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Dec 24, 1998 - Fallout 1 Walkthrough For PC 1.6Back
2. Minigun
Selling price : $3800
First seen: Buy from Gun Runners, or pick it from the Super Mutants.
Required strength: 7
Damage: 4-10 per bullet, normal
Range: 35 hexes
Ammo usage: burst shot of 40 bullets
Ammo type: 5 mm JHP or AP bullets
Ammo capacity: 120 bullets
Action points used: 6 for burst
3. Rocket Launcher
Selling price: $6000
First seen: Buy from Old Town in the Hub.
Required strength: 6
Damage: 35-100 hp, explosive
Range: 40 hexes
Ammo usage: single rocket
Ammo type: Explosive or Anti-Armor rockets
Ammo capacity: one rocket
Action points used: 6 for single
4. Flamethrower
Selling proce: $2000
First seen: Buy from Old Town in the Hub.
Required strength: 6
Damage: 30-60 hp, fire
Range: 5 hexes
Ammo usage: burst of flames
Ammo type: Flame Fuel
Ammo capacity: Enough fuel for 5 shots
Action points used: 6 for burst
RIFLES & SHOTGUNS
-----------------
1. Hunting Rifle
Selling price: $900
First seen: Random encounter or swipe from Kenji when he attacks Killan
in Junktown. (Kenji is the would-be assassin for Killian)
Required strength: 5
Damage: 8-20 hp, normal
Range: 40 hexes
Ammo usage: Single, can be aimed
Ammo type: .223 FMJ
Ammo capacity: 10 rounds
Action points used: 5 for single, 6 for aimed
2. Assault Rifle
Selling price: $1300
First seen: Hub, Old Town
Required strength: 5
Damage: 8-16 hp per bullet, normal
Range: 45 hexes
Ammo usage: Single, can be aimed, burst fire of 8 bullets
Ammo type: 5 mm JHP or AP bullets
Ammo capacity: 24 bullets
Action points used: 5 for single, 6 for aimed, 6 for burst
3. Sniper Rifle
Selling price: $2200
First seen: Hub, Old Town
Required strength: 5
Damage: 14-34 hp, normal
Range: 50 hexes
Ammo usage: Single, can be aimed
Ammo type: .223 FMJ
Ammo capacity: 6 rounds
Action points used: 6 for single, 7 for aimed
4. Shotgun
Selling price: $800
First seen: Raiders Base, it is in the fridge
Required strength: 4
Damage: 12-22 hp, normal
Range: 14 hexes
Ammo usage: Single, can be aimed
Ammo type: 12 gauge shells
Ammo capacity: 2 shells
Action points used: 5 for single, 6 for aimed
5. Combat Shotgun
Selling price: $2750
First seen: Hub, Old Town. Either buy it from Jake or kill the thugs
holding the Brotherhood initiate captive.
Required strength: 5
Damage: 15-25 hp per shell, normal
Range: 22 hexes
Ammo usage: Single, can be aimed, burst of 3 shells
Ammo type: 12 gauge shells
Ammo capacity: 12 shells
Action points used: 5 for single, 6 for aimed
6. Red Ryder BB Gun
Selling price: $200
First seen: Killian's General Store, in the locked storage room
Required strength: 3
Damage: 1-3 hp per pellet, normal
Range: 22 hexes
Ammo usage: Single, can be aimed
Ammo capacity: 100 BB pellets
Action points used: 5 for single, 6 for aimed
7. Red Ryder LE BB Gun
Selling price: $3500
First seen: Random Encounter (Bob's Used Cars)
Required strength: 3
Damage: 25 hp per pellet, normal
Range: 32 hexes
Ammo usage: Single, can be aimed
Ammo capacity: 100 BB pellets
Action points used: 4 for single, 5 for aimed
ENERGY WEAPONS
--------------
1. Laser Pistol
Selling price: $1600
First seen: You can get it from the Brotherhood, or kill COC techs and
take it from them.
Required strength: 3
Damage: 10-22 hp, laser
Range: 35 hexes
Ammo usage: Single, can be aimed
Ammo type: Small Energy Cells
Ammo capacity: 12 cells
Action points used: 5 for single, 6 for aimed
2. Plasma Pistol
Selling price: $2750
First seen: I found it in the sewers of Necropolis, but you can also buy
it at the Gun Runners or find it at the Glow.
Required strength: 4
Damage: 16-35 hp, plasma
Range: 20 hexes
Ammo usage: Single, can be aimed
Ammo type: Small Energy Cells
Ammo capacity: 16 cells
Action points used: 5 for single, 6 for aimed
3. Laser Rifle
Selling price: $5000
First seen: Harry has one, and you can get one from the mutants at the
Cathedral/Military Base.
Required strength: 6
Damage: 25-50 hp, laser
Range: 45 hexes
Ammo usage: Single, can be aimed
Ammo type: Micro Fusion Cells
Ammo capacity: 12 cells
Action points used: 5 for single, 6 for aimed
4. Plasma Rifle
Selling price: $4000 ($6000)
First seen: Again, you can buy it from the Gun Runners, pick it up from
the nightkin guards in the 2nd-4th levels of the Cathedral,
or get one real early from the 5th level of the Glow, if you
decide to go there.
Required strength: 6
Damage: 30-65 hp (35-70 hp), plasma
Range: 25 hexes (35 hexes)
Ammo usage: Single, can be aimed
Ammo type: Micro Fusion Cells
Ammo capacity: 10 cells
Action points used: 5 for single, 6 for aimed (4 for single, 5 for aimed)
Upgrade: Turbo Plasma Rifle! Ask Smitty in the Boneyard. The upgrade
lowers the AP cost as well as slightly increasing damage and
greatly increasing range. This is the best weapon in the game.
5. Gatling Laser
Selling price: $7500
First seen: You can kill Brotherhood guards to get it, but your karma
will go way down. The lone Nightkin guarding the entrance
to the basment in the Cathedral has the only Gatling Laser
which you can get peacefully (BTW, all of the Brotherhood
guards will be after you.) The lieutenat also has one, but
he is encountered too late in the game.
Required strength: 6
Damage: 20-40 hp per cell used, laser
Range: 40 hexes
Ammo usage : Burst of laser rays using 10 cells
Ammo type : Micro Fusion Cells
Ammo capacity : 30 cells for 3 laser ray bursts
Action points used: 6 for burst
6. Alien Blaster
Selling price: ???
First seen: Available in a special random encounter with two dead aliens.
Only is available to characters with extremely high luck.
Required strength: 2
Damage: 30-90 hp, pulse (good against any armor)
Range: 10 hexes
Ammo type: Small Energy Cells
Ammo capacity: 30 cells for 30 shots
UNARMED WEAPONS
---------------
On all unarmed weapons, you can hit single or aim an attack. The single
costs 3 action points, and the aimed costs 4 action points. All items
require one Strength and do normal damage.
1. Brass Knuckles
Selling price: $60
First seen: You might start out with them, but you can get a pair from
Junktown.
Damage: 2-10 hp
2. Spiked Knuckles
Selling price: $250
First seen: You can pick them up from Kane once you confess to the
Police about Decker in the Hub. Some of the mutant patrols
at the military base have them.
Damage: 4-15 hp
3. Power Fist
Selling price: $2200
First seen: I know for sure you can get this at the Brotherhood, or you
can buy one at the Gun Runners or possibly find one at the
Glow. There is one in the footlocker on the top level of the
Cathedral, the one next to Morpheus' Room.
Damage: 12-29 hp
Ammo capacity: 25 small energy cells
Ammo usage: 1 cell per punch
4. Rock
Selling price: $0
First seen: Shady Sands, the shelf in Aradesh's house/building
Damage: 1-4 hp
MELEE WEAPONS
-------------
All melee weapons cause normal damage. The maximum damage value might vary
as it is a direct result of your melee damage bonus.
1. Knife
Selling price: $40
First seen: You start out with one. There is another one to the bones of
another vault dweller to your right. (Or your character's
left.)
Required strength: 2
Damage: 2-10 hp
Attack methods: Swing or thrust
Action points used: 3 for swing or thrust, 4 for aimed swing or thrust
2. Combat Knife
Selling price: $160
First seen: I saw it at Beth's store; you might be able to get one from
the raiders at Irwin's house.
Required strength: 2
Damage: 3-11 hp
Attack methods: Swing or thrust
Action points used: 3 for swing or thrust, 4 for aimed swing or thrust
3. Throwing Knife
Selling price: $100
First seen: Raiders
Required strength: 3
Damage: 3-6 hp
Attack methods: Swing
Action points used: 3 for swing, 4 for aimed swing
4. Sledgehammer
Selling price: $120
First seen: It's in the room to the east of the farm in Shady Sands.
Required strength: 6
Damage: 4-10 hp
Attack methods: Swing or thrust
Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for
aimed thrust
Special: You can hit people from two hexes away.
5. Super Sledgehammer
Selling price: $3750
First seen: Jake at Old Town sells it.
Required strength: 5
Damage: 14-39 hp
Attack methods: Swing or thrust
Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for
aimed thrust
Special: You can hit people from two hexes away.
6. Spear
Selling price: $80
First seen: Aradesh gives it to you when you tell him that you will find
Tandi.
Required strength: 4
Damage: 3-13 hp
Attack methods: Thrust
Action points used: 5 for thrust, 6 for aimed thrust
Special: You can hit people from two hexes away.
7. Club/Police Baton
Selling price: $30
First seen: Beth sells them.
Required strength: 3
Damage: 1-7 hp
Attack methods: Swing
Action points used: 3 for swing, 4 for aimed swing
8. Crowbar
Selling price: $50
First seen: Vault 15
Required strength: 5
Damage: 3-13 hp
Attack methods: Swing
Action points used: 4 for swing, 5 for aimed swing
9. Viroblade Ripper
Selling price: $900
First seen: The Gun Runners sell them.
Required strength: 4
Damage: 15-35 hp
Attack methods: Swing or thrust
Action points used: 4 for swing or thurst, 5 for aimed swing or thrust
Ammo capacity: 30 Small Energy Cells
10.Cattle Prod
Selling price: $600
First seen: True to his name, Lasher has one. You can buy one at the
Gun Runners.
Required strength: 4
Damage: 12-23 hp
Attack methods: Swing or thrust
Action points used: 4 for swing or thrust, 5 for aimed swing or thrust
THROWING WEAPONS
----------------
1. Spear
Selling price: $80
First seen: Aradesh gives it to you when you tell him that you will find
Tandi.
Required strength: 4
Damage: 3-13 hp, normal
Range: 8 hexes
Action points used: 6 for throw, 7 for aimed throw
2. Throwing Knife
Selling price: $100
First seen: Raiders
Required strength: 3
Damage: 3-6 hp, normal
Range: 16 hexes
Action points used: 4 for throw
3. Molotov Cocktail
Selling price: $50
First seen: Raiders Base
Required strength: 3
Damage: 8-20, fire
Range: 12 hexes
Action points used: 5 for throw
4. Fragmentation Grenade
Selling price: $150
First seen: There are a couple in the Vault 15 lockers
Required strength: 3
Damage: 20-35 hp, explosive
Range: 15 hexes
Action points used: 4 for throw
5. Plasma Grenade
Selling price: $300
First seen: Glow or Gun Runners
Required strength: 4
Damage: 40-90 hp, plasma
Range: 15 hexes
Action points used: 4 for throw
6. Pulse Grenade
Selling price: $250
First seen: Jake sells them at Old Town in the Hub
Required strength: 4
Damage: 100-150 hp, electromagnetic pulse
Range: 15 hexes
Action points used: 4 for throw
Special: Only affects robots.
7. Rock
Selling price: $0
First seen: Shady Sands, the shelf in Aradesh's house/building
Required strength: 1
Damage: 1-4 hp, normal
Action points used: 4 for throw, 5 for aimed throw
CHEMICALS
---------
1. Stimpack
Selling price: $100
What it does: Heals you - 10-20 hp gained.
Addiction rate: 0%
2. Super Stimpack
Selling price: $250
What it does: Heals you, up to 75 hp gained. You lose 9 hp due to the powerful
nature of the chemicals.
Addiction rate: 0%
3. Buffout
Selling price: $200
What it does: Increases strength by two and endurance by three for six hours.
The withdrawal effect is losing four strength and endurance as
well as four agility for twelve hours.
Addiction rate: 50% (33%-100%)
4. Mentats
Selling price: $280
What it does: Increases intelligence and perception by two and charisma
by one for one day. The withdrawal effect is losing four
intelligence and perception as well as three charisma for
four days.
Addiction rate: 50% (33%-100%)
5. RadX
Selling price: $300
What it does: Increases radiation resistance by 50% for one day. You
lose 25% radiation resistance after that day and then
lose 25% the next day. RadX has no withdrawal effects.
Addiction rate: 0%
6. RadAway
Selling price: $500
What it does: Removes radiation poisoning, 25 rems.
Addiction rate: 10% (10%-25%)
7. Psycho
Selling price: $400
What it does: Increases damage resistance by 50% and decreases
intelligence by three. After six hours, your intelligence
increases by 1 and damage resistance decreases by 25%.
After an additional six hours, your intelligence increases
by two and damage resistance decreases by 25%.
Addiction rate: 50%
8. Antidote
Selling price: $50
What it does: Removes poisoning damage, 25 points.
Addiction rate: 0%
* Addiction rates are really variable. Sometimes I could take two
Psycho's and still not get addicted, but on the other hand, I took
one and I got addicted. It's totally random.
ITEMS & GADGETS
---------------
1. Rope
Selling price: $25
Use: In Vault 15, you will need it to descend down the elevator shafts.
In the Glow, you'll need to attach the rope to the beam and descend
down the crater.
First seen: Shady Sands has one in one of the houses in the farm. You
can also buy one from Seth.
2. Tool
Selling price: $200
Use: Use it whenever you are repairing things to get an increase of 25% to
the 'Repair' skill.
First seen: You start out with one if you have enough repair skill. Killian
has one in his store.
3. Lockpicks
Selling price: $150
Use: Use it whenever you are picking conventional locks for an increase
to the 'Lockpick' skill.
First seen: You start out with them, or you can get them from the fridge in
the Raiders base.
4. Electronic Lockpicks
Selling price: $375
Use: Use it whenever you are picking electronic locks for an increase in
the 'Lockpick' skill.
First seen: You must give the necklace that Hightower owns to Loxley.
He'll send you to Jasmine, who will give you a set of
electronic lockpicks.
5. Radio
Selling price: $350
Use: Use it to draw off the mutants in the military base, and it can also
be used to remotely toggle the computer in the base.
First seen: I traded some caps and flares for it from Lars at Junktown.
6. Flares
Selling price: $35
Use: Twist the cap and drop the flare for an increase in brightness in an
area. Not too great.
First seen: You start out with them.
7. Dynamite
Selling price: $500
Use: Set the timer and the explosives will blow. Good for destroying
forcefields, disabling locks on locked doors, and killing
immobile foes (i.e, Master).
First seen: Vault 15 lockers, third floor
8. Plastic Explosives
Selling price: $850
Use: Same as Dynamite, but a bit more powerful.
First seen: Tyne sells it. He is a merchant in Adytum; to get to his
store, head on to the left and enter the small shack and
descend down the ladder. Or if you've visited the Military
Base, some pieces are in a locker in the fourth floor.
9. First Aid Kit
Selling price: $200
Use: Increases 'First Aid' skill if you use this item.
First seen: You start out with one.
10.Doctor's Bag
Selling price: $300
Use: Increases 'Doctor' skill if you use this item.
First seen: There is one in Razlo's bookcase.
11.Motion Sensor for Pip-Boy
Selling price: $800
Use: Lets you see all of the critters on the Pip-Boy automap.
First seen: Random encounter (police box) or buy from the Hub.
12.Geiger Counter
Selling price: $650
Use: Lets you see how much radiation is in your system.
First seen: Killian has one.
13.Stealth-Boy
Selling price: $1800
Use: Makes you slightly invisible and increases chances using the
'Sneak' skill.
First seen: Random encounter (footprint) or kill the Nightkin at
the Cathedral.
14.Books
Selling prices: Scout Handbook: $200
First Aid: $175
Guns and Bullets: $425
Dean's Electronics: $130
Big Book of Science: $400
Use: Increases your skills, up to 91%. Guns and Bullets increases
Small Guns, the Scout Handbook increases Outdoors, the First
Aid book increases First Aid, Dean's Electronics increases
Repair, and the Big Book of Science increases Science.
First seen: Scout Handbook: Shady Sands
First Aid: Shady Sands
Guns and Bullets: Gizmo's bookcase
Dean's Electronics: Hub
Big Book of Science: Hub
15.Holodisks
Selling price: variable, average is $100
Use: You can read them in the Pip-Boy. Gives out information.
First seen: Here is a list of various holodiscs that I have found.
Vault Locations: Mrs. Stapleton has this disc.
Mutant transmissions: The dying mutant has this disc.
Ancient Brotherhood tape: The dead paladin has one in
the Glow.
Alpha/Delta/other holodiscs: Get them from the Glow.
Mutant autopsies: Vree has this disc. She has two copies
of it.
Brotherhood history: Sophia has this disc.
Maxson's Log: Maxson has this disc.
Combination key for Military Base: The nightkin watching
the entrance to the
Military Base has it.
Zimmerman's son's death: Razor has this holodisc.
16.Key Cards
Selling price: $40 (Yellow), $10 (Red and Blue)
Use: Open the elevators at the Glow.
First seen: Yellow Key Card: Level 1, Brotherhood soldier
Red Key Card: Level 2, dead soldier with remains of
a radioactive rat.
Blue Key Card: Level 4, only dead body
17.Cathedral Pass Keys
Selling price: $12 (red), $400 (black)
Use: Open the locked doors on the first floor of the Cathedral.
First seen: Red Pass Key: Lasher has one. You can barter them
from Ton and Sister Francis.
Black Pass Key: Morpheus has one.
18.Vats Control Computer Key
Selling price: $40
Use: Operates the Vats Control Computer at the Military Base.
First seen: The Cathedral tech standing by the Vats Control Computer
has one.
19.Military Base Key
Selling price: $25
Use: Arms the nuclear bomb at the Cathedral.
First Seen: It's in the locker where the lieutenant is nearby.
20.Tape Recorder
Selling price: $80
Use: Records Gizmo's confession for Killian so that he has evidence
to kill him.
21.Wire Tap (Bug)
Selling price: $50
Use: You can plant it on Gizmo's desk to give Killian the evidence
he needs to kill Gizmo.
22.Backpacks, Bags
Selling price: Less than $100
Use: It holds items. It's there to better organize your inventory at
the expense of carrying weight.
23.Systolic Motivator
Selling price: $150
Use: It's required to repair the Power Armor suit on Level 3 of
the Brotherhood of Steel.
24.Psychic Nullifier
Selling price: $1000
Use: Use it to "nullify" the Master's psychic attacks.
USELESS ITEMS (brief descriptions)
----------------------------------
1. Beer (lose one perception)
2. Booze (lose one perception)
3. Nuke-A-Cola (you can get addicted to it)
4. Lighter (unknown, but you can sell it)
5. Box of Noodles (you can sell it)
6. TV Dinner (you can sell it)
7. Cat's Paw Magazine / You Have No Idea (you can sell it)
8. T-51b Repair Manual (it's in the locked storage room at the Brotherhood)
9. Flower (unknown, but you can sell it)
10. Keys in Killian's store (unknown)
YOUR ALLIES
===========
Here's some information about your allies. They don't level up, but in my
personal experience they seem to get better in combat as you progress in
the game further. Maybe it's coincidence, I don't know.
- Ian
---
Hit points: 50
Armor: Leather Jacket
Starting weapon: 10mm Pistol
What he can use: All one-handed pistols (excpet for energy), knives, unarmed
Usefulness: Very high
How to get him: He is in the guard house at Shady Sands. He'll join you
for free if you ask about his injury and tell him that
you are sorry. Ask him to join you. If he asks for money,
tell him that he can have a piece of the action and he'll
join you for free.
Deadly with: .223 Pistol or 10mm SMG (be careful if you choose the latter)
Extra info: He can give you directions to the Hub and Junktown.
* Pros: Good with one-handed weapons, high small guns skill, not too bad
with unarmed weapons
Cons: Armor not too great, two-handed weapons pose a problem, he
uses spiked knuckles instead of a gun (if you give the former to
him), gets burst-happy (like all NPC's)
- Tandi
-----
Hit points 35
Armor: None
Starting weapon: Knife
What she can use: Knives and Pistols
Usefulness: Low
How to get her: After you rescue Tandi from the Raiders, don't return her.
Signature feature: Probably running away...haven't used her as an NPC
Deadly with: Possibly a Ripper
Extra info: She can't really talk with you. Also, if you return her to
Shady Sands, she won't join you.
* Pros: Okay at best with 14mm Pistol or Ripper
Cons: Low hit points, no armor, and if she's dead there isn't a way to
finish the Shady Sands quest.
- Tycho
-----
Hit points: 60
Armor: Leather Armor
Starting weapon: Shotgun
What he can use: Small guns and spears, prefers rifles and shotguns
Usefulness: Very High
How to get him: Wait unti the evening and enter the Skum Pitt. Talk to
him and ask him to join you. You can only recruit him
if you agree to help Killian "clean up" Junktown (accept
the quest to kill Gizmo).
Deadly with: Combat Shotgun or Sniper Rifle
Extra info: He can increase your outdoorsman skill.
* Pros: High small guns skill, can use virtually any small arms, decent
uarmed/melee choices, has the best armor out of any NPC
Cons: Like other NPC's, he gets burst-happy
- Dogmeat
-------
Hit points: 50
Armor: none
Starting weapon: unarmed (teeth)
What he can use: Teeth
Usefulness: High
How to get him: He's at Junktown, just like Tycho. He's messing with this
man named Phil. Feed him with an iguana-on-a-stick or
walk around him with a Leather Jacket on.
Deadly with: Teeth (what else?)
Extra info: He can't use items (he's a dog!), and for that matter, can't
talk to you. He's very loyal, however.
* Pros: Lots of action points and high critical chance
Cons: He won't leave you until he's dead, and he soaks up damage like
a sponge (literally)
- Katja
------
Hit points: 39
Armor: Leather Jacket
Starting weapon: throwing knife
What she can use: Throwing Knives, all one-handed pistols (like Ian)
Usefulness: Medium-High
How to get her: Go to the Followers' Library in the Boneyard and talk to
her. Tell her that you don't plan on staying at the
Boneyards and she'll join you.
Deadly with: 14mm Pistol (I've heard she gets good criticals with that
weapon.)
Extra info: She can pick locks. This comes in handy in the endgame,
especially in the first floor of the Cathedral (if you find
Morpheus and his mutant guards too much to bear).
* Pros: Can lockpick doors, okay with 14mm Pistol
Cons: Can't use SMG's well (unlike what she says), fewer hit points
than other NPC's, weak armor
CRITTERS
========
There are many, many critters that you will see in Fallout. They range from rats
to super mutants to Deathclaws. This is an incomplete list, as there are
a myriad number of creatures in the game.
RATS
----
Rats are relatively easy creatures that you will see in the beginning of
the game.
- Cave Rat
- 6 hit points, 25 xp
- Weapon: teeth
- Armor: fur
- Special: instant death (to the rat) with strong critical
- Pig Rat
- 10 hit points, 50 xp
- Weapon: teeth
- Armor: skin
- Special: instant death (to the rat) with strong critical
- Lesser Mole Rat
- 22-26 hit points, 65 xp
- Weapon: teeth
- Armor: fur
- Special: instant death (to the rat) with strong critical
- Greater Mole Rat
- 26-30 hit points, 120 xp
- Weapon: teeth
- Armor: fur
- Special: instant death (to the rat) with strong critical
RADSCORPIONS
------------
Radscorpions are closely related to the North American Emperor Scorpion,
and have been mutated by the war. The increased size makes them larger
than humans, and the venom contained in their tails can be used to make
an antidote.
- Radscorpion
- 26 hit points, 110 xp
- Weapon: tail
- Armor: carapace
- Special: poison attack
HUMANS
------
Range from varying (townsfolk) to medium (raiders, guards) to difficult
(Brotherhood Guards) - note that they have no special. Experience earned
is not dependent on the hit points and/or difficulty of the targer.
- Townsfolk
- 10 to 141 hit points
- Weapon: varies (one guy carries a Super Sledge at the Boneyard)
- Armor: varies from none to combat armor
- Raiders
- 12-35 hit points
- Weapon: Pistols, SMG's, various melee weapons
- Armor: Leather Armor
- Junktown City Guards
- 20-50 hit points
- Weapon: Pistols, rifles, shotguns, various melee weapons
- Armor: Leather Armor
- Hub City Guards
- 59 or 83 hit points
- Weapon: Combat Shotguns, Assault Rifles, unarmed/melee weapons
- Armor: Combat Armor or Metal Armor
- Brotherhood Guards
- 35-95 hit points
- Weapon: Miniguns, gatling lasers, assault rifles, one has a rocket
launcher
- Armor: Power Armor/Brotherhood Armor
- COC Techs COC Preists, BOS Scribes annd Elders
- 35-75 hit points
- Weapon: vaires, none to small energy weapons or pistols
- Armor: COC robes (BOS Scribes have bluish or dark purple robes)
FEV creatures & Ghouls
----------------------
This is the direct result of what happens when a normal human is injected
with the forced evolutionary virus. Extremely big and strong, Super Mutants
make a formidable opponent. They are typically seen with floaters and
centaurs, two creatures that the FEV can also spawn. (At least I think so...)
Tim Cain stated that ghouls were victims of radiation poisioning, not victims
of the FEV virus on an IGN post. It turned out that the ghouls were former
inhabitants of Vault 12 (where Necropolis is at). Vault 12's doors never
functioned, therefore Ghouls are victims of radiation poisoning. Many thanks
go to Eric Wills (lord_xeen@hotmail.com) and Tim Cain for contributing to
this.
NOTE: I have found evidence that supports both approaches to how ghouls
were formed: Either speak with Talius at the Boneyards or see what
happened to the inhabitants of Vault 12.
The FEV was designed at the place now known as the Glow with hopes of
creating a super soldier. The virus makes the humans stronger, but lowers
intelligence and in its current state, makes them sterile.
- Super Mutant
- 40-140 hit points, 250-500 xp
- Weapon: any big gun or large energy weapon (or unarmed)
- Armor: green - very lightly armored
black - somewhat armored (miniguns/SMG's don't work
that well against them)
- Ghoul
- 12-100 hit points
- Weapon: same as humans, except they cannot use big guns or
large energy weapons.
- Armor: none
- Glowing Ghouls
- 36-60 hit points
- Weapon: same as humans, but I've only seen unarmed so far
- Armor: none
- Special: They can radiate you!
If you use the geiger counter, you'll see about
5 to 10 rems. (Estimate here)
- Floaters
- 50-75 hit points
- Weapon: Some weird appendage that I have no knowledge of
(it's reasonably powerful and can knock you over)
- Armor: thick skin (like master)
- Special: I'm not sure, but they can poison you.
- Centaurs
- 94-130 hit points
- Weapon: Teeth, virtually the same knocking-over capabilities of its
"floating" bretheren
- Armor: thick skin, but not as thick as Floater skin
- Special: Same as floaters (I think)
You'll only see Centaurs and Floaters in random encounters or
in the first level of the Cathedral.
ROBOTS
------
Robots - in a post nuclear game. They are either found in the Glow
or in the two mutant bases. Pulse grenades do the best job, but
plasma grenades and energy weapons should also do the job.
- Sentry Robots (tan)
- 40 hit points, 175 xp
- Weapon: Unarmed
- Armor: Steel
- Floating Eye Robots (red)
- 60 hit points, 275 xp
- Weapon: Unarmed
- Armor: Steel
- Sentry Robots (black) / Robobrains
- 80 hit points, 300 xp
- Weapon: Rifles or Shotguns
- Armor: Strong Steel
- Mr. Handy
- 113 hit points, 400 xp
- Weapon: Minigun
- Armor: Strong Steel
CREATURES OF THE WASTES
-----------------------
Creatures that wander around the wasteland, and don't fit under a
particular classification.
- Deathclaw
- 225 hit points, 1000 xp
- Weapon: claws
- Armor: thick skin (don't be fooled - very strong)
- Special: none. Nope, it cannot blind you, etc.
Deathclaws are very strong and deadly creatures. Fighting one by
itself isn't too hard with decent small guns skill, but fighting
many is difficult. If you give Ian the .223 Pistol and Tycho the
Sniper Rifle, then the two make an excellent Deathclaw-killing
squadron. They (deathclaws) have an insane amount of action points,
so watch out!
- Mantis (found outside)
- 20 or 30 hit points,
- Weapon: appendages
- Armor: exoskeleton
- Special: only found in random encounters
- Dogs
- 14 hit points
- Weapon: teeth
- Armor: fur
RANDOM ENCOUNTERS
-----------------
These can be good or bad. Generally, good encounters can be identified
with a cross, while bad encounters can be indentified with a lightning
icon. Good encounters can be found with high luck and perception.
Good Encounters (most in Desert)
- Talking Cows: I don't know what this means. Ignore the message about
something going wrong. I think it is a possible reference
to Mad Cow disease or something.
- UK Police Box: Go to it, and the box disappears, and a motion sensor
appears. Desert only. Reference to the popular 1970's
'Dr. Who' show in England.
- Bob's Used Cars: Inside his shack, thhere are two guns. In a crate to
the left is the Red Ryder LE BB gun and in the footlocker
there is a standard Red Ryder BB gun as well as 100 BB
pellets.
- Footprint: Has a Stealth Boy on the ccorpse on the footprint. Occurs in
the desert. Possible reference to Godzilla.
- Overturned truck: Contains a box withh loads of money.
- Bob's Used Cars: If you pick the lockked door and open it, you'll find
both the Red Ryder BB and LE BB guns.
- Aliens: You can find the alien blasteer along with a portrait of Elvis
in the ship. Reference to the 1947 Roswell incident.
- Patrick the Celt: You don't need highh luck for this one. He'll give you
directions to places. You can ask him to sing a song
to you in Gaelic, and your Charisma will increase by
one. Identified with the lightning icon and he is found
in the mountains.
Bad Encounters (can occur anywhere)
- Random critters, from rats to deathcllaws
- Raiders and Thugs attacking you
- Raiders and Thugs attacking peasants or each other
- Dehydration (Don't worry if it says yyou lost health points. There isn't
a health point statistic in the game.)
- Rough terrain (only in mountains)
- Nausea (happens when radiation is in your system)
- Town guards (if traveling close to ciity)
- Caravans
- Dead traveller (sometimes accompaniedd with critters). Usually, the
corpse has some items in it.
- Caravan guard, deathclaw ate his caraavan. At least he'll give you his
equipment, so it isn't too bad. Good for a scare, though.
- Fisherman and his son (only at coastaal areas)
BUGS PRESENT IN VERSION 1.1
---------------------------
Even with the patched release, Fallout contains several bugs. Here is a list
of a few of them (included are workarounds, if necessary):
- You can barter and steal over your maaximum weight limit. It's corrected
in Fallout 2.
- Irwin's quest takes about 14 days. Buut on the Pip-Boy, it will only
subtract two days until the deadline for the Vault to run out of
water.
- Using Power Armor and drugs can get yyou perks that you were not entitled
to getting.
- If you offered to scout out the northhern area for Maxson, destroyed the
Military base, told Maxson that the (imploded) base is crawling with
mutants and were asked to go to the Elder meeting, this causes an endless
conversation. After you enter the Elder meeting room, the elder on the
bottom left will continue to congratulate you.
Workaround: Right after the elder finishes talking, hit 'A' to go into
combat mode and run away. This works. Alt-Tabbing during
the conversation seems to make the problem go away.
- There are some Brotherhood of Steel aand Shady Sands ending irregularities.
Sometimes it seems quite strange when the Brotherhood takes over NCR
when Shady Sands gets taken over by mutants (and doesn't start NCR).
- It's possible to gain two Luck from CChuck, the fortuneteller in Adytum
if you choose the right conversation path.
- One of the FAQ readers told me that tthe bridge guard wouldn't move after
you've told him even with version 1.1. The only workaround is to kill the
Gun Runners and then take care of the Regulators by yourself (without the
Blades assisting you). I personally haven't had this problem myself.
FALLOUT TECHNICAL MANUAL
========================
This section of the guide covers patch versions, bugs, system requirements,
and information for setting up Fallout on Linux/UNIX OS's and Windows NT
and its derivative OS's.
OFFICIAL FALLOUT RELEASES (GAME VERSIONS)
------------------------------------------
- Version 1.0: Initial North American rrelease. (Fallout 'Gold')
- Version 1.1: Updated North American rrelease. Corrects lots of bugs
and removes the time limit.
- Version 1.2: European release. I thinnk it fixed some more bugs in
version 1.1 (probably new ones were made in the process).
Children are removed in the game, and possibly the violence
and language filters are toned down.
PATCH INFO
----------
First of all, do NOT patch version 1.2!
Several speech bugs fixed.
Radiation increasing your stats has been fixed.
Once you return the water chip, there is no requirement for you to complete
the quest to kill the Master and the blow up the Military Base in a
certain amount of time. (Without the patch, it is 500 days if you didn't
take the water caravan or 400 days with.) However, there is a 13 year
time limit in the game engine.
The NPC duplicating bug has been fixed.
Increases the stability of the game.
Increases save/load times.
However, some bugs aren't fixed. The Stealth Boy can turn into a motion
sensor if you turn it on and save in combat...hasn't occured to me. It
could happen with Fallout v.1.0. Here are some bugs in Fallout v.1.1.
- You can barter and steal over your maaximum weight limit. It's corrected
in Fallout 2.
- Irwin's quest takes about 14 days. Buut on the Pip-Boy, it will only
subtract two days until the deadline for the Vault to run out of
water.
- Using Power Armor and drugs can get yyou perks that you were not entitled
to getting.
- If you offered to scout out the northhern area for Maxson, destroyed the
Military base, told Maxson that the (imploded) base is crawling with
mutants and were asked to go to the Elder meeting, this causes an endless
conversation. After you enter the Elder meeting room, the elder on the
bottom left will continue to congratulate you.
Workaround: Right after the elder finishes talking, hit 'A' to go into
combat mode and run away. This works. Alt-Tabbing during
the conversation seems to make the problem go away.
- There are some Brotherhood of Steel aand Shady Sands ending irregularities.
Sometimes it seems quite strange when the Brotherhood takes over NCR
when Shady Sands gets taken over by mutants (and doesn't start NCR).
- It's possible to gain two Luck from CChuck, the fortuneteller in Adytum
if you choose the right conversation path.
- One of the FAQ readers told me that tthe bridge guard wouldn't move after
you've told him even with version 1.1. The only workaround is to kill the
Gun Runners and then take care of the Regulators by yourself (without the
Blades assisting you). I personally haven't had this problem myself.
- There's no way to finish the Spy in tthe Followers quest. The quest was
removed from the game sometime during the development of Fallout. The
patch won't fix the issue.
- Whenever you fight the Master he summmons Nightkin to come and attack you.
You can save the game and load it, and then the Nightkin will be gone.
CHEAP TRICKS
------------
For starters, the easiest one is to swindle the shopkeepers in the game.
For example, you can sell a stimpack to a shopkeeper for $100 and buy
it back for $80! Repeat until you have enough money or are just tired.
Works on all versions.
You can use drugs and get perks that you normally aren't entitled to
getting. This is good for obtaining slayer and sniper. Power Armor
also should get you perks.
Every time you go in the Deathclaw cavern, you'll get 800 experience.
You can leave and ask Slappy to take you there again, and you'll also
get the experience! Works on version 1.0 only.
You can take the Gifted Trait and then use the Mutate! perk to change
Gifted into another |
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