|
Dec 25, 1998 - Fallout 1 Walkthrough For PC 1.5Back
- Go to the south end of Old Town and talk to Slappy. Slappy will send you
to Harold. Give Harold $5 and ask him about the Deathclaw. Go back to
Slappy and ask him to take you to the Deathclaw cavern. When you get
there, immediately leave.
- Go to the Crimson Caravan and take evverything from Demetre's desk and
if you're male, screw Keri.
- Leave the Hub, and go to the Brotherhhood.
Brotherhood
- Get the Glow quest from Cabbot.
Glow
- Right before you enter it, use your RRadX pills.
- Use the rope on the metal ladder. Desscend down the crater. Go south, take
a right, and then head north to get to the corpse with the holodisc. Read
the holodisc. Optionally raid Levels 1-6 except for 5, and do not repair
the power generator. Don't attack the robots, either.
Brotherhood
- Give the tape to Cabbot.
- Ask for some weapons and ammo from Taalus, and watch the training on Level 1.
- Go to Vree on Level 3 and ask her forr her mutant autopsies report and
take the computer course. Read the report about the autopsies. Also, talk
to Sophia, ask about Brotherhood history, and read the holodisc that she
gives you.
- Go to Maxson on Level 4, offer to scoout the northwest for free, and ask for
some weapons. Also, be sure to ask him about the Brotherhood and read his
holodisc.
- Repair the Power Armor on Level 3. Geet the systolic motivator from Michael.
- Go to Level 2 and into your room (toppmost room). Dump all of your holodiscs
and useless items except for Vree's disc into one of the lockers. Leave
the Brotherhood for Necropolis.
Necropolis (optional)
- Don't kill anyone. Navigate the sewerrs and offer to fix the water pump
for the underground ghoul leader. Don't kill any rats, and get the parts.
Once you get the parts, bull**it Harry and fix the water pump. Also, be
sure that you free the ghoul prisoner. Optionally get the water chip.
If you do get the chip, return it to the Vault. (You've got Power Armor
or at least Brotherhood Armor, so the rats shouldn't do much damage,
or any damage for that matter.)
Junktown/Hub (optional; on your way to Vault 13)
- Buy some explosives from one of the mmerchants from either city.
Shady Sands (optional)
- Solve the radscorpion problem by bloccking the cave. Place the dynamite
as close to the weakened wall as possible (it should tell you this
in the description of the wall).
Vault 13 (optional)
- Do the sidequests and return the wateer chip.
Shady Sands (optional)
- Get the quest to find Tandi from Araddesh and Seth.
Khan Raider Camp (optional)
- Talk Garl into releasing Tandi or barrter for her release.
Shady Sands (optional)
- Return Tandi to Aradesh.
Boneyards
- Get your fortune told from Chuck.
- Go to the Followers' Library. There aare three Children of the Cathedral
robes in a room on the first floor. Here is a rough ASCII map showing
you where the robes are:
room . stairwell * - Nicole
| . to basement
|---- * .
|
| ...
| entrance
|-------------
The robes are on the south end. Also, be sure to ask Nicole about the
location of the Cathedral. Don't ask for assistance, however. That
complicates things a bit.
- Go to Adytum, and go to Tyne, the merrchant. Get one plastic explosive
in case. (Tyne's in the basement in Adytum; the stairwell is in a shack
to the northwest of the entrance to Adytum.)
- Partially complete the Deathclaw quesst (get the parts for Miles). It's
a good idea to have Power Armor for this one. If the Deathclaw comes
towards you, run away.
Cathedral
- Go speak with Sister Francis or Ton aand barter for a red Cathedral pass.
Use the pass to open the locked door. Put on your robes and go to the
fourth floor.
- On the fourth floor, lockpick the foootlocker and get the electronic
lockpicks. Go back on the first floor and lockpick the door next to
the door that you opened with the red pass. If you can't lockpick
the door, then use explosives. They will open the door. And if you
haven't done so, immediately put on your robes.
- Blow up the Cathedral by talking the Master out of his plans. Be sure
to get the Psychic Nullifier, free the prisoners, and hack into the
computer on Level 1. Also make sure that you have at least read Vree's
mutant autopsies.
Military Base
- Walk around the complex in the world map until it is midnight. Then
enter it.
- Use the radio to bull**it the mutant guards. Choose the last option.
After the mutants leave, use the electronic lockpicks to open the
door. Enter the base.
- On Level 1, hack into the computer annd head for Level 1 and go to
Level 3. After you get in Level 3 and pass the forcefield, put on
your robes. Go to Level 4.
- On Level 4, repair Mr. Handy and bloww up the Military Base using the
Infiltration Approach.
DIMWIT
------
Playing with a character with an Intelligence less than three...and getting
high on Mentats...and on perks...
Vault 13
- Kill all of the rats. Wait for a day,, and go back to the Vault. Go to
the water storage room and take their Mentat pills. Head for Shady Sands.
Shady Sands
- Take a Mentats. Do all of the stuff tthat you would normally do, but don't
read the books yet. Be sure to steal lots of money from the villagers...
you'll need to. After you level up to 3, you can take the perk "Smooth
Talker" if you want to have "normal" dialogue conversations.
ENDINGS
=======
Well, this is what I view as the ultimate spoiler.
- Mutant armies are drawn away, they esscape to the west. Happens
regardless to what you do.
- Necropolis
- Rediscover engineering, create new technological breakthroughs.
Happens if you fix the water pump and enter Necropolis before
the 88 day limit.
- Necropolis is invaded by mutants. Happens if you...
1) take the water chip and not fix the pump.
2) enter Necropolis after the 88 day limit.
- Boneyards (Followers)
- Nothing. Happens if you visit them and complete the game in
less than 88 days.
- Followers are invaded by mutants. Happens if you take longer
than 88 days to destroy the mutant threats.
- Shady Sands
- Aradesh and Tandi start the NCR. Happens if you kill the
radscorpions and return Tandi after getting the quest.
- Shady Sands falters, has bad start. Happens if you kill Aradesh.
- Shady Sands is invaded by mutants. Happens if you take a long
time to complete the game and you kill everyone there. (I'm not
sure about this one.)
- Junktown
- Killian establishes firm control over Junktown and life
is fair and safe under his law. Happens if you kill Gizmo.
- Gizmo establishes control over Junktown, expands casino,
and dies while choking on an Iguana-on-a-Stick. Happens if
you kill Killian.
- Brotherhood of Steel
- Assist NCR in bringing technology. Happens if you join
the Brotherhood.
- Take over NCR and start the 'Steel Plague.' Happens if you
kill Rhombus.
- Hub
- Nothing. Happens if you complete the game in less than 88 days.
- Hub is invaded by mutants. Happens if you complete the game if
you take more than 88 days to destroy the mutant threats.
- Raiders
- They break up with the death of Garl. Happens if you kill
Garl.
- The raiders continue to terrorize the local people. Happens
if you visit the Raider camp, but in the process you don't
kill Garl.
- You
- Your involvement with the communities is documented by future
historians. However, nobody knows what happened to you.
What actually happens is that the Overseer kicks you out. He'll
say that you know too much about the outside world and he is
afraid that you will kill the other Vault dwellers.
If you have the trait 'Bloody Mess' or have the karmic title
'Berserker,' your character pulls out a .44 and blows the
Overseer away. Alternatively, you can leave a gun in one of your
item slots, and after the Overseer finishes talking, you can
enter combat mode, switch to your weapon, and then blow him away.
Your character starts the community called Arroyo, and the
overseer is court marshaled and is banished or executed, I don't
know. Eventually, you'll learn that the Vaults were all a special
case involving the government. This plot is finely displayed
in the sequel...Fallout 2, the post nuclear adventure set 80 years
ahead of Fallout.
If you don't go to a specific area, then you won't see the ending for
the area.
TACTICS
=======
Here are some general tips to fine-tune your combat. Also included is a
boss guide.
GENERAL TACTICS
---------------
- You can cripple your foe at five poinnts if you score a critical while
aiming at their legs, arms, or eyes. If you cripple your foe's legs,
he or she will have a hard time walking around. If you cripple one of
the enemy's arms, then he or she won't be able to use two-handed weapons
(and of course, if you cripple both of them, then the enemy will have to
resort to unarmed attacks). If you cripple your opponent's eyes, then he
or she will suffer from reduced Perception levels.
- Aiming for the eyes usually gives a hhigh critical chance and does gobs of
damage. Also, on male NPC's, hitting them in the groin makes them fall
down.
- Always use the right weapon for the jjob. Sometimes, a .223 Pistol won't
do you that much good (i.e, long range combat) while the Sniper or the
Combat Shotgun will work well.
Generally, burst weapons do peanuts for damage against armored targets.
For example, lasers are good against leather armor, but don't do much
damage against critters with power or metal armor. And burst weapons,
well, you can just forget about them. Don't confuse this info with aimed
shots, however. You can do heaps of damage with an aimed shot, especially
to the eyes or head, regardless of what weapon you use or what armor the
target is wearing. You can pacify mutants with Desert Eagles and 10mm
pistols if you keep on aiming for the eyes.
And it is pointless to waste precious ammunition against little critters
like rats. Always go for unarmed/melee attacks if you can. If you have
a Super Sledgehammer and Power Armor, then you can kill the Deathclaws at
the Boneyards without much trouble.
- Also use the right ammo for the job aas well. AP ammo might seem to be
better than JHP ammo while hitting armored targets, but the game engine
always gives lots of negative modifiers to damage with AP ammo. AP ammo
penetrates better than JHP ammo, but always use JHP. It's the best type.
FMJ isn't that bad either. The only exceptions to the rule seem to be
AP and Explosive rockets, which to me seem to deal about the same amount
of damage.
BURST WEAPON TACTICS
--------------------
- You can give your shots "up close andd personal." This works well in the
early game. Garl, the raider leader, can be killed in one hit...without a
critical! (I once did 71 hp damage to him w/o critical using JHP rounds
and 54 using AP rounds)
- Burst shots have a wide area of effecct. If an ally is in the middle, you
might want to not do a burst shot. Here is an example of the
"burst cone:"
X (you)
|
/
/ |
/ |||
/ |||||
/ |||||||
Area of effect
This is why giving the shots "up close and personal" deals gobs of
damage. The shots saturate the target with bullets, dealing an immense
amount of damage. If you attack multiple characters at range with
a burst shot, then both will get hit.
- If the target is heavily armored, donn't use burst shots. You will see
this happen to you when you get power armor and mutants are trying to
kill you with miniguns.
SNIPER TACTICS
--------------
- Sniping is a good idea for immobile ttargets, such as the master, or
against unarmed critters. It is also good for long-range combat.
- Sniper Rifles, Hunting Rifles, and Asssault Rifles are your best bet for
long range sniping. However, the Sniper Rifle is the best. You can also
use the Assault Rifle in the burst mode.
The Sniper works well against any target, even if it is armored or not.
It has a damage range between 14 and 34 hp, compared with (max) 16 with
the assault and 20 with the hunting rifle.
Hunting Rifles work OK on lightly armored targets. The Assault rifle is
all right for mid-armored targets and good for bursting on lightly
armored targets.
- You can use a Combat Shotgun for shorrt distance sniping, such as fighting
unarmed or melee-weapon using mutants or humans. It is the best weapon
for mid armored targets, and is excellent for short range control. It
works well in conjunction with Power Armor when fighting Decker, and can
even be used to pacify Deathclaws.
If you get your hands on the .223 Pistol, it is even better than the
Combat Shotgun. The only drawback is that it is less accurate and it has
only a 5 ammo magazine. This gun eliminates the need for energy weapons
later on.
In general, combat shotguns and the .223 pistol are extremely effective
in short-range combat, like the fights in the Hub.
- If you have a high energy weapons skiill, get a Plasma Rifle. No armor can
withstand Plasma damge well. I got 132 hp on an eye shot on a Deathclaw
once. The Turbo Plasma Rifle only costs 4 AP's for a single shot!
- You can kill Deathclaws easily this wway with a high small guns skill and
high luck. Get a sniper and/or .223 pistol, cripple their legs, and then
go for head and eye shots when they are down.
In general, the above tactic works well against unarmed people and shines
when used in tandem with a super sledgehammer. (You can hit them, run
away, and hit them again while conserving ammo. The spiked knuckles work
well here.)
- If you have good small guns skill (1220%+), then go straight for aimed
shots. 150%+ should give you a 95% chance to hit anywhere at decent range,
even at night.
- If you use long-range weapons, you'lll get a negative modifier if you are
attacking critters at really close range. This is an issue with the
Fallout combat engine.
MELEE TACTICS
-------------
- If you have a sledgehammer, use the wweapon against unarmed critters. Aim
for the legs. After they have been crippled, you can score aimed shots to
the head and eyes easily. Rippers work just as well.
- If you have Power Armor and have spikked knuckles, then you can use those
against any critter...regardless of their armor. I dealt 46 damage to a
Deathclaw once (critical to the eyes). Power fists are even better, and
can kill scores of enemies. Ditto for Super Sledgehammers and Rippers.
CATHEDRAL / MILITARY BASE TACTICS (Cowboy approach)
----------------------------------------------------
- It is recommended that you bring the water chip to your Vault and kill
the Regulators. Their metal armors sell well, and you need the experience.
- If you want to assault the base, heree is a good list on what to bring.
This might be a bit steep, but if you do kill the regulators, there
are many metal armors and they sell for $1000.
You: Advanced Power Armor, 2 Psychos, Turbo Plasma Rifle, 300+ cells,
80+ stimpacks
Ian: .223 Pistol, 300+ ammo, 30+ stimpacks
Tycho: Sniper Rifle, 300+ ammo, 30+ stimpacks
Katja: SMG, 600+ ammo, 30+ stimpacks
- Enter the Military Base at night, aroound midnight. There are few guards
in the base.
- Guard Tycho and Ian; they don't have much armor and their weapons deal
quite a lot of damage. If they die, be sure to take Ian's and Tycho's
weapons.
- There are many, many, many mutants thhere. Here is a list of what I think
is there.
Cathedral:
- Level 3: about 15 mutants, several robots and COC techs plus the Master
- Level 2: 5 mutants, some scientists and COC chanters
- Level 1: 2 mutants, one COC member, several centaurs and floaters
- Ground floor: 1 nightkin, lots of humans
- 2nd floor: 2 nightkin, one COC member
- 3rd floor: 3-4 nightkin
- 4th floor: 3 nightkin, Morpheus
Military Base: (night)
- Outside: 4 mutants
- Level 1: 10 mutants, 3 robobrains
- Level 2: 15 mutants, 2 robobrains (note: two mutants were dead...because
of what I don't know.)
- Level 3: 5 mutants, 1 human
- Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus
lieutenant
Military Base: (day)
- Outside: 4 mutants
- Level 1: 13 mutants, 3 robobrains
- Level 2: 13 mutants, 2 robobrains
- Level 3: 5 mutants, 1 human
- Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus
lieutenant
NOTE: The mutants on future levels will regroup after attacking. This
holds true for the night approach.
Also, if you kill the mutants within three turns, then they
won't set off the alarm. (In other words, one fistfight can
last up to three turns.)
BOSS TACTICS (or big creature tactics)
--------------------------------------
Fallout doesn't really have any bosses, but it does have its share of
powerful opponents that you will meet in the game. This section has
strategy information for the biggest of the bad guys.
- Garl (The Raider Leader)
------------------------
Hit points: 70
Armor : Metal Armor
Weapon : Desert Eagle .44
Difficulty: Hard
Watch out...this is one of the two fights that can result in your death.
Since you are attempting this fight in the early game, it is quite
difficult. Equip the SMG and go burst right in his face. And, as always,
use stimpacks...but in this case, frequently.
Garl also has about 14 allies, which are fairly easy kills. The only ones
that should give you trouble are those that weild guns, like Petrox,
Tolya, and his female raiders.
Ian comes in real handy during this battle. The fight is difficult, but
with the amount of equipment that you'll gain, is well worth it.
- Gizmo (The Casino Owner)
------------------------
Hit points: 70
Armor : None
Weapon : Mauser 9mm
Difficulty: Stupid Easy
This guy is really easy. You'll get two good allies, plus Ian and Tycho
and Dogmeat. Just attack Gizmo first, and later Izo. Izo has 50 hit
points, metal armor, and is unarmed.
- Decker
------
Hit points: 50-95
Armor : Vaires; none to leather armor
Weapon : Strong pistols/strong melee
Difficulty: Medium
This is the last one of the death fights. You'll have Ian, Tycho, Dogmeat,
and two Hub Police guards, but they don't have many hit points. Decker's
guards are somewhat tough, and Kane has 95 hit points and somehow seems
difficult to kill. Also, one has a sledgehammer. You might lose Dogmeat
in this battle.
- Deathclaw (at Hub)
------------------
Hit points: 225
Armor : Strong Skin
Weapon : Claw
Difficulty: Somewhat easy
Actually, this fight is pretty easy...you can do the job in Metal Armor and
semi-decent big guns skill, something like 35%. Get Jake's Rocket Launcher
and pummel that deathclaw down...
Sniper Rifles and Combat Shotguns in conjunction with Combat Armor work
well.
Aim the shots (if you have the sniper) at the Deathclaw's legs or eyes. You
can cripple his legs, and then it will be quite easy.
- The Lieutenant of the Mutant Armies ((aka Lou)
---------------------------------------------
Hit points: 250
Armor : Unknown, equivalent of Brotherhood Armor
Weapon : Gatling Laser
Difficulty: (Him: Easy)
(His mutant troopers: Difficult)
This brute is pretty tough, and has two super mutants on his left and right.
Both have about 80-90 hit points and wield gatling lasers and rocket
launchers. One great tactic is entering combat mode, running up in front of
him, and using the .223 Pistol at the eyes. The Lou will attack, and so will
his guards. Since the guards' weapons have the 'area' effect, they will work
wonders on the lieutenant. His armor cannot withstand rocket launcher damage
well. This fight is pretty difficult, but with Power Armor, a strong weapon,
and several stimpacks, it will be well worth it.
The .223 Pistol, the Combat Shotgun, and Sniper Rifles are excellent small
arms choices for this fight. If you have a Plasma Rifle with you, then the
fight would be even easier.
It is also a good idea to pick the Rocket Launcher and Minigun from dead
troopers. Miniguns work wonders on the mutants with minimal clothing.
Your main worry for this fight is the chance that the enemy will score
critical hits. Since they wield huge weapons, there is a small chance of
survival, and it is advisable to save often.
- The Master of the Mutants
-------------------------
Hit points: 500
Armor : Thick skin
Weapon : Twin Gatling Laser cannons with unlimited ammo
Can spawn mutants at will (they have 50 hit points and good
weapons)
Difficulty: (Him: Somewhat Difficult)
(His mutant troopers: Difficult)
Two things: Plasma Rifle and Power Armor. Or if you have excellent small
arms skills, a .223 pistol and a sniper will also work well.
These two will kill him in an instant, and since he is immobile, you can
use the columns to your advantage. This is what to do:
X (Master)
O O (Columns)
* (You)
Stand behind one of the columns, and when it is your turn, go move out one
hex, aim for his eyes (with decent skill) or just attack him, and then
fall back. This trick is guaranteed to work, and you will have a clear
line of fire for the mutants he spawns.
This method takes time, but with criticals, he is toast. I scored 119
points on him once at the eyes. Pretty much, you can devastate the entire
cathedral with about 300 cells, 35 stimpacks, Power Armor, and of course,
the Plasma Rifle. If you have an extremely high critical chance (or have
leveled up enough to get 'sniper'), you can use a gatling laser from the
dead body of a mutant. Gatling lasers deal a lot of damage with
criticals...it is entirely possible to kill the master in two hits.
Again, your main worry is that the master or his mutants might score a
critical against you.
NOTE: According to Eric Wills, this guy is what became of Richard Grey.
Earlier, it was stated that Grey was the Lieutenant of the mutant
armies.
NOTE: This is the actual text from Bernardo Barros, as he had more info
to give:
"Actually, it's half-true. On the military base, when you access the
Vats computer, you can search the logs. There are two that are
useful: Maxon's and Grey's. Maxon's diary was written by Captain
Maxon, who founded the Brotherhood of Steel (he's related to General
Maxon). It says all about the true circumstances of the foundation of
the Brotherhood. Grey's diary was written by Harold's missing friend
[Harold is the ghoul who lives on the Hub (Old Town) and tells you about
the deathclaws - he mentions Dr Grey if you ask him about his story, he
also says how he lost contact with him while raiding a certain "military
base"]. It says Grey started mutating, he found out about the FEV while
in there, he started his wicked plan and then looked for another suitable
base of operations (which happens to be the Cathedral). However those things
only serve your own curiosity, since nobody cares about it (I tried Harold;
General Maxton and his assistant; Vree; and the Elder who talks to you)."
Deathclaws (at Boneyards)
-------------------------
Hit points: 225-320
Armor : Strong skin
Weapon : Claw
Difficulty: With .223 Pistol: somewhat easy
With Combat Shotgun: between medium and hard
This fight is pretty difficult if you are stuck with the combat shotgun and
combat armor. This fight is also relatively easy if you have the .223 pistol
and power armor. Keep on aiming for the eyes, and you'll guzzle up about 10
stimpacks in no time. Deathclaws don't deal much damage to you (5 tops)
with power armor, and with hardened it is almost nil, but you've got to
watch out for the critical attacks.
Once I played it and there were three Deathclaws on the ground floor.
The second time, there were two. This could be due to the difficulty
setting...
You also have to know that the deathclaws will respawn (i.e., more will come)
after about one to two hours if you kill the critters on the ground floor and
forget about the deathclaw mother and the deathclaw eggs on the basement
floor. This is a good way to get heaps of experience since one deathclaw is
worth a thousand experience a pop.
APPENDIX
========
Contents:
1. Quest/Experience Table (gives quest name and brief discription)
2. Armor/Items/Weapons/Chemicals list
3. List of NPC's with their respective pros/cons
QUESTS/EXPERIENCE TABLE
-----------------------
Pretty much, this section gives you info about quests in Fallout.
'kxp' denotes experience that you get from kills.
Some of the information given might be inaccurate.
- VAULT 13
--------
- 500 kxp - Kill all twenty rats in the Vault 13 cavern.
- 750 xp - Calm the rebel faction by talking with Theresa.
- 700 xp - Access both of the learning terminals at the Vault 13
library.
- 1000 xp - Catch the water thief.
- 7500 xp - Return the Water Chip to the overseer.
- SHADY SANDS (First Visit)
-------------------------
- 250 xp - Speak with Katrina. Choose the dialogue "Please Help Me..."
and ask everything that appears in the menu.
- 100 xp - Convince Ian to join your group.
Reward: Ian joins your group
- 990 kxp - Kill all nine of the radscorpions in the radscorpion caves.
Ask Seth to send you there. Also, take the tail off of one
dead radscorpion.
- 500 xp - You will get this after you kill all nine of the
radscorpions.
- 250 xp - Make a radscorpion poison antidote. Speak with Razlo during the
day and tell him that you have some radscorpion flesh.
Reward: Antidote against poison.
- 400 xp - Heal Jarvis, Seth's brother. He is suffering from the
effects of the radscorpion poison; use the antidote that
Razlo gave you on him.
- 500 xp - Tell the farmer in the brahmin-pen area of Shady Sands about
crop rotation. You'll need high (40%+) science skill in
order to do this.
- VAULT 15
--------
- 365 kxp - Kill all of the rats on Level I.
- 525 kxp - Kill all of the rats on Level II.
- 840 kxp - Kill all of the rats on Level III.
- 500 xp - Reach the command center. It is buried under rock.
- SHADY SANDS (Second Visit)
--------------------------
- 0 xp - Get quest to release Tandi from the Khan raider camp.
Reward: Spear, two Stimpacks
- KHAN RAIDER CAMP (First Visit)
------------------------------
- 400 xp - Release Tandi without using any violence
Reward: Tandi joins your group
- SHADY SANDS (Third Visit)
-------------------------
- 500 xp - Return Tandi to Shady Sands.
Reward: 500 dollars
- KHAN RAIDER CAMP (Second Visit)
-------------------------------
- 1125 kxp - Kill all of the Raiders.
- 400 xp - Free the two female slaves that Garl is holding.
- JUNKTOWN (experience for killing Killlian and Neal is not available)
--------
- 400 xp - Kill the assassin - 250 kxp - Kill the assassin
- 500 xp - Secure Gizmo's confession.
Reward: Choice of shotgun and 100 shells
Leather Armor
Doctor's Bag
20 stimpacks
- 600 xp - Kill Gizmo and speak with Lars after you assist Junktown's
guards in the death of Gizmo.
Reward: $500
- 425 kxp - Kill Gizmo and Izo.
- 300 xp - Talk with Tycho; ask him to teach you some
survival skills. Also ask him to join you.
Reward: 5% increase to outdoorsman. Tycho joins your group.
- 1000 xp - Save Sinthia from the crazed raider.
Reward: One free room at crash house
- 100 xp - Get Dogmeat out of Phil's house.
Reward: Dogmeat joins your group.
- 400 xp - Steal Neal's urn and give it to Vinnie.
- 185 kxp - Kill the Skulz.
- 300 xp - Kill the Skulz.
- 500 xp - Speak with Lars after you assist Junktown's guards in the
death of the Skulz.
- 250 xp - Straighten out the issues between Saul and Trish.
- 600 xp - Kill Killian for Gizmo. You'll kill most of Junktown this
way as well.
- 530 kxp - Kill Doc Morbid and his guards.
- HUB
---
- 345 kxp - Kill Lorenzo and his guards at the FLC.
- 975 kxp - Kill Hightower and his guards.
- 600 xp - Tell Decker that you have killed Hightower.
Reward: $3000
- 575 kxp - Kill Priestess Jain and her minions.
- 700 xp - Tell Decker that you have killed Jain.
Reward: $5000
- 980 kxp - Kill Decker.
- 1400 xp - Help the Hub police eliminate Decker.
Reward: $1300. If ask Beth about Decker and tell her that
you killed him, she'll give you six stimpacks.
- 500 xp - Blackmail Iguana Bob.
Reward: A payment of $50+ every five days.
- 800 xp - Enter the Deathclaw cavern.
- 1000 kxp - Kill Deathclaw.
- 300 kxp - Kill the dying mutant.
- 1000 xp - Tell Butch and Rutger that mutants are causing the caravan
disappearances.
Reward: $800, 15% discount at Beth's Weapon Shop
- 100 xp - Lockpick all of the doors at Thieves' Circle
- 900 xp - Talk to Loxley and agree to find Hightower's necklace
Reward: Lockpicks, flares
- 500 xp - Give Loxley the necklace.
Reward: $3000, Electronic Lockpicks
- 570 kxp - Kill Raiders at Irwin's house.
Reward: .223 Pistol
- 2000 xp - Buy water from the Water Merchants.
Reward: 100 extra days until water runs out at Vault.
400 days (instead of 500) for you to kill the
Mutants. This doesn't apply for Fallout 1.1.
- BROTHERHOOD
-----------
- 2000 xp - Successfully complete the Glow quest.
Reward: You join the Brotherhood.
- 100 xp - Read the ancient Brotherhood tape.
- 500 xp - Watch the initiate combat training.
Reward: 5% Unarmed, 5% Melee skill increase
- 500 xp - Repair the Power Armor on Level 3.
- 100 xp - Read Vree's autopsy report.
- 580 kxp - Kill Raiders at the Hub.
- 1500 xp - Tell Talus that you have freed the initiate and
accept the award.
Reward: Rocket Launcher
Laser Pistol
Super Sledgehammer
Power Armor (15+ karma only)
- 1500 xp - Notify the Brotherhood of the military base.
Reward: 4 paladins for military base assault
- GLOW
----
- 1425 kxp - Kill all of the robots on Level 2.
- 950 kxp - Kill all of the robots on Level 3.
- 650 kxp - Kill all of the robots on Level 4.
- 475 kxp - Kill all of the robots on Level 6.
- 1000 xp - Enter Level 5. This is really experience for fixing the
power generator, but you get it if you enter Level 5.
- 1600 kxp - Kill all of the robots on Level 5.
- 400 xp - Read all of the holodiscs that you find here.
- NECROPOLIS
----------
- 3340 kxp - Kill all random critters that attack you. This includes
ghouls, glowing ghouls, and rats.
- 1550 kxp - Kill Super Mutants at watershed
Reward: Four flares, four nuke-a-colas, flamethrower from
the Ghoul in the Followers' library if you tell him
that the mutants in the watershed are dead.
- 1960 kxp - Ask Set for information after you kill the super mutants at
the Water Shed. He'll attack you if you do.
- 1000 xp - Repair the water pump.
- 2500 xp - Find the water chip.
- BONEYARDS
---------
- x520 kxp - Kill all of the deathclaws, the deathclaw mother, and the
eggs. (x = number of deathclaws killed)
- 1000 xp - Notify Gabriel that the deathclaws are dead.
Reward: Discount at the Gun-Runners
Free ammunition and weapons for you (choice 1)
Ammunition, weapons, and armor for the Blades
(choice 2)
- 1305 kxp - Kill all of the regulators.
Reward: 5 stimpacks and money from Michael, MacRae (the door
guard at the Blades) can teach you fighting skills
- 60 kxp - Kill Jon Zimmerman.
- 2000 xp - Razor and the Blades gain control of Adytum. This happens once
you have killed Zimmerman and all of the Regulators.
- 200 xp - Convince Katja to join you.
Reward: Katja joins your group.
- MILITARY BASE
-------------
- 1500 xp - Trick the mutants guarding the entrance.
- 800 xp - Hack into the computer on Level I.
- 2000 xp - Reach the last level, without being caught in the robes.
- 1000 xp - Fix Mr. Handy.
- 1000 xp - Overhear the Lieutenant and Van Haggen's conversation over
Vault 13.
- 10 K xp - Blow up the base.
- CATHEDRAL
---------
- 1650 kxp - Kill Morpheus and his guards.
- 1000 xp - Kill Morpheus.
- 750 xp - Bluff your way past the guards.
- 1250 xp - Hack into the computer on Level 1.
Reward: Location of Military Base
- 2000 xp - Free the prisoners on Level 2.
- 1000 xp - Convince Gideon to give you a Psychic Nullifier.
- 10 K xp - Blow up the Cathedral.
ARMOR, WEAPONS, ITEMS
---------------------
Some notes for this part of the appendix include...
AC: Armor Class (the higher it is, the less likely the enemy will
score a successfull hit)
Normal (N), Laser (L), Fire (F), Plasma (P), Concussion (E)
Contents:
- 1. Ammo
- 2. Armor
- 3. Pistols
- 4. Large Weapons and SMGs
- 5. Rifles and Shotguns
- 6. Energy Weapons
- 7. Unarmed
- 8. Melee Weapons
- 9. Throwing Weapons
- 10. Chemicals
- 11. Items
- 12. Useless Items
AMMO
----
JHP - Jacketed Hollow Point
AP - Armor Piercing
FMJ - Full Metal Jacket
12S - 12 Gauge Shell
MFC - Micro Fusion Cell
SEC - Small Energy Cell
The type of ammunition used will change the amount of damage dealt to
the target. JHP is always the superior choice, followed by FMJ. Forget
AP ammo. AP is, in the first place, more expensive, and although it
does penetrate a bit more than JHP ammo, it deals very little damage.
It's useless against anything - JHP is always superior. Shotgun Shells
deal good damage regardless of the target used, and FMJ is like a
'neutral' ammo - it works okay on both armored and non-armored targets.
It doesn't suffer nearly the damage penalty of AP ammo, but it penetrates
far better than JHP.
As for energy weapons, their real effectiveness depends on the type of
weapon used. For instance, laser weapons aren't as effective as plasma
weapons on armored targets. Plasma is good against anything except for
Tesla armor. The Alien Blaster uses a different technology (and from
the death animations seen from Fallout and Fallout 2, I think pulse)
which is goes through any type of armor. The cells themselves don't
serve as damage modifiers, but are merely power units.
ARMOR
-----
Consider combat armor, which has a damage threshold of 8 hit points
and a damage resistance of 60% against laser attacks. (8 hp/60%)
The way armor works is like this: if you are wearing combat armor
and somebody hits you with a laser rifle, you will receive x amount
less. Say that if you're wearing the Vault 13 jumper, which has
no protection whatsoever, and the enemy uses the laser rifle and hits
you for 42 hit points of damage.
Take the same situation with combat armor on. The armor will naturally
deflect 8 hit points of damage because of the damage threshold. Now
only 34 hit points remain. The armor can resist 60% of that damage.
Multiplying 34 by 60% will give you 20.4, and rounding that down
will give you 20. You'll only take 20 hit points of damage with the
armor instead of 42.
1. Pressed Vault 13 Jumper (starting)
- NO DAMAGE THRESHOLD / RESISTANCE MODIFIERS -
2. Leather Jacket
N- 0 hp / 20% P- 0 hp / 10%
L- 0 hp / 20% E- 0 hp / 20%
F- 0 hp / 10% AC- 8 points
First seen : Vault 15 in locker on 2nd floor
Selling price : $300
Weight: 5 lbs.
First seen: Vault 15, locker in the living quarters to the south
Merchants: 1) Killian, General Store in Junktown
2) Beth, Gun Store in Hub Downtown
Special attributes: If you are a male and are wearing this, at the
Raiders' camp, many people will think you are Death
Hand. Adds several interesting conversation options.
3. Leather Armor
N- 2 hp / 25% P- 0 hp / 20%
L- 0 hp / 20% E- 0 hp / 10%
F- 0 hp / 20% AC- 15 points
Selling price : $800
Weight : 8 lbs.
First seen: Raider camp, standard issue for other Raiders
Merchants: 1) Killian, General Store in Junktown
2) Beth, Gun Store in Hub Downtown
Special attributes: None
4. Metal Armor
N- 4 hp / 30% P- 4 hp / 20%
L- 6 hp / 75% E- 4 hp / 25%
F- 4 hp / 10% AC- 10 points
Selling price : $1000-1670
Weight : 35 lbs.
First seen: Raider camp, Garl is wearing it
Merchants: 1) Beth, Gun Store in Hub Downtown
2) Jake, Jake's Weapons in Hub Old Town
3) Gun Runners, LA Boneyards
Special attributes: None
5. Tesla Armor
N- 4 hp / 20% P- 10 hp / 80%
L- 19 hp / 90% E- 4 hp / 10%
F- 4 hp / 20% AC- 15 points
Selling price: $4500
Weight: 35 lbs.
First seen: Cathedral, Tower level 4
Merchants: None
Special attributes: None
6. Combat Armor
N- 5 hp / 40% P- 4 hp / 50%
L- 8 hp / 60% E- 6 hp / 40%
F- 4 hp / 30% AC- 20 points
Selling price: $6000
Weight: 25 lbs.
First seen: Hub, available for purchase (or you can kill the guards
and swipe the armor).
Merchants: 1) Jake, Jake's Weapons in Hub Old Town
2) Gun Runners, LA Boneyards
Special attributes: None
7. Brotherhood Armor
N- 8 hp / 70% P- 7 hp / 60%
L- 8 hp / 70% E - 8 hp / 40%
F- 7 hp / 50% AC- 20 points
Selling price: Slightly less than standard issue combat armor
Weight: 25 lbs.
First seen: Brotherhood of Steel; anyone in that building who look
like they have combat armor on.
Merchants: None, just ask Talus and he'll give you one for free
Special attributes: None
8. Power Armor
N- 12 hp / 40% P- 10 hp / 40%
L- 18 hp / 80% E- 20 hp / 50%
F- 12 hp / 60% AC- 25 points
Selling price : Not sold, but you can sell it for $12500.
Weight: 85 lbs.
First seen: Brotherhood of Steel door guards; Darrell is only one
wearing airtight helmet
Merchants: None, repair it from Kyle or get the suit after completing
the quest from Talus.
Special attributes: Adds 3 to strength, cannot be taken from dead
wearing power armor, special dialogue options
from people in Hub
9. Hardened Power Armor
N- 13 hp / 50% P- 13 hp / 50%
L- 19 hp / 90% E- 20 hp / 60%
F- 12 hp / 60% AC- 25 points
Selling price : $15000
Weight: 100 lbs.
First seen: Nobody is wearing it, but looks the same as standard power
armor.
Merchants: None, but Miles can harden the regular Power Armor for you
in the Adytown in the LA Boneyards if you fix his hydroponic
farm.
Special attributes: Adds 3 to strength. None other than that.
10. Children of the Cathedral (COC) Robes
Selling price : $90
Weight: 10 lbs.
First seen: Jain is wearing them, pick them up from the Church armory
in the Hub.
Merchants: None
Special attributes : You can completing the entire Military Base level
(required to beat the game) while in the robes by
bull**itting all of the mutant guards by saying
that you are a member of the Children. Those
buggers will believe you. Ditto for the Cathedral.
PISTOLS
-------
1. 10 mm Pistol
Selling price: $450
First seen: You start out with it
Required strength: 5
Damage: 5-12 hp, normal
Range: 25 hexes
Ammo usage: single shot only, can be aimed
Ammo type: AP or JHP 10 mm bullets
Ammo capacity: 12 bullets
Action points used: 5 for single, 6 for aimed
2. 14 mm Pistol
Selling price: $1000-1400
First seen: Buy from Jake in Old Town, located in the Hub. You can also
get it from killing the guards in the Heights.
Required strength: 4
Damage: 12-22 hp, normal
Range: 24 hexes
Ammo usage: single shot only, can be aimed
Ammo type: AP 14 mm ammo cartridge
Ammo capacity: 6 bullets in cartridge
Action points used: 5 for single, 6 for aimed
3. Desert Eagle .44
Selling price: $800< |
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