you
do
decide to kill him, you'll end up killing the innocents and guards who
inhabit Junktown. 3)
Lockpick Killian's safe. 4)
Help Lars bust the Skulz gang. Alternatively, you can do this
yourself,
but the latter option takes a long time. 5)
Save Sinthia from the crazed raider. 6)
Recruit Tycho and Dogmeat in your ranks. 7)
Straighten the deal out with Saul and his girlfriend. 8)
Optionally kill Doc Morbid and his guards. Details ------- When you enter the town, be at all
costs unarmed and enter at daytime. Junktown takes the law very seriously.
There is a guard whose name is Kalnor
who is guarding the entrance to Junktown. If you have high charisma
and speech skill, try to bullshit him around, saying that you have to
enter the city now. Otherwise, you have
to enter at 6:00 A.M. (It really doesn't
matter; all the businesses are closed at 6:00 A.M anyway. You can go in, and
rest until 8:00 A.M) Also, speak with Lars, the sergeant of the
Junktown guards. Go to the Crash House area, and enter
Killian's store. Talk to him, say that you're new, and be on the
friendly side. After the conversation, an assassin pops out and tries to kill
Killian. Help kill the assassin. After the assassin is dead, Killian
will speak to you, and agree to help him bust Gizmo (specifically why Gizmo
wants Killian dead). Talk to Killian again and engage in a
conversation about Junktown, and then ask about other towns. Be sure to ask
about Necropolis. Equip the tape recorder in your active
item slot. Go to the Casino area, and talk to Gizmo. He's the gigantic
fat guy sitting in the chair, way up north in the building. Talk to him.
Tell him his assassination failed, and that you'll do the job. But ask
him why he wants him dead, and then say that he will be dead before
sundown. After that ordeal, go talk to Killian. Tell him that you have the
confession, and he will offer you three things: A shotgun and 100
shells, a suit of Leather Armor, or a Doctor's Bag. Take the shotgun, and
say you want to help kill Gizmo. Go back to the Junktown entrance,
speak with Lars, and tell him that you are ready to kill Gizmo. You will be
instantly transported to his office. Gizmo will fire at Killian, Lars will
fire at Gizmo's assistant Izo, Izo will attack you, and you should attack
Gizmo. You'll get heaps of xp for the fight. Rest until the evening, and enter the
Skum Pitt, a bar on the north-east side of the casino area. Speak with
Tycho (discription says he has a gas mask) and tell him to join your group.
After you get Tycho, speak with Neal, the bar owner. Moments later, a
Skulz ganger will attack the Skum Pitt's bartender. Neal, the owner of
the bartender, will blow the Skulz ganger who attacked the bartender
away. You can pick up a leather armor from the dead ganger to trade
later. NOTE: It is possible for Tycho to
teach you survival skills. Ask about
his trip from Nevada to California and how did he survive the
dangers. Also, Tycho will only join you if you've accepted the
quest to kill Gizmo for Killian. NOTE: If you want to kill the two
Skulz punkers, talk to the Skulz
whose description reads "a man with filed teeth." He'll
probably
attack you. There is a guy wearing a cap a bit to
the north of Tycho. His name is Ismarc; tell him that you like his
singing, and ask if he has been to other places. Ask for directions to the
Boneyards (or Adytum) as well as the Brotherhood of Steel and the Hub if
you haven't done so. Save, and go to the Crash House. Go to the Crash House and rent a room
for one night. Say that you want to sleep until the morning. After you wake up,
a raider is holding a hotel customer hostage. Save the game, enter the room,
and attempt to talk to the Raider. Keep assuring him that you have his
trust, and he'll let Sinthia go. You'll get 1000 xp. If the raider won't gain your
trust, then you'll have to give him $100 or so, which generally works for all
characters. NOTE: It isn't a good idea to save
between the conversation. Once, I gained
his trust, saved the game, and after I talked to him, he blew Sinthia
away. Now, go back to the casino area, and
back to the Skum Pitt. There is a door on the right side that is unlocked;
enter the bar from there, and steal the item that looks like a trophy. It is
an urn that holds the ashes of Neal's late wife. It is on the large desk
where Neal usually is during the evening hours. After you steal Neal's urn, go back to
Gizmo's casino and go to the room where he normally is. Take the
iguana-on-a-stick from his desk and head to the southeast corner of Junktown in
the casino area. You should see a man (Phil) being terrorized by a dog
(through dialogue; Phil also has a woman in leather armor to his left).
You can talk to the man and he'll ask you to take the dog away. Use the
iguana-on-a-stick on the dog and he'll join you. Another way is walking
towards him with the leather jacket on and he'll come and join you. Go back to the Crash House, and enter
through the doorway at the back. Speak with the Skulz in the leather
jacket, tell him you have the urn, and then say that you'll wait to kill Neal
later. Head back to the entrance, speak with
Lars, and tell him about the Skulz, and offer to kill them. You'll be
transported to the bar, and you'll have to kill the Skulz with the help of a
few Junktown guards. (There is this one female Skulz that sometimes runs away,
and killing her might be the hardest thing.) After the fight, save the
game, enter the Crash House area, and rest until morning. Go to Killian's store
and open the door that is normally locked. Use the lockpicks on his safe,
and after you pick the lock, you'll get 500 experience. Killian won't care
even if he is standing next to you. Go to Lars you'll get 500 experience
for killing the rest of the Skulz. After you've killed them, return
Neal's urn. If you want, you can go to the Casino area and go to the boxing ring.
Speak with Saul, the boxer wearing the leather armor. Keep on talking
about Junktown, and if you get the
option, ask about Trish. You can straighten
some things out between them. Be sure to tell Saul about Trish's views on his
boxing; this helps their relationship and you'll receive 250 experience. NOTE: There is a nonviolent way to
disband the Skulz (albeit much longer).
You will need extremely high intelligence in order to complete the
quest.
You probably have noticed a female Skulz member standing outside of
the entrance of their hideout. Her name is Sherry. Talk to her twice,
and when you talk to her for the second time, ask her about her
hobbies
and interests, and then convince her to leave the Skulz. Wait a week
later and then get her to accuse the Skulz for the various crimes that
they have committed. Tell Lars to break up the gang. However, you
won't
get the chance to fight them. Before your way out, you can go and
kill Doc Morbid and his guards without agitating the cops. You'll get some
experience, and you can get lots of stuff from his dead guards and his
lockers. You might need to lockpick the lockers to open them.
Unfortunately, these killings lower karma. Now that you have finished with Junktown,
head for the Hub. NOTE: You can engage in a money
extortion scheme between Doc Morbid and an
entrepreneur in the Hub. To do this, head to Doc Morbid's office,
and then, go to the basement. Talk to the midget standing beside the
ice chest. Tell him that his boss sent you, and then tell him that
you're here to get the body parts. Tell him that you're leaving
afterwards. Leave Junktown for the Hub.
At the Hub, go to the downtown area, and talk to Iguana Bob. Tell
him that you know that he buys human parts from Doc Morbid, and
afterwards ask him about his secret ingredients (alternatively you
can scream out that his prime choice cuts are made out of people).
He'll tell you to quiet down, but counter that by threatening to
turn him into the cops or by directly blackmailing him (the former
choice also leads to blackmail). You can get up to $200 / 5 days
initially, but you can increase your payment to a much higher
amount (this is dependent on your speech skill; in addition, each
time you demand a raise, your karma will drop down by two points). THE HUB ======= Rough map
Entrance
|
|
/ Merchant center------------Old Town
/ |
/ | Heights | |
Water Merchants / COC Hospital Notable Areas 1)
Entrance 2)
Merchant Center 3)
Old Town 4)
Heights 5)
Water Merchants 6)
The Underground Notable Characters 1)
Decker, the criminal leader 2)
Kane, Decker's assistant 3)
Beth, gun shop owner, likes to gossip around 4)
Butch, owns Far Go Traders 5)
Rutger, Butch's assistant 6)
Demetre, owns Crimson Caravan 7)
Keri, Demetre's assistant, has sex with you if you're male 8)
Sheriff Justin Greene, keeps the law; he'll be on your side when you
kill Decker 9)
Deputy Fry, police officer in the entrance of the Hub 10) Loxley, leader of the Thieves'
Circle 11) Jasmine, Loxley's assistant 12) Jake, heavy weapons merchant 13) Vance, drug dealer at old town 14) Hightower, owns water merchants,
quite rich 15) Jain, Children of the Cathedral
priestess 16) Harold, the old mutant at Old
Town, has seen Deathclaw 17) Slappy, crazed uncle of Beth, knows
where Deathclaw is 18) Irwin, his house has been taken
over by raiders 19) Mitch, owns the General Store (or
All-In-One store) 20) Mrs. Stapleton, Librarian 21) Lorenzo, loan shark, owns Friendly
Lending Company -
Police guards (dressed in metal armor and combat armor) -
Guards for the Far Go Traders, Decker, Hightower, and Jain -
Caravan Drivers/Guards -
Townsfolk -
Skags (only in Old Town) Stuff to get 1)
Cathedral Robes (probably THE most important item) 2)
Chemicals in Cathedral Armory, most notably the super stim, other
stimpacks, RadX's, RadAway's, and any Psychos you get plus the
Hunting Rifle 3)
Hightower's Necklace 4)
Any stimpacks or guns found off of Hightower's and Jain's guards 5)
Spiked Knuckles (later - see
Hub Revisited) 6)
.223 Pistol (ditto) Stuff to buy 1)
Combat Shotgun 2)
Sniper Rifle 3)
Combat Armor 4)
Books if your small guns, science, outdoorsman, and repair skills are
below 75%. Beware that they can get very expensive. 5)
10+ Stimpacks 6)
Ammunition (be sure that you have something like 200 rounds for the
shotgun, 50 for the sniper, and loads of 10mm JHP for the SMG if
you like spraying bullets) Stuff to sell 1)
Your leather jacket and your 10mm Pistols for the books 2)
Your leather armors, metal armor, and shotgun for combat shotgun
and/or
sniper rifle 3)
Your Desert Eagles for stimpacks, extra books, extra ammo 4)
Your SMG and maybe a Desert Eagle for the 14 mm Pistol 5)
Your .44 JHP / FMJ ammo, extra armors, first-aid kit and doctors bag
for
either very large weapons and / or an extra two pairs of dynamite if
you
can't get the robes (lockpick the door). Also useful for buying the
books. 6)
Your SMG and its 10mm ammo after the brawl with Decker Notes 1)
Enter unarmed, and do not enter combat. 2)
Gossip around and buy items from the General Store, books from the
librarian, small arms from Beth, heavy weapons from Jake, and drugs
from Vance, the drug dealer. 3)
Solve the caravan problem and kill both the deathclaw and the mutant. 4)
Kill Darren Hightower, the eccentric rich person and steal his wife's
necklace. 5)
Kill Priestess Jain and her minions. 6)
Turn Decker into the cops. (Post-Brotherhood). 7)
Go to the Thieves' Circle in Old Town, and get the lockpicks and
electronic lockpicks. 8)
Help Irwin by killing the raiders that have invaded his home. 9)
Rescue the lost Brotherhood initiate (Post-Brotherhood). 10) Optionally work the caravan
routes. Details below. Important note on the Hub ------------------------- The Hub has many quests, and they can
be done in any order. Here is a list on the preferable route: - Jake for the weapons/armor at Old
Town. Be sure you buy the rocket
launcher, all of the explosive rockets, combat armor from that guy. - Mitch (general store, north of FLC
building) for 2 RadX's and 2
RadAways. - Kill the FLC. - Decker for quests to kill Jain and
Hightower. - Kill Decker for the Hub police. - Irwin for .223 Pistol - Butch for the caravan quest. - Loxley for the electronic lockpicks - Brotherhood of Steel for Power
Armor, Vree's tape, weapons
and optionally Glow quest if you couldn't pick the lock. In the walkthrough, this is how it is
covered: - Kill FLC - Get .223 Pistol - Start caravan quest - Jake for weapons/armor - Finish the first part of the
Thieves' Guild - Finish caravan quest - Get Decker's jobs and finish them - Loxley for electronic lockpicks - Kill Decker for the Hub police - Brotherhood/Glow - Brotherhood (give Cabbot the Glow
holodisc) - Hub (missing Brotherhood initiate) NOTE: Do not complete the Thieves'
Guild quest before you attempt
Decker's quests. In other words, do Decker's quests first
before attempting the Thieves' Guild quest. The Guild doesn't
want Hightower dead, but Decker does. If you do accept their
quest, then Kane will not hand out your payment for killing
the Hightowers. In addition, if you have high steal
skill, you can go and steal the guards' weapons, ammo, and stimpacks.
There is a guard in metal armor who has an assault rifle that you can
steal, and a couple more who have combat knives. But then again,
you have all of those weapons from the Raiders that you can trade for
better weapons. Information for the caravans is below
the walkthrough. Details ------- When you enter the Hub, you'll see 4
caravans. Further down south, there are a couple of buildings, and several
armed policemen. Head south to the merchant market (or downtown, as it is
called on the town map). Enter the FLC building and kill off Lorenzo and
his guards (a better way is getting a loan from him and then killing him
afterwards). Loot his body and his lockers to get lots of cash. Afterwards, continue going east until
you go to a new area, Old Town. Go east, past the abandoned warehouse, and
enter the building directly to its right. Talk to Jake, the guy wearing Metal
Armor. Ask him about radiation and then buy a combat armor, a combat shotgun and a
sniper rifle along with their respective ammunition plus some .44 FMJ ammo.
(Trade in your old old leather armors, metal armor, all desert eagles (except for
one), shotguns, etc. for the items.) Give Ian the Desert Eagle and the ammo and give
Tycho the sniper rifle. Keep the combat shotgun for yourself and then put on
the combat armor. After you have equipped yourself, head eastward until you get
to a warehouse that has guards and a man wearing a leather jacket standing in
the center. Talk to him and buy two RadX's, one RadAway, and some stimpacks using
any excess inventory that you might have. Head back to the merchant market. First off, it is time to help Irwin.
Irwin is in a dilapidated shack to the southern end of the merchant
market. Talk to him and offer to kill the raiders in his home. Kill all of
the raiders and optionally raid their corpses. After you've done so, head
back to the merchant market and talk to Irwin and tell him that the raiders
are dead. He'll give you a .223 Pistol. NOTE: You'll need high karma to
complete the quest. To be on the safe
side, it is a good idea to have a karma of 18 or higher. Now it is time to pacify the FLC.
Their bulding is on the southwestern end of the merchant market. Go in the
building and talk to the loan shark, Lorenzo. Ask to borrow some money.
After you borrow the money, kill him and his guards. Afterwards, lockpick his
safe and get all the loot. Go to the eastern end towards the Far
Go Traders. Talk to the man in leather armor and accept the job to find the
missing caravans. Afterwards, talk to Butch. Accept the job from Butch, and
then head towards the gun store in the central quadrant of the
merchant maket. Talk to Beth and ask her about the Deathclaw. Keep on asking
about it until she tells you that Harold has seen it and that her uncle Slappy
mumbles about it sometimes. Now it's time to go to Old Town. Head
towards the eastern side of the merchant market to go there. When you
go to old town, head eastward and go to the building to the northern
side (it has guards in it). Talk to Jake, and trade all of your excess
leather armors for a combat shotgun, combat armor, a sniper rifle, and some
.223 FMJ ammo (and some stimpacks as well). Give the sniper and the .223
FMJ ammo to Tycho. Also while you're in Old Town, head to the central
building occupied by some skags (the building has two rooms, one huge one
and a little one with a stairwell leading to the basement). Go down the
stairwell. You'll enter the hideout for the
Thieves' Circle. Lockpick all of the doors using your lockpicks. After you
get in, talk to the man in the leather jacket (he's to the south).
Accept the job to find Hightower's necklace. On your way out, talk to
Jasmine, the woman in the leather armor standing beside the doorway.
She'll give you another set of lockpicks as well as some flares and a
nuke-a-cola. Go to the south of Old Town and enter
the building with the man in the green shirt walking around. Talk to
him and ask him about the Deathclaw. (He's Slappy.) He'll send you to
Harold, the mutant. Give Harold $5 and ask him about the Deathclaw. Go back
and talk to Slappy and ask him to take you to the Deathclaw caverns. When you go in the cavern, you'll
automatically get 800 xp. Head to the east, and then south until you
reach the Deathclaw. Kill the Deathclaw by using targeted shots to
his eyes using the .223 Pistol. After the deathclaw has been killed,
kill the dying super mutant at the end of the cavern. Get his radio
(if you don't have one) and his holodisc. Be sure to read the
holodisc. Afterwards, head back to the merchant market. Enter the Far Go
Traders building and tell Rutger and Butch that the mutants were casuing
the caravan disappearances. If they don't buy it, tell them that
you killed the Deathclaw and that you have evidence that it was the
mutants. Now, with your money, you can stop at
the General Store to buy some books and some anti-radiation drugs. Buy a
tool and get some RadX and preferably some RadAway. There is also a library in the
merchant center that has an unlimited supply of books. Unfortunately, the prices
are very high. You can get science books, repair manuals, gun magazines, etc.
there. It is better to buy the books from the General Store shopkeeper.
However, the latter doesn't have an unlimited supply. The books can raise
science, outdoorsman, first aid, and repair skills up to 91%. You need
to raise Science to about 80%, while Repair at 45% is okay.
(Actually, you don't need to, but it is a good idea to.) You can also go to the Crimson Caravan
(its on the northwest side of the merchant center). You can loot the
desk and get lots of powerful drugs. If you're male and want to have sex
with his assistant, talk to Demetre (he's the guy with the leather jacket
and the white undershirt). Accept the job offer, and he'll send you to
Keri, who is on the left room of the Crimson Caravan building. Talk to Keri
and tell her that you're interested in her. She'll give you three
buffouts. NOTE: You'll need seven Charisma to
screw Keri. Afterwards, go back to the merchant
center. There is a bar called the Maltese Falcon on the west side. When you
enter, you'll see a man whose name is Kane (he is guarding the southern door).
Talk to him, and ask to be taken to Decker for jobs. When you are taken to Decker, he'll
give you the quest to kill Darren Hightower. He will offer what is
standard Hub pay: $500 up front for accepting it, $2000 for finishing the
job. Darren Hightower is a rich guy who is
head of the water merchants. He has his own guards and mansion. The
Heights, the area in which he lives in, is located to the west of the merchant
center. Go through there, and kill all inhabitants there. They won't give
you too much trouble, since you have at least the metal armor and the
shotgun that you have gotten from Junktown. Kill everyone and disarm the traps and
lockpick the footlocker in the building that Hightower is in. Steal
the expensive necklace in the locker, and DO NOT SELL OR TRADE IT AT ALL
COSTS!!! You'll need the necklace to get the electronic lockpicks, which in
turn are needed to get the powered armor quickly. (You might need some
regular lockpicks to open the locker; if you don't, skim on down until you
see Thieves' Circle. If you have them, you can use them right now.) Go back to the Maltese Falcon and talk
to Kane. You'll be taken back to Decker, and he'll give you the $2000.
Next, he wants Jain, a COC (Children of the Cathedral) preist dead. This
may seem a bit odd, but it is imperative that you do this!!! Go down south in the merchant center,
and go to the water merchant's area. You'll see a building with radiation
signs on a red flag. Enter it. There is a child there; annoy her a bit
about the flower (don't buy it from her). Ask her about the holy flame, Lasher,
etc. You might have to do this about three or four times to get her to
leave. (Why get her to leave? The entire Hub will be against you if you attack
her.) A good idea is leaving Ian and Tycho in the merchant center (tell
them that they can leave, but then talk to them again to get them back). Ian
killed the kid once. After you get the child to leave,
there is a woman in purple robes (Jain). Save before talking with her (fairly
interesting conversation paths). You can also say what you want to her,
since the objective is to kill her (My favorite was when I was pretending to
be a COC member and at some point on, telling her that her "cups were
overflowing with enlightment." :) Afterwards, just kill Jain and her
guards. Two of them have Desert Eagles and are a bit on the hard side, but
don't have much armor. You should easily win with metal armor. NOTE: Apparently, if you kill the
Master, Jain is free from the Master's
control. More importantly, there is a locked
door to the northwest corner of the building. Hone your lockpicking skill
here; try about three or four times to get the door unlocked. If your
lockpicking skills aren't good, come here after you go to the Thieves' Circle
(see below). The room contains many things,
including armor, stimpacks, drugs, a rifle, and some purple COC robes. Take the
COC robes. Even though they are pitiful when it comes to arming yourself, the
robes serve an entirely different purpose, which you'll find out. In
other words, PLEASE KEEP THEM!!!!!!!! Go back to the merchant center, and go
to the police department. Talk to the cop in metal armor, and tell him
that Decker told you to kill Jain or the Hightowers. The cop will get mad,
and he'll ask you to help lead the assassination of Decker. He'll offer
you again what is standard Hub pay: $300 up front, $1000 for completing
the job. The details of the fight are below. You'll also get a boost to
your karma and a lot of experience. When you are ready, prepare yourself
for a good fight. Decker has got Kane and a few other cronies with him. They
all have some strong melee weapon and are all clothed in some type of
armor. Luckily, you've got two cops and Ian and Tycho on your side. But be
ready...both of your NPCs are liable to death. If you are not equipped in
combat armor, then you might be too. Have at least a shotgun ready, and
have about 10 stimpacks to be on the safe side. After you've killed Decker,
talk to Justin Greene to get your salary. Now it's time to go to the
Thieves' Circle to return Hightower's necklace to Loxley. Go there. Speak with Loxley again and give him
the necklace. He'll direct you to Jasmine, who will then give you the electronic
lock picks as well as lots of money. More experience for you. Leave Old Town, and go to the
Brotherhood. If you do not know the location, it is on the left of the Hub, past the
mountains. Save if you do not know, find it, reload the game, and go to
the location (it won't be on the map, but you should know the area in which
it is located. It will appear on the world map as an unknown location.) Caravan Notes ------------- The Hub, of course, is a big merchant
trading center. It is only natural to find caravan companies there who
want to hire extra guards. It is a good idea to take a caravan to
Necropolis, Brotherhood of Steel, or the Boneyards if you don't know where the
cities are located. Here is a list of the two caravans: - Crimson Caravan:
Their pay is $600, and they leave on the 3rd and the 17th of every
month. They
go to the Brotherhood of Steel, Junktown, Necropolis, and the
Boneyards. The
company travels on dangerous routes, so it is a good idea to have
something like
a combat shotgun and metal armor ready. If you return to the Hub with
them, you
get an extra $600. To get the job, talk to Demetre, accept the job,
and then
to Keri. - Far Go Traders:
Their pay is $400, and they leave on 8th, 18th, and 28th of every
month. They go
to the Brotherhood of Steel, Junktown, and the Boneyards. The company
travels
on safe routes, so you don't really need much combat gear - probably
metal armor
and a shotgun max. If you return to the Hub with them, you'll get an
extra $400.
To get the job, talk to Rutger, accept the job, and then talk to the
caravan
driver in the left side of the Far Go Traders building. - Water Merchants:
Their pay is $200, and they leave on the 1st, 5th, 10th, 15th, 20th,
and 25th of
every month. They go to the Boneyards and Junktown. The company
travels on
extremely safe routes, so having combat gear isn't always necessary.
Like the
other caravans, you can go to the Hub with the company for an extra
$200. To get
the job, talk to the caravan leader in the Water Merchants building,
accept the
job, and then talk to the caravan driver who is standing outside of
the building
with the brahmin. The Water Chip -------------- If you're pressed for time (i.e., you
don't have the water chip and time is about to run out), you can buy one
hundred days' worth of water sent to Vault 13 for $2000 from the water
merchants. Even though this move gives you experience, the mutants will be
able to locate Vault 13 faster. You'll only have 400 days to destroy the
mutant threats, opposed to 500 if you don't get the chip. I think the 1.1 patch
removes both of the dates, but the 500 day limit will be removed with
the patch. If you want to find the water chip, go
to Necropolis (with your combat armor) and get the water chip after
you accept the quest to get a special item from the Glow. Instead of going
to the Glow, go to Necropolis first and get the water chip (optionally
return it to Vault 13), and then go to the Glow and back to the
Brotherhood. BROTHERHOOD OF STEEL ==================== Notable Areas 1)
Entrance 2)
Building (Levels 1-4)
- Armory & Training rooms (Level 1)
- Medical area and initiate's rooms (which includes your room) (Level
2)
- Library and Armor / Weapon mechanics, Knight's Quarters (Level 3)
- Governing council and Elder area (Level 4) Notable Characters 1)
Cabbot, initiate and front door guard 2)
Darrell, front door and only guard wearing airtight helmet to Power
Armor 3)
Jennifer, a paladin who is standing guard at the entrance on
Level 1 (Level 1) 4)
Rhombus, head paladin (Level 1) 5)
Talus, Rhombus' second-in-command(Level 1) 6)
Michael, quartermaster, fills out orders from stockroom (Level 1) 7)
Thomas, Talus's premier student 8)
Medical Doctor (Level 2) 9)
Jerry, your roommate (Level 2) 10) Vree, head scribe (Level 3) 11) Sophia, teaches initiates
Brotherhood history (Level 3) 12) Kyle, Power Armor mechanic (Level
3) 13) General Maxson, the high elder
(Level 4) 14) Mathia, Maxson's personal guard
(Level 4) -
Brotherhood Guards (in Power Armor) -
Brotherhood Initiates -
Scribes (in light purple robes) -
Brotherhood Elders (in blue robes) Notes 1)
Attempt to pick the Brotherhood entrance with your electronic
lockpicks. 2)
Get 'Ruins of the Ancient Order' quest from Cabbot. (if you couldn't
pick the lock to the entrance with electronic lockpicks) 3)
Get the quest to free the Brotherhood initiate in the Hub. 4)
Watch the training where Talus is. You'll get a bonus to your melee
and unarmed skills plus receive 500 experience. 5)
Speak with Vree about mutants and ask her for the computer course.
Also, get the holodisc and read it. 6)
Speak with Kyle and get the systolic motivator from Michael
or Rhombus for the Power Armor. 7)
Repair the Power Armor. Details ------- When you enter the Brotherhood, you'll
notice two guards in really neat armor. This is Power Armor. Speak with Cabbot, the guard on the
left. Ask about joining the Brotherhood, and he'll give you the quest to find
the 'Ruins of the Ancient Order', or the Glow. Ask Darrell for directions
to the Glow and other general questions about the Brotherhood. NOTE: If your character has extremely
low intelligence (3 or less) Darrell
will give you a free RadX pill. Use the electronic picks on the front
door. If it doesn't open, try several times. (It is a good idea to have 65%
skill. I got it open after several tries.) When it does, run right
through to enter the building. (BTW, enter the building in a heartbeat because
the door will be locked on subsequent visits and you can enter directly
through the first floor, and plus, the guards in the interior of the
Brotherhood bunker will think that you've completed the quest.) ------------------------------------------------------------------------ Okay, so your lockpick skill sucks and
the electronic picks don't work. You'll just have to go to the Glow. Go
to the Hub, and barter for two RadX's and a rope. Leave the Hub and
go to the Glow. Right before you are about to enter it, use the RadX's. When you enter the Glow, there is a
huge crater in the middle of the screen. On the edge of the crater,
there is a metal bar. Use the ropes on the bar, and descend down. Go
south, make a right, and then head on north until you get to the room with
the dead Brotherhood soldier in Power Armor. Examine his body and get
the tapes. Leave the Glow and head for the Brotherhood. When you get to the Brotherhood, read
the tapes for 100 experience. Talk to Cabbot and give him the tapes. The
door will be unlocked and you will also receive 1500 experience points. If you want more information on the
Glow, skim down and read the dedicated section for the Glow. ------------------------------------------------------------------------ In the building, you have to speak with
Talus. Go on the hallway to the right of the screen, and proceed to
the room to the south at the end of the hall (the one with the bunch of
recruits in combat armors). Talus is the only one in the room with power
armor. Speak with him, and ask him about weapons. He'll fill out three
scripts of any ammunition you want, plus a suit of Brotherhood Combat
Armor. (Not as good as the power armor, but certainly not the worst.) Speak
with Talus again, and ask for more weapons. He'll hesitate, but beg him
and he'll give you the quest to free the lost Brotherhood initiate. (BTW,
you'll need high karma to be given the quest. Also, don't tell him that
you'll climb the world's largest mountain - you won't be given the quest.) Also
watch the training going on; you'll get a bonus to your unarmed/melee
skills and some experience. NOTE: There's a storage room with a
door that's locked; it's a bit to the
north of the training room (where Talus is). Don't try to open the
door with or without lockpicks; the guards will come and attack you
and you will have to kill all of the Brotherhood members. Time to get yourself Power Armor. Go
on the third level, and go to the room on the bottom right. (It should
have a broken suit of power armor and two people in combat armors.) Speak to
the person by the dismantled Power Armor (that's Kyle.) Ask him why this
suit is broken, and he'll send you back up to get a systolic motivator.
Save the game. Go back to the first level, and speak
with Michael (the guy in combat armor above the room with Talus). Ask him
about the systolic motivator, and tell him that "ordinance needs it or
it will be my ass." Michael will believe you, and will give you the motivator.
(Only works with characters who have high speech skill and/or high
charisma.) If you tell him that you need it for the broken Power Armor, tough luck
- he'll hesitate. You can also beg him, and he'll give one to you. If your speech skill sucks, go in the
room with one person in power armor. That is Rhombus, the leader of the
Paladins. When you go in, sneak in the locker and get the systolic motivator.
Rhombus will catch you, but beg him to let you go. He'll say that he
will forget about this moment. (Don't bother him again; he will expel you
from the Brotherhood.) After you have gotten the part, go
speak with Kyle again. He'll soldier it in, but the suit needs repairing. (75%
Repair, high luck, or 50% repair with tools does the trick.) After you
repair it, the suit will be on the floor. Pick it up and equip it! (Power
Armor weighs 85 pounds, so you may have to drop your armor and weapons, or put them in your
Brotherhood room on level 2.) If your repair skill sucks, read the
manual that goes along with the Power Armor. If it still isn't 75%, then
you'll have to get the quest to find the missing initiate from Talus, and then
ask for the Power Armor. Repeated tries with a low skill and a tool have
also worked. Go to Vree on the third level. Ask her
about technical information, and then as her what is causing the mutations.
Ask her why she says what she says and then ask her for proof. Afterwards,
ask her how to read a holodisc and she will offer you a computer course.
She'll give you a holodisc about the mutant autopsies and the course will increase
your science skill by 15%. Read the holodisc, and do not give it away AT
ALL COSTS! Leave the Brotherhood, and go to the Hub. (If you're having
difficulty getting the disc, you might be able to steal it from her - she has two
copies.) BTW, if you're radiated or need
healing, go the doctor on the second floor to heal yourself. Character Upgrade Notes: - The doctor on the second floor can
increase any of your main skills
(except for charisma or luck) by one for lots of money. The operations
last up to three weeks, so it's a good idea to get the water chip
before completing the operations. Here's a table on how much each
operation costs:
- Strength : $2000, 3 weeks
- Perception : $4000, 1 week
- Endurance : $3000, 1 week
- Intelligence: $6000, 3 weeks ($3000 for characters with bad
intelligence)
- Agility : $5000, 3 weeks THE HUB (revisited) =================== Notable Areas 1)
See on earlier Hub section Notable characters 1)
See above Notes 1)
Free the Brotherhood initiate 2)
Complete any previous quests that you haven't completed Details ------- Now that you have your hands on some
good old power armor (erm, Brotherhood for those without luck and repair),
can complete many quests now. Now, even with your power armor on or
not, first thing is to go to Old Town. There is a shack with some
guards. Kill all of the guards with a shotgun or combat shotgun. Be prepared
for a good fight: Ian and Tycho both need good arms. (Before the
fight, you can sell all of the leather armors, the metal armor, the Desert
Eagles and their ammo, and the 10 mm pistols for some good weaponry. For
instance, I bought a combat shotgun for myself and a sniper rifle for Tycho
with just the leather armors. I gave the SMG I got from Vault 15 to Ian.
You can also sell your old shotgun for some ammo.) To kill the guards, talk
to one of them. You'll enter combat immediately. If you feel real high
& mighty, you can go up close and personal with the combat shotgun and
burst them to pieces. (Note that burst takes 3 shells, but is one bitch to
avoid... use it whenever you can give the shots to the opponent "Up
Close & Personal." ) Talk to the man in the green shirt
(use the lockpicks). After you've picked the lock, speak with him and tell him
that you're an initiate. He'll thank you and leave. Save before going to
the Brotherhood. (BTW, it's a good idea to re-supply for ammunition and
chemicals before you leave.) BROTHERHOOD OF STEEL (revisited) ================================ Notable Areas 1)
See above section on Brotherhood Notable Characters 1)
See above section on Brotherhood Notes 1)
Get reward for freeing the Brotherhood initiate. 2)
Get the quest to scout the northern area for Maxson. Details ------- Go to the first level and speak with
Talus. Tell him that you have finsihed the quest, and ask him for your
reward. Pick whatever you want. (Choose Power Armor if you don't have it.) Go to the fourth level, speak with
Maxson, and talk to him about the war, mutants, etc. and offer to scout the
area to the north for free. If have not done so yet, ask for some weapons.
Go back to Level 3 and ask Vree about the mutants and get the holodisc
if you haven't done so. Go to the outside Brotherhood entrance
and save the game. Leave the area, scout to the northwest, and enter the
area enclosed in the green circle. This is the Military Base. -------------------------------------------------------------------------- If you want to complete the Military
Base/Cathedral, this is the checklist that you should follow: 1. Ditch your NPC's. 2. Have the COC robes and Vree's
Mutant Autopsy Disk with you. 3. Have the sets of both standard and
electronic lockpicks with you. 4. Don your Power Armor and put your
combat shotgun in one of your item
slots, but you shouldn't let it be in your active item slots. *
(The above only applies for infiltration approaches) 5. Ignore number one for the cowboy
military base approach. Your NPC's will
be dead anyways. If you're intending on going to Necropolis for the
water chip or want to complete the Boneyard level, then don't worry
about
ditching your NPC's. Or you can leave them outside and pick them up
after you've wiped out the mutants. -
You have to ditch the NPC's for the infiltration approach because the
Super Mutant guards will come and attack you if you have NPC's with
you. -
Simply destroying the mutant threats will allow you to beat the game.
You need not find the water chip! -
You can finish the Military Base first or the Cathedral (either way
is okay). -
If you don't have the robes, go to the Cathedral first. --------------------------------------------------------------------------- MILITARY BASE ============= Notable Areas 1)
Entrance 2)
Military Base
- Level 1, computer building, small barracks
- Level 2, armory 3)
Fortress
- Level 3, holding pens
- Level 4, vats and lieutenant's quarters Notable characters 1)
Mutant guards, BS them by saying that you are either a special mutant
or
that you're with the Cathedral. 2)
Flip, large mutant 3)
Krupper, another large mutant 4)
The Lieutenant of the mutant armies -
Super Mutant Guards -
Nightkin (outside the base) -
Children of the Cathedral technicians Stuff to get 1)
Key to arm nuke in the Cathedral Notes 1)
Fake out the mutants with the radio distress signal. 2)
Either infiltrate the base with the robes, or be high and mighty,
taking
out everything out with the "cowboy" approach. 3)
Hack the computers and disable the security systems. 4)
Blow up the base, of course. (With the correct security code) NOTE: If you want 1500 experience
points for scouting out the base, head
back to the Brotherhood after you find it or destroy it. If you do
destroy it, you will lose your chance to obtain three crack assault
paladins.
To get the three assault paladins, first speak with Maxson about the
rumors about a future war. Offer to scout the north for free. You can
also get a free weapon from Mathia as well. Before you leave the
Brotherhood for the Military Base, speak with one of the elders, and
offer to scout the area to the northwest.
Go to the Military Base and come back to the Brotherhood. Talk to
Maxson, and tell him that being on the defensive isn't a good
strategy.
You'll be buzzed into a Brotherhood Elder meeting, and you will be
offered three crack assault paladins who will help you clear the
mutants
standing guard outside of the base. You'll receive an extra 1500
experience
for getting the paladins.
Details for the *pseudo* James Bond
approach -------------------------------------------- When you enter the military base, save
the game. For this mission, don your Power Armor
and take out any weapon in your active weapon slot. Equip your radio
in your active slot. Walk your way up, and the guard will catch you. Tell him
that you are either a special mutant or you are a member of the Cathedral.
He'll believe you. (This works with characters that have relatively high
speech skill.) Now, use your radio to draw off three
of the four guards. Here is the complete conversation: (you'll also
get 1500 xp for drawing them off if you succeed) Radio: Command to patrol, command to
patrol. What is your status? Over. You
: Command, we are under attack by a large group of armed humans.
Request assistance. Over. Radio: Understood, patrol. What are
your coordinates? You
: 4 miles, south-southwest. Radio: Understood, patrol. We are
sending reinforcements. Alternatively, you can use the radio
and tell the radio operator the dialogue "help...heavy
attackers...coordinates 10...argh!" line and the mutants will get drawn off. 3 of the 4 mutants will get drawn off.
The one by the door stays. Talk to him, and tell him that you are a
special mutant for the master. He'll believe you. There is a locked door in front of the
mutant. Use your electronic lock picks. Save the game. If the picks
don't work, then go behind the mutant and steal all of his stimpacks and his
holodisk. Read the holodisk to find out the code to the door and
enter. If the mutant catches you stealing,
then load the game and keep on trying. If it still doesn't work after several
tries, then you will have to kill the mutant in less than three turns.
That way, the base won't get alerted. A good method is getting in front of
him and bursting him with the combat shotgun (or another burst weapon). Open the door which you just
lockpicked. When you enter, you'll see two forcefields. You can pass through
them, but will take damage (7-15 with the Power Armor, 18-25 with the robes).
You will have to go to the computer complex on the right. (There is a
mutant with a rocket launcher guarding the complex.) BS him again. If this
sounds too confusing, here is an ASCII map: -> --Alternate route to
right computer complex ^ | To left complex ^ | | | |-|
|-|
<- <- | |
| |=| |
| *| -- Computer complex,
console description is
| | | |
| ---| plain old "computer" instead of
"mach iv
| | | |
| | computer"
| | | |
| |
| | | |
| |---
| e |-| f | | |
e-forcefield emmiter, disabled except ----| |-------- |
for when the base is under alert e | f-red forcefield, passable, causes
damage, ------ -------------- cannot be disabled
Entrance I hoped this clarified things. If you
still have problems, save the game, and scout the area. Now for the left computer complex... If you follow the ASCII map above, the
passageways that lead to the north take you to the left computer complex.
(Again, there might be forcefields blocking your path.) You'll see some
Mach IV computers, and another one whose description reads
"computer." Use the science skill, and disable the sensors. You can also try to modify
pest control and movement security options for the base, but I left them
blank. Actually, you don't have to mess with it in the first place. There is an outlet to exit the left
computer complex on the left side. There will be two robobrains guarding
the area (they aren't hostile, so don't worry.) Go in the elevator,
and head to level 2, the main armory. You can still BS the guards in the
level with Power Armor. This level is essentially a supply depot; you can
loot all of the lockers on this level. After you are finished raiding this
level, go back into the elevator, and enter level 3. As soon as you enter level 3, put on
the COC robes immediately. Leave the area, and go to the right (or your
character's left). There should be a big mutant walking to the elevator (knows
that someone is there.) Since you have the robes on, he'll just think
you are another COC tech, and you will be ignored completely. Head on south,
and there should be a super mutant that is guarding the holding chamber.
He'll talk to you, ask him what is the place, and then thank him. Go onto
level 4. If you are unsure where everything is, here is a rough ASCII
map: Elevator
|
|------------------- |
-------------- |---- | |
| | ... - branches out to
elevator that goes to vats | |
(out of order)
| *
- *=mutant that guards holding area | | ------- | | | Holding | Areas |
/\ - elevator to fourth level |--| When you enter level 4, you should get
2000 xp for just going this far without annoying the guards. Go to the
left, and go straight up until you enter the room with all of the
computers (control room). There should be a COC tech in Purple Robes guarding the
area. He'll surrender, and so will his comrades. NOTE: If you want an extra 1000
experience and a minigun, ammo, and
stimpacks, use 'Repair' (1st) and 'Science' (2nd) on the robot near
the elevator. He is supposed to blow up the forcefield emitter that
leads to the Vats. There is a computer in the northeast
quadrant whose description should say "Vats Control Computer" or
something like that. Use the computer, and go into the Security Codes option. There
should be some key codes. Select one of the following codes:* 67209-5574-7805564 (270 second silent
self-destruct sequence) 31914-1041-1251514 (300 second silent
self-destruct sequence)
- the code on the bottom is recommended. NOTE: I was reading WhiteChocobo666's
Evil FAQ, and his listed a different
code. If yours lists different codes, leave the system, save, and
experiment. If you select the first one of the
ones listed in the game, you have to haul ass in 60 seconds. If you select
the last one, it means instant death to you and the base. If you select the
middle one, that will set the base on alert.(And the mutants will be
after you...if you want to finish them off, don your power armor, pop
whatever drugs you have, heal to full health, etc...) After you select the code, run to the
elevator. Dash to the elevator on the northwest corner on the third level,
and descend down to the first level. Put on your Power Armor, and get the
hell out of the base. BS the mutant guarding the entryway, and go to the
world map area. You should see the video that shows the base being blown
up. For the final required mission, head
towards the Cathedral. It is two square units south of the Boneyards. * If you're going to get the key to
arm the nuke in the Cathedral, head
to the east until you see a large mutant with a COC tech on his side.
Enter Sneak mode and put the lockpicks in your active item slot. Walk
towards the edge of the wall and lockpick the locker. Take the key to
arm the nuke (it looks different). Afterwards, sneak out of the
room again, towards the edge of the wall. Once your character starts
to walk to the west you can stop sneaking. You might need relatively
high sneak skill to do this; I was successful with 60%. Having a
Stealth
Boy also helps. Details for the Cowboy Approach ------------------------------- Be sure that you have killed Dogmeat
and have told your NPC's that you want them to leave. And when you start
to attack the mutants in the base, the entire base will be under alert -
everything that moves will probably attack you (save for the NPC's). You
have been warned. Use the radio and draw off the three
of the four mutants. Go behind the remaining mutant and try to kill him
in under three turns. Snipers and the .223 pistol have worked well.
After you pacify the mutant, look at his body and take the holodisc and the
radio. Read the holodisc. Get your NPC's and enter the base. Kill every mutant
on the first level. After the mutants have been killed, go to the computer
on the east corner. Hack into it, disable the forcefields, and use the
radio on the computer. This sets up remote control. Go to the field computer, hack into
it, and set the 'Pest' setting to 'Large Pests.' That way, the robots
will attack the mutants. At the last level, there is a robot
that is called Mr. Handy. You can repair him and use the 'Science' skill on him
and he'll blow up the forcefield that goes to the vats. Kill the
mutants and the COC techs. In the footlocker in the room next to the
elevator, there are two plastic explosives. Take them. Also on the last level, there is the
lieutenant of the Super Mutants. He has 250 hit points, a gatling laser,
and two guards with gatling lasers and rocket launchers. He is fairly
difficult, but if you use the .223 pistol (or a strong weapon) at the eyes,
he'll be dead in about six hits. (Alternate methods: go up to him and
attack him. His guards have rocket launchers and gatling lasers, so those
attacks will hurt the lieutenant as well.) After the guards and the
lieutenant are dead, lockpick the locker next to the dead guards. Take the key. Go to the computer area (the room
whose force field was blown up by Mr. Handy). Use the 'Science' skill on the
Vats control computer and access it. Save the game. Access the computer
again, and once you have found desired code, make a run for the exit. Be sure that
every creature is dead on Levels I, III, and IV. Go to the third level, and use the
radio to toggle the forcefields. If the radio won't work, then use the
explosives that you brought earlier. Escape from the base. For the final required mission, head
towards the Cathedral. It is two square units south of the Boneyards. THE CATHEDRAL ============= Notable Areas 1)
The Cathedral building
- Morpheus' Quarters (4th floor)
- Lasher's Quarters
- Entrance to the Vault
- Prayer Room 2)
Cathedral Vault
- Psychers' Quarters (Level 2)
- Prison Quarters (Level 2)
- Cathedral Control Center (Level 3)
- Master's Quarters (Level 3)
- The nuclear bomb chamber (Level 4) Notable Characters 1)
Lasher, High Priest 2)
Dr. Wu, COC medic (He won't heal you.) 3)
Ton, mean guy (tries to seduce you if you are female) 4)
Francine, a devout Cathedral believer 5)
Morpheus, High Priest and leader of the Cathedral 6)
Laura, Follower spy 7)
Jeremiah, COC member who opens door for you 8)
Gideon, Psychotic nut who will give you nullifier 9)
Viscious, Strong mutant who guards north area 10) The Master of the Super Mutants -
Cathedral figureheads/techs (purple robes) -
Chanters of the Children of the Cathedral (brown robes) -
Followers of the Children of the Cathedral (Ton, etc.) -
Nightkin guards (ground and tower levels only) -
Super Mutant guards (vault only) -
Mad Scientists -
Prisoners -
Robots Stuff to get 1)
Red Cathedral Key (barter from Ton) 2)
Black Cathedral Key (kill Morpheus) 3)
Robes (if you still haven't got them, get them after
you kill Morpheus) 4)
Psychic Nullifier Notes 1)
Kill Morpheus and his nightkin guards. Alternatively,
you can slaughter everyone in the Cathedral for the
'Cowboy' approach. - OR -
You can skip steps 2-6 if you speak with Morpheus and
ask him to take you to the Master. Choose this option only
if you have robes and Vree's autopsy disk. 2)
Head on to the Cathedral Vault, and wait for approximately
a minute for Jeremiah to open the door. Rush in with your
robes on. - OR -
Examine the bookcase directly to the left of the secret
doorway (wall with irregularities). Go on the left of
the bookcase and use traps on it. I got it open with two
tries with 38% traps and 5 luck.
3)
BS the mutants that are guarding the Vault entrance that you
have business to do. 4)
Hack into the computer on the first floor. 5)
Free the prisoners on Level 2. 6)
Speak with Gideon and ask him to 'anoint' you (he'll give you the
Psychic Nullifier) 7)
Either...
a - Kill the Master with your gun (Cowboy)
b - If you have brought the key from the military base (and have insanely high lockpick skill), use
the key to arm the nuke.
c - Talk the Master out of his plans (only if you have Vree's
autopsy report and/or have read it, and have robes on.) 8)
Escape from the Cathedral after your confrontation with the
Master. NOTE: Like the Military Base, there
are many ways you can blow up the Cathedral.
These include two infiltration methods and of course, the cowboy
method.
If you have spoken with Ismarc, then you should already know the
location of the Boneyards. The Cathedral is to the south of the
Boneyards by two square units. NOTE: Many people in the Cathedral
will refuse to speak with you if you have
a weapon in your active weapon slot, and some might even turn hostile. NOTE: Unlike the Military Base, the
members of the Cathedral (first floor)
won't turn hostile if you kill Morpheus and his mutant guards. The
same applies if you kill mutants on the second floor and enter the
third. The members do say threatening dialogue and might turn hostile
towards you.
The Cathedral Vault is a
sealed area. If you kill members on the first
floor, you can enter the second and third floors without any of the
mutants turning hostile towards you (provided that you have the robes
on). But if you kill the Master, the entire Cathedral Vault will be
under
alert.
Details for the
Diplomatic-Infiltration Approach ------------------------------------------------ Enter the Cathedral in your Power
Armor. Once you get into the main prayer area, there should be a
man in leather armor. Speak with him, and barter for his red
cathedral key. (After that, you can call him little man or
whatever...) Use the cathedral key on the locked door next to the lady in
the leather jacket. After the door is unlocked, climb the stairs
until you reach the fourth floor. NOTE: Another way of getting the key
is bartering it from Sister
Francis or by asking Lasher really nicely. Also, you can
lockpick the door (80% with lockpicks works). When you reach the fourth floor, put
the combat shotgun or .223 pistol in the inactive weapon slot. Open the
door that goes to Morpheus' room (he is the guy in the robes), hit 'A'
to go to combat, and kill him. There are three nightkin (Super
Mutants) who are his guards; two are equipped with a flamethrower and one
has a minigun. Dispose of his guards, and examine Morpheus' corpse
and take his black Cathedral key. Go back to the first floor, and put on
your robes and equip the black Cathedral key in your active item
slot. There is a locked door leading to a room with a bookcase on it; use
the black cathedral key there. Enter the stairwell that leads to the
basement. When you descend down the stairwell,
you will enter the Cathedral basement. There is a secret door in the basement
that leads to the Cathedral vault. Here is an ASCII map showing you where
the secret entrance is:
Stairs |
| |
| |
| b = bookcase
. . . * = bookcase
with trapdoor switch. | |---- | b | * | secret doorway |------------- There are two ways into the Cathedral
vault. One is to wait for a minute until Jeremiah (Master's messenger)
opens the door and goes up the stairs. The second way is to examine the
bookcase that is directly to the left of the secret entrance. On the left of
the bookcase, examine it. After your examination, use the traps skill on
the bookcase. Eventually, you will find a hidden switch (I got it with two
tries on 38% skill and 5 luck). Then examine it again to open the door.
Rush in. When you enter the cavern entrance to
the vault, there will be several grotesque creatures, namely floaters
and centaurs. They'll ignore you since you are wearing the robes. Like Vault 13, this vault has an
entrance on the north corner guarded by two super mutants. They'll stop you as
you go in, but since you have your robes on, you can BS them easily. Just
say that you are on important business, and give them a blessing. You'll get
750 xp. There is a computer next to the
elevator. Use science on it to find the location of the military base...(even
though you know it already, it gives you 1250 xp). Enter the elevator, and
go to level 2. On Level 2, go to the room with a lone
super mutant guard with some scientists. Enter the room, and go
south. You'll see some trapped prisoners. Go to the terminal on the
wall, use it, and the prisoners will be free. You will get 2000 xp for your
efforts. (BTW, once the prisoners escape and reach the terminal, they'll
be blown away...no known way to stop this.) Go in the northwest of level 2, and
enter the room on the left of the prayer room(the room with people in
COC robes and two super mutants). Speak with the man with the green shirt, and
ask him for a nullifier. He'll give you one, and you'll receive 1000 xp.
Also, be sure to equip the nullifier in your active item slot. Go back to
the elevator for level 3. When you enter level 3, head south and
take a turn (your right or your character's left). There should be a
mutant walking towards you. He won't talk to you or attack, so there is no
need to worry. Head towards the control area (the area with the
goo-covered computers) and open the door. Go through the door, through the
passageway, and you should see the master. Speak with him. Now, here is the
conversation: Master: So what shall it be? Do you
join the Unity or do you die here?
Join! Die! Join! Die!
You: If you can prove to me that your Unity is the best course for
humanity, then I will help you. Master: I don't have to prove anything
to you! Prove.
You: I can't know you represent the best future unless you prove it to
me. Master: Very demanding for one in your
tenuous position. But I can respect
your needs.
You: So tell me. Master: The Unity will bring about the
Master race...to our destiny.
Destiny!
You: That race being the mutants, of course. Master: Of course. Mutants are best
equipped to deal with the world...age
of mutants. Mutants!
You: You mean to change others into mutants, as well. Master: All that resist, yes...last of
their race.
You: You've got a problem with your master plan. Master: And what is that?
You: I happen to know that your mutants are sterile. Master: Preposterous! The FEV-2 virus
doesn't destroy the reproductive
organs of those it mutates.
You: Have you talked to any of your mutants about this? (NOTE: you
have
read report, but do not have it) Master: I believe I shall. Don't move.
My scientists assure me that nothing is wrong. What do you say to
that?
You: How about a female mutant? Master: Reasonable. One moment. Are
you sure? What about the other females?
It cannot be. Be.
You: Sorry, your race is doomed. Master: But it cannot
be...failure...be.
You: Sorry, this isn't an option for you...race...die. Master: < Last speech...choose
'done' and leave Cathedral immediately. > NOTE: You'll need high intelligence to
get this conversation. Eight works,
six or seven might work. High speech skill is also a good idea to
have. The "smooth talker" can help in this area, if your
intelligence
is a bit lacking. After the conversation, run down to
the elevator, down to the first level, and exit out of the Vault cavern
through the secret door and basement. After you go climb the stairwell that leads
to the first floor, leave the Cathedral through the entrance that takes you
outside. After you get outside (with some people in leather armor and brown
robes), run to the red exit. You'll see a video of the Cathedral blowing up, and
the game will be over. Details for the Diplomatic Approach ----------------------------------- This one is pretty much the same as
the above. Instead, wear your robes from the outset and barter for a red
key. Use the key to open the locked door, and go to Morpheus' room. Talk
to Morpheus, and tell him that you have some information for the Master,
namely Vault 13. Morpheus will take you to the Master. After you're
there, do the same conversation approach, and after he realizes the
fault with his plan, leave the Cathedral. Details for the Cowboy Approach ------------------------------- This method is pretty much the same as
the above, but you kill everything that moves. Be sure to don your Power
Armor, use stims often, and also save. Be sure to pick up heavy weapons from
the dead mutants. On Level 2, be sure to free the
prisoners and get the Psychic Nullifier if you can. Level 3 will probably be the hardest
area to fight. There are several assault robots and many super mutants,
each with at least 100 hit points. Then there is the Master as well. (For
tips on defeating the Master, see the 'tactics' section.) After the battle with the Master, you
have to run from the Cathedral. Details for the *pseudo* James Bond
Approach -------------------------------------------- A bit different from the traditional
infiltration approach, this one goes through in the same way as the
original one, except that it requires you to have the Lieutenant's
key to arm the nuke. Vree's holodisc is not required. When you have gone to the third level,
head to the south and to the west, and enter the room that's full
of super mutants. Use the electronic lockpicks on the door that
is locked (if you don't have them, they can be found on the fourth
floor of the Cathedral). After you've locked that door,
lockpick the elevator door. (You can't use your picks.) Enter the elevator
and go to the fourth level. When you go to the fourth level, again, you
can't use your lockpicks to open the door. After you open the
door, equip the key in one of your active item slots. Enter combat mode,
put the key into the atomic computer, and then put on your power
armor kill the two mutants. After the two mutants are dead, remove
your power armor and escape from the Cathedral. NOTE: You'll need good lockpick skill
to complete this mission, and
electronic lockpicks are highly recommended. I tried this with
80% skill, and I know for a fact that 60% and below will not
work. ___________________________________________________________________________ Now you have completed the game, but
you want the full scope of the Fallout world. Below are the sections for the LA
Boneyards and Necropolis if you want them. ___________________________________________________________________________ NECROPOLIS ========== Notable Areas 1)
Hotel 2)
Sewer System 3)
Town Hall 4)
Watershed 5)
Vault 12 Notable Characters 1)
The Ghoul Leader (underground), gives you quest to fix water pump 2)
Set, the leader of Necropolis 3)
Harry, stupid super mutant who is guarding the Water Shed 4)
The Ghoul prisoner, tells you location of Vault 12 -
Ghouls -
Glowing Ghouls -
Super Mutant guards at watershed -
Children of the Cathedral healers at watershed -
Rats Stuff to get 1)
Junk (to fix the water pump) 2)
The Water Chip 3)
There are several dead bodies in the sewers; one has a Plasma
Pistol. Yours to take, I didn't myself. Notes 1)
Kill any ghoul/rat that wants to attack you. 2)
Get quest from Set to kill the mutants at the watershed. 3)
Find the junk parts to the water pump. 4)
Return to the underground Ghoul leader, tell him that
you have the parts, and he will give you some repair books
if your skill isn't high enough. 5)
Fix the water pump by using the junk parts on it. 6)
Free the ghoul prisoner (his cell is close to the water pump) 7)
Get the water chip from the command center in Vault 12. 8)
Kill the mutants guarding the water shed. NOTE: If you enter Necropolis and
there aren't any ghouls in the city,
you have come there too late. The mutants have invaded Necropolis.
The water chip can still be found there. You should reach Necropolis
in mid to late January. The mutants take over Necropolis in the middle
of February. Details ------- Necropolis is a fairly linear area
(usually there is only one way to complete things). When you enter, there will be
some ghouls attacking you...they have 12, 36, or 42 hit points and are easy
fights if you have power or combat armor. I had no trouble attacking them
unarmed. There are some sewer holes in the
hotel area; open one up and go down. Kill any rats that are in the sewer, and
head northward. Be sure to examine the ghoul corpses; one has a Plasma Pistol
while another one has a Cattle Prod. When you enter the north area, talk to
the ghoul leader and tell him that you will fix the water pump. Go to the
southeast area, and climb the ladder there. When you climb up the stairs, leave
the shack in which you have entered and enter the large building (the one with
a ghoul guard who has a spear). Enter, and at the far end, you should
see three ghouls with shotguns and rifles. Talk to the one in the middle,
tell him that he is intelligent, and offer to kill Harry and the fellow
mutants at the watershed. Go leave the area; descend down the ladder from
which you came. Back at the sewers, go to the north area
until you find the exit. There are some rats there; they are all easy
fights. At the north of the sewers, kill any
rats, and climb the stairs. Again, you should be at a shack; leave the
shack, and go north. You should see a super mutant next to a manhole; open
the manhole, and go down. Kill all of the rats there, and in the northeast
part of the sewers here, you should find some junk parts. (These are the
parts needed to fix the water pump.) Climb the ladder, and there should be
a large building with four mutants in it. Save the game, and then enter the
building. There is a stupid mutant guarding the
building, and his name is Harry. If you are female, Harry thinks you are
pretty. Tell him that you need a big man, and he'll realize that you are a
normal, and plead with him to let you go. He'll let you go. If you are male, tell him that you're
a ghoul with snazzy-looking clothes and afterwards ask him what is he
doing. Harry will tell you that he is looking for normals (humans), and then
assure Harry that you aren't a normal. Then tell him that you are a robot.
Harry will let you go. The same procedure also works with the female character. Of course, the alternate method is
killing all of the mutants. It shouldn't be that bad with Combat Armor. Use the parts on the water pump, and
you'll receive 1500 experience. Go south and speak to the ghoul prisoner.
Offer to free him. Once you have freed him, he'll tell you where the
entrance to Vault 12 is (directly to the prisoner's right or your
character's left). Open the door, descend down the
ladder, and go down the drainage pipe. You'll be at Vault 12. There isn't
much at Vault 12; kill every ghoul that attacks you, and on the third floor,
the water chip is located on the only working computer. Take it and leave.
(Yessss! Now you have 12 and something years to finish the game....)
Optionally kill the mutants guarding the watershed; you'll get quite some
experience but the reward is slim: four flares and four nuke-a-colas. You'll
also get 2500 xp for the water chip. (At the Boneyards, there is a ghoul at
the Followers' Library. Tell him that you killed the mutants, and he'll
give you a flamethrower.) After you kill the mutants and ask Set
for information, he'll attempt to kill you. If you have combat armor and
a combat shotgun, this fight will be pretty easy. You'll get loads of
experience plus a boost to your karma. Be sure to return the water chip to
Vault 13. You'll get 7500 experience. You'll get two quests: destroy the
mutant laboratory and kill the mutant leader (the Master). LA BONEYARDS ============ Rough Map
Blades - - - Deathclaw - - - Gun Runners
/ | Warehouse
/ |
/ Adytum (start point)
/ Followers Notable Areas 1)
Adytum, main city 2)
Blades 3)
Followers Library 4)
Deathclaw Warehouse 5)
Gun Runners Notable Characters 1)
Jon Zimmerman, mayor of Adytum 2)
Smitty, blacksmith 3)
Miles, chemist 4)
Razor, leader of the Blades 5)
Nicole, leader of the Followers 6)
Gabriel, leader of the Gun Runners 7)
Zack, sells you weapons (at Gun Runners) 8)
Caleb, organizer of the Regulators 9)
Chuck, fortune-telling gypsy 10) Katja, Boneyard scavenger who'll
join you 11) Talius, the Vault 13 citizen who
is now a ghoul. 12) MacRae, the guard at the Blades 13) Christine, Blades member 14) Michael, Blades member -
Regulators at Adytum -
Blades at the downtown area -
Followers at the library -
Deathclaws at the warehouse -
Gun Runners at the fortress Stuff to get 1)
Junk from the Deathclaw 2)
Plasma Rifle from the Gun Runners if you feel brave enough to kill
all of the mutants at the Cathedral/Military Base. It is a good idea
to have decent energy weapons skill for this one. Notes 1)
Go to Chuck's tent on the southeast. You can get your fortune told and
can get a chance to raise your Luck by two points. 2)
Offer to help Miles fix the hydroponic farms. The equipment is at the
Deathclaw warehouse, on the body of a dead merchant. 3)
Go to the Blades, speak with Razor, and offer to get weapons from the
Gun Runners to kill the Regulators. 4)
Kill all of the Deathclaws in the warehouse. Go inside the deserted
building, and go down the stairs. Kill the Deathclaw mother and
destroy
all of the eggs. 5)
Go to the Gun Runners and ask to speak with Gabriel. Tell Gabriel that
the Deathclaws are dead and that you want to give weapons to your
friends (i.e, the Blades) 6)
After the weapon deal is complete, assault Adytum with the Blades. 7)
Give the parts to Miles, who will turn you over to Smitty. Give the
parts to Smitty, who will repair them, and then give the parts back to
Miles. 8)
Go to the Followers and speak with Nicole. Ask for help in killing the
Master...this is optional. You can pick Katja from there as well. NOTE: If you ever talked to Talius and
got the bugged Spy quest, there's
no way of completing the quest (it was removed). It's not really
a bug but isn't included in the game. It's not discussed in the
paragraph(s) about the Followers. Details ------- When you come into the LA Boneyards,
you'll start out in Adytum. Two of the Regulators (take control of Adytum)
will ask you to holster your weapons. Go south, and there should be a tent
next to a building. Save the game, and enter the building. Talk to Chuck,
choose the last option in the conversation, and ask for advice, and
thank him. Continue to ask for his advice until Chuck gets the 'Fool'
tarot card. Talk to him again, ask him about his profession, and ask for more
advice. He will pull out the 'Fool' tarot card again, and your Luck skill
will increase by two. NOTE: The Tarot readings tell you that
the Military Base is to the north
and that the Cathedral is to the south. To your left (or your character's
right) should be a building with a whitish wall with a man in a smock
close by. (This guy's name is Miles.) Tell him that you will get the parts
to fix the hydroponic farms. Head north, to the Blades. In the Blades area, go to the north
and enter the building. Speak with the lady in the leather jacket. Get the
background story about the Regulators from her (how they killed Zimmerman's
son) and offer to get the Blades better equipment so they can take on
the Regulators. Save the game. If your fighting skills aren't up to par
(not as high as 91%), you can ask MacRae, the Blade at the entrance, to
teach you some fighting skills. Head east to the deathclaw warehouse.
There are two to three deathclaws, and the basement on the bottom
contains the mother deathclaw and all of her eggs. You must kill all of the
deathclaws and the eggs in order for the Gun Runners to give weapons to the Blades.
(For more information on killing the deathclaws, please see the tactics
section below.) The dead merchant should be on the northeast side of the
warehouse. After you have disposed of the
deathclaws, make your way further east to the Gun Runners. Ask the guard about
seeing Gabriel, the boss. He'll let you through. When you enter the main Gun Runners
building, speak with Gabriel. (He's the guy in the combat armor). Tell him
that the deathclaws and the eggs are dead, and ask him to give weapons to
the Blades. He'll do so. Alternatively, you can ask for lots of weapons and
ammo from the Gun Runners. See below on how to kill the Regulators with this
option. Either way, you'll get a big discount on their weapons if you
decide to buy them. Go back to the Blades, talk to Razor,
and tell her that you are ready to take on the Regulators. Seven Blades,
all clad in Combat Armor, will arrive (two are in the back). The fight will
be easy, but you will have to watch out for the Regulator who has the
ripper and for civilian casualties. To end the fight, (obviously) kill all of
the Regulators and finally, Jon Zimmerman. Note that the civilians
will be on your side. After the fight has ended, Razor will appear at the
entrance to Adytum, and she'll thank you for your efforts. If you get the weapons, go to Adytum
and talk to Zimmerman and give him the holodisc that Razor gave you earlier.
One of the Regulators should kill him; you'll have to kill all of the
Regulators yourself. Civilian casualties will be quite high. NOTE: There is no way to save Jon
Zimmerman. He'll fight on your side
initially. After all of the Regulators have been killed, he'll
start to attack you. You have to kill him in order for the Blades
to gain control of Adytum. Go south and talk to Miles, who will
send you to Smitty (the man with Leather Armor). Smitty will repair the
parts and give them to you, and then you have to go back to Miles. Miles
and Smitty now can upgrade Power Armor and Plasma Rifles. To upgrade the
Power Armor, talk to Miles while wearing the armor. He'll send you to the Hub
to buy some science journals so he can learn how to harden the armor. You can
get the journals from Mrs. Stapleton for about $750. For Smitty to upgrade
the Plasma Rifle, get one and give it to him to upgrade the original to the
Turbo Plasma Rifle. Afterwards, you should go to the
Blades area and talk to MacRae. Ask him to teach you some things, and you'll
receive an increase to your fighting skills. Go inside the Blades building, and
talk to Michael. (He's in the western area of the first room; his description
reads "an intense young man.") He'll give you five stimpacks and some money for
killing the Regulators. You can go to the Followers' library
that is due west of the Blades. You can recruit another NPC whose name is
Katja. She's pretty good at combat and can pick locks as well. You should
also speak with Nicole (she is the woman who does not move; a bit north
of Katja.) She can give you some help in destroying the Cathedral. Downstairs, there is a ghoul who was a
former citizen of Vault 13. He went to go look for the water chip, but was
taken captive by the super mutants at Necropolis. Talk to him and offer
to kill the Master for him. The ghoul will give you a flamethrower and 20
flamethrower cartridges. If you have killed the mutants at the watershed,
he'll just give you the flamethrower. Leave the Boneyards and go south to
the Cathedral. However, the next section covered is the Glow. THE GLOW ======== Notable Areas 1)
Crater 2)
Levels 1-6 (especially 5) Notable Characters 1)
Zax, supercomputer on Level 4. -
Robots Stuff to get 1)
Raid every locker and every dead creature you can find. This includes:
- Rocket Launcher (Level 4)
- Minigun (Level 5)
- Plasma Rifle (Level 5)
- Combat Armor (Level 5)
- Stealth Boy (Level 5)
And LOTS of other stuff. Several sniper rifles, assault rifles, etc.
can be found on the dead robots. 2)
The yellow, red, and blue key cards.
- The yellow keycard is found on the dead guy in Power Armor on Level
One.
- The red keycard is found on the dead body in the northeast area,
with the radioactive rat on Level Two.
- The blue keycard is found on the only dead body in Level Four. 3)
The four holodiscs. Read them for experience and for the fun of it.
- The disc that the Brotherhood wants you to retrieve is on Level one,
on the dead Brotherhood knight.
- The other three discs are on Level five. Notes 1)
Swallow two RadX's before you enter the crater and take any RadAway's
that you need to zero your radiation. 2)
Use a rope and descend down the crater. 3)
Kill all of the robots that you see before you turn on the power. 4)
Fix the power generator on Level 6. This lets you go to Level 5. 5)
Raid everything - lockers, dead bodies, etc. Details ------- Right before you enter the glow,
swallow two RadX's. Enter the Glow, and use the rope on the metal bar that
extends out into the crater. Go to the south; take a right, and
head north to get to the Brotherhood soldier. Take the yellow key and his
holodisc. Use the key on the elevator and descend down. On Level 2, your
primary focus is to find the red key, which is on the lone body in the room
on the northeast. Go back to the elevator, use the yellow key, and go
to Level 3. Be sure to kill all of the deactivated robots -- this is probably
the easiest experience that you'll get. There isn't anything much on Level 3.
Kill all of the robots and go to the northwest. Use the red keycard on this
elevator. Go to Level 4. On Level 4, on the central-west room
there is a dead body with the blue keycard. Take the blue keycard and go
to Zax, the supercomputer. Ask for mainframe mode and download all of the
files that you can, plus you can also chat with the computer and play
chess with it to make it like you more. On Level 6, kill the robots, and fix
the power generator. There are some repair books scattered around the
Glow; use them to increase your skill. Repair the generator on Level 6. Go to
the northwest corner, and use the blue keycard on the elevator. Go to
Level 5. On Level 5, kill all of the robots.
After they are dead, explore the east wall lockers. They are full of
goodies, and be sure to check out the rusted lockers nearby. Save, and leave
the Glow. Be sure to use the keycards on the elevators. Here is a
list: - Yellow: Elevator for Levels 1-3 - Red: Elevator for Levels 3,4, and 6. - Blue: Elevator for Levels 4-6. Power
must be enabled for this one. After you leave the Glow, go back to
the Brotherhood. Give Cabbot the disk that you found on Level 1. You
will also receive 1500 experience. VARIATIONS OF FALLOUT ===================== PSYCHER ------- Most experience, most kills. - Complete the game up till you have
Power Armor, and then return the
water chip to the Vault. Be sure to fix the Necropolis water pump
as well. - After you return the water chip,
complete any extra sidequests in the
Vault, and then kill everyone in Vault 13 except for the Overseer. - In Shady Sands throughout the
Boneyards, do the same. Slaughter the
Brotherhood if you feel high and mighty. - Do the 'Cowboy' approaches for the
Military Base and the Cathedral. HIGHEST KARMA ------------- If you want the highest karma
possible, this is what you'll have to do: - Completely avoid Decker's quests.
You can ask for a job, say something
derisive, and kill him. Or you can accept the job and turn him into
the
cops. - After you get Power Armor, go to
Necropolis and kill whatever creature
that comes in your path. Kill the mutants at the watershed, fix the
water pump, and then get the water chip. After the mutants are dead,
get the reward from Set, and then kill all of the Ghouls. This gives
karma. - Go to Vault 13, and before you
return the water chip, finish the extra
quests (water thief, rebel faction). - Do the 'Cowboy' approach for the
Cathedral and Military Base. Kill all
of the mutants. Killing FEV creatures and ghouls in general gives you
karma. TRULY EVIL ---------- There aren't many evil quests in
Fallout (save for Junktown), but you get your bad reputation by killing the
townsfolk. Vault 13 - Kill all of the rats. Shady Sands - Ask Katrina for help. - Get Ian. - Kill eight of the nine radscorpions.
Optionally make the antidote if
you get poisoned. Vault 15 - Kill all of the rats and raid the Vault. Raider Camp - Join the Raiders. Tell Garl that you
"want to kick some serious ass." He
might let you in. If he doesn't, kill him. I haven't been successful
on
this one. Junktown - Help Killian kill the assassin.
Accept the quest to get evidence to
kill Gizmo. - Go to Gizmo and offer to kill
Killian. - Get Tycho and Dogmeat. After you get
them, kill Killian. - Steal Neal's urn from the Skum Pitt.
Give it to the Skulz and kill Neal. - Afterwards, just kill everybody at
Junktown save for the Skulz and Gizmo. Hub - You should get a combat shotgun and
combat armor before doing anything.
You can get them from Jake's weapon shop. - Complete Decker's quests, killing
Hightower and Jain. Don't kill the
flower girl yet. - Kill Lorenzo and his guards at the
Friendly Lending Company. - Somewhat complete the caravan
disappearance quest. Go in the cave and
kill the Deathclaw. Do not kill the mutant, and don't tell Butch that
it
was the mutants who were causing the caravan disappearances. - Get Electronic Lockpicks from the
Thieves' Guild. Kill them after you get
the Electronic Lockpicks. - Make sure you get the robes from the
locked doors in the Children of the
Cathedral Building. - If you're male, screw Keri and get
the buffouts. Also, be sure to take
everything from Demetre's desk. Brotherhood - Pick the doors with the Electronic
Lockpicks, and get Vree's tape,
complete her computer course, and get the Power Armor. Take the Glow
quest if you can't get in, however. - If you do go to the Glow, be sure to
raid it - completely. And do kill
all of the robots. Boneyards - Get your fortune told from Chuck. - Help the Regulators kill the Blades.
(Go to the Blades and kill all
of the characters there.) - Kill the Deathclaws. Go to the Gun
Runners and ask for ammunition and
ammo. - Get Katja, and then kill all of the
Followers and the Gun Runners. Cathedral - Kill Dogmeat and leave all of your
NPC's outside. - Kill Morpheus. Unfortunately, this
gives karma, but you need the Black
Cathedral Key. - Hack into the computer on Level 1 to
get location of Military Base. - Blow it up, infiltration method is
preferred. Be sure to hack into the
computer on Level I of the Vault for the location of the Military
Base.
Also, be sure that you kill Dogmeat. Hub - Get all the equipment that you need
and kill everyone except for Decker.
Kill the flower girl and the kid with brahmin in the entrance. Junktown - Kill everyone that is left. Shady Sands - Kill everyone, including the kids
and brahmin. Vault 13 - Kill Everyone except for the
overseer. Make sure that you don't talk to
him; he'll kill you. Brotherhood - If you're brave enough, slaughter
them. Right outside military base - Steal all of Ian's, Katja's, and
Tycho's stimpacks and weapons. Kill all
of them. Military Base - Blow it up, infiltration method is
preferred. PACIFIST -------- No kills...none at all. You'll also
need a specific character. See the character section for the 'Pacifist'
character. This is also the hardest one to complete. What 'Pacifist' essentially does is
preventing you from killing things by avoiding sidequests that involve
death. If you get caught in a random encounter, run away if
possible. Vault 13 - Strip the bones on your right. Do
not kill any of the rats. Shady Sands - Ask Katrina for help and get Ian.
After you get him, steal all of his
equipment and stimpacks, and also ask him for directions to the Hub
and Juktown. Tell him to leave afterwards. - Get the Scout Handbooks, the rope,
and raid Razlo's bookcase. - Go to the farm and tell the farmer
about crop rotation. Junktown - Go to the Crash House area and save
the game, and put your pistol in
the inactive item slot. Go talk to Killian, and ask him about the
other cities near Junktown. The assassin will come, and just shoot him
once. After the assassin is dead, help Killian get evidence to kill
Gizmo. Be sure to get the assassin's weapon. - Go to Gizmo's and offer to kill
Killian, with the tape recorder in the
active item slot. - Go to Killian, give him the
confession, ask for Leather Armor, and
decline his offer to kill Gizmo. You can go and swindle him as well.
(Trade four stimpacks for four of his stimpacks. Since you will
probably
have a better offer, this is a good way to increase your money. Do
this
until he runs out.) - Go to the Crash House and rest for
one day. When you get up, save Sinthia
from the Raider. - Go to the Casino Area and go to the
Skum Pitt. Enter from the back entrance
and steal Neal's urn. Leave the Skum Pitt, rest until the evening, and
enter the bar again. Ask Tycho to join you. After he joins you, steal
all
of his equipment and tell him to leave. Also, speak with Ismarc and
get
the locations of the Boneyards, the Brotherhood, and the Hub. Speak
with
Neal. After you speak with Neal, one of the Skulz will attack the
barmaid.
Neal will kill him. After Neal kills the Skulz, speak with Trish and
ask
about Saul. Leave the Skum Pitt, go to the boxing area and talk to the
man in the leather armor. Ask about Junktown and continue asking him
about the city until you can speak about Trish. You'll get some
experience for helping their relationship. - Go back to the Crash House area and
rest until the morning. Enter the Crash
House through the back entrance. Talk to the Skulz in the leather
jacket,
tell him that you want to join, tell him that you can prove it to him
that
you are tough, and tell him that you have stolen Neal's urn. Decline
the
offer to kill Neal. Also, enter Killian's store and enter his private
quarters and lockpick his safe. Raid it completely. - Go to Lars, tell him about what the
Skulz are going to do, and decline
the offer to kill the Skulz. Barter for his radio and cheat him (just
like
what you did with Killian). Hub - Go to the Crimson Caravan and take
everything in their desk. - Go to Mitch at the general store and
buy one rope and one tool if you
don't have one. - Go to Butch at the Far Go Traders,
ask about the job and accept it. - Go to Beth, and cheat her just like
what you did to Killian. Ask her
about the Deathclaw. - Go to Old Town and speak with Jake.
Trade your Leather Armor and other
items for Combat Armor. Ask Jake about radiation and RadAway; he'll
send
you to this guy named Vance at the east end of Old Town. Buy two
RadX's
and two RadAway's from him. - Go to the Thieves' Guild, and of
course, pick all of the locks. When you
get there, speak with Loxley and accept the quest to find Hightower's
necklace. - Go to the south end of Old Town and
talk to Slappy. Slappy will send you
to Harold. Give Harold $5 and ask him about the Deathclaw. Go back to
Slappy and ask him to take you to the Deathclaw cavern. When you get
there, immediately leave. - Go to the Crimson Caravan and take
everything from Demetre's desk and
if you're male, screw Keri. - Leave the Hub, and go to the
Brotherhood. Brotherhood - Get the Glow quest from Cabbot. Glow - Right before you enter it, use your
RadX pills. - Use the rope on the metal ladder.
Descend down the crater. Go south, take
a right, and then head north to get to the corpse with the holodisc.
Read
the holodisc. Optionally raid Levels 1-6 except for 5, and do not
repair
the power generator. Don't attack the robots, either. Brotherhood - Give the tape to Cabbot. - Ask for some weapons and ammo from
Talus, and watch the training on Level 1. - Go to Vree on Level 3 and ask her
for her mutant autopsies report and
take the computer course. Read the report about the autopsies. Also,
talk
to Sophia, ask about Brotherhood history, and read the holodisc that
she
gives you. - Go to Maxson on Level 4, offer to
scout the northwest for free, and ask for
some weapons. Also, be sure to ask him about the Brotherhood and read
his
holodisc. - Repair the Power Armor on Level 3.
Get the systolic motivator from Michael. - Go to Level 2 and into your room
(topmost room). Dump all of your holodiscs
and useless items except for Vree's disc into one of the lockers.
Leave
the Brotherhood for Necropolis. Necropolis (optional) - Don't kill anyone. Navigate the
sewers and offer to fix the water pump
for the underground ghoul leader. Don't kill any rats, and get the
parts.
Once you get the parts, bullshit Harry and fix the water pump. Also,
be
sure that you free the ghoul prisoner. Optionally get the water chip.
If you do get the chip, return it to the Vault. (You've got Power
Armor
or at least Brotherhood Armor, so the rats shouldn't do much damage,
or any damage for that matter.) Junktown/Hub (optional; on your way to
Vault 13) - Buy some explosives from one of the
merchants from either city. Shady Sands (optional) - Solve the radscorpion problem by
blocking the cave. Place the dynamite
as close to the weakened wall as possible (it should tell you this
in the description of the wall). Vault 13 (optional) - Do the sidequests and return the
water chip. Shady Sands (optional) - Get the quest to find Tandi from
Aradesh and Seth. Khan Raider Camp (optional) - Talk Garl into releasing Tandi or
barter for her release. Shady Sands (optional) - Return Tandi to Aradesh. Boneyards - Get your fortune told from Chuck. - Go to the Followers' Library. There
are three Children of the Cathedral
robes in a room on the first floor. Here is a rough ASCII map showing
you where the robes are:
room . stairwell * - Nicole | .
to basement
|---- * .
|
| ...
| entrance
|-------------
The robes are on the south end. Also, be sure to ask Nicole about the
location of the Cathedral. Don't ask for assistance, however. That
complicates things a bit. - Go to Adytum, and go to Tyne, the
merchant. Get one plastic explosive
in case. (Tyne's in the basement in Adytum; the stairwell is in a
shack
to the northwest of the entrance to Adytum.) - Partially complete the Deathclaw
quest (get the parts for Miles). It's
a good idea to have Power Armor for this one. If the Deathclaw comes
towards you, run away. Cathedral - Go speak with Sister Francis or Ton
and barter for a red Cathedral pass.
Use the pass to open the locked door. Put on your robes and go to the
fourth floor. - On the fourth floor, lockpick the
footlocker and get the electronic
lockpicks. Go back on the first floor and lockpick the door next to
the door that you opened with the red pass. If you can't lockpick
the door, then use explosives. They will open the door. And if you
haven't done so, immediately put on your robes. - Blow up the Cathedral by talking the
Master out of his plans. Be sure
to get the Psychic Nullifier, free the prisoners, and hack into the
computer on Level 1. Also make sure that you have at least read Vree's
mutant autopsies. Military Base - Walk around the complex in the world
map until it is midnight. Then
enter it. - Use the radio to bullshit the mutant
guards. Choose the last option.
After the mutants leave, use the electronic lockpicks to open the
door. Enter the base. - On Level 1, hack into the computer
and head for Level 1 and go to
Level 3. After you get in Level 3 and pass the forcefield, put on
your robes. Go to Level 4. - On Level 4, repair Mr. Handy and
blow up the Military Base using the
Infiltration Approach. DIMWIT ------ Playing with a character with an
Intelligence less than three...and getting high on Mentats...and on perks... Vault 13 - Kill all of the rats. Wait for a
day, and go back to the Vault. Go to
the water storage room and take their Mentat pills. Head for Shady
Sands. Shady Sands - Take a Mentats. Do all of the stuff
that you would normally do, but don't
read the books yet. Be sure to steal lots of money from the
villagers...
you'll need to. After you level up to 3, you can take the perk
"Smooth
Talker" if you want to have "normal" dialogue
conversations.
ENDINGS ======= Well, this is what I view as the
ultimate spoiler. - Mutant armies are drawn away, they
escape to the west. Happens
regardless to what you do. - Necropolis
- Rediscover engineering, create new technological breakthroughs.
Happens if you fix the water pump and enter Necropolis before
the 88 day limit.
- Necropolis is invaded by mutants. Happens if you...
1) take the water chip and not fix the pump.
2) enter Necropolis after the 88 day limit. - Boneyards (Followers)
- Nothing. Happens if you visit them and complete the game in
less than 88 days.
- Followers are invaded by mutants. Happens if you take longer
than 88 days to destroy the mutant threats. - Shady Sands
- Aradesh and Tandi start the NCR. Happens if you kill the
radscorpions and return Tandi after getting the quest.
- Shady Sands falters, has bad start. Happens if you kill Aradesh.
- Shady Sands is invaded by mutants. Happens if you take a long
time to complete the game and you kill everyone there. (I'm not
sure about this one.) - Junktown
- Killian establishes firm control over Junktown and life
is fair and safe under his law. Happens if you kill Gizmo.
- Gizmo establishes control over Junktown, expands casino,
and dies while choking on an Iguana-on-a-Stick. Happens if
you kill Killian. - Brotherhood of Steel
- Assist NCR in bringing technology. Happens if you join
the Brotherhood.
- Take over NCR and start the 'Steel Plague.' Happens if you
kill Rhombus. - Hub
- Nothing. Happens if you complete the game in less than 88 days.
- Hub is invaded by mutants. Happens if you complete the game if
you take more than 88 days to destroy the mutant threats. - Raiders
- They break up with the death of Garl. Happens if you kill
Garl.
- The raiders continue to terrorize the local people. Happens
if you visit the Raider camp, but in the process you don't
kill Garl. - You
- Your involvement with the communities is documented by future
historians. However, nobody knows what happened to you.
What actually happens is that the Overseer kicks you out. He'll
say that you know too much about the outside world and he is
afraid that you will kill the other Vault dwellers.
If you have the trait 'Bloody Mess' or have the karmic title
'Berserker,' your character pulls out a .44 and blows the
Overseer away. Alternatively, you can leave a gun in one of your
item slots, and after the Overseer finishes talking, you can
enter combat mode, switch to your weapon, and then blow him away.
Your character starts the community called Arroyo, and the
overseer is court marshaled and is banished or executed, I don't
know. Eventually, you'll learn that the Vaults were all a special
case involving the government. This plot is finely displayed
in the sequel...Fallout 2, the post nuclear adventure set 80 years
ahead of Fallout. If you don't go to a specific area,
then you won't see the ending for the area. TACTICS ======= Here are some general tips to
fine-tune your combat. Also included is a boss guide. GENERAL TACTICS --------------- - You can cripple your foe at five
points if you score a critical while
aiming at their legs, arms, or eyes. If you cripple your foe's legs,
he or she will have a hard time walking around. If you cripple one of
the enemy's arms, then he or she won't be able to use two-handed
weapons
(and of course, if you cripple both of them, then the enemy will have
to
resort to unarmed attacks). If you cripple your opponent's eyes, then
he
or she will suffer from reduced Perception levels. - Aiming for the eyes usually gives a
high critical chance and does gobs of
damage. Also, on male NPC's, hitting them in the groin makes them fall
down. - Always use the right weapon for the
job. Sometimes, a .223 Pistol won't
do you that much good (i.e, long range combat) while the Sniper or the
Combat Shotgun will work well.
Generally, burst weapons do peanuts for damage against armored
targets.
For example, lasers are good against leather armor, but don't do much
damage against critters with power or metal armor. And burst weapons,
well, you can just forget about them. Don't confuse this info with
aimed
shots, however. You can do heaps of damage with an aimed shot,
especially
to the eyes or head, regardless of what weapon you use or what armor
the
target is wearing. You can pacify mutants with Desert Eagles and 10mm
pistols if you keep on aiming for the eyes.
And it is pointless to waste precious ammunition against little
critters
like rats. Always go for unarmed/melee attacks if you can. If you have
a Super Sledgehammer and Power Armor, then you can kill the Deathclaws
at
the Boneyards without much trouble. - Also use the right ammo for the job
as well. AP ammo might seem to be
better than JHP ammo while hitting armored targets, but the game
engine
always gives lots of negative modifiers to damage with AP ammo. AP
ammo
penetrates better than JHP ammo, but always use JHP. It's the best
type.
FMJ isn't that bad either. The only exceptions to the rule seem to be
AP and Explosive rockets, which to me seem to deal about the same
amount
of damage.
BURST WEAPON TACTICS -------------------- - You can give your shots "up
close and personal." This works well in the
early game. Garl, the raider leader, can be killed in one
hit...without a
critical! (I once did 71 hp damage to him w/o critical using JHP
rounds
and 54 using AP rounds) - Burst shots have a wide area of
effect. If an ally is in the middle, you
might want to not do a burst shot. Here is an example of the
"burst cone:" X (you) | / \ / | \ / ||| \ / ||||| \ / ||||||| \ Area of effect
This is why giving the shots "up close and personal" deals
gobs of
damage. The shots saturate the target with bullets, dealing an immense
amount of damage. If you attack multiple characters at range with
a burst shot, then both will get hit. - If the target is heavily armored,
don't use burst shots. You will see
this happen to you when you get power armor and mutants are trying to
kill you with miniguns. SNIPER TACTICS -------------- - Sniping is a good idea for immobile
targets, such as the master, or
against unarmed critters. It is also good for long-range combat. - Sniper Rifles, Hunting Rifles, and
Assault Rifles are your best bet for
long range sniping. However, the Sniper Rifle is the best. You can
also
use the Assault Rifle in the burst mode.
The Sniper works well against any target, even if it is armored or
not.
It has a damage range between 14 and 34 hp, compared with (max) 16
with
the assault and 20 with the hunting rifle.
Hunting Rifles work OK on lightly armored targets. The Assault rifle
is
all right for mid-armored targets and good for bursting on lightly
armored targets. - You can use a Combat Shotgun for
short distance sniping, such as fighting
unarmed or melee-weapon using mutants or humans. It is the best weapon
for mid armored targets, and is excellent for short range control. It
works well in conjunction with Power Armor when fighting Decker, and
can
even be used to pacify
Deathclaws.
If you get your hands on the .223 Pistol, it is even better than the
Combat Shotgun. The only drawback is that it is less accurate and it
has
only a 5 ammo magazine. This gun eliminates the need for energy
weapons
later on.
In general, combat shotguns and the .223 pistol are extremely
effective
in short-range combat, like the fights in the Hub. - If you have a high energy weapons
skill, get a Plasma Rifle. No armor can
withstand Plasma damge well. I got 132 hp on an eye shot on a
Deathclaw
once. The Turbo Plasma Rifle only costs 4 AP's for a single shot! - You can kill Deathclaws easily this
way with a high small guns skill and
high luck. Get a sniper and/or .223 pistol, cripple their legs, and
then
go for head and eye shots when they are down.
In general, the above tactic works well against unarmed people and
shines
when used in tandem with a super sledgehammer. (You can hit them, run
away, and hit them again while conserving ammo. The spiked knuckles
work
well here.) - If you have good small guns skill
(120%+), then go straight for aimed
shots. 150%+ should give you a 95% chance to hit anywhere at decent
range,
even at night. - If you use long-range weapons,
you'll get a negative modifier if you are
attacking critters at really close range. This is an issue with the
Fallout combat engine. MELEE TACTICS ------------- - If you have a sledgehammer, use the
weapon against unarmed critters. Aim
for the legs. After they have been crippled, you can score aimed shots
to
the head and eyes easily. Rippers work just as well. - If you have Power Armor and have
spiked knuckles, then you can use those
against any critter...regardless of their armor. I dealt 46 damage to
a
Deathclaw once (critical to the eyes). Power fists are even better,
and
can kill scores of enemies. Ditto for Super Sledgehammers and Rippers. CATHEDRAL / MILITARY BASE TACTICS
(Cowboy approach) --------------------------------------------------- - It is recommended that you bring the
water chip to your Vault and kill
the Regulators. Their metal armors sell well, and you need the
experience. - If you want to assault the base,
here is a good list on what to bring.
This might be a bit steep, but if you do kill the regulators, there
are many metal armors and they sell for $1000.
You: Advanced Power Armor, 2 Psychos, Turbo Plasma Rifle, 300+ cells,
80+ stimpacks
Ian: .223 Pistol, 300+ ammo, 30+ stimpacks
Tycho: Sniper Rifle, 300+ ammo, 30+ stimpacks
Katja: SMG, 600+ ammo, 30+ stimpacks - Enter the Military Base at night,
around midnight. There are few guards
in the base. - Guard Tycho and Ian; they don't have
much armor and their weapons deal
quite a lot of damage. If they die, be sure to take Ian's and Tycho's
weapons. - There are many, many, many mutants
there. Here is a list of what I think
is there.
Cathedral:
- Level 3: about 15 mutants, several robots and COC techs plus the
Master
- Level 2: 5 mutants, some scientists and COC chanters
- Level 1: 2 mutants, one COC member, several centaurs and floaters
- Ground floor: 1 nightkin, lots of humans
- 2nd floor: 2 nightkin, one COC member
- 3rd floor: 3-4 nightkin
- 4th floor: 3 nightkin, Morpheus
Military Base: (night)
- Outside: 4 mutants
- Level 1: 10 mutants, 3 robobrains
- Level 2: 15 mutants, 2 robobrains (note: two mutants were
dead...because of what I don't know.)
- Level 3: 5 mutants, 1 human
- Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus lieutenant
Military Base: (day)
- Outside: 4 mutants
- Level 1: 13 mutants, 3 robobrains
- Level 2: 13 mutants, 2 robobrains
- Level 3: 5 mutants, 1 human
- Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus
lieutenant
NOTE: The mutants on future levels will regroup after attacking. This holds true for the night approach.
Also, if you kill the mutants
within three turns, then they won't set off the alarm. (In other
words, one fistfight can last up to three turns.) BOSS TACTICS (or big creature tactics) -------------------------------------- Fallout doesn't really have any
bosses, but it does have its share of powerful opponents that you will meet
in the game. This section has strategy information for the biggest
of the bad guys. - Garl (The Raider Leader)
------------------------
Hit points: 70
Armor : Metal Armor
Weapon : Desert Eagle .44
Difficulty: Hard
Watch out...this is one of the two fights that can result in your
death.
Since you are attempting this fight in the early game, it is quite
difficult. Equip the SMG and go burst right in his face. And, as
always,
use stimpacks...but in this case, frequently.
Garl also has about 14 allies, which are fairly easy kills. The only
ones
that should give you trouble are those that weild guns, like Petrox,
Tolya, and his female raiders.
Ian comes in real handy during this battle. The fight is difficult,
but
with the amount of equipment that you'll gain, is well worth it. - Gizmo (The Casino Owner)
------------------------
Hit points: 70
Armor : None
Weapon : Mauser 9mm
Difficulty: Stupid Easy
This guy is really easy. You'll get two good allies, plus Ian and
Tycho
and Dogmeat. Just attack Gizmo first, and later Izo. Izo has 50 hit
points, metal armor, and is unarmed. - Decker
------
Hit points: 50-95
Armor : Vaires; none to leather
armor
Weapon : Strong
pistols/strong melee
Difficulty: Medium
This is the last one of the death fights. You'll have Ian, Tycho,
Dogmeat,
and two Hub Police guards, but they don't have many hit points.
Decker's
guards are somewhat tough, and Kane has 95 hit points and somehow
seems
difficult to kill. Also, one has a sledgehammer. You might lose
Dogmeat
in this battle. - Deathclaw (at Hub)
------------------
Hit points: 225
Armor : Strong Skin
Weapon : Claw
Difficulty: Somewhat easy
Actually, this fight is pretty easy...you can do the job in Metal
Armor and
semi-decent big guns skill, something like 35%. Get Jake's Rocket
Launcher
and pummel that deathclaw down...
Sniper Rifles and Combat Shotguns in conjunction with Combat Armor
work
well.
Aim the shots (if you have the sniper) at the Deathclaw's legs or
eyes. You
can cripple his legs, and then it will be quite easy. - The Lieutenant of the Mutant Armies
(aka Lou)
---------------------------------------------
Hit points: 250
Armor : Unknown, equivalent
of Brotherhood Armor
Weapon : Gatling Laser
Difficulty: (Him: Easy) (His mutant troopers:
Difficult)
This brute is pretty tough, and has two super mutants on his left and
right.
Both have about 80-90 hit points and wield gatling lasers and rocket
launchers. One great tactic is entering combat mode, running up in
front of
him, and using the .223 Pistol at the eyes. The Lou will attack, and
so will
his guards. Since the guards' weapons have the 'area' effect, they
will work
wonders on the lieutenant. His armor cannot withstand rocket launcher
damage
well. This fight is pretty difficult, but with Power Armor, a strong
weapon,
and several stimpacks, it will be well worth it.
The .223 Pistol, the Combat Shotgun, and Sniper Rifles are excellent
small
arms choices for this fight. If you have a Plasma Rifle with you, then
the
fight would be even easier.
It is also a good idea to pick the Rocket Launcher and Minigun from
dead
troopers. Miniguns work wonders on the mutants with minimal clothing.
Your main worry for this fight is the chance that the enemy will score
critical hits. Since they wield huge weapons, there is a small chance
of
survival, and it is advisable to save often. - The Master of the Mutants
-------------------------
Hit points: 500
Armor : Thick skin
Weapon : Twin Gatling Laser
cannons with unlimited ammo
Can spawn mutants at
will (they have 50 hit points and good weapons)
Difficulty: (Him: Somewhat Difficult) (His mutant troopers:
Difficult)
Two things: Plasma Rifle and Power Armor. Or if you have excellent
small
arms skills, a .223 pistol and a sniper will also work well.
These two will kill him in an instant, and since he is immobile, you
can
use the columns to your advantage. This is what to do:
X (Master)
O O (Columns)
* (You)
Stand behind one of the columns, and when it is your turn, go move out
one
hex, aim for his eyes (with decent skill) or just attack him, and then
fall back. This trick is guaranteed to work, and you will have a clear
line of fire for the mutants he spawns.
This method takes time, but with criticals, he is toast. I scored 119
points on him once at the eyes. Pretty much, you can devastate the
entire
cathedral with about 300 cells, 35 stimpacks, Power Armor, and of
course,
the Plasma Rifle. If you have an extremely high critical chance (or
have
leveled up enough to get 'sniper'), you can use a gatling laser from
the
dead body of a mutant. Gatling lasers deal a lot of damage with
criticals...it is entirely possible to kill the master in two hits.
Again, your main worry is that the master or his mutants might score a
critical against you.
NOTE: According to Eric Wills, this guy is what became of Richard
Grey.
Earlier, it was stated that Grey was the Lieutenant of the mutant
armies.
Deathclaws (at Boneyards)
-------------------------
Hit points: 225-320
Armor : Strong skin
Weapon : Claw
Difficulty: With .223 Pistol: somewhat easy With Combat Shotgun: between
medium and hard
This fight is pretty difficult if you are stuck with the combat
shotgun and
combat armor. This fight is also relatively easy if you have the .223
pistol
and power armor. Keep on aiming for the eyes, and you'll guzzle up
about 10
stimpacks in no time. Deathclaws don't deal much damage to you (5
tops)
with power armor, and with hardened it is almost nil, but you've got
to
watch out for the critical attacks.
Once I played it and there were three Deathclaws on the ground floor.
The second time, there were two. This could be due to the difficulty
setting...
You also have to know that the deathclaws will respawn (i.e., more
will come)
after about one to two hours if you kill the critters on the ground
floor and
forget about the deathclaw mother and the deathclaw eggs on the
basement
floor. This is a good way to get heaps of experience since one
deathclaw is
worth a thousand experience a pop. APPENDIX ======== Contents: 1. Quest/Experience Table (gives quest
name and brief discription) 2. Armor/Items/Weapons/Chemicals list 3. List of NPC's with their respective
pros/cons QUESTS/EXPERIENCE TABLE ----------------------- Pretty much, this section gives you
info about quests in Fallout. 'kxp' denotes experience that you get
from kills. Some of the information given might be
inaccurate. - VAULT 13
--------
- 500 kxp - Kill all twenty
rats in the Vault 13 cavern.
- 750 xp - Calm the rebel
faction by talking with Theresa.
- 700 xp - Access both of the
learning terminals at the Vault 13 library.
- 1000 xp - Catch the water
thief.
- 7500 xp - Return the Water
Chip to the overseer. - SHADY SANDS (First Visit)
-------------------------
- 250 xp - Speak with Katrina.
Choose the dialogue "Please Help Me..." and ask everything that
appears in the menu.
- 100 xp - Convince Ian to
join your group. Reward: Ian joins your group
- 990 kxp - Kill all nine of
the radscorpions in the radscorpion caves. Ask Seth to send you there.
Also, take the tail off of one dead radscorpion.
- 500 xp - You will get this
after you kill all nine of the radscorpions.
- 250 xp - Make a radscorpion
poison antidote. Speak with Razlo during the day and tell him that you have
some radscorpion flesh. Reward: Antidote against
poison.
- 400 xp - Heal Jarvis, Seth's
brother. He is suffering from the effects of the radscorpion
poison; use the antidote that Razlo gave you on him.
- 500 xp - Tell the farmer in
the brahmin-pen area of Shady Sands about crop rotation. You'll need
high (40%+) science skill in order to do this. - VAULT 15
--------
- 365 kxp - Kill all of the
rats on Level I.
- 525 kxp - Kill all of the
rats on Level II.
- 840 kxp - Kill all of the rats
on Level III.
- 500 xp - Reach the command
center. It is buried under rock. - SHADY SANDS (Second Visit)
--------------------------
- 0 xp - Get quest to
release Tandi from the Khan raider camp. Reward: Spear, two Stimpacks - KHAN RAIDER CAMP (First Visit)
------------------------------
- 400 xp - Release Tandi
without using any violence Reward: Tandi joins your group - SHADY SANDS (Third Visit)
-------------------------
- 500 xp - Return Tandi to
Shady Sands. Reward: 500 dollars - KHAN RAIDER CAMP (Second Visit)
-------------------------------
- 1125 kxp - Kill all of the Raiders.
- 400 xp - Free the two female
slaves that Garl is holding. - JUNKTOWN (experience for killing
Killian and Neal is not available)
--------
- 400 xp - Kill the
assassin - 250 kxp - Kill the assassin
- 500 xp - Secure Gizmo's
confession. Reward: Choice of shotgun and
100 shells Leather Armor Doctor's Bag 20 stimpacks
- 600 xp - Kill Gizmo and
speak with Lars after you assist Junktown's guards in the death of Gizmo. Reward: $500
- 425 kxp - Kill Gizmo and Izo.
- 300 xp - Talk with Tycho;
ask him to teach you some survival skills. Also ask him
to join you. Reward: 5% increase to
outdoorsman. Tycho joins your group.
- 1000 xp - Save Sinthia from
the crazed raider. Reward: One free room at crash
house
- 100 xp - Get Dogmeat out of
Phil's house. Reward: Dogmeat joins your
group.
- 400 xp - Steal Neal's urn
and give it to Vinnie.
- 185 kxp - Kill the Skulz.
- 300 xp - Kill the Skulz.
- 500 xp - Speak with Lars
after you assist Junktown's guards in the death of the Skulz.
- 250 xp - Straighten out the
issues between Saul and Trish.
- 600 xp - Kill Killian for
Gizmo. You'll kill most of Junktown this way as well.
- 530 kxp - Kill Doc Morbid and
his guards. - HUB
---
- 345 kxp - Kill Lorenzo and
his guards at the FLC.
- 975 kxp - Kill Hightower and
his guards.
- 600 xp - Tell Decker that
you have killed Hightower. Reward: $3000
- 575 kxp - Kill Priestess Jain
and her minions.
- 700 xp - Tell Decker that
you have killed Jain. Reward: $5000
- 980 kxp - Kill Decker.
- 1400 xp - Help the Hub police
eliminate Decker. Reward: $1300. If ask Beth
about Decker and tell her that you killed him, she'll
give you six stimpacks.
- 500 xp - Blackmail Iguana
Bob. Reward: A payment of $50+
every five days.
- 800 xp - Enter the Deathclaw
cavern.
- 1000 kxp - Kill Deathclaw.
- 300 kxp - Kill the dying
mutant.
- 1000 xp - Tell Butch and
Rutger that mutants are causing the caravan disappearances.
Reward: $800, 15%
discount at Beth's Weapon Shop
- 100 xp - Lockpick all of the
doors at Thieves' Circle
- 900 xp - Talk to Loxley and
agree to find Hightower's necklace Reward: Lockpicks, flares
- 500 xp - Give Loxley the
necklace. Reward: $3000, Electronic
Lockpicks
- 570 kxp - Kill Raiders at
Irwin's house. Reward: .223 Pistol
- 2000 xp - Buy water from the
Water Merchants. Reward: 100 extra days until
water runs out at Vault. 400 days (instead of
500) for you to kill the Mutants. This doesn't
apply for Fallout 1.1. - BROTHERHOOD
-----------
- 2000 xp - Successfully
complete the Glow quest. Reward: You join the
Brotherhood.
- 100 xp - Read the ancient
Brotherhood tape.
- 500 xp - Watch the initiate
combat training. Reward: 5% Unarmed, 5% Melee
skill increase
- 500 xp - Repair the Power
Armor on Level 3.
- 100 xp - Read Vree's autopsy
report.
- 580 kxp - Kill Raiders at the
Hub.
- 1500 xp - Tell Talus that you
have freed the initiate and accept the award. Reward: Rocket Launcher
Laser Pistol Super Sledgehammer Power Armor (15+ karma
only)
- 1500 xp - Notify the
Brotherhood of the military base. Reward: 4 paladins for
military base assault - GLOW ----
- 1425 kxp - Kill all of the robots on Level 2.
- 950 kxp - Kill all of the
robots on Level 3.
- 650 kxp - Kill all of the
robots on Level 4.
- 475 kxp - Kill all of the
robots on Level 6.
- 1000 xp - Enter Level 5. This
is really experience for fixing the power generator, but you get
it if you enter Level 5.
- 1600 kxp - Kill all of the robots on Level 5.
- 400 xp - Read all of the
holodiscs that you find here. - NECROPOLIS
----------
- 3340 kxp - Kill all random critters that attack you. This includes ghouls, glowing ghouls, and
rats.
- 1550 kxp - Kill Super Mutants at watershed Reward: Four flares, four
nuke-a-colas, flamethrower from the Ghoul in the
Followers' library if you tell him that the mutants in
the watershed are dead.
- 1960 kxp - Ask Set for information after you kill the super mutants
at the Water Shed. He'll attack
you if you do.
- 1000 xp - Repair the water
pump.
- 2500 xp - Find the water
chip. - BONEYARDS
---------
- x520 kxp - Kill all of the deathclaws, the deathclaw mother, and the
eggs. (x = number of
deathclaws killed)
- 1000 xp - Notify Gabriel that
the deathclaws are dead. Reward: Discount at the
Gun-Runners Free ammunition and
weapons for you (choice 1) Ammunition, weapons,
and armor for the Blades
(choice 2)
- 1305 kxp - Kill all of the regulators. Reward: 5 stimpacks and money
from Michael, MacRae (the door guard at the Blades)
can teach you fighting skills
- 60 kxp - Kill Jon Zimmerman.
- 2000 xp - Razor and the
Blades gain control of Adytum. This happens once you have killed Zimmerman and
all of the Regulators.
- 200 xp - Convince Katja to
join you. Reward: Katja joins your
group. - MILITARY BASE
-------------
- 1500 xp - Trick the mutants
guarding the entrance.
- 800 xp - Hack into the
computer on Level I.
- 2000 xp - Reach the last
level, without being caught in the robes.
- 1000 xp - Fix Mr. Handy.
- 1000 xp - Overhear the
Lieutenant and Van Haggen's conversation over Vault 13.
- 10 K xp - Blow up the base. - CATHEDRAL
---------
- 1650 kxp - Kill Morpheus and his guards.
- 1000 xp - Kill Morpheus.
- 750 xp - Bluff your way past
the guards.
- 1250 xp - Hack into the
computer on Level 1. Reward: Location of Military
Base
- 2000 xp - Free the prisoners
on Level 2.
- 1000 xp - Convince Gideon to
give you a Psychic Nullifier.
- 10 K xp - Blow up the
Cathedral. ARMOR, WEAPONS, ITEMS --------------------- Some notes for this part of the
appendix include... AC: Armor Class (the higher it is, the
less likely the enemy will score a successfull hit) Normal (N), Laser (L), Fire (F),
Plasma (P), Concussion (E) Contents: - 1.
Ammo - 2.
Armor - 3.
Pistols - 4.
Large Weapons and SMGs - 5.
Rifles and Shotguns - 6.
Energy Weapons - 7.
Unarmed - 8.
Melee Weapons - 9.
Throwing Weapons - 10. Chemicals - 11. Items - 12. Useless Items AMMO ---- JHP - Jacketed Hollow Point AP - Armor Piercing FMJ - Full Metal Jacket 12S - 12 Gauge Shell MFC - Micro Fusion Cell SEC - Small Energy Cell The type of ammunition used will
change the amount of damage dealt to the target. JHP is always the superior
choice, followed by FMJ. Forget AP ammo. AP is, in the first place,
more expensive, and although it does penetrate a bit more than JHP
ammo, it deals very little damage. It's useless against anything - JHP is
always superior. Shotgun Shells deal good damage regardless of the
target used, and FMJ is like a 'neutral' ammo - it works okay on both
armored and non-armored targets. It doesn't suffer nearly the damage
penalty of AP ammo, but it penetrates far better than JHP. As for energy weapons, their real
effectiveness depends on the type of weapon used. For instance, laser
weapons aren't as effective as plasma weapons on armored targets. Plasma is
good against anything except for Tesla armor. The Alien Blaster uses a
different technology (and from the death animations seen from Fallout
and Fallout 2, I think pulse) which is goes through any type of
armor. The cells themselves don't serve as damage modifiers, but are
merely power units. ARMOR ----- Consider combat armor, which has a
damage threshold of 8 hit points and a damage resistance of 60% against
laser attacks. (8 hp/60%) The way armor works is like this: if
you are wearing combat armor and somebody hits you with a laser
rifle, you will receive x amount less. Say that if you're wearing the
Vault 13 jumper, which has no protection whatsoever, and the
enemy uses the laser rifle and hits you for 42 hit points of damage. Take the same situation with combat
armor on. The armor will naturally deflect 8 hit points of damage because
of the damage threshold. Now only 34 hit points remain. The armor
can resist 60% of that damage. Multiplying 34 by 60% will give you
20.4, and rounding that down will give you 20. You'll only take 20
hit points of damage with the armor instead of 42. 1. Pressed Vault 13 Jumper (starting)
- NO DAMAGE THRESHOLD / RESISTANCE MODIFIERS - 2. Leather Jacket
N- 0 hp / 20% P- 0 hp / 10%
L- 0 hp / 20% E- 0 hp / 20%
F- 0 hp / 10% AC- 8 points
First seen : Vault 15 in locker on 2nd floor
Selling price : $300
Weight: 5 lbs.
First seen: Vault 15, locker in the living quarters to the south
Merchants: 1) Killian, General Store in Junktown 2) Beth, Gun Store in Hub
Downtown
Special attributes: If you are a male and are wearing this, at the Raiders' camp, many
people will think you are Death Hand. Adds several
interesting conversation options. 3. Leather Armor
N- 2 hp / 25% P- 0 hp / 20%
L- 0 hp / 20% E- 0 hp / 10%
F- 0 hp / 20% AC- 15 points
Selling price : $800
Weight : 8 lbs.
First seen: Raider camp, standard issue for other Raiders
Merchants: 1) Killian, General Store in Junktown 2) Beth, Gun Store in Hub
Downtown
Special attributes: None 4. Metal Armor
N- 4 hp / 30% P- 4 hp / 20%
L- 6 hp / 75% E- 4 hp / 25%
F- 4 hp / 10% AC- 10 points
Selling price : $1000-1670
Weight : 35 lbs.
First seen: Raider camp, Garl is wearing it
Merchants: 1) Beth, Gun Store in Hub Downtown 2) Jake, Jake's Weapons in Hub
Old Town 3) Gun Runners, LA Boneyards
Special attributes: None 5. Tesla Armor
N- 4 hp / 20% P- 10 hp / 80%
L- 19 hp / 90% E- 4 hp / 10%
F- 4 hp / 20% AC- 15 points
Selling price: $4500
Weight: 35 lbs.
First seen: Cathedral, Tower level 4
Merchants: None
Special attributes: None 6. Combat Armor
N- 5 hp / 40% P- 4 hp / 50%
L- 8 hp / 60% E- 6 hp / 40%
F- 4 hp / 30% AC- 20 points
Selling price: $6000
Weight: 25 lbs.
First seen: Hub, available for purchase (or you can kill the guards and swipe the armor).
Merchants: 1) Jake, Jake's Weapons in Hub Old Town 2) Gun Runners, LA Boneyards
Special attributes: None 7. Brotherhood Armor
N- 8 hp / 70% P- 7 hp / 60%
L- 8 hp / 70% E - 8 hp / 40%
F- 7 hp / 50% AC- 20 points
Selling price: Slightly less than standard issue combat armor
Weight: 25 lbs.
First seen: Brotherhood of Steel; anyone in that building who look like they have combat armor
on.
Merchants: None, just ask Talus and he'll give you one for free
Special attributes: None 8. Power Armor
N- 12 hp / 40% P- 10 hp / 40%
L- 18 hp / 80% E- 20 hp / 50%
F- 12 hp / 60% AC- 25 points
Selling price : Not sold, but you can sell it for $12500.
Weight: 85 lbs.
First seen: Brotherhood of Steel door guards; Darrell is only one wearing airtight helmet
Merchants: None, repair it from Kyle or get the suit after completing the quest from Talus.
Special attributes: Adds 3 to strength, cannot be taken from dead wearing power armor,
special dialogue options from people in Hub 9. Hardened Power Armor
N- 13 hp / 50% P- 13 hp / 50%
L- 19 hp / 90% E- 20 hp / 60%
F- 12 hp / 60% AC- 25 points
Selling price : $15000
Weight: 100 lbs.
First seen: Nobody is wearing it, but looks the same as standard power
armor.
Merchants: None, but Miles can harden the regular Power Armor for you in the Adytown in the LA
Boneyards if you fix his hydroponic farm.
Special attributes: Adds 3 to strength. None other than that. 10. Children of the Cathedral (COC)
Robes
Selling price : $90
Weight: 10 lbs.
First seen: Jain is wearing them, pick them up from the Church armory in the Hub.
Merchants: None
Special attributes : You can completing the entire Military Base level
(required to beat
the game) while in the robes by bullshitting all of
the mutant guards by saying that you are a
member of the Children. Those buggers will believe
you. Ditto for the Cathedral. PISTOLS ------- 1. 10 mm Pistol
Selling price: $450
First seen: You start out with it
Required strength: 5
Damage: 5-12 hp, normal
Range: 25 hexes
Ammo usage: single shot only, can be aimed
Ammo type: AP or JHP 10 mm bullets
Ammo capacity: 12 bullets
Action points used: 5 for single, 6 for aimed 2. 14 mm Pistol
Selling price: $1000-1400
First seen: Buy from Jake in Old Town, located in the Hub. You can
also get it from killing the
guards in the Heights.
Required strength: 4
Damage: 12-22 hp, normal
Range: 24 hexes
Ammo usage: single shot only, can be aimed
Ammo type: AP 14 mm ammo cartridge
Ammo capacity: 6 bullets in cartridge
Action points used: 5 for single, 6 for aimed 3. Desert Eagle .44
Selling price: $800
First seen: Swipe from Raiders
Required strength: 4
Damage: 10-16 hp, normal
Range: 22 hexes
Ammo usage: single shot only, can be aimed
Ammo type: .44 caliber JHP or FMJ bullet
Ammo capacity: 8 bullets
Action points used: 5 for single, 6 for aimed 4. Mauser 9 mm
Selling price: $2000
First seen: Kill Gizmo to get
it
Required strength: 4
Damage: 6-10 hp, normal
Range: 22 hexes
Ammo usage: single shot only, can be aimed
Ammo type: 9 mm parabellum
Ammo capacity: 7 rounds
Action points used: 5 for single, 6 for aimed 5. .223 Pistol
Selling price: $4000
First seen: Solve Irwin's quest and he'll give it to you
Required strength: 5
Damage: 20-30 hp, normal
Range: 30 hexes
Ammo usage: single shot only, can be aimed
Ammo type: .223 FMJ cartridge
Ammo capacity: 5 rounds
Action points used: 5 for single, 6 for aimed LARGE WEAPONS & SUB-MACHINE GUNS -------------------------------- 1. MP9 Sub-Machine Gun
Selling price: $1000
First seen: Vault 15, locker on 3rd floor
Required strength: 5
Damage: 5-12 hp per bullet, normal
Range: 25 hexes
Ammo usage: single shot, can be aimed, burst shot of 10 bullets
Ammo type: 10 mm JHP or AP bullets
Ammo capacity: 30 bullets
Action points used: 5 for single, 6 for aimed, 6 for burst 2. Minigun
Selling price : $3800
First seen: Buy from Gun Runners, or pick it from the Super Mutants.
Required strength: 7
Damage: 4-10 per bullet, normal
Range: 35 hexes
Ammo usage: burst shot of 40 bullets
Ammo type: 5 mm JHP or AP bullets
Ammo capacity: 120 bullets
Action points used: 6 for burst 3. Rocket Launcher
Selling price: $6000
First seen: Buy from Old Town in the Hub.
Required strength: 6
Damage: 35-100 hp, explosive
Range: 40 hexes
Ammo usage: single rocket
Ammo type: Explosive or Anti-Armor rockets
Ammo capacity: one rocket
Action points used: 6 for single 4. Flamethrower
Selling proce: $2000
First seen: Buy from Old Town in the Hub.
Required strength: 6
Damage: 30-60 hp, fire
Range: 5 hexes
Ammo usage: burst of flames
Ammo type: Flame Fuel
Ammo capacity: Enough fuel for 5 shots
Action points used: 6 for burst RIFLES & SHOTGUNS ----------------- 1. Hunting Rifle
Selling price: $900
First seen: Random encounter or swipe from Kenji when he attacks
Killan in Junktown. (Kenji is the would-be assassin for Killian)
Required strength: 5
Damage: 8-20 hp, normal
Range: 40 hexes
Ammo usage: Single, can be aimed
Ammo type: .223 FMJ
Ammo capacity: 10 rounds
Action points used: 5 for single, 6 for aimed 2. Assault Rifle
Selling price: $1300
First seen: Hub, Old Town
Required strength: 5
Damage: 8-16 hp per bullet, normal
Range: 45 hexes
Ammo usage: Single, can be aimed, burst fire of 8 bullets
Ammo type: 5 mm JHP or AP bullets
Ammo capacity: 24 bullets
Action points used: 5 for single, 6 for aimed, 6 for burst 3. Sniper Rifle
Selling price: $2200
First seen: Hub, Old Town
Required strength: 5
Damage: 14-34 hp, normal
Range: 50 hexes
Ammo usage: Single, can be aimed
Ammo type: .223 FMJ
Ammo capacity: 6 rounds
Action points used: 6 for single, 7 for aimed 4. Shotgun
Selling price: $800
First seen: Raiders Base, it is in the fridge
Required strength: 4
Damage: 12-22 hp, normal
Range: 14 hexes
Ammo usage: Single, can be aimed
Ammo type: 12 gauge shells
Ammo capacity: 2 shells
Action points used: 5 for single, 6 for aimed 5. Combat Shotgun
Selling price: $2750
First seen: Hub, Old Town. Either buy it from Jake or kill the thugs holding the Brotherhood
initiate captive.
Required strength: 5
Damage: 15-25 hp per shell, normal
Range: 22 hexes
Ammo usage: Single, can be aimed, burst of 3 shells
Ammo type: 12 gauge shells
Ammo capacity: 12 shells
Action points used: 5 for single, 6 for aimed 6. Red Ryder BB Gun
Selling price: $200
First seen: Killian's General Store, in the locked storage room
Required strength: 3
Damage: 1-3 hp per pellet, normal
Range: 22 hexes
Ammo usage: Single, can be aimed
Ammo capacity: 100 BB pellets
Action points used: 5 for single, 6 for aimed 7. Red Ryder LE BB Gun
Selling price: $3500
First seen: Random Encounter (Bob's Used Cars)
Required strength: 3
Damage: 25 hp per pellet, normal
Range: 32 hexes
Ammo usage: Single, can be aimed
Ammo capacity: 100 BB pellets
Action points used: 4 for single, 5 for aimed ENERGY WEAPONS -------------- 1. Laser Pistol
Selling price: $1600
First seen: You can get it from the Brotherhood, or kill COC techs and
take it from them.
Required strength: 3
Damage: 10-22 hp, laser
Range: 35 hexes
Ammo usage: Single, can be aimed
Ammo type: Small Energy Cells
Ammo capacity: 12 cells
Action points used: 5 for single, 6 for aimed 2. Plasma Pistol
Selling price: $2750
First seen: I found it in the sewers of Necropolis, but you can also
buy it at the Gun Runners or find
it at the Glow.
Required strength: 4
Damage: 16-35 hp, plasma
Range: 20 hexes
Ammo usage: Single, can be aimed
Ammo type: Small Energy Cells
Ammo capacity: 16 cells
Action points used: 5 for single, 6 for aimed 3. Laser Rifle
Selling price: $5000
First seen: Harry has one, and you can get one from the mutants at the Cathedral/Military Base.
Required strength: 6
Damage: 25-50 hp, laser
Range: 45 hexes
Ammo usage: Single, can be aimed
Ammo type: Micro Fusion Cells
Ammo capacity: 12 cells
Action points used: 5 for single, 6 for aimed 4. Plasma Rifle
Selling price: $4000 ($6000)
First seen: Again, you can buy it from the Gun Runners, pick it up
from the nightkin guards in the
2nd-4th levels of the Cathedral, or get one real early from the
5th level of the Glow, if you decide to go there.
Required strength: 6
Damage: 30-65 hp (35-70 hp), plasma
Range: 25 hexes (35 hexes)
Ammo usage: Single, can be aimed
Ammo type: Micro Fusion Cells
Ammo capacity: 10 cells
Action points used: 5 for single, 6 for aimed (4 for single, 5 for
aimed)
Upgrade: Turbo Plasma Rifle! Ask Smitty in the Boneyard. The upgrade lowers the AP cost as well as
slightly increasing damage and greatly increasing range. This is
the best weapon in the game. 5. Gatling Laser
Selling price: $7500
First seen: You can kill Brotherhood guards to get it, but your karma will go way down. The lone
Nightkin guarding the entrance to the basment in the
Cathedral has the only Gatling Laser which you can get peacefully
(BTW, all of the Brotherhood guards will be after you.)
The lieutenat also has one, but he is encountered too late in
the game.
Required strength: 6
Damage: 20-40 hp per cell used, laser
Range: 40 hexes
Ammo usage : Burst of laser rays using 10 cells
Ammo type : Micro Fusion Cells
Ammo capacity : 30 cells for 3 laser ray bursts
Action points used: 6 for burst 6. Alien Blaster
Selling price: ???
First seen: Available in a special random encounter with two dead
aliens. Only is available to
characters with extremely high luck.
Required strength: 2
Damage: 30-90 hp, pulse (good against any armor)
Range: 10 hexes
Ammo type: Small Energy Cells
Ammo capacity: 30 cells for 30 shots UNARMED WEAPONS --------------- On all unarmed weapons, you can hit
single or aim an attack. The single costs 3 action points, and the aimed
costs 4 action points. All items require one Strength and do normal
damage. 1. Brass Knuckles
Selling price: $60
First seen: You might start out with them, but you can get a pair from Junktown.
Damage: 2-10 hp 2. Spiked Knuckles
Selling price: $250
First seen: You can pick them up from Kane once you confess to the Police about Decker in the
Hub. Some of the mutant patrols at the military base have
them.
Damage: 4-15 hp 3. Power Fist
Selling price: $2200
First seen: I know for sure you can get this at the Brotherhood, or
you can buy one at the Gun Runners
or possibly find one at the Glow. There is one in the
footlocker on the top level of the Cathedral, the one next to
Morpheus' Room.
Damage: 12-29 hp
Ammo capacity: 25 small energy cells
Ammo usage: 1 cell per punch 4. Rock
Selling price: $0
First seen: Shady Sands, the shelf in Aradesh's house/building
Damage: 1-4 hp
MELEE WEAPONS ------------- All melee weapons cause normal damage.
The maximum damage value might vary as it is a direct result of your melee
damage bonus. 1. Knife
Selling price: $40
First seen: You start out with one. There is another one to the bones
of another vault dweller to your right. (Or
your character's left.)
Required strength: 2
Damage: 2-10 hp
Attack methods: Swing or thrust
Action points used: 3 for swing or thrust, 4 for aimed swing or thrust 2. Combat Knife
Selling price: $160
First seen: I saw it at Beth's store; you might be able to get one
from the raiders at Irwin's house.
Required strength: 2
Damage: 3-11 hp
Attack methods: Swing or thrust
Action points used: 3 for swing or thrust, 4 for aimed swing or thrust 3. Throwing Knife
Selling price: $100
First seen: Raiders
Required strength: 3
Damage: 3-6 hp
Attack methods: Swing
Action points used: 3 for swing,
4 for aimed swing 4. Sledgehammer
Selling price: $120
First seen: It's in the room to the east of the farm in Shady Sands.
Required strength: 6
Damage: 4-10 hp
Attack methods: Swing or thrust
Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for aimed thrust
Special: You can hit people from two hexes away. 5. Super Sledgehammer
Selling price: $3750
First seen: Jake at Old Town sells it.
Required strength: 5
Damage: 14-39 hp
Attack methods: Swing or thrust
Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for aimed thrust
Special: You can hit people from two hexes away. 6. Spear
Selling price: $80
First seen: Aradesh gives it to you when you tell him that you will
find Tandi.
Required strength: 4
Damage: 3-13 hp
Attack methods: Thrust
Action points used: 5 for thrust, 6 for aimed thrust
Special: You can hit people from two hexes away. 7. Club/Police Baton
Selling price: $30
First seen: Beth sells them.
Required strength: 3
Damage: 1-7 hp
Attack methods: Swing
Action points used: 3 for swing, 4 for aimed swing 8. Crowbar
Selling price: $50
First seen: Vault 15
Required strength: 5
Damage: 3-13 hp
Attack methods: Swing
Action points used: 4 for swing, 5 for aimed swing
9. Viroblade Ripper
Selling price: $900
First seen: The Gun Runners sell them.
Required strength: 4
Damage: 15-35 hp
Attack methods: Swing or thrust
Action points used: 4 for swing or thurst, 5 for aimed swing or thrust
Ammo capacity: 30 Small Energy Cells
10.Cattle Prod
Selling price: $600
First seen: True to his name, Lasher has one. You can buy one at the Gun Runners.
Required strength: 4
Damage: 12-23 hp
Attack methods: Swing or thrust
Action points used: 4 for swing or thrust, 5 for aimed swing or thrust
THROWING WEAPONS ---------------- 1. Spear
Selling price: $80
First seen: Aradesh gives it to you when you tell him that you will
find Tandi.
Required strength: 4
Damage: 3-13 hp, normal
Range: 8 hexes
Action points used: 6 for throw, 7 for aimed throw
2. Throwing Knife
Selling price: $100
First seen: Raiders
Required strength: 3
Damage: 3-6 hp, normal
Range: 16 hexes
Action points used: 4 for throw 3. Molotov Cocktail
Selling price: $50
First seen: Raiders Base
Required strength: 3
Damage: 8-20, fire
Range: 12 hexes
Action points used: 5 for throw 4. Fragmentation Grenade
Selling price: $150
First seen: There are a couple in the Vault 15 lockers
Required strength: 3
Damage: 20-35 hp, explosive
Range: 15 hexes
Action points used: 4 for throw 5. Plasma Grenade
Selling price: $300
First seen: Glow or Gun Runners
Required strength: 4
Damage: 40-90 hp, plasma
Range: 15 hexes
Action points used: 4 for throw 6. Pulse Grenade
Selling price: $250
First seen: Jake sells them at Old Town in the Hub
Required strength: 4
Damage: 100-150 hp, electromagnetic pulse
Range: 15 hexes
Action points used: 4 for throw
Special: Only affects robots. 7. Rock
Selling price: $0
First seen: Shady Sands, the shelf in Aradesh's house/building
Required strength: 1
Damage: 1-4 hp, normal
Action points used: 4 for throw, 5 for aimed throw CHEMICALS --------- 1. Stimpack
Selling price: $100
What it does: Heals you - 10-20 hp gained.
Addiction rate: 0% 2. Super Stimpack
Selling price: $250
What it does: Heals you, up to 75 hp gained. You lose 9 hp due to the
powerful nature of the chemicals.
Addiction rate: 0% 3. Buffout
Selling price: $200
What it does: Increases strength by two and endurance by three for six
hours. The withdrawal effect is
losing four strength and endurance as well as four agility for
twelve hours.
Addiction rate: 50% (33%-100%) 4. Mentats
Selling price: $280
What it does: Increases intelligence and perception by two and
charisma by one for one day. The
withdrawal effect is losing four intelligence and perception
as well as three charisma for four days.
Addiction rate: 50% (33%-100%) 5. RadX
Selling price: $300
What it does: Increases radiation resistance by 50% for one day. You lose 25% radiation
resistance after that day and then lose 25% the next day. RadX
has no withdrawal effects.
Addiction rate: 0% 6. RadAway
Selling price: $500
What it does: Removes radiation poisoning, 25 rems.
Addiction rate: 10% (10%-25%) 7. Psycho
Selling price: $400
What it does: Increases damage resistance by 50% and decreases intelligence by three. After six hours,
your intelligence increases by 1 and damage
resistance decreases by 25%. After an additional six
hours, your intelligence increases by two and damage resistance
decreases by 25%.
Addiction rate: 50% 8. Antidote
Selling price: $50
What it does: Removes poisoning damage, 25 points.
Addiction rate: 0% *
Addiction rates are really variable. Sometimes I could take two
Psycho's and still not get addicted, but on the other hand, I took
one and I got addicted. It's totally random. ITEMS & GADGETS --------------- 1. Rope
Selling price: $25
Use: In Vault 15, you will need it to descend down the elevator
shafts.
In the Glow, you'll need to attach the rope to the beam and descend
down the crater.
First seen: Shady Sands has one in one of the houses in the farm. You can also buy one from Seth. 2. Tool
Selling price: $200
Use: Use it whenever you are repairing things to get an increase of
25% to
the 'Repair' skill.
First seen: You start out with one if you have enough repair skill.
Killian has one in his store. 3. Lockpicks
Selling price: $150
Use: Use it whenever you are picking conventional locks for an
increase
to the 'Lockpick' skill.
First seen: You start out with them, or you can get them from the
fridge in the Raiders base. 4. Electronic Lockpicks
Selling price: $375
Use: Use it whenever you are picking electronic locks for an increase
in
the 'Lockpick' skill.
First seen: You must give the necklace that Hightower owns to Loxley. He'll send you to Jasmine, who
will give you a set of electronic lockpicks. 5. Radio
Selling price: $350
Use: Use it to draw off the mutants in the military base, and it can
also
be used to remotely toggle the computer in the base.
First seen: I traded some caps and flares for it from Lars at
Junktown. 6. Flares
Selling price: $35
Use: Twist the cap and drop the flare for an increase in brightness in
an
area. Not too great.
First seen: You start out with them. 7. Dynamite
Selling price: $500
Use: Set the timer and the explosives will blow. Good for destroying
forcefields, disabling locks on locked doors, and killing
immobile foes (i.e, Master).
First seen: Vault 15 lockers, third floor 8. Plastic Explosives
Selling price: $850
Use: Same as Dynamite, but a bit more powerful.
First seen: Tyne sells it. He is a merchant in Adytum; to get to his store, head on to the left and
enter the small shack and descend down the ladder. Or if
you've visited the Military Base, some pieces are in a
locker in the fourth floor. 9. First Aid Kit
Selling price: $200
Use: Increases 'First Aid' skill if you use this item.
First seen: You start out with one. 10.Doctor's Bag
Selling price: $300
Use: Increases 'Doctor' skill if you use this item.
First seen: There is one in Razlo's bookcase. 11.Motion Sensor for Pip-Boy
Selling price: $800
Use: Lets you see all of the critters on the Pip-Boy automap.
First seen: Random encounter (police box) or buy from the Hub. 12.Geiger Counter
Selling price: $650
Use: Lets you see how much radiation is in your system.
First seen: Killian has one. 13.Stealth-Boy
Selling price: $1800
Use: Makes you slightly invisible and increases chances using the
'Sneak' skill.
First seen: Random encounter (footprint) or kill the Nightkin at the Cathedral. 14.Books
Selling prices: Scout Handbook: $200 First Aid: $175 Guns and Bullets: $425 Dean's Electronics: $130 Big Book of Science: $400
Use: Increases your skills, up to 91%. Guns and Bullets increases
Small Guns, the Scout Handbook increases Outdoors, the First
Aid book increases First Aid, Dean's Electronics increases
Repair, and the Big Book of Science increases Science.
First seen: Scout Handbook: Shady Sands First Aid: Shady Sands Guns and Bullets: Gizmo's
bookcase Dean's Electronics: Hub Big Book of Science: Hub 15.Holodisks
Selling price: variable, average is $100
Use: You can read them in the Pip-Boy. Gives out information.
First seen: Here is a list of various holodiscs that I have found. Vault Locations: Mrs.
Stapleton has this disc. Mutant transmissions: The
dying mutant has this disc. Ancient Brotherhood tape: The
dead paladin has one in the
Glow. Alpha/Delta/other holodiscs:
Get them from the Glow. Mutant autopsies: Vree has
this disc. She has two copies of it. Brotherhood history: Sophia
has this disc. Maxson's Log: Maxson has this
disc. Combination key for Military
Base: The nightkin watching
the entrance to the
Military Base has it. Zimmerman's son's death: Razor
has this holodisc. 16.Key Cards
Selling price: $40 (Yellow), $10 (Red and Blue)
Use: Open the elevators at the Glow.
First seen: Yellow Key Card: Level 1, Brotherhood soldier Red Key Card: Level 2, dead
soldier with remains of a radioactive
rat. Blue Key Card: Level 4, only
dead body 17.Cathedral Pass Keys
Selling price: $12 (red), $400 (black)
Use: Open the locked doors on the first floor of the Cathedral.
First seen: Red Pass Key:
Lasher has one. You can barter them from Ton and
Sister Francis. Black Pass Key: Morpheus has one. 18.Vats Control Computer Key
Selling price: $40
Use: Operates the Vats Control Computer at the Military Base.
First seen: The Cathedral tech standing by the Vats Control Computer has one. 19.Military Base Key
Selling price: $25
Use: Arms the nuclear bomb at the Cathedral.
First Seen: It's in the locker where the lieutenant is nearby. 20.Tape Recorder
Selling price: $80
Use: Records Gizmo's confession for Killian so that he has evidence
to kill him. 21.Wire Tap (Bug)
Selling price: $50
Use: You can plant it on Gizmo's desk to give Killian the evidence
he needs to kill Gizmo. 22.Backpacks, Bags
Selling price: Less than $100
Use: It holds items. It's there to better organize your inventory at
the expense of carrying weight. 23.Systolic Motivator
Selling price: $150
Use: It's required to repair the Power Armor suit on Level 3 of
the Brotherhood of Steel. 24.Psychic Nullifier
Selling price: $1000
Use: Use it to "nullify" the Master's psychic attacks. USELESS ITEMS (brief descriptions) ---------------------------------- 1.
Beer (lose one perception) 2.
Booze (lose one perception) 3.
Nuke-A-Cola (you can get addicted to it) 4.
Lighter (unknown, but you can sell it) 5.
Box of Noodles (you can sell it) 6.
TV Dinner (you can sell it) 7.
Cat's Paw Magazine / You Have No Idea (you can sell it) 8.
T-51b Repair Manual (it's in the locked storage room at the
Brotherhood) 9.
Flower (unknown, but you can sell it) 10. Keys in Killian's store (unknown) YOUR ALLIES =========== Here's some information about your
allies. They don't level up, but in my personal experience they seem to get
better in combat as you progress in the game further. Maybe it's
coincidence, I don't know. - Ian
---
Hit points: 50
Armor: Leather Jacket
Starting weapon: 10mm Pistol
What he can use: All one-handed pistols (excpet for energy), knives,
unarmed
Usefulness: Very high
How to get him: He is in the guard house at Shady Sands. He'll join
you for free if you ask about
his injury and tell him that you are sorry. Ask him to
join you. If he asks for money, tell him that he can have a
piece of the action and he'll join you for free.
Deadly with: .223 Pistol or 10mm SMG (be careful if you choose the
latter)
Extra info: He can give you directions to the Hub and Junktown.
* Pros: Good with one-handed weapons, high small guns skill, not too
bad with unarmed weapons
Cons: Armor not too great, two-handed weapons pose a problem, he uses spiked knuckles instead of a
gun (if you give the former to him), gets burst-happy (like all
NPC's) - Tandi
-----
Hit points 35
Armor: None
Starting weapon: Knife
What she can use: Knives and Pistols
Usefulness: Low
How to get her: After you rescue Tandi from the Raiders, don't return
her.
Signature feature: Probably running away...haven't used her as an NPC
Deadly with: Possibly a Ripper
Extra info: She can't really talk with you. Also, if you return her to
Shady Sands, she won't join you.
* Pros: Okay at best with 14mm Pistol or Ripper
Cons: Low hit points, no armor, and if she's dead there isn't a way to finish the Shady Sands quest. - Tycho
-----
Hit points: 60
Armor: Leather Armor
Starting weapon: Shotgun
What he can use: Small guns and spears, prefers rifles and shotguns
Usefulness: Very High
How to get him: Wait unti the evening and enter the Skum Pitt. Talk to
him and ask him to join
you. You can only recruit him if you agree to help
Killian "clean up" Junktown (accept the quest to kill Gizmo).
Deadly with: Combat Shotgun or Sniper Rifle
Extra info: He can increase your outdoorsman skill.
* Pros: High small guns skill, can use virtually any small arms,
decent uarmed/melee choices, has the best
armor out of any NPC
Cons: Like other NPC's, he gets burst-happy - Dogmeat
-------
Hit points: 50
Armor: none
Starting weapon: unarmed (teeth)
What he can use: Teeth
Usefulness: High
How to get him: He's at Junktown, just like Tycho. He's messing with
this man named Phil. Feed him
with an iguana-on-a-stick or walk around him with a Leather
Jacket on.
Deadly with: Teeth (what else?)
Extra info: He can't use items (he's a dog!), and for that matter,
can't talk to you. He's very loyal,
however.
* Pros: Lots of action points and high critical chance
Cons: He won't leave you until he's dead, and he soaks up damage like a sponge (literally)
- Katja
------
Hit points: 39
Armor: Leather Jacket
Starting weapon: throwing knife
What she can use: Throwing Knives, all one-handed pistols (like Ian)
Usefulness: Medium-High
How to get her: Go to the Followers' Library in the Boneyard and talk
to her. Tell her that you
don't plan on staying at the Boneyards and she'll join
you.
Deadly with: 14mm Pistol (I've heard she gets good criticals with that weapon.)
Extra info: She can pick locks. This comes in handy in the endgame, especially in the first floor
of the Cathedral (if you find Morpheus and his mutant guards
too much to bear).
* Pros: Can lockpick doors, okay with 14mm Pistol
Cons: Can't use SMG's well (unlike what she says), fewer hit points than other NPC's, weak armor CRITTERS ======== There are many, many critters that you
will see in Fallout. They range from rats to super mutants to Deathclaws. This
is an incomplete list, as there are a myriad number of creatures in the
game. RATS ---- Rats are relatively easy creatures
that you will see in the beginning of the game. - Cave Rat
- 6 hit points, 25 xp
- Weapon: teeth
- Armor: fur
- Special: instant death (to the rat) with strong critical - Pig Rat
- 10 hit points, 50 xp
- Weapon: teeth
- Armor: skin
- Special: instant death (to the rat) with strong critical - Lesser Mole Rat
- 22-26 hit points, 65 xp
- Weapon: teeth
- Armor: fur
- Special: instant death (to the rat) with strong critical - Greater Mole Rat
- 26-30 hit points, 120 xp
- Weapon: teeth
- Armor: fur
- Special: instant death (to the rat) with strong critical
RADSCORPIONS ------------ Radscorpions are closely related to
the North American Emperor Scorpion, and have been mutated by the war. The
increased size makes them larger than humans, and the venom contained
in their tails can be used to make an antidote. - Radscorpion
- 26 hit points, 110 xp
- Weapon: tail
- Armor: carapace
- Special: poison attack HUMANS ------ Range from varying (townsfolk) to
medium (raiders, guards) to difficult (Brotherhood Guards) - note that they
have no special. Experience earned is not dependent on the hit points
and/or difficulty of the targer. - Townsfolk
- 10 to 141 hit points
- Weapon: varies (one guy carries a Super Sledge at the Boneyard)
- Armor: varies from none to combat armor - Raiders
- 12-35 hit points
- Weapon: Pistols, SMG's, various melee weapons
- Armor: Leather Armor - Junktown City Guards
- 20-50 hit points
- Weapon: Pistols, rifles, shotguns, various melee weapons
- Armor: Leather Armor - Hub City Guards
- 59 or 83 hit points
- Weapon: Combat Shotguns, Assault Rifles, unarmed/melee weapons
- Armor: Combat Armor or Metal Armor - Brotherhood Guards
- 35-95 hit points
- Weapon: Miniguns, gatling lasers, assault rifles, one has a rocket launcher
- Armor: Power Armor/Brotherhood Armor - COC Techs COC Preists, BOS Scribes
and Elders
- 35-75 hit points
- Weapon: vaires, none to small energy weapons or pistols
- Armor: COC robes (BOS Scribes have bluish or dark purple robes) FEV creatures & Ghouls ---------------------- This is the direct result of what
happens when a normal human is injected with the forced evolutionary virus.
Extremely big and strong, Super Mutants make a formidable opponent. They are
typically seen with floaters and centaurs, two creatures that the FEV
can also spawn. (At least I think so...) Tim Cain stated that ghouls were
victims of radiation poisioning, not victims of the FEV virus on an IGN post. It
turned out that the ghouls were former inhabitants of Vault 12 (where
Necropolis is at). Vault 12's doors never functioned, therefore Ghouls are
victims of radiation poisoning. Many thanks go to Eric Wills (lord_xeen@hotmail.com)
and Tim Cain for contributing to this. NOTE: I have found evidence that
supports both approaches to how ghouls
were formed: Either speak with Talius at the Boneyards or see what
happened to the inhabitants of Vault 12. The FEV was designed at the place now
known as the Glow with hopes of creating a super soldier. The virus
makes the humans stronger, but lowers intelligence and in its current state,
makes them sterile. - Super Mutant
- 40-140 hit points, 250-500 xp -
Weapon: any big gun or large energy weapon (or unarmed)
- Armor: green - very lightly armored black - somewhat armored
(miniguns/SMG's don't work that well against them) - Ghoul
- 12-100 hit points
- Weapon: same as humans, except they cannot use big guns or large energy weapons.
- Armor: none - Glowing Ghouls
- 36-60 hit points
- Weapon: same as humans, but I've only seen unarmed so far
- Armor: none
- Special: They can radiate you! If you use the geiger counter, you'll see
about 5 to 10 rems. (Estimate here) - Floaters
- 50-75 hit points
- Weapon: Some weird appendage that I have no knowledge of (it's reasonably powerful and can
knock you over)
- Armor: thick skin (like master)
- Special: I'm not sure, but they can poison you. - Centaurs
- 94-130 hit points
- Weapon: Teeth, virtually the same knocking-over capabilities of its "floating" bretheren
- Armor: thick skin, but not as thick as Floater skin
- Special: Same as floaters (I think)
You'll only see Centaurs and Floaters in random encounters or
in the first level of the Cathedral. ROBOTS ------ Robots - in a post nuclear game. They
are either found in the Glow or in the two mutant bases. Pulse
grenades do the best job, but plasma grenades and energy weapons
should also do the job. - Sentry Robots (tan)
- 40 hit points, 175 xp
- Weapon: Unarmed
- Armor: Steel - Floating Eye Robots (red)
- 60 hit points, 275 xp
- Weapon: Unarmed
- Armor: Steel - Sentry Robots (black) / Robobrains
- 80 hit points, 300 xp
- Weapon: Rifles or Shotguns
- Armor: Strong Steel - Mr. Handy
- 113 hit points, 400 xp
- Weapon: Minigun
- Armor: Strong Steel CREATURES OF THE WASTES ----------------------- Creatures that wander around the
wasteland, and don't fit under a particular classification. - Deathclaw
- 225 hit points, 1000 xp
- Weapon: claws
- Armor: thick skin (don't be fooled - very strong)
- Special: none. Nope, it cannot blind you, etc.
Deathclaws are very strong and deadly creatures. Fighting one by
itself isn't too hard with decent small guns skill, but fighting
many is difficult. If you give Ian the .223 Pistol and Tycho the
Sniper Rifle, then the two make an excellent Deathclaw-killing
squadron. They (deathclaws) have an insane amount of action points,
so watch out! - Mantis (found outside)
- 20 or 30 hit points,
- Weapon: appendages
- Armor: exoskeleton
- Special: only found in random encounters - Dogs
- 14 hit points
- Weapon: teeth
- Armor: fur RANDOM ENCOUNTERS ----------------- These can be good or bad. Generally,
good encounters can be identified with a cross, while bad encounters can
be indentified with a lightning icon. Good encounters can be found
with high luck and perception. Good Encounters (most in Desert) - Talking Cows: I don't know what this
means. Ignore the message about something going wrong. I
think it is a possible reference to Mad Cow disease or
something. - UK Police Box: Go to it, and the box
disappears, and a motion sensor appears. Desert only.
Reference to the popular 1970's 'Dr. Who' show in England. - Bob's Used Cars: Inside his shack,
there are two guns. In a crate to the left is the Red Ryder
LE BB gun and in the footlocker there is a standard Red
Ryder BB gun as well as 100 BB pellets. - Footprint: Has a Stealth Boy on the
corpse on the footprint. Occurs in the desert. Possible reference
to Godzilla. - Overturned truck: Contains a box
with loads of money. - Bob's Used Cars: If you pick the
locked door and open it, you'll find both the Red Ryder BB and
LE BB guns. - Aliens: You can find the alien
blaster along with a portrait of Elvis in the ship. Reference to the 1947
Roswell incident. - Patrick the Celt: You don't need
high luck for this one. He'll give you directions to places. You
can ask him to sing a song to you in Gaelic, and
your Charisma will increase by one. Identified with the
lightning icon and he is found in the mountains. Bad Encounters (can occur anywhere) - Random critters, from rats to
deathclaws - Raiders and Thugs attacking you - Raiders and Thugs attacking peasants
or each other - Dehydration (Don't worry if it says
you lost health points. There isn't
a health point statistic in the game.) - Rough terrain (only in mountains) - Nausea (happens when radiation is in
your system) - Town guards (if traveling close to
city) - Caravans - Dead traveller (sometimes
accompanied with critters). Usually, the
corpse has some items in it. - Caravan guard, deathclaw ate his
caravan. At least he'll give you his
equipment, so it isn't too bad. Good for a scare, though. - Fisherman and his son (only at
coastal areas) BUGS PRESENT IN VERSION 1.1 --------------------------- Even with the patched release, Fallout
contains several bugs. Here is a list of a few of them (included are
workarounds, if necessary): - You can barter and steal over your
maximum weight limit. It's corrected
in Fallout 2. - Irwin's quest takes about 14 days.
But on the Pip-Boy, it will only
subtract two days until the deadline for the Vault to run out of
water. - Using Power Armor and drugs can get
you perks that you were not entitled
to getting. - If you offered to scout out the
northern area for Maxson, destroyed the
Military base, told Maxson that the (imploded) base is crawling with
mutants and were asked to go to the Elder meeting, this causes an
endless
conversation. After you enter the Elder meeting room, the elder on the
bottom left will continue to congratulate you.
Workaround: Right after the elder finishes talking, hit 'A' to go into combat mode and run away. This
works. Alt-Tabbing during the conversation seems to make
the problem go away. - There are some Brotherhood of Steel
and Shady Sands ending irregularities.
Sometimes it seems quite strange when the Brotherhood takes over NCR
when Shady Sands gets taken over by mutants (and doesn't start NCR). - It's possible to gain two Luck from
Chuck, the fortuneteller in Adytum
if you choose the right conversation path. - One of the FAQ readers told me that
the bridge guard wouldn't move after
you've told him even with version 1.1. The only workaround is to kill
the
Gun Runners and then take care of the Regulators by yourself (without
the
Blades assisting you). I personally haven't had this problem myself. FALLOUT TECHNICAL MANUAL ======================== This section of the guide covers patch
versions, bugs, system requirements, and information for setting up Fallout
on Linux/UNIX OS's and Windows NT and its derivative OS's. OFFICIAL FALLOUT RELEASES (GAME
VERSIONS) ----------------------------------------- - Version 1.0: Initial North American
release. (Fallout 'Gold') - Version 1.1: Updated North American
release. Corrects lots of bugs and removes the time limit. - Version 1.2: European release. I
think it fixed some more bugs in version 1.1 (probably new ones
were made in the process). Children are removed in the
game, and possibly the violence and language filters are toned
down. PATCH INFO ---------- First of all, do NOT patch version
1.2! Several speech bugs fixed. Radiation increasing your stats has
been fixed. Once you return the water chip, there
is no requirement for you to complete
the quest to kill the Master and the blow up the Military Base in a
certain amount of time. (Without the patch, it is 500 days if you
didn't
take the water caravan or 400 days with.) However, there is a 13 year
time limit in the game engine. The NPC duplicating bug has been
fixed. Increases the stability of the game. Increases save/load times. However, some bugs aren't fixed. The
Stealth Boy can turn into a motion sensor if you turn it on and save in
combat...hasn't occured to me. It could happen with Fallout v.1.0. Here
are some bugs in Fallout v.1.1. - You can barter and steal over your
maximum weight limit. It's corrected
in Fallout 2. - Irwin's quest takes about 14 days.
But on the Pip-Boy, it will only
subtract two days until the deadline for the Vault to run out of
water. - Using Power Armor and drugs can get
you perks that you were not entitled
to getting. - If you offered to scout out the
northern area for Maxson, destroyed the
Military base, told Maxson that the (imploded) base is crawling with
mutants and were asked to go to the Elder meeting, this causes an
endless
conversation. After you enter the Elder meeting room, the elder on the
bottom left will continue to congratulate you.
Workaround: Right after the elder finishes talking, hit 'A' to go into combat mode and run away. This
works. Alt-Tabbing during the conversation seems to make
the problem go away. - There are some Brotherhood of Steel
and Shady Sands ending irregularities.
Sometimes it seems quite strange when the Brotherhood takes over NCR
when Shady Sands gets taken over by mutants (and doesn't start NCR). - It's possible to gain two Luck from
Chuck, the fortuneteller in Adytum
if you choose the right conversation path. - One of the FAQ readers told me that
the bridge guard wouldn't move after
you've told him even with version 1.1. The only workaround is to kill
the
Gun Runners and then take care of the Regulators by yourself (without
the
Blades assisting you). I personally haven't had this problem myself. - There's no way to finish the Spy in
the Followers quest. The quest was
removed from the game sometime during the development of Fallout. The
patch won't fix the issue. - Whenever you fight the Master he
summons Nightkin to come and attack you.
You can save the game and load it, and then the Nightkin will be gone.
CHEAP TRICKS ------------ For starters, the easiest one is to
swindle the shopkeepers in the game. For example, you can sell a stimpack
to a shopkeeper for $100 and buy it back for $80! Repeat until you have
enough money or are just tired. Works on all versions. You can use drugs and get perks that
you normally aren't entitled to getting. This is good for obtaining
slayer and sniper. Power Armor also should get you perks. Every time you go in the Deathclaw
cavern, you'll get 800 experience. You can leave and ask Slappy to take
you there again, and you'll also get the experience! Works on version
1.0 only. You can take the Gifted Trait and then
use the Mutate! perk to change Gifted into another trait. The main
skill point bonus still remains, and the secondary skill point penalty
is lifted. Works on version 1.0 only. SYSTEM REQUIREMENTS =================== Several issues have been brought about
the system requirements. Many of my freinds told me that I could not run
Fallout on my Pentium 75 MHz. I played it on the 75, beat it, later upgraded
to a 233 MHz IDT C6-2 chip, and have not noticed any performance gain
(except for ending your turn/combat). So, to clarify things, here is the
"real" requirements to run Fallout. WINDOWS REQUIRED TO RUN (actually) ---------------------------------- -HARDWARE - 32-bit x86 CPU with math co-processor (or
100% compatible)* - 16 megs of RAM - approx. 45 megs free hard drive space
- 2 for binaries
- 10 for saves
- 32+ for swap file - 2x (Double-speed) CD-ROM drive for minimum
install - 1x (Single-speed) CD-ROM drive for full
install - PCI Local Bus graphics card, 1 megabyte of
VRAM, must support 640x480
resolution with 256 colors, must be compatible with DirectX 3.0a or
above. - Keyboard - Mouse -SOFTWARE - Win32 Kernel 4.00.950
(Windows 95) - DirectX 3.0a Run-Time Library
(minimum...only install it if you're
running Windows 95 or NT 4.0 with service pack 3) DOS REQUIRED TO RUN ------------------- -HARDWARE - 32-bit x86 CPU with math co-processor (or
100% compatible)* - 32 megs of RAM with approx. 500k free
conventional memory - approx. 12 megs free hard drive space
- 2 for binaries
- 10 for saves - 2x (Double-speed) CD-ROM drive - PCI or VLB graphics card, 1024k VRAM, must
support 640x480 resolution
with 256 colors, must be compatible with VESA 1.2 through hardware.* - Keyboard - Mouse -SOFTWARE - MS-DOS version 5.0 - If your card doesn't support VESA 1.2
through hardware, get the Scitech
Display Doctor for support through software. - CD-ROM drivers, Mouse drivers *NOTE: Fallout tends to have some
problems running on Pentium clones, such as Cyrix, IDT Centaur, and (maybe) AMD
K5 CPU's. It is recommended that Fallout be run on an Intel (Pentium and
above) or AMD (K6 and above) processor. (For my story, please see
CRASHES.) Some people have reported success with
running Fallout on a 486 class processor. You might need a fast video card
or more memory to run it on the lower CPU class. If you do plan to
run it on a 486, make sure it is either an Intel 80486/DX or AMD Am486-DX
processor; the minimum recommended speed is 66 MHz. WINDOWS VERSUS DOS: ------------------- DOS vs. Win32 or DOS running in Win32
DOS Shell : DOS 5.x: - Much slower load times - Memory hog (even with 64+ megs of
RAM, possibly due to the
lack of the swap file.) - Requires fast (8-speed +) CD-ROM
drive to play movies at
30 fps (otherwise they stutter). Sometimes they don't work
at all. - Faster gameplay with fast CPU and/or
graphics chip, up to
60 frames per second (fps). - Requires VESA 1.2 directly in
hardware support (or through SciTech
display doctor) Win32: - Much faster load times - Not much RAM required, 16 megs
should run it well - Slightly slower gameplay, limited to
about 30 fps (VSYNC enabled?) - Requires DirectX 3.0a INSTALLING FALLOUT ON WINDOWS NT-BASED
OS'S (post Windows-2000) ------------------------------------------- Well, the requirements are the same
for the Win32 version, except for the fact that you'll need 24 megabytes
minimum memory and Service Pack 3. Service Pack 6 is available at
Microsoft's website at www.microsoft.com. (Note that the information listed
previously applies to Windows NT only.) It should run on Windows 2000 and XP
without service packs and possibly on their respective beta builds. Shown below are the instructions.
Here, the CD-ROM drive will be shown as drive D. Requirements: (in addition to the
requirements for the Win32 version): - 24 megs of RAM for Windows NT 4.0 - 32 megs of RAM for Windows 2000 - 64 megs of RAM for Windows XP - Service Pack 3 for Windows NT 4.0
* You should update Windows NT and 2000 to their updated service
releases for
maximum compatibility, performance, etc.
* Also, make sure that programs can run under the 8-bit 640x480
display in
Windows XP. 1) Copy the file
d:\program\win\falloutw.___ to c:\fallout\falloutw.exe. 2) Create a text file in the Fallout
directory, and save it as
fallout.cfg. This is the Fallout configuration file. 3) Open the file with Notepad (or a
text editor) and insert the line:
[system]
You now have different options depending on what files you want to
copy.
- If you want to copy the Master Data File (master.dat, 318 megs) on
your hard disk, go ahead and do so.
Or, if you don't, then add this:
master_dat=d:\master.dat
- If you want to copy the Critter Animations (critter.dat, 150 megs),
go ahead.
Otherwise, add this:
critter_dat=d:\critter.dat
- Add this to the line: (This
line is for NT-specific issues)
freespace=0 (zero)
- Create a new block (sound) and add this:
[sound]
music_path2=d:\data\sound\music 4) This is how your configuration file
should look:
(NOTE: This is an example file with all of the data on the CD)
[system]
master_dat=d:\master.dat
critter_dat=d:\critter.dat
freespace=0
[sound]
music_path2=d:\data\sound\music 5) This is it! Run Fallout, and if it
works, get the Windows 1.1
patch from Interplay. (Latter applies to North American
version only.)
If Fallout won't work, then install the DOS version and
play it on the DOS shell. INSTALLING FALLOUT ON LINUX --------------------------- I'm not a big fan of Linux, much less
UNIX (or any OS other than Mac or Windows). But for those who want
"Penguin Fallout", here is a FAQ on the requirements for Wine. DOS
emulation is not possible due to the fact that DOSEMU in Linux does not
have support for protected mode DOS extenders (DOS/4GW), and Wine says it
can emulate DOS, but it cannot as far as I can tell. You'll need: - Latest build of Wine, available at
www.winehq.com*
(I've heard that it runs on build 990613) - 5th-generation x86 CPU (runs too
slow otherwise) - 32 megs of RAM with 63 meg swap
partition, 64+ megs recommended - 5 megs of hard drive space - PCI Local Bus video card with 1
megabyte of VRAM - Latest Kernel versions and XFree86
versions are recommended.
- Kernel v.2.x.x
- X-Server
- NOTE: Kernel v.2.2.19 is recommended for older computer models (less than 32 megs of RAM); faster
computers with 64 megs of RAM and 300+ MHz CPU's should
try out the latest versions of the 2.4.x kernel. A good X-Server to use is XFree86
3.3.6 or 4.(1+).x. Use the latter only if you have a newer
computer model, as it requires a bit more memory. - Fallout will run on Wine with the
X-settings set to 640x480 resolution
at 8-bit color depth. The display settings must be set. The exact
procedure is different for each Linux distribution (Caldera uses COAS,
Mandrake uses HardDrake, etc.) Configure wine (the /etc/wine.conf
file), and in the console, type the following in: wine --winver win95
file:/mnt/cdrom/install.exe (If this does not work, change into
the CD-ROM directory and type in 'wine --winver win95 install.exe' ) NOTE: Changing win95 to nt40 might be
better, I don't know. NOTE: The exact command parameters are
different for the many versions of
Wine. This is what you would type if you were running Linux-Mandrake
v.7.1 with Wine from the Mandrake 7.1 disc. Wine should run, and then install the
program. Check your root C: drive for the Fallout directory. If
the installer won't install the program correctly, do a manual install (see
the manual install for NT above). You'll have to change directories, like the
example below: copy file:/mnt/cdrom/master.dat to
file:/win32/fallout/master.dat, and on the config file, change it to
c:\fallout\master.dat, etc. In the console, change into the
Falllout directory, and execute Wine again. Example: wine --winver nt40
file:/win32/fallout/fallout.exe On some Linux distributions (such as
Mandrake 7.1), some of the config info might be incorrect. Check out
file:/etc/wine.con and look where the C: drive and the Windows
directories are set. Create the Windows and the Windows/System directories as
shown below, as according to the Wine.conf file. You might need to
login as the 'root' user to modify or view the Wine.conf file. Windows directory (e.g.
file:/win32/windows) System sub-directory (e.g.
file:/win32/windows/system) I've also seen these variations: - file:/mnt/hdb1/windows
file:/mnt/hdb1/windows/system
(these will show up if you have a slaved FAT hard disc drive loaded in
the kernel) - file:/root/windows
file:/root/windows/system
(sometimes Wine.conf will point to the home user's directory) *NOTE: I personally have not tried
this method, but some Win32 applications that I tried worked perfectly. (such as
SESS.net's Cokehead) But yes, it does work, and I've seen instructions that
parallel mine. You should log on as the root user while
running Wine. You should also know that Wine is beta
software and therefore you should expect many, many anomalities while running
Fallout on Linux. CRASHES AND INCOMPATIBILITIES ----------------------------- On some Intel/AMD clone processors
(like Cyrix, IDT Centaur, Rise MP6, etc.), Fallout can (and probably will) crash
on systems utilizing these CPU's. It can happen when you are talking to
an NPC with speech. There is no workaround that I know of. Also, sometimes Fallout randomly
crashes upon completing something. This is more common on systems without
enough memory or with a slow processor. It will not bring your entire system
down, and Fallout can be safely restarted. The crash might not even occur again. CREDITS ======= CONTRIBUTERS - Chris Smith for writing an excellent
Fallout FAQ and for allowing me to
take some info from his weapons tables. - Eric "Xeen" Wills
(lord_xeen@hotmail.com) for correcting many mistakes
throughout the FAQ, particularly some info about Richard Grey. He also
contributed the information of making Garl (raider leader) think that
you
are his father. He was the one who corrected the big mistake - Ghouls
are
victims of radiation poisoning, not the FEV virus. He also added some
stuff
to the 'tactics' section. - Robert Sorrells
(robertsorrells@hotmail.com) for information regarding
Vault 13, the Doc Morbid killings, and some info about the 'tactics'
section as well as the idea for the Quick Shooter (end-game badass)
character. - Kurt Linsenbardt (Dead81436@aol.com)
for pointing out the radiation
sickness and rads issue. - John Nolden (phoon27@yahoo.com) for
the extra information (two stimpacks)
regarding Tandi's capture/release. - Christian Gimelli (cgimelli@freeuk.com)
for telling me about the Brotherhood
of Steel operations. They were present in v.1.66, but not in the right
place... - Chris Lucas (chaech@earthlink.net)
for finding out what happens to you if
you're a male character and talk to Harry, the mutant at Necropolis. - Steve Griffin
(sgriffin2@carolina.rr.com) for telling me that there's a
Hunting Rifle in Vault 15. - "asp5"
(asp5@mindspring.com) for pointing the second diplomatic approach
that I completely forgot about. - Mors Muertos (der_death_wish@hotmail.com)
for giving details about the
crack paladins. - "Jessica M"
(jessi_rosario@hotmail.com) for the nonviolent approach to
disband the Skulz gang. - "G Foyle"
(gullyfoyle@hotmail.com) for giving information about the links
between the Thieves' Guild and Decker quests, and for pointing out
that I
had forgotten about Neal's urn. - Thomas Teh (vilik@home.se) for
contributing the information on how to
extort money from Iguana Bob. HOSTING - Any websites hosting this version of
the text-based walkthrough. - Duck and Cover
(www.rpgplanet.com/fallout) and Kreegle for hosting the
on-line version of the walkthrough. - Yahoo! GeoCities for hosting the
Fallout-Next website. |
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