======================================================== Fallout: A Post Nuclear Adventure v.1.1 (NA), v.1.2 (EU) Game Guide, revision 1.86 (25 June 2003) Written by Omkar Namjoshi homepage: http://falloutnext.cjb.net e-mail: firstname.lastname@example.org ======================================================== 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. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. 0. PREAMBLE The purpose of this License is to make a manual, textbook, or other written document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others. This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software. We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference. 1. APPLICABILITY AND DEFINITIONS This License applies to any manual or other work that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. The "Document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you". A "Modified Version" of the Document means any work containing the Document or a portion of it, either copied verbatim, or with modifications and/or translated into another language. A "Secondary Section" is a named appendix or a front-matter section of the Document that deals exclusively with the relationship of the publishers or authors of the Document to the Document's overall subject (or to related matters) and contains nothing that could fall directly within that overall subject. (For example, if the Document is in part a textbook of mathematics, a Secondary Section may not explain any mathematics.) The relationship could be a matter of historical connection with the subject or with related matters, or of legal, commercial, philosophical, ethical or political position regarding them. The "Invariant Sections" are certain Secondary Sections whose titles are designated, as being those of Invariant Sections, in the notice that says that the Document is released under this License. The "Cover Texts" are certain short passages of text that are listed, as Front-Cover Texts or Back-Cover Texts, in the notice that says that the Document is released under this License. A "Transparent" copy of the Document means a machine-readable copy, represented in a format whose specification is available to the general public, whose contents can be viewed and edited directly and straightforwardly with generic text editors or (for images composed of pixels) generic paint programs or (for drawings) some widely available drawing editor, and that is suitable for input to text formatters or for automatic translation to a variety of formats suitable for input to text formatters. A copy made in an otherwise Transparent file format whose markup has been designed to thwart or discourage subsequent modification by readers is not Transparent. A copy that is not "Transparent" is called "Opaque". Examples of suitable formats for Transparent copies include plain ASCII without markup, Texinfo input format, LaTeX input format, SGML or XML using a publicly available DTD, and standard-conforming simple HTML designed for human modification. Opaque formats include PostScript, PDF, proprietary formats that can be read and edited only by proprietary word processors, SGML or XML for which the DTD and/or processing tools are not generally available, and the machine-generated HTML produced by some word processors for output purposes only. The "Title Page" means, for a printed book, the title page itself, plus such following pages as are needed to hold, legibly, the material this License requires to appear in the title page. For works in formats which do not have any title page as such, "Title Page" means the text near the most prominent appearance of the work's title, preceding the beginning of the body of the text. 2. VERBATIM COPYING You may copy and distribute the Document in any medium, either commercially or noncommercially, provided that this License, the copyright notices, and the license notice saying this License applies to the Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this License. You may not use technical measures to obstruct or control the reading or further copying of the copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute a large enough number of copies you must also follow the conditions in section 3. You may also lend copies, under the same conditions stated above, and you may publicly display copies. 3. COPYING IN QUANTITY If you publish printed copies of the Document numbering more than 100, and the Document's license notice requires Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher of these copies. The front cover must present the full title with all words of the title equally prominent and visible. You may add other material on the covers in addition. Copying with changes limited to the covers, as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim copying in other respects. If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages. If you publish or distribute Opaque copies of the Document numbering more than 100, you must either include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque copy a publicly-accessible computer-network location containing a complete Transparent copy of the Document, free of added material, which the general network-using public has access to download anonymously at no charge using public-standard network protocols. If you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location until at least one year after the last time you distribute an Opaque copy (directly or through your agents or retailers) of that edition to the public. It is requested, but not required, that you contact the authors of the Document well before redistributing any large number of copies, to give them a chance to provide you with an updated version of the Document. 4. MODIFICATIONS You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3 above, provided that you release the Modified Version under precisely this License, with the Modified Version filling the role of the Document, thus licensing distribution and modification of the Modified Version to whoever possesses a copy of it. In addition, you must do these things in the Modified Version: A. Use in the Title Page (and on the covers, if any) a title distinct from that of the Document, and from those of previous versions (which should, if there were any, be listed in the History section of the Document). You may use the same title as a previous version if the original publisher of that version gives permission. B. List on the Title Page, as authors, one or more persons or entities responsible for authorship of the modifications in the Modified Version, together with at least five of the principal authors of the Document (all of its principal authors, if it has less than five). C. State on the Title page the name of the publisher of the Modified Version, as the publisher. D. Preserve all the copyright notices of the Document. E. Add an appropriate copyright notice for your modifications adjacent to the other copyright notices. F. Include, immediately after the copyright notices, a license notice giving the public permission to use the Modified Version under the terms of this License, in the form shown in the Addendum below. G. Preserve in that license notice the full lists of Invariant Sections and required Cover Texts given in the Document's license notice. H. Include an unaltered copy of this License. I. Preserve the section entitled "History", and its title, and add to it an item stating at least the title, year, new authors, and publisher of the Modified Version as given on the Title Page. If there is no section entitled "History" in the Document, create one stating the title, year, authors, and publisher of the Document as given on its Title Page, then add an item describing the Modified Version as stated in the previous sentence. J. Preserve the network location, if any, given in the Document for public access to a Transparent copy of the Document, and likewise the network locations given in the Document for previous versions it was based on. These may be placed in the "History" section. You may omit a network location for a work that was published at least four years before the Document itself, or if the original publisher of the version it refers to gives permission. K. In any section entitled "Acknowledgements" or "Dedications", preserve the section's title, and preserve in the section all the substance and tone of each of the contributor acknowledgements and/or dedications given therein. L. Preserve all the Invariant Sections of the Document, unaltered in their text and in their titles. Section numbers or the equivalent are not considered part of the section titles. M. Delete any section entitled "Endorsements". Such a section may not be included in the Modified Version. N. Do not retitle any existing section as "Endorsements" or to conflict in title with any Invariant Section. If the Modified Version includes new front-matter sections or appendices that qualify as Secondary Sections and contain no material copied from the Document, you may at your option designate some or all of these sections as invariant. To do this, add their titles to the list of Invariant Sections in the Modified Version's license notice. These titles must be distinct from any other section titles. You may add a section entitled "Endorsements", provided it contains nothing but endorsements of your Modified Version by various parties--for example, statements of peer review or that the text has been approved by an organization as the authoritative definition of a standard. You may add a passage of up to five words as a Front-Cover Text, and a passage of up to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the Modified Version. Only one passage of Front-Cover Text and one of Back-Cover Text may be added by (or through arrangements made by) any one entity. If the Document already includes a cover text for the same cover, previously added by you or by arrangement made by the same entity you are acting on behalf of, you may not add another; but you may replace the old one, on explicit permission from the previous publisher that added the old one. The author(s) and publisher(s) of the Document do not by this License give permission to use their names for publicity for or to assert or imply endorsement of any Modified Version. 5. COMBINING DOCUMENTS You may combine the Document with other documents released under this License, under the terms defined in section 4 above for modified versions, provided that you include in the combination all of the Invariant Sections of all of the original documents, unmodified, and list them all as Invariant Sections of your combined work in its license notice. The combined work need only contain one copy of this License, and multiple identical Invariant Sections may be replaced with a single copy. If there are multiple Invariant Sections with the same name but different contents, make the title of each such section unique by adding at the end of it, in parentheses, the name of the original author or publisher of that section if known, or else a unique number. Make the same adjustment to the section titles in the list of Invariant Sections in the license notice of the combined work. In the combination, you must combine any sections entitled "History" in the various original documents, forming one section entitled "History"; likewise combine any sections entitled "Acknowledgements", and any sections entitled "Dedications". You must delete all sections entitled "Endorsements." 6. COLLECTIONS OF DOCUMENTS You may make a collection consisting of the Document and other documents released under this License, and replace the individual copies of this License in the various documents with a single copy that is included in the collection, provided that you follow the rules of this License for verbatim copying of each of the documents in all other respects. You may extract a single document from such a collection, and distribute it individually under this License, provided you insert a copy of this License into the extracted document, and follow this License in all other respects regarding verbatim copying of that document. 7. AGGREGATION WITH INDEPENDENT WORKS A compilation of the Document or its derivatives with other separate and independent documents or works, in or on a volume of a storage or distribution medium, does not as a whole count as a Modified Version of the Document, provided no compilation copyright is claimed for the compilation. Such a compilation is called an "aggregate", and this License does not apply to the other self-contained works thus compiled with the Document, on account of their being thus compiled, if they are not themselves derivative works of the Document. If the Cover Text requirement of section 3 is applicable to these copies of the Document, then if the Document is less than one quarter of the entire aggregate, the Document's Cover Texts may be placed on covers that surround only the Document within the aggregate. Otherwise they must appear on covers around the whole aggregate. 8. TRANSLATION Translation is considered a kind of modification, so you may distribute translations of the Document under the terms of section 4. Replacing Invariant Sections with translations requires special permission from their copyright holders, but you may include translations of some or all Invariant Sections in addition to the original versions of these Invariant Sections. You may include a translation of this License provided that you also include the original English version of this License. In case of a disagreement between the translation and the original English version of this License, the original English version will prevail. 9. TERMINATION You may not copy, modify, sublicense, or distribute the Document except as expressly provided for under this License. Any other attempt to copy, modify, sublicense or distribute the Document is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 10. FUTURE REVISIONS OF THIS LICENSE The Free Software Foundation may publish new, revised versions of the GNU Free Documentation License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. See http://www.gnu.org/copyleft/. Each version of the License is given a distinguishing version number. If the Document specifies that a particular numbered version of this License "or any later version" applies to it, you have the option of following the terms and conditions either of that specified version or of any later version that has been published (not as a draft) by the Free Software Foundation. If the Document does not specify a version number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation. ABOUT THIS GUIDE ================ FAQ REQUIREMENTS ---------------- - Computer with an ASCII text reader wiith 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 Falloutt 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 knockedd 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 youu 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 charissma 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, Psyccho, 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 traaining 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 skillls, 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 increasse 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 ddays 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 desttroy 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 delivver 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 ffind 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 raideers) - Military Base - Brotherhood (tell Maxson that there iis 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 ppump, kill mutants) - Vault 13 (finish extra sidequests andd return the water chip) - Hub (kill the raiders that are holdinng 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 armmor and combat armor) - Guards for the Far Go Traders, Deckker, 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 Towwn. Be sure you buy the rocket launcher, all of the explosive rockets, combat armor from that guy. - Mitch (general store, north of FLC buuilding) for 2 RadX's and 2 RadAways. - Kill the FLC. - Decker for quests to kill Jain and Hiightower. - 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 hollodisc) - 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 wwatch 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 inncrease 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 threatss will allow you to beat the game. You need not find the water chip! - You can finish the Military Base firrst or the Cathedral (either way is okay). - If you don't have the robes, go to tthe 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 techniciaans 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 ----| |-------- | foor when the base is under alert e | f-red forcefield, passable, causes damage, ------ -------------- caannot 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 (purplee robes) - Chanters of the Children of the Catthedral (brown robes) - Followers of the Children of the Caathedral (Ton, etc.) - Nightkin guards (ground and tower llevels 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 aat 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 Poower 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, compplete any extra sidequests in the Vault, and then kill everyone in Vault 13 except for the Overseer. - In Shady Sands throughout the Boneyarrds, do the same. Slaughter the Brotherhood if you feel high and mighty. - Do the 'Cowboy' approaches for the Miilitary 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. Youu 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 Necrropolis 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 returnn the water chip, finish the extra quests (water thief, rebel faction). - Do the 'Cowboy' approach for the Cathhedral 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. Acceppt the quest to get evidence to kill Gizmo. - Go to Gizmo and offer to kill Killiann. - 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 Juunktown save for the Skulz and Gizmo. Hub - You should get a combat shotgun and ccombat armor before doing anything. You can get them from Jake's weapon shop. - Complete Decker's quests, killing Higghtower and Jain. Don't kill the flower girl yet. - Kill Lorenzo and his guards at the Frriendly Lending Company. - Somewhat complete the caravan disappeearance 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 Thiieves' 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 thhe buffouts. Also, be sure to take everything from Demetre's desk. Brotherhood - Pick the doors with the Electronic Loockpicks, 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 Ruunners and ask for ammunition and ammo. - Get Katja, and then kill all of the FFollowers and the Gun Runners. Cathedral - Kill Dogmeat and leave all of your NPPC's outside. - Kill Morpheus. Unfortunately, this giives 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 prreferred. 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 aand 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 andd brahmin. Vault 13 - Kill Everyone except for the overseerr. Make sure that you don't talk to him; he'll kill you. Brotherhood - If you're brave enough, slaughter theem. Right outside military base - Steal all of Ian's, Katja's, and Tychho's stimpacks and weapons. Kill all of them. Military Base - Blow it up, infiltration method is prreferred. 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 nott kill any of the rats. Shady Sands - Ask Katrina for help and get Ian. Aftter 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, annd raid Razlo's bookcase. - Go to the farm and tell the farmer abbout crop rotation. Junktown - Go to the Crash House area and save tthe 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 Killiian, with the tape recorder in the active item slot. - Go to Killian, give him the confessioon, 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 onne day. When you get up, save Sinthia from the Raider. - Go to the Casino Area and go to the SSkum 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 rrest 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 SSkulz 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 evverything 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, assk about the job and accept it. - Go to Beth, and cheat her just like wwhat you did to Killian. Ask her about the Deathclaw. - Go to Old Town and speak with Jake. TTrade 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 courrse, 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 ttalk 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 evverything from Demetre's desk and if you're male, screw Keri. - Leave the Hub, and go to the Brotherhhood. Brotherhood - Get the Glow quest from Cabbot. Glow - Right before you enter it, use your RRadX pills. - Use the rope on the metal ladder. Desscend 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 Taalus, and watch the training on Level 1. - Go to Vree on Level 3 and ask her forr 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 scoout 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. Geet the systolic motivator from Michael. - Go to Level 2 and into your room (toppmost 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 sewerrs 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 mmerchants from either city. Shady Sands (optional) - Solve the radscorpion problem by bloccking 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 wateer chip. Shady Sands (optional) - Get the quest to find Tandi from Araddesh and Seth. Khan Raider Camp (optional) - Talk Garl into releasing Tandi or barrter for her release. Shady Sands (optional) - Return Tandi to Aradesh. Boneyards - Get your fortune told from Chuck. - Go to the Followers' Library. There aare 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 merrchant. 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 quesst (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 aand 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 foootlocker 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 annd 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 bloww 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 tthat 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 esscape 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 poinnts 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 hhigh 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 jjob. 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 aas 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 andd 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 effecct. 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, donn'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 ttargets, such as the master, or against unarmed critters. It is also good for long-range combat. - Sniper Rifles, Hunting Rifles, and Asssault 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 shorrt 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 skiill, 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 wway 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 (1220%+), 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'lll 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 wweapon 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 spikked 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, heree 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, aroound 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 thhere. 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. NOTE: This is the actual text from Bernardo Barros, as he had more info to give: "Actually, it's half-true. On the military base, when you access the Vats computer, you can search the logs. There are two that are useful: Maxon's and Grey's. Maxon's diary was written by Captain Maxon, who founded the Brotherhood of Steel (he's related to General Maxon). It says all about the true circumstances of the foundation of the Brotherhood. Grey's diary was written by Harold's missing friend [Harold is the ghoul who lives on the Hub (Old Town) and tells you about the deathclaws - he mentions Dr Grey if you ask him about his story, he also says how he lost contact with him while raiding a certain "military base"]. It says Grey started mutating, he found out about the FEV while in there, he started his wicked plan and then looked for another suitable base of operations (which happens to be the Cathedral). However those things only serve your own curiosity, since nobody cares about it (I tried Harold; General Maxton and his assistant; Vree; and the Elder who talks to you)." 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 Killlian 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 annd 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 (email@example.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, thhere 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 ccorpse on the footprint. Occurs in the desert. Possible reference to Godzilla. - Overturned truck: Contains a box withh loads of money. - Bob's Used Cars: If you pick the lockked door and open it, you'll find both the Red Ryder BB and LE BB guns. - Aliens: You can find the alien blasteer along with a portrait of Elvis in the ship. Reference to the 1947 Roswell incident. - Patrick the Celt: You don't need highh 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 deathcllaws - Raiders and Thugs attacking you - Raiders and Thugs attacking peasants or each other - Dehydration (Don't worry if it says yyou 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 ciity) - Caravans - Dead traveller (sometimes accompaniedd with critters). Usually, the corpse has some items in it. - Caravan guard, deathclaw ate his caraavan. 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 coastaal 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 maaximum weight limit. It's corrected in Fallout 2. - Irwin's quest takes about 14 days. Buut 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 yyou perks that you were not entitled to getting. - If you offered to scout out the northhern 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 aand 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 CChuck, the fortuneteller in Adytum if you choose the right conversation path. - One of the FAQ readers told me that tthe 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 rrelease. (Fallout 'Gold') - Version 1.1: Updated North American rrelease. Corrects lots of bugs and removes the time limit. - Version 1.2: European release. I thinnk 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 maaximum weight limit. It's corrected in Fallout 2. - Irwin's quest takes about 14 days. Buut 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 yyou perks that you were not entitled to getting. - If you offered to scout out the northhern 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 aand 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 CChuck, the fortuneteller in Adytum if you choose the right conversation path. - One of the FAQ readers told me that tthe 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 tthe 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 summmons 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 RAMM, possibly due to the lack of the swap file.) - Requires fast (8-speed +) CD-ROM drivve 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 hardwarre support (or through SciTech display doctor) Win32: - Much faster load times - Not much RAM required, 16 megs shouldd 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 wwww.winehq.com* (I've heard that it runs on build 990613) - 5th-generation x86 CPU (runs too sloww otherwise) - 32 megs of RAM with 63 meg swap partiition, 64+ megs recommended - 5 megs of hard drive space - PCI Local Bus video card with 1 megabbyte of VRAM - Latest Kernel versions and XFree86 veersions 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-ssettings 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 (firstname.lastname@example.org) 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 (email@example.com) for tthe extra information (two stimpacks) regarding Tandi's capture/release. - Christian Gimelli (firstname.lastname@example.org) for telling me about the Brotherhood of Steel operations. They were present in v.1.66, but not in the right place... - Chris Lucas (email@example.com) foor finding out what happens to you if you're a male character and talk to Harry, the mutant at Necropolis. - Steve Griffin (firstname.lastname@example.org..com) for telling me that there's a Hunting Rifle in Vault 15. - "asp5" (email@example.com) for poinnting 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" (firstname.lastname@example.org) for the nonviolent approach to disband the Skulz gang. - "G Foyle" (email@example.com) foor 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 (firstname.lastname@example.org) for contributing the information on how to extort money from Iguana Bob. - Bernardo Barros (email@example.com) for adding more info on the side-story about Richard Grey. HOSTING - Any websites hosting this version of the text-based walkthrough. - Yahoo! GeoCities for hosting the Falllout-Next website.