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Dec 29, 1998 - Fallout 1 Walkthrough For PC 1Back

Fallout: A Post Nuclear Adventure v.1.1 (NA), v.1.2 (EU)
Game Guide, revision 1.86 (25 June 2003)
Written by Omkar Namjoshi
homepage: http://falloutnext.cjb.net
e-mail: omk_489@hotmail.com
CONTENTS:
---------
1. About this guide
2. Character Creation
3. Walkthrough
4. Combat Tactics
5. Appendix
6. Technical Manual for Fallout
7. Credits
ABOUT THIS GUIDE
================
FAQ REQUIREMENTS
----------------
- Computer with an ASCII text reader wiith support for files larger than
65,536 bytes. You can open this guide with your web browser, a word
processor (except for Microsoft Notepad), the MS-DOS editor or the
| MORE command in MS-DOS.
- It is a good idea to have the Falloutt 1.1 patch installed before you
use this guide. If you're playing the European release of Fallout
(v.1.2), you might see some differences in the game.
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TEXTUAL NOTES
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NOTE: : Important sidenote
(some text here): Important sidenote
BTW : By the way
xp, x.p. : experience points
:) : Colorful commentary
i.e., e.g. : Examples
COC : Acronym for Children of the Cathedral
BOS : Acronym for the Brotherhood of Steel
- Please note that references to 'you' (i.e 2nd person) and 'your
character' can be used interchangebly.
ABOUT FALLOUT
-------------
Fallout is one of the best RPGs out on the market today. It's very
different compared to other ones. There are many ways to solve a problem
instead of one on many RPGs. You can create your own character to use
in the game (unlike many others) and its non-linear architecture allows
for a good deal of replay action. There are multitudes of solutions
to a specific problem. Plus, it is hard for any character to complete
every single sidequest in the game, which further adds to its replay
value.
You have a plethora of freedom in this game. You can choose your
own dialogue and make your own decisions, choosing when and where
to get involved (and when not to). Unfortunately, the core plot of the
game (spoiler: this isn't finding the water chip) is linear and must be
completed in order to finish the game.
(In technical terms, Fallout is considered as a non-linear character
role-playing game.)
Fallout is a very violent game. It deals with mature themes, including
violence, drugs, adult language, and sex. That means the walkthrough
will be dealing with them also. If you find this too much to bear, quit
this game and play something else.
Fallout takes place after World War III, which destroys much of
the planet. Nations are in deep conflict after waging nuclear war for the
control of more territory and the need of more resources. China invades
Alaska. The United States conquers Canada. And the European Commonwealth
becomes a lawless community with bickering nations attempting to take
control of the western area. To protect its citizens, the United States
started to build vaults, which essentially were large, underground
dwellings which protected its people from radiation, chemical, and
biological weapons.
Vaults can occupy several hundred people. You were a citizen of the Vault
known as Vault-13.
Your vault has a water purification controller, which purifies all the
water it receives to be ready for human consumption. Unfortunately, the
controller chip in the vault has malfunctioned. Without it functioning, the
people cannot have drinking water available. You are chosen to venture out
to the outside world to find a replacement chip before your vault's supply
is depleted.
After this, there is nothing but cheap stuff. Read if you are only stuck,
caught in a trap, or are surround by some putrid green people wielding
chainguns and plasma rifles.
I hope you have as much fun as playing Fallout as I have had. Best of
luck to you, Vault Dweller!
PLAYING FALLOUT
---------------
Some things in the manual might not seem very clear; this section
is designed to give you a concise breakdown of the various actions
that you can perform. There's also a breakdown of the various
difficulty levels as well.
* Difficulty levels
- If you choose the game difficulty level to easy, you will
receive a 20% bonus to non-combat related skills. If you
set it to hard, you'll receive a 10% penalty to non-combat
related skills.
- If you choose the combat difficulty at wimpy, you will
receive a bonus to your accuracy and the enemies will
receive a penalty. If you change the difficulty to
rough, you'll receive a penalty and the enemy will get
a bonus and will perform many more critical hits.
* Interface
- The hex-shaped cursor icon is used to show movement.
- The arrow (standard) cursor icon is used for most other functions.
- The 'INV' button is used to access your inventory.
- The red button beside 'Skilldex' is used to use your secondary
skills.
- The button below 'INV' is used to bring the main menu.
- The red button above 'INV' is used to change your item slots.
* Moving
When the cursor is a hexagonal-shaped structure, that means you can
move your character. Hold shift to run around instead of walking. You
can right-click to change the cursor.
If you want to go to the world map, you have to go on the red grid
in an area. If you want to access another area of a city or building,
you have to go to the green grid or climb stairs/ride elevators.
* Examining your surroundings
Right-click the mouse to change the hexagonal-shaped structure to an
arrow-shaped cursor. Move the cursor to the object you want to examine.
Hold the left mouse button and choose the binoculars to examine an
object or a critter.
* Talking to critters
Simply click the character that you want to talk to you. You should
have the arrow-shaped cursor icon to talk to the character.
* Using items
To use an item on an object, hold the cursor (standard cursor) over
an object and click on the wallet (or like object). You'll see your
inventory. Click on the item that you want to use on the object.
Another way is putting the item in one of your item slots. Click
on the item and move the crosshair on the object you want to use
the item on.
* Using skills
To use a skill on an object or a critter, click the red button that
reads 'Skilldex.' Choose the skill that you want to use. Use the
crosshair to target the object or critter that will be the target
of a given skill. Some, like Sneak, don't have a target; instead,
a message box pops up on the lower left, telling you that your
character is sneaking.
Another way is holding the left mouse button on the character
(mouse cursor is standard cursor) and clicking on the face and
then choosing the skill.
* Activating an item (flares, motion sensors, etc.)
Put the item in your item slot and click on it to activate it.
Another method is accessing your inventory and holding the left
mouse button on the item that you want to activate. Choose the
hand that's open to activate the item.
If you want to use flares, first activate them, and then
drop them. Ditto with dynamite/plastic explosives.
* Changing weapon modes (target/burst/reload)
Right-click on the weapon when it is in your active weapon slot.
The mode will change. (e.g., the 10mm will change from single
to aimed [has bullseye] and then to reload.)
* Entering Combat Mode
If you hit 'A' on the keyboard, you will enter combat mode. You
can walk around without people noticing (at the expense of your
action points). This is useful near the end of the game.
* Using lockpicks, electronic lockpicks, first-aid kits, the doctor's
bag, and the tool increase lockpick, first-aid, doctor, and repair
skills by 25%, respectively.
* While stealing, it is a good idea to steal while sneaking. Also,
steal from behind the character and don't worry about stealing
particularly large items.
* Pay attention to the screen on your bottom-left. It tells you lots
of information about what's going on in the game.
* If you're examining dead bodies and you examine a body that's in
a pile of other dead bodies, there will be arrows beneath the
body picture in the inventory screen. Bodies will be easier to
search if you set the violence level really low.
CHARACTER CREATION
==================
An impression for the game was "a big dumb ox and a pretty little lady
won't have the same experience" - to quote Christopher Smith's great
Fallout FAQ.
The three pre-made characters that come with the game can finish it.
First, select your name. The name doesn't make any difference in the game;
it is your own preference.
Next, select your age. You can be as young as 16, but as old as 35. Age
has an insignificant impact on the game. Probably older characters might
have different reactions with young ones, but none that I know of. But at
the same time, all of my characters were pretty young.
Now you are ready to select your sex. You can be male or female, and the
game does differ if you are a girl or a guy. It's your own choice;
try beating both variations of the game. However, there are some issues
regarding the sex of your character. The game really doesn't matter if you
are male or female, but these are the differences. (Female is recommended
for a slightly easier game.)
- Male characters typically get knockedd down and have a greater chance of
you scoring a critical hit on them if you hit them in the groin. The
female character doesn't have any known weaknesses in combat.
- NPC's have different reactions if youu are female or male (Killian
calls you darling if you're female, Keri can have sex with you if
you're male, etc.)
- Probably to offset the male weakness thing, female characters are hated
by couple of NPC's, notably Lasher. Harry is a bit harder to BS with
if you're female.
- If you are female, there is no charissma bonus to your character, and
there aren't any strength and endurance penalties. Ditto for males as
well.
MAIN SKILLS
-----------
They're pretty self explanatory, but on the descriptions it tells what
each skill modifies. All skills are important, but try to keep Luck,
Strength, and Perception at least at 4. Characters with Intelligence
values of three or less face a totally different game...the only
options that you'll receive in dialogue are "Ruk" and "Eeg," as
well as the occasional "Yah," "Uh-Huh," and "want morE."
Strength - It modifies carry weight, hit points, weapon handling,
and some weapon skills.
Perception - It modifies some skills and increases accuracy at range.
Endurance - Toughness. It modifies some skills, hit points, and
resistance to poison and radiation.
Charisma - Looks. It modifies speech and barter, as well as NPC reactions.
Intelligence - It modifies dialogue options (gives you more), skill points
given per level, and 'science' skills. High intelligence is
important, seven or eight as a minimum is recommended.
Agility - Speed. It modifies many skills, armor class, and action points.
An Agility of 10 is recommended for snipers.
Luck - It modifies critical chance, some skills, and the outcome of the
game.
SECONDARY SKILLS
----------------
Here is a list of other skills that you'll face. Whenever you create
a character, you have to choose three tag skills. Tagging a secondary
skill gives you an instant 20% bonus for that skill and 2% increase
for each skill point used to increase the tag skill.
Small Guns: The use of rifles, pistols, and various small arms. Be sure
to tag this one, since most combat will take place with small
arms. This skill can be increased by reading the popular
magazine 'Guns and Bullets.'
Big Guns: The use of miniguns, rocket launchers, and flamethrowers. This
skill isn't that great because big guns are fairly easy to aim
(with the given strength) and that some small arms are better
than these large weapons. (And even then, energy weapons are
better than all of these...) Don't tag this one, nor should you
really consider building this skill.
Energy Weapons: The use of all weapons powered by power cells. This one is
good in the endgame. You should build it if you plan on
killing the Master and the Lieutenant and all of those
mutants.
Unarmed: The use of fists in combat. This skill helps early on, but it
becomes pretty useless in the midgame. If you find the power fist,
this skill truly shines. I tagged it so I would have an easy time
in Vault 13 and 15 and not having to resort to my gun.
Melee Weapons: The use of knives, sledgehammers, spears, and the like. This one
follows like unarmed, except that you'll find super
sledgehammers instead of power fists. This one is pretty
good if you plan on getting the super sledgehammer.
Throwing: Use of throwing knives and grenades. Pretty useless, if you ask
me. In the fist place, grenades are hard to find and second, even
with something like 70% skill, grenades suffer from having a relatively
low accuracy to hit your desired target. And grenades are quite
expensive.
First Aid: Recovers a few hit points. You can increase this skill with
first aid books. It is pretty useless to tag or to build since
you can read books (and that First Aid kits increase your
success with this skill.)
Doctor: Recovers a few more hit points than first aid and you can heal
crippled limbs. I've healed crippled limbs with 45% skill, and a
doctor's bag increases your chance of success with this skill.
Don't worry much about it.
Sneak: The art of moving around without making people notice. I really
haven't found much use for this skill. You can ignore it.
Steal: Pretty self explanatory. I didn't have a need to steal from other
characters, so I ignored it.
Lockpick: The art of picking locked doors. Now this is one thief-type skill
that you should pay attention to. Work on this one and build it to
about 65% or so. If you work it to 80%, you don't even have to do
the Brotherhood quest. It is worth tagging.
NOTE: Using Lockpicks increases skill by 25%.
Traps: The skill of arming explosives and disarming traps. Not too
important; 50% is adequate for arming explosives and detecting a
few traps.
Science: Covers primarily computers as well as biology, chemistry, physics,
etc. It can be increased by reading 'The Big Book of Science,' as
well as taking a few computer courses at the Vault 13 Library and
the Brotherhood of Steel. 90% is adequate.
Repair: Covers standard repair techniques. Build to about 60%. It can be
increased by using the tool as well as reading 'Dean's
Electronics.'
NOTE: Using a Tool increases skill by 25%.
Speech: The act of convincing others that you are right. This skill is
second to small guns, and is extremely useful in bull**itting
other people. I tagged this one and worked it to 120%.
Barter: This skill is used to determine trade prices. Even with relatively
low skill, there will be a couple of merchants whose prices will
be higher than yours while bartering. I didn't raise this skill
one bit.
Gambling: Again, pretty self explanatory. There are only two gambling
places I know of: Gizmo's and the Malatese Falcon. It is not
worth putting valuable skill points into this skill.
Outdoors: Practical knowledge of the outdoors. You can read Scout handbooks
to raise this skill, and there are a couple at Shady Sands. You
don't have to increase this skill by a lot.
DERIVED STATISTICS
------------------
Derived statistics are statistics that are a direct result of the main
statistics, in other words, increase and decrease a skill and see what
happens. NOTE: These are straight out from the Fallout manual.
Hit Points: The number of "life" points. If it goes to zero, so will
you.
Formula : HP = 15 + (2 x EN) + ST. Average is 30.
Armor Class: The higher it is, the harder it is for the enemy to hit
you.
Formula : AC = AG + Armor worn. Average is 5.
Action Points: Determines what you can do during combat. They are
displayed by the green lights in combat.
Formula : AP = 0.5 x AG + 5. Average is 7.
Carry Weight: Mass of how much equipment you can carry, rated in pounds.
You can barter for more equipment than you can carry.
Formula : 25 + (25 x ST). Average is 150 pounds.
Melee Damage: How much extra damage your character does in melee or
unarmed attacks.
Formula : ST - 5, min.1. Average is 1.
Damage Threshold: How much damage your armor can withstand when you
are hit.
Formula: DR = 0 + Armor
Damage Resistance: How much damage your armor can resist when you
are hit. The value given in the character screen
pertains to normal attacks, while the value given
in the inventory screen pertains to different types
of attacks, including normal but also explosive,
fire, laser, and plasma to name some.
Formula : DR = 0% + Armor (Combat Armor has 40% DR)
Poison Resistance: How much poison damage that you can resist.
Formula : PR = 5 x EN. Average is 25%.
Radiation Resistance: How much radiation damage that you can resist.
Radiation can affect any character, and the only
way to get maximum resistance is using RadX.
Formula : RR = 2 x EN + Armor Resistance
(Combat Armor has 30% Resistance).
Average is 10%.
Sequence: Determines who will attack first in combat. Higher is better.
Formula : SQ = 2 x PE. Average is 10.
Healing Rate: How much you can heal in three hours of rest.
Formula : HR = 0.5 x EN, min.1. Average is 1.
Critical Chance: Chance of scoring a critical hit on the opponent. I
think it increases up to 4 times with a hit to the eyes.
Formula : CC = LK. Average is 5%.
* Poison is measured in units; keep it below 25.
* Being 'raidiated' qualifies having a rem count of 75, with 300 or above
being quite serious. A rem count of 5 or higher will bring symptoms of
nausea; a rem count of 75 is quite serious, while a rem count of 300 or
higher is fatal. If you have enough radiation in your body to necessiate
attention, the message 'Radiation' will appear on the screen.
TRAITS
------
You can choose up to two traits. Be careful in choosing traits because
after you select, there's no going back. Here is a list:
Fast Metabolism: Your body is much less resistant to poison and radiation,
but it heals faster. Don't take this one: you'll want some
poison resistance and you'll have to take two RadX's to
get complete radiation resistance with or without this
perk (unless you have the Rad Resistance perk or 10
endurance and Power Armor), and that there are plenty of
stimpacks lying around. Don't take this one.
Bruiser: Your strength is increased by two but your actions points are
decreased by two. Not a good one...you'll need all the action
points that you have.
Small Frame: Your agility is increased by one but your carry weight drops
by 30 pounds. It isn't too bad, but the carry weight decrease
hurts in the beginning. At least Ian and Tycho have unlimited
carrying capacities.
One Hander: You are good with one-handed weapons but are bad with two
handed weapons. Not a good choice, since the best weapons are
two handed.
Finesse: Your normal attacks do 30% less damage but your critical chance is
increased by 10%. Not too bad of a tradeoff, but I didn't tag
this one. And critical damage isn't affected.
Kamikaze: Depletes your armor class to what you are wearing but increases
sequence by 5. It isn't that great because with 6 perception
you'll attack before anyone else does. (in the required fights,
that is.)
Heavy Handed: Your melee damage is increased by 4 but criticals do 30% less
damage. Good in the beginning, and criticals do heaps of
damage anyway. But it isn't good in the end, where super
mutants and deathclaws lurk around.
Fast Shot: You can't aim, but your total cost is decreased by one. It
isn't a bad tradeoff if you have high critical chance, and is
really really good if you take the perks 'Bonus Ranged Attack,'
'Sniper,' or 'Slayer.' The turbo plasma rifle will cost 2 AP's
to shoot and the super sledgehammer will only cost 1 AP with
those perks. Since most of the aforementioned perks come up in
the end, it is good to pass this one by.
Bloody Mess: You will always see a grosteque death animation whenever you
kill a critter. There really isn't a downside to this, so you
can take this one if you want to. The ending at the very very
end changes slightly (and for the better).
Jinxed: Everybody makes more critical failures, but so do you! If you have
9 or 10 Luck, you'll make few critical failures. Only take it if
you have 9 or 10 Luck.
Good Natured: Your combat skills are decreased by 10%, but speech, doctor,
science, etc. are increased by 15%. Not that great...you'll
need high combat skills while 70% or so in the non-combat
areas will let you go through the game easily.
Chem Reliant: Your addiction rate is increased by 200%, but your withdrawal
rate is only 50%. Some drugs, like RadAway, have a 10%
addiction rate and no withdrawal...so, it isn't worth it.
Chem Resistant: Your addiction rate is 50% of normal, but chems only last
for half as long. Not too bad, since combat doesn't take a
long time on the Fallout clock.
Night Person: Normally, your intelligence and perception are decreased by
one from 1800 to 0600 hours. This trait reverses what happens
normally. Since most people will ask to talk to you during
the day, this isn't that great.
Skilled: You get a 10% increase to all of your skills, but you get a perk
every four levels. You'll want those perks as early as possible...
they are quite useful.
Gifted: All of your primary stats are increased by one, but you get 5 fewer
skill points per level and your secondary skills are lowered by
10%. This is among the best traits, since there are only a few
skills that you really need to work on.
I recommend taking Gifted and either Bloody Mess, Chem Resistant, or
Small Frame.
PERKS
-----
After your character reaches the third level, you can choose a perk. A
perk is something that gives you a clearcut benefit without a drawback.
You can pick a perk after your character's level is a multiple of three
(or four, those with skilled).
NOTE: 'per level' means the rank of the perk.
Action Boy: It gives you one extra action point per level.
Requirements: 5 Agility, Level 12
Ranks: 3
Animal Friend: Animals won't attack you unless they are threatened or are
attacked first.
Requirements: 5 Intelligence, 25% Outdoorsman, Level 9
Ranks: 1
Awareness: You get to see a critter's hit points and what weapon they are
carrying. Really good.
Requirements: 5 Perception, Level 3
Ranks: 1
Better Criticals: It enables instant death and increases damage done by all
criticals by 20%.
Requirements: 6 Perception and Luck, 4 Agility, Level 9
Ranks: 1
Bonus HtH Attacks: All hand-to-hand attacks cost one less action point to
perform.
Requirements: 6 Agility, Level 6
Ranks: 1
Bonus HtH Damage: All hand-to-hand attacks deal two extra hit points of
damage per level.
Requirements: 6 Agility, 6 Strength, Level 3
Ranks: 3
Bonus Move: It gives you two free action points to move around per level.
Requirements: 5 Agility, Level 6
Ranks: 3
Bonus Ranged Damage: All ranged attacks deal two extra hit points of
damage per level.
Requirements: 6 Agility and Luck, Level 6
Ranks: 2
Bonus Rate of Fire: All attacks (except unarmed) cost one less action
point.
Requirements: 7 Agility, 6 Intelligence, 4 Perception,
Level 9
Ranks: 1
Cult of Personality: Your reputation is always positive. Great for evil
characters.
Requirements: 10 Charisma, Level 12
Ranks: 1
Dodger: A 5% increase in armor class in addition to armor class bonus when
armor is worn per level.
Requirements: 4 Agility, Level 9
Ranks: 2
Earlier Sequence: It adds two to your sequence per level.
Requirements: 6 Perception, Level 3
Ranks: 3
Educated: Adds two extra skill points whenever you level up per level.
Requirements: 6 Intelligence, Level 6
Ranks: 3
Empathy: Highlights in blue better dialogue choices; highlights in red
for bad dialogue choices.
Requirements: 7 Perception, 5 Intelligence, Level 6
Ranks: 1
Explorer: You'll get more random encounters with this perk.
Requirements: Level 9
Ranks: 1
Faster Healing: Healing rate is increased by one per level.
Requirements: 6 Endurance, Level 3
Ranks: 3
Flower Child: You're 50% less likely to get addicted to drugs, and
your withdrawal time drops by half.
Requirements: 5 Endurance, Level 9
Ranks: 1
Fortune Finder: You'll find more money in random encounters.
Requirements: 8 Luck, Level 6
&n
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