Dec 27, 1998 - Fallout 1 Walkthrough For PC 1.3Back
Go to the Crash House area, and enter Killian's store. Talk to him, say
that you're new, and be on the friendly side. After the conversation,
an assassin pops out and tries to kill Killian. Help kill the assassin.
After the assassin is dead, Killian will speak to you, and agree to help
him bust Gizmo (specifically why Gizmo wants Killian dead). Talk to
Killian again and engage in a conversation about Junktown, and then ask
about other towns. Be sure to ask about Necropolis.
Equip the tape recorder in your active item slot. Go to the Casino area,
and talk to Gizmo. He's the gigantic fat guy sitting in the chair, way
up north in the building. Talk to him. Tell him his assassination failed,
and that you'll do the job. But ask him why he wants him dead, and then
say that he will be dead before sundown. After that ordeal, go talk to
Killian. Tell him that you have the confession, and he will offer you
three things: A shotgun and 100 shells, a suit of Leather Armor, or a
Doctor's Bag. Take the shotgun, and say you want to help kill Gizmo.
Go back to the Junktown entrance, speak with Lars, and tell him that you
are ready to kill Gizmo. You will be instantly transported to his office.
Gizmo will fire at Killian, Lars will fire at Gizmo's assistant Izo, Izo
will attack you, and you should attack Gizmo. You'll get heaps of xp for
the fight.
Rest until the evening, and enter the Skum Pitt, a bar on the north-east
side of the casino area. Speak with Tycho (discription says he has a gas
mask) and tell him to join your group. After you get Tycho, speak with
Neal, the bar owner. Moments later, a Skulz ganger will attack the Skum
Pitt's bartender. Neal, the owner of the bartender, will blow the Skulz
ganger who attacked the bartender away. You can pick up a leather
armor from the dead ganger to trade later.
NOTE: It is possible for Tycho to teach you survival skills. Ask about
his trip from Nevada to California and how did he survive the
dangers. Also, Tycho will only join you if you've accepted the
quest to kill Gizmo for Killian.
NOTE: If you want to kill the two Skulz punkers, talk to the Skulz
whose description reads "a man with filed teeth." He'll probably
attack you.
There is a guy wearing a cap a bit to the north of Tycho. His name is
Ismarc; tell him that you like his singing, and ask if he has been to other
places. Ask for directions to the Boneyards (or Adytum) as well as the
Brotherhood of Steel and the Hub if you haven't done so. Save, and go to the
Crash House.
Go to the Crash House and rent a room for one night. Say that you want to sleep
until the morning. After you wake up, a raider is holding a hotel customer
hostage. Save the game, enter the room, and attempt to talk to the Raider.
Keep assuring him that you have his trust, and he'll let Sinthia go. You'll get
1000 xp. If the raider won't gain your trust, then you'll have to give him $100
or so, which generally works for all characters.
NOTE: It isn't a good idea to save between the conversation. Once, I gained
his trust, saved the game, and after I talked to him, he blew Sinthia
away.
Now, go back to the casino area, and back to the Skum Pitt. There is a door
on the right side that is unlocked; enter the bar from there, and steal the
item that looks like a trophy. It is an urn that holds the ashes of Neal's
late wife. It is on the large desk where Neal usually is during the evening
hours.
After you steal Neal's urn, go back to Gizmo's casino and go to the room
where he normally is. Take the iguana-on-a-stick from his desk and head
to the southeast corner of Junktown in the casino area. You should see
a man (Phil) being terrorized by a dog (through dialogue; Phil also has
a woman in leather armor to his left). You can talk to the man and he'll
ask you to take the dog away. Use the iguana-on-a-stick on the dog and
he'll join you. Another way is walking towards him with the leather jacket on
and he'll come and join you.
Go back to the Crash House, and enter through the doorway at the back.
Speak with the Skulz in the leather jacket, tell him you have the urn, and
then say that you'll wait to kill Neal later.
Head back to the entrance, speak with Lars, and tell him about the Skulz,
and offer to kill them. You'll be transported to the bar, and you'll have
to kill the Skulz with the help of a few Junktown guards. (There is this one
female Skulz that sometimes runs away, and killing her might be the hardest
thing.) After the fight, save the game, enter the Crash House area, and rest
until morning. Go to Killian's store and open the door that is normally
locked. Use the lockpicks on his safe, and after you pick the lock, you'll
get 500 experience. Killian won't care even if he is standing next to you.
Go to Lars you'll get 500 experience for killing the rest of the Skulz.
After you've killed them, return Neal's urn. If you want, you can go to the
Casino area and go to the boxing ring. Speak with Saul, the boxer wearing
the leather armor. Keep on talking about Junktown, and if you get the option,
ask about Trish. You can straighten some things out between them. Be sure to
tell Saul about Trish's views on his boxing; this helps their relationship and
you'll receive 250 experience.
NOTE: There is a nonviolent way to disband the Skulz (albeit much longer).
You will need extremely high intelligence in order to complete the
quest.
You probably have noticed a female Skulz member standing outside of
the entrance of their hideout. Her name is Sherry. Talk to her twice,
and when you talk to her for the second time, ask her about her hobbies
and interests, and then convince her to leave the Skulz. Wait a week
later and then get her to accuse the Skulz for the various crimes that
they have committed. Tell Lars to break up the gang. However, you won't
get the chance to fight them.
Before your way out, you can go and kill Doc Morbid and his guards without
agitating the cops. You'll get some experience, and you can get lots of
stuff from his dead guards and his lockers. You might need to lockpick
the lockers to open them. Unfortunately, these killings lower karma. Now
that you have finished with Junktown, head for the Hub.
NOTE: You can engage in a money extortion scheme between Doc Morbid and an
entrepreneur in the Hub. To do this, head to Doc Morbid's office,
and then, go to the basement. Talk to the midget standing beside the
ice chest. Tell him that his boss sent you, and then tell him that
you're here to get the body parts. Tell him that you're leaving
afterwards. Leave Junktown for the Hub.
At the Hub, go to the downtown area, and talk to Iguana Bob. Tell
him that you know that he buys human parts from Doc Morbid, and
afterwards ask him about his secret ingredients (alternatively you
can scream out that his prime choice cuts are made out of people).
He'll tell you to quiet down, but counter that by threatening to
turn him into the cops or by directly blackmailing him (the former
choice also leads to blackmail). You can get up to $200 / 5 days
initially, but you can increase your payment to a much higher
amount (this is dependent on your speech skill; in addition, each
time you demand a raise, your karma will drop down by two points).
THE HUB
=======
Rough map
Entrance
|
|
/ Merchant center------------Old Town
/ |
/ |
Heights |
|
Water Merchants / COC Hospital
Notable Areas
1) Entrance
2) Merchant Center
3) Old Town
4) Heights
5) Water Merchants
6) The Underground
Notable Characters
1) Decker, the criminal leader
2) Kane, Decker's assistant
3) Beth, gun shop owner, likes to gossip around
4) Butch, owns Far Go Traders
5) Rutger, Butch's assistant
6) Demetre, owns Crimson Caravan
7) Keri, Demetre's assistant, has sex with you if you're male
8) Sheriff Justin Greene, keeps the law; he'll be on your side when you
kill Decker
9) Deputy Fry, police officer in the entrance of the Hub
10) Loxley, leader of the Thieves' Circle
11) Jasmine, Loxley's assistant
12) Jake, heavy weapons merchant
13) Vance, drug dealer at old town
14) Hightower, owns water merchants, quite rich
15) Jain, Children of the Cathedral priestess
16) Harold, the old mutant at Old Town, has seen Deathclaw
17) Slappy, crazed uncle of Beth, knows where Deathclaw is
18) Irwin, his house has been taken over by raiders
19) Mitch, owns the General Store (or All-In-One store)
20) Mrs. Stapleton, Librarian
21) Lorenzo, loan shark, owns Friendly Lending Company
- Police guards (dressed in metal armmor and combat armor)
- Guards for the Far Go Traders, Deckker, Hightower, and Jain
- Caravan Drivers/Guards
- Townsfolk
- Skags (only in Old Town)
Stuff to get
1) Cathedral Robes (probably THE most important item)
2) Chemicals in Cathedral Armory, most notably the super stim, other
stimpacks, RadX's, RadAway's, and any Psychos you get plus the
Hunting Rifle
3) Hightower's Necklace
4) Any stimpacks or guns found off of Hightower's and Jain's guards
5) Spiked Knuckles (later - see Hub Revisited)
6) .223 Pistol (ditto)
Stuff to buy
1) Combat Shotgun
2) Sniper Rifle
3) Combat Armor
4) Books if your small guns, science, outdoorsman, and repair skills are
below 75%. Beware that they can get very expensive.
5) 10+ Stimpacks
6) Ammunition (be sure that you have something like 200 rounds for the
shotgun, 50 for the sniper, and loads of 10mm JHP for the SMG if
you like spraying bullets)
Stuff to sell
1) Your leather jacket and your 10mm Pistols for the books
2) Your leather armors, metal armor, and shotgun for combat shotgun and/or
sniper rifle
3) Your Desert Eagles for stimpacks, extra books, extra ammo
4) Your SMG and maybe a Desert Eagle for the 14 mm Pistol
5) Your .44 JHP / FMJ ammo, extra armors, first-aid kit and doctors bag for
either very large weapons and / or an extra two pairs of dynamite if you
can't get the robes (lockpick the door). Also useful for buying the books.
6) Your SMG and its 10mm ammo after the brawl with Decker
Notes
1) Enter unarmed, and do not enter combat.
2) Gossip around and buy items from the General Store, books from the
librarian, small arms from Beth, heavy weapons from Jake, and drugs
from Vance, the drug dealer.
3) Solve the caravan problem and kill both the deathclaw and the mutant.
4) Kill Darren Hightower, the eccentric rich person and steal his wife's
necklace.
5) Kill Priestess Jain and her minions.
6) Turn Decker into the cops. (Post-Brotherhood).
7) Go to the Thieves' Circle in Old Town, and get the lockpicks and
electronic lockpicks.
8) Help Irwin by killing the raiders that have invaded his home.
9) Rescue the lost Brotherhood initiate (Post-Brotherhood).
10) Optionally work the caravan routes. Details below.
Important note on the Hub
-------------------------
The Hub has many quests, and they can be done in any order. Here is a
list on the preferable route:
- Jake for the weapons/armor at Old Towwn. Be sure you buy the rocket
launcher, all of the explosive rockets, combat armor from that guy.
- Mitch (general store, north of FLC buuilding) for 2 RadX's and 2
RadAways.
- Kill the FLC.
- Decker for quests to kill Jain and Hiightower.
- Kill Decker for the Hub police.
- Irwin for .223 Pistol
- Butch for the caravan quest.
- Loxley for the electronic lockpicks
- Brotherhood of Steel for Power Armor,, Vree's tape, weapons
and optionally Glow quest if you couldn't pick the lock.
In the walkthrough, this is how it is covered:
- Kill FLC
- Get .223 Pistol
- Start caravan quest
- Jake for weapons/armor
- Finish the first part of the Thieves'' Guild
- Finish caravan quest
- Get Decker's jobs and finish them
- Loxley for electronic lockpicks
- Kill Decker for the Hub police
- Brotherhood/Glow
- Brotherhood (give Cabbot the Glow hollodisc)
- Hub (missing Brotherhood initiate)
NOTE: Do not complete the Thieves' Guild quest before you attempt
Decker's quests. In other words, do Decker's quests first
before attempting the Thieves' Guild quest. The Guild doesn't
want Hightower dead, but Decker does. If you do accept their
quest, then Kane will not hand out your payment for killing
the Hightowers.
In addition, if you have high steal skill, you can go and steal the
guards' weapons, ammo, and stimpacks. There is a guard in metal armor
who has an assault rifle that you can steal, and a couple more who
have combat knives. But then again, you have all of those weapons from
the Raiders that you can trade for better weapons.
Information for the caravans is below the walkthrough.
Details
-------
When you enter the Hub, you'll see 4 caravans. Further down south, there
are a couple of buildings, and several armed policemen. Head south to the
merchant market (or downtown, as it is called on the town map). Enter the
FLC building and kill off Lorenzo and his guards (a better way is getting
a loan from him and then killing him afterwards). Loot his body and his
lockers to get lots of cash.
Afterwards, continue going east until you go to a new area, Old Town. Go east,
past the abandoned warehouse, and enter the building directly to its right.
Talk to Jake, the guy wearing Metal Armor. Ask him about radiation and then buy a
combat armor, a combat shotgun and a sniper rifle along with their respective
ammunition plus some .44 FMJ ammo. (Trade in your old old leather armors, metal
armor, all desert eagles (except for one), shotguns, etc. for the items.) Give Ian
the Desert Eagle and the ammo and give Tycho the sniper rifle. Keep the combat
shotgun for yourself and then put on the combat armor. After you have equipped
yourself, head eastward until you get to a warehouse that has guards and a man
wearing a leather jacket standing in the center. Talk to him and buy two RadX's,
one RadAway, and some stimpacks using any excess inventory that you might have.
Head back to the merchant market.
First off, it is time to help Irwin. Irwin is in a dilapidated shack to
the southern end of the merchant market. Talk to him and offer to kill
the raiders in his home. Kill all of the raiders and optionally raid their
corpses. After you've done so, head back to the merchant market and talk
to Irwin and tell him that the raiders are dead. He'll give you a .223
Pistol.
NOTE: You'll need high karma to complete the quest. To be on the safe
side, it is a good idea to have a karma of 18 or higher.
Now it is time to pacify the FLC. Their bulding is on the southwestern
end of the merchant market. Go in the building and talk to the loan shark,
Lorenzo. Ask to borrow some money. After you borrow the money, kill him and
his guards. Afterwards, lockpick his safe and get all the loot.
Go to the eastern end towards the Far Go Traders. Talk to the man in leather
armor and accept the job to find the missing caravans. Afterwards, talk to
Butch. Accept the job from Butch, and then head towards the gun store
in the central quadrant of the merchant maket. Talk to Beth and ask her
about the Deathclaw. Keep on asking about it until she tells you that Harold
has seen it and that her uncle Slappy mumbles about it sometimes.
Now it's time to go to Old Town. Head towards the eastern side of the
merchant market to go there. When you go to old town, head eastward and
go to the building to the northern side (it has guards in it). Talk to
Jake, and trade all of your excess leather armors for a combat shotgun,
combat armor, a sniper rifle, and some .223 FMJ ammo (and some stimpacks
as well). Give the sniper and the .223 FMJ ammo to Tycho. Also while you're
in Old Town, head to the central building occupied by some skags (the
building has two rooms, one huge one and a little one with a stairwell
leading to the basement). Go down the stairwell.
You'll enter the hideout for the Thieves' Circle. Lockpick all of the
doors using your lockpicks. After you get in, talk to the man in the
leather jacket (he's to the south). Accept the job to find Hightower's
necklace. On your way out, talk to Jasmine, the woman in the leather
armor standing beside the doorway. She'll give you another set of lockpicks
as well as some flares and a nuke-a-cola.
Go to the south of Old Town and enter the building with the man in the
green shirt walking around. Talk to him and ask him about the Deathclaw.
(He's Slappy.) He'll send you to Harold, the mutant. Give Harold $5 and
ask him about the Deathclaw. Go back and talk to Slappy and ask him to
take you to the Deathclaw caverns.
When you go in the cavern, you'll automatically get 800 xp. Head to
the east, and then south until you reach the Deathclaw. Kill the
Deathclaw by using targeted shots to his eyes using the .223 Pistol.
After the deathclaw has been killed, kill the dying super mutant at
the end of the cavern. Get his radio (if you don't have one) and his
holodisc. Be sure to read the holodisc. Afterwards, head back to the
merchant market. Enter the Far Go Traders building and tell Rutger and
Butch that the mutants were casuing the caravan disappearances.
If they don't buy it, tell them that you killed the Deathclaw and that
you have evidence that it was the mutants.
Now, with your money, you can stop at the General Store to buy some books
and some anti-radiation drugs. Buy a tool and get some RadX and preferably
some RadAway.
There is also a library in the merchant center that has an unlimited supply
of books. Unfortunately, the prices are very high. You can get science books,
repair manuals, gun magazines, etc. there. It is better to buy the books
from the General Store shopkeeper. However, the latter doesn't have an
unlimited supply. The books can raise science, outdoorsman, first aid,
and repair skills up to 91%. You need to raise Science to about 80%,
while Repair at 45% is okay. (Actually, you don't need to, but it is a good
idea to.)
You can also go to the Crimson Caravan (its on the northwest side of the
merchant center). You can loot the desk and get lots of powerful drugs.
If you're male and want to have sex with his assistant, talk to Demetre
(he's the guy with the leather jacket and the white undershirt). Accept
the job offer, and he'll send you to Keri, who is on the left room of the
Crimson Caravan building. Talk to Keri and tell her that you're interested
in her. She'll give you three buffouts.
NOTE: You'll need seven Charisma to screw Keri.
Afterwards, go back to the merchant center. There is a bar called the Maltese
Falcon on the west side. When you enter, you'll see a man whose name is Kane
(he is guarding the southern door). Talk to him, and ask to be taken to Decker
for jobs.
When you are taken to Decker, he'll give you the quest to kill Darren
Hightower. He will offer what is standard Hub pay: $500 up front for
accepting it, $2000 for finishing the job.
Darren Hightower is a rich guy who is head of the water merchants. He has
his own guards and mansion. The Heights, the area in which he lives in,
is located to the west of the merchant center. Go through there, and kill
all inhabitants there. They won't give you too much trouble, since you have
at least the metal armor and the shotgun that you have gotten from Junktown.
Kill everyone and disarm the traps and lockpick the footlocker in the
building that Hightower is in. Steal the expensive necklace in the locker,
and DO NOT SELL OR TRADE IT AT ALL COSTS!!! You'll need the necklace to get
the electronic lockpicks, which in turn are needed to get the powered
armor quickly. (You might need some regular lockpicks to open the locker;
if you don't, skim on down until you see Thieves' Circle. If you have them,
you can use them right now.)
Go back to the Maltese Falcon and talk to Kane. You'll be taken back to
Decker, and he'll give you the $2000. Next, he wants Jain, a COC (Children
of the Cathedral) preist dead. This may seem a bit odd, but it is
imperative that you do this!!!
Go down south in the merchant center, and go to the water merchant's area.
You'll see a building with radiation signs on a red flag. Enter it. There
is a child there; annoy her a bit about the flower (don't buy it from her).
Ask her about the holy flame, Lasher, etc. You might have to do this about
three or four times to get her to leave. (Why get her to leave? The entire
Hub will be against you if you attack her.) A good idea is leaving Ian and
Tycho in the merchant center (tell them that they can leave, but then talk
to them again to get them back). Ian killed the kid once.
After you get the child to leave, there is a woman in purple robes (Jain).
Save before talking with her (fairly interesting conversation paths). You
can also say what you want to her, since the objective is to kill her (My
favorite was when I was pretending to be a COC member and at some point on,
telling her that her "cups were overflowing with enlightment." :)
Afterwards, just kill Jain and her guards. Two of them have Desert Eagles
and are a bit on the hard side, but don't have much armor. You should
easily win with metal armor.
NOTE: Apparently, if you kill the Master, Jain is free from the Master's
control.
More importantly, there is a locked door to the northwest corner of the
building. Hone your lockpicking skill here; try about three or four times
to get the door unlocked. If your lockpicking skills aren't good, come here
after you go to the Thieves' Circle (see below).
The room contains many things, including armor, stimpacks, drugs, a rifle,
and some purple COC robes. Take the COC robes. Even though they are pitiful
when it comes to arming yourself, the robes serve an entirely different
purpose, which you'll find out. In other words, PLEASE KEEP THEM!!!!!!!!
Go back to the merchant center, and go to the police department. Talk to
the cop in metal armor, and tell him that Decker told you to kill Jain or
the Hightowers. The cop will get mad, and he'll ask you to help lead the
assassination of Decker. He'll offer you again what is standard Hub pay:
$300 up front, $1000 for completing the job. The details of the fight
are below. You'll also get a boost to your karma and a lot of experience.
When you are ready, prepare yourself for a good fight. Decker has got Kane
and a few other cronies with him. They all have some strong melee weapon
and are all clothed in some type of armor. Luckily, you've got two cops
and Ian and Tycho on your side. But be ready...both of your NPCs are liable
to death. If you are not equipped in combat armor, then you might be too.
Have at least a shotgun ready, and have about 10 stimpacks to be on the
safe side. After you've killed Decker, talk to Justin Greene to get your
salary. Now it's time to go to the Thieves' Circle to return Hightower's
necklace to Loxley. Go there.
Speak with Loxley again and give him the necklace. He'll direct you to Jasmine,
who will then give you the electronic lock picks as well as lots of money.
More experience for you.
Leave Old Town, and go to the Brotherhood. If you do not know the location,
it is on the left of the Hub, past the mountains. Save if you do not know,
find it, reload the game, and go to the location (it won't be on the map,
but you should know the area in which it is located. It will appear on the
world map as an unknown location.)
Caravan Notes
-------------
The Hub, of course, is a big merchant trading center. It is only natural
to find caravan companies there who want to hire extra guards. It is a
good idea to take a caravan to Necropolis, Brotherhood of Steel, or the
Boneyards if you don't know where the cities are located. Here is a list
of the two caravans:
- Crimson Caravan:
Their pay is $600, and they leave on the 3rd and the 17th of every month. They
go to the Brotherhood of Steel, Junktown, Necropolis, and the Boneyards. The
company travels on dangerous routes, so it is a good idea to have something like
a combat shotgun and metal armor ready. If you return to the Hub with them, you
get an extra $600. To get the job, talk to Demetre, accept the job, and then
to Keri.
- Far Go Traders:
Their pay is $400, and they leave on 8th, 18th, and 28th of every month. They go
to the Brotherhood of Steel, Junktown, and the Boneyards. The company travels
on safe routes, so you don't really need much combat gear - probably metal armor
and a shotgun max. If you return to the Hub with them, you'll get an extra $400.
To get the job, talk to Rutger, accept the job, and then talk to the caravan
driver in the left side of the Far Go Traders building.
- Water Merchants:
Their pay is $200, and they leave on the 1st, 5th, 10th, 15th, 20th, and 25th of
every month. They go to the Boneyards and Junktown. The company travels on
extremely safe routes, so having combat gear isn't always necessary. Like the
other caravans, you can go to the Hub with the company for an extra $200. To get
the job, talk to the caravan leader in the Water Merchants building, accept the
job, and then talk to the caravan driver who is standing outside of the building
with the brahmin.
The Water Chip
--------------
If you're pressed for time (i.e., you don't have the water chip and time is
about to run out), you can buy one hundred days' worth of water sent to
Vault 13 for $2000 from the water merchants. Even though this move gives
you experience, the mutants will be able to locate Vault 13 faster. You'll
only have 400 days to destroy the mutant threats, opposed to 500 if you
don't get the chip. I think the 1.1 patch removes both of the dates, but
the 500 day limit will be removed with the patch.
If you want to find the water chip, go to Necropolis (with your combat
armor) and get the water chip after you accept the quest to get a special
item from the Glow. Instead of going to the Glow, go to Necropolis first
and get the water chip (optionally return it to Vault 13), and then go
to the Glow and back to the Brotherhood.
BROTHERHOOD OF STEEL
====================
Notable Areas
1) Entrance
2) Building (Levels 1-4)
- Armory & Training rooms (Level 1)
- Medical area and initiate's rooms (which includes your room) (Level 2)
- Library and Armor / Weapon mechanics, Knight's Quarters (Level 3)
- Governing council and Elder area (Level 4)
Notable Characters
1) Cabbot, initiate and front door guard
2) Darrell, front door and only guard wearing airtight helmet to Power
Armor
3) Jennifer, a paladin who is standing guard at the entrance on
Level 1 (Level 1)
4) Rhombus, head paladin (Level 1)
5) Talus, Rhombus' second-in-command(Level 1)
6) Michael, quartermaster, fills out orders from stockroom (Level 1)
7) Thomas, Talus's premier student
8) Medical Doctor (Level 2)
9) Jerry, your roommate (Level 2)
10) Vree, head scribe (Level 3)
11) Sophia, teaches initiates Brotherhood history (Level 3)
12) Kyle, Power Armor mechanic (Level 3)
13) General Maxson, the high elder (Level 4)
14) Mathia, Maxson's personal guard (Level 4)
- Brotherhood Guards (in Power Armor))
- Brotherhood Initiates
- Scribes (in light purple robes)
- Brotherhood Elders (in blue robes)
Notes
1) Attempt to pick the Brotherhood entrance with your electronic
lockpicks.
2) Get 'Ruins of the Ancient Order' quest from Cabbot. (if you couldn't
pick the lock to the entrance with electronic lockpicks)
3) Get the quest to free the Brotherhood initiate in the Hub.
4) Watch the training where Talus is. You'll get a bonus to your melee
and unarmed skills plus receive 500 experience.
5) Speak with Vree about mutants and ask her for the computer course.
Also, get the holodisc and read it.
6) Speak with Kyle and get the systolic motivator from Michael
or Rhombus for the Power Armor.
7) Repair the Power Armor.
Details
-------
When you enter the Brotherhood, you'll notice two guards in really neat
armor. This is Power Armor.
Speak with Cabbot, the guard on the left. Ask about joining the Brotherhood,
and he'll give you the quest to find the 'Ruins of the Ancient Order', or
the Glow. Ask Darrell for directions to the Glow and other general questions
about the Brotherhood.
NOTE: If your character has extremely low intelligence (3 or less) Darrell
will give you a free RadX pill.
Use the electronic picks on the front door. If it doesn't open, try several
times. (It is a good idea to have 65% skill. I got it open after several
tries.) When it does, run right through to enter the building. (BTW, enter
the building in a heartbeat because the door will be locked on subsequent
visits and you can enter directly through the first floor, and plus, the
guards in the interior of the Brotherhood bunker will think that you've
completed the quest.)
-------------------------------------------------------------------------
Okay, so your lockpick skill sucks and the electronic picks don't work.
You'll just have to go to the Glow. Go to the Hub, and barter for two
RadX's and a rope. Leave the Hub and go to the Glow. Right before you
are about to enter it, use the RadX's.
When you enter the Glow, there is a huge crater in the middle of the
screen. On the edge of the crater, there is a metal bar. Use the ropes
on the bar, and descend down. Go south, make a right, and then head on
north until you get to the room with the dead Brotherhood soldier in
Power Armor. Examine his body and get the tapes. Leave the Glow and
head for the Brotherhood.
When you get to the Brotherhood, read the tapes for 100 experience. Talk
to Cabbot and give him the tapes. The door will be unlocked and you will
also receive 1500 experience points.
If you want more information on the Glow, skim down and read the
dedicated section for the Glow.
-------------------------------------------------------------------------
In the building, you have to speak with Talus. Go on the hallway to the
right of the screen, and proceed to the room to the south at the end of
the hall (the one with the bunch of recruits in combat armors). Talus is
the only one in the room with power armor. Speak with him, and ask him
about weapons. He'll fill out three scripts of any ammunition you want,
plus a suit of Brotherhood Combat Armor. (Not as good as the power armor,
but certainly not the worst.) Speak with Talus again, and ask for more
weapons. He'll hesitate, but beg him and he'll give you the quest to free
the lost Brotherhood initiate. (BTW, you'll need high karma to be given the
quest. Also, don't tell him that you'll climb the world's largest mountain
- you won't be given the quest.) Also wwatch the training going on; you'll
get a bonus to your unarmed/melee skills and some experience.
NOTE: There's a storage room with a door that's locked; it's a bit to the
north of the training room (where Talus is). Don't try to open the
door with or without lockpicks; the guards will come and attack you
and you will have to kill all of the Brotherhood members.
Time to get yourself Power Armor. Go on the third level, and go to the
room on the bottom right. (It should have a broken suit of power armor and
two people in combat armors.) Speak to the person by the dismantled Power
Armor (that's Kyle.) Ask him why this suit is broken, and he'll send you
back up to get a systolic motivator. Save the game.
Go back to the first level, and speak with Michael (the guy in combat armor
above the room with Talus). Ask him about the systolic motivator, and tell
him that "ordinance needs it or it will be my ass." Michael will believe
you, and will give you the motivator. (Only works with characters who have
high speech skill and/or high charisma.) If you tell him that you need it
for the broken Power Armor, tough luck - he'll hesitate. You can also beg
him, and he'll give one to you.
If your speech skill sucks, go in the room with one person in power armor.
That is Rhombus, the leader of the Paladins. When you go in, sneak in the
locker and get the systolic motivator. Rhombus will catch you, but beg
him to let you go. He'll say that he will forget about this moment. (Don't
bother him again; he will expel you from the Brotherhood.)
After you have gotten the part, go speak with Kyle again. He'll soldier it
in, but the suit needs repairing. (75% Repair, high luck, or 50% repair
with tools does the trick.) After you repair it, the suit will be on the
floor. Pick it up and equip it! (Power Armor weighs 85 pounds, so you may
have to drop your armor and weapons, or put them in your Brotherhood room
on level 2.)
If your repair skill sucks, read the manual that goes along with the Power
Armor. If it still isn't 75%, then you'll have to get the quest to find the
missing initiate from Talus, and then ask for the Power Armor. Repeated
tries with a low skill and a tool have also worked.
Go to Vree on the third level. Ask her about technical information, and then
as her what is causing the mutations. Ask her why she says what she says and
then ask her for proof. Afterwards, ask her how to read a holodisc and she
will offer you a computer course. She'll give you a holodisc about the mutant
autopsies and the course will increase your science skill by 15%. Read the
holodisc, and do not give it away AT ALL COSTS! Leave the Brotherhood, and go
to the Hub. (If you're having difficulty getting the disc, you might be able
to steal it from her - she has two copies.)
BTW, if you're radiated or need healing, go the doctor on the second floor
to heal yourself.
Character Upgrade Notes:
- The doctor on the second floor can inncrease any of your main skills
(except for charisma or luck) by one for lots of money. The operations
last up to three weeks, so it's a good idea to get the water chip
before completing the operations. Here's a table on how much each
operation costs:
- Strength : $2000, 3 weeks
- Perception : $4000, 1 week
- Endurance : $3000, 1 week
- Intelligence: $6000, 3 weeks ($3000 for characters with bad intelligence)
- Agility : $5000, 3 weeks
THE HUB (revisited)
===================
Notable Areas
1) See on earlier Hub section
Notable characters
1) See above
Notes
1) Free the Brotherhood initiate
2) Complete any previous quests that you haven't completed
Details
-------
Now that you have your hands on some good old power armor (erm, Brotherhood
for those without luck and repair), can complete many quests now.
Now, even with your power armor on or not, first thing is to go to Old
Town. There is a shack with some guards. Kill all of the guards with a
shotgun or combat shotgun. Be prepared for a good fight: Ian and Tycho
both need good arms. (Before the fight, you can sell all of the leather
armors, the metal armor, the Desert Eagles and their ammo, and the 10 mm
pistols for some good weaponry. For instance, I bought a combat shotgun for
myself and a sniper rifle for Tycho with just the leather armors. I gave
the SMG I got from Vault 15 to Ian. You can also sell your old shotgun for
some ammo.) To kill the guards, talk to one of them. You'll enter combat
immediately. If you feel real high & mighty, you can go up close and
personal with the combat shotgun and burst them to pieces. (Note that burst
takes 3 shells, but is one **tch to avoid... use it whenever you can give
the shots to the opponent "Up Close & Personal." )
Talk to the man in the green shirt (use the lockpicks). After you've picked
the lock, speak with him and tell him that you're an initiate. He'll thank
you and leave. Save before going to the Brotherhood. (BTW, it's a good
idea to re-supply for ammunition and chemicals before you leave.)
BROTHERHOOD OF STEEL (revisited)
================================
Notable Areas
1) See above section on Brotherhood
Notable Characters
1) See above section on Brotherhood
Notes
1) Get reward for freeing the Brotherhood initiate.
2) Get the quest to scout the northern area for Maxson.
Details
-------
Go to the first level and speak with Talus. Tell him that you have finsihed
the quest, and ask him for your reward. Pick whatever you want. (Choose
Power Armor if you don't have it.)
Go to the fourth level, speak with Maxson, and talk to him about the war,
mutants, etc. and offer to scout the area to the north for free. If have
not done so yet, ask for some weapons. Go back to Level 3 and ask Vree
about the mutants and get the holodisc if you haven't done so.
Go to the outside Brotherhood entrance and save the game. Leave the area,
scout to the northwest, and enter the area enclosed in the green circle.
This is the Military Base.
---------------------------------------------------------------------------
If you want to complete the Military Base/Cathedral, this is the checklist
that you should follow:
1. Ditch your NPC's.
2. Have the COC robes and Vree's Mutant Autopsy Disk with you.
3. Have the sets of both standard and electronic lockpicks with you.
4. Don your Power Armor and put your combat shotgun in one of your item
slots, but you shouldn't let it be in your active item slots.
* (The above only applies for infiltration approaches)
5. Ignore number one for the cowboy military base approach. Your NPC's will
be dead anyways. If you're intending on going to Necropolis for the
water chip or want to complete the Boneyard level, then don't worry about
ditching your NPC's. Or you can leave them outside and pick them up
after you've wiped out the mutants.
- You have to ditch the NPC's for the infiltration approach because the
Super Mutant guards will come and attack you if you have NPC's with
you.
- Simply destroying the mutant threatss will allow you to beat the game.
You need not find the water chip!
- You can finish the Military Base firrst or the Cathedral (either way
is okay).
- If you don't have the robes, go to tthe Cathedral first.
Kevin Johnston's Blog - http://www.300bucks.ca