Dec 24, 1998 - Fallout 1 Walkthrough For PC 1.6

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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, normalfallout 1 on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.
   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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