Dec 26, 1998 - Fallout 1 Walkthrough For PC 1.4

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MILITARY BASE
Notable Areas
1)  Entrance
2)  Military Base
    - Level 1, computer building, small barracks
    - Level 2, armory
3)  Fortress
    - Level 3, holding pens
    - Level 4, vats and lieutenant's quarters

Notable characters
1)  Mutant guards, BS them by saying that you are either a special mutant or
    that you're with the Cathedral.
2)  Flip, large mutant
3)  Krupper, another large mutant
4)  The Lieutenant of the mutant armies
-   Super Mutant Guards
-   Nightkin (outside the base)
-   Children of the Cathedral techniciaans

Stuff to get
1)  Key to arm nuke in the Cathedral

Notes
1)  Fake out the mutants with the radio distress signal.
2)  Either infiltrate the base with the robes, or be high and mighty, taking
    out everything out with the "cowboy" approach.
3)  Hack the computers and disable the security systems.
4)  Blow up the base, of course. (With the correct security code)

NOTE: If you want 1500 experience points for scouting out the base, head
      back to the Brotherhood after you find it or destroy it. If you do
      destroy it, you will lose your chance to obtain three crack assault
      paladins.

      To get the three assault paladins, first speak with Maxson about the
      rumors about a future war. Offer to scout the north for free. You can
      also get a free weapon from Mathia as well. Before you leave the
      Brotherhood for the Military Base, speak with one of the elders, and
      offer to scout the area to the northwest.

      Go to the Military Base and come back to the Brotherhood. Talk to
      Maxson, and tell him that being on the defensive isn't a good strategy.
      You'll be buzzed into a Brotherhood Elder meeting, and you will be
      offered three crack assault paladins who will help you clear the mutants
      standing guard outside of the base. You'll receive an extra 1500 experience
      for getting the paladins.
      
Details for the *pseudo* James Bond approach
---------------------------------------------
When you enter the military base, save the game.

For this mission, don your Power Armor and take out any weapon in your
active weapon slot. Equip your radio in your active slot. Walk your way up,
and the guard will catch you. Tell him that you are either a special mutant
or you are a member of the Cathedral. He'll believe you. (This works with
characters that have relatively high speech skill.)

Now, use your radio to draw off three of the four guards. Here is the
complete conversation: (you'll also get 1500 xp for drawing them off
if you succeed)

Radio: Command to patrol, command to patrol. What is your status? Over.
You  : Command, we are under attack by a large group of armed humans.
       Request assistance. Over.
Radio: Understood, patrol. What are your coordinates?
You  : 4 miles, south-southwest.
Radio: Understood, patrol. We are sending reinforcements.

Alternatively, you can use the radio and tell the radio operator the
dialogue "help...heavy attackers...coordinates 10...argh!" line and
the mutants will get drawn off.

3 of the 4 mutants will get drawn off. The one by the door stays. Talk
to him, and tell him that you are a special mutant for the master. He'll
believe you.

There is a locked door in front of the mutant. Use your electronic lock
picks. Save the game. If the picks don't work, then go behind the mutant
and steal all of his stimpacks and his holodisk. Read the holodisk to
find out the code to the door and enter.

If the mutant catches you stealing, then load the game and keep on trying.
If it still doesn't work after several tries, then you will have to kill
the mutant in less than three turns. That way, the base won't get alerted.
A good method is getting in front of him and bursting him with the combat
shotgun (or another burst weapon).

Open the door which you just lockpicked. When you enter, you'll see two
forcefields. You can pass through them, but will take damage (7-15 with the
Power Armor, 18-25 with the robes). You will have to go to the computer
complex on the right. (There is a mutant with a rocket launcher guarding
the complex.) BS him again. If this sounds too confusing, here is an ASCII
map:
              
           
              -> --Alternate route to right computer complex
            ^
            |
To left
complex     ^            |   |
            |         |-|   |-|
  <- <-               |       |
    |   |=|    |      |      *| -- Computer complex, console description is
    |   | |    |      |    ---|    plain old "computer" instead of "mach iv
    |   | |    |      |       |    computer"
    |   | |    |      |       |
    |   | |   |       |    |---
    | e |-| f |       |    |       e-forcefield emmiter, disabled except
----|         |--------    |         foor when the base is under alert
              e            |       f-red forcefield, passable, causes damage,
------        --------------         caannot be disabled
     Entrance


I hoped this clarified things. If you still have problems, save the game,
and scout the area.

Now for the left computer complex...

If you follow the ASCII map above, the passageways that lead to the north
take you to the left computer complex. (Again, there might be forcefields
blocking your path.) You'll see some Mach IV computers, and another one
whose description reads "computer." Use the science skill, and disable the
sensors. You can also try to modify pest control and movement security
options for the base, but I left them blank. Actually, you don't have to
mess with it in the first place.


There is an outlet to exit the left computer complex on the left side.
There will be two robobrains guarding the area (they aren't hostile,
so don't worry.) Go in the elevator, and head to level 2, the main armory.
You can still BS the guards in the level with Power Armor. This level is
essentially a supply depot; you can loot all of the lockers on this level.
After you are finished raiding this level, go back into the elevator, and
enter level 3.

As soon as you enter level 3, put on the COC robes immediately. Leave the
area, and go to the right (or your character's left). There should be a big
mutant walking to the elevator (knows that someone is there.) Since you
have the robes on, he'll just think you are another COC tech, and you will
be ignored completely. Head on south, and there should be a super mutant
that is guarding the holding chamber. He'll talk to you, ask him what is
the place, and then thank him. Go onto level 4. If you are unsure where
everything is, here is a rough ASCII map:


Elevator
   |
   |-------------------
                      |
    --------------    |----
                  |       |
 <mini-armory     |       |
  below - can     |       |
  be skipped.>    |       |

                     ...
                           - branches out to elevator that goes to vats
                  |   |      (out of order)
                  |  *     - *=mutant that guards holding area
                  |   |
          ------- |   |
          | Holding
          | Areas    |  / - elevator to fourth level
                     |--|

When you enter level 4, you should get 2000 xp for just going this far
without annoying the guards. Go to the left, and go straight up until you
enter the room with all of the computers (control room). There should be a
COC tech in Purple Robes guarding the area. He'll surrender, and so will
his comrades.

NOTE: If you want an extra 1000 experience and a minigun, ammo, and
      stimpacks, use 'Repair' (1st) and 'Science' (2nd) on the robot near
      the elevator. He is supposed to blow up the forcefield emitter that
      leads to the Vats.

There is a computer in the northeast quadrant whose description should say
"Vats Control Computer" or something like that. Use the computer, and go
into the Security Codes option. There should be some key codes. Select
one of the following codes:*

67209-5574-7805564 (270 second silent self-destruct sequence)
31914-1041-1251514 (300 second silent self-destruct sequence)
  - the code on the bottom is recommended.

NOTE: I was reading WhiteChocobo666's Evil FAQ, and his listed a different
      code. If yours lists different codes, leave the system, save, and
      experiment.

If you select the first one of the ones listed in the game, you have to
haul ass in 60 seconds. If you select the last one, it means instant death
to you and the base. If you select the middle one, that will set the base
on alert.(And the mutants will be after you...if you want to finish them
off, don your power armor, pop whatever drugs you have, heal to full
health, etc...)

After you select the code, run to the elevator. Dash to the elevator on the
northwest corner on the third level, and descend down to the first level.
Put on your Power Armor, and get the hell out of the base. BS the mutant
guarding the entryway, and go to the world map area. You should see the
video that shows the base being blown up.

For the final required mission, head towards the Cathedral. It is two square
units south of the Boneyards.

* If you're going to get the key to arm the nuke in the Cathedral, head
  to the east until you see a large mutant with a COC tech on his side.
  Enter Sneak mode and put the lockpicks in your active item slot. Walk
  towards the edge of the wall and lockpick the locker. Take the key to
  arm the nuke (it looks different). Afterwards, sneak out of the
  room again, towards the edge of the wall. Once your character starts
  to walk to the west you can stop sneaking. You might need relatively
  high sneak skill to do this; I was successful with 60%. Having a Stealth
  Boy also helps.

Details for the Cowboy Approach
-------------------------------
Be sure that you have killed Dogmeat and have told your NPC's that you
want them to leave. And when you start to attack the mutants in the base,
the entire base will be under alert - everything that moves will probably
attack you (save for the NPC's). You have been warned.

Use the radio and draw off the three of the four mutants. Go behind the
remaining mutant and try to kill him in under three turns. Snipers and
the .223 pistol have worked well. After you pacify the mutant, look at his
body and take the holodisc and the radio. Read the holodisc. Get your NPC's
and enter the base. Kill every mutant on the first level. After the mutants
have been killed, go to the computer on the east corner. Hack into it,
disable the forcefields, and use the radio on the computer. This sets up
remote control.

Go to the field computer, hack into it, and set the 'Pest' setting to
'Large Pests.' That way, the robots will attack the mutants.

At the last level, there is a robot that is called Mr. Handy. You can repair
him and use the 'Science' skill on him and he'll blow up the forcefield
that goes to the vats. Kill the mutants and the COC techs. In the
footlocker in the room next to the elevator, there are two plastic
explosives. Take them.

Also on the last level, there is the lieutenant of the Super Mutants. He
has 250 hit points, a gatling laser, and two guards with gatling lasers and
rocket launchers. He is fairly difficult, but if you use the .223 pistol
(or a strong weapon) at the eyes, he'll be dead in about six hits.
(Alternate methods: go up to him and attack him. His guards have rocket
launchers and gatling lasers, so those attacks will hurt the lieutenant as
well.) After the guards and the lieutenant are dead, lockpick the locker
next to the dead guards. Take the key.

Go to the computer area (the room whose force field was blown up by Mr.
Handy). Use the 'Science' skill on the Vats control computer and access it.
Save the game. Access the computer again, and once you have found desired code,
make a run for the exit. Be sure that every creature is dead on Levels I, III,
and IV.

Go to the third level, and use the radio to toggle the forcefields. If the
radio won't work, then use the explosives that you brought earlier. Escape
from the base.

For the final required mission, head towards the Cathedral. It is two square
units south of the Boneyards.


THE CATHEDRAL
=============
Notable Areas
1)  The Cathedral building
    - Morpheus' Quarters (4th floor)
    - Lasher's Quarters
    - Entrance to the Vault
    - Prayer Room
2)  Cathedral Vault
    - Psychers' Quarters (Level 2)
    - Prison Quarters (Level 2)
    - Cathedral Control Center (Level 3)
    - Master's Quarters (Level 3)
    - The nuclear bomb chamber (Level 4)

Notable Characters
1)  Lasher, High Priest
2)  Dr. Wu, COC medic (He won't heal you.)
3)  Ton, mean guy (tries to seduce you if you are female)
4)  Francine, a devout Cathedral believer
5)  Morpheus, High Priest and leader of the Cathedral
6)  Laura, Follower spy
7)  Jeremiah, COC member who opens door for you
8)  Gideon, Psychotic nut who will give you nullifier
9)  Viscious, Strong mutant who guards north area
10) The Master of the Super Mutants
-   Cathedral figureheads/techs (purplee robes)
-   Chanters of the Children of the Catthedral (brown robes)
-   Followers of the Children of the Caathedral (Ton, etc.)
-   Nightkin guards (ground and tower llevels only)
-   Super Mutant guards (vault only)
-   Mad Scientists
-   Prisoners
-   Robots

Stuff to get
1)  Red Cathedral Key (barter from Ton)
2)  Black Cathedral Key (kill Morpheus)
3)  Robes (if you still haven't got them, get them after
    you kill Morpheus)
4)  Psychic Nullifier
 
Notes
1)  Kill Morpheus and his nightkin guards. Alternatively,
    you can slaughter everyone in the Cathedral for the
    'Cowboy' approach. - OR -
    You can skip steps 2-6 if you speak with Morpheus and
    ask him to take you to the Master. Choose this option only
    if you have robes and Vree's autopsy disk. 
2)  Head on to the Cathedral Vault, and wait for approximately
    a minute for Jeremiah to open the door. Rush in with your
    robes on. - OR -
    Examine the bookcase directly to the left of the secret
    doorway (wall with irregularities). Go on the left of
    the bookcase and use traps on it. I got it open with two
    tries with 38% traps and 5 luck.  
3)  BS the mutants that are guarding the Vault entrance that you
    have business to do.
4)  Hack into the computer on the first floor.
5)  Free the prisoners on Level 2.
6)  Speak with Gideon and ask him to 'anoint' you (he'll give you the
    Psychic Nullifier)
7)  Either...
     a - Kill the Master with your gun (Cowboy)
     b - If you have brought the key from the military base (and have
         insanely high lockpick skill), use the key to arm the nuke.
     c - Talk the Master out of his plans (only if you have Vree's
        autopsy report and/or have read it, and have robes on.)
8)  Escape from the Cathedral after your confrontation with the
    Master.

NOTE: Like the Military Base, there are many ways you can blow up the Cathedral.
      These include two infiltration methods and of course, the cowboy method.

      If you have spoken with Ismarc, then you should already know the
      location of the Boneyards. The Cathedral is to the south of the
      Boneyards by two square units.

NOTE: Many people in the Cathedral will refuse to speak with you if you have
      a weapon in your active weapon slot, and some might even turn hostile.

NOTE: Unlike the Military Base, the members of the Cathedral (first floor)
      won't turn hostile if you kill Morpheus and his mutant guards. The
      same applies if you kill mutants on the second floor and enter the
      third. The members do say threatening dialogue and might turn hostile
      towards you.

      The Cathedral Vault is a sealed area. If you kill members on the first
      floor, you can enter the second and third floors without any of the
      mutants turning hostile towards you (provided that you have the robes
      on). But if you kill the Master, the entire Cathedral Vault will be under
      alert.
    
Details for the Diplomatic-Infiltration Approach
-------------------------------------------------
Enter the Cathedral in your Power Armor. Once you get into the
main prayer area, there should be a man in leather armor. Speak
with him, and barter for his red cathedral key. (After that, you
can call him little man or whatever...) Use the cathedral key on
the locked door next to the lady in the leather jacket. After the
door is unlocked, climb the stairs until you reach the fourth floor.

NOTE: Another way of getting the key is bartering it from Sister
      Francis or by asking Lasher really nicely. Also, you can
      lockpick the door (80% with lockpicks works).

When you reach the fourth floor, put the combat shotgun or .223 pistol
in the inactive weapon slot. Open the door that goes to Morpheus' room
(he is the guy in the robes), hit 'A' to go to combat, and kill him.
There are three nightkin (Super Mutants) who are his guards; two are
equipped with a flamethrower and one has a minigun. Dispose of his
guards, and examine Morpheus' corpse and take his black Cathedral key.

Go back to the first floor, and put on your robes and equip the black
Cathedral key in your active item slot. There is a locked door leading
to a room with a bookcase on it; use the black cathedral key there. Enter
the stairwell that leads to the basement.

When you descend down the stairwell, you will enter the Cathedral basement.
There is a secret door in the basement that leads to the Cathedral vault.
Here is an ASCII map showing you where the secret entrance is:

 
   Stairs  
 |       |
 |       |
 |       |
                      b = bookcase
   . . .              * = bookcase with trapdoor switch.  

|        |----
|           b
|           *
|            secret doorway
|-------------


There are two ways into the Cathedral vault. One is to wait for a minute
until Jeremiah (Master's messenger) opens the door and goes up the stairs.
The second way is to examine the bookcase that is directly to the left
of the secret entrance. On the left of the bookcase, examine it. After your
examination, use the traps skill on the bookcase. Eventually, you will find
a hidden switch (I got it with two tries on 38% skill and 5 luck). Then
examine it again to open the door. Rush in.

When you enter the cavern entrance to the vault, there will be several
grotesque creatures, namely floaters and centaurs. They'll ignore you since
you are wearing the robes.

Like Vault 13, this vault has an entrance on the north corner guarded by
two super mutants. They'll stop you as you go in, but since you have your
robes on, you can BS them easily. Just say that you are on important business,
and give them a blessing. You'll get 750 xp.

There is a computer next to the elevator. Use science on it to find the
location of the military base...(even though you know it already, it gives
you 1250 xp). Enter the elevator, and go to level 2.

On Level 2, go to the room with a lone super mutant guard with some
scientists. Enter the room, and go south. You'll see some trapped
prisoners. Go to the terminal on the wall, use it, and the prisoners will
be free. You will get 2000 xp for your efforts. (BTW, once the prisoners
escape and reach the terminal, they'll be blown away...no known way to stop
this.)

Go in the northwest of level 2, and enter the room on the left of the
prayer room(the room with people in COC robes and two super mutants). Speak
with the man with the green shirt, and ask him for a nullifier. He'll give
you one, and you'll receive 1000 xp. Also, be sure to equip the nullifier
in your active item slot. Go back to the elevator for level 3.

When you enter level 3, head south and take a turn (your right or your
character's left). There should be a mutant walking towards you. He won't
talk to you or attack, so there is no need to worry. Head towards the
control area (the area with the goo-covered computers) and open the door.
Go through the door, through the passageway, and you should see the master.
Speak with him. Now, here is the conversation:

Master: So what shall it be? Do you join the Unity or do you die here?
        Join! Die! Join! Die!
   You: If you can prove to me that your Unity is the best course for
        humanity, then I will help you.
Master: I don't have to prove anything to you! Prove.
   You: I can't know you represent the best future unless you prove it to
        me.
Master: Very demanding for one in your tenuous position. But I can respect
        your needs.
   You: So tell me.
Master: The Unity will bring about the Master race...to our destiny.
        Destiny!
   You: That race being the mutants, of course.
Master: Of course. Mutants are best equipped to deal with the world...age
        of mutants. Mutants!
   You: You mean to change others into mutants, as well.
Master: All that resist, yes...last of their race.
   You: You've got a problem with your master plan.
Master: And what is that?
   You: I happen to know that your mutants are sterile.
Master: Preposterous! The FEV-2 virus doesn't destroy the reproductive
        organs of those it mutates.
   You: Have you talked to any of your mutants about this? (NOTE: you have
        read report, but do not have it)
Master: I believe I shall. Don't move.
        My scientists assure me that nothing is wrong. What do you say to
        that?
   You: How about a female mutant?
Master: Reasonable. One moment. Are you sure? What about the other females?
        It cannot be. Be.
   You: Sorry, your race is doomed.
Master: But it cannot be...failure...be.
   You: Sorry, this isn't an option for you...race...die.
Master: < Last speech...choose 'done' and leave Cathedral immediately. >

NOTE: You'll need high intelligence to get this conversation. Eight works,
      six or seven might work. High speech skill is also a good idea to
      have. The "smooth talker" can help in this area, if your intelligence
      is a bit lacking.

After the conversation, run down to the elevator, down to the first level,
and exit out of the Vault cavern through the secret door and basement. After
you go climb the stairwell that leads to the first floor, leave the Cathedral
through the entrance that takes you outside. After you get outside (with some
people in leather armor and brown robes), run to the red exit. You'll see a
video of the Cathedral blowing up, and the game will be over.

Details for the Diplomatic Approach
-----------------------------------
This one is pretty much the same as the above. Instead, wear your robes
from the outset and barter for a red key. Use the key to open the locked
door, and go to Morpheus' room. Talk to Morpheus, and tell him that you
have some information for the Master, namely Vault 13. Morpheus will
take you to the Master. After you're there, do the same conversation
approach, and after he realizes the fault with his plan, leave the Cathedral.

Details for the Cowboy Approach
-------------------------------
This method is pretty much the same as the above, but you kill everything
that moves. Be sure to don your Power Armor, use stims often, and also save.
Be sure to pick up heavy weapons from the dead mutants.

On Level 2, be sure to free the prisoners and get the Psychic Nullifier if
you can.

Level 3 will probably be the hardest area to fight. There are several
assault robots and many super mutants, each with at least 100 hit points.
Then there is the Master as well. (For tips on defeating the Master, see
the 'tactics' section.)

After the battle with the Master, you have to run from the Cathedral.

Details for the *pseudo* James Bond Approach
---------------------------------------------
A bit different from the traditional infiltration approach, this one
goes through in the same way as the original one, except that it
requires you to have the Lieutenant's key to arm the nuke. Vree's
holodisc is not required.

When you have gone to the third level, head to the south and to the
west, and enter the room that's full of super mutants. Use the
electronic lockpicks on the door that is locked (if you don't have
them, they can be found on the fourth floor of the Cathedral).
After you've locked that door, lockpick the elevator door. (You can't
use your picks.) Enter the elevator and go to the fourth level. When
you go to the fourth level, again, you can't use your lockpicks to
open the door. After you open the door, equip the key in one of your
active item slots. Enter combat mode, put the key into the atomic
computer, and then put on your power armor kill the two mutants.
After the two mutants are dead, remove your power armor and escape
from the Cathedral.

NOTE: You'll need good lockpick skill to complete this mission, and
      electronic lockpicks are highly recommended. I tried this with
      80% skill, and I know for a fact that 60% and below will not
      work.
___________________________________________________________________________
Now you have completed the game, but you want the full scope of the Fallout
world.

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


NECROPOLIS
==========
Notable Areas
1)  Hotel
2)  Sewer System
3)  Town Hall
4)  Watershed
5)  Vault 12

Notable Characters
1)  The Ghoul Leader (underground), gives you quest to fix water pump
2)  Set, the leader of Necropolis
3)  Harry, stupid super mutant who is guarding the Water Shed
4)  The Ghoul prisoner, tells you location of Vault 12
-   Ghouls
-   Glowing Ghouls
-   Super Mutant guards at watershed
-   Children of the Cathedral healers aat watershed
-   Rats

Stuff to get
1)  Junk (to fix the water pump)
2)  The Water Chip
3)  There are several dead bodies in the sewers; one has a Plasma
    Pistol. Yours to take, I didn't myself.

Notes
1)  Kill any ghoul/rat that wants to attack you.
2)  Get quest from Set to kill the mutants at the watershed.
3)  Find the junk parts to the water pump.
4)  Return to the underground Ghoul leader, tell him that
    you have the parts, and he will give you some repair books
    if your skill isn't high enough.
5)  Fix the water pump by using the junk parts on it.
6)  Free the ghoul prisoner (his cell is close to the water pump)
7)  Get the water chip from the command center in Vault 12.
8)  Kill the mutants guarding the water shed.

NOTE: If you enter Necropolis and there aren't any ghouls in the city,
      you have come there too late. The mutants have invaded Necropolis.
      The water chip can still be found there. You should reach Necropolis
      in mid to late January. The mutants take over Necropolis in the middle
      of February.

Details
-------
Necropolis is a fairly linear area (usually there is only one way to complete
things). When you enter, there will be some ghouls attacking you...they have
12, 36, or 42 hit points and are easy fights if you have power or combat armor.
I had no trouble attacking them unarmed.

There are some sewer holes in the hotel area; open one up and go down. Kill
any rats that are in the sewer, and head northward. Be sure to examine the
ghoul corpses; one has a Plasma Pistol while another one has a Cattle Prod.

When you enter the north area, talk to the ghoul leader and tell him that
you will fix the water pump. Go to the southeast area, and climb the ladder
there.

When you climb up the stairs, leave the shack in which you have entered and
enter the large building (the one with a ghoul guard who has a spear).
Enter, and at the far end, you should see three ghouls with shotguns and
rifles. Talk to the one in the middle, tell him that he is intelligent, and
offer to kill Harry and the fellow mutants at the watershed. Go leave the
area; descend down the ladder from which you came.

Back at the sewers, go to the north area until you find the exit. There
are some rats there; they are all easy fights.

At the north of the sewers, kill any rats, and climb the stairs. Again,
you should be at a shack; leave the shack, and go north. You should see a
super mutant next to a manhole; open the manhole, and go down. Kill all of
the rats there, and in the northeast part of the sewers here, you should
find some junk parts. (These are the parts needed to fix the water pump.)
Climb the ladder, and there should be a large building with four mutants in
it. Save the game, and then enter the building.

There is a stupid mutant guarding the building, and his name is Harry. If
you are female, Harry thinks you are pretty. Tell him that you need a big
man, and he'll realize that you are a normal, and plead with him to let you
go. He'll let you go.

If you are male, tell him that you're a ghoul with snazzy-looking clothes
and afterwards ask him what is he doing. Harry will tell you that he is
looking for normals (humans), and then assure Harry that you aren't a normal.
Then tell him that you are a robot. Harry will let you go. The same procedure
also works with the female character.

Of course, the alternate method is killing all of the mutants. It shouldn't
be that bad with Combat Armor.

Use the parts on the water pump, and you'll receive 1500 experience. Go
south and speak to the ghoul prisoner. Offer to free him. Once you have
freed him, he'll tell you where the entrance to Vault 12 is (directly to
the prisoner's right or your character's left).

Open the door, descend down the ladder, and go down the drainage pipe.
You'll be at Vault 12. There isn't much at Vault 12; kill every ghoul that
attacks you, and on the third floor, the water chip is located on the only
working computer. Take it and leave. (Yessss! Now you have 12 and something
years to finish the game....) Optionally kill the mutants guarding the
watershed; you'll get quite some experience but the reward is slim: four
flares and four nuke-a-colas. You'll also get 2500 xp for the water chip.
(At the Boneyards, there is a ghoul at the Followers' Library. Tell him
that you killed the mutants, and he'll give you a flamethrower.)

After you kill the mutants and ask Set for information, he'll attempt to
kill you. If you have combat armor and a combat shotgun, this fight will
be pretty easy. You'll get loads of experience plus a boost to your karma.

Be sure to return the water chip to Vault 13. You'll get 7500 experience.
You'll get two quests: destroy the mutant laboratory and kill the mutant
leader (the Master).


LA BONEYARDS
============
Rough Map

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


Notable Areas
1)  Adytum, main city
2)  Blades
3)  Followers Library
4)  Deathclaw Warehouse
5)  Gun Runners

Notable Characters
1)  Jon Zimmerman, mayor of Adytum
2)  Smitty, blacksmith
3)  Miles, chemist
4)  Razor, leader of the Blades
5)  Nicole, leader of the Followers
6)  Gabriel, leader of the Gun Runners
7)  Zack, sells you weapons (at Gun Runners)
8)  Caleb, organizer of the Regulators
9)  Chuck, fortune-telling gypsy
10) Katja, Boneyard scavenger who'll join you
11) Talius, the Vault 13 citizen who is now a ghoul.
12) MacRae, the guard at the Blades
13) Christine, Blades member

14) Michael, Blades member
-   Regulators at Adytum
-   Blades at the downtown area
-   Followers at the library
-   Deathclaws at the warehouse
-   Gun Runners at the fortress

Stuff to get
1)  Junk from the Deathclaw
2)  Plasma Rifle from the Gun Runners if you feel brave enough to kill
    all of the mutants at the Cathedral/Military Base. It is a good idea
    to have decent energy weapons skill for this one.

Notes
1)  Go to Chuck's tent on the southeast. You can get your fortune told and
    can get a chance to raise your Luck by two points.
2)  Offer to help Miles fix the hydroponic farms. The equipment is at the
    Deathclaw warehouse, on the body of a dead merchant.
3)  Go to the Blades, speak with Razor, and offer to get weapons from the
    Gun Runners to kill the Regulators.
4)  Kill all of the Deathclaws in the warehouse. Go inside the deserted
    building, and go down the stairs. Kill the Deathclaw mother and destroy
    all of the eggs.
5)  Go to the Gun Runners and ask to speak with Gabriel. Tell Gabriel that
    the Deathclaws are dead and that you want to give weapons to your
    friends (i.e, the Blades)
6)  After the weapon deal is complete, assault Adytum with the Blades.
7)  Give the parts to Miles, who will turn you over to Smitty. Give the
    parts to Smitty, who will repair them, and then give the parts back to
    Miles.
8)  Go to the Followers and speak with Nicole. Ask for help in killing the
    Master...this is optional. You can pick Katja from there as well.

NOTE: If you ever talked to Talius and got the bugged Spy quest, there's
      no way of completing the quest (it was removed). It's not really
      a bug but isn't included in the game. It's not discussed in the
      paragraph(s) about the Followers.

Details
-------
When you come into the LA Boneyards, you'll start out in Adytum. Two of the
Regulators (take control of Adytum) will ask you to holster your weapons.
Go south, and there should be a tent next to a building. Save the game, and
enter the building. Talk to Chuck, choose the last option in the
conversation, and ask for advice, and thank him. Continue to ask for his
advice until Chuck gets the 'Fool' tarot card. Talk to him again, ask him
about his profession, and ask for more advice. He will pull out the 'Fool'
tarot card again, and your Luck skill will increase by two.

NOTE: The Tarot readings tell you that the Military Base is to the north
      and that the Cathedral is to the south.

To your left (or your character's right) should be a building with a
whitish wall with a man in a smock close by. (This guy's name is Miles.)
Tell him that you will get the parts to fix the hydroponic farms. Head
north, to the Blades.

In the Blades area, go to the north and enter the building. Speak with the
lady in the leather jacket. Get the background story about the Regulators
from her (how they killed Zimmerman's son) and offer to get the Blades
better equipment so they can take on the Regulators. Save the game. If
your fighting skills aren't up to par (not as high as 91%), you can ask
MacRae, the Blade at the entrance, to teach you some fighting skills.
 
Head east to the deathclaw warehouse. There are two to three deathclaws,
and the basement on the bottom contains the mother deathclaw and all of her
eggs. You must kill all of the deathclaws and the eggs in order for the Gun
Runners to give weapons to the Blades. (For more information on killing the
deathclaws, please see the tactics section below.) The dead merchant should
be on the northeast side of the warehouse.

After you have disposed of the deathclaws, make your way further east to
the Gun Runners. Ask the guard about seeing Gabriel, the boss. He'll let
you through.

When you enter the main Gun Runners building, speak with Gabriel. (He's the
guy in the combat armor). Tell him that the deathclaws and the eggs are
dead, and ask him to give weapons to the Blades. He'll do so. Alternatively,
you can ask for lots of weapons and ammo from the Gun Runners. See below on
how to kill the Regulators with this option. Either way, you'll get a big
discount on their weapons if you decide to buy them.

Go back to the Blades, talk to Razor, and tell her that you are ready to
take on the Regulators. Seven Blades, all clad in Combat Armor, will arrive
(two are in the back). The fight will be easy, but you will have to watch
out for the Regulator who has the ripper and for civilian casualties. To
end the fight, (obviously) kill all of the Regulators and finally, Jon
Zimmerman. Note that the civilians will be on your side. After the fight
has ended, Razor will appear at the entrance to Adytum, and she'll thank
you for your efforts.

If you get the weapons, go to Adytum and talk to Zimmerman and give him the
holodisc that Razor gave you earlier. One of the Regulators should kill
him; you'll have to kill all of the Regulators yourself. Civilian casualties
will be quite high.

NOTE: There is no way to save Jon Zimmerman. He'll fight on your side
      initially. After all of the Regulators have been killed, he'll
      start to attack you. You have to kill him in order for the Blades
      to gain control of Adytum.

Go south and talk to Miles, who will send you to Smitty (the man with
Leather Armor). Smitty will repair the parts and give them to you, and then
you have to go back to Miles. Miles and Smitty now can upgrade Power Armor
and Plasma Rifles. To upgrade the Power Armor, talk to Miles while wearing
the armor. He'll send you to the Hub to buy some science journals so he can
learn how to harden the armor. You can get the journals from Mrs. Stapleton
for about $750. For Smitty to upgrade the Plasma Rifle, get one and give it
to him to upgrade the original to the Turbo Plasma Rifle.

Afterwards, you should go to the Blades area and talk to MacRae. Ask him to
teach you some things, and you'll receive an increase to your fighting skills.
Go inside the Blades building, and talk to Michael. (He's in the western area
of the first room; his description reads "an intense young man.") He'll give
you five stimpacks and some money for killing the Regulators.

You can go to the Followers' library that is due west of the Blades. You
can recruit another NPC whose name is Katja. She's pretty good at combat
and can pick locks as well. You should also speak with Nicole (she is the
woman who does not move; a bit north of Katja.) She can give you some
help in destroying the Cathedral.

Downstairs, there is a ghoul who was a former citizen of Vault 13. He went
to go look for the water chip, but was taken captive by the super mutants
at Necropolis. Talk to him and offer to kill the Master for him. The ghoul
will give you a flamethrower and 20 flamethrower cartridges. If you have
killed the mutants at the watershed, he'll just give you the flamethrower.

Leave the Boneyards and go south to the Cathedral. However, the next section
covered is the Glow.


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

Notable Characters
1)  Zax, supercomputer on Level 4.
-   Robots

Stuff to get
1)  Raid every locker and every dead creature you can find. This includes:
    - Rocket Launcher (Level 4)
    - Minigun (Level 5)
    - Plasma Rifle (Level 5)
    - Combat Armor (Level 5)
    - Stealth Boy (Level 5)
    And LOTS of other stuff. Several sniper rifles, assault rifles, etc.
    can be found on the dead robots.
2)  The yellow, red, and blue key cards.
    - The yellow keycard is found on the dead guy in Power Armor on Level
      One.
    - The red keycard is found on the dead body in the northeast area,
      with the radioactive rat on Level Two.
    - The blue keycard is found on the only dead body in Level Four.
3)  The four holodiscs. Read them for experience and for the fun of it.
    - The disc that the Brotherhood wants you to retrieve is on Level one,
      on the dead Brotherhood knight.
    - The other three discs are on Level five.

Notes
1)  Swallow two RadX's before you enter the crater and take any RadAway's
    that you need to zero your radiation.
2)  Use a rope and descend down the crater.
3)  Kill all of the robots that you see before you turn on the power.
4)  Fix the power generator on Level 6. This lets you go to Level 5.
5)  Raid everything - lockers, dead bodies, etc.

Details
-------
Right before you enter the glow, swallow two RadX's. Enter the Glow, and
use the rope on the metal bar that extends out into the crater.

Go to the south; take a right, and head north to get to the Brotherhood
soldier. Take the yellow key and his holodisc. Use the key on the elevator
and descend down. On Level 2, your primary focus is to find the red key,
which is on the lone body in the room on the northeast. Go back to the
elevator, use the yellow key, and go to Level 3. Be sure to kill all of the
deactivated robots -- this is probably the easiest experience that you'll
get.

There isn't anything much on Level 3. Kill all of the robots and go to the
northwest. Use the red keycard on this elevator. Go to Level 4.

On Level 4, on the central-west room there is a dead body with the blue
keycard. Take the blue keycard and go to Zax, the supercomputer. Ask for
mainframe mode and download all of the files that you can, plus you can
also chat with the computer and play chess with it to make it like you
more.

On Level 6, kill the robots, and fix the power generator. There are some
repair books scattered around the Glow; use them to increase your skill.
Repair the generator on Level 6. Go to the northwest corner, and use the
blue keycard on the elevator. Go to Level 5.

On Level 5, kill all of the robots. After they are dead, explore the
east wall lockers. They are full of goodies, and be sure to check out the
rusted lockers nearby. Save, and leave the Glow. Be sure to use the
keycards on the elevators. Here is a list:

- Yellow: Elevator for Levels 1-3
- Red: Elevator for Levels 3,4, and 6.
- Blue: Elevator for Levels 4-6. Power  must be enabled for this one.

After you leave the Glow, go back to the Brotherhood. Give Cabbot the
disk that you found on Level 1. You will also receive 1500 experience.


VARIATIONS OF FALLOUT
=====================

PSYCHER
-------
Most experience, most kills.
- Complete the game up till you have Poower Armor, and then return the
  water chip to the Vault. Be sure to fix the Necropolis water pump
  as well.
- After you return the water chip, compplete any extra sidequests in the
  Vault, and then kill everyone in Vault 13 except for the Overseer.
- In Shady Sands throughout the Boneyarrds, do the same. Slaughter the
  Brotherhood if you feel high and mighty.
- Do the 'Cowboy' approaches for the Miilitary Base and the Cathedral.

HIGHEST KARMA
-------------
If you want the highest karma possible, this is what you'll have to do:
- Completely avoid Decker's quests. Youu can ask for a job, say something
  derisive, and kill him. Or you can accept the job and turn him into the
  cops.
- After you get Power Armor, go to Necrropolis and kill whatever creature
  that comes in your path. Kill the mutants at the watershed, fix the
  water pump, and then get the water chip. After the mutants are dead,
  get the reward from Set, and then kill all of the Ghouls. This gives
  karma.
- Go to Vault 13, and before you returnn the water chip, finish the extra
  quests (water thief, rebel faction).
- Do the 'Cowboy' approach for the Cathhedral and Military Base. Kill all
  of the mutants. Killing FEV creatures and ghouls in general gives you
  karma.

TRULY EVIL
----------
There aren't many evil quests in Fallout (save for Junktown), but you get
your bad reputation by killing the townsfolk.

Vault 13
- Kill all of the rats.

Shady Sands
 - Ask Katrina for help.
 - Get Ian.
 - Kill eight of the nine radscorpions. Optionally make the antidote if
   you get poisoned.

Vault 15
 - Kill all of the rats and raid the Vault.

Raider Camp
- Join the Raiders. Tell Garl that you  "want to kick some serious ass." He
  might let you in. If he doesn't, kill him. I haven't been successful on
  this one.

Junktown
- Help Killian kill the assassin. Acceppt the quest to get evidence to
  kill Gizmo.
- Go to Gizmo and offer to kill Killiann.
- Get Tycho and Dogmeat. After you get  them, kill Killian.
- Steal Neal's urn from the Skum Pitt.  Give it to the Skulz and kill Neal.
- Afterwards, just kill everybody at Juunktown save for the Skulz and Gizmo.

Hub
- You should get a combat shotgun and ccombat armor before doing anything.
  You can get them from Jake's weapon shop.
- Complete Decker's quests, killing Higghtower and Jain. Don't kill the
  flower girl yet.
- Kill Lorenzo and his guards at the Frriendly Lending Company.
- Somewhat complete the caravan disappeearance quest. Go in the cave and
  kill the Deathclaw. Do not kill the mutant, and don't tell Butch that it
  was the mutants who were causing the caravan disappearances.
- Get Electronic Lockpicks from the Thiieves' Guild. Kill them after you get
  the Electronic Lockpicks.
- Make sure you get the robes from the  locked doors in the Children of the
  Cathedral Building.
- If you're male, screw Keri and get thhe buffouts. Also, be sure to take
  everything from Demetre's desk.

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

Boneyards
- Get your fortune told from Chuck.
- Help the Regulators kill the Blades.  (Go to the Blades and kill all
  of the characters there.)
- Kill the Deathclaws. Go to the Gun Ruunners and ask for ammunition and
  ammo.
- Get Katja, and then kill all of the FFollowers and the Gun Runners.

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

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

Junktown
- Kill everyone that is left.

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

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

Brotherhood
- If you're brave enough, slaughter theem.

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

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

PACIFIST
--------
No kills...none at all. You'll also need a specific character. See the
character section for the 'Pacifist' character. This is also the
hardest one to complete.

What 'Pacifist' essentially does is preventing you from killing things
by avoiding sidequests that involve death. If you get caught in a
random encounter, run away if possible.

Vault 13
- Strip the bones on your right. Do nott kill any of the rats.

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

Junktown
- Go to the Crash House area and save tthe game, and put your pistol in
  the inactive item slot. Go talk to Killian, and ask him about the
  other cities near Junktown. The assassin will come, and just shoot him
  once. After the assassin is dead, help Killian get evidence to kill
  Gizmo. Be sure to get the assassin's weapon.
- Go to Gizmo's and offer to kill Killiian, with the tape recorder in the
  active item slot.
- Go to Killian, give him the confessioon, ask for Leather Armor, and
  decline his offer to kill Gizmo. You can go and swindle him as well.
  (Trade four stimpacks for four of his stimpacks. Since you will probably
   have a better offer, this is a good way to increase your money. Do this
   until he runs out.)
- Go to the Crash House and rest for onne day. When you get up, save Sinthia
  from the Raider.
- Go to the Casino Area and go to the SSkum Pitt. Enter from the back entrance
  and steal Neal's urn. Leave the Skum Pitt, rest until the evening, and
  e

 
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