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Читы для Fallout: A Post Nuclear Role Playing Game

Чит-файл для Fallout: A Post Nuclear Role Playing Game

A Post Nuclear Role Playing Game

 За игрой наблюдают: 2 человека

Выдержка из Энциклопедии игр

Разработчик:Interplay Productions
Издатель:Interplay Productions
Локализатор в России:1C
Издатель в России:1C
Модель распространения:розничная продажа
Официальный сайт:Открыть русский сайт
Жанры:RPG / Isometric
Похожие игры:Wasteland

Даты выхода игры

вышла 15 февраля 2008 г.
вышла 30 сентября 1997 г.


Информация актуальна для
Fallout: A Post Nuclear Adventure v.1.1
Complete Game Guide
Written by Omkar Namjoshi
FAQ version 1.3

e-mail me at:

1. Disclaimer
2. FAQ requirements
3. About this guide and Fallout
4. Character Creation
   - Talks about primary/secondary statistics, traits, and good perks. Also
     includes sample characters.
5. Walkthrough
   - Complete walkthrough for every area in the game. Includes quests, a
     few maps, notable areas and important characters.
   - Also has notes for three variations of Fallout: Highest Karma, Truly
     Evil, and Pacifist.
6. Tactics
   - Combat tips, Boss strategies, plus Cowboy strategies for the mutant
7. Appendix
   - Quest/experience list, weapon/armor/item list, derived statistics,
     critter information, etc. This one is not complete as of yet.
8. Fallout Technical FAQ
   - Requirements, bugs, how to install Fallout on Windows NT 4.0, 2000,
     and XP (as well as future versions based on the NT kernel) and how to
     install and play Fallout on Linux 2.2.x/X11 3.3.x with Wine.
9. Credits

Feel free to post this guide on any webpage or distribute it on CD, floppy,
etc. Just don't add anything and don't sell it for money.

If you have anything to add, that would be great! Fallout is a huge game,
and even the most detailed FAQs cannot show everything. I don't want any
ASCII art; it just makes the walkthrough seem somewhat bigger. If you have
some info, go ahead and send it to me...I'll appreciate it!

This walkthrough is Copyright (c) 2001 by Omkar Namjoshi.

- Computer with an ASCII text reader with support for files larger than
  65,536 bytes. You can open this guide with your web browser, a word
  processor (except for Microsoft Notepad), the MS-DOS editor or the
  | MORE command in MS-DOS.



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 and your size to whatever you want.

Some stuff to know...
*                : Something important
(some text here) : Important sidenote
BTW              : By the way
xp               : experience points

Version History

1.3 - Major upgrade. Lots of fixes and new things, plus a few quests
      (especially in Junktown) that are added.

1.2 - I added some info before the walkthrough, telling what it covers
      and the route that you'll go through.

      The walkthrough for the Glow is now complete, and the Brotherhood
      walkthrough is finally (sigh) complete.

      The not-so-complete quest guide and critter guide is complete.
      Robots are now included. Note that experience for blowing up the
      Cathedral and Military Base might be inaccurate.

1.1 - I fixed some up stuff in the Hub section, like the Deathclaw cavern
      information. I also added some extra info on where to get free stuff
      and bits of information in that section as well.

      I also finished off some sections that were incomplete, like the
      Brotherhood (especially that one) as well as a few incomplete
      sentences here and there. Various grammar errors were fixed as well.

      The item list is complete, as well as information about the centaurs
      and floaters. I also added dashes under the 'Details' for the

1.0 - First version

   What is included: (1.2)
   - Character creation
   - Complete walkthrough
   - Near-complete appendix

   What is not included:
   - Endings...endings. I don't want to spoil you on this one!
   - Evil quests (see WhiteChocobo666's Evil Walkthrough). There
     are some notes on being evil, however.

- Please note that references to 'you' (i.e 2nd person) and 'your
  character' can be used interchangebly.

- This walkthrough is full of typographical/grammatical errors. I didn't
  bother to really re-read this walkthrough.

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 make your own character, go wherever
you want (instead of clearing this to go to that), and the most fun:
lockpicking , bartering, murdering, and other fun things like that. A demo
is available, and although now it is hard to find in stores, you can get a
combo Fallout/Fallout 2 jewel disc pack from Interplay for $10!

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 (made up), 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 are huge, underground dwellings where several hundred people reside
to stop the effects of nuclear devestation. The people are protected from
radiation, storms, hurricanes, and the like. You were one of the people who
lived in Vault-13.

Your vault has a water purification controller, which purifies all the
water it recieves to be ready for human consumption. Unfortunately, the
controller chip in the vault has malfunctioned. Without it functioning, the
people cannot have drinking water avaliable. 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 weilding
chainguns and plasma rifles.

Fallout is pretty much broken down into this:
- Character RPG
- Nonlinear gameplay
- Three main quests with numerous sidequests

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 came with the game can finish it.

First, select your name. The name doesn't make any difference in the game;
it is your own preference.

Next, select your age. You can be as young as 16, but as old as 35. Age
has an insignificant impact on the game. Probably older characters might
have different reactions with young ones, but none that I know of. But at
the same time, all of my characters were pretty young.

Now you are ready to select your sex. You can be male or female, and the
game does differ if you are a girl or a guy. It's your own choice;
try beating both variations of the game. However, there are some issues
regarding the sex of your character. The game really doesn't matter if you
are male or female, but these are the differences. (Female is recommended
for a slightly easier game)

- Male characters typically get knocked down and have a greater chance of
  you scoring a critical hit on them if you hit them in the groin. The
  female character doesn't have any known weaknesses in combat.

- Females are easily detected by the mutants. Sometimes, you will have to
  employ some fast talking!

- NPC's have different reactions if you are female or male (Killian
  calls you darling if you're female.)

- Probably to offset the male weakness thing, female characters are hated
  by couple of NPC's.

- If you are female, there is no charisma bonus to your character, and
  there aren't any strength and endurance penalties. Ditto for males as

- For any reason if you have played Fallout 2 and not yet Fallout, there
  are far less opportunities to score on this one. You saw how easy it
  was to turn into prostitution in the sequel...or will see :)

- Don't drop any of your main skills below 4. It seriously affects your
  character performance. The skills are...well...pretty much self
  explanatory. Here are some character statistics:

Strength - modifies weight carried, hit points, weapon handling,
           some weapon skills
Perception - modifies some skills and increases accuracy at range.
Endurance - toughness. Modifies some skills, hit points, resistance
            to poison and radiation.
Charisma - looks. Modifies speech and barter, as well as increases
           dialogue options and NPC reactions.
Intelligence - dialogue options, skill points given per level, 'science'
               skills. High intelligence is important.
Agility - speed. Modifies many skills, armor class, and action points.
Luck - modifies critical chance, some skills, and the game (high/low...
       you should get the point.)

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 Lieutanant and all of those
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 even with
          something like 70% skill it is difficult to hit a target. And
          they 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: 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
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.

You can choose up to two traits. 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.
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 all of those 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. Oh yes, your character kills
             the overseer with this one at the end.
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 90% or so in the non-combat
              areas will let you go through the game.
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.

All perks don't have a drawback, but these are the good ones:

- Action Boy: Gives you one extra action point per level. It is good if you
              started out with 9 AP's.
              Requirements: 5 Agility, Level 12
- Awareness: You get to see a critter's hit points and what weapon they are
             Requirements: 5 Perception, Level 3
- Better Criticals: Enables instant death and increases damage done by all
                    criticals by 20%.
                    Requirements: 6 Perception and Luck, 4 Agility, Level 9
- Bonus Move: Gives you two free action points to move around per level.
              Requirements: 5 Agility, Level 6
- Bonus Rate of Fire: All attacks (except unarmed) cost one less action
                       Requirements: 7 Agility, 6 Intelligence, 4
                                     Perception, Level 9
- More Criticals: Increases critical chance by 5% per level.
                  Requirements: 6 Luck, Level 6
- 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. Really nice.
          Requirements: 8 Strength, 8 Perception, 80% Unarmed, Level 18
- Sniper: Same as slayer, except it works with ranged weapons. Even better!
          Requirements: 8 Perception, 8 Agility, 80% Small Guns, Level 18

All-rounder: ST 6 PE 6 EN 6 CH 7 IN 8 AG 10 LK 4 (shown with gifted)
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, and modified ones are shown below.

Another one :
ST 6 PE 7 EN 5 CH 9 IN 8 AG 8 LK 4 (shown with above.)
You can lower your strength and endurance for for increased luck.

Pacifist: ST 4 PE 5 EN 9 CH 6 IN 8 AG 10 LK 5, take Gifted and
          Good Natured, and tag Lockpick, Sneak, 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. This character
          is recommended with the female sex. Work this one up with
          lockpick and sneak, about 80-90%. High endurance means that
          you'll have high hit points since this character stays at a low

- Sniper characters -
Rounded Sniper: ST 6 PE 8 EN 5 CH 6 IN 8 AG 10 LK 5
                Take Gifted, Small Frame, tag small guns, speech,
                and one of these: unarmed, energy weapons, or melee.
                You won't get all conversation options, but this character
                talk, snipe, and is eligible for the 'sniper' perk later
                on. Mix between a diplomat and a sniper.

Diplomatic Sniper: ST 5 PE 7 EN 5 CH 8 IN 8 AG 10 LK 4
                   Take Gifted, Bloody Mess, tag small guns, speech,
                   and one of these: unarmed, lockpick, doctor.
                   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.)

Killer Sniper: ST 6 PE 8 EN 5 CH 5 IN 8 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.

Sniper-Slayer: 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, take the speech perks if
               necessary. Build small guns, energy weapons, and melee to
               over 110%, and ask the Brotherhood for the Super

Neutral Sniper: Variations of Killer and Sniper-Slayer characters. You can
                decrease Luck by one and increase charisma by one.

WALKTHROUGH (or the complete spoiler)
NOTE: See the Appendix for Quest Notes.


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 : How many ways are there of destroying the mutant threats?
A2 : Several. Cowboy (aka kill everything that moves) and stealth
     approaches work.

Q3 : How can I get stuff back from NPC's like Ian or Tycho?
A3 : Use the steal option. It's just like trading with them.

This section tells you how long it will take (in game time) to complete
the major (required) quests.

- You must find the Water Chip in 150 days before your vault runs
  out of water.

- If you destroy the mutant threats in 150 days, you will not need
  to find the water chip.

- There is a 500 day time limit to destroy both mutant threats. (They
  are the Vats and the Cathedral.) The time limit starts at the
  beginning of the game.

- If you get the water caravan to deliver water to your vault, then the
  time limit is shortened by 100 days to destroy the mutant threats.

- With version 1.1, the time limit to find the Water Chip will still
  remain, but the 500 and 400 day time limits will be removed.

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 Tandi quest)
- Raiders (free Tandi)
- Shady Sands (return Tandi)
- Raiders (kill them)
- Junktown
- Hub
- Brotherhood
- Glow (if you couldn't pick the locks)
- Brotherhood (Power Armor)
- Hub (Kill the raiders)
- Brotherhood (reward for killing raiders)
- Military Base
- Cathedral

This is the route that you should follow if you want to do everything:
- Same as above, up to the Brotherhood with Power Armor
- Necropolis (get water chip, fix the pump, kill mutants)
- Vault 13 (finish extra sidequests and return the water chip)
- Hub (kill the raiders)
- Brotherhood (reward, any operations)
- LA Boneyards
- Cathedral
- Military Base

Notable Areas
1) The Caves
2) The Vault itself (Entrance, Living Quarters, Command Center)

Notable Characters
1) Several rats

Stuff to get
1) 24 AP 10 mm bullets
2) Knife

1) Examine the bones and steal the ammo and the knife.
2) Kill all 20 cave rats without your gun.

The bones are on your right. Examine them, 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. Murder 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.

You cannot go in the entrance of the Vault 13 right in the beginning.
Instead, go one square to the east, and head back to the Vault. Go
to the command center, and then go to the Vault Library. (The Library
is in the southernmost part of the command center, and is the room to
the left with all of the computer terminals.) Use the library terminals
for 200 or so experience.

Leave the Vault entrance, and head on to Vault 15. Midway through your
journey, you should see a green circle that says 'unknown.' You should
stop there.

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

Stuff to get
1) Rope
2) 1 cartridge of .223 FMJ bullets
3) Sledgehammer
4) Scout book
5) 5 stimpacks
6) First Aid guide
7) 2 Radscorpion tails
8) First-aid kit and Doctor's Bag

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.

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'll tell you to
get out (don't). Open the curtain, 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 10 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 below the building with Ian in it. Enter it, and
there will be a robed figure standing in the corner. The robed figure is
Aradesh, and

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...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.

If you go decide and kill them (or even one), examine its body and take the
tail part of the Radscorpion. Give it to Razlo to make the Radscorpion
antidote. You'll get 250 xp for that.

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.

Notable Areas
1) Shack entrance
2) Vault Caves and Entrance
3) Living Quarters
4) Command Center

Notable Characters
1) Several rats
2) The Lesser Mole Rat

Stuff to get
1) Leather Jacket
2) MP9 Sub-machine gun
3) Whatever ammo you can find
4) Dynamite
5) Frag grenades
6) Another peice of rope

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.

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
toublesome 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, you'll find that the only way to go up the levels
is using the peice of rope. Use it on the elevator, and you can climb up to
reach the living quarters of the vault. Kill the rats and enter the room
with the lockers, in the southern half of the living quarters. There will
be two lockers, containing a SMG, Leather Jacket, and some rope. Take them
all, and use the rope on the second elevator to go to 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, and not to mention a crowbar.
Leave the vault from the elevators, kill any extra rats, and head on back
to Shady Sands.

1) Save Tandi from the Raiders.

Notable Characters
1) see above Shady Sands section

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.

Rough map



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

1) Free Tandi from the Raiders.
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.

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.

Go back to Shady Sands, and talk to Seth and Aradesh.

SHADY SANDS (yet again)
1) Talk to Seth and Aradesh.
2) Get the reward from Aradesh for freeing Tandi.

Notable Characters
1) Very relieved Aradesh

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.

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 refrigator and the desk.
4) Aquire as many leather armors as you can from the raiders.

Notable Characters
1) Garl (now time to face him)
2) Garl's henchmen and henchwomen (Petrox, Diana, etc.)
3) The two slaves, who you have to free

Stuff to get
1) 4-6 Desert Eagle .44's
2) 5-10 10 mm pistols
3) 10-15 Leather Armors
4) 1 Metal Armor
5) 2 Molotov Coctails
6) Lots of ammunition
7) Stims and drugs galore

When you enter the raider camp, have your gun (by now you should have a SMG
already), 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).

After you kill everyone in the large room in the main Raider building,
you'll free two slaves. 200 xp for you.

Steal 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
artillery. The extra armor also comes in handy for the big trade soon to
come. Head south to Junktown for now.

Rough map

 Crash house / Killian's store

Notable Areas
1) Entrance
2) Crash House and Killian's store
3) Casino and Skumm 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 Killan 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.

Stuff to get (and as a reward)
1) Hunting Rifle
2) Mauser 9mm
3) about $50
4) Rewards - Choose either :
   - Shotgun with shells
   - Stimpacks

Stuff to barter for
1) More stimpacks

1) Meet up with Killan, 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.)
3) Lockpick Killan's safe.
4) Help Lars bust the Skulz gang.
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.

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 seargant 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 fat dude 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 SkulzS

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. Save, and go to the Crash House.

After the fight, 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.

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
trophy-looking item. It is an urn that holds the ashes of Neal's late wife.

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. If
you want, you can go to the Casino area and go to the boxing ring. Speak
with Saul, the boxer in 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. You'll get 250 experience. Head for the Hub.

Rough map

    / 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) Beth - gun shop owner, likes to gossip around
3) Butch - owner of the Far Go Traders
4) Sheriff Justin Greene - keeps the law; he'll be on your side when you
   later kill Decker
5) Loxley - leader of the Thieves' Circle
6) Jake - heavy weapons dude
7) Vance - drug dealer at old town
8) Hightower - rich monkey
9) Jain - Cathedral priestess, quite annoying

Stuff to get
1) Cathedral Robes (probably THE most important)
2) Chemicals in Cathedral Armory, most notably the super stim, other
   stimpacks, RadX's, RadAway's, and any Psychos you get
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) 14 mm Pistol for Ian
4) Combat Armor
5) Books if your small guns, science, outdoorsman, and repair skills are
   below 75%. Beware that they can get very expensive.
6) 10+ Stimpacks
7) 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 10 mm's 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. Also useful for buying the books.
6) Your SMG and its 10mm ammo after the brawl with Decker

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 artillery from Jake, and chems
   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
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).

Important note on the Hub
The Hub has many quests, and they can be done in any order. Here is a
list on the preferable route:
- Jake for the weapons/armor at Old Town. Be sure you buy the rocket
  launcher, all of the explosive rockets, combat armor from that guy.
- Mitch (general store, north of FLC building) for 2 RadX's and 2
- Decker for quests to kill Jain and Hightower.
- Irwin for the .223 pistol.
- Butch for the caravan quest.
- Kill Decker for the Hub Police.
- 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:
- Jake for the weapons/armor
- Decker for the quests
- Loxley for electronic lockpicks
- Brotherhood of Steel for Power Armor, Glow quest if you couldn't
  pick the lock.
- Hub (again) for RadX/RadAway (if you couldn't pick the entrance to
  the Brotherhood)
- Back to Brotherhood for Power Armor, Vree's tape, weapons
- Hub (ugh...again) for missing caravans, kill Decker, and to get
  .223 pistol

When you enter the Hub, you'll see 4 caravans. Further down south, there
are a couple of buildings, and several armed policemen. You can enter
armed, but don't try it - you might get into combat with the coppers.
They're armed each with combat armor, and either combat shotguns or assault

Firstly, go into the merchant center south of the entrance.  If you have
about $2000 to spare, head on to Beth's weapon shop (located in the
square cluster of merchants.), where you can purchase some small arms,
ranging from pistols to SMGs, and including the shotgun and assault rifles.
If you have more than $5000, rush on over to Jake's weapon store in Old
Town. He sells the stuff, including the .223 sniper, the 14mm pistol,
rocket launchers, flamethrowers, and the most important ones of all:
combat armor and the combat shotgun. If you don't know where Old Town is,
head on over to the east side of the merchant center and go through the
green transparency tile; Jake is at the second building to the north side.
It is a very good idea to equip yourself at these two shops.

After you arm yourself, go back to the merchant center. There is a bar
called the Malatese (or 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. After all, the Hub is the
business and commerce center for the post nuclear world...

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 lock picks, which in turn are needed to get the powered
armor quickly. (You might need some regular lockpicks to open the locker;
skim on down until you see Thieves' Circle. If you have them, you can use
them right now.)

Go back to the Malatese 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 merchants 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." :)

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. You can probably do this job
a little later (after you get the Powered Armor). The details of the fight
are below. (and repeated for your pleasure once you actually get the
Power Armor, thanks to the COPY command  :)  You'll also get a boost to
your karma and a lot of experience.

When you are ready, prepare yourself for a hard match. 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.

You can skip the above and return here to kill him after you get the power
armor. While you're on it, you can go to the Thieves' Circle in Old Town.
There is a basement underneath one of the buildings in the central corner.

Once you get in, there is a hall with several traps and locked doors. Use
your lockpick skill and the traps skill to get through the area. Once you
get in the building, there is a man in a room way in the bottom. His name
is Loxley. Talk to him and tell him that you want to join the Circle. After
Loxley gives you the quest to get the necklace (which you already might
have), go talk to a lady whose name is Jasmine. She'll give you a set of
regular lockpicks and two flares. Use the picks on the footlocker which
contains the necklace (in the Heights) if your lockpick skill isn't too

After you have the necklace, speak with Loxley again. He'll direct you to
Jasmine, who will give you the electronic lock picks. More x.p 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.)

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
3) Rhombus, mean paladin trainer (Level 1)
4) Talus, trainer of initiates and giver of quests (Level 1)
5) Michael, script filler (Level 1)
6) Medical Doctor (Level 2)
7) Jerry, your roommate (Level 2)
8) Vree, head scribe (Level 3)
9) Kyle, Power Armor mechanic (Level 3)
10) General Maxson (Level 4)
11) Mathia, Maxson's personal guard (Level 4)

1) Attempt to pick the Brotherhood entrance with your electronic
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 skills
   and recieve 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 for Power Armor.
7) Repair the Power Armor.

When you enter the Brotherhood, you'll notice two guards in really neat
armor. This is Power Armor, my friend.

Talk 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. Speak with Darrell about Power Armor (BTW, when talking to both
the guards, don't mention anything about sacrificing puppies - it isn't
true. Plus it is best to leave a minigun squad in power armor alone.)

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 the guards
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 recieve 1500 experience points.

If you want more information on the Glow, skim down and read.

In the building, you have to speak with Talus. Go on the hallway to the
right of the screen, and proceed to the room to the south at the end of
the hall (the one with the bunch of recruits in combat armors). Talus is
the only one in the room with power armor. Speak with him, and ask him
about weapons. He'll fill out three scripts of any ammunition you want,
plus a suit of Brotherhood Combat Armor. (Not as good as the power armor,
but certainly not the worst.) Speak with Talus again, and ask for more
weapons. He'll hesitate, but beg him and he'll give you the quest to free
the lost Brotherhood initiate. (BTW, you'll need high karma to be given the
quest. Also, don't tell him that you'll climb the world's largest mountain
- you won't be given the quest.) Also watch the training going on; you'll
get a bonus to your skills and some experience.

Time to get yourself a 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 "oridance 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 mutants and 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.

THE HUB (revisited)
Notable Areas
1) See on earlier Hub section

Notable characters
1) See above

1) Get the Deathclaw quest from Butch
2) Free the initiate
3) Rescue Irvin
4) Kill Decker

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 shots, 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.


Go back to the Brotherhood, and enter at Level 1. (Not the entrance or
you'll have to do some more lockpicking). Speak with Talus. He'll
congratulate you, and give you a choice of some advanced weaponry (Again,
you'll need high karma to be offered the Power Armor as one of the choices.)
If you still cannot get it, finish the other Hub quests, as shown below.
You might have to purchase some 'Dean's Electronics' books at the library
to boost your repair to 75%, but it is worth the cost. Once when you have
gotten your repair skill to 75%, go back to the Brotherhood and get the
Power Armor. Keep in mind that you'll need that systolic motivator you've
got from Michael or have stolen from Rhombus. (BTW, you might be able to
win the money for the electronic books from the tables at the Maltese
Falcon; you still haven't taken out Decker yet (At least I hope so...)

Now, with your Power Armor, go to the Hub police department. Confess that
Decker made you kill someone named Jain or rob the necklace from Hightower.
You'll be given $300 dollars and be offered to take out Decker. (You will
need to do so, since doing Decker's quests lowers your Karma but killing
him increases it. Retribution is perhaps better. :)

You'll be with a fight with Decker and his cronies, Kane being the
strongest. Don't worry too much about their attacks since you already have
the Power Armor. Take them out with a combat shotgun or the sniper rifle.

After you kill Decker, speak with the cops in the Hub police department.
You'll get $1000. Your Karma will also skyrocket.

Now you need to take care of the Deathclaw problem. Go speak with Butch,
the leader of the Far Go Traders. Ask him about the missing caravans, and
he'll mention it is the Deathclaw. Don't get him pissed off by telling him
that he is scared; he'll get mad at you and you might lose the quest.
Anyway, he'll send you to Beth. Again, inquire about the Deathclaw, and
she'll send you to Uncle Slappy. Slappy will tell you to talk to Harold.
When you speak with him, give him $5 and ask him about the Deathclaw.
Harold will tell you that the Deathclaw will make you blind and do all
sorts of other things which will harm you (don't worry; his attack only
does 1 to 4 damage with Power Armor on.). Harold will then send you to
Slappy, who will lead you to the Deathclaw cavern. The Deathclaw is at the
south end of the cavern, with a dying super mutant. Kill the Deathclaw.
Save the game, and speak with the mutant. He'll mention something about
reporting to the Master or the lieutanant. You can load the game you just
saved, kill him, and get his radio. (Killing the mutant will give you an
extra 300 xp and your Karma will go up by one.) Take his holodisc as well
and read it.

Leave the cavern, and enter the Downtown. Tell Butch and Rutger that it is
the mutants, and tell that to Beth. He'll reward you and you'll get more

There is an old man whose name is Irwin. His house was invaded by raiders,
and he wants you to get rid of them. Tell him that it is OK, and he'll send
you to his house. There are several raiders there. Let Ian and Tycho shoot
them out.

After you have cleared out the raiders, speak with Irwin. He'll give you a
.223 pistol, the most powerful in the game. After this, you are now
finished with the Hub! (Be sure to re-supply, and get more ammo/stimpacks/
any extra chems or items.)

Now, back to the Brotherhood.

Notable Areas
1) - see above section on Brotherhood

Notable Characters
1) - see above section on Brotherhood

1) Get reward for freeing the Brotherhood initiate.
2) Get the quest to scout the northern area for Maxson.

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.

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. Gi 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.

All right: here is the real story.

You just have to blow up the Cathedral and the Military Base before Day 150.

Also, you must kill Dogmeat...unless you want to risk your life.
(I know, I know...)

But...if you want to take the hard way out, give Tycho either a sniper rifle
or combat shotgun and about 300 ammuntion for the weapon. Give Ian the .223
pistol with about 300 ammunition. And give both of your teammates about 20
stims. And don't kill Dogmeat. Also, skip down to the Boneyards section
if you want another NPC. Be sure to get your Power Armor hardened there as
well, and optionally buy a Plasma Rifle from the Gun Runners. Trade your
Brotherhood Armor and any weapons that you don't need for the weapon and
some micro fusion cells.

You should also tell the NPC's that it is time to leave. Here is a quick
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.
5. Ignore number one for the cowboy military base approach. Your NPC's will
   be dead anyways.

Notable Areas
1) Entrance
2) Military Base
   - Level 1, computer area
   - Level 2, armory
3) Fortress
   - Level 3, holding pens
   - Level 4, vat area and lieutant'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 Lieutanant of the mutant armies

Stuff to get
1) Key to arm nuke in the Cathedral (only with the Cowboy approach)

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 evertthing 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)

If you want 1500 experience points for telling the Brothehood of the military
base, enter the military base and immediately leave and return to the
Go to the fourth level and speak with Maxson. Tell him that you've found the
and you'll be called in to a meeting for the elders. Tell the elders everything
you have found, and you'll get three crack assault paladins for an attack at the
military base. The problem is that they do not follow you inside.

Details for the infiltration 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.

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 under 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

              -> --Alternate route to right computer complex
To left
complex     ^            |   |
            |         |-|   |-|
  <- <-               |       |
    |   |=|    |      |      *| -- Computer complex, console description is
    |   | |    |      |    ---|    plain old "computer" instead of "mach iv
    |   | |    |      |       |    computer"
    |   | |    |      |       |
    |   | |   |       |    |---
    | e |-| f |       |    |       e-forcefield emmiter, disabled except
----|         |--------    |         for when the base is under alert
              e            |       f-red forcefield, passable, causes damage,
------        --------------         cannot be disabled

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:

    --------------    |----
                  |       |
     |       |

                           - 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 discription 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

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, that is 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 entry way, and go to the world map area. You should see the
video that shows the base being blown up.

Details for the Cowboy Approach
Be sure that you have killed Dogmeat and have told your NPC's that you
want them to leave.

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 who 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 lieutanant 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 lieutanant as
well.) After the guards and the lieutanant 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.

Notable Areas
1) The Cathedral building
   - Morpheus' Quarters (4th floor)
   - Lasher's Quarters
   - Entrance to the Vault
2) Cathedral Vault
   - Psychers' Quarters (Level 2)
   - Prison Quarters (Level 2)
   - Cathedral Control Center (Level 3)
   - Master's Quarters (Level 3)

Notable Characters
1) Lasher, High Priest
2) Ton, mean guy (tries to seduce you if you are female)
3) Morpheus, High Priest and leader of the Cathedral
4) Jeremiah, COC member who opens door for you
5) Gideon, Psychotic nut who will give you nullifier
6) Viscious, Strong mutant who guards north area
7) The Master of the Super Mutants

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

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 the Cathedral after the confontration with the Master.

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 two squares to the
south of the Boneyards.

Details for the inflitration 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.

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:

 |       |
 |       |
 |       |
                      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

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 nullifer. He'll give
you one, and you'll recieve 1000 xp. Also, be sure to equip the nullifier
in your active item slot. Head 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
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.
   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
   You: How about a female mutant?
Master: Resonable. 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. >

Just run 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 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, run from the Cathedral.

If you decided to bring the key from the Military Base, you can arm the
nuke in the Cathedral. Here is an ASCII map to show you where the room is:

     Room       |     |
                         -- Robots

       |          ...
           <--          --> To Master

Go in the room, kill all of the mutants, and kill all of the mutants and
robots on the third floor as well, save for the Master and some COC techs.
After they have been killed, go back to the room with the nuke. Arm the
nuke and leave.

Noe you have completed the game, but you want the full scope of the Fallout

Below are the sections for the LA Boneyards and Necropolis if you want

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

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.

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.

Necropolis is a fairly straightforward area. 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

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.

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

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, (I'm not so sure about this bit) I've heard that you can
BS him around. Save and experiment.

Use the parts on the water pump, and you'll recieve 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).

Notable Areas
1) Entrance
2) Living Quarters
3) Command Center

Notable Characters
1) Overseer
2) Theresa, the leader of the rebel group
3) Lyle, a Vault dweller who is complaining about the water thief
4) Cindy, another Vault dweller who is complaining about the same
5) The Water Thief

Stuff to give
1) Water Chip to the overseer

1) Enter the Vault complex, Level 1, and save the game in a new slot.
2) Go to the second level, and on the rooms to the north, speak with
   Theresa, the red-haired citizen.
3) Speak with Lyle and Cindy and find out about the water thief.
4) Go to the command center and hide in a corner. Wait until midnight,
   and catch the sleepy Vault dweller after he steals the water. You
   might need to threaten him.

Enter the Vault complex on Level 1 and save the game. Wait until the
morning, and enter the second level. On Level 2, go on the north-west
end and speak with Theresa, a red haired vault dweller. Speak with her,
tell her that your journey is going on well. She'll start to say how
paranoid the Overseer is, and tell her that the Overseer is simply
trying to protect the citizens of the Vault. She'll agree, and you'll
get 750 experience.

Go to the south end, and speak with Lyle and Cindy. Lyle is directly
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.

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.

In the Library, there is a Vault learning terminal that you can access.
It is on the southwest end of Level 3. Use the 'Science' skill and
there is a chance that your character will learn experience. (I think
it is dependent on when you use the terminal. I used it late in the
game.) If your character is very young, then he/she will browse the
'InterWeb' and get nothing out of the terminal.

Go speak with the Overseer and tell him that you have found the chip.
You'll get 7,500 experience and two new quests: destroy the mutant
laboratory and kill the mutant leader.

Alternate Method: You can drop the chip near the Overseer and keep on
telling him that you are looking for the water chip. When he says
"Please...find the chip" or something similar, you can ask for more
equipment and you'll get two stimpacks and some ammo. Pick up the chip
and then give it to the Overseer. This is useless except that you'll
get stimpacks.

Rough Map

        Blades - - - Deathclaw - - - Gun Runners
        /  |         Warehouse
       /   |
      /  Adytum (start point)

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.

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.

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
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.

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.

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.

At 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, and
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.

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.

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 armors
and plasma rifles. (Note: Miles needs some journals from the Hub. Mrs.
Stapleton can give them to you for money.)

You can go to the Followers' library which 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 can also speak with Nicole (she is the
woman who does not move; a bit north of Katja.) She can give you some
assistance in destorying 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.

Notable Areas
1) Crater
2) Levels 1-6 (especially 5)

Notable Characters
1) Zax, supercomputer on Level 4.

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.
2) The yellow, red, and blue key cards.
   - The yellow keycard is found on the dead guy in Power Armor on Level
   - The red keycard is found on the dead body in the northeast area,
     with the radioactive rat on Level 2.
   - The blue keycard is found on the only dead body in Level 4.
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 1,
     on the dead Brotherhood knight,
   - The other three discs are on Level 5.

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.

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

Nothing 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

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 recieve 1500 experience.


If you want the highest karma possible, this is what you'll have to do:
- Completely avoid Decker's quests. You can ask for a job, say something
  derisive, and kill him. Or you can accept the job and turn him into the
- After you get Power Armor, go to Necropolis and kill whatever creature
  that comes in your path. Kill the mutants at the watershed, fix the
  water pump, and then get the water chip.
- Go to Vault 13, and before you return the water chip, finish the extra
  quests (water thief, rebel faction).
- Do the 'Cowboy' approach for the Cathedral and Military Base. Kill all
  of the mutants.

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.

- Get Tycho and Dogmeat pronto, before you do anything.
- Do not help Killian kill Kenji, the assassin.
- Go to Gizmo and offer to kill Killian.
- Steal Neal's urn from the Skum Pitt. Give it to the Skulz and kill Neal.
- Kill Killian and the guards at Junktown.

- Complete Decker's quests, killing Hightower and Jain. Don't kill the
  flower girl yet.
- Kill Lorenzo and his guards at the Friendly Lending Company.
- Somewhat-complete the caravan disappearance quest. Go in the cave and
  kill the Deathclaw. Do not kill the mutant, and don't tell Butch that it
  was the mutants who were causing the caravan disappearances.
- Get Electronic Lockpicks from the Thieves' Guild. Kill them after you get
  the Electronic Lockpicks.
- Also, make sure you get the robes from the locked doors in the Children
  of the Cathedral Building.

- Pick the doors with the Electronic Lockpicks, and get Vree's tape,
  complete her computer course, and get the Power Armor. Take the Glow
  quest if you can't get in, however.
- If you do go to the Glow, be sure to raid it - completely.

- Help the Regulators kill the Blades.
- Kill the Deathclaws. Go to the Gun Runners and ask for ammunition and
- Get Katja, and kill all of the Followers and the Gun Runners.

- Kill Dogmeat and leave all of your NPC's outside.
- Kill Morpheus. Unfortunately, this gives karma, but you need the Black
  Cathedral Key.
- Hack into the computer on Level 1 to get location of Military Base.
- Blow it up, infiltration method is preferred. Be sure to hack into the
  computer on Level I of the Vault for the location of the Military Base.
  Also, be sure that you kill Dogmeat.

- Get all the equipment that you need and kill everyone except for Decker.
  Kill the flower girl and the kid with brahmin in the entrance.

- Kill everyone that is left.

Shady Sands
- Kill everyone, including the kids and brahmin.

Vault 13
- Kill Everyone except for the overseer. Make sure that you don't talk to
  him; he'll kill you.

- If you're brave enough, slaughter them.

Right outside military base
- Steal all of Ian's, Katja's, and Tycho's stimpacks and weapons. Kill all
  of them.

Military Base
- Blow it up, infiltration method is preferred.

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 killing things.

Vault 13
- Strip the bones on your right. Do not kill any of the rats.

Shady Sands
- Ask Katrina for help and get Ian. After you get him, steal all of his
  equipment and stimpacks, and also ask him for directions to the Hub
  and Juktown. Tell him to leave afterwards.
- Get the Scout Handbooks, the rope, and raid Razlo's bookcase.
- Go to the farm and tell the farmer about crop rotation.

- Go to the Crash House area and save the game, and put your pistol in
  the inactive item slot. Go talk to Killian, and ask him about the
  other cities near Junktown. The assassin will come, and just shoot him
  once. After the assassin is dead, help Killian get evidence to kill
  Gizmo. Be sure to get the assassin's weapon.
- Go to Gizmo's and offer to kill Killian, with the tape recorder in the
  active item slot.
- Go to Killian, give him the confession, ask for Leather Armor, and
  decline his offer to kill Gizmo. You can go and swindle him as well.
  (Trade four stimpacks for four of his stimpacks. Since you will probably
   have a better offer, this is a good way to increase your money. Do this
   until he runs out.)
- Go to the Crash House and rest for one day. When you get up, save Sinthia
  from the Raider.
- Go to the Casino Area and go to the Skum Pitt. Enter from the back entrance
  and steal Neal's urn. Leave the Skum Pitt, rest until the evening, and
  enter the bar again. Ask Tycho to join you. After he joins you, steal all
  of his equipment and tell him to leave. Also, speak with Ismarc and get
  the locations of the Boneyards, the Brotherhood, and the Hub. Speak with
  Neal. After you speak with Neal, one of the Skulz will attack the barmaid.
  Neal will kill him. After Neal kills the Skulz, speak with Trish and ask
  about Saul. Leave the Skum Pitt, go to the boxing area and talk to the
  man in the leather armor. Ask about Junktown and continue asking him
  about the city until you can speak about Trish. You'll get some
  experience for helping their relationship.
- Go back to the Crash House area and enter 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.
- Go to Lars, tell him about what the Skulz are going to do, and decline
  the offer to kill the Skulz. Barter for his radio, cheat him (just like
  what you did with Killian) and head for the Hub.

- Go to the Crimson Caravan and steal everything in their desk.
- Go to Mitch at the general store and buy one rope and one tool if you
  don't have one.
- Go to Butch at the Far Go Traders and ask about the job and accept it.
- Go to Beth, and cheat her just like what you did to Killian. Ask her
  about the Deathclaw.
- Go to Old Town and speak with Jake. Trade your Leather Armor and other
  items for Combat Armor. Ask Jake about radiation and RadAway; he'll send
  you to this guy named Vance at the east end of Old Town. Buy two RadX's
  and two RadAway's from him.
- Go to the south end of Old Town and talk to Slappy. Slappy will send you
  to Harold. Give Harold $5 and ask him about the Deathclaw. Go back to
  Slappy and ask him to take you to the Deathclaw cavern. When you get
  there, immediately leave.
- Go to the water merchant area and enter the Children of the Cathedral
  hospital. Pick the locked door. After you pick it, you'll be in combat
  mode. Open the (now) unlocked door, go in the bookcase, and steal the
  Cathedral Robes. High-tail it out from the area. It is an excellent idea
  to be sneaking while doing this.
- Leave the Hub, and go to the Brotherhood.

- Get the Glow quest from Cabbot.

- Right before you enter it, use your RadX's.
- Use the rope on the metal ladder. Descend down the crater. Go south, take
  a right, and head north to get to the corpse with the holodisc. Read the
  holodisc, leave the Glow for the Brotherhood.

- Give the tape to Cabbot.
- Ask for some weapons and ammo from Talus, and watch the training on Level 1.
- Go to Vree on Level 3 and ask her for her mutant autopsies report and
  take the computer course. Read the report about the autopsies.
- Go to Maxson on Level 4, offer to scout the northwest, and ask for some

Military Base
- Head to the northeast and blow up the base using the infiltration method.
  Use extra points on Lockpick. Also, hack the computer and see if you can
  fix Mr. Handy.

- Go to the Boneyards and go south a couple of squares.
- Blow up the Cathedral using the infiltration method. Don't kill Morpheus.
  Also, free the prisoners, hack into the computer, get the psychic
  nullifier, etc.

Endings. I won't spoil them for you. The endings are determined by your
actions...were they good or bad? I'll leave this for you to find out.

If you were a bit troubled by the Overseer's actions to you, hit 'A'
right after he finishes talking. Put a gun in your active item slot and
kill him. You'll see guts flying all around.

Here are some general tips to fine-tune your combat. Also included is a
boss guide.

- You can cripple your foe at five points if you score a critical while
  aiming at their legs, arms, or eyes.

- Aiming for the eyes usually gives a high critical chance and does gobs of
  damage. Also, on male NPC's, hitting them in the groin makes them fall

- Always use the right weapon for the job. Sometimes, a .223 Pistol won't
  do you that much good (i.e, long range combat) while the Sniper or the
  Combat Shotgun will work well.

- You can give your shots "up close and personal." This works well in the
  early game. Garl, the raider leader, can be killed in one hit...without a
  critical! (I once did 71 hp damage to him w/o critical using JHP rounds
  and 54 using AP rounds)

- Burst shots have a wide area of effect. If an ally is in the middle, you
  might want to not do a burst shot. Here is an example of the
  "burst cone:"

                  X (you)
                 / \
                / | \
               / ||| \
              / ||||| \
             / ||||||| \
            Area of effect

  This is why giving the shots "up close and personal" deals gobs of

 - If the target is heavily armored, don't use burst shots. You will see
   this happen to you when you get power armor and mutants are trying to
   kill you with miniguns.

- Sniping is a good idea for immobile targets, such as the master, or
  against unarmed critters. It is also good for long range combat.

- Sniper Rifles, Hunting Rifles, and Assault Rifles are your best bet for
  long range sniping. However, the Sniper Rifle is the best. You can also
  use the Assault Rifle in the burst mode.

  The Sniper works well against any target, armored or not. It has a damage
  range between 14 and 34 hp, compared with (max) 16 with the assault and
  20 with the hunting rifle.

  Hunting Rifles work OK on lightly armored targets. The Assault rifle is
  all right for mid-armored targets and good for bursting on lightly
  armored targets.

- You can use a Combat Shotgun for short distance sniping, such as fighting
  unarmed or melee-weapon using mutants or humans. It is the best weapon
  for mid armored targets, and is excellent for short range control. It
  works well in conjunction with Power Armor when fighting Decker, and can
  even  be used to pacify Deathclaws.

  If you get your hands on the .223 Pistol, it is even better than the
  Combat Shotgun. The only drawback is that it is less accurate and it has
  only a 5 ammo magazine. This gun eliminates the need for energy weapons
  later on.

  In general, combat shotguns and the .223 pistol are extremely effective
  in short-range combat, like the fights in the Hub.

- If you have a high energy weapons skill, get a Plasma Rifle. No armor can
  withstand Plasma damge well. I got 132 hp on an eye shot on a Deathclaw
  once. The Turbo Plasma Rifle only costs 4 AP's for a single shot!

- You can kill Deathclaws easily this way with a high small guns skill and
  high luck. Get a sniper and/or .223 pistol, cripple their legs, and then
  go for head and eye shots when they are down.

  In general, the above tactic works well against unarmed people and shines
  when used in tandem with a super sledgehammer. (You can hit them, run
  away, and hit them again while conserving ammo. The spiked knuckles work
  well here.)

- If you have good small guns skill (120%+), then go straight for aimed
  shots. 150%+ should give you a 95% chance to hit anywhere at decent range,
  even at night.

- If you have a sledgehammer / super sledge, use those against unarmed
  critters. Aim for the legs. After they have been crippled, you can score
  aimed shots to the head and eyes easily. Rippers work just as well.

- If you have Power Armor and have spiked knuckles, then you can use those
  against any critter...regardless of their armor. I dealt 46 damage to a
  Deathclaw once. (yeah...critical to the eyes) It works well with a
  powerful weapon as well. Power fists are even better, and can kill scores
  of enemies.

- It is recommended that you bring the water chip to your Vault and kill
  the Regulators. Their metal armors sell well, and you need the experience.

- If you want to assault the base, here is a good list on what to bring.
  This might be a bit steep, but if you do kill the regulators, there
  are many metal armors and they sell for $1000.
  You: Advanced Power Armor, 2 Psychos, Turbo Plasma Rifle, 300+ cells,
       80+ stimpacks
  Ian: .223 Pistol, 300+ ammo, 30+ stimpacks
  Tycho: Sniper Rifle, 300+ ammo, 30+ stimpacks
  Katja: SMG, 600+ ammo, 30+ stimpacks

- Enter the Military Base at night, around midnight. There are few guards
  in the base.

- Guard Tycho and Ian; they don't have much armor and their weapons deal
  quite a lot of damage. If they die, be sure to take Ian's and Tycho's

- There are many, many, many mutants there. Here is a list of what I think
  is there.
  - 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 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
  Military Base: (day)
  - Outside: 3 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
    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 fist fight 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.

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.

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

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 Lieutanant 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 weild gatling lasers and rocket
launchers. One great tactic is entering combat yourself, 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 Grey. 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 weild 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
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 devestate 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 Willis, this guy is what became of Richard Grey.
      Earlier, it was stated that Grey was the Lieutanant of the mutant

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


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.

- 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
  - 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

- 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.

  - 400 xp   - Kill the assassin (quest)
  - 250 kxp  - Kill the assassin (kill)
  - 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.
  - 400 xp   - Kill Neal for the Skulz. (45 for Neal, barmaid - unknown)

  - 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.
  - 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
               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.

  - 1500 xp  - Successfully complete the Glow quest.
  - 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

  - 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.

  - 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.

- VAULT 13 (Additional Quests)
  - 750 xp   - Calm the rebel faction with Theresa, the red haired citizen.
  - 1000 xp  - Catch the water thief.
  - 7500 xp  - Return the Water Chip to the overseer.

  - x520 kxp - Kill all of the deathclaws, the deathclaw mother, and the
               eggs. (x = number of deathclaws killed plus one.)
  - 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.
  - 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.

  - 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 Lieutanant and Van Haggen's conversation over
               Vault 13.
  - 10 K xp  - Blow up the base.

  - 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.

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.

1. Hit Points (HP): The number of "life" points. If it goes to zero, so
                    will you.
   Formula : HP = 15 + (2 x EN) + ST. Average is 30.

2. Armor Class (AC): The higher it is, the harder it is for the enemy to
                     hit you.
   Formula : AC = AG + Armor worn. Average is 5.

3. Action Points (AP): 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.

4. Carry Weight (CW): 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.

5. Melee Damage (MD): How much extra damage your character does in melee
                      or unarmed attacks.
   Formula : ST - 5, min.1. Average is 1.

6. Damage Resistance (DR): How much damage your armor can withstand when
                           you are hit.
   Formula : DR = 0% + Armor (Combat Armor has 40% DR)

7. Poison Resistance (PR): How much poison damage that you can resist.
   Formula : PR = 5 x EN. Average is 25%.

8. Radiation Resistance (RR): 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% RR).
   Average is 10%.

9. Sequence (SQ): Determines who will attack first in combat. Higher is
   Formula : SQ = 2 x PE. Average is 10.

10.Healing Rate (HR): How much you can heal in three hours of rest.
   Formula : HR = 0.5 x EN, min.1. Average is 1.

11.Critical Chance (CC): Chance of scoring a critical hit on the opponent.
                         I think it increases up to 4 times with a hit to
                         the eyes.
   Formuka : CC = LK

Notes on poison: Poison is measured in units; keep it below 25.

Notes on radiation: In reality, one or two rems can cause various cancers.
                    In Fallout, a rem count of 100 or above is deadly.
                    Below that, it is okay.

Some notes for this part of the appendix include...

Armor (see how it works in Fallout Tactics)
AC - Armor Class - overall armor rating
Normal (N), Laser (L), Fire (F), Plasma (P), Concussion (E)

Ammo Descriptions
JHP - Jacketed Hollow Point
AP - Armor Piercing
FMJ - Full Metal Jacket

JHP is the best type of ammunition, FMJ is the second. AP is pretty weak
but can punch through heavy armor.

1. Pressed Vault 13 Jumper (starting)

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
   Merchants: None, but Miles can harden the regular Power Armor for you
              in the Adytown in the LA Boneyards if you fix his hydroponic
   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.

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

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

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

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: $3000+
   First seen: You can buy it from the Gun Runners, or pick it up from the
               super mutant guards at the Cathedral and the 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
   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: $8000+
   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 lieutanat 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

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.

1. Brass Knuckles
   Selling price: $60
   First seen: You might start out with them, but you can get a pair from
   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

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
   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
   Range: 16 hexes
   Attack methods: Swing or throw
   Action points used: 3 for swing,  4 for aimed swing, 4 for throw

4. Sledgehammer
   Selling price: $120
   First seen: I saw it in a room in the farm area of Shady Sands...but I
               started a new game and it wasn't there. Oh well...you can
               buy one at Killian's store.
   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
   Required strength: 4
   Damage:  3-13 hp
   Range: 2 hexes
   Attack methods: Thrust or throw
   Action points used: 5 for thrust, 6 for aimed thrust or throw, 7 for
                       aimed throw
   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

1. Spear
   (See above discription)

2. Throwing Knife
   (See above discription)

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.

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 - 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 and endurance temporarily.
   Addiction rate: 50%

4. Mentats
   Selling price: $280
   What it does: Increases intelligence, perception, and charisma temporarily.
   Addiction rate: 50%

5. RadX
   Selling price: $300
   What it does: Increases radiation resistance by 50% for about a day.
   Addiction rate: 0%

6. RadAway
   Selling price: $500
   What it does: Removes radiation poisioning, 25 rems.
   Addiction rate: 10%

7. Psycho
   Selling price: $400
   What it does: Increases damage resistance by 40% and decreases
                 intelligence by 2.
   Addiction rate: 50%

8. Antidote
   Selling price: $50
   What it does: Removes poisoning damage, 25 points.
   Addiction rate: 0%

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 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 can be
        used to remotely toggle the computer in the base.
   First seen: I traded some caps and flares for it from Lars.

6. Flares
   Selling price: $35
   Use: Twist the cap and drop the flare for an increase in light.
   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.

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 yousee how many rems are in your system.
   First seen: Killian has one.

   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.

   Selling price: 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, Vault 15
               Guns and Bullets: Gizmo's bookcase
               Dean's Electronics: Hub
               Big Book of Science: Hub

   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.
               Brotherhood history: Sophia has this disc.
               Maxsom's Log: Maxsom 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: ???
   Use: Use it to open locked elevators in the Glow.
   First seen: Glow

There are many, many critters that you will see in Fallout. They range from rats
to super mutants to Deathclaws.

Yep, here is some info about your Allies.

- 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: 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.
  Signature feature: He's death on two feet with a .223 pistol and several
                     stimpacks. His armor isn't great, however.

- Tandi
  Hit points 35
  Armor: None
  Starting weapon: Knife
  What she can use: Knife, and pretty inept at that as well.
  Usefulness: Low
  How to get her: After you rescue Tandi from the Raiders, don't return her.
  Signature feature: Probably running away...haven't played with her.

- Tycho
  Hit points: 65
  Armor: Leather Armor
  Starting weapon: Shotgun
  What he can use: Small guns and melee, 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.
  Signature feature: Give him a Combat Shotgun or a Sniper Rifle...and
                     he'll be better than Ian.

- Dogmeat
  Hit points: 50
  Armor: none
  Starting weapon: none
  What he can use: nothing
  Usefulness: Medium-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.
  Signature feature: He has a pretty high critical chance and lots of
                     action points.

- Katja
  Hit points: 39
  Armor: Leather Jacket
  Starting weapon: throwing knife
  What she can use: Throwing Knives, all one-handed pistols (like Ian)
  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.
  Signature feature: She's good at combat, but she can pick locks and more.
                     You can get her a 14mm pistol or an SMG.

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 hit points, 120 xp
  - Weapon: teeth
  - Armor: fur
  - Special: instant death (to the rat) with strong critical

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
  - 10-50 hit points, 110 xp
  - Weapon: tail
  - Armor: carapace
  - Special: poison attack

Range from varying (townsfolk) to medium (raiders, guards) to difficult
(Brotherhood Guards) - note that they have no special. Also, xp is
determined from hit points of target.

- 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
  - 35-75 hit points
  - Weapon: Miniguns, Gatling Lasers
  - Armor: Power Armor

- COC techs, COC preists, Brotherhood Scribes
  - 35-75 hit points
  - Weapon: vaires, none to small energy weapons
  - Armor: COC robes (BOS Scribes have bluish or dark purple robes)

FEV creatures
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.

On some humans who are injected with the FEV, instead of becoming strong
and large, their bodies wither and they become known as Ghouls. If the
Ghouls are exposed to large doses of radiation, then they become known as
Glowing Ghouls.

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
  - Weapon: any big gun or large energy weapon (or unarmed)
  - Armor: green - none
           black - somewhat armored (miniguns/SMG's don't work
                   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
             10 rems - deadly for humans (reality) but doesn't
             do anything (Fallout).

- Floaters
  - 50-75 hit points
  - Weapon: Some weird appendage that I have no knowledge of
  - Armor: thick skin (like master)
  - Special: I'm not sure, but they can poison you.

- Centaurs
  - 94-130 hit points
  - Weapon: Bites you
  - Armor: thick skin, not as thick as floater skin
  - Special: Same as floaters

Whoo-hoo! Robots...

- Sentry Robots (tan)
  - 40 hit points, 175 xp
  - Weapon: Unarmed
  - Armor: Steel

- Floating Eye Robots (Red)
  - 60 hit points
  - Weapon: Unarmed
  - Armor: Steel

- Sentry Robots (black) / Robobrains
  - 80 hit points, 300 xp
  - Weapon: Sniper Rifles / Assault Rifles
  - Armor: Steel

- Mr. Handy
  - 113 hit points
  - Weapon: Minigun
  - Armor: Steel

Yep, Miscellaneous creatures that wander in the wastes!

- Deathclaw
  - 225 hit points
  - Weapon: claws
  - Armor: thick skin (don't be fooled - very strong)
  - Special: none. Nope, it cannot blind you, etc.

- Mantis (found outside)
  - 20 or 30 hit points
  - Weapon: appendages
  - Armor: exoskeleton
  - Special: only found in 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.
- UK Police Box: Go to it, and the box disappears, and a motion sensor
- Footprint: Has a Stealth Boy on the footprint. Occurs in the desert.
- Overturned truck: Contains a box with loads of money.
- Bob's Used Cars: If you pick the locked door and open it, you'll find
                   both the Red Ryder BB and LE BB guns.
- Aliens: You can find the alien blaster along with a portrait of Elvis
          in the ship.
- Patrick the Celt: You don't need high luck for this one. He'll give you
                    directions to places. You can ask him to sing a song
                    to you in Gaelic, and your Charisma will increase by
                    one. Identified with the lightning icon and he is found
                    in the mountains.

Bad Encounters (can occur anywhere)
- Random critters, from rats to deathclaws
- Raiders
- Dehydration
- Rough terrain (only in mountains)
- Nausea (possible side effect of RadX, RadAway, or exposure to Radiation?)
- Town guards (if traveling close to city)
- Caravans
- Dead traveller (sometimes accompanied with critters)
- Caravan guard, deathclaw ate his caravan
- Fisherman and his son (only at coastal areas)


Cannot get Fallout to install? Is the gameplay too slow? The minimum
requirements? Don't worry, all the info is here.

Before reading this guide, it is a good idea to upgrade to Fallout 1.1.
It is available at www.interplay.com/fallout, and includes the binaries for
DOS, Win32 (Win 95, 98, 2000, NT SP3), and Power Macintosh.

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.

- Irwin's quest takes about 14 days. But on the Pip-Boy, it will only
  subtract two days until the deadline for the Vault to run out of

- Using Power Armor and drugs can get you perks that you were not entitled
  to getting.

- If you offered to scout out the northern area for Maxson, destroyed the
  Military base, told Maxson that the (imploded) base is crawling with
  mutants and were asked to go to the Elder meeting, this causes an endless
  conversation. After you enter the Elder meeting room, the elder on the
  bottom left will continue to congratulate you.

  Workaround: Right after the elder finishes talking, hit 'A' to go into
              combat mode and run away. This works.

  Notes: This happened to me once. I alt-tabbed out of Fallout and clicked
         on its bar on the taskbar. The problem did not occur.

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.

 - 5th generation x86 CPU*
   (Pentium 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

 - Win32 Kernel 4.00.950
   (Windows 95)
 - DirectX 3.0a Run-Time Library

 - 5th generation x86 CPU*
   (Pentium compatible)
 - 32 megs of RAM with approx. 500k free conventional
 - approx. 12 megs free hard drive space
   - 2 for binaries
   - 10 for saves
 - 2x (Double-speed) CD-ROM drive
 - PCI or VLB graphics card, 512k VRAM, must support
   640x480 resolution with 256 colors, must be
   compatible with VESA 1.2.
 - Keyboard
 - Mouse

 - 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 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.)

 Running Fallout on old Pentium 60/66 MHz processors might be bad; these
 processors had several integer bugs in them.

 Fallout might run on the AMD Am486/DX5 processor. In terms of architecture,
 that chip is an i586 class processor (hence the 5 in DX5).

DOS vs. Win32 or DOS running in Win32 DOS Shell :

DOS 5.x:
- Much slower load times
- Memory hog (even with 64+ megs of RAM, possibly due to the
  lack of the swap file.)
- Requires fast (8-speed +) CD-ROM drive to play movies at
  30 fps (otherwise they stutter).
- Faster gameplay, depends of graphics cards, up to 60 fps
  with certain video cards (128 bits should do the trick)
- Requires "only" a graphics card with 512 kb VRAM (I think)
- Requires VESA 1.2 directly in hardware support

- Much faster load times
- Not much RAM required, 16 megs should run it well
- Slightly slower gameplay, limited to about 30 fps
- Requires DirectX 3.0a

Windows NT/2000/XP How-to
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.

These are the instructions. Here, the CD-ROM drive will be shown as drive

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:

   You now have different options depending on what files you want to

   - 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:


  - If you want to copy the Critter Animations (critter.dat, 150 megs),
    go ahead.

    Otherwise, add this:


  - Add this to the line:    (This line is for NT-specific issues)

    freespace=0   (zero)

  - Create a new block (sound) and add this:


4) This is how your configuration file should look:
   (NOTE: This is an example file with all of the data on the CD)


5) This is it! Run Fallout, and if it works, get the Windows 1.1
   patch from Interplay.

   If Fallout won't work, then install the DOS version and
   play it on the DOS shell.

Linux How-to
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.

You'll need:

- Latest build of Wine, available at www.winehq.com*
- i586-class processor, 166+ MHz speed recommended
- 32 megs of RAM with 63 meg swap partition
- 5 megs of hard drive space
- PCI Local Bus video card with 1 megabyte of VRAM
- Latest Kernel versions and X11 versions are recommended.
  -Kernel 2.2.x (Kernel 2.4.x is a bit buggy at the moment)
  -X11 3.3.x (Ditto for X11 4.x.x)

- It is a good idea to set your X-Window display to 640x480
  resolution at 256 color depth.

Configure wine, 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' )

Wine should run, and then install the program. Check your root C:
drive for the Fallout directory. In the console, change into the
falllout directory, and execute wine again.

On some Linux distributions (such as Mandrake 7.1), some of the config
info might be incorrect. Check out file:/etc/wine.conf, look where
the C: drive and the Windows directories are set, and create the

Windows directory       (e.g.  file:/win32/windows)
System sub-directory    (e.g.  file:/win32/windows/system)

*NOTE: I personally have not tried this method, but some Win32 applications
 that I tried worked perfectly. (such as SESS.net's Cokehead)

 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.

Like I said, Fallout can run on the basic system requirements, but 32
megabytes of RAM is highly recommended. Faster processors generally
improve gameplay slightly, but not by much.

It is also recommended that you do the 650 meg install if possible...
In reality, it is 560 megs, but it is 650 if you factor in save games
as well as the swap file. If you have a fast (24+ speed) CD-ROM drive,
then the 650 meg install is not necessary.

Sometimes Fallout does crash, sometimes to memory, some unexpected DLL
error or some other stuff like that. Earlier, I had thought that it had
something to do with using clone (i.e, non Intel or AMD) processors. I have
an IDT C6-2 233 MHz processor on my computer, and when I spoke with Tandi,
Maxson, and (yes) even the Master, the game blacked out on me, and earlier,
the game pooped out for no apparent reason. I had Windows 98 SE, DirectX 8.0,
and Internet Explorer 5.01. I tried changing video drivers (I couldn't change
DirectX 8.0 since you cannot uninstall it), which didn't work, so my guess
is that Fallout has some trouble running on clone processors.

For the best compatibility, keep DirectX 7.0 or 6.1 and do not install Internet
Explorer 5.01.

- Interplay and Black Isle Studios for creating an excellent game.
- Chris Smith for writing an excellent Fallout FAQ. This is a walkthrough
  that is meant to complement his FAQ. Also, his tables helped me create
  part of the weapon list. Best of luck goes to him!
- Eric Willis (lord_xeen@hotmail.com) for correcting my mistake...Richard
  Grey is indeed the Master, not the Lieutanant.
- GameFAQS and Jeff Veasey for hosting this walkthrough.

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