Fallout 1 Assistance
Transcript of Fallout 1 Assistance
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Fallout 1 Assistance
Introduction
============
Where do I start? Self -confessed Fallout addict that I am, I have played
this
game more times than is probably normal and/or healthy. Seven at lastcount.
Having already written a guide for Fallout's sequel, 'Steve's Guide to
Fallout 2: Warts 'n All' , I thought that since I now had a template to
follow, it would be a piece of cake. Guess what? Right. I found even more
new
things on the 7th pass through t han I imagined were possible to have missed
on previous attempts! And you as a reader will undoubtedly find other
things.
Such is the nature and depth of Fallout. Anyway, with Fallout, so began my
passion for RPG's - and it's about time I finally got ar ound to writing
about
it!
This Guide is quest -oriented, though I've also written much about all the
important objects and people that you'll encounter in the various locales,
even if they aren't related to completing a specific quest. It's meant to
be
more of a guide than a walkthrough. A walkthrough for a game like Fallout
would of necessity be slanted towards a particular character type - but I
try
to give you several ways to get around each problem where possible,
hopefully
accounting for most of the character types across the role -playing
spectrum.
Probably more of interest to Fallout veterans than newbies, but this Guide
tells you how to get your favourite pet all the way through the game : -)
I hope that you enjoy Fallout as much as I do! Ready to begin your quest,oh
humble vault dweller?
Conventions
===========
Once again, I've eschewed that handy yet game spoiling Table of Contents!
OK,
so this Guide is loaded with outright spoilers any way, but I try not to
ruin
all the fun right up front by providing you with a listing of all the
important locations you will visit. If you're looking for references to a
particular location, person, weapon, etc., then just search for it in yourbrowser.
Directions are given assuming that the top of your screen is north, and the
longer direction names are abbreviated, like SW for southwest.
Tips
====
Seeing as Fallout 2 is not miles away from the original, I took the liberty
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of borrowing generousl y from this section in my other Guide. Hope you don't
mind.
Before you even think about starting to play, check out the Interplay
Fallout
site (http://www.interplay.com/fallout/), and ensure that you have the
latest
version installed. If not, download and apply the patch. Be careful to onlyapply a patch compatible with the locale from which you purchased the game!
This Guide was written using the U.S. version, patched to V1.1. This patch
fixed numerous bugs, and a lso removed a restriction that you had to finish
Fallout in 500 (game) days.
Beware that if your Intelligence (IN) is too low (I mean, your character's
in the game, silly. Don't take it personally ; -), you won't be able to
get most of the quests here s imply because no one will be able to converse
with you! Likewise, not having a high enough Charisma (CH) or Speech skill
will also alter NPC responses, and you may miss out on important
conversation
choices that lead to quests. So, I recommend having bo th IN and CH at a
minimum of 6 (you might scrape by with lower CH if you have a decent Speech
skill) to keep your options open. If in doubt in a particular situation,
popa Mentat to boost both temporarily. Just for kicks, it's worth starting up
a
game with IN 3. Yes, it's a very well balanced game : -)
Luck, or dice rolls, and your stats play an important part in
conversations.
That's why it's very important that you save the game before every
conversation. If you feel afterwards that the outcome cou ld have been more
favourable, restore to before the conversation and try it again. You just
might get the dialogue choice you've been hoping for the next time through!
If you consistently get the same undesirable choices, try improving your IN
and CH by popping a Mentat before the conversation. Some dialogues even
depend on your Science skill, and I've tried to indicate this where
possible.
I recommend a minimum Strength (ST) of 6. With less than this, you'll be
severely disadvantaged at hand -to-hand, unable to take any unarmed perks
(most decent ones have a min ST of 6 requirement), and you won't be able
to carry much inventory either. Likewise, unless you're going to play the
'ultimate bruiser' type of character, a starting ST of 9 or 10 is a waste,
since you get a chance later on to increase your ST by 3 using...
artificial means!
Unless you are taking on the role of a thief, a decent Barter skill is also
vital.
Owing to a design peculiarity in Fallout, Armour Piercing (AP) ammo does n't
do exactly what it's meant to, and is woefully ineffectual. So, it's best
to
just sell any that you find. Stick to the JHP for actually loading into
your
weapons.
I just love Big Guns, and Energy Weapons. They're so... destructive. I
almost
never bother to tag Small Guns, even though conventional wisdom has it that
you should. The reason is: if you start off with decent Agility (AG), then
you already have nearly 45% Small Guns skill. Also, you can quickly boost
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this skill by reading some... ahem ... educational material you find lying
around the place : -)
NPC's make great packrats. They can help you carry all the stuff you pick
up
after encounters with hostile critters. Be careful about giving them burst
capable weapons though... or you could find yourself replaying a lot of
encounters :-( Also, you have to keep telling some of them to use theirbest
weapon when you know an important battle is coming up!
Something in Fallout that you need to do all the time, but it isn't
patently
obvious how you're meant to: exchange items with your party members. Just
use
your Steal skill, no matter how low it is, and you can swap items back and
forth at will!
Like the man says: save, save, SAVE! You never know whe n you're
going to mess up in combat, blow a dialogue with an NPC, etc. Contrary to
what you may hear on the grapevine, you can also save during combat, though
this practice does seem to make the game more likely to crash... but you
justsaved, didn't you? So, no big deal.
Those pre-apocalyptic Californians must have been avid readers. There are
bookcases everywhere. A lot of them contain valuable stuff, so check every
bookcase, desk, locker, etc. Anything that exhibits a hand icon when
you move your cursor over it is worth having a look at. Scavenge to your
heart's content!
You can rest nearly anywhere when no hostile critters are nearby. Derelict
buildings in most towns make a perfect spot for this sort of activity.
There's no rush to get through (most of) Fallout. Use the time! Why waste
Stimpaks when you can heal while resting or travelling?
And now, without further ado...
Vault 13
========
Get all the gear off the body immediately outside the Vault entrance. K ill
all the rats for 25 XP a pop. Use your knife if possible, to conserve
valuable ammo. The exit grid to the outside world is to the SW. Once
outside,
head due east towards Vault 15, but make sure to stop at the spot marked
'Unknown'.
You can go back inside Vault 13 when you return from the desert. As you
enter the vault, there's a wall locker containing some Flares. The Medic
here can heal you. About the only other thing you can do besides Quests 1
and 5 is raid the storage room on Level 3. Don't take too much, or the
Water
Guard will be pissed off!
Quests
------
1. Calm rebel faction - 750 XP.
Anytime before you find and return the Water Chip... if you talk to one of
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the 'Upset Vault 13 Citizens' in the Living Quarters (Level 2), you'll
discover that they are getting restless and thinking about leaving the
vault.
They meet every evening in Theresa's room, north side of the Living
Quarters.
If you go there just after 17:00 and talk to Theresa, you can convince her
that this idea is ill -advised.
2. That would be telling!
You'll find out later when the time is right.
3. Uh uh! See Quest 2.
Both of these quests are documented later on... I didn't want to spoil the
whole game in the first chapter, so to speak!
4. Find the Water Chip - a whole bunch of XP, plus Quests 2 and 3 : -)
You have 150 days to complete this quest. No need to rush, but a sense of
urgency is required. For the time being, you can't take every quest you
chance upon - only the ones that don't take you too far out of th e way, or
will help you to complete this quest! Keep an eye on the 150 day countdown
in
your Pip Boy. If you find the water chip with at least 90 days left on the
clock, you unwittingly prevent a tragedy from befalling the denizens of theplace where you find it!
Note: make sure you knock off Quests 1 and 5 before you deliver the Water
Chip to the Overseer, or they'll become unavailable.
5. Find the Water Thief - 1000 XP.
Same conditions as Quest 1... if you talk to the couple in the SE corner of
Level 2, you'll find out that someone knocked the guard on Level 3 over the
head and stole some water. All you have to do is go down to Level 3
sometime
after midnight (no one else is around), and you'll catch the thief
red-handed. Confront him when he comes out of the storage room.
Shady Sands===========
From Vault 13, due east on the way to Vault 15, the place marked 'Unknown'
is
Shady Sands. Talk to Katrina at the entrance for 250 XP. Ask Seth about the
Radscorpions, and learn about the village doc, Razlo. Seth has a Rope. If
you
can steal it, do so... you're gonna need it! Don't barter for it, because
there's another Rope to be found elsewhere in Shady Sands.
In the first building to the east is Ian (jeans and leather jacket). You
can
get him to join you. He'll ask for 100 Caps, but you can usually get him to
come along for free if you offer him "a piece of the action". Whether or
not
you have to pay him is a moot point. You can steal it right back as soon as
he joins you :-) Ian is very good with Small Guns - as a matter of fact -
much better than you are at this stage in the game! And you'll get 100 XP
when Ian joins your party.
Tandi is the girl wandering around the place (towards the south) that you
can
talk to. I originally thought I could convince her to come with me, but
it's
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not possible. Talk to her father, Aradesh. He's the robed figure in the
building to the SE (Town Hall). You'll get Quest 2 below if you ask him
what's going on around the place. Before you embark on this quest, talk to
Razlo the doctor, in the building to the west of Aradesh's place. He'll
tell
you he's looking for something to help him make a poison cure with. Hmmm.
The
bookcase behind him als o contains a few handy supplies, though he doesn'tusually take kindly to you trying to lift the Doctor's Bag.
If you take the exit grid to the east, past Ian's place, there's a farmer
there standing in the middle of his garden. With at least 40% Scienc e
skill,
you get the dialogue option to explain the concept of crop rotation to him,
for 500 XP. In the building to the NE of the farmer's garden, there's a
bookcase that contains a Rope and a Scout Handbook.
Quests
------
1. Rescue Tandi from the Rai ders - 900 XP and 500 Caps.
You have to complete Quest 2, then leave Shady Sands and return again a few
days later to get this quest. Talk to Aradesh, and he'll inform you thatRaiders have apparently kidnapped his daughter Tandi. The Raider hideout is
located just to the SE of Shady Sands. There are 3 ways to get Tandi back:
a) Barter with Garl, their leader... but it'll cost you dearly in the early
stages of the game.
b) Challenge Garl to hand -to-hand, but only if you have decent Unarmed
skill!
Targeted shots to the eyes/groin are the way to go here.
c) Take out all the Raiders. You have to be careful not to let them kill
Tandi while the fight is on, though! She's being held in a room in the SW
corner of the house. You also get 200 XP for each slav e (2 girls not
dressed
as Raiders) left alive after you've killed all the Raiders. And... make
sureyou raid the fridge (Dynamite and a set of Lockpicks in there)!
Once you've freed Tandi, take her straight back to Aradesh and claim your
reward. She's absolute crap in a fight : -)
2. Stop the Radscorpions - 1250 XP.
After you talk to Aradesh and Dr. Razlo, see Seth, and he'll take you to
the
Radscorpion Caves. If you visited Vault 15 already, then you should have an
SMG. Proceed into the Caves and kil l one or two Radscorpions. Take their
tails afterwards! Then, if you've got Dynamite (Vault 15 again!), you can
drop it next to the wall at the cave entrance (place where it says "This
portion of the cave seems a little weaker" when you look at the wall
there).
If you haven't got any Dynamite, you'll have to kill all the critters to
complete the quest.
After you've taken care of the Radscorpions, exit the Caves and return to
Dr. Razlo. You get 250 XP for helping him to find the antidote for
Radscorpion poison. For every tail that you give him from now on, you'll
get a Poison Antidote in return. Use one of the Antidotes on Jarvis in the
back room (Seth's brother) to cure him for 400 XP more!
Vault 15
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========
In the shack, take the ladder down to the first level.
Level 1
Kill all the rats on your way to the vault entrance. As you enter the
vault,there's a wall locker containing some Flares. There are 2 more Flares on
the
floor, near the elevator. In the back room, to the NE, there's a nother wall
locker containing some Stimpaks and a First Aid Kit. Use the Rope you got
from Shady Sands on the elevator to proceed to the next level.
Level 2
The locker in a room to the south contains another Rope, and a Leather
Jacket. Finally, some a rmour! To the north, on the floor, there's a few
.223 FMJ shells. When you're finished killing the rats on this level, use
the Rope you found in the locker on the elevator to go down to...
Level 3
The 2 lockers in the middle room contain: 2 Frag Grenades, Dynamite, and a
10mm SMG! In the SE corner, there's a Crowbar on the floor, and if you have
decent Perception (PE) and Intelligence (IN), you'll get 500 XP for noting
that the eastern passage to the rest of this level is blocked by a
rockfall.
You'll have to look elsewhere for a Water Chip (hey, you didn't really
think
it was going to be that easy, did you? : -)
Junktown
========
Put away your weapon before trying to enter! Through the entran ceway isLars,
the head of the guards here. Talk to him, and you'll find that he wants
both
Gizmo and the Skulz gang busted.
Doc Morbid hangs out in the Hospital, just north of where Lars is standing,
beyond the brahmin pens. Head down the ladder and t alk to the midget
Gretch.
You'll learn that Morbid is using human body parts to make fake
'Iguana-on-a-stick', which he then sells to "Iguana man Bob" in the Hub.
End
the conversation, and take out Gretch. The locker there is trapped, but you
can disable the trap with very little Traps skill (17% and a few attempts).
Opening the locker once the trap is disarmed is another matter. You need at
least 50% Lockpick skill and a set of Lockpicks. Inside you'll find:
96 x 10mm JHP, 72 x 10mm AP, Doctor's Bag, 800+ Caps.
Once you're finished in the basement, head back up and finish off Morbid
and
his 2 henchmen (Morbid heads back down the ladder, but he returns once
you've
taken out his 2 heavies). I only lost 1 Karma point for doing this, and no
one seems to mind as long as the battle doesn't spill out of the Hospital.
Worth it for all the gear you get. Also 2 Frag Grenades in the bookcase
upstairs.
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Killian Darkwater's store is located off the exit grid just north of the
Hospital. Killian is also the mayor of this fine town. Stand a bit to the
west of Killian before you begin speaking with him, and have a weapon
handy.
When you end the conversation, a guy named Kenji wanders into the store and
begins firing at Killian. Take him out for 400 XP. When the battle ends,
Killian will speak to you again, and he'll ask you to help take down Gizmo,the guy who sent Kenji. Accept the Bug and Tape Recorder from him. Gizmo's
casino is located off the northern exit grid. Speak to Gizmo in the back
room. Now, you can play this 3 ways:
a) Record Gizmo (just by virtue of you having the Tape Recorder in your
possession) asking you to assassinate Killian, and return to Killian with
the
evidence. You'll get a reward (I took the 5 Sti mpaks!) and 500 XP for doing
this. Killian will then offer you Quest 2 (see Quests below).
b) Plant the Bug Killian gave you on Gizmo, using your Steal skill, and
return to Killian. Same outcome as above.
c) Accept Gizmo's challenge to take out Killian. This option is definitely
not good for the old Karma, but if you carry it out and take Killian's
dogtags back to Gizmo, you'll get 1000 Caps for your troubles. You get 600
XPfor taking out Killian, and y ou'll also be able to pilfer the safe in
Killian's back room (500 XP more for opening that, managed with 40%
Lockpick
skill and a set of Lockpicks). Actually, the contents of the safe are a bit
of a disappointment. There's better stuff lying on the tabl es in the next
room, free for the taking now! The downside of all this is that the
Junktown
guards are now hostile, and will attack you on sight, plus your Karma goes
in the wrong direction by about 6 points.
OK. The best NPC in Fallout is... a dog! He 's standing menacingly in front
of a door to the east, confronting two people, when you take the northern
exit grid near the Crash House Hotel. Dogmeat was previously owned by a
biker, so if you're wearing a Leather Jacket, he'll automatically followyou.
Failing that, you can also offer him Iguana -on-a-stick (either the real
McCoy, or the fake stuff you got from Doc Morbid's place). Dogmeat is
pretty
good in a fight, but you have to be careful not to spray him with burst
weapons, as he always rushes right into the fray and starts gnawing at
the ankles of your foes. You get 100 XP when Dogmeat joins your party.
Just north of the Skum Pitt is a makeshift boxing ring. Talk to Gustofer
there, and you'll be able to fight Saul... but only once every 3 d ays. I
never bothered to hang around long enough. Anyway, even if you don't fight
Saul, you can walk around to the side of the boxing ring and have a chat
with
him. If you've already spoken with his girlfiend Trish, the waitress in the
Skum Pitt bar, you'll get the dialogue choice to convince him that all this
boxing action is putting a strain on their relationship, and you save the
day
for 250 XP.
Quests
------
1. Rescue Sinthia - 1000 XP.
If you spend 25 Caps to stay a night at the Crash House Hotel, there's a
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little crisis that has arisen when you wake up the next morning. There's a
crazed gang member holding Sinthia, the girl in the next room, hostage. If
you manage to talk him out of it (and fork over 100 Caps), you get the full
XP; but, you can blow him away, as long as Sinthia doesn't get hurt, and
still walk away with 400 XP.
2. Stop Gizmo - 600 XP and 500 Caps.
You have to secure Gizmo's confession first (see section on Killian above).Then Killian will ask you to help him take out Gizmo. If you accept, then
he'll instruct you to talk to Lars. Get all your weapons ready before you
do!
After you wipe out Gizmo, Lars gives you a 500 Cap reward. Make sure you
return to Gizmo's place later on and ransack it for goodies! Gizmo has a
9mm
Mauser on him.
3. Bust the Skulz gang - 500 XP.
Talk to Lars, the head of the guards, located just inside the entrance to
Junktown. Ask him if there's any work, and you'll get this quest. Then,
visit
the Skum Pitt bar (to the NE of Gizmo's place) anytime after 16:00, when
they're open. Talk to Neal the bartender, and ask him about "that trophy on
the shelf". You'll find ou t that it's actually an urn containing his wife'sashes. Buy a drink. Then, one of the Skulz gang knocks down the waitress,
and
Neal pulls out a gun and blows the guy away. The rest of the gang leaves.
Talk to Ismarc, the travelling bard standing in the corner. If you remark
"Hey, good singing", and ask him where else he performs, you'll get
directions to: The Brotherhood (important place!), Adytum, and the Hub.
Also,
be sure to talk to the baldy guy with the shotgun, Tycho. He'll add 5% to
your Outdoorsman skill if you spend some time with him, and he'll
eventually
join your party... but not yet.
Leave the Skum Pitt, and take the south exit grid. Go into the rear
entrance
of the Crash House Hotel (NE corner of the hotel), and talk to the head ofthe Skulz (the guy in the jeans and leather jacket, Vinnie). Ask him if you
can join his gang. As a test of allegiance, he'll ask you to steal Neal's
Urn. Save your game before attempting this! Once you have it (400 XP),
return
to Vinnie, and he'll ask y ou to come along when they raid the Skum Pitt.
You
can accept the offer right away, or report back to Lars, who'll bring some
of
the guards along to help. Once you've finished taking out Vinnie and Co.,
Tycho will join your party. He's damn handy with a Shotgun.
Sometimes, if your Karma isn't high enough, the guards will attack you
after
the fight (they don't like "your kind"). If this happens, it's best to
restore and try it without their help. If you wipe the Skulz out by
yourself,
which isn't all that difficult, you get 300 XP more. But, Tycho won't be
there to join you in this case.
Before you kiss the Skum Pitt goodbye for good, make sure you return the
Urn
to Neal for some more Karma points : -)
The Hub
=======
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There is a lot going on here. Head south and cross an exit grid, then round
the corner at the Far Go Traders and head east, then over another exit
grid.
You wind up in the Old Town area. In a building to the north, the guy
standing there in Metal Armor is Jacob, the Weapons Dealer. Expensive he
may
be, but you'll be spending quite some time (and money) here! He has a verygood selection: Rocket Launcher, Sniper Rifles... and for you Melee Weapons
fans, the ultimate head basher, a Super Sledge (but you have to ask h im for
weapons with "more punch" first).
Right next to Jacob's place is Vance, the proscribed substances dealer,
specialising in all Chems: Rad -X, RadAway, Psycho, Super Stimpaks, etc.
But,
you need an introduction from someone before you're allowed to talk to
Vance.
This someone is a certain Lemmy, who hangs out on the street near the
Maltese
Falcon bar on the west side of Downtown... but it's gonna cost ya! I
couldn't
find any way to avoid paying Lemmy in order to get the valuable intro to
Vance. He asks for 1000 Caps, but you can get away with 800 if you havehigh CH.
The Water Merchants are located in the very south of The Hub. Ask the
Master
Merchant for a Water Chip. She'll reply that Necropolis might have one. Ask
why Necropolis would need one. Hmmm. Interesting. Whatever you do, don't
have
her deliver water to your vault, for reasons that will become obvious
later on.
If you speak with Deputy Fry (standing in the middle of the street with two
other Hub officers near the entrance to The Hub - daytime only), you'll
learn
that the Sheriff wants to put a guy named Decker away, but doesn't havesufficient evidence to do so. If you then go talk to Decker (see Quest 2
below), you'll have this evidence and you can us e it immediately to bring
Decker down by 'reporting a crime' to Sheriff Justin Greene at the Police
Station, located just to the east of the GUNS store. Sheriff Greene will
ask
you to accompany him in taking out Decker, and for this you net 1400 XP and
1300 Caps; however, you can do both Quests 1 and 2 below, thus netting both
a
lot more XP and Caps, and still report Decker to Greene afterwards! Even
with
high CH and Speech skill though, you may have to talk to him a few times
before he accepts your story and believes that you didn't have anything to
do
with the murders. This plan of attack gains you a whole lot more material
in
the long run, but at the expense of quite a few Karma points for wiping out
all those innocents. Your call.
In any case, after you and the Sheriff take out Decker, remember to head
back
down to the basement of the Maltese Falcon and take all the gear off the
bodies - especially Kane. He was a walking Chem store!
I suppose you could do worse than hire on with one of the caravans. You get
to see some places you may not have been to before, and you get XP for
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killing enemies en route. The Far Go Traders visit: The Brotherhood,
Junktown, and the LA Boneyard. They p ay 400 Caps each way. Crimson Caravans
(located just west across the Downtown centre from Far Go) visit all of the
places mentioned above, plus Necropolis. They pay higher (600 Caps each
way),
but the work is riskier because the random encounters you ge t with them are
harder. Each caravan outfit only makes runs at set times of the month, so
youmay have to wait around a few days for one to leave.
The Friendly Lending Company (FLC) is located just to the west of the GUNS
store. You can take out Lorenz o and his two cronies (careful! They all have
SMG's) without losing any Karma points, and the police won't come after
you.
I was able to open Lorenzo's vault with 40% Lockpick skill and a set of
normal Lockpicks. Inside, there are loads of goodies on th e shelf (most
notably some Flamethrower fuel), and about 2000 Caps in the locker.
On the west side of Downtown, south of the Maltese Falcon bar, there's a
guy
standing in a derelict building. His name is Irwin, and if you chat with
him,
he'll ask you to save his farm from a pack of raiders that have taken itover. After you wipe out the raiders and return to Irwin, he'll present you
with a one-of-a-kind .223 Pistol (made by sawing off the barrel of a
.223 Rifle) as a reward. This is one hell of a wea pon, and well worth the
bother you have to go through to obtain it!
Just NE of where Irwin was hanging out, there's Bob's Iguana Bits. Seeing
as
how you know all about Doc Morbid's evil doings from your Junktown
encounter,
you can blackmail Iguana Bob (and promise you'll be silent about where he
gets his meat) for a couple hundred Caps a week. You get 500 XP for this,
but
you lose a few Karma points. Really now, don't heroes have better things to
be doing with their time?
Quests
------
1. Dispose of Jain - 700 XP and 5000 Caps.
You can only get this quest if you complete Quest 2 for Decker. The
Children
of the Cathedral Hospital is located in the southern part of The Hub, on
the
way to the Water Merchants. If you go i n there with the intention of wiping
out Jain, you should first talk to the kid near the entrance who is trying
to
sell you a flower. Get him to leave the Hospital before you start anything
with Jain, else he's likely to get caught in the crossfire, and you'll be
branded as a Child Killer : -(
After you take out Jain, her bodyguard, and the rest of the followers, be
sure to raid the locked room in the back of the Hospital. There's a load of
useful Chems on the bookshelf there... and be sure to take the Purple
Robes.
They might come in handy sometime : -)
2. Dispose of merchant - 600 XP and 3000 Caps.
Talk to Kane, inside the Maltese Falcon bar (west side of Downtown). He'll
take you downstairs to meet the infamous Decker, who will offer you this
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quest to bump off Daren Hightower (the merchant you could steal the
necklace
from in Quest 4) and his wife. You lose 3 Karma points if you complete this
quest, but then Decker will give you Quest 1; a chance to make even more
money and lose yet more Karma points : -)
3. Find the missing caravans - 1800 XP and 800 Caps.
Talk to Butch, the boss at the Far Go Traders. He'll give you this quest,and
you'll first hear about Deathclaws (in fact, make a mental note to ask
everyone from now on about Deathclaws!) On the way out, talk to Rutger.
He'll
send you to Beth, and you get a 15% discount if you buy from her because
you're now working for the Far Go Traders. Beth's GUNS Store is lo cated
just
to the SW of the Far Go premises. Keep pumping her for info about
Deathclaws
until she tells you about Harold, the old mutant, and Uncle Slappy. Then,
head back to the Old Town area. Just to the south over the exit grid,
you'll
see a guy walking in circles in front of a building. That's Slappy. If
you've
done all the above, you'll get the option to ask him about Deathclaws too.He
tells you to go inside and talk to Harold. Finally, ask Harold about the
Deathclaw, and you also get to hear a lot about goings-on up in the NW
concerning mutants. Hmmm. When you've finished hearing Harold's life story,
talk to Slappy again, and he'll take you to the Deathclaw cave (you get 800
of the XP above for this).
Once inside the cave, make sure you have your best weapons fully loaded,
then
head for the area to the SW... Oops! Targeted shots to the eyes is your
best
chance against a Deathclaw. If you're lucky enough to have a powerful long
range weapon (like a Sniper Rifle, or a... ahem, Rocket Launcher), you
might
even be able to waste the thing before he gets close enough to rip yourthroat out. If he does close in on you, then Flares also help, because it's
dark in here, dammit! Anyway , once you've vanquished the Deathclaw, talk to
the dying mutant in the corner. He'll spout some gibberish, give you a
Holodisk, then pass away. Load the Holodisk into your Pip Boy. Hey,
evidence!
Take the Holodisk back to the Far Go Traders and speak w ith Butch again.
Uh oh. He's not really interested in what you found. But Rutger is! He can
read Holodisks too, and you get the rest of the XP and 800 Caps from him.
4. Steal necklace from the Merchants - 500 XP, 3000 Caps, and Electronic
Lockpick!
Just south of Jacob the arms dealer's place in Old Town, there's a derelict
building inhabited by squatters. A staircase in a back room leads down. You
have to lockpick your way through several sets of doors (and watch out for
traps). When you arrive at the Thieve's Guild, talk to Loxley in the back
room. He'll ask you to steal something for him, as a test to prove your
worthiness to the Guild. Talk to Jasmine outside. She'll fill you in on the
details, and provide you with a set of Lock Picks. You have to make your
way
over to the west side of The Hub (SW of the Maltese Falcon). Rest in one of
the derelict buildings until midnight, then make your way over the western
exit grid and enter The Heights section of The Hub. You' ll be immediately
accosted by a guard, and told to leave. Ignore him, and make your way
south.
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Round the corner of the building there, and stay out of sight. This is
Daren
Hightower's place - the place you need to sneak into! Wait till the guard
leaves the door (up the street to the north), then high -tail it for that
door
and get inside. Daren and his wife should be in their bedroom (if you come
here during the daytime, Daren is in his office, and you won't be able to
getthe necklace). Make yo ur way to the room in the centre of the house that
contains a strongbox. It's best if you can disarm the trap guarding the
strongbox before attempting to open it, but if you can't, it doesn't make
any
difference. No one seems to hear the trap go off! Ta ke the necklace from
the
strongbox and make sure the guard has left his post outside before
attempting
to exit, by the same route you came in. Once around the south corner of the
building, you should be able to compose yourself, and then sneak safely
across the street and back over the exit grid (if anything goes wrong
during
this quest, you can waste anyone except Daren Hightower himself and still
complete it successfully, so there's really no pressure on you to escape
unscathed).Back at the Thiev e's Guild, return the Necklace to Loxley, then see Jasmine
for the remainder of your reward.
Necropolis
==========
Head west around the Motel, then north to the manhole in the middle of the
street (down is the only way to go, as topside is blocked by debris). If
the
ghouls you see are still alive, you got here in time (if you didn't, no big
problem - just that things don't wind up as 'happily ever after' as they
could have). Avoid the ghouls if they are still alive. They won't bother
youif you don't bother them. Once underground, head northwards until you
encounter a group of ghouls. Talk to the ghoul leader. Find out about Set,
and more importantly, the Water Shed. Offer to fix their pump, and you'll
get
Quest 2 below. Then head north again, taking a ladder upwards when you can
proceed no further (you'll see a small area just to the north, with a
manhole
and a ladder in it that you can't get to). You emerge in a building full of
ghouls. Head west out of this building, then north pas t another manhole
with
a Mutant to the west of it. The building directly to the north is the Water
Shed.
Now, you have to get past Harry, the black -clothed Super Mutant there. Save
your game before approaching Harry! If you have decent Charisma (CH) and at
least 50% Speech skill, you can try bluffing your way by, pretending to be
a
ghoul. If not, you'll have to take out Harry and his friends. This is no
mean
feat early in the game , but it's possible if you're careful about it. The
best way is to go to the north side of the building and start sniping at
him
through the windows. Then pick off his friends one by one as they come at
you
around the corner of the building. Harry has a Laser Rifle, and one of his
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mates has a Flamer. These are lethal Big Guns, so watch out for any NPC's
you
have in tow! The bookcases behind Harry contain some very useful weaponry
and
ammo.
Just once, it's... interesting to find out what happens if you let Harry
take
you to his "boss". Make sure you save the game first though!!! (actually,if
you have enough HP, and are wearing at least Combat Armor, it's possible to
survive this... encounter. It's then possible to escape, and continue the
game from where you wind up! Just goes to show you how much depth there is
to
Fallout. I describe this scenario fully later on in the Guide, but I don't
want to spoil anything for now : -)
Once inside the Water Shed, you'll see the broken water pump in th e NE
corner. To the south of there is a row of cells. 500 XP if you manage to
free
the imprisoned ghoul there. In any case, head down the manhole in the room
east of his cell. Take out the 2 glowing ghouls there. Caution is of the
essence, as they radi ate you when they hit you! Proceed from there straight
into Vault 12 and down the elevator. Skirt carefully around the ghouls on
Level 2. In the room to the NW, there is a wall locker. You have to takeout
the 3 ghouls standing there to get to it, but i t's worth it. Inside are 2
doses of the anti -radiation pills, Rad -X. Handy for later. Head down to
Level 3 next. In the SE corner here there's a live Computer. Yup, it
contains
the Water Chip :-) Take it (for 2500 XP!), but be prepared to fight the 3
glowing ghouls here on the way back out. Um... now that you have the Water
Chip, you just might want to return to your vault... well, go on! What are
you waiting for?!
In an area just to the NE of where the ghoul leader is, there are a few
Molerats. Usually, there's also a body there with a Plasma Pistol on it!
Quests------
1. Destroy the Super Mutants at the Water Shed - a 'reward'.
If you take the first ladder upwards NE of where the ghoul leader is, you
should emerge in a narrow hidden passage at the back of a church, with no
obvious exit. However, there's a hidden door leading into the church near
the south end of the passage (an area of the wall that "looks weaker").
Beware, because it's trapped. There's also a bookcase here containing a
Shotgun and some Shells. Once inside, head towards the group of 3 ghouls
standing at the top of the church. The leader of the 'topside' ghouls, Set,
will start talking to you as you approach. You can get this quest from him
to
kill all the Super Mutants (Harry and friends. See above). Not so easy
early
in the game! Once you've accomplished this difficult task, Set's sidekick
Garret takes you the whole length of the church to colle ct your reward: a
few
Flares, a few Bottles of Nuka -Cola, and - wait for it - $50! For this
reason,
most players choose to take out Set afterwards (but each Super Mutant you
took out was worth quite a few XP. That's the real reward : -)
Oh, and don't wor ry about trying to free the glowing ghouls Set has locked
up
in the church. You can't. They're just part of the decor.
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2. Fix the water pump - 1000 XP.
Just south of the building where Harry is located, there's a manhole. Go
down
it, and kill all the Mo lerats in the area to the NE. Take the Junk Parts
that
are lying on the ground. If you have decent Repair skill (around 40%) you
cantry going topside and using the Parts on the broken Water Pump directly (NE
corner of building where Harry is located); otherwise, go back to the ghoul
leader and show him the Parts. He'll give you some Manuals that you can
read
to boost your Repair skill first.
Brotherhood of Steel
====================
Eventually, after hearing of it from many sources, your wanderings through
the wasteland will lead you to a lonely outpost in the desert guarded by
two
men with advanced weapons and armour. This is the entrance to the
Brotherhoodof Steel - a very important place! You should begin your efforts here by
tackling Quest 1 below.
Once you become an Initiate and gain access to the Brotherhood facilities,
there's loads you can do to prepare for your increasingly difficult
encounters in the wasteland. For st arters, you should see Talus in the
training hall to the SE of Level 1. If you just stand around for a while,
you'll absorb some training, which adds 5% to both Unarmed and Melee
Weapons
skills and earns you 500 XP to boot! Then, talk to Talus. He'll gi ve you
Quest 2, and also authorise you to pick up a set of Brotherhood Armor, plus
3 separate lots of basic ammo, from Michael the supply room clerk, who's
standing just outside the training hall.
The Botherhood's Doctor (Level 2, to the north in room with operating
table)
can reduce your radiation level, provided you didn't take too many rems.
The
lockers behind the Doc also contain a wealth of handy chems! In addition,
you
may opt to go for any or all of the following operations to increase the
related stat by one point, but beware that they cost precious time and
money:
ST: 2000 Caps + 3 weeks recuperation time
PE: 4000 Caps + 1 week recuperation time
EN: 3000 Caps + 1 week recuperation time
IN: 6000 Caps + 3 weeks recuperation time
AG: 5000 Caps + 3 weeks recuperation time
You must see Vree, one of the robed figures in the middle room on Level 3!
She's one smart cookie, and will offer you training on a computer console
there to add 15% to your Science skill! But even more importantly, be s ure
you try everything in your power to obtain the Autopsy Disk from her
(ask her what's causing the mutations), because it contains some
information
that could prove very useful indeed later on in the game : -) If you ask her
how to protect yourself fr om radiation, she'll also give you a Rad -X.
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On Level 4, If you talk to one of the 4 High Elders (conference room to
north), you'll be asked to scout the area to the north on the World Map,
looking for signs of a military build -up there. Hmmm. Not an off icial
quest,
but you could put this on your agenda of things to do. If you do scout the
area to the NW (careful!), when you return and report this fact, you'll be
promised some assistance from the Brotherhood should you ever decide toattack the place you found. Also, speak to General Maxson, a central figure
in the whole Fallout scheme of things, and a real fun guy to chat with. If
you offer to scout the area to the north, Maxson's assistant Mathia will
authorise you to receive a free weapon of your choice. The High Elders
suspect that Maxson is loopers. I'm afraid I have to agree.
You eventually leave The Brotherhood as a stronger, wiser person... and a
walking tank nonetheless!
Quests
------
1. Become an Initiate - 2000 XP.
Talk to the guard on the left (Cabbot). He'll tell you about The Ancient
Order, a place The Brotherhood hold sacred, and from which you mustretrieve
an artifact in order to become an 'Initiate' of their order. The guard on
the
right will fill you in a bit more. It seems this place (nicknamed The Glow.
Hint, hint :-) is dangerously radioactive, so you'll need something...
well,
off you go then (see section on The Glow for more details)!
Once you've retrieved the necessary art ifact, return here and talk to
Cabbot
again to complete the quest and gain entry to their facilities.
2. Rescue Initiate from the Hub - Power Armor! (or weapon of your choice)
and
1500 XP.Talk to Talus, located on Level 1 in the training hall to the SE . He'll
tell
you that one of his Initiates is being held captive somewhere in The Hub,
and
he wants you to rescue him (you may have unwittingly done this already if
you
explored The Hub thoroughly. In this case, you can collect your reward
immediately!) Get some Stimpaks ready! The Initiate is being held by a gang
of thugs that are holed up in the Old Town area of The Hub, in a building
just SE of the exit grid (SW of where Jacob the arms dealer hangs out).
Save
the game before you go in, because the folk in there start firing at you as
soon as you open the door. This is a very tough fight early on in the game,
so watch out for NPC's like Dogmeat and Ian that you may have tagging
along.
They're very likely to c ome to a nasty end here if the fight goes on too
long :-(
Once you've wiped these thugs out, open the locked door at the back to free
the Initiate, then return to The Brotherhood again and see Talus for your
reward. Personally, I'd always go for the Pow er Armor, because The
Brotherhood is the only source for it in Fallout! However, if you don't
have
high enough Karma yet (as happened to me the first time I played!) then you
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may not be offered the Power Armor by Talus. However, there is one other
way
to get Power Armor. See paragraph below (well, you can try wiping out the
whole first level of The Brotherhood and then take it from the storeroom
there. But that's kinda tough without Power Armor. Oh, the irony of it
all :-)
If you don't get offered Po wer Armor by Talus, or decide to take a weapon
instead, here's another way to get it: Go to Level 3, and talk to Kyle, whois repairing some Power Armor in the room to the SE there. He tells you
that
he needs a 'Systolic Motivator' in order to get it wo rking. Go back up to
Level 1, and enter Rhombus' room (in the middle of the level. You see him
standing in the bathroom there). You'll need pretty good Sneak and Steal
skills and/or a lot of attempts to be able to get the Motivator from his
locker without being detected. Alternatively, if you have high CH and
Speech
skill (I did it with CH 10 and Speech 50%, but lower than that will
probably
work too), you can talk Michael the supply room clerk out of one! Once you
have it, head back down to Kyle. You need at least 80% Repair skill (or
less
if you have a repair Tool and some luck, plus Kyle gives you some Manuals)
inorder to get the Armor working, but once you do, it's yours!
The Glow
========
Nothing strikes more fear into the heart of the Fallout newbie than the
prospect of encountering that dreaded silent killer... RADIATION! But, it
all
comes down to taking some simple precautions:
On the World Map, stop one square short of The Glow, but get as close to it
as you can within tha t square (yes, even parts of the grid account for
precious hours of travel time)!Pop 2 Rad-X. Regardless of what you are wearing, this will always bring
your
radiation resistance to 100%.
Never read any books/manuals while you are here. Your Rad -X will wear off
in
the time it takes to read them, and you'll be sorry; likewise, don't accept
an invitation to play chess (game takes 2 hours).
I hope you brought a Rope along with you. If not, better start walking back
to The Hub. Check out the General Store there, next to the Maltese Falcon
bar.
Look on the left hand side of the large crater there, and you'll see a
beam.
Use a Rope on the beam, and head down to:
Level 1
Once inside (eerie place this. Don't worry about any NPC's you have in tow.
They're not affected by the radiation), make your way toward the room
containing the guy in "strange armor". Take the Brotherhood Tape and Yellow
Pass Key from his body. Be sure to pilfer all the bodies you find in The
Glow, seeing as they often harbour us eful items. Use the Yellow Pass Key on
the elevator in the SW corner to go to Level 2.
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Level 2
Get the Red Pass Key off the dead guard in the room to the NE. Check all
the
bodies and lockers here too. Use the Yellow Pass Key again to get to...
Level 3
When finished here, use the Red Pass Key on the new elevator, which takes
you
to Level 4.
Level 4
Things start to hot up a bit here. Literally. Get the Geiger Counter from
the
locker to the north, and use it from now on to determine how much radiation
you've picked up. If you got it right with the Rad -X, you should be
somewhere
under 10 rems, easily remedied with a single RadAway (each one removes 25
rems from your system, bu t wait till you leave The Glow before using any).
Anything more than 100 rems means you've done something wrong, but you'restill not dead meat if you pop another Rad -X and get back up to 100% Rad
Resistance. A reading over 1000 means... you're toast. B etter revert to an
earlier saved game and try again.
Make sure you take the Blue Pass Key off the guard in the SW corner.
Here you meet Zax, the sentient mainframe. As you were cautioned above,
don't
accept an invitation to play chess, as all you will accomplish is the
whittling away of a few precious hours of your Rad -X resistance! However,
do
take the opportunity to peruse Zax's database (if you have the necessary IN
and Science skill to enable a logon. Remember not to read any books in an
attempt to increase your Science skill. That will blow your Rad -Xresistance
too).
Here you will learn about FEV (Forced Evolution Virus). It can make you
immortal, but has the nasty side effect of... anyway, when you're finished
here, use the Red Pass Key on the elevator which takes you to Level 6
(Level 5 is unattainable for the time being). Level 6 is covered in
Quest 1 below.
Level 5
Hey, no peeking! If you didn't get here from Level 6 (Quest 1), then go
read
that section first, please.
After battling your way past a few sentry robots, you get to reap the
harvest of all your labours in The Glow. One of the lockers here contains a
Plasma Rifle, the most powerful Energy Weapon in the game! The row of wall
lockers to the east also contain s a veritable goldmine of weapons
(Minigun!),
assorted high tech, and ammo. Take as much as you and your party members
can
carry, because you won't be coming back here in a hurry.
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On the way back up to the surface, you will have to battle the sentry
robots
that have come to life on all the levels. Pulse Grenades come in very handy
here, but targeted shots to the sensors with a Sniper Rifle, or blasting
your
way though with the newly acquired Plasma Rifle will net you the exit and
the
XP just the same :-)
Quests
------
1. Turn on power for the Glow - 1000 XP.
Explore Level 6 fully. Then repair the generator in the room to the east,
and
use the computer there to restore power to The Glow. Oops! Remember all
those
'dead' sentry robots you saw on the way down? They've just come back to
life!
But, restoring power is the only way you can make it to Level 5, so you'll
just have to put up with the inconvenience. Take out the 2 robots here,
then
use the Blue Pass Key o n the previously inoperable elevator to finallyarrive
at Level 5 (see above).
LA Boneyard
===========
You begin here in a village called Adytum. If you head south, then enter
the
second building to the west, you'll meet Jon Zimmerman, the Mayor. He'l l
offer you 2000 Caps to take out the leader of the Blades gang. If you take
the exit from Adytum and keep heading north, you'll run into the place
where
the Blades hang out. Talk to Razor, and you'll find out what's really goingdown here. It seems th at the Regulators, who Zimmerman trusts to guard
Adytum, are actually a real nasty bunch of criminals, and it is in fact
they who have murdered Zimmerman's son. Razor will give you a disk with
evidence of this on it; however, before you can help the Bla des take on the
Regulators, you need to get them some weapons... which is just as well,
because there are a few other things you should do in Adytum before the
bullets start flying, and there is a chance that someone who could do you
a big favour might wind up on the wrong end of one : -)
So, when you've completed Quest 2 below, and have got Miles and Smitty to
spruce up your gear, then you can head for the Gun Runners place (east of
the Blades to where the Deathclaws hang out, then east again), and talk to
Gabriel, their leader. If you agree to wipe out all the Deathclaws (or have
done so already), you'll get 1000 XP when you report this to Gabriel, plus
he'll agree to supply weapons to the Blades! Mamma Deathclaw is in the
basement of the place where you found the dead Merchant, down a stairwell
in
the northern part of the building. Make sure you get all the eggs too, or
the
Deathclaws can regenerate. Zack at the Gun Runners is a great source for
weapons, so make sure you do a few deals with him. He's got Plasma Rifles
and
lots of ammo at reasonable prices!
When you've done all this, you can finally go report back to Razor, but
make
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sure you're ready for battle before you do so. And, you might want to crank
up the combat speed in the Preferences panel first, because a very long
battle for Adytum is about to take place! By the way... if you try to go to
Zimmerman with Razor's Holodisk first, one of the Regulators overhears the
conversation and all that you accomplish is getting Zimmerman killed, and
you
then have to take on the Regulators without help from the Blades. Not a
recommended course of action.In any event, you get 2000 XP for taking ou t the Regulators. There is a
strange thing that happens after the battle; a bug, really. Razor is now
standing at the entrance to Adytum, and thanks you for helping them out.
Yet,
if you go back to the Blade's hangout, there's a dead Razor there.
MacRae, the tough guy standing guard outside the Blade's place, will offer
to
train you in Unarmed, but only once the battle is over. Can't tell you how
many points this will add to your skill, because I was already well topped
up
in Unarmed, and it didn't seem to have any effect on me.
Just to the west of the entrance to Adytum, there's a little shack with a
manhole in it. Tine, the proprietor, has some ammo for sale, and also
Dynamite and Plastic Explosives, but you have to check his tables in orderto find these.
You'll find Chuck the fortune teller in a tent in the SE of Adytum. If you
ask him for advice, he'll give you a tarot reading. Keep persisting until
he gives the third reading, where he draws The Fool. This will increase
your
Luck by 1 point!
West of the Blade's place, over an exit grid, you'll find a library where
the
Followers of the Apocalypse hang out. Katja, the blonde girl standing in
the
room by the main entrance, will join your party (worth 200 XP). She's good
with Throwing Knives, and an SMG. Make sure you speak with Nicole, who alsolurks on the ground floor of the library. Keep asking questions about the
Children of the Cathedral. When you finally get around to offering your
help
to get rid of them, she'll give you a contac t name (Laura) and a
catchphrase.
Should come in handy later : -) So might a purple robe. There is one lying
on
the floor in the room next to where Nicole is standing.
Quests
------
1. Find Children spy in the Followers - no solution?
If you take the stairs in the NE corner down to the basement, you'll get to
chat with a nice ghoul by the name of Talius. First, pursue the
conversation
path of asking him about why he was in Necropolis, and if he volunteered
for
the job of finding a Wa ter Chip for his Vault (!) If you offer to kill the
guy who turned him into a mutant, he'll give you a Flamethrower and
20 x Flamethower Fuel to further the cause! Then, if you accuse him of
being
a spy for the Children of the Cathedral, he'll deny this , but allude to the
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fact that he believes there really is a Children spy among the Followers.
So,
he'll give you this quest as a result. He suspects it might be one of the
people who scout the Cathedral for the Followers; however, I was never able
to find anyone there who fit the bill. The theory is widely held among
Fallout
fans that this is a 'broken' quest.
2. Fix hydroponic farms in Adytum - 250 Caps and 6 Stimpaks.
In the southern part of Adytum you'll find Miles, the chemist. He needs
some
parts to repair the hydroponics for his underground farm, and sends you to
Sammael, who is located in a tent just to the east of where Miles is
standing. If you ask Sammael about Deathclaws, he'll inform you that one of
his men was on the way back to Adytum with the parts for Miles, but never
made it. Hmmm. Sammael gives you a wealth of info on the area. He'll tell
you
that there's a nest of Deathclaws located to the east of the Blade's place,
that the Gun Runners are further to the east of that, and also about a
library to the NW of Adytum. But, it's time to go find those parts for
Miles
first, me thinks. So, head out of Adytum, then take the exit grid to the
eastof the Blade's place, and you're in Deathclaw territory. The parts you need
('Junk') are on a dead Merchant lying across the street from a newspaper
machine, in the eastern part of this area. Bring the Junk back to Miles,
and
he'll tell you to go to Smitty to get them repaired. Hmph. Smitty is
located
in the first building to t he SE as you enter Adytum. Bring the repaired
parts
back to Miles again for your reward. It's meagre, but now you're in the
good
books! Literally. If you agree to travel to The Hub for Miles and pick up
some Chemistry Journals from the Librarian (Mrs. S tapleton, remember? You
have to fork out 750 Caps in cash for them though, so be prepared), he can
make a certain armour that you may be wearing even tougher. Likewise,Smitty
can make a certain weapon fire quicker, so that it takes one less AP for
you
to use in combat :-)
Cathedral
=========
The Cathedral is located to the south of the LA Boneyard on the world map.
If
you've been mucking around with the Followers of the Apocalypse in the
Boneyard, then a few of them will join you as soon as you ar rive here. At
this stage in the game, they are probably more of a nuisance than anything,
especially if you're trying to sneak around the place!
Enter the Cathedral, and seek out Laura, Nicole's friend, in the room to
the
NW of the entranceway. If you got the catchphrase from Nicole and are able
to
mention it, Laura will lead you to another place where it's safe to talk.
Then, you can get her to open a door for you (in the Cathedral proper,
where
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the vid screens are) tha t leads further into the Cathedral. If you can't
get
Laura to open the door for you, then you can blow it open, but you'll make
all the people standing in the room next to it hostile towards you!
There are a few interesting characters here on the first level of the
Cathedral: Dr. Wu is standing in the corner of a room with a locked ice
chestin it, SW of the main Cathedral room. He's pretty whacked out for a doc; he
hates the whole universe for starters. If you trust him, you can let him
patch you up... at your own risk! You can also take him out, but then
everyone else in the area comes after you. The ice chest contains some
useful
chems, most notably 5 Super Stimpaks (the room just to the north of Dr.
Wu's
also contains a bookcase full of chems). Fr. 'Lasher' is in the NW room.
Watch out, he's got a Cattle Prod! Nasty little weapon.
Once you get past the initial door into the Tower (see section regarding
Laura above), there are several ways to proceed. I'll try to categorise
them
for you here.
Talk your way through - I stumbled upon this path the very first time I
played Fallout, with only a Level 9 character! Unfortunately, it won't work
if anyone at all is with you, including Dogmeat. You'll also require decent
CH, at least 70% Speech ski ll, and Vree's Autopsy Disk... oh, and a set of
Purple Robes too! Don the Robes and make your way to the top of the Tower
(Level 4). Morpheus is the guy in the purple robes there. Enter the room
where he is standing and talk to him. Get him to take you to The Master.
You
can convince The Master that his plan will fail because all the Mutants are
sterile. He asks for evidence. If you have Vree's Autopsy Tape with you,
this
will convince him! The n, just follow the instructions below under:
Cathedral wrap-up.
Take out Morpheus - Head up the Tower, blasting all the Nightkin sentries
who
try to stop you. When you get to the top (Level 4), Morpheus is the guy in
the purple robes. Get the silver CO C Badge off him. It's actually a key! In
the room next to where Morpheus hangs out, there's a bookcase with an
Electronic Lockpick. The locked chest there contains some Tesla Armor (very
effective against lasers), and a Power Fist. You also get 1000 XP for
wasting
Morpheus. Use the key you got from Morpheus' body to open the second locked
door at the base of the Tower. Then follow the section immediately below.
Blast your way through - If you got the key from Morpheus, then you can use
it to open the second door at the base of the Tower; else, use Dynamite or
Plastic Explosives. When you get through the door, head down the stairs.
In the SE corner of the room at the base of the stairs, there's a hidden
door. If you put on the Purple Robes and wait a minute or two, a robed
figure opens the door from the other side, and you can get back through
before it closes again. Alternatively, you can blow it open. Get past the
beasties in the cave and the two sen tries at the vault (!) entrance, and
you arrive at:
Cathedral Lair, Level 1
Nothing much here except a locker with some chems. Take the elevator to
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Level 2.
Cathedral Lair, Level 2
In a room immediately to the south of the elevator, you see two Mutant
sentries and some doctors. If you take the door off the corridor farthest
away from them, and skirt carefully around the edge of the room, you can
make it to the terminal in the sout h of the room and use it to release theprisoners. Oops! 2000 XP for releasing them, but there's nothing you can do
to save them :-(
In the room to the NW, talk to the prisoner named Gideon. 1000 XP if you
can
talk him into giving you a Psychic Nullifi er. Could come in handy later!
When
you are finished here, take the elevator to:
Cathedral Lair, Level 3
You have two options here too. You can either confront The Master (see
below), or take a slightly more devious route. The more devious route
starts
off none too deviously by you having to fight your way through the lockerroom full of Super Mutants that you see to the SW as soon as you exit the
elevator. You can get Dogmeat through this encounter quite easily, though
you
might need to restore a few times, as he takes the odd blast or two from a
Mutant he's gnawing the legs off of. Once through to the back of this
locker
room, you'll need an Electronic Lockpick to get through the first door, and
decent Lockpick skill to get past the elevator door. Take the elevator to
Level 4.
Cathedral Lair, Level 4
Pick the lock on the door at the end of the corridor, and take out the two
Super Mutants guarding the room. Yup, it's a nuclear warhead. You caneither
blow the place up by using your Science skill on the Computer (I had
80% Science skill at this stage) or, if you got a key from the Lieutenant's
locker on Level 4 of the Military Base, and you were wondering what it's
for... this is what it's for! You can use it on the Computer to arm the
warhead. Either way, then follow the instructions below under:
Cathedral wrap-up.
If you decide to confront The Master instead, make your way through the
control room of Super Mutants and robed figures to the SE. On the eastern
side of this room is a door leading to a very long corridor. If you walk
through this corridor unprotected, you'll lose quite a few PE points due to
the extreme psychic power emanating from the walls here. To prevent this,
you need to either be in possession of a Psychic Nullifier (see Cathedral
Lair, Level 2 above), or believe it or not, there's a Perk called Mental
Block that will get you through! Either way, at the other end of this
corridor awaits The Master. You can talk him into destroying himself (see
'Talk your way through' above), but since you already got this far by
wasting every creature in sight, why not have a go at him too? : -)
(Note: Dogmeat management all through the Cathedral has not been too
difficult, has it? But if you decide to take on The Master here... well,
you're going to need a lot of luck to see him through it).
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The clever way to do this is to hide behind one of the pillars, stepping
out just far enough to snipe him once per turn, then stepping back behind
the pillar. Unfortunately, he spawns one of his lieutenants every so often.
They come at you from the corridor, so you'll have to contend with
dispatching them at the same time. Anyway, once you've killed The Master,
follow the instructions immediately below.
Cathedral wrap-up
When the timer starts and the Cathedral is set to blow, you have 4 minutes
to
make your way back outside and onto the exit grid. I would recommend saving
the game immediately the countdown commences... in case you make a mistake
trying to get out. Just retrace your steps from the way you came in
(unless,
of course, you opted for the Talk your way through method above. In that
case: find the elevator. Head up to Level 1, through the cave, open the
'secret' door in the wall that blocks your way, head up the stairs at the
other end of the basement, and you have it made)! Don't worry if you have
to
fight any battles on the way back, because combat doesn't occur in real
time,
and you have more time than you think.
Once you step on the exit grid outside the Cathedral, you get to watch the
show. Congratulations! You just got 10000 XP for completing Q uest 2 for
Vault 13. If you destroyed the Military Base prior to coming here, then you
have also finished the game : -)
Military Base
=============
The Military Base is located on a beeline NW of The Brotherhood, in the far
NW corner of the World Map. It's marked as 'Unknown'. Careful when
approaching, because there are some hefty Super Mutant patrols in the area.
If the Brotherhood Paladins agreed to help you, then several of them willshow up as you arrive. I'd recommend leaving your party members right here
outside the compound. They'll never survive what's looming ahead, and you
can always pick them up again on the way out. Since you can't get rid of
poor Dogmeat, I suggest shooting him up with Psycho to make the little
pooch tougher. No harm in doing this to yourself either. Then, arm yourself
to the hilt, and get ready for some great action!
Take out the 4 Super Mutants guarding the compound (if the Paladins are
with
you, they will help, natch). To get through the locked door into the Base,
you can either grab the tape with the door combination on it off the dead
Mutant there, or use an Electronic Lockpick. If you also take the Radio
from
the same dead Mutant, you c an use it to convince the guards inside that
everything is OK, and this will buy you some time once you get in. The
Paladins won't follow you in, unfortunately.
Level 1
There's a Computer over on the east side (with a Mutant guarding it) that
you
can play blackjack on. When you win, you're granted access to the force
field
controls. Next use your Science skill on it to disable the force fields. It
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says that you only manage to disable half the field subsystems... but what
it
really means is that you' ve managed to disable half the security! What you
can then do is use the Radio on this Computer, which links it into the
force
field controls. Now you can toggle the green fields on and off at will just
by using the Radio. This works on all but the bott om level of the base,
whereyou'll still have to disable the fields manually. You can't disable the red
fields, but you can temporarily disable the green fields manually (instead
of
using the Radio) once you have at least 60% Repair skill and/or a Tool.
Just
use either the Repair skill or the Tool on the cylindrical emitters (top or
bottom). It might take 2 or 3 attempts, but the field will shut off for a
few
seconds when you succeed.
If Dogmeat is still with you, then you'll need to look after him once
inside
the base. The red force fields take HP from critters each time they pass
through, and if you linger near one of them, Dogmeat will keep wandering
backand forth through it unti l he's toast. So... one way to solve this problem
is
to trap him between 2 green fields, as these are impassable. Then you can
wander off busting Mutant chop without having to worry about him, and
collect
Dogmeat when you're ready to leave a particular level. There's a room in
the
middle of this level protected by 2 fields. Just stand right next to one of
the emitters and shut it down (using the Radio is the easiest way). Let
Dogmeat wander into the room, and eventually he'll be trapped when the
field
comes back again (or, if you're quick, you can use the Radio or repair the
emitter again to turn it back on). Of course, you have to get the timing
right :-) Mysteriously, even though he's trapped, Dogmeat joins you againwhenever you exit a level! Da mn. Anyway, boost his health again with a
Stimpak just after you take him through each red field, and he'll survive
(you can't avoid the red fields totally, since they're protecting each
elevator). Another reason for keeping him immobile is to prevent h im
getting
blown to shreds from the advanced weaponry you're about to face!
In the SW corner of this level is a room full of Super Mutants. I just
approached them through the red force field and sniped at them from around
the corner. Piece of cake : -) When you're done here, you can take the
elevator down to Level 2. Dogmeat will automatically join you!
Level 2
To the south as you enter, there's a green force field with a robot behind
it. Disable the field and step just past it, blocking Dogmeat. He should
get
stuck outside when the field re -activates. Then dispatch the robots, and
also
the Super Mutants in the room further to the south. Now, come back outside,
and trap Dogmeat insid e where you just were (there's another green field
leading into a dormitory on the SE end of these rooms). Now, you're free to
wreak some real havoc!
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Head through the red force field to the east, and pause at the top of the
corridor that leads into the dormitory. You can snipe at the pack of Super
Mutants from here. Plasma Rifle and Rocket Launcher (especially when they
bunch together :-) do a nice job here. When you've blasted them all, the
footlockers and wall lockers contain lots of useful ammo (n ot to mention
the
bodies). Then, if you can manage to pick the lock on the door, the locker
room to the SE contains loads of goodies: (ironically, you probablywouldn't
have gotten this far if you didn't already have most of this gear) Plasma
Rifle, Plasma Grenades, Rocket Launcher, Rippers, Minigun, etc. Finally,
you
can enter the NE section of this floor. Surprise! Lockers full of every
chem.
There's even a wall locker in the room to the north. Now you can head down
to
Level 3.
Level 3
On this Level, just let Dogmeat tag along. You'll get trapped immediately
as
you come through the first red field by some Mutants engaging you inbattle.
Dogmeat will stay safely behind you. Take care of the 3 Mutants here, then
walk out of the field and Stimpak Dogmeat after he comes through. Then head
east, round the corner, and head for the Mutant behind the green force
field.
Take him out. Now for an interesting diversion...
War Story
---------
The Super Mutant guard block ing the hallway (next to the room with the girl
inside) will talk to you as soon as you approach. He wants to take you to
his
'Lieutenant'. Now - you can refuse, wipe him out, and continue on... or youcan let him take you to the Lieutenant. This is the same thing that happens
to you in Necropolis if you let Harry (the guard in the Watershed) take you
to his "boss". If you're at least wearing Combat Armor, and have decent HP,
you can probably survive the beating (assuming you don't give away the
location of your vault first, and you don't want to do that : -) The result
is
that you get stripped of all your possessions and thrown into a cell. The
cell contains the body of a (former) vault dweller, and from it you obtain
a
10mm Pistol and 3 Stimpaks. You can pick the lock of your cell and sneak
around the place. Of course, taking on a Super Mutant with no armor and a
handgun isn't going to get you very far (unless you're a HtH expert. Again,
the balance in Fallout is incr edible!) Now, rumour has it (i.e., someone
else's war story) that you can find your possessions again, but I searched
all the rooms in the vicinity, and tried stealing from the guard. Nowhere
to
be found. But I didn't give up. Turns out, you can quite easily sneak all
around the place, set it up to self -destruct, and beetle it out of there
wearing nothing more than your vault dweller suit and a big smile. Then I
hit
The Glow again, raided it fo r weapons and Combat Armor, traded some surplus
stuff up with the Gun Runners, and finished the rest of the game that way.
What a game!
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...OK, so you take out the guard instead of visiting the Lieutenant.
Continue
down the hallway, and take the elevato r to...
Level 4
The Dogmeat 'trap' here is pretty obvious. After exiting the elevator, just
sneak around the corner to the west (past the room full of Mutants and astrange robot) and trap him behind the green force field to the north.
Ignore
the Mutants and that robot for the moment, and head east through the red
force field. Try to sneak past that room full of robots to the north, and
pause behind the corner before you get to the room full of Mutants and a
priest to the SE. Now, that's your basic Lieutenant armed with a Gatling
Laser and more HP than you could hope to accumulate in a lifetime of
playing
Fallout... but I never had too much trouble taking him out, and he's got a
great death animation. From the Lieutenant's body, you can pilfer a D ecoder
Disk and load it onto your Pip Boy (for later). The locker on the west side
of the room contains a strange Key that can be used somewhere in the
Cathedral :-)
If you like, you can now proceed to that room you left behind with the 3Mutants and a robot in it. Take out the Mutants, being careful not to harm
the robot. Hey, it's Mr. Handy - remember, from the game intro?! You can
repair him, then use your Science skill to start him up. What's he do then?
Does he offer to take Dogmeat for a walk? No. He goes storming off to the
north to finish his 'cleaning', and destroys himself and the force field
emitter there in the process. Hmph. Big help.
Finally, it's showtime at the Military Base! Enter the room to the NW where
all the priests are, and proceed to the terminal with the glowing monitors
(the Vat Control Computer). Less intelligent characters (especially if you
dumbed yourself down with Psycho) may have to pop a Mentat or two before
tackling the next job, which is to hack in to it. The tape you got off the
dead Lieutenant and loaded onto your Pip Boy will help here too. You should
choose the option: "Attempt to hack the firewall...", and then "Initiate 3minute silent self-destruct sequence." Actually, you get 300 seconds, but
who's counting at this stage? You have ample time to make it back outside
(remember to look after Dogmeat!), collect the party members you left
hanging out there, and step on the exit grid. KABLOOIE!!! You just
completed
Quest 3 for Vault 13, netted another 10000 XP, and have finished the game
if
you took care of The Master in the Cathedral first : -)
Game Ending Notes
=================
You can never get a good ending for The Hub. If you managed to get to
Necropolis before the Mutant army overruns it, and you fixed the Water
Pump,
you will get a good ending there. All the endings for the other places sort
of make sense, depending on wh at actions you took during the course of the
game.
I'm afraid the Overseer has some bad news for you. And if you took the
Bloody
Mess trait, or you have bad Karma... well, violence is your bag then!
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Random Encounters
=================
You'll need Luck of 9 or 10 in order to get all these encounters during the
course of a single game. They all happen when you're just wandering through
the wasteland.
Giant Footprint
You come across a giant footprint, in the center of which is a Stealth Boy.
Bob's Used Cars
An old used car lot in the middle of nowhere. Forget about Bob. Head inside
and find the Red Ryder LE (Limited Edition) BB Gun! One of the best Small
Guns in the game.
Tardis
Straight out of Doctor Who. When you approach it, it disappears... only to
reveal: a Motion Detector.
Truck full of Caps
You stumble upon an overturned truck that was carrying a load of Caps.
Usually, 10000 or thereabouts!
Crashed Saucer
Some dead aliens, a fantastic weapon (Alien Blaster. Now, there's a curious
thing. The aliens use Small Energy Cells too, huh? Oh, right. Chariots of
the
Gods, of course!), and... a picture of Elvis : -)
Patrick
You chance upon an old traveller in the desert. He'll give you directions
to
all the places you probably know about already, but if he mentions Celtic
songs, and you get the dialogue choice to name one, you sing along with
Patrick for a while and get 1 point added to your CH!
Weapons Catalogue
=================
In each category, I've tried to arrange the various items in order of
lethality... or just sheer badness :P
Note: all Melee Weapon damage points are for a character with ST 6, and no
Bonus HtH Damage perks.
Melee Weapons
-------------
Brass Knuckles
Dmg: 2-6
Knife
Dmg: 1-7
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Club
Dmg: 1-7
Combat Knife
Dmg: 3-11
Spiked KnucklesDmg: 4-11
Crowbar
Dmg: 3-11
Sledgehammer
Dmg: 4-10 Rng: 2
Spear
Dmg: 3-11 Rng: 2
Cattle Prod
Dmg: 12-21
Ammo: 20 x Small Energy Cell
Power Fist
Dmg: 12-25
Ammo: 25 x Small Energy Cell
Ripper
Dmg: 15-33
Ammo: 30 x Small Energy Cell
Super Sledge
Dmg: 18-37 Rng: 2
Thrown Weapons
--------------
Throwing Knife
Dmg: 3-6 Rng: 16
Spear
Dmg: 3-11 Rng: 8
Molotov Cocktail
Dmg: 8-20 Rng: 12
Grenade (Frag)
Dmg: 20-35 Rng: 15
Grenade (Plasma)
Dmg: 40-90 Rng: 15
Grenade (Pulse)
Dmg: 100-150 Rng: 15
Anti-mech only
Small Guns
----------
Red Ryder BB Gun
Dmg: 1-3 Rng: 22
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Ammo: 100 x BB's
9mm Mauser
Dmg: 5-10 Rng: 22
Ammo: 7 x 9mm Ball
10mm Pistol
Dmg: 5-12 Rng: 25Ammo: 12 x 10mm
Hunting Rifle
Dmg: 8-20 Rng: 40
Ammo: 10 x .223mm FMJ
Desert Eagle .44
Dmg: 10-16 Rng: 25
Ammo: 8 x .44 Magnum
Shotgun
Dmg: 12-22 Rng: 14
Ammo: 2 x 12 ga. Shot
14mm PistolDmg: 12-22 Rng: 24
Ammo: 6 x 14mm
.223 Pistol
Dmg: 20-30 Rng: 30
Ammo: 5 x .223 FMJ
Sniper Rifle
Dmg: 14-34 Rng: 50
Ammo: 6 x .223 FMJ
10mm SMG
Dmg: 5-12 Rng: 25
Ammo: 30 x 10mm
Combat Shotgun
Dmg: 15-25 Rng: 22
Ammo: 12 x 12 ga. Shot
Assault Rifle
Dmg: 8-16 Rng: 45
Ammo: 24 x 5mm
Red Ryder LE BB Gun
Dmg: 25-25 Rng: 32
Ammo: 100 x BB's
Big Guns
--------
Flamer
Dmg: 45-90 Rng: 5
Ammo: 5 x Flamethrower Fuel
Rocket Launcher
Dmg: 35-100 Rng: 40
Ammo: 1 x Rocket
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Minigun
Dmg: 7-11 Rng: 35
Ammo: 120 x 5mm
Min. ST 7
Energy Weapons
--------------
Laser Pistol
Dmg: 10-22 Rng: 35
Ammo: 12 x Small Energy Cell
Plasma Pistol
Dmg: 15-35 Rng: 20
Ammo: 16 x Small Energy Cell
Laser Rifle
Dmg: 25-50 Rng: 45
Ammo: 12 x Micro Fusion Cell
Plasma Rifle
Dmg: 30-65 Rng: 25
Ammo: 10 x Micro Fusion Cell
Turbo Plasma Rifle
Dmg: 35-70 Rng: 35
Ammo: 10 x Micro Fusion Cell
Alien Blaster
Dmg: 30-90 Rng: 10
Ammo: 30 x Small Energy Cell
Gatling Laser
Dmg: 20-40 Rng: 40
Ammo: 30 x Micro Fusion Cell
Armour Catalogue
================
In order of protection afforded.
Leather Jacket
AC: 8
Normal 0/20%
Laser 0/20%
Fire 0/20%
Plasma 0/10%
Explode 0/20%
Leather Armor
AC: 15
Normal 2/25%
Laser 0/20%
Fire 0/20%
Plasma 0/10%
Explode 0/20%
Metal Armor
AC: 10
Normal 4/30%
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Laser 6/75%
Fire 4/10%
Plasma 4/20%
Explode 4/25%
Tesla Armor
AC: 15
Normal 7/20%Laser 19/90%
Fire 4/10%
Plasma 9/80%
Explode 3/20%
Combat Armor
AC: 20
Normal 5/40%
Laser 8/60%
Fire 4/30%
Plasma 4/50%
Explode 6/40%
Brotherhood Armor
AC: 20Normal 8/40%
Laser 8/70%
Fire 7/50%
Plasma 7/60%
Explode 8/40%
Power Armor
AC: 25
Normal 12/40%
Laser 18/80%
Fire 12/60%
Plasma 10/40%
Explode 20/50%
Hardened Power Armor
AC: 25
Normal 16/50%
Laser 19/90%
Fire 14/70%
Plasma 12/50%
Explode 19/60%
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Hint: Unlimited Experience
After accepting and completing the Fargo Traders¶ missing caravan mission, head back toOld Town in the hub. Speak to the mutant named Harold and ask him about the Death Claw.
After that, go outside of the building and speak to the character named Slappy, who you willfind walking in circles. He¶ll ask you to take the Death Claw. It will then load you to a cave
and you¶ll receive 800 experience points for what you just did.
From here, simply exit and choose to go back to Old Town again. Speak to Slappy oncemore, grab the Death Claw, and repeat the process for another 800 experience points. Keepdoing this over and over again until you¶ve acquired the desired amount of experience.
Hint: Plasma Armor
Go to the cathedral south of the bone yard when you enter its important that you steel a badgefrom the man in the middle. If you don¶t you won¶t make it past the door to go up stairs.When you steel it, lock pick the door to your right. Now that you have the badge you can goright up to the third floor an steel the purple badge from the head minister of the cult. Also
open the chest to the right of the room.
Hint: More Free Money
At game start give self at least 55% on "gambling" skill. Get yourself to the "Maltesee FalconCasino" in "The Hub." You will get directions in "Shady Sands" where you will also findyour "buddy for life" Ian, if you offer him "slice of the action" or "100 caps" When you get toroulette table hold down numbers "1" and "4" along top of keyboard..use paper weight if your fingers get tired!
You will win unlimited "caps" Repeat and repeat when ever need more cash(caps). Then go
outside and chat to the drunk. Say you want "something special" for 800 caps he willintroduce you to Vance..the Arms Dealer.. go spend your winnings on some real fire power and some combat armour. dont forget to buy a good gun and some ammo for Ian sell it to himfor almost nothing and then tell him to "use his best weapon" or he will carry on with just hisknife.
Unlockable: Non-Player Character Katja
To get the NPC Katja, go to the "Followers of the apocolypse" building. In the boneyard the person standing right inside the door with green hair (not Nicole though) is Katja. Talk to her about the city and then there will be an option "why don't you come with me." Click it andshe will join you. She can use sub-machine guns and throwing knives.
Unlockable: Comments
To hear comments by the development team, hold [Shift] during the credits.
Hint: Acquiring the Power Armor
Go to the hub, then go to old town. The first building at the bottom of your screen has a gangin it. You have to fight them. Have enough stimpacks to last you and some good armor. After
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you have killed the gang got to the back room in that building and release the guy in there. Heasks you to tell Talus He is ok. Talus is at the brotherhood of steel. He will give you a list of
weapons and power armor. Tell him you want the power armor. Then you have to go and seeMicheal. Micheal gives you the Power Armor.
Hint: Free Money
If you want lots of cash (more than enough to last the whole game) go to the hub. Godowntown and into the Crimson Caravaners on the day that they leave (3rd of every month).Tell Keri you want a job. When she asks for the location that you wish to go to, tell her,"never mind, I just remembered something I have to do." Go back to the entrance of the Hub.You will see two men wearing red shirts. Point to both of them. If it says "you see: caravanleader" then talk to him. He will give you $600! Now, go back and talk to Keri, and repeatthe process all over again. You will recieve $600 every time you talk to the caravan leader. Itmight take a while to get tons-o-cash, but it will be worth it.
Kyle Leeson
Hint: Where To Get NPC's
Ian - Go to Shady Sands. In the house just to the east of the entrance, go in the bottom door.Talk to the man named Ian. Ask him to help out for 100 caps or a piece of the action.(whatever that is...)
Dogmeat - Go to Junktown. In a house next to Gizmo's Casino, you will see a dog blocking adoor to a man's house. He asks you to help him out. Give the dog an iguana on a stick and thedog will follow you.
Tycho - Go to Junktown. In the Skum Pitt bar talk to a man named Tycho. Tell him you needhis experience and he will join.
Tandi - Go to Shady Sands after you kill the Radscorpions. If Tandi was kidnapped, go to theRaider's camp. If you rescue her she will join you.
GoobEaster Egg: South Park Humor
Go to the police station in the Hub. Find the officer named Kenny. Kill him. You will hear "Oh my god, you killed Kenny!"
Kyle LeesonUnlockable: Turbo Plasma Rafle and Hardened Power Armor
To get a turbo plasma rifle, go to boneyard (after you have got the missing parts from thedead body)and talk to smitty in the first house where you can see a man through a hole in theceiling and he give you a turbo plasma rifle. You must have a plasma rifle before talking toSmitty.
To get Hardened Power Armor talk to the man in the white lab coat in front of the house andfarm when you have power armor. He will ask you to go to the hub and get a book. Get the
book and talk to him he will give hardened power armor.