Dec 28, 1998 - Fallout 1 Walkthrough For PC 1.2

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Master Thief: It's a one-time bonus of 10% to the Lockpick, Steal,
              Traps, and Sneak skills.
              Requirements: Level 12
              Ranks: 1
Master Trader: You have a 25% discount whenever you purchase or barter
               goods from a store or another person.
               Requirements: 7 Charisma, 60% Barter, Level 9
               Ranks: 1
Medic: It's a one-time bonus of 20% to the First Aid and Doctor skills.
       Requirements: Level 12
       Ranks: 1
Mental Block: It tunes out any outside mental interference, such as
              the Master attempting to psychically attack you.
              Requirements: Level 15
              Ranks: 1
More Criticals: Increases critical chance by 5% per level.
                Requirements: 6 Luck, Level 6
                Ranks: 3
Mr. Fixit: It's a one-time bonus of 20% to the Repair and Science skills.
           Requirements: Level 12
           Ranks: 1
Mutate!: It changes one of your traits into something else.
         Requirements: Level 9
         Ranks: 1
Mysterious Stranger: A stranger comes from time to time to help you out.
           Requirements: 7 Luck, Level 6
           Ranks: 1
Night Vision: It reduces the overall darkness by 10% per level.
              Requirements: 6 Perception, Level 3
              Ranks: 3
Pathfinder: It reduces your travel time by 25% per level.
            Requirements: 6 Endurance, 40% Outdoorsman, Level 6
            Ranks: 2
Pickpocket: This perk lets you ignore size and facing modifiers when you
            are stealing.
            Requirements: 8 Agility, 80% Steal, Level 9
            Ranks: 1
Presence: It improves the NPC's reaction by 10% per level.
          Requirements: 6 Charisma, Level 3
          Ranks: 3
Quick Pockets: With this perk, one less action point to access the
               inventory than normal per level.
               Requirements: 5 Agility, Level 3
               Ranks: 3
Rad Resistance: It increases your radiation resistance by 10% per
                level.
Ranger: Your chances of getting a bad random encounter are lowered for
        each level of the perk.
        Requirements: 6 Perception, Level 6
        Ranks: 3
Scout: It increases the size of explorations on the world map by one
       square for each direction.
       Requirements: 8 Perception, Level 3
       Ranks: 1
Scrounger: In a random encounter, it doubles the amount of ammunition
           that you find.
           Requirements: 8 Luck, Level 9
           Ranks: 1
Sharpshooter: It increases your perception for range modifiers only
              per level.
              Requirements: 7 Perception, 6 Intelligence, Level 6
              Ranks: 2
Silent Death: With this perk, you can use the Sneak skill and attack
              a critter using a hand-to-hand attack from the back for
              double damage.
              Requirements: 10 Agility, 80% Sneak, Level 18
              Ranks: 1
Silent Running: You can run and sneak at the same time with this perk.
                Requirements: 6 Agility, 50% Sneak, Level 6
                Ranks: 1
Slayer: A 10-sided dice is rolled. If the number is equal to or below
        your luck, you'll get a critical hit with unarmed or melee
        weapons. It's really nice and works extremely well with the Super
        Sledgehammer, Power Fist, or the Ripper.
        Requirements: 8 Strength, 8 Perception, 80% Unarmed, Level 18
        Ranks: 1
Smooth Talker: Increases your intelligence by one for dialogue purposes
               only per level.
               Requirements: 4 Intelligence, Level 3
               Ranks: 3
Snakeater: It gives you a 25% increase to your poison resistance.
           Requirements: 3 Endurance, Level 6
           Ranks: 1
Sniper: Same as Slayer, except it works with ranged weapons. It is great
        with aimed shots (using Small Guns) and is really really nice
        with burst weapons. (It actually makes the SMG a source of total
        devestation...)
        Requirements: 8 Perception, 8 Agility, 80% Small Guns, Level 18
        Ranks: 1
Speaker: It's a one time bonus of 20% to your Speech and Barter skills.
         Requirements: Level 12
         Ranks: 1
Strong Back: This perk gives you an increase in carry weight by 50 pounds
             per level.
             Requirements: 6 Strength, 6 Endurance, Level 3
             Ranks: 3
Survivalist: This perk gives you a 20% increase in Outdoorsman for survival
             purposes only per level.
             Requirements: 6 Endurance, 6 Intelligence, 40% Outdoorsman,
                           Level 3
             Ranks: 3
Swift Learner: Whenever you gain experience, you'll receive 5% more experience
               per level of the perk.
               Requirements: 4 Intelligence, Level 3
               Ranks: 3
Tag: With this perk, you can pick a new tag skill in addition to the ones
     you already have.
     Requirements: Level 12
     Ranks: 1
Toughness: It adds 10% to your general damage resistance per level.
           Requirements: 6 Endurance, 6 Luck, Level 3
           Ranks: 3

SAMPLE CHARACTERS
-----------------
The sample characters include a general-purpose character who functions as
a good diplomat and a shooter, three special characters, a diplomat, and two
specialized "Sniper" characters.

*All-rounder: ST 6 PE 6 EN 6 CH 6 IN 8 AG 10 LK 5 == OR ==
              ST 6 PE 7 EN 5 CH 6 IN 9 AG 10 LK 5 == OR ==
              ST 6 PE 8 EN 5 CH 6 IN 8 AG 10 LK 5 (Rounded sniper)
             
   Tag Small Guns, Speech, and something else. This is an all around average
   character. You can mess with other skills to increase Luck and Agility.
   The Rounded Sniper variant can, as its name suggests, get the "Sniper"
   perk later on in the game.

*Pacifist: ST 4 PE 5 EN 9 CH 6 IN 8 AG 10 LK 5

   Take Gifted and Good Natured, and tag Lockpick, Science, and Speech. This
   character can get you through the game without killing people. To see how
   to do this, look in the 'Pacifist' section below. For some strange reason,
   the female sex is more fitting for this character (although it won't make a
   difference).

*Dim-Wit: ST 5 PE 6 EN 6 CH 7 IN 3 AG 8 LK 5

   Take Chem Resistant, and tag Small Guns, Unarmed, and something else. You
   start out with two Mentats. You can use them if dialogue is needed. If you
   feel that the game is too difficult, take the Smooth Talker perk.

*Late-Game Badass: ST 7 PE 8 EN 6 CH 5 IN 7 AG 8 LK 6  == OR ==
                   ST 6 PE 7 EN 5 CH 5 IN 7 AG 9 LK 8
                
   Take Gifted, Fast Shot, and for the perks, make sure you take Bonus Rate of
   Fire, Better Criticals, and Sniper as perks. To get the Sniper perk, you have
   to kill the Deathclaws at the Boneyards and not kill the Mother Deathclaw and her
   eggs. The deathclaws will respawn and will give you better killing opportunities.
 
   Also, for the second character, you'll need to take Mentats to get the Sniper
   perk.
                    
*Diplomat: ST 5 PE 6 EN 4 CH 8 IN 10 AG 10 LK 4

   Take Gifted, and tag Small Guns, Speech, and one of these: Unarmed or Lockpick.
   This character will have low hit points and should stay  at a low level; he/she
   is not eligible for the Sniper perk later on. Be sure to take Bonus Rate of Fire.
   This character is not good for endgame killings (Master, Deathclaws, etc). If you
   are going to go after the three, then get the powered armor later on.

*Sharpshooter: ST 6 PE 8 EN 5 CH 6 IN 7 AG 10 LK 6

   Take Gifted, Small Frame, tag Small Guns, Energy Weapons, and preferably Speech.
   Build tag skills to 130% or so and you'll have an easy time at the end. Be sure to
   get the Plasma Rifle sooner or later, and increase other skills with books.

*Assault Sniper: ST 6 PE 8 EN 5 CH 6 IN 7 AG 10 LK 6

   Same as above, except exchange Speech for Melee. Be sure to build Speech to 90% or so,
   and take the Speech perks if necessary. Build small guns, energy weapons, and melee to
   over 110%, and ask the Brotherhood for the Super Sledgehammer.


UPGRADING YOUR STATISTICS
-------------------------
During your adventure, you can receive some bonuses to your statistics.
- Drugs, such as Buffout, Mentats, Psyccho, and RadX can increase them
  temporarily. (For more info on which stats they alter, refer to the
  appendix.)
- Armor can provide a good increase in  armor class, damage threshold
  and resistance, as well as radiation resistance.
- Tycho can teach you some outdoorsman  skill if you ask.
- MacRae, the guard at the Blades, can  teach you some fighting skills
  if you ask him. It's futile to ask if they're at 91%.
- Watching the Brotherhood Initiate traaining can give you an increase
  in melee and unarmed skills.
- The Brotherhood has computer courses  that can increase your science
  skill by 15%.
- Reading books can increase your skillls, up to 91%. These include: Scout
  Handbook (outdoorsman), Big Book of Science (Science), Guns and Bullets
  (small guns), Dean's Electronics (repair), and the First Aid Book (first
  aid).
- The Brotherhood surgeon can increase  all of your skills (except for
  charisma and luck) for a price (and long recovery time).
  - Strength    : $2000, 3 weeks
  - Perception  : $4000, 1 week
  - Endurance   : $3000, 1 week
  - Intelligence: $6000, 3 weeks ($3000 for characters with less than
                                  3 Intelligence)
  - Agility     : $5000, 3 weeks
- Patrick the Celt, the wandering bard,, can increase your charisma by one
  if you sing the gaelic song with him.
- Chuck, the fortuneteller, can increasse your luck by two if you get your
  fortune told and choose the right conversation path.


WALKTHROUGH (or the complete spoiler)
=====================================
NOTE: See the Appendix for Quest Notes.

Mini-FAQ
--------
Q1: What is the time limit to bring back the water chip?
A1: 150 days, or an additional 100 days for the water caravan.

Q2: Where is the water chip?
A2: It's in Vault 12, which is in Bakersfield, more commonly known
    as Necropolis.

Q3: Do I have to get the water chip to beat the game?
A3: No. Even if you do get the water chip, the game doesn't end
    immediately. You have to destroy the mutant threats.

Q4: How many ways are there of destroying the mutant threats?
A4: Several. Cowboy (aka kill everything that moves) and stealth
    approaches work.

Q5: How can I get stuff back from NPC's like Ian or Tycho?
A5: Use the steal option. It's just like trading with them.

DATES & TIMELINES
-----------------
This section tells you how long it will take (in game time) to complete
the major (required) quests.

- You must find the Water Chip in 150 ddays before your vault runs
  out of water.

- If you destroy the mutant threats in  150 days, you will not need
  to find the water chip.

- There is a 500 day time limit to desttroy both mutant threats. (They
  are the Vats and the Cathedral.) The time limit starts at the
  beginning of the game.

- If you get the water caravan to delivver water to your vault, then the
  time limit is shortened by 100 days to destroy the mutant threats.

- With version 1.1, the time limit to ffind the Water Chip will still
  remain, but the 500 and 400 day time limits will be removed and be
  replaced with a 13-year time limit. I think that this applies to
  Fallout v.1.2 (European release) as well.


PREFACE
=======
This walkthrough goes through a pretty quick game. You won't get the
water chip, but will destroy the mutants with about 75 days remaining.
Sections for getting the water chip are included, so you can get it.

This is the route that the walkthrough goes through:
- Vault 13
- Shady Sands
- Vault 15
- Shady Sands (to get the Tandi quest)
- Raiders (free Tandi)
- Shady Sands (return Tandi)
- Raiders (kill them)
- Junktown
- Hub
- Brotherhood
- Glow (if you couldn't pick the locks))
- Brotherhood (Power Armor)
- Hub (kill the raiders)
- Brotherhood (reward for killing raideers)
- Military Base
- Brotherhood (tell Maxson that there iis a threat to the military
  base even though you have blown it up. You'll get 1500 exp.)
- Cathedral

This is the route that you should follow if you want to do everything:
- Same as above, up to the Brotherhood  with Power Armor
- Necropolis (get water chip, fix the ppump, kill mutants)
- Vault 13 (finish extra sidequests andd return the water chip)
- Hub (kill the raiders that are holdinng the Brotherhood initate)
- Brotherhood (reward, any operations)
- LA Boneyards
- Cathedral
- Military Base

And yes, it covers primarily good quests but has 4 evil quests, one
that is needed to bust this gang, two for money/experience/important
items, and one purely for items.

There are also three variations: Highest Karma, Truly Evil, and
Pacifist.

PATCHES (also in the tech FAQ)
-------
There are three versions of Fallout available. Fallout v.1.0 is the
initial North American release, v.1.1 is the patched North American
release, and v.1.2 is the European release. It is recommended that you
use either version 1.1 or 1.2. Version 1.2 doesn't have children.


VAULT 13
========
Notable Areas
1)  The Caves
2)  The Vault itself (Entrance, Living Quarters, Command Center)

Notable Characters
1)  Several rats
2)  Overseer of the Vault
3)  Theresa, leader of the rebel faction
4)  Lyle, concerned Vault dweller
5)  Cindy, concerned Vault dweller
6)  The water thief
7)  Guard at the armory
-   Various Vault Dwellers

Stuff to get
1)  24 AP 10 mm bullets
2)  Knife
3)  Shotgun and 40 shells
4)  10mm JHP ammo
5)  Stimpacks, first aid kit, mentats
6)  Flares

Notes
1)  Examine the corpse and take the ammo and the knife.
2)  Kill all 20 cave rats without your gun.
3)  Speak with Theresa and calm the rebel faction.
4)  Catch the water thief.
5)  Use the Vault learning terminals to gain experience.
6)  Get weapons/equipment from the Overseer, armory, and the
    water storage room.

Details
-------
The corpse is on your right. Examine it, and take everything in the
corpse's remains (24 10mm AP ammo and a knife). There are 20 rats in the
Vault Cave; they are quite easy to kill. Kill them with a knife, or even
better, brass knuckles. You don't have to kill all of them, but
500 xp comes in pretty handy. After you've wasted them, exit Vault 13.

Leave the Vault entrance, and head on to Vault 15. Travel for a day, and
go back to Vault 13. You can get lots of weapons and quite a bit of
experience if you do the sidequests there. Alternatively, you can skip
the area and head for Vault 15. If you do go to Vault 13, go at 8:00
in the morning and save the water thief quest for last. Most of the
vault dwellers will refuse to talk to you during that time.

To get the extra weapons, go to the command center (third floor) and
keep on telling the overseer that you haven't found the water chip.
When he says 'Please...tell me that you have found the chip...' tell
him that you'll need weapons to complete the quest. He'll give you
some 10mm JHP ammo and two stimpacks. Also, go into the armory (room
with guard)and talk to the guard. Tell him which people have access,
then tell him 'sounds like people who only have need can go in.' Afterwards,
tell him that you have need. He'll unlock the door for you, and you can
get a shotgun and 40 shells alongside with lots of ammo.

You can also go into the water storage room, also on the third floor, for
a first aid kit, stimpacks, and some mentats. On the first floor locker
(near the big vault door), there are some flares that you can take.

On the third floor, in the library (westernmost room), there are two
learning terminals that you can use. One is near the entrance, to its
right; the other terminal is on the northern end of the library. Use
the science skill on both of the terminals to gain a total of 700 xp,
350 on each terminal.

Go on the second floor and on the north-west end there is a red-haired
vault dweller whose name is Theresa. Speak with her, tell her that
your journey is going on well. She'll start to say that the Overseer
is paranoid, and you'll have to tell her that the Overseer is trying
to protect the Vault dwellers. She'll agree and you'll receive 750
experience. Note that it requires good speech and intelligence. An
alternate method is finding out about a rebel meeting, attending it,
and killing the rebels, but I haven't tried it yet.

Go to the south end of the second floor, and speak with Lyle and Cindy.
Lyle is directly to the south of Theresa, and Cindy is the redhead on
the southeast. They will both tell you about the water thief. Save,
and enter the third floor. (Actually, Lyle tells you indirectly while
Cindy will tell you about it.)

If you can't get them to tell you about the water thief, rest up till
8:00 A.M. and then head to the third floor. Talk to the water guard
and ask him how is he doing. He'll tell you about the water thief then.

Go and hide in a corner on the third floor and wait until midnight. A
Vault dweller will come up from the elevator. Don't talk to him, and
observe his actions. After he enters the storage room and leaves, talk
to him and tell him that you are looking for the water thief. Threaten
him if he resists, and search him. You'll get 1000 experience.

NOTE: There is no way of solving the water thief quest if you didn't
      get any leads from the water guard or Lyle or Cindy. I tried and
      the Water Thief doesn't show up.

Now you'll want to head towards Vault 15. You'll see a city enclosed in
a green circle on the map; stop at the city.


SHADY SANDS
===========
Rough map

Town hall
        
           ---Farm Area / Bhramin pastures

Notable Areas
1)  Town Hall
2)  Farm and Brahmin Pen
3)  Radscorpion Caves

Notable Characters
1)  Seth, the leader of the guards
2)  Ian, an NPC who you can pick up
3)  Aradesh, the leader of Shady Sands
4)  Katrina, gate greeter
5)  Tandi, daughter of Aradesh
6)  Razlo, doctor of Shady Sands
7)  Curtis, a farmer
8)  Jarvis, Seth's brother
-   Shady Sands townsfolk
-   Shady Sands guards

Stuff to get
1)  Rope
2)  2 cartridges of .223 FMJ bullets and 20 bee-bees
3)  Sledgehammer
4)  Scout book
5)  5 stimpacks
6)  First Aid guide
7)  2 Radscorpion tails
8)  First-aid kit and Doctor's Bag

Notes
1)  Stop here instead of going to Vault 15. (It's the green circle.)
2)  Talk to the main characters in the city.
3)  Recruit Ian into your ranks.
4)  Solve the agriculture problem.
5)  Solve the Radscorpion problem.
6)  Help Razlo make the Radscorpion antidote.
7)  Heal Jarvis, one of the guard's brothers.
8)  Steal whatever is in the bookcases.

Details
-------
In the middle of your journey to Vault 15, you'll see a green circle on the
map. The name of the small community is Shady Sands, and it is a good idea
that you stop there.

When you enter Shady Sands, you will see a woman and a man guarding the
entrance to the town. Speak with the woman (Katrina), and choose the
dialogue option " Please help me..." Ask everything that is offered, and
you can get 250 xp for doing so.

Go talk to Seth, the guard. Introduce yourself to him, and then go to the
building to the right of him. Talk to the guards, and they might tell you
to get out (don't). In the bookcase to the north side of the guardhouse,
there are some ammunition, .223 caliber and some for BB guns. Take it, as
it will give you something to sell. Open the curtain on the east side and
you'll see a man in a leather jacket and some blue jeans. Talk to him, and
then talk to him again. Ask for help, and he'll join you for free if you
have 9 charisma and a high speech skill (otherwise, it costs about $100 to
get him). His name is Ian, and he comes in pretty handy. You will also get
an additional 100 xp. (Another way is 'giving him a piece of the action'
instead, and he'll join you for free. I didn't try this myself, since I
thought my reputation with Ian would go down. However, it doesn't.)

Go to the building that is south of the guard house. Enter it, and there
will be a robed figure standing in the corner. The person who is wearing the
robes is Aradesh. Speak with him, and tell him that you're from a Vault to
the west and that you'll help the community get rid of the radscorpions for
free.

Go to the south until you reach the wall. Now go to the building on the
west, and you will see a doctor named Razlo. Discuss the Radscorpion
problem with him, too. Now head on eastward, and go to the green
translucent area. You will go to the farms of Shady Sands (by the way,
Green areas are to navigate through different areas of the town).

Speak with the farmer in the farm in the southern area. (he may be hard to
see because he is by crops). His name is Curtis. If you have good science
skill, you can teach the farmer new agricultural skills. (Be sure to tell
him about Crop Rotation.) Also, raid all of the shelves and floors of the
buildings to the north and east of the farm...there are lots of nice things
there. (Scout Handbook, ropes, even a sledgehammer)

Go back to the town hall area of Shady Sands. Go to Razlo's house again,
and steal whatever is in the bookcase. If his wife (or Razlo) catches you,
go and use the 'sneak' skill and try again. After you have looted Razlo's
house, go to the deserted building north and take the scout handbook, and
then go to Aradesh's house. Open the curtains that lead to the bedroom. The
room on the far left (or your characters) right has a bookcase with a knife
and a stimpack.

After you've looted the area, go talk to Seth again. Tell him that you want
to go to the Radscorpion caves. When you enter the caves, begin searching
for the Radscorpions. Kill them with your 10mm, since you're probably too
weak to fight them all single-handedly. There are 9 of them, and are worth
110 xp each. You'll also get 500 xp for solving the problem.

Alternatively, you can use some dynamite to finish them off. There is a
portion of the cave wall that seems weak. Plant the explosives there, and
watch it fall down. This prevents the radscorpions from entering the town.
I decided to kill them for the hell of it, and plus you get more xp and
have a chance of making the Radscorpion cure. (BTW, the explosives are
found in Vault 15, which you'll encounter later).

If you go decide and kill them (or even one), examine one radscorpion
corpse and take the tail part of the radscorpion. Give it to Razlo to make
the radscorpion antidote. You'll get 250 xp for that. Be sure to scout out
the caves also. You can find 10mm ammo scattered around the first
radscorpions that you'll kill and a stimpack near the bones in the area
with four radscorpions.

Behind Razlo and past the curtain is a man lying on the floor. Use the
antidote on him, and get 400 xp. Your karma will also go up. Also, be sure
to talk to Aradesh that you've solved the radscorpion problem.

After you've finished doing everything that's listed above, try to find
one rope. You'll need it for Vault 15. Seth has one that you can barter
for, and there is another one in the farm.


VAULT 15
========        
Notable Areas
1)  Shack entrance
2)  Vault Caves and Entrance
3)  Living Quarters
4)  Command Center

Notable Characters
1)  Lots of rats
2)  The Greater Mole Rat (actually there are two)

Stuff to get
1)  Stimpacks and a First-Aid kit
2)  Leather Jacket
3)  MP9 Sub-machine gun and Hunting Rifle
4)  Whatever ammo you can find
5)  Dynamite
6)  Frag grenades
7)  Another piece of rope

Notes
1)  Kill all of the rats in the area.
2)  Get the Leather Jacket, the 10mm SMG, the Dynamite, and the 2 grenades
    on the upper levels.
3)  Get to the Vault Command Center.

Details
------- 
When you enter the vault area, you'll notice a small shack in the middle of
nowhere. Enter it, and you'll see a manhole. Go down the manhole to enter
the Vault 15 cavern.

There's not much to tell about here in this area. Probably the most
troublesome thing is the Lesser Mole Rat, and even he is quite easy to
kill. Either attack him unarmed or with the pistol.

The primary goal of this level is to go to the command center and try to go
to the hallway that leads to the main computer and the overseer pedestal.
The passageway is blocked, and you'll get a message saying that the water
chip is nowhere to be found. You'll get 500 xp for your efforts.
(Okay, so no water chip. Still, you should scour the area just because of
the xp, the SMG, and the leather jacket.)

When you enter the vault, kill all of the rats and get the flares from the
locker in the first hallway and some healing items from the locker in the
eastern hospital room. To get to the second floor, you need a rope. Use it on
the elevator, and you can climb up to reach the living quarters of the vault.
Kill the rats in the second floor and enter the room with the locker, which
contains a Leather Jacket and some rope. In the northern half, there is some
FMJ ammo and in one room's bathroom (the southwestern room) there is a Hunting
Rifle (it's hard to see...it blends in with the floor). Use the rope on
the elevator on the right-hand side and enter the command center.

Once when you enter the command center, there will be a mole rat guarding
the area. Kill him. Go to the southern area, and then go to the eastern
side, which is covered with rocks. Once you reach the area, you will get
a message saying that the water chip cannot be found. You'll get 500 xp.*
On the third level in the armory (the room above the passage which leads
to the command center; in other words, the room with lockers), there are
two frag grenades and a stick of dynamite, a crowbar, and a Sub-Machine gun.
In addition, there is some ammo in the eastern rooms, as well as a first
aid book in the library, and some more ammo in a locker in the library.
After you've plundered the abandoned Vault for any usable items and have
killed the rats, head back to Shady Sands.

* One of the FAQ readers, Eric Wills, has told me that you can receive
  200 experience for finding the source of the rat infestation. The source
  can be found in the conference room, just north of the room where the
  SMG is.


SHADY SANDS (again)
===================
Notes
1)  Save Tandi from the Raiders.

Details
-------
When you first go to Shady Sands (assuming it is your second time), talk to
Seth and Aradesh. You'll find out that Tandi, the daughter of Aradesh, is
missing. You'll have to free her from the Raiders.

When you talk to Aradesh, he'll give you a spear. If you want more stuff
(two stimpacks actually), you can talk to Razlo and tell him that many
people, including yourself, are looking for Tandi. He'll give you two
stimpacks. Afterwards, head for the Raider Camp.

KAHN RAIDER CAMP
================
Rough mapFallout 1 on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.

   Building

   Tents

Notable Areas
1)  Several tents
2)  The main building

Notable Characters
1)  Garl, the Raider leader
2)  A very terrifed Tandi

Stuff to get
1)  See second section of Raiders, located below

Notes
1)  Free Tandi from the Raiders. Do this by either killing the raiders or
    lockpicking the door and then killing the raiders (if they attack you).
2)  If you've freed Tandi in a diplomatic manner, go back to the camp after
    you've brought her back to Shady Sands and kill everyone there.

Details
-------
When you enter the area, do not talk to any of the raiders yet, except for
Garl, their leader. Just avoid them and enter the main building. If a
raider talks to you, try to bull**it them by saying that you have something
to do with Garl, or you're leaving soon.

Garl is the guy in the metal armor. Talk to him, and try to get Tandi back.
You can wrestle him, barter for her release, talk him out of it, or the
straight and forward approach, kill him. Not every option is available for
every character (of course, the latter one is). Return to Shady Sands to
return her home. If you don't, then she'll be just another NPC.

If you decide to fight Garl hand to hand, he'll hand you his Desert Eagle
and his metal armor if you win. It is quite easy to win; even the starting
character Natalia can win.

NOTE: If you're male, are wearing leather armor, and have high charisma and
      intelligence (former important) then Garl will think that you're his
      father. Adds some neat conversation options.

Go back to Shady Sands, and talk to Seth and Aradesh.

NOTE: If you choose to kill all of the raiders, you won't get any quest
      experience for freeing Tandi - in the game, this is considered a
      risky maneuver, as it is a bit early to face the raiders in combat.
      Mind you, it is possible, and isn't too hard with Ian on your side.


SHADY SANDS (yet again)
=======================
Notable Areas
1)  See above listing for Shady Sands

Notable Characters
1)  See above listing for Shady Sands

Notes
1)  Talk to Seth and Aradesh.
2)  Get the reward from Aradesh for freeing Tandi.

Details
-------
When you enter Shady Sands, talk to Seth and Aradesh. You'll get a reward
of $800 dollars, get some xp, and your karma will shoot up. If you've
missed a quest in Shady Sands, do it and go back to the Raider camp.


KAHN RAIDER CAMP (again)
========================
Notable Areas
1)  See above listing for Khan Raider Camp

Notable CharactersFallout 1 on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.
1)  Garl, Raider Leader
2)  Petrox, a tough desert raider
3)  Tolya, another tough desert raider
4)  Diana, a tough she-desert raider
5)  Gwen, Garl's assistant
6)  The two slaves
-   Various Desert Raiders

Notes
1)  Kill everyone except for the two slaves housed in the main building.
2)  Swipe Garl's Metal Armor, the Desert Eagles and Leather Armors.
3)  Get the Shotgun and 40 shells from the refrigerator and the desk.
4)  Acquire as many leather armors as you can from the raiders.
5)  Get the lockpicks from the refrigator.

Stuff to get
1)  4-6 Desert Eagle .44's
2)  5-10 10mm pistols
3)  10-15 Leather Armors
4)  1 Metal Armor
5)  2 Molotov Cocktails
6)  Lots of ammunition
7)  Stimpacks and drugs

Details
-------
When you enter the raider camp, have your gun (by now you should have a SMG
or a shotgun), and make sure that Ian has a gun (probably the 10mm pistol).
Kill all the raiders, and don't hesitate giving Ian some stimpacks so he can
heal himself.

Don't be afraid to burst at the raiders. Just make sure Ian isn't in the
way. Make sure you kill Garl, the main Raider, preferably using the burst
mode on the SMG.  Steal Garl's metal armor, and you'll have fairly good
defense early on into the game (normally, you would be buying this at
Beth's or Jake's weapon store in the Hub). If you have the shotgun from
Vault 13, that one works well also. That way, you can give the SMG to
Ian.

After you kill everyone in the large room in the main Raider building,
you'll free two slaves. 200 xp for you. Also, be sure to raid the fridge
in the building; it has lockpicks, which you should take if you don't
have any.

Take all the guns, the ammo, and the stimpacks. You'll need them, and you
can sell the guns you found here in the Hub for combat armor and some heavy
weapons. The extra armors that you can get are good for trading stuff at
the Hub and possibly the Boneyards if you choose to go there. Head south
to Junktown to continue your journey.

It is a good idea to give the Ian the .44 Desert Eagle and all the ammo
right now. He'll make a good shot with it.


JUNKTOWN
========
Rough map

   Casino
      |
 Crash house / Killian's store
       |
       |
    Entrance

Notable Areas
1)  Entrance
2)  Crash House and Killian's store
3)  Casino and Skum Pitt Bar

Notable Characters
1)  Lars, the leader of the guards
2)  Killan, mayor of Junktown
3)  Doc Morbid, doctor of Junktown
4)  Tycho, another NPC that you can pick up
5)  Gizmo, crook and casino owner; wants Killian dead
6)  Neal, Skum Pitt owner
7)  Marcelles, Crash House owner
8)  Sinthia, Crash House customer who gets held hostage by a raider
9)  Vinnie, leader of the Skulz, wears a leather jacket
10) Phil, Junktown dweller who has dog problem
11) Dogmeat, dog who is annoying Phil; joins you
12) Ismarc, singer at the Skum Pitt
13) Saul, a Junktown boxer
14) Trish, the waitress at the Skum Pitt
-   Junktown Guards

Stuff to get (and as a reward)
1)  Hunting Rifle
2)  Mauser 9mm
3)  Rewards - Choose either:
    - Shotgun with shells (if you haven't gotten it yet)
    - Stimpacks (preferred option)

Stuff to barter for
1)  Stimpacks

Notes
1)  Meet up with Killian, and kill Kenji, the assassin that the casino owner
    has sent.
2)  Meet Gizmo (the casino owner) instead and kill Killian. Crosses out
    other quests, though. (This info is not included in this FAQ.) If you do
    decide to kill him, you'll end up killing the innocents and guards who
    inhabit Junktown.
3)  Lockpick Killian's safe.
4)  Help Lars bust the Skulz gang. Alternatively, you can do this yourself,
    but the latter option takes a long time.
5)  Save Sinthia from the crazed raider.
6)  Recruit Tycho and Dogmeat in your ranks.
7)  Straighten the deal out with Saul and his girlfriend.
8)  Optionally kill Doc Morbid and his guards.

Details
-------
When you enter the town, be at all costs unarmed and enter at daytime.
Junktown takes the law very seriously.

There is a guard whose name is Kalnor who is guarding the entrance to
Junktown. If you have high charisma and speech skill, try to bull**it him
around, saying that you have to enter  the city now. Otherwise, you have to
enter at 6:00 A.M. (It really doesn't matter; all the businesses are closed
at 6:00 A.M anyway. You can go in, and rest until 8:00 A.M) Also, speak
with Lars, the sergeant of the Junktown guards.

Kevin Johnston's Blog - http://www.300bucks.ca

 
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