The Black Isle

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Walkthroughs

Fallout
Developer/Publisher:  Interplay
Walkthrough

by Steve Metzler (April, 2002)


Introduction
Where do I start? Self-confessed Fallout addict that I am, I have played this game more times than is probably normal and/or healthy. Seven at last count. Having already written a guide for Fallout's sequel, Fallout 2, I thought that since I now had a template to follow, it would be a piece of cake. Guess what? Right. I found even more new things on the 7th pass through than I imagined were possible to have missed on previous attempts! And you as a reader will undoubtedly find other things. Such is the nature and depth of Fallout. Anyway, with Fallout, so began my passion for RPG's - and it's about time I finally got around to writing about it!

This guide is quest-oriented, though I've also written much about all the important objects and people that you'll encounter in the various locales, even if they aren't related to completing a specific quest. It's meant to be more of a guide than a walkthrough. A walkthrough for a game like Fallout would of necessity be slanted towards a particular character type - but I try to give you several ways to get around each problem where possible, hopefully accounting for most of the character types across the role-playing spectrum.

Probably more of interest to Fallout veterans than newbies, but this guide tells you how to get your favourite pet all the way through the game :-)

I hope that you enjoy Fallout as much as I do! Ready to begin your quest, oh humble vault dweller?

Conventions
Once again, I've eschewed that handy yet game spoiling Table of Contents! OK, so this guide is loaded with outright spoilers anyway, but I try not to ruin all the fun right up front by providing you with a listing of all the important locations you will visit. If you're looking for references to a particular location, person, weapon, etc., then just search for it in your browser.

Directions are given assuming that the top of your screen is north, and the longer direction names are abbreviated, like SW for southwest.

Tips
Seeing as Fallout 2 is not miles away from the original, I took the liberty of borrowing generously from this section in my other guide. Hope you don't mind.

Before you even think about starting to play, check out the Interplay Fallout site, and ensure that you have the latest version installed. If not, download and apply the patch. Be careful to only apply a patch compatible with the locale from which you purchased the game! This guide was written using the U.S. version, patched to V1.1. This patch fixed numerous bugs, and also removed a restriction that you had to finish Fallout in 500 (game) days.

Note: as of 18 June 2004, the Interplay web site has been inaccessible. So we have made the V1.1 patch temporarily available here. Also note: this patch is only guaranteed to work for the US version of the game, so you may have to re-install if you apply it to a foreign language or UK version.

Beware that if your Intelligence (IN) is too low (I mean, your character's in the game, silly. Don't take it personally ;-), you won't be able to get most of the quests here simply because no one will be able to converse with you! Likewise, not having a high enough Charisma (CH) or Speech skill will also alter NPC responses, and you may miss out on important conversation choices that lead to quests. So, I recommend having both IN and CH at a minimum of 6 (you might scrape by with lower CH if you have a decent Speech skill) to keep your options open. If in doubt in a particular situation, pop a Mentat to boost both temporarily. Just for kicks, it's worth starting up a game with IN 3. Yes, it's a very well balanced game :-)

Luck, or dice rolls, and your stats play an important part in conversations. That's why it's very important that you save the game before every conversation. If you feel afterwards that the outcome could have been more favourable, restore to before the conversation and try it again. You just might get the dialogue choice you've been hoping for the next time through! If you consistently get the same undesirable choices, try improving your IN and CH by popping a Mentat before the conversation. Some dialogues even depend on your Science skill, and I've tried to indicate this where possible.

I recommend a minimum Strength (ST) of 6. With less than this, you'll be severely disadvantaged at hand-to-hand, unable to take any unarmed perks (most decent ones have a min ST of 6 requirement), and you won't be able to carry much inventory either. Likewise, unless you're going to play the 'ultimate bruiser' type of character, a starting ST of 9 or 10 is a waste, since you get a chance later on to increase your ST by 3 using... artificial means!

Unless you are taking on the role of a thief, a decent Barter skill is also vital.

Owing to a design peculiarity in Fallout, Armour Piercing (AP) ammo doesn't do exactly what it's meant to, and is woefully ineffectual. So, it's best to just sell any that you find. Stick to the JHP for actually loading into your weapons.

I just love Big Guns, and Energy Weapons. They're so... destructive. I almost never bother to tag Small Guns, even though conventional wisdom has it that you should. The reason is: if you start off with decent Agility (AG), then you already have nearly 45% Small Guns skill. Also, you can quickly boost this skill by reading some... ahem... educational material you find lying around the place :-)

NPC's make great packrats. They can help you carry all the stuff you pick up after encounters with hostile critters. Be careful about giving them burst capable weapons though... or you could find yourself replaying a lot of encounters :-( Also, you have to keep telling some of them to use their best weapon when you know an important battle is coming up!

Something in Fallout that you need to do all the time, but it isn't patently obvious how you're meant to: exchange items with your party members. Just use your Steal skill, no matter how low it is, and you can swap items back and forth at will!

Like the man says: save, save, SAVE! You never know when you're going to mess up in combat, blow a dialogue with an NPC, etc. Contrary to what you may hear on the grapevine, you can also save during combat, though this practice does seem to make the game more likely to crash... but you just saved, didn't you? So, no big deal.

Those pre-apocalyptic Californians must have been avid readers. There are bookcases everywhere. A lot of them contain valuable stuff, so check every bookcase, desk, locker, etc. Anything that exhibits a hand icon when you move your cursor over it is worth having a look at. Scavenge to your heart's content!

You can rest nearly anywhere when no hostile critters are nearby. Derelict buildings in most towns make a perfect spot for this sort of activity. There's no rush to get through (most of) Fallout. Use the time! Why waste Stimpaks when you can heal while resting or travelling?

And now, without further ado...

Vault 13
Get all the gear off the body immediately outside the Vault entrance. Kill all the rats for 25 XP a pop. Use your knife if possible, to conserve valuable ammo. The exit grid to the outside world is to the SW. Once outside, head due east towards Vault 15, but make sure to stop at the spot marked 'Unknown'.

You can go back inside Vault 13 when you return from the desert. As you enter the vault, there's a wall locker containing some Flares. The Medic here can heal you. About the only other thing you can do besides Quests 1 and 5 is raid the storage room on Level 3. Don't take too much, or the Water Guard will be pissed off!

Quests

  1. Calm rebel faction - 750 XP.
    Anytime before you find and return the Water Chip... if you talk to one of the 'Upset Vault 13 Citizens' in the Living Quarters (Level 2), you'll discover that they are getting restless and thinking about leaving the vault. They meet every evening in Theresa's room, north side of the Living Quarters. If you go there just after 17:00 and talk to Theresa, you can convince her that this idea is ill-advised.

  2. That would be telling!
    You'll find out later when the time is right.

  3. Uh uh! See Quest 2.
    Both of these quests are documented later on... I didn't want to spoil the whole game in the first chapter, so to speak!

  4. Find the Water Chip - a whole bunch of XP, plus Quests 2 and 3 :-)
    You have 150 days to complete this quest. No need to rush, but a sense of urgency is required. For the time being, you can't take every quest you chance upon - only the ones that don't take you too far out of the way, or will help you to complete this quest! Keep an eye on the 150 day countdown in your Pip Boy. If you find the water chip with at least 90 days left on the clock, you unwittingly prevent a tragedy from befalling the denizens of the place where you find it!
    Note: make sure you knock off Quests 1 and 5 before you deliver the Water Chip to the Overseer, or they'll become unavailable.

  5. Find the Water Thief - 1000 XP.
    Same conditions as Quest 1... if you talk to the couple in the SE corner of Level 2, you'll find out that someone knocked the guard on Level 3 over the head and stole some water. All you have to do is go down to Level 3 sometime after midnight (no one else is around), and you'll catch the thief red-handed. Confront him when he comes out of the storage room.

Shady Sands
From Vault 13, due east on the way to Vault 15, the place marked 'Unknown' is Shady Sands. Talk to Katrina at the entrance for 250 XP. Ask Seth about the Radscorpions, and learn about the village doc, Razlo. Seth has a Rope. If you can steal it, do so... you're gonna need it! Don't barter for it, because there's another Rope to be found elsewhere in Shady Sands.

In the first building to the east is Ian (jeans and leather jacket). You can get him to join you. He'll ask for 100 Caps, but you can usually get him to come along for free if you offer him "a piece of the action". Whether or not you have to pay him is a moot point. You can steal it right back as soon as he joins you :-) Ian is very good with Small Guns - as a matter of fact - much better than you are at this stage in the game! And you'll get 100 XP when Ian joins your party.

Tandi is the girl wandering around the place (towards the south) that you can talk to. I originally thought I could convince her to come with me, but it's not possible. Talk to her father, Aradesh. He's the robed figure in the building to the SE (Town Hall). You'll get Quest 2 below if you ask him what's going on around the place. Before you embark on this quest, talk to Razlo the doctor, in the building to the west of Aradesh's place. He'll tell you he's looking for something to help him make a poison cure with. Hmmm. The bookcase behind him also contains a few handy supplies, though he doesn't usually take kindly to you trying to lift the Doctor's Bag.

If you take the exit grid to the east, past Ian's place, there's a farmer there standing in the middle of his garden. With at least 40% Science skill, you get the dialogue option to explain the concept of crop rotation to him, for 500 XP. In the building to the NE of the farmer's garden, there's a bookcase that contains a Rope and a Scout Handbook.

Quests

  1. Rescue Tandi from the Raiders - 900 XP and 500 Caps.
    You have to complete Quest 2, then leave Shady Sands and return again a few days later to get this quest. Talk to Aradesh, and he'll inform you that Raiders have apparently kidnapped his daughter Tandi. The Raider hideout is located just to the SE of Shady Sands. There are 3 ways to get Tandi back:

    1. Barter with Garl, their leader... but it'll cost you dearly in the early stages of the game.
    2. Challenge Garl to hand-to-hand, but only if you have decent Unarmed skill! Targeted shots to the eyes/groin are the way to go here.
    3. Take out all the Raiders. You have to be careful not to let them kill Tandi while the fight is on, though! She's being held in a room in the SW corner of the house. You also get 200 XP for each slave (2 girls not dressed as Raiders) left alive after you've killed all the Raiders. And... make sure you raid the fridge (Dynamite and a set of Lockpicks in there)!

    Once you've freed Tandi, take her straight back to Aradesh and claim your reward. She's absolute crap in a fight :-)

  2. Stop the Radscorpions - 1250 XP.
    After you talk to Aradesh and Dr. Razlo, see Seth, and he'll take you to the Radscorpion Caves. If you visited Vault 15 already, then you should have an SMG. Proceed into the Caves and kill one or two Radscorpions. Take their tails afterwards! Then, if you've got Dynamite (Vault 15 again!), you can drop it next to the wall at the cave entrance (place where it says "This portion of the cave seems a little weaker" when you look at the wall there). If you haven't got any Dynamite, you'll have to kill all the critters to complete the quest.
    After you've taken care of the Radscorpions, exit the Caves and return to Dr. Razlo. You get 250 XP for helping him to find the antidote for Radscorpion poison. For every tail that you give him from now on, you'll get a Poison Antidote in return. Use one of the Antidotes on Jarvis in the back room (Seth's brother) to cure him for 400 XP more!

Vault 15
In the shack, take the ladder down to the first level.

Level 1
Kill all the rats on your way to the vault entrance. As you enter the vault, there's a wall locker containing some Flares. There are 2 more Flares on the floor, near the elevator. In the back room, to the NE, there's another wall locker containing some Stimpaks and a First Aid Kit. Use the Rope you got from Shady Sands on the elevator to proceed to the next level.

Level 2
The locker in a room to the south contains another Rope, and a Leather Jacket. Finally, some armour! To the north, on the floor, there's a few .223 FMJ shells. When you're finished killing the rats on this level, use the Rope you found in the locker on the elevator to go down to...

Level 3
The 2 lockers in the middle room contain: 2 Frag Grenades, Dynamite, and a 10mm SMG! In the SE corner, there's a Crowbar on the floor, and if you have decent Perception (PE) and Intelligence (IN), you'll get 500 XP for noting that the eastern passage to the rest of this level is blocked by a rockfall. You'll have to look elsewhere for a Water Chip (hey, you didn't really think it was going to be that easy, did you? :-)

Junktown
Put away your weapon before trying to enter! Through the entranceway is Lars, the head of the guards here. Talk to him, and you'll find that he wants both Gizmo and the Skulz gang busted.

Doc Morbid hangs out in the Hospital, just north of where Lars is standing, beyond the brahmin pens. Head down the ladder and talk to the midget Gretch. You'll learn that Morbid is using human body parts to make fake 'Iguana-on-a-stick', which he then sells to "Iguana man Bob" in the Hub. End the conversation, and take out Gretch. The locker there is trapped, but you can disable the trap with very little Traps skill (17% and a few attempts). Opening the locker once the trap is disarmed is another matter. You need at least 50% Lockpick skill and a set of Lockpicks. Inside you'll find: 96 x 10mm JHP, 72 x 10mm AP, Doctor's Bag, 800+ Caps.
Once you're finished in the basement, head back up and finish off Morbid and his 2 henchmen (Morbid heads back down the ladder, but he returns once you've taken out his 2 heavies). I only lost 1 Karma point for doing this, and no one seems to mind as long as the battle doesn't spill out of the Hospital. Worth it for all the gear you get. Also 2 Frag Grenades in the bookcase upstairs.

Killian Darkwater's store is located off the exit grid just north of the Hospital. Killian is also the mayor of this fine town. Stand a bit to the west of Killian before you begin speaking with him, and have a weapon handy. When you end the conversation, a guy named Kenji wanders into the store and begins firing at Killian. Take him out for 400 XP. When the battle ends, Killian will speak to you again, and he'll ask you to help take down Gizmo, the guy who sent Kenji. Accept the Bug and Tape Recorder from him. Gizmo's casino is located off the northern exit grid. Speak to Gizmo in the back room. Now, you can play this 3 ways:

  1. Record Gizmo (just by virtue of you having the Tape Recorder in your possession) asking you to assassinate Killian, and return to Killian with the evidence. You'll get a reward (I took the 5 Stimpaks!) and 500 XP for doing this. Killian will then offer you Quest 2 (see Quests below).
  2. Plant the Bug Killian gave you on Gizmo, using your Steal skill, and return to Killian. Same outcome as above.
  3. Accept Gizmo's challenge to take out Killian. This option is definitely not good for the old Karma, but if you carry it out and take Killian's dogtags back to Gizmo, you'll get 1000 Caps for your troubles. You get 600 XP for taking out Killian, and you'll also be able to pilfer the safe in Killian's back room (500 XP more for opening that, managed with 40% Lockpick skill and a set of Lockpicks). Actually, the contents of the safe are a bit of a disappointment. There's better stuff lying on the tables in the next room, free for the taking now! The downside of all this is that the Junktown guards are now hostile, and will attack you on sight, plus your Karma goes in the wrong direction by about 6 points.

OK. The best NPC in Fallout is... a dog! He's standing menacingly in front of a door to the east, confronting two people, when you take the northern exit grid near the Crash House Hotel. Dogmeat was previously owned by a biker, so if you're wearing a Leather Jacket, he'll automatically follow you. Failing that, you can also offer him Iguana-on-a-stick (either the real McCoy, or the fake stuff you got from Doc Morbid's place). Dogmeat is pretty good in a fight, but you have to be careful not to spray him with burst weapons, as he always rushes right into the fray and starts gnawing at the ankles of your foes. You get 100 XP when Dogmeat joins your party.

Just north of the Skum Pitt is a makeshift boxing ring. Talk to Gustofer there, and you'll be able to fight Saul... but only once every 3 days. I never bothered to hang around long enough. Anyway, even if you don't fight Saul, you can walk around to the side of the boxing ring and have a chat with him. If you've already spoken with his girlfiend Trish, the waitress in the Skum Pitt bar, you'll get the dialogue choice to convince him that all this boxing action is putting a strain on their relationship, and you save the day for 250 XP.

Quests

  1. Rescue Sinthia - 1000 XP.
    If you spend 25 Caps to stay a night at the Crash House Hotel, there's a little crisis that has arisen when you wake up the next morning. There's a crazed gang member holding Sinthia, the girl in the next room, hostage. If you manage to talk him out of it (and fork over 100 Caps), you get the full XP; but, you can blow him away, as long as Sinthia doesn't get hurt, and still walk away with 400 XP.

  2. Stop Gizmo - 600 XP and 500 Caps.
    You have to secure Gizmo's confession first (see section on Killian above). Then Killian will ask you to help him take out Gizmo. If you accept, then he'll instruct you to talk to Lars. Get all your weapons ready before you do! After you wipe out Gizmo, Lars gives you a 500 Cap reward. Make sure you return to Gizmo's place later on and ransack it for goodies! Gizmo has a 9mm Mauser on him.

  3. Bust the Skulz gang - 500 XP.
    Talk to Lars, the head of the guards, located just inside the entrance to Junktown. Ask him if there's any work, and you'll get this quest. Then, visit the Skum Pitt bar (to the NE of Gizmo's place) anytime after 16:00, when they're open. Talk to Neal the bartender, and ask him about "that trophy on the shelf". You'll find out that it's actually an urn containing his wife's ashes. Buy a drink. Then, one of the Skulz gang knocks down the waitress, and Neal pulls out a gun and blows the guy away. The rest of the gang leaves. Talk to Ismarc, the travelling bard standing in the corner. If you remark "Hey, good singing", and ask him where else he performs, you'll get directions to: The Brotherhood (important place!), Adytum, and the Hub. Also, be sure to talk to the baldy guy with the shotgun, Tycho. He'll add 5% to your Outdoorsman skill if you spend some time with him, and he'll eventually join your party... but not yet.

    Leave the Skum Pitt, and take the south exit grid. Go into the rear entrance of the Crash House Hotel (NE corner of the hotel), and talk to the head of the Skulz (the guy in the jeans and leather jacket, Vinnie). Ask him if you can join his gang. As a test of allegiance, he'll ask you to steal Neal's Urn. Save your game before attempting this! Once you have it (400 XP), return to Vinnie, and he'll ask you to come along when they raid the Skum Pitt. You can accept the offer right away, or report back to Lars, who'll bring some of the guards along to help. Once you've finished taking out Vinnie and Co., Tycho will join your party. He's damn handy with a Shotgun.

    Sometimes, if your Karma isn't high enough, the guards will attack you after the fight (they don't like "your kind"). If this happens, it's best to restore and try it without their help. If you wipe the Skulz out by yourself, which isn't all that difficult, you get 300 XP more. But, Tycho won't be there to join you in this case. Before you kiss the Skum Pitt goodbye for good, make sure you return the Urn to Neal for some more Karma points :-)

The Hub
There is a lot going on here. Head south and cross an exit grid, then round the corner at the Far Go Traders and head east, then over another exit grid. You wind up in the Old Town area. In a building to the north, the guy standing there in Metal Armor is Jacob, the Weapons Dealer. Expensive he may be, but you'll be spending quite some time (and money) here! He has a very good selection: Rocket Launcher, Sniper Rifles... and for you Melee Weapons fans, the ultimate head basher, a Super Sledge (but you have to ask him for weapons with "more punch" first).

Right next to Jacob's place is Vance, the proscribed substances dealer, specialising in all Chems: Rad-X, RadAway, Psycho, Super Stimpaks, etc. But, you need an introduction from someone before you're allowed to talk to Vance. This someone is a certain Lemmy, who hangs out on the street near the Maltese Falcon bar on the west side of Downtown... but it's gonna cost ya! I couldn't find any way to avoid paying Lemmy in order to get the valuable intro to Vance. He asks for 1000 Caps, but you can get away with 800 if you have high CH.

The Water Merchants are located in the very south of The Hub. Ask the Master Merchant for a Water Chip. She'll reply that Necropolis might have one. Ask why Necropolis would need one. Hmmm. Interesting. Whatever you do, don't have her deliver water to your vault, for reasons that will become obvious later on.

If you speak with Deputy Fry (standing in the middle of the street with two other Hub officers near the entrance to The Hub - daytime only), you'll learn that the Sheriff wants to put a guy named Decker away, but doesn't have sufficient evidence to do so. If you then go talk to Decker (see Quest 2 below), you'll have this evidence and you can use it immediately to bring Decker down by 'reporting a crime' to Sheriff Justin Greene at the Police Station, located just to the east of the GUNS store. Sheriff Greene will ask you to accompany him in taking out Decker, and for this you net 1400 XP and 1300 Caps; however, you can do both Quests 1 and 2 below, thus netting both a lot more XP and Caps, and still report Decker to Greene afterwards! Even with high CH and Speech skill though, you may have to talk to him a few times before he accepts your story and believes that you didn't have anything to do with the murders. This plan of attack gains you a whole lot more material in the long run, but at the expense of quite a few Karma points for wiping out all those innocents. Your call.
In any case, after you and the Sheriff take out Decker, remember to head back down to the basement of the Maltese Falcon and take all the gear off the bodies - especially Kane. He was a walking Chem store!

I suppose you could do worse than hire on with one of the caravans. You get to see some places you may not have been to before, and you get XP for killing enemies en route. The Far Go Traders visit: The Brotherhood, Junktown, and the LA Boneyard. They pay 400 Caps each way. Crimson Caravans (located just west across the Downtown centre from Far Go) visit all of the places mentioned above, plus Necropolis. They pay higher (600 Caps each way), but the work is riskier because the random encounters you get with them are harder. Each caravan outfit only makes runs at set times of the month, so you may have to wait around a few days for one to leave.

The Friendly Lending Company (FLC) is located just to the west of the GUNS store. You can take out Lorenzo and his two cronies (careful! They all have SMG's) without losing any Karma points, and the police won't come after you. I was able to open Lorenzo's vault with 40% Lockpick skill and a set of normal Lockpicks. Inside, there are loads of goodies on the shelf (most notably some Flamethrower fuel), and about 2000 Caps in the locker.

On the west side of Downtown, south of the Maltese Falcon bar, there's a guy standing in a derelict building. His name is Irwin, and if you chat with him, he'll ask you to save his farm from a pack of raiders that have taken it over. After you wipe out the raiders and return to Irwin, he'll present you with a one-of-a-kind .223 Pistol (made by sawing off the barrel of a .223 Rifle) as a reward. This is one hell of a weapon, and well worth the bother you have to go through to obtain it!

Just NE of where Irwin was hanging out, there's Bob's Iguana Bits. Seeing as how you know all about Doc Morbid's evil doings from your Junktown encounter, you can blackmail Iguana Bob (and promise you'll be silent about where he gets his meat) for a couple hundred Caps a week. You get 500 XP for this, but you lose a few Karma points. Really now, don't heroes have better things to be doing with their time?

Quests

  1. Dispose of Jain - 700 XP and 5000 Caps.
    You can only get this quest if you complete Quest 2 for Decker. The Children of the Cathedral Hospital is located in the southern part of The Hub, on the way to the Water Merchants. If you go in there with the intention of wiping out Jain, you should first talk to the kid near the entrance who is trying to sell you a flower. Get him to leave the Hospital before you start anything with Jain, else he's likely to get caught in the crossfire, and you'll be branded as a Child Killer :-(
    After you take out Jain, her bodyguard, and the rest of the followers, be sure to raid the locked room in the back of the Hospital. There's a load of useful Chems on the bookshelf there... and be sure to take the Purple Robes. They might come in handy sometime :-)

  2. Dispose of merchant - 600 XP and 3000 Caps.
    Talk to Kane, inside the Maltese Falcon bar (west side of Downtown). He'll take you downstairs to meet the infamous Decker, who will offer you this quest to bump off Daren Hightower (the merchant you could steal the necklace from in Quest 4) and his wife. You lose 3 Karma points if you complete this quest, but then Decker will give you Quest 1; a chance to make even more money and lose yet more Karma points :-)

  3. Find the missing caravans - 1800 XP and 800 Caps.
    Talk to Butch, the boss at the Far Go Traders. He'll give you this quest, and you'll first hear about Deathclaws (in fact, make a mental note to ask everyone from now on about Deathclaws!) On the way out, talk to Rutger. He'll send you to Beth, and you get a 15% discount if you buy from her because you're now working for the Far Go Traders. Beth's GUNS Store is located just to the SW of the Far Go premises. Keep pumping her for info about Deathclaws until she tells you about Harold, the old mutant, and Uncle Slappy. Then, head back to the Old Town area. Just to the south over the exit grid, you'll see a guy walking in circles in front of a building. That's Slappy. If you've done all the above, you'll get the option to ask him about Deathclaws too. He tells you to go inside and talk to Harold. Finally, ask Harold about the Deathclaw, and you also get to hear a lot about goings-on up in the NW concerning mutants. Hmmm. When you've finished hearing Harold's life story, talk to Slappy again, and he'll take you to the Deathclaw cave (you get 800 of the XP above for this).

    Once inside the cave, make sure you have your best weapons fully loaded, then head for the area to the SW... Oops! Targeted shots to the eyes is your best chance against a Deathclaw. If you're lucky enough to have a powerful long range weapon (like a Sniper Rifle, or a... ahem, Rocket Launcher), you might even be able to waste the thing before he gets close enough to rip your throat out. If he does close in on you, then Flares also help, because it's dark in here, dammit! Anyway, once you've vanquished the Deathclaw, talk to the dying mutant in the corner. He'll spout some gibberish, give you a Holodisk, then pass away. Load the Holodisk into your Pip Boy. Hey, evidence! Take the Holodisk back to the Far Go Traders and speak with Butch again. Uh oh. He's not really interested in what you found. But Rutger is! He can read Holodisks too, and you get the rest of the XP and 800 Caps from him.

  4. Steal necklace from the Merchants - 500 XP, 3000 Caps, and Electronic Lockpick!
    Just south of Jacob the arms dealer's place in Old Town, there's a derelict building inhabited by squatters. A staircase in a back room leads down. You have to lockpick your way through several sets of doors (and watch out for traps). When you arrive at the Thieve's Guild, talk to Loxley in the back room. He'll ask you to steal something for him, as a test to prove your worthiness to the Guild. Talk to Jasmine outside. She'll fill you in on the details, and provide you with a set of Lock Picks. You have to make your way over to the west side of The Hub (SW of the Maltese Falcon). Rest in one of the derelict buildings until midnight, then make your way over the western exit grid and enter The Heights section of The Hub. You'll be immediately accosted by a guard, and told to leave. Ignore him, and make your way south. Round the corner of the building there, and stay out of sight. This is Daren Hightower's place - the place you need to sneak into!

    Wait till the guard leaves the door (up the street to the north), then high-tail it for that door and get inside. Daren and his wife should be in their bedroom (if you come here during the daytime, Daren is in his office, and you won't be able to get the necklace). Make your way to the room in the centre of the house that contains a strongbox. It's best if you can disarm the trap guarding the strongbox before attempting to open it, but if you can't, it doesn't make any difference. No one seems to hear the trap go off! Take the necklace from the strongbox and make sure the guard has left his post outside before attempting to exit, by the same route you came in. Once around the south corner of the building, you should be able to compose yourself, and then sneak safely across the street and back over the exit grid (if anything goes wrong during this quest, you can waste anyone except Daren Hightower himself and still complete it successfully, so there's really no pressure on you to escape unscathed). Back at the Thieve's Guild, return the Necklace to Loxley, then see Jasmine for the remainder of your reward.

Necropolis
Head west around the Motel, then north to the manhole in the middle of the street (down is the only way to go, as topside is blocked by debris). If the ghouls you see are still alive, you got here in time (if you didn't, no big problem - just that things don't wind up as 'happily ever after' as they could have). Avoid the ghouls if they are still alive. They won't bother you if you don't bother them. Once underground, head northwards until you encounter a group of ghouls. Talk to the ghoul leader. Find out about Set, and more importantly, the Water Shed. Offer to fix their pump, and you'll get Quest 2 below. Then head north again, taking a ladder upwards when you can proceed no further (you'll see a small area just to the north, with a manhole and a ladder in it that you can't get to).

You emerge in a building full of ghouls. Head west out of this building, then north past another manhole with a Mutant to the west of it. The building directly to the north is the Water Shed. Now, you have to get past Harry, the black-clothed Super Mutant there. Save your game before approaching Harry! If you have decent Charisma (CH) and at least 50% Speech skill, you can try bluffing your way by, pretending to be a ghoul. If not, you'll have to take out Harry and his friends. This is no mean feat early in the game, but it's possible if you're careful about it. The best way is to go to the north side of the building and start sniping at him through the windows. Then pick off his friends one by one as they come at you around the corner of the building. Harry has a Laser Rifle, and one of his mates has a Flamer. These are lethal Big Guns, so watch out for any NPC's you have in tow! The bookcases behind Harry contain some very useful weaponry and ammo.

Just once, it's... interesting to find out what happens if you let Harry take you to his "boss". Make sure you save the game first though!!! (actually, if you have enough HP, and are wearing at least Combat Armor, it's possible to survive this... encounter. It's then possible to escape, and continue the game from where you wind up! Just goes to show you how much depth there is to Fallout. I describe this scenario fully later on in the guide, but I don't want to spoil anything for now :-)

Once inside the Water Shed, you'll see the broken water pump in the NE corner. To the south of there is a row of cells. 500 XP if you manage to free the imprisoned ghoul there. In any case, head down the manhole in the room east of his cell. Take out the 2 glowing ghouls there. Caution is of the essence, as they radiate you when they hit you! Proceed from there straight into Vault 12 and down the elevator. Skirt carefully around the ghouls on Level 2. In the room to the NW, there is a wall locker. You have to take out the 3 ghouls standing there to get to it, but it's worth it. Inside are 2 doses of the anti-radiation pills, Rad-X. Handy for later. Head down to Level 3 next. In the SE corner here there's a live Computer. Yup, it contains the Water Chip :-) Take it (for 2500 XP!), but be prepared to fight the 3 glowing ghouls here on the way back out. Um... now that you have the Water Chip, you just might want to return to your vault... well, go on! What are you waiting for?!

In an area just to the NE of where the ghoul leader is, there are a few Molerats. Usually, there's also a body there with a Plasma Pistol on it!

Quests

  1. Destroy the Super Mutants at the Water Shed - a 'reward'.
    If you take the first ladder upwards NE of where the ghoul leader is, you should emerge in a narrow hidden passage at the back of a church, with no obvious exit. However, there's a hidden door leading into the church near the south end of the passage (an area of the wall that "looks weaker"). Beware, because it's trapped. There's also a bookcase here containing a Shotgun and some Shells. Once inside, head towards the group of 3 ghouls standing at the top of the church. The leader of the 'topside' ghouls, Set, will start talking to you as you approach. You can get this quest from him to kill all the Super Mutants (Harry and friends. See above). Not so easy early in the game! Once you've accomplished this difficult task, Set's sidekick Garret takes you the whole length of the church to collect your reward: a few Flares, a few Bottles of Nuka-Cola, and - wait for it - $50! For this reason, most players choose to take out Set afterwards (but each Super Mutant you took out was worth quite a few XP. That's the real reward :-)
    Oh, and don't worry about trying to free the glowing ghouls Set has locked up in the church. You can't. They're just part of the decor.

  2. Fix the water pump - 1000 XP.
    Just south of the building where Harry is located, there's a manhole. Go down it, and kill all the Molerats in the area to the NE. Take the Junk Parts that are lying on the ground. If you have decent Repair skill (around 40%) you can try going topside and using the Parts on the broken Water Pump directly (NE corner of building where Harry is located); otherwise, go back to the ghoul leader and show him the Parts. He'll give you some Manuals that you can read to boost your Repair skill first.

Brotherhood of Steel
Eventually, after hearing of it from many sources, your wanderings through the wasteland will lead you to a lonely outpost in the desert guarded by two men with advanced weapons and armour. This is the entrance to the Brotherhood of Steel - a very important place! You should begin your efforts here by tackling Quest 1 below.

Once you become an Initiate and gain access to the Brotherhood facilities, there's loads you can do to prepare for your increasingly difficult encounters in the wasteland. For starters, you should see Talus in the training hall to the SE of Level 1. If you just stand around for a while, you'll absorb some training, which adds 5% to both Unarmed and Melee Weapons skills and earns you 500 XP to boot! Then, talk to Talus. He'll give you Quest 2, and also authorise you to pick up a set of Brotherhood Armor, plus 3 separate lots of basic ammo, from Michael the supply room clerk, who's standing just outside the training hall.

The Botherhood's Doctor (Level 2, to the north in room with operating table) can reduce your radiation level, provided you didn't take too many rems. The lockers behind the Doc also contain a wealth of handy chems! In addition, you may opt to go for any or all of the following operations to increase the related stat by one point, but beware that they cost precious time and money:

ST: 2000 Caps + 3 weeks recuperation time
PE: 4000 Caps + 1 week recuperation time
EN: 3000 Caps + 1 week recuperation time
IN: 6000 Caps + 3 weeks recuperation time
AG: 5000 Caps + 3 weeks recuperation time

You must see Vree, one of the robed figures in the middle room on Level 3! She's one smart cookie, and will offer you training on a computer console there to add 15% to your Science skill! But even more importantly, be sure you try everything in your power to obtain the Autopsy Disk from her (ask her what's causing the mutations), because it contains some information that could prove very useful indeed later on in the game :-) If you ask her how to protect yourself from radiation, she'll also give you a Rad-X.

On Level 4, If you talk to one of the 4 High Elders (conference room to north), you'll be asked to scout the area to the north on the World Map, looking for signs of a military build-up there. Hmmm. Not an official quest, but you could put this on your agenda of things to do. If you do scout the area to the NW (careful!), when you return and report this fact, you'll be promised some assistance from the Brotherhood should you ever decide to attack the place you found. Also, speak to General Maxson, a central figure in the whole Fallout scheme of things, and a real fun guy to chat with. If you offer to scout the area to the north, Maxson's assistant Mathia will authorise you to receive a free weapon of your choice. The High Elders suspect that Maxson is loopers. I'm afraid I have to agree.

You eventually leave The Brotherhood as a stronger, wiser person... and a walking tank nonetheless!

Quests

  1. Become an Initiate - 2000 XP.
    Talk to the guard on the left (Cabbot). He'll tell you about The Ancient Order, a place The Brotherhood hold sacred, and from which you must retrieve an artifact in order to become an 'Initiate' of their order. The guard on the right will fill you in a bit more. It seems this place (nicknamed The Glow. Hint, hint :-) is dangerously radioactive, so you'll need something... well, off you go then (see section on The Glow for more details)!
    Once you've retrieved the necessary artifact, return here and talk to Cabbot again to complete the quest and gain entry to their facilities.

  2. Rescue Initiate from the Hub - Power Armor! (or weapon of your choice) and 1500 XP.
    Talk to Talus, located on Level 1 in the training hall to the SE. He'll tell you that one of his Initiates is being held captive somewhere in The Hub, and he wants you to rescue him (you may have unwittingly done this already if you explored The Hub thoroughly. In this case, you can collect your reward immediately!) Get some Stimpaks ready! The Initiate is being held by a gang of thugs that are holed up in the Old Town area of The Hub, in a building just SE of the exit grid (SW of where Jacob the arms dealer hangs out). Save the game before you go in, because the folk in there start firing at you as soon as you open the door. This is a very tough fight early on in the game, so watch out for NPC's like Dogmeat and Ian that you may have tagging along. They're very likely to come to a nasty end here if the fight goes on too long :-(

    Once you've wiped these thugs out, open the locked door at the back to free the Initiate, then return to The Brotherhood again and see Talus for your reward. Personally, I'd always go for the Power Armor, because The Brotherhood is the only source for it in Fallout! However, if you don't have high enough Karma yet (as happened to me the first time I played!) then you may not be offered the Power Armor by Talus. However, there is one other way to get Power Armor. See paragraph below (well, you can try wiping out the whole first level of The Brotherhood and then take it from the storeroom there. But that's kinda tough without Power Armor. Oh, the irony of it all :-)

    If you don't get offered Power Armor by Talus, or decide to take a weapon instead, here's another way to get it: Go to Level 3, and talk to Kyle, who is repairing some Power Armor in the room to the SE there. He tells you that he needs a 'Systolic Motivator' in order to get it working. Go back up to Level 1, and enter Rhombus' room (in the middle of the level. You see him standing in the bathroom there). You'll need pretty good Sneak and Steal skills and/or a lot of attempts to be able to get the Motivator from his locker without being detected. Alternatively, if you have high CH and Speech skill (I did it with CH 10 and Speech 50%, but lower than that will probably work too), you can talk Michael the supply room clerk out of one! Once you have it, head back down to Kyle. You need at least 80% Repair skill (or less if you have a repair Tool and some luck, plus Kyle gives you some Manuals) in order to get the Armor working, but once you do, it's yours!

The Glow
Nothing strikes more fear into the heart of the Fallout newbie than the prospect of encountering that dreaded silent killer... RADIATION! But, it all comes down to taking some simple precautions:

  1. On the World Map, stop one square short of The Glow, but get as close to it as you can within that square (yes, even parts of the grid account for precious hours of travel time)!
  2. Pop 2 Rad-X. Regardless of what you are wearing, this will always bring your radiation resistance to 100%.
  3. Never read any books/manuals while you are here. Your Rad-X will wear off in the time it takes to read them, and you'll be sorry; likewise, don't accept an invitation to play chess (game takes 2 hours).

I hope you brought a Rope along with you. If not, better start walking back to The Hub. Check out the General Store there, next to the Maltese Falcon bar.

Look on the left hand side of the large crater there, and you'll see a beam. Use a Rope on the beam, and head down to:

Level 1
Once inside (eerie place this. Don't worry about any NPC's you have in tow. They're not affected by the radiation), make your way toward the room containing the guy in "strange armor". Take the Brotherhood Tape and Yellow Pass Key from his body. Be sure to pilfer all the bodies you find in The Glow, seeing as they often harbour useful items. Use the Yellow Pass Key on the elevator in the SW corner to go to Level 2.

Level 2
Get the Red Pass Key off the dead guard in the room to the NE. Check all the bodies and lockers here too. Use the Yellow Pass Key again to get to...

Level 3
When finished here, use the Red Pass Key on the new elevator, which takes you to Level 4.

Level 4
Things start to hot up a bit here. Literally. Get the Geiger Counter from the locker to the north, and use it from now on to determine how much radiation you've picked up. If you got it right with the Rad-X, you should be somewhere under 10 rems, easily remedied with a single RadAway (each one removes 25 rems from your system, but wait till you leave The Glow before using any). Anything more than 100 rems means you've done something wrong, but you're still not dead meat if you pop another Rad-X and get back up to 100% Rad Resistance. A reading over 1000 means... you're toast. Better revert to an earlier saved game and try again.

Make sure you take the Blue Pass Key off the guard in the SW corner.

Here you meet Zax, the sentient mainframe. As you were cautioned above, don't accept an invitation to play chess, as all you will accomplish is the whittling away of a few precious hours of your Rad-X resistance! However, do take the opportunity to peruse Zax's database (if you have the necessary IN and Science skill to enable a logon. Remember not to read any books in an attempt to increase your Science skill. That will blow your Rad-X resistance too). Here you will learn about FEV (Forced Evolution Virus). It can make you immortal, but has the nasty side effect of... anyway, when you're finished here, use the Red Pass Key on the elevator which takes you to Level 6 (Level 5 is unattainable for the time being). Level 6 is covered in Quest 1 below.

Level 5
Hey, no peeking! If you didn't get here from Level 6 (Quest 1), then go read that section first, please.

After battling your way past a few sentry robots, you get to reap the harvest of all your labours in The Glow. One of the lockers here contains a Plasma Rifle, the most powerful Energy Weapon in the game! The row of wall lockers to the east also contains a veritable goldmine of weapons (Minigun!), assorted high tech, and ammo. Take as much as you and your party members can carry, because you won't be coming back here in a hurry.

On the way back up to the surface, you will have to battle the sentry robots that have come to life on all the levels. Pulse Grenades come in very handy here, but targeted shots to the sensors with a Sniper Rifle, or blasting your way though with the newly acquired Plasma Rifle will net you the exit and the XP just the same :-)

Quests

  1. Turn on power for the Glow - 1000 XP.
    Explore Level 6 fully. Then repair the generator in the room to the east, and use the computer there to restore power to The Glow. Oops! Remember all those 'dead' sentry robots you saw on the way down? They've just come back to life! But, restoring power is the only way you can make it to Level 5, so you'll just have to put up with the inconvenience. Take out the 2 robots here, then use the Blue Pass Key on the previously inoperable elevator to finally arrive at Level 5 (see above).

LA Boneyard
You begin here in a village called Adytum. If you head south, then enter the second building to the west, you'll meet Jon Zimmerman, the Mayor. He'll offer you 2000 Caps to take out the leader of the Blades gang. If you take the exit from Adytum and keep heading north, you'll run into the place where the Blades hang out. Talk to Razor, and you'll find out what's really going down here. It seems that the Regulators, who Zimmerman trusts to guard Adytum, are actually a real nasty bunch of criminals, and it is in fact they who have murdered Zimmerman's son. Razor will give you a disk with evidence of this on it; however, before you can help the Blades take on the Regulators, you need to get them some weapons... which is just as well, because there are a few other things you should do in Adytum before the bullets start flying, and there is a chance that someone who could do you a big favour might wind up on the wrong end of one :-)

So, when you've completed Quest 2 below, and have got Miles and Smitty to spruce up your gear, then you can head for the Gun Runners place (east of the Blades to where the Deathclaws hang out, then east again), and talk to Gabriel, their leader. If you agree to wipe out all the Deathclaws (or have done so already), you'll get 1000 XP when you report this to Gabriel, plus he'll agree to supply weapons to the Blades! Mamma Deathclaw is in the basement of the place where you found the dead Merchant, down a stairwell in the northern part of the building. Make sure you get all the eggs too, or the Deathclaws can regenerate. Zack at the Gun Runners is a great source for weapons, so make sure you do a few deals with him. He's got Plasma Rifles and lots of ammo at reasonable prices!
When you've done all this, you can finally go report back to Razor, but make sure you're ready for battle before you do so. And, you might want to crank up the combat speed in the Preferences panel first, because a very long battle for Adytum is about to take place! By the way... if you try to go to Zimmerman with Razor's Holodisk first, one of the Regulators overhears the conversation and all that you accomplish is getting Zimmerman killed, and you then have to take on the Regulators without help from the Blades. Not a recommended course of action.

In any event, you get 2000 XP for taking out the Regulators. There is a strange thing that happens after the battle; a bug, really. Razor is now standing at the entrance to Adytum, and thanks you for helping them out. Yet, if you go back to the Blade's hangout, there's a dead Razor there.
MacRae, the tough guy standing guard outside the Blade's place, will offer to train you in Unarmed, but only once the battle is over. Can't tell you how many points this will add to your skill, because I was already well topped up in Unarmed, and it didn't seem to have any effect on me.

Just to the west of the entrance to Adytum, there's a little shack with a manhole in it. Tine, the proprietor, has some ammo for sale, and also Dynamite and Plastic Explosives, but you have to check his tables in order to find these.

You'll find Chuck the fortune teller in a tent in the SE of Adytum. If you ask him for advice, he'll give you a tarot reading. Keep persisting until he gives the third reading, where he draws The Fool. This will increase your Luck by 1 point!

West of the Blade's place, over an exit grid, you'll find a library where the Followers of the Apocalypse hang out. Katja, the blonde girl standing in the room by the main entrance, will join your party (worth 200 XP). She's good with Throwing Knives, and an SMG. Make sure you speak with Nicole, who also lurks on the ground floor of the library. Keep asking questions about the Children of the Cathedral. When you finally get around to offering your help to get rid of them, she'll give you a contact name (Laura) and a catchphrase. Should come in handy later :-) So might a purple robe. There is one lying on the floor in the room next to where Nicole is standing.

Quests

  1. Find Children spy in the Followers - no solution?
    If you take the stairs in the NE corner down to the basement, you'll get to chat with a nice ghoul by the name of Talius. First, pursue the conversation path of asking him about why he was in Necropolis, and if he volunteered for the job of finding a Water Chip for his Vault (!) If you offer to kill the guy who turned him into a mutant, he'll give you a Flamethrower and 20 x Flamethower Fuel to further the cause! Then, if you accuse him of being a spy for the Children of the Cathedral, he'll deny this, but allude to the fact that he believes there really is a Children spy among the Followers. So, he'll give you this quest as a result. He suspects it might be one of the people who scout the Cathedral for the Followers; however, I was never able to find anyone there who fit the bill. The theory is widely held among Fallout fans that this is a 'broken' quest.

  2. Fix hydroponic farms in Adytum - 250 Caps and 6 Stimpaks.
    In the southern part of Adytum you'll find Miles, the chemist. He needs some parts to repair the hydroponics for his underground farm, and sends you to Sammael, who is located in a tent just to the east of where Miles is standing. If you ask Sammael about Deathclaws, he'll inform you that one of his men was on the way back to Adytum with the parts for Miles, but never made it. Hmmm. Sammael gives you a wealth of info on the area. He'll tell you that there's a nest of Deathclaws located to the east of the Blade's place, that the Gun Runners are further to the east of that, and also about a library to the NW of Adytum. But, it's time to go find those parts for Miles first, me thinks...

    So, head out of Adytum, then take the exit grid to the east of the Blade's place, and you're in Deathclaw territory. The parts you need ('Junk') are on a dead Merchant lying across the street from a newspaper machine, in the eastern part of this area. Bring the Junk back to Miles, and he'll tell you to go to Smitty to get them repaired. Hmph. Smitty is located in the first building to the SE as you enter Adytum. Bring the repaired parts back to Miles again for your reward. It's meagre, but now you're in the good books! Literally. If you agree to travel to The Hub for Miles and pick up some Chemistry Journals from the Librarian (Mrs. Stapleton, remember? You have to fork out 750 Caps in cash for them though, so be prepared), he can make a certain armour that you may be wearing even tougher. Likewise, Smitty can make a certain weapon fire quicker, so that it takes one less AP for you to use in combat :-)

Cathedral
The Cathedral is located to the south of the LA Boneyard on the world map. If you've been mucking around with the Followers of the Apocalypse in the Boneyard, then a few of them will join you as soon as you arrive here. At this stage in the game, they are probably more of a nuisance than anything, especially if you're trying to sneak around the place!

Enter the Cathedral, and seek out Laura, Nicole's friend, in the room to the NW of the entranceway. If you got the catchphrase from Nicole and are able to mention it, Laura will lead you to another place where it's safe to talk. Then, you can get her to open a door for you (in the Cathedral proper, where the vid screens are) that leads further into the Cathedral. If you can't get Laura to open the door for you, then you can blow it open, but you'll make all the people standing in the room next to it hostile towards you!

There are a few interesting characters here on the first level of the Cathedral: Dr. Wu is standing in the corner of a room with a locked ice chest in it, SW of the main Cathedral room. He's pretty whacked out for a doc; he hates the whole universe for starters. If you trust him, you can let him patch you up... at your own risk! You can also take him out, but then everyone else in the area comes after you. The ice chest contains some useful chems, most notably 5 Super Stimpaks (the room just to the north of Dr. Wu's also contains a bookcase full of chems). Fr. 'Lasher' is in the NW room. Watch out, he's got a Cattle Prod! Nasty little weapon.

Once you get past the initial door into the Tower (see section regarding Laura above), there are several ways to proceed. I'll try to categorise them for you here.

  1. Talk your way through
    I stumbled upon this path the very first time I played Fallout, with only a Level 9 character! Unfortunately, it won't work if anyone at all is with you, including Dogmeat. You'll also require decent CH, at least 70% Speech skill, and Vree's Autopsy Disk... oh, and a set of Purple Robes too! Don the Robes and make your way to the top of the Tower (Level 4). Morpheus is the guy in the purple robes there. Enter the room where he is standing and talk to him. Get him to take you to The Master. You can convince The Master that his plan will fail because all the Mutants are sterile. He asks for evidence. If you have Vree's Autopsy Tape with you, this will convince him! Then, just follow the instructions below under: Cathedral wrap-up.

  2. Take out Morpheus
    Head up the Tower, blasting all the Nightkin sentries who try to stop you. When you get to the top (Level 4), Morpheus is the guy in the purple robes. Get the silver COC Badge off him. It's actually a key! In the room next to where Morpheus hangs out, there's a bookcase with an Electronic Lockpick. The locked chest there contains some Tesla Armor (very effective against lasers), and a Power Fist. You also get 1000 XP for wasting Morpheus. Use the key you got from Morpheus' body to open the second locked door at the base of the Tower. Then follow the section immediately below.

  3. Blast your way through
    If you got the key from Morpheus, then you can use it to open the second door at the base of the Tower; else, use Dynamite or Plastic Explosives. When you get through the door, head down the stairs. In the SE corner of the room at the base of the stairs, there's a hidden door. If you put on the Purple Robes and wait a minute or two, a robed figure opens the door from the other side, and you can get back through before it closes again. Alternatively, you can blow it open. Get past the beasties in the cave and the two sentries at the vault (!) entrance, and you arrive at:

    Cathedral Lair, Level 1
    Nothing much here except a locker with some chems. Take the elevator to Level 2.

    Cathedral Lair, Level 2
    In a room immediately to the south of the elevator, you see two Mutant sentries and some doctors. If you take the door off the corridor farthest away from them, and skirt carefully around the edge of the room, you can make it to the terminal in the south of the room and use it to release the prisoners. Oops! 2000 XP for releasing them, but there's nothing you can do to save them :-(

    In the room to the NW, talk to the prisoner named Gideon. 1000 XP if you can talk him into giving you a Psychic Nullifier. Could come in handy later! When you are finished here, take the elevator to:

    Cathedral Lair, Level 3
    You have two options here too. You can either confront The Master (see below), or take a slightly more devious route. The more devious route starts off none too deviously by you having to fight your way through the locker room full of Super Mutants that you see to the SW as soon as you exit the elevator. You can get Dogmeat through this encounter quite easily, though you might need to restore a few times, as he takes the odd blast or two from a Mutant he's gnawing the legs off of. Once through to the back of this locker room, you'll need an Electronic Lockpick to get through the first door, and decent Lockpick skill to get past the elevator door. Take the elevator to Level 4.

    Cathedral Lair, Level 4
    Pick the lock on the door at the end of the corridor, and take out the two Super Mutants guarding the room. Yup, it's a nuclear warhead. You can either blow the place up by using your Science skill on the Computer (I had 80% Science skill at this stage) or, if you got a key from the Lieutenant's locker on Level 4 of the Military Base, and you were wondering what it's for... this is what it's for! You can use it on the Computer to arm the warhead. Either way, then follow the instructions below under: Cathedral wrap-up.

    If you decide to confront The Master instead, make your way through the control room of Super Mutants and robed figures to the SE. On the eastern side of this room is a door leading to a very long corridor. If you walk through this corridor unprotected, you'll lose quite a few PE points due to the extreme psychic power emanating from the walls here. To prevent this, you need to either be in possession of a Psychic Nullifier (see Cathedral Lair, Level 2 above), or believe it or not, there's a Perk called Mental Block that will get you through! Either way, at the other end of this corridor awaits The Master. You can talk him into destroying himself (see Talk your way through above), but since you already got this far by wasting every creature in sight, why not have a go at him too? :-)

    (Note: Dogmeat management all through the Cathedral has not been too difficult, has it? But if you decide to take on The Master here... well, you're going to need a lot of luck to see him through it).

    The clever way to do this is to hide behind one of the pillars, stepping out just far enough to snipe him once per turn, then stepping back behind the pillar. Unfortunately, he spawns one of his lieutenants every so often. They come at you from the corridor, so you'll have to contend with dispatching them at the same time. Anyway, once you've killed The Master, follow the instructions immediately below.

Cathedral wrap-up
When the timer starts and the Cathedral is set to blow, you have 4 minutes to make your way back outside and onto the exit grid. I would recommend saving the game immediately the countdown commences... in case you make a mistake trying to get out. Just retrace your steps from the way you came in (unless, of course, you opted for the Talk your way through method above. In that case: find the elevator. Head up to Level 1, through the cave, open the 'secret' door in the wall that blocks your way, head up the stairs at the other end of the basement, and you have it made)! Don't worry if you have to fight any battles on the way back, because combat doesn't occur in real time, and you have more time than you think.

Once you step on the exit grid outside the Cathedral, you get to watch the show. Congratulations! You just got 10000 XP for completing Quest 2 for Vault 13. If you destroyed the Military Base prior to coming here, then you have also finished the game :-)

Military Base
The Military Base is located on a beeline NW of The Brotherhood, in the far NW corner of the World Map. It's marked as 'Unknown'. Careful when approaching, because there are some hefty Super Mutant patrols in the area. If the Brotherhood Paladins agreed to help you, then several of them will show up as you arrive. I'd recommend leaving your party members right here outside the compound. They'll never survive what's looming ahead, and you can always pick them up again on the way out. Since you can't get rid of poor Dogmeat, I suggest shooting him up with Psycho to make the little pooch tougher. No harm in doing this to yourself either. Then, arm yourself to the hilt, and get ready for some great action!

Take out the 4 Super Mutants guarding the compound (if the Paladins are with you, they will help, natch). To get through the locked door into the Base, you can either grab the tape with the door combination on it off the dead Mutant there, or use an Electronic Lockpick. If you also take the Radio from the same dead Mutant, you can use it to convince the guards inside that everything is OK, and this will buy you some time once you get in. The Paladins won't follow you in, unfortunately.

Level 1
There's a Computer over on the east side (with a Mutant guarding it) that you can play blackjack on. When you win, you're granted access to the force field controls. Next use your Science skill on it to disable the force fields. It says that you only manage to disable half the field subsystems... but what it really means is that you've managed to disable half the security! What you can then do is use the Radio on this Computer, which links it into the force field controls. Now you can toggle the green fields on and off at will just by using the Radio. This works on all but the bottom level of the base, where you'll still have to disable the fields manually. You can't disable the red fields, but you can temporarily disable the green fields manually (instead of using the Radio) once you have at least 60% Repair skill and/or a Tool. Just use either the Repair skill or the Tool on the cylindrical emitters (top or bottom). It might take 2 or 3 attempts, but the field will shut off for a few seconds when you succeed.

If Dogmeat is still with you, then you'll need to look after him once inside the base. The red force fields take HP from critters each time they pass through, and if you linger near one of them, Dogmeat will keep wandering back and forth through it until he's toast. So... one way to solve this problem is to trap him between 2 green fields, as these are impassable. Then you can wander off busting Mutant chop without having to worry about him, and collect Dogmeat when you're ready to leave a particular level. There's a room in the middle of this level protected by 2 fields. Just stand right next to one of the emitters and shut it down (using the Radio is the easiest way). Let Dogmeat wander into the room, and eventually he'll be trapped when the field comes back again (or, if you're quick, you can use the Radio or repair the emitter again to turn it back on). Of course, you have to get the timing right :-) Mysteriously, even though he's trapped, Dogmeat joins you again whenever you exit a level! Damn. Anyway, boost his health again with a Stimpak just after you take him through each red field, and he'll survive (you can't avoid the red fields totally, since they're protecting each elevator). Another reason for keeping him immobile is to prevent him getting blown to shreds from the advanced weaponry you're about to face!

In the SW corner of this level is a room full of Super Mutants. I just approached them through the red force field and sniped at them from around the corner. Piece of cake :-) When you're done here, you can take the elevator down to Level 2. Dogmeat will automatically join you!

Level 2
To the south as you enter, there's a green force field with a robot behind it. Disable the field and step just past it, blocking Dogmeat. He should get stuck outside when the field re-activates. Then dispatch the robots, and also the Super Mutants in the room further to the south. Now, come back outside, and trap Dogmeat inside where you just were (there's another green field leading into a dormitory on the SE end of these rooms). Now, you're free to wreak some real havoc!

Head through the red force field to the east, and pause at the top of the corridor that leads into the dormitory. You can snipe at the pack of Super Mutants from here. Plasma Rifle and Rocket Launcher (especially when they bunch together :-) do a nice job here. When you've blasted them all, the footlockers and wall lockers contain lots of useful ammo (not to mention the bodies). Then, if you can manage to pick the lock on the door, the locker room to the SE contains loads of goodies: (ironically, you probably wouldn't have gotten this far if you didn't already have most of this gear) Plasma Rifle, Plasma Grenades, Rocket Launcher, Rippers, Minigun, etc. Finally, you can enter the NE section of this floor. Surprise! Lockers full of every chem. There's even a wall locker in the room to the north. Now you can head down to Level 3.

Level 3
On this Level, just let Dogmeat tag along. You'll get trapped immediately as you come through the first red field by some Mutants engaging you in battle. Dogmeat will stay safely behind you. Take care of the 3 Mutants here, then walk out of the field and Stimpak Dogmeat after he comes through. Then head east, round the corner, and head for the Mutant behind the green force field. Take him out. Now for an interesting diversion...

War Story
The Super Mutant guard blocking the hallway (next to the room with the girl inside) will talk to you as soon as you approach. He wants to take you to his 'Lieutenant'. Now - you can refuse, wipe him out, and continue on... or you can let him take you to the Lieutenant. This is the same thing that happens to you in Necropolis if you let Harry (the guard in the Watershed) take you to his "boss". If you're at least wearing Combat Armor, and have decent HP, you can probably survive the beating (assuming you don't give away the location of your vault first, and you don't want to do that :-) The result is that you get stripped of all your possessions and thrown into a cell. The cell contains the body of a (former) vault dweller, and from it you obtain a 10mm Pistol and 3 Stimpaks. You can pick the lock of your cell and sneak around the place. Of course, taking on a Super Mutant with no armor and a handgun isn't going to get you very far (unless you're a HtH expert. Again, the balance in Fallout is incredible!) Now, rumour has it (i.e., someone else's war story) that you can find your possessions again, but I searched all the rooms in the vicinity, and tried stealing from the guard. Nowhere to be found. But I didn't give up. Turns out, you can quite easily sneak all around the place, set it up to self-destruct, and beetle it out of there wearing nothing more than your vault dweller suit and a big smile. Then I hit The Glow again, raided it for weapons and Combat Armor, traded some surplus stuff up with the Gun Runners, and finished the rest of the game that way. What a game!

...OK, so you take out the guard instead of visiting the Lieutenant. Continue down the hallway, and take the elevator to...

Level 4
The Dogmeat 'trap' here is pretty obvious. After exiting the elevator, just sneak around the corner to the west (past the room full of Mutants and a strange robot) and trap him behind the green force field to the north. Ignore the Mutants and that robot for the moment, and head east through the red force field. Try to sneak past that room full of robots to the north, and pause behind the corner before you get to the room full of Mutants and a priest to the SE. Now, that's your basic Lieutenant armed with a Gatling Laser and more HP than you could hope to accumulate in a lifetime of playing Fallout... but I never had too much trouble taking him out, and he's got a great death animation. From the Lieutenant's body, you can pilfer a Decoder Disk and load it onto your Pip Boy (for later). The locker on the west side of the room contains a strange Key that can be used somewhere in the Cathedral :-)

If you like, you can now proceed to that room you left behind with the 3 Mutants and a robot in it. Take out the Mutants, being careful not to harm the robot. Hey, it's Mr. Handy - remember, from the game intro?! You can repair him, then use your Science skill to start him up. What's he do then? Does he offer to take Dogmeat for a walk? No. He goes storming off to the north to finish his 'cleaning', and destroys himself and the force field emitter there in the process. Hmph. Big help.

Finally, it's showtime at the Military Base! Enter the room to the NW where all the priests are, and proceed to the terminal with the glowing monitors (the Vat Control Computer). Less intelligent characters (especially if you dumbed yourself down with Psycho) may have to pop a Mentat or two before tackling the next job, which is to hack into it. The tape you got off the dead Lieutenant and loaded onto your Pip Boy will help here too. You should choose the option: "Attempt to hack the firewall...", and then "Initiate 3 minute silent self-destruct sequence." Actually, you get 300 seconds, but who's counting at this stage? You have ample time to make it back outside (remember to look after Dogmeat!), collect the party members you left hanging out there, and step on the exit grid. KABLOOIE!!! You just completed Quest 3 for Vault 13, netted another 10000 XP, and have finished the game if you took care of The Master in the Cathedral first :-)

Game Ending Notes
You can never get a good ending for The Hub. If you managed to get to Necropolis before the Mutant army overruns it, and you fixed the Water Pump, you will get a good ending there. All the endings for the other places sort of make sense, depending on what actions you took during the course of the game.

I'm afraid the Overseer has some bad news for you. And if you took the Bloody Mess trait, or you have bad Karma... well, violence is your bag then!

Random Encounters
You'll need Luck of 9 or 10 in order to get all these encounters during the course of a single game. They all happen when you're just wandering through the wasteland.

Giant Footprint
You come across a giant footprint, in the center of which is a Stealth Boy.

Bob's Used Cars
An old used car lot in the middle of nowhere. Forget about Bob. Head inside and find the Red Ryder LE (Limited Edition) BB Gun! One of the best Small Guns in the game.

Tardis
Straight out of Doctor Who. When you approach it, it disappears... only to reveal: a Motion Detector.

Truck full of Caps
You stumble upon an overturned truck that was carrying a load of Caps. Usually, 10000 or thereabouts!

Crashed Saucer
Some dead aliens, a fantastic weapon (Alien Blaster. Now, there's a curious thing. The aliens use Small Energy Cells too, huh? Oh, right. Chariots of the Gods, of course!), and... a picture of Elvis :-)

Patrick
You chance upon an old traveller in the desert. He'll give you directions to all the places you probably know about already, but if he mentions Celtic songs, and you get the dialogue choice to name one, you sing along with Patrick for a while and get 1 point added to your CH!

Weapons Catalogue
In each category, I've tried to arrange the various items in order of lethality... or just sheer badness :P

Note: all Melee Weapon damage points are for a character with ST 6, and no Bonus HtH Damage perks.

Melee Weapons:

Brass Knuckles
Dmg: 2-6

Knife
Dmg: 1-7

Club
Dmg: 1-7

Combat Knife
Dmg: 3-11

Spiked Knuckles
Dmg: 4-11

Crowbar
Dmg: 3-11

Sledgehammer
Dmg: 4-10  Rng: 2

Spear
Dmg: 3-11  Rng: 2

Cattle Prod
Dmg: 12-21
Ammo: 20 x Small Energy Cell

Power Fist
Dmg: 12-25
Ammo: 25 x Small Energy Cell

Ripper
Dmg: 15-33
Ammo: 30 x Small Energy Cell

Super Sledge
Dmg: 18-37  Rng: 2

Thrown Weapons:

Throwing Knife
Dmg: 3-6  Rng: 16

Spear
Dmg: 3-11  Rng: 8

Molotov Cocktail
Dmg: 8-20  Rng: 12

Grenade (Frag)
Dmg: 20-35  Rng: 15

Grenade (Plasma)
Dmg: 40-90  Rng: 15

Grenade (Pulse)
Dmg: 100-150  Rng: 15
Anti-mech only

Small Guns:

Red Ryder BB Gun
Dmg: 1-3  Rng: 22
Ammo: 100 x BB's

9mm Mauser
Dmg: 5-10  Rng: 22
Ammo: 7 x 9mm Ball

10mm Pistol
Dmg: 5-12  Rng: 25
Ammo: 12 x 10mm

Hunting Rifle
Dmg: 8-20  Rng: 40
Ammo: 10 x .223mm FMJ

Desert Eagle .44
Dmg: 10-16  Rng: 25
Ammo: 8 x .44 Magnum

Shotgun
Dmg: 12-22  Rng: 14
Ammo: 2 x 12 ga. Shot

14mm Pistol
Dmg: 12-22  Rng: 24
Ammo: 6 x 14mm

.223 Pistol
Dmg: 20-30  Rng: 30
Ammo: 5 x .223 FMJ

Sniper Rifle
Dmg: 14-34  Rng: 50
Ammo: 6 x .223 FMJ

10mm SMG
Dmg: 5-12  Rng: 25
Ammo: 30 x 10mm

Combat Shotgun
Dmg: 15-25  Rng: 22
Ammo: 12 x 12 ga. Shot

Assault Rifle
Dmg: 8-16  Rng: 45
Ammo: 24 x 5mm

Red Ryder LE BB Gun
Dmg: 25-25  Rng: 32
Ammo: 100 x BB's

Big Guns:

Flamer
Dmg: 45-90  Rng: 5
Ammo: 5 x Flamethrower Fuel

Rocket Launcher
Dmg: 35-100  Rng: 40
Ammo: 1 x Rocket

Minigun
Dmg: 7-11  Rng: 35
Ammo: 120 x 5mm
Min. ST 7

Energy Weapons:

Laser Pistol
Dmg: 10-22  Rng: 35
Ammo: 12 x Small Energy Cell

Plasma Pistol
Dmg: 15-35  Rng: 20
Ammo: 16 x Small Energy Cell

Laser Rifle
Dmg: 25-50  Rng: 45
Ammo: 12 x Micro Fusion Cell

Plasma Rifle
Dmg: 30-65  Rng: 25
Ammo: 10 x Micro Fusion Cell

Turbo Plasma Rifle
Dmg: 35-70  Rng: 35
Ammo: 10 x Micro Fusion Cell

Alien Blaster
Dmg: 30-90  Rng: 10
Ammo: 30 x Small Energy Cell

Gatling Laser
Dmg: 20-40  Rng: 40
Ammo: 30 x Micro Fusion Cell

Armour Catalogue
In order of protection afforded.

Leather Jacket
AC: 8
Normal  0/20%
Laser   0/20%
Fire    0/20%
Plasma  0/10%
Explode 0/20%

Leather Armor
AC: 15
Normal  2/25%
Laser   0/20%
Fire    0/20%
Plasma  0/10%
Explode 0/20%

Metal Armor
AC: 10
Normal  4/30%
Laser   6/75%
Fire    4/10%
Plasma  4/20%
Explode 4/25%

Tesla Armor
AC: 15
Normal  7/20%
Laser   19/90%
Fire    4/10%
Plasma  9/80%
Explode 3/20%

Combat Armor
AC: 20
Normal  5/40%
Laser   8/60%
Fire    4/30%
Plasma  4/50%
Explode 6/40%

Brotherhood Armor
AC: 20
Normal  8/40%
Laser   8/70%
Fire    7/50%
Plasma  7/60%
Explode 8/40%

Power Armor
AC: 25
Normal  12/40%
Laser   18/80%
Fire    12/60%
Plasma  10/40%
Explode 20/50%

Hardened Power Armor
AC: 25
Normal  16/50%
Laser   19/90%
Fire    14/70%
Plasma  12/50%
Explode 19/60%

Acknowledgements
I'd like to thank the following people for contributing to the latest version of this guide. Thanks very much for the tips and corrections, folks :-)

David K. Gasaway

See the Quandary Review of Fallout.

Copyright © Steve Metzler 2002. All rights reserved.






Fallout 2
Developer/Publisher:  Interplay
Walkthrough

by Steve Metzler (1999)


I tried to base this guide on all the possible quests, things to find, and things to do in each location. It's more of a guide than a walkthrough, though it does contain detailed instructions for some of the tricky bits. I feel that this structure will allow you to role-play freely (different characters have to solve problems in different ways), yet still help you to find obscure objects or quests. If you are looking for a specific object or location, just search for the name of it with your browser.

Orientation-wise, directions are always given assuming that the top of your screen is 'north'. The longer compass direction names are abbreviated, such as NE for northeast.

I purposely didn't put in a Table of Contents, lest you see all the exotic places you're eventually going to visit before you're supposed to know about them. Though the locations are presented in the order that you would typically reach them, your mileage may vary.

You are about to embark on a fabulous adventure. I hope that you will enjoy your journey...

Tips
Before you even think about starting to play, check out the Interplay Fallout 2 site, and ensure that you have the latest version installed. If not, download and apply the patch. The patch fixes many, many, bugs... also, if you don't apply the patch before starting and decide to patch halfway through, beware the patch will invalidate any saved games. Translation: you will have to start over! Be careful to only apply a patch compatible with the locale from which you purchased the game. This guide was written using the U.S. version, patched to V1.02. Owners of the U.K. and some other European versions may note that there are no children running around in their game, so some of the comments pertaining to them in this guide may not make sense, and a few minor quests will not be available.

Note: as of 18 June 2004, the Interplay web site has been inaccessible. So we have made the V1.02 patch temporarily available here. Also note: this patch is only guaranteed to work for the US version of the game, so you may have to re-install if you apply it to a foreign language or UK version.

Beware that if your Intelligence (IN) is too low (I mean, your character's in the game, silly. Don't take it personally ;-), you won't be able to get most of the quests here simply because no one will be able to converse with you! Likewise, not having a high enough Charisma (CH) or Speech skill will also alter NPC responses, and you may miss out on important conversation choices that lead to quests. So, I recommend having both IN and CH at a minimum of 6 (you might scrape by with lower CH if you have a decent Speech skill) to keep your options open. If in doubt in a particular situation, pop a Mentat to boost both temporarily. Just for kicks, it's worth starting up a game with IN 3. Yes, it's a very well balanced game :-)

Luck, or dice rolls, and your stats play an important part in conversations. That's why it's very important that you save the game before every conversation. If you feel afterwards that the outcome could have been more favourable, restore to before the conversation and try it again. You just might get the dialogue choice you've been hoping for the next time through! If you consistently get the same undesirable choices, try improving your IN and CH by popping a Mentat before the conversation. Some dialogues even depend on your Science or Doctor skill, and I've tried to indicate this where possible.

Unless you are going the diplomatic route, and have enough CH to be able to talk your way out of anything, make sure you start off the game with greater than 50% of either Unarmed or Melee skill. It will be quite a while before you obtain any decent weapons! Beware that one of your first encounters involves fighting bare-handed, so even Melee won't help here.

I recommend a minimum Strength (ST) of 6. With less than this, you'll be severely disadvantaged at hand-to-hand, unable to take any unarmed perks (most decent ones have a min ST of 6 requirement), and you won't be able to carry much inventory either. Likewise, unless you're going to play the 'ultimate bruiser' type of character, a starting ST of 9 or 10 is a waste, since you get a chance later on to increase your ST by 3 using... artificial means!

Unless you are taking on the role of a thief, a decent Barter skill is also vital.

Owing to a design peculiarity in Fallout, Armour Piercing (AP) ammo doesn't do exactly what it's meant to, and is woefully ineffectual. So, it's best to just sell any that you find. Stick to the JHP for actually loading into your weapons.

Early in the game, when your character is relatively weak, there is a sure-fire way to defeat critters like Ants, Radscorpions, and Silver Geckos without taking so much as a scratch: approach to within about 5 hexes. Let them come right up to you. Then, hit them with your best shot, but make sure you have at least 5 AP left. Then retreat in a straight line. They will follow you, but won't have enough AP left to strike! Repeat until critter is dead.

NPC's make great packrats. They can help you carry all the stuff you pick up after encounters with hostile critters. Be careful about giving them burst capable weapons though... or you could find yourself replaying a lot of encounters :-( Also, be sure to fine-tune them before heading out on the wasteland. You don't want someone wasting valuable ammo on easy critters (rat is hit for 243 hit points... yeah, I think it's dead. Just wasted a rocket, dammit!) In this case, take their best weapon or ammo away from them before heading out. On the other side of the coin, make sure you use the Combat Control dialogue to ensure they are using their best weapon when you know an important encounter is coming up.

A high Outdoorsman skill is extremely useful for avoiding unwanted random encounters. Sometimes, you just want to get from A to B without being bothered. Carrying a Motion Sensor in your personal inventory while travelling is alleged to help in avoiding random encounters. And you get XP for using this skill!

Like the man says: save, save, SAVE! You never know when you're going to mess up in combat, blow a dialogue with an NPC, etc. Contrary to what you may hear on the grapevine, you can also save during combat, though this practice does seem to make the game more likely to crash... but you just saved, didn't you? So, no big deal.

Those pre-apocalyptic Californians must have been avid readers. There are bookcases everywhere. A lot of them contain valuable stuff, so check every bookcase, desk, pot, locker, etc. Anything that exhibits a hand icon when you move your cursor over it is worth having a look at. Scavenge to your heart's content!

The designers hid stuff behind walls in this one, so check for items everywhere!

You can rest nearly anywhere when no hostile critters are nearby. Derelict buildings in most towns make a perfect spot for this sort of activity. There's no rush to get through Fallout 2. Use the time! Why waste Stimpaks when you can heal while resting or travelling?

There are all sorts of people to sleep with, marry, etc. I didn't bother to document any of these... encounters, unless they furthered the plot :-)

Well, are you ready to begin your quest?

Temple of Trials
Kill all the Ants and Radscorpions to gain valuable XP. Take all the Radscorpion Tails you can carry off the dead critters. You can barter them. Check all the pots and chests for Healing Powders and such.

There is a section with raised plates that appear as you walk across the floor. If you step on a plate, a spear is fired at you from the wall. If you have some Traps skill, you can disarm these plates for 25 XP each.

Get the Explosives from the pot south of the locked door. Save the game! Then, stand right in front of the door, arm the Explosives (give yourself 30 seconds at least), drop them, and retreat to a safe distance until the door blows.

Defeat Cameron in hand-to-hand. Weaker characters might try using the hit-and-run technique I described above. He still gets one hit in every turn, but it's better than 2 or 3! Diplomatic approach: with high IN and CH (managed once with IN 8, CH 5, Speech 35%), you can talk your way out of fighting Cameron :-)

If you had to fight Cameron, remember to retrieve your belongings from the chest outside the door you just came through. Then, head through the final door, Chosen One.

Arroyo
Repair the well - 100 XP.

Get training from Lucas, standing near stone head - add 5% to Unarmed skill.

Jordan, in tent east of stone head, will train you with spears - add 10% to Melee Weapons skill.

There's $100 in a pot in your Aunt Morlis' tent. Very handy at this stage in the game.

Quests

  1. Rescue Nagor's dog, Smoke, from the wilds - 100 XP.
    Nagor is standing east of Hakunin's (medicine man's) tent. The wilds are NW of Hakunin's tent. In the north part of this section is a plank amidst some puddles of radioactive goo. Cross it, approach the dog, and he will follow you back to Nagor. While there, you might want to grab a few of the bright orange flowers... and kill a few Geckos. Hakunin will make Healing Powder for you if you bring him Broc Flower and Xander Root. See Quest 4 below.

  2. Find Vic the Trader - Vic will join your party.
    See the Den, Quest 8.

  3. Obtain flint to have Mynoc sharpen your spear - Sharpened Spear.
    Mynoc is the bridge guard on the way out of Arroyo, to the south. Need decent PE (6, I think) to notice Mynoc's spear in the first place! Then, get the flint (beg, barter or steal) from your evil aunt Morlis, who is standing guard outside a tent SW of the stone head.

  4. Kill the evil plants that infest Hakunin's garden - 100 XP and he'll make Healing Powder for you anytime in future.
    Kill the two spore plants in the garden located just NE of Hakunin's tent.

  5. Retrieve the Geck for Arroyo.
    Talk to the Elder, in the tent NE of the well... but I can't possibly tell you how to complete this quest. Not yet, anyway :-)

Klamath
Don't trade with Maida Buckner if you can help it. Her prices are too high! You can have the tribal Sulik join your party by paying off his remaining debt of $350 to Maida. Well worth the trouble, because he's much better than you in combat at this stage in the game. Alternatively, you can get Sulik for free if you complete Quests 5 and 6 below (or Quest 2, but I always found it handier to have Sulik along with you on this particular quest).

In the Golden Gecko, talk to Fighting John Sullivan. He'll train you in Unarmed for 10% and Melee Weapons for 10%, as long as you're not already too skilled in either of these disciplines. Also worth 150 XP.

You can talk to Jenny in the Bathhouse to learn a bit more about Vic. You don't have to sleep with her to get this info.

Raid Vic's house, east of the Bathhouse. Make sure you take and keep Vic's Radio. The Pipe Rifle is virtually useless, but it's worth some money anyway.

There's an exit grid to the NW, with a crashed vertibird and a maintenance robot there. You can take out the robot for XP, and retrieve a Yellow Reactor Keycard from one of the corpses. Contrary to what you may read elsewhere, you can't use this Keycard to open the elevator in the Toxic Caves (see below); however, seeing as the Keycard was found on someone wearing... exotic armour, perhaps it might be of use in a place where this armour is prevalent?

Quests

  1. Refuel the still - $50.
    Talk to Whiskey Bob in Buckner's. You must buy him a drink. He'll then tell you about his still that needs to be refuelled. It's located SW of town. Be ready to fight some Geckos. Careful, because Golden Geckos radiate you when they get a good strike in! Wood to fuel the still is located right there in the cabin.

  2. Rescue Smiley the Trapper - 1000 XP and $100 OR Sulik's debt struck off.
    Talk to Ardin Buckner. She puts the Toxic Caves on your map. Get some Rubber Boots (see Quest 4 below), exit Klamath, preferably with Sulik in tow, and head for the Toxic Caves. Smiley is holed up in the back. Be sure to grab the 2 packets of Rad-Away from the locker in the wall there. Note the locked elevator. You probably can't open it yet (I've described what to do below. See Toxic Caves Elevator, unless you don't want to spoil it yet). Return to Klamath to collect your reward from Ardin Buckner (you can either take $100 cash or have Sulik's debt paid off if you don't already have him in your party). Talk to Smiley, and he'll teach you how to skin geckos. Great little revenue earner from now on.

  3. Guard the brahmin - 250 XP.
    Talk to Torr, the tribal who hangs out near Buckner's. Kill all the Radscorpions there, including the ones hiding in the woods south of the clearing.

  4. Kill the rat god - 300 XP.
    Take western exit grid to Trapper Town. Get key from Slim Picket (you can also obtain the key by giving some Meat Jerky to a dog you find in the brahmin pen near the SE exit grid). Be sure to get Rubber Boots in Guns store (lockers). Find manhole that leads down. On second level, kill Keeng Rat. Also a dead trapper there with a 10mm Pistol on him (might depend on your PE as to whether or not you find him). Take ladder in NE corner up. Find door on next level. Either lockpick or use explosives on it. Take next ladder up, and grab the Fuel Cell Regulator from Highwayman outside.

  5. Rustle the brahmin - 150 XP and 50$.
    If you prefer to follow the Dark Path, you can shop the location of Bob's still to the bartender at the Golden Gecko for $50 instead. Then, you can ask the Dunton twins (building east of the Golden Gecko) if they have any jobs going. They'll ask you to either talk poor Torr into leaving the brahmin, or knock him unconscious. This quest does not do wonders for your karma, as you can imagine. Alternatively, you can get this quest by talking to the Duntons after you accept Quest 3 and follow Torr to the brahmin. The Duntons are standing there just to the west of Torr.

  6. Rescue Torr - 700 XP and Sulik's debt struck off!
    If you took Quest 5, then this is a chance to redeem yourself and get some of that lost karma back! Talk to Ardin Buckner after you rustle the brahmin. She'll mention that Torr is missing, and that he's probably in the canyon (where the crashed vertibird is). Go there and defeat the maintenance robot (if you haven't already done so). Talk to Torr then, and he'll follow you back for 200 XP. When you report back to Mrs. Buckner, you get the choice of either taking $100 cash (poor choice!), OR you can get Sulik's debt struck off, which is worth $350 and 500 XP. Sulik will then join you if you talk to Maida Buckner. You'll also notice that you got all your karma back and then some. Doing Quests 5 and 6 seems the best way to get Sulik into your party.

Toxic Caves Elevator
You need an Electronic Lockpick before you can open the locked elevator at the rear of the Toxic Caves (see Klamath, Quest 2). Rumour has it the MKII version of the Lockpick won't work... but it does just fine. You can either buy an Electronic Lockpick MKII in New San Francisco (on the tanker), or you can find a normal Electronic Lockpick in Eldridge's basement, New Reno Arms store.

I recommend you don't take the car with you, because you won't be able to access the trunk once you're there. Just leave it in Klamath. The walk will do you good for a change. Also, might be handy to take Vic with you unless your Repair skill is high, because you must fix the generator there to power the elevator before you can use it. Also recommend taking along a Sniper Rifle (or some Pulse Grenades if you're good at throwing), because there's a big, bad security bot armed with missiles waiting at the bottom for you! You can take out his sensors with one good targeted shot, and then finish him off at your leisure. Once you've polished off the bot, there are lockers full of goodies, among them: Bozar (best gun in the entire game!), Combat Armor MKII, 200 x Micro Fusion Cells, 280 x Small Energy Cell, 200 x 4.7mm Caseless, and 200 x 2mm EC (very hard to find indeed :-)

Den
Make sure you give Karl (Mom's Diner, far SE corner of town) something and then get him to tell you his story. Comes in handy later.

Also in Mom's Diner, Stacy, standing just to the left of Mom, will tell you a story about her cat Cuddles. 200 XP if you listen patiently till the story ends.

Buy a drink from Becky, then ask her about 'Dyer'. Hmmm. Then, cross the exit grid SE of Becky's and talk to the barkeeper in The Hole. Ask him for info. Then ask him why Becky's drinks are cheaper than his. Offer to find out. Return to Becky's and wait till the guard leaves the door to the north of the bar. Lockpick it, go down the stairs, and discover that Becky has a still there. Talk to the barkeeper in The Hole (Frankie) again, for 400 XP and $100. You'll then get Quest 9 below.

Talk to Leanne, the woman standing at the bar in Becky's. If you buy her a Nuka-Cola, she'll tell you her story of the Master for 350 XP.

Flick, south of Becky's, is a good guy to trade with... but beware those kids of his! If you're not careful, they steal stuff from you. Make sure that you always run past them (don't walk or loiter), and every time you do go past them check your belongings afterwards to make sure you haven't lost anything valuable. I lost a very important item once this way... took me ages to figure out where it had gone, and that was after I had restored to a game much previous to where I was. If you do lose something to one of the kids, you can either steal it back from the kid, or buy it back off Flick as a last resort :-(

Tubby, across the street from Becky's place, usually has a Sub-machine gun for sale. Definitely worth it early on in the game. Actually, you can take out both Tubby and Flick. Not only does it save you money, but you don't lose any karma points for this. In fact, I think you might gain some for ridding the town of this scum!

When you think your party is strong enough, you can take out Metzger and his guards (1500 XP for killing Metzger), and then talk to one of the slaves to free them for another 1250 XP. If you visit Becky again after this, she'll offer you $1000 for having got rid of the slavers. If you decline to accept the money, you get 50 Karma points instead. Your choice. Beware that if you kill Metzger early on, you won't be able to get any of Lara's quests (3 - 6 below), as they all involve Metzger.

Quests

  1. Collect money from Fred - 200 XP.
    You have to try talking to all the male addicts in the vicinity of Becky's. The one who will talk to you is Fred. He owes Becky $200, but in the end, you're best off taking only $50 from him. When you go to pay Becky the $200 back, she splits it in half with you anyway, so it only costs you $50 when the dust has settled. After all this, make sure you remember to stop by the Den much later and talk to Fred again, because he makes good use of the $50 you left him with, and will give you: 200 x Small Energy Cell, 250 x Micro Fusion Cell, $2000... and a Plasma Grenade :-)

  2. Get book from Derek - 300 XP and $80.
    If you complete Quest 1 above, Becky gives you another job, which is to find a book she lent to Derek. He hangs out by Mom's Diner on the SE side of the Den. You get $80 if you find the book and return it to Becky. Often, the book can be found in the outhouse north of The Hole... but not always.

  3. Lara wants to know what is being guarded in the church - 500 XP and $200.
    You have to fast-talk your way past one of the guards to get into the church. Then, just examine one of the crates. Easy money.

  4. Get permission from Metzger for gang war. - 200 XP and $50.
    (You have to do Quest 3 first). Talk to Metzger in the Slaver's Guild on the east side of town.

  5. Find weakness in Tyler's gang guarding the church - 200 XP.
    (You have to do Quest 4 first). Talk to one of the guards outside the church again. Appears they are going to have a big party tonight and get drunk. You have found the gang's weakness.

  6. Help Lara attack Tyler's gang - $300 and $100 bonus if you help in the fight.
    (You have to do Quest 5 first). Then agree to accompany Lara and her gang to the church. We killed one guard outside the church, and it was enough to net a $100 bonus. If you think you're up to it, however, it's best to finish them all off... get their weapons and cash them in for much needed supplies.

  7. Deliver a meal to Smitty for Mom - 150 XP and Stimpak (and free meal).
    Talk to Mom in the diner in the far SE corner of town. Then hop on over to Smitty's garage on the far west side of town.

  8. Free Vic from his debt by getting his radio from his house in Klamath and paying Metzger.
    Once you have Vic's Radio (from his house in Klamath), talk to Vic, and then you can buy Vic back from Metzger for $1000. Vic is a fairly useful NPC to have join your party, especially as he has considerable Repair skill, and you probably are lacking somewhat in this skill early in the proceedings.

  9. Sabotage Becky's still - $500 and 1600 XP.
    After you discover the still in Becky's basement, and report back to the barkeeper in The Hole, you'll get this quest. You can approach this 2 ways: either convince him that he should buy his stuff from Becky from now on and you'll just get 900 XP, or you can destroy the still with a Crowbar ($500 and 700 XP) and still convince him to buy his stuff from Becky (tell him she'll just build another still) for another 900 XP. Unfortunately, once you destroy Becky's still she will no longer talk to you, so you can't get a reward for killing Metzger if you destroy the still first!

  10. Get car part for Smitty.
    You need to complete Quest 3 in Gecko to get the Fuel Cell Controller. Smitty will install it for $2000. Voila, you now have a car! If you also have the Fuel Cell Regulator (obtained in Quest 4, Klamath), then Smitty will install that too for $750, and you'll get better mileage.

    Refuelling the car
    This process is not especially intuitive, so here's how you do it. First of all, the car runs on either Micro Fusion Cells or Small Energy Cells (but you get twice the mileage per Micro Fusion Cell). You can buy Micro Fusion Cells from Smitty for starters. To check how much power is left in the car at any time, left-click and hold on the front part of the car (not the trunk! BTW, you can store tons of gear in the trunk). Then move your cursor down to the Binoculars icon and let go. The percentage power remaining will appear in the window at the bottom left of your screen. To refuel, you must have some fuel cells present in your inventory. Then left-click and hold on the car, move your cursor down to the Backpack icon, and let go. Finally, point to the fuel cells in the inventory box that pops up, and they'll be used to refuel the car (warning: make sure there are no NPC's standing where the inventory pops up, or you'll wind up talking to them instead of refuelling the car. It's a 'feature' ;-)

  11. Return Anna's locket - 850 XP.
    Go into the derelict building next to the Brotherhood's outpost any time after midnight. You'll see the ghost of a woman, Anna. Talk to her (heh, one way traffic), and you'll discover she's lost her locket. Go talk to Mom in her place all the way SE in the Den. She'll tell you about Joey (one of those 3 thugs that are always just standing around). Get the locket off him in whichever manner you prefer and return it to Anna. Then, if you pick up Anna's Bones, take a Shovel from the bookshelf there, and head to the graveyard... you get some more XP for laying Anna's Bones to rest (her grave is located in the bottom row).

Modoc
If you examine the well just NE of the General Store, you'll see you can enter it using a rope. There are a few coin bags down there, and in the northern section, a (pretty useless) BB Gun... but a BB Gun nonetheless.

Talk to Grisham, the Slaughterhouse boss. When you try to exit the conversation, he'll ask if you want to guard his cattle from wild dogs. Try not to let any of the poor buggers get killed, because he deducts $100 for each brahmin you lose - $1000 (if you manage to save them all). He's a miserable git, but it's fairly easy money.

If you have some Doctor skill (managed once with 9%), you can try fixing up Bess, the brahmin. She's lying injured just south of the slaughterhouse. You get 200 XP for this, and she'll follow you around for a while... if you wander into Grisham's place with Bess in tow, you can give her over to him to make jerky out of. If you're then feeling a bit guilty, go back to the slaughterhouse and talk to her, then release her by opening up the gate inside the slaughterhouse. She'll wander off the map, thus easing your conscience.

You can kill the 'giant chicken' that's locked up in the fenced-in compound next to Rose's for some XP. But you leave the village without an egg supply... by the way, if you buy a Wasteland Omelette from Rose for $25, it heals you to full HP.

Quests

  1. Farrel has a rodent problem in his garden. Remove the infestation - 300 XP.
    Farrel is the old codger located in the house SE of Rose's B&B (north Modoc). He'll ask you to help him by cleaning out his garden. Go for it, but beware. The critters there are poisonous.

  2. Cornelius has lost his gold pocket watch. Find it and return it to him - 2000 XP.
    If you talk to Cornelius in the back of Roses B&B, and tell him that he needs serious help, he'll mention something about Farrel having his watch and you'll get this quest. See quest immediatly below for the resolution.

  3. Farrel wants you to find Cornelius' gold pocket watch. Find it and return it to Farrel - 2000 XP.
    Farrel will also tell you about the longstanding feud between himself and Cornelius (Rose's husband) over the supposed theft by Farrel of Cornelius' watch. So... you suspect Farrel did steal the watch, because there's a safe in his wall that he gets very touchy about when you discover it. But, to find the real culprit, you have to check out the Outhouse to the east of Rose's. Go down below (yech!), and dynamite the pile of rocks there (Jo has some dynamite for sale if you need it). Of course, head back up the ladder as soon as you set the charge. Then go back down, take out the critter, and retrieve the watch from the critter's lair. You get 500 XP for dynamiting the rocks, and 1500 XP more when you return the watch to either Farrel or Cornelius.

  4. Jonny is missing. Find him and bring him home to Balthas.
    Talk to Balthas in the Tannery. Offer to look for his son. If your reputation with the good folk of Modoc is at least 'Accepted', Balthas will offer you the services of his dog, Laddie (so, you may want to do a few of other quests in Modoc to boost your reputation before you accept this quest). For a good laugh, go to the well just SE of there and initiate a dialogue with Laddie. Anyway, Laddie will stay with you until you locate Jonny (hint, hint).

  5. Jonny's in the Slag caves. Find a way to get Jonny back home to Balthas - 2500 XP and Combat Leather Jacket.
    When you return Jonny, Balthas gives you a little something for your troubles :-)

  6. Something strange is happening at the farm northeast of Modoc. Investigate and report back to Jo.
    Go talk to Jo at the back of the General Store. If you mention that you're looking for a GECK, he'll give you this quest and promise to tell you where to find a GECK if you complete it. When you get to the Ghost Farm (just NE of Modoc), make sure you examine one of the grisly bodies that are skewered on the poles. Then go into the shed. When you walk over the middle rug, you'll drop down below. Talk to Vegeir, and agree to take their message to Modoc. Before you leave, go to the very rear of the caves, over an exit grid. Talk to all the boys until you find Jonny... but you can't take him with you yet.

  7. Deliver Slag message to Jo in Modoc - 3500 XP and Assault Rifle.
    Give him the message from Vegeir. If you remembered to examine one of the fake bodies at the Ghost Farm, and you got Karl's story out of him at the Den, you'll have completed this quest. Now you can wrap up all the Jonny quests too. Return to the Slag Caves. Vegeir will give you an Assault Rifle, and agree to send you back to Modoc with Jonny! See Quest 5 (if you didn't find Karl yet... you still have time to travel to the Den and talk to him in Mom's Diner - 500 XP). You're now officially a hero in Modoc. Before you head out, make one more trek up to Rose's place. You'll get a free Wasteland Omelette (heals to full HP), and be allowed to rummage through her lost-and-found crate for a pot-luck freebie.

  8. Jo is suspicious of the Slags. Find out about the dead bodies at the Ghost Farm and find out what happened to Karl.
    See Quest 7.

Vault City
In the Courtyard, just in front of the Bar, is a little boy named Curtis. He has lost his Mr. Nixon doll. The doll is located behind the Bar building, in an outside corner (west of a large pile of rocks). Return the doll to Curtis (100 XP), then stand around a while and listen to what he's saying. After a while, you'll find a Wrench in that pile of rocks I just mentioned.

You can get Cassidy, the bar owner, to join your party. He's damn handy with a shotgun, especially in the early stages of the game. He has a heart condition though, so be sure never to feed him any excitement inducing drugs like Buffout or Jet, or he'll pop his clogs on the spot.

Charlie, the guy lying flat out in the tent, is actually radiated (I originally thought he was drunk). 200 XP if you can spare a Rad-Away to fix him up.

If you have good Repair skill (or Vic!), you can fix the Auto-Doc in the back room of the Clinic for 100 XP. The guy there is not eternally grateful when you do it... but if you and your party ever need to get healed afterwards, this place then becomes an option.

If you have a Vault 13 water flask, talk to Vic's friend, Ed. He hangs out in a shack near the brahmin pens in the Courtyard - 500 XP and some new locations on your map.

To get into Vault city proper, you can try to sweet-talk Wallace in the Customs office into giving you a Day Pass. If you have high enough CH and/or Speech skill, you should be able to convince him that you are a merchant who wants to trade with Vault City. Alternatively, you can strip down to your Vault 13 suit before speaking to Wallace. He finds this quite unusual, and sends you in to see the First Citizen.
Even better than either of the above approaches, you can bribe Skeev his assistant. You pay him $200 for fake citizenship papers (much handier than a Day Pass). Then, you can blackmail him for $300 to keep quiet! Net: $100 and a set of fake papers. I never needed a Day Pass. The fake papers are good enough as long as you don't flash them around unnecessarily :-)

In Vault City, Randal in the Amenities Office, east of Val's place, has great stuff for sale at the best prices I've ever seen... and he accepts false citizenship papers!

You can talk the guy in the Information Center (that's west of the Servant Allocation Center) into giving you a Science book and a Repair book.

Valerie (Vic's daughter) can upgrade weapons:
Expanded magazine (from 8 to 20) for Desert Eagle .44 - $1000.
Expanded magazine (from 24 to 100) for Assault Rifle - $1500.

Once you become a Citizen, there are a lot of goodies you can find in the Vault, including... er... a few Water Chips :-)

Vault Level 1
Male characters can date Phyllis the nurse for 100 XP. A further 300 XP if you can convince her that radiation has made everyone there sterile. You can also get another 300 XP for convincing her to see the outside world, and with the Sex Appeal trait, you can donate some... genetic material for a further 500 XP.

If your Doctor skill is 80% or better, you can also get Combat Implants. Access the medical computer in the room where the doctor is. If you search the medical database, you should eventually find schematics for the implants. Then, talk to the doctor in the Clinic (Courtyard). Make sure you repair the Auto-Doc first! You also need one set of Combat Armor (doc strips them for parts) per operation. Then, the following operations are available:
Low impact - $7000 ($5000 if high CH). Increases Normal and Explode resistance by 5% each.
High impact - Low impact and $40,000. Never took this one. Increases Normal and Explode resistance by a further 5% each. Not only is it expensive, but it makes you one ugly mother, and thus reduces your CH as well.
Low thermal - $10,000 ($8000 if high CH). Increases Laser, Fire, and Plasma resistance by 5% each.
High thermal - Low thermal and $50,000. Never took this one either. Increases Laser, Fire and Plasma resistance by a further 5% each. Way too expensive, and it makes you ugly to boot, thus reducing your CH.

Vault Level 2
If you repair a rattling vent on the wall to the NE, you'll get 100 XP and 50 x Micro Fusion Cells are hidden there. Two of the doors are jammed. You can open these if you have ST 8 (use Buffout). Some good ammo here, and a Red Memory Module that you'll find a use for later. Other doors are locked. You need Lockpick skill of 70% to open these. Once you do open these, you'll find: a Wrench ;-), and a Computer Voice Module (hmmm...), amongst other things.

Vault Level 3
The Central Computer knows the location of Vault 15. There are some general supplies and weapons in the locked rooms. I think there's some ore from Redding stored in the room with the red light above the door... but I could never get in there to find out. As in the original Fallout, you can use your Science skill on the computer in the room to the SW for 350 XP.

Also, once you have become a citizen, talk to Councillor McClure to learn there is a problem with the Redding ore production. Mention this to Doc Johnson in Redding, then go speak to McClure again for 250 XP. From this, you get the inkling that you might be able to find a cure for Jet... see New Reno Quest 14.

Quests

  1. Deliver Moore's briefcase to Mr. Bishop in New Reno - $500 and 500 XP.
    Just outside the vault entrance, near the Correction Center, there's a guy preaching (Moore). If you humour him for a while, he'll give you a briefcase and ask you to deliver it to a Mr. Bishop in New Reno (the Shark Club, Commercial Row). It's worth $500 and 500 XP, and Bishop will give you another errand. After you deliver the briefcase to Bishop, you can shop Moore to First Citizen Lynette for 500 XP, but I didn't like doing this.

  2. Get a plow for Mr. Smith - 250 XP and Desert Eagle .44.
    Mr. Smith is located outside his tent, just to the east of the Clinic. Offer to get the plow for him, then buy it from the shop just west of the Clinic.

  3. Solve the Gecko powerplant problem.
    Talk to First Citizen Lynette, quite a rude person. She hangs out in the SE corner of the Central Council building, located in the NW corner of Vault City. Eventually, she'll get around to mentioning that there's a way for you to become a Citizen, other than passing that ridiculously difficult test...

  4. Rescue Amanda's husband, Joshua - 500 XP.
    Talk to Amanda, the distraught woman in the tent next to Curtis. Her husband is being held in the Servant Allocation Center in Vault City. You might be able to convince Barkus that Joshua has a contagious disease, and he'll be released for free; else, you'll have to fork over $750.

  5. Deliver beer and booze (10 each) to Lydia - 250 XP and $300.
    Lydia runs the Tap House, just inside the city gates. Deliver 10 real booze (not the rotgut or the radiated stuff) and 10 beers to collect.

  6. Deliver pliers (tools) and a wrench to Valerie - 250 XP, $50, and Super Repair Kit.
    Val is Vic's long-suffering daughter. She's in the Maintenance Center, just north of the Tap House inside the city gates. If you can supply her with these items, she'll also give you a Super Repair Kit (you need this item for Skeeter in Gecko). But, you'll have to wait a few days for this to happen... If you couldn't get the wrench by helping Curtis (see above), then you can find one on the Morningstar Mine's premises in Redding, or on Level 2 of the Vault City vault - but you need to be a Citizen with high Lockpick skill to get it!

  7. Scout the eight sectors around Gecko and return to Stark - 350 XP and $300.
    Talk to Stark in the Corrections Center.

  8. Enter NCR and return to Stark - $500 and 750 XP and Motion Sensor.
    Easy money.

  9. Deliver Lynette's holodisk to Westin in NCR - 4500 XP.
    After wiping out the Raiders (and taking their Account Book. See Raiders section below), talk to Lynette. If you managed to get the Holodisk from Bishop's safe in New Reno, that proves Bishop was hired by NCR (2500 XP). Then Lynette will ask you to deliver Bishop's Holodisk to Westin in NCR (2000 XP).

  10. Deliver a sample of jet to Dr. Troy - $1000.
    Getting this quest may depend on you already knowing about Redding's Jet problem. Then if your Doctor skill is at least 80%, you'll be able to engage Dr. Troy (first level of the vault) in conversation as a fellow doctor. He'll give you a tour of the facilities, and then just as you're about to exit the conversation, he'll mention that he's looking for a sample of Jet.
    Anyway, even when you leave the Jet with Dr. Troy, he's not able to crack the problem and come up with an antidote... but you can! See New Reno Quest 14.

Gecko
Lenny, Harold's assistant in the Manager's Office, once met your ancestor the Vault Dweller. If you talk to him about his former escapades, he will join your party. Not much cop as a fighter, but he has a high Doctor skill.

The room to the west of where Skeeter hangs out has a set of Lockpicks in a locker there. Possibly the first set you'll encounter in the game.

Quests

  1. Solve the Gecko powerplant problem - 4500 XP.
    Talk to Harold in the Manager's Office. Hmmm. You need to convince Vault City that Gecko needs a Hydroelectric Magnetosphere Regulator for their power plant, to stop radiation leaking into the groundwater. After the conversation, be sure to nab the Coolant Report and Part Requisition Form off the desk behind Harold. Then, before you head back to Vault City, do the following:
    Northern part of Gecko is the Junkyard. In the building to the NW of Skeeter's place, in the northern-most room, there's a manhole. Go down it, and find the (sentient!) mole rat in the SW corner. Talk to him, and he'll give you a Talisman (note: you can also steal a Talisman from a ghoul in the building just SW of the Manager's Office, but it's not as... interesting that way). Return topside, and you'll find Gordon in the house NE of Skeeter's place. When he sees that you have the Talisman, he'll give you a Holodisk that contains economic data concerning the reactor.
    Take this Holodisk to Councillor McClure (the sane voice of Vault City :-) He's located in the same building as First Citizen Lynette, but his office is in the NW corner. You'll get 750 XP for delivering the Gecko Holodisk.
    McClure will get you the part for the power plant (see Randal in the Amenities Office)... and, he'll be able to fix you up as a Citizen once you get the part installed back in Gecko, thus bypassing that witch Lynette :-)

    Back in Gecko, enter the Power Plant, east side of town. You'll need Yellow and Red Pass Keys, which can be found by scrounging in the various lockers and bookcases around the place. If you have really high Charisma, you might get Festus, located in the far SE of the plant, to install the part for you, but mere mortals have to do it themselves... so go talk to Hank, the ghoul in the room through the red doors, right next to the reactor core. Then log on to the computer just behind him to program the maintenance bot:
    Initialize: A1546761, 5B576005, 35C76863
    Initiate repair sequence (you feed it the part when requested). Then, use 'Add a command' 6 times (returning back to main menu after adding each one) until you have constructed the following program:

      1) Amplify Plutonium-Gamma Shield
      2) Deharmonize Neptunium Impeller
      3) Calibrate Uranium-Rod Driver
      4) Set Voltage on Saturn-Class Capacitor
      5) Test Jupiter Wave Compiler
      6) Install Hydroelectric Magnetosphere Regulator

    Then 'Execute program' and watch the Maintenance Bot go!

  2. Optimize the powerplant - 2500 XP.
    Talk to Festus (SE corner of Power Plant) once you have repaired the reactor (see Quest 1). He'll give you a Holodisk. You need to insert this Holodisk into the Vault City Central Computer (the one that's spewing out operational gibberish on Level 3 of the Vault City vault). First, you need to become a Citizen to get in there. If you've done Quest 1 above, then you can go talk to Councillor McClure, and he'll make you a Citizen! Log on to the Vault City Central Computer, and it will ask you to insert the disk that Festus gave you. Then, return with the optimized disk to Festus, and he'll tell you to use it on the computer you used to control the Maintenance Bot.

  3. Get super repair kit for Skeeter - 250 XP and Fuel Cell Controller.
    Skeeter is in the Junkyard, north part of Gecko. Valerie gives you this item for free 2 days after you supply her with a Wrench and Tool (see Vault City, Quest 6). In return for the Super Repair Kit, Skeeter gives you the part you need to get that car up and running! You can also buy a Super Repair Kit from Smitty (the guy in the Den who sells you the car), but it'll cost ya!

  4. Get 3 step plasma transformer for Skeeter - 350 XP and weapon upgrade.
    Talk to Jeremy in the north part of the Power Plant. If you have the Part Requisition Form you got from Harold earlier (see Quest 1), he'll give you the Plasma Transformer (you can also steal it from him). In return, Skeeter will perform one of the following upgrades for free:
    Scope on Hunting Rifle
    Speed loader (only costs 1 AP to reload during combat) for .44 Magnum
    Expanded magazine (from 8 to 20) for Desert Eagle .44
    Expanded magazine (from 24 to 100) for Assault Rifle

  5. Find Woody the ghoul for Percy. Try the Den - 1000 XP and 3 Rad-X, 4 RadAway.
    Percy's house is in the Junkyard, north part of Gecko. Talk to him, then travel back to the Den, and check out the 'mummy' in the room next to where you found Anna the ghost. It's Woody! When you return to Percy afterwards, he'll give you some anti-radiation supplies.

Broken Hills
On the east side, in a garden near the mine, there's Seymour the talking spore plant. He wants to be replanted. Talk to the poor thing when you have a shovel, and you'll get 1000 XP plus get clued in as to how to defeat a sentient scorpion at 'chess'. The scorpion and his professor friend are located in a building just to the SE of where Seymour winds up. Leave your party behind, and challenge the scorpion to all 3 contests. If you have good PE and AG, you can beat him at contests of perception and agility respectively for 500 XP each. Then you can try the contest of 'smarts'. Knowing what you learned from Seymour, you can defeat the scorpion at 'chess' for another 500 XP. I always let the scorpion live afterwards, which is why I didn't bring the gang along.

The place where you replanted Seymour (see above) is actually the Old Ghouls Home. Talk to Typhon there (Set's son, from Fallout!), in the SW room. In exchange for: a Cat's Paw magazine, a blow-up Sex Doll (ahem... bookcase in building Marcus is/was standing in front of), and a bottle of Rotgut, he'll tell you the location of his 'treasure'. You get 2000 XP after you deliver all this stuff. Then, have a look down the well in the centre of downtown. Oops! You can convince Micky the treasure hunter to go down the well after your treasure, but then he becomes stuck down in the well. I never figured out a way to get him out of there.

Marcus is the best addition to your party in Fallout 2! You must complete Quests 1 and 2 below, then Marcus will agree to join you, and you get 1000 XP to boot.

After you've fixed the mine's air purifier (see Quest 1 below), and can explore it at your leisure, there's an easter egg to be found in there. To your right, just as you enter the mine, there's a short tunnel with a pile of rocks at the end of it. You can actually walk on these rocks. If you walk right into the corner, a passageway will open up in the wall, and you've just discovered a hidden chamber (1000 XP)! There's a pilot who's been sleeping there since before the holocaust, and you can wake him up with a dose of Jet, for 500 XP more. In the footlocker, there's a chunk of Uranium Ore. Take the Ore to the processing plant (building to the south of the caravan fitters/Unity Patrol HQ). Talk to the foreman there in the office. Another 500 XP for figuring out how to get the Ore processed. You have to give them $1000, and it takes a day to process your Ore... when you come back to collect it, the foreman pleads with you to let the ghouls keep it. Let them keep it for 1250 XP. You can either accept the extra $500 he offers as compensation, or get karma points instead for only taking the $1000 which you originally forked over.

Quests

  1. Fix the mine's air purifier - 1500 XP and Combat Shotgun.
    Talk to Zaius, the mine foreman, located in a building just outside the mine on the NE side of Broken hills. He'll ask you to go to New Reno and pick up a new Air Purifier from Renesco (west side of Commercial Row). When you return, leave all your party members outside the mine! Then, just blitz right through the mine to the NE corner, using a Stimpak or 2 to alleviate the damage taken due to the bad air. Once you replace the Air Purifier, you can return, picking the Ants, Radscorpions, etc. off at your leisure. Zaius presents you with a Combat Shotgun as a reward.
    Every time I fixed the air purifier, Quest 6 popped up crossed out. See below.

  2. Find the missing people for Marcus - $500 and 1500 XP.
    Go to the east side of town. There are a few manholes in this area (one of them in an outhouse). Go down, kill a few ants, and locate the bodies in the NE corner of the tunnels. On one of the bodies, there's a note from 'Francis' that implicates him as the killer. Once topside again, you can located a man called Don in a house in the NE corner. Tell the poor guy you found his missing wife (500 XP above). Then, talk to Sheriff Marcus for the rest. Complete Quest 3 first, then you may confront Francis with the note you found (other 1000 XP above). He leaves town quietly.

  3. Beat Francis at arm wrestling - 350 XP and Power Fist.
    All you need is ST of 10. Use Buffout or whatever. Eric gives you one dose of Buffout when you complete Quest 4.

  4. Divert more electrical power to Eric's home - 1500 XP and Buffout.
    Eric lives in the first (fly-infested) house on the right as soon as you enter the east side. He needs you to divert more electrical power to his home. Go to the generating station back on the west side, and use your Science skill on the computer terminal there to do this (worked after a few tries with 47% Science skill).

  5. Break Manson and Franc out of jail - 1500 XP.
    Talk to Jacob, in shop to east of Ore-processing Plant. Tell him you hate mutants. The jail is just to the north of where Marcus is standing. If you have high IN (I had IN 10, CH 7 and Speech 61%), you can convince the jailer there to give you a key to let them out. This sends your Karma back 10 points, but has no other effects as far as I could determine. Marcus still talks to you.

  6. Blow up the mine's air purifier - 1500 XP, plus some weapons from Liz' basement cache.
    If you do Quest 5, then Jacob will also give you this quest. He gives you a device to blow up the mine's air purifier with. However, you can get some XP, and still stay on Marcus' good side, by heading straight for Marcus as soon as you get this quest and saying you have something to tell him. You'll get a dialogue choice to tell him about Jacob and Aileen, and be able to turn in the terrorists for 2500 XP! A win-win situation :-)
    Anyway, if you decide to carry out this quest... as in Quest 1, just blitz right through the mine to the NE corner, using a Stimpak or 2 to alleviate the damage taken due to the bad air. Use the device Jacob gave you on the air purifier, and... no more mutants in Broken Hills, including Marcus :-( This quest sets you back 50 Karma points. Only worth it if you're playing an inherently bad character, especially as you can't get Marcus as a party member afterwards.

Raiders
The raiders are holed up in that little spot marked 'Unknown' that lies between Vault City and Broken Hills. There are many traps in the cave leading to their lair. They are also heavily armed, so beware heading in there with NPC's like Vic and Sulik in tow, as they are quite liable to be killed unless you are very lucky.

If you do manage to vanquish them, you get 2000 XP for ending the raider threat. Also be sure to take all 3 of the Dog Tags (from the footlockers) so you can prove to the folks in Vault City that the raiders were hired mercs. When you report to First Citizen Lynette that you wiped out the raiders, you'll get a $1000 reward and 1000 XP. Even better, once you have the 3 dog tags, you can open the raiders' safe (numbers on the tags form the combination, 500 XP more) and get their Account Book, which proves who hired them. Show this to the First Citizen for another 1000 XP and $500 (if have the Holodisk from Bishop's safe in New Reno, then you get Vault City Quest 9 instead)!

I never was able to figure out what to do with the tribal 'Shadow-who-walks'. He won't talk to you, even if approached without weapons. Rumour has it that he's part of a 'broken' quest.

Redding
Go see the sheriff. He's injured, and requires a deputy to do a few jobs for him, starting off with... Pay Widow Rooney's back rent. Just pay the widow the $120 she owes for 1500 XP! (and the sheriff gives you $100 for the job anyway, so you're only out of pocket for $20) Then, when you report back to the sheriff, you get Quest 4 below. The sheriff also has a slew of weapons stashed around his office, ripe for the picking.

You can buy the deed to the Great Wanamingo Mine from Mayor Ascorti for $1000. If you manage to clear the mine of critters for him, he'll buy the deed back off you... worth $2500 and another 1000 XP. One entrance to the Great Wanamingo Mine is in the building where Frog Morton is hiding (see Quest 1 below). However, there's a back entrance through the well just south of the Sheriff's office. Going NE from the well entrance and up the ladder there brings you into the back of Ascorti's casino, in case you're in for a bit of daytime robbery. If you head north from the well, over an exit grid, and then west over another exit grid, you'll wind up in the mine proper. Make sure you head into every nook and cranny along the way if your mission is to rid the mine of critters. There are a few ladders down to the bottom level that contains the mining machines (see Quest 3 below). Finally, make sure you get all the eggs that are near the elevator all the way to the west of the bottom level. When you've gotten all the critters, you'll get a message notifying you that you've cleared the mine... and 3500 XP!

'Painless' Doc Johnson has Super Stimpaks for sale. He's also part of the Jet Antidote quest (see New Reno, Quest 14).

Quests

  1. Kill Frog Morton - $1000 and 3000 XP.
    Frog and his gang are holed up on the west side of town. You have to get by some tough rats first. Completing this quest has the unfortunate side effect of putting all of his nasty brothers on your tail. You'll meet them in random encounters for the rest of the game... until you bump them off too!

  2. Find out who cut the whore - $500 and 1250 XP.
    Talk to the bartender in the Malamute Saloon for more info. The guy who did it is located on the premises of the Morningstar Mine HQ, north side of Redding. He'll confess to you as soon as you start speaking to him.

  3. Find the excavator chip - $1000 and 2500 XP.
    Be prepared to kill a few real ornery critters! Bozar rules for this one :-) The machine that holds the Excavator Chip is on the bottom level of the Great Wanamingo Mine (there is actually another Chip, on the ground next to the other machine to the east there. However, you can only sell one of the Chips). Once you have an Excavator Chip, you can sell it to either Dangerous Dan McGrew of the Morningstar Mine (who is aligned with the New Reno underground), or Marge LeBarge of the Kokowebe Mine (NCR). Either one pays the same.

  4. Break up the bar brawl - $300 and 1500 XP.
    Just talk to the irate woman miner who's arguing with the guy at the far end of the saloon. I wound up tossing both their sorry asses in jail.

New Reno
Talk to Jules, standing just outside the Virgin Street carpark where you first arrive. For $100 a pop, he'll tell you about each of the 4 crime families who run the place. You have to tread carefully here if you want to keep your options open. Take all the quests for any one family, and you'll be 'made' by them, and thus not able to take jobs for other families! The quests always come in a particular order, and I've indicated below which one makes you a 'made man' (or woman), but only if you report back after doing the quest... so you can at least get all the benefits of the gear and money accrued while doing it, and one of these quests in particular is worth it for the gear alone ;-)

Regardless of your sex, you can choose to sleep with Mrs. Bishop (2nd floor, Shark Club). Make sure you deliver the suitcase (that you got from Moore in Vault City) first to Mr. Bishop on the 3rd floor, else you'll have to fight your way back out of the casino afterwards! In any case, leave your party outside the casino before you venture upstairs and take up Mrs. B's offer. I discovered that if you take them up to the 2nd floor with you, then sleep with Mrs. B, that I couldn't find them anywhere upon returning. Jealousy, I suppose. After you sleep with her, she'll mumble the combination of the wall safe in her sleep. It contains a necklace and some other goodies. The safe in the north room has a map that gives you the location of the Raiders, and also proof that the Raiders are actually mercs hired by Bishop. Beware that this safe is trapped! If you set off the trap, you'll alert Bishop's men, and that is not a good thing. If you don't have high enough Traps skill, there's a trick you can use to get by it. Just arm an Explosive, and drop it right underneath the safe. Then go hide at the NE corner of the swimming pool. When the Explosive detonates (also triggering the trap at the same time :-), Bishop's man comes to investigate. He doesn't find anything, and goes away again. Now you can open the safe and pilfer the contents!
If you kill Bishop, and tell Mrs. Bishop that she's free to move on, you get 1000 XP for this.

If you have good Unarmed skill, you could try your hand at boxing. If you decide to have a go, do yourself a big favour and get the pair of Plated Boxing Gloves (technically, it's cheating, but all's fair in love and Fallout :-) from a locker in the basement of the Shark Club. Then, go to the Jungle Gym on 2nd Street and talk to little Stuart, who arranges the fights. If you're carrying the Plated Boxing Gloves with you, you'll automatically wind up with these on in the ring and have a much better chance against those bruisers!

If you can't find a Voice Recognition Module anywhere else, Eldridge in the New Reno Arms shop (west side, Commercial Row) will part with his for $2500 after a bit of negotiating. I usually happened to be swimming in weapons at this stage in the game, so if I hadn't been able to get the Module by lockpicking the doors on the 2nd floor of the Vault City vault, then I just bought the part from Eldridge, and traded some weapons in to get the cash right back from him about 10 seconds afterwards :-)
Eldridge can upgrade weapons, but he's really too expensive:
  Expanded magazine (from 24 to 100) for Assault Rifle - $6000.
  Night Sight on FN FAL - $12000.

However, there is an unassuming fellow named Algernon lurking in Eldridge's basement who is an absolute weapons wiz and will perform upgrades free! Just wait till Eldridge is in the front room where you deal with him, then sneak in the side door on the west side of the building, and head for his back room. Don't worry about the dogs. Locate the hidden stairs (behind the shelf, next to his bed), go downstairs and talk to Algernon, who I got to upgrade the following for me:
  Expanded magazine (from 24 to 100) for Assault Rifle.
  Night Sight on FN FAL
  Flamer to Improved Flamer (fires hotter fuel)
  Flamethrower Fuel to Flamethrower Fuel MKII (hotter fuel)
  Plasma Rifle to Turbo Plasma Rifle (more damage, greater range)
  Laser Pistol to Magneto-Laser Pistol (extra penetrating power)
Also in the basement, in the far NW corner, is a fridge containing... an Electronic Lockpick and 2 Pulse Grenades! Toxic Caves starter kit, anyone?

If you decide to take out the Mordino family, make sure you take the "Little Jesus" Combat Knife off Little Jesus' body. It's the best knife in the game!

Quests

  1. Find a way into the Sierra Army Base - 1000 XP and 'made man' of the Wright family.
    You have to do Quest 3 below before you can get this quest. The Depot is located just north of New Reno. Leave any weak party members outside, because there are a load of high tech gun turrets guarding the approach! It helps if you have a long range weapon (like a Sniper Rifle) to take out the turrets with. Once you damage the sensors (lenses) so they can't see, then you can pick them off without them being able to fire at you. Once inside the fence, and after you eliminate all the turrets on the inside too, you are free to explore a bit. In the little hut to the west (careful of traps on the door and one of the small ammo crates) is a large ammo crate containing a Howitzer Shell. Load this into the Howitzer in the shed to the east, then use the Howitzer to blow open the Depot main door. Before entering the Depot building, you have the option to go down the manhole located amongst the generators and throw the switch there. This action changes the force fields inside from impassable to passable (but, you'll lose HP going through them). If, on the other hand, you have decent Repair skill, it's better to leave this switch alone. You can temporarily disable each field by repairing its associated generator, and you won't lose any HP this way.

    Level 1
    Once inside, get the Password Paper from the desk just inside the entrance, then use the computer (enter password) and disable the force fields. In the SE room, you'll find a locker containing a Yellow Memory Module. The locker next to that contains... er, Dixon's eye, along with a holotape explaining what happened. There's a jar of the Bio Med Gel the tape references on the floor near one of the surgical tables. You can get a %10 increase in Unarmed by using both punching bags. In the living quarters at the north end, there's a row of lockers. One of them contains Combat Armor! When you are ready, use Dixon's eye on the retinal scanner near the elevator to open it...

    Level 2
    If you don't attack any of the robots, they won't bother you! So, unless you need the XP and are heavily armed and armoured... If you must, the best way to take out a robot is with a targeted shot to the sensors. If you get a critical hit, the robot is rendered effectively blind and won't attack you anymore! If you plan to return to the Depot later on, then you should enter the room to the west and deactivate the repair computer (just hit the OFF button). You get 200 XP for this, plus any robots you do kill won't be automatically repaired when you leave the Depot. In a room to the far SE, there's a computer you can use to de-activate that electric plate on the floor that leads to the weapons store. With LK 10, I was also able to guess the password in order to turn off all the force files on Level 2. There's loads of goodies in the weapons store, including: Plasma Rifle(!), Sniper Rifle, and 2 sets of Combat Armor. In the northern part of this level, 2nd row of crates, in the top middle at the back, there's a crate containing: 5 AP Rockets, 10 Plasma Grenades, and 10 Pulse Grenades. When you've finished looting the place, you can use Dixon's eye again to take you to the next level.

    Level 3
    Here, if you talk to the supercomputer (Skynet) via his console, you'll see that he wants out of the place. You'll have to find his brain somewhere on Level 4. Be sure to grab another eye (General Clifton's) from the room to the NE. Then make your way to the room in the NW and access the computer there. Hmmm. You need a brain, some Bio Med Gel, and a part from a robot (the same kind of robot as the disassembled one in the back room there). So, I went back to the room near the elevator, and opened fire on one of those robots. Of course, then I had to kill all the robots on this level because they attack once disturbed. Tough on the ol' Stimpak supply, but great for the XP. After you kill them all, take a Motivator from one of the dome-topped ones, then use Clifton's eye on the left-hand retinal scanner to access Level 4... When you return from Level 4 with the brain, place it, the Bio Med Gel, and the Motivator into the disassembled robot in the back room. Then use the computer to activate it. Now, either you've extricated Skynet and he becomes a useful NPC, or you've found a nice home for one of the other brains (500 XP in any case) and you at least have a mule to help you to carry all that booty out of the place :-)

    Level 4
    Find the room all the way to the NW that fronts onto a large room full of cryogenic suspension tanks. Access the computer there, and have it retrieve the cadaver first. Yikes! It comes alive and you can talk to him, but then he runs away... and promptly decomposes into a heap. If you examine what's left, you should find a Red Ryder LE BB gun, one of the best Small Guns in the game! Anyways, return to the computer, and ask for a Brain next. Unless you have an astronomically high Science skill (125% or better!), you'll inadvertently kill Skynet (Cybernetic Brain) and wind up with one of the other... less desirable brains. Ah well, at least you came away with something. Once you have the 'best' brain you can manage to retrieve, return to Level 3.

  2. Recover your stolen car.
    The first time you leave your car in the Virgin Street carpark, it'll be gone when you come back. If you pressure Jules, he'll tell you about the 'chop shop' it's been taken to. Talk to T-Ray in the office there. He's fixing the car up for Mr. Bishop. With sufficient blagging skills (I popped a Mentat before the conversation and had IN:10 CH:7 Speech:45%) you can trick T-Ray into thinking that you are Bishop's emissary and get the car back for free plus 750 XP (and you should be able to get some free batteries a.k.a. Fuel Cells, but T-Ray says he won't have any for another 2 weeks); otherwise, you'll have to fork over $1000. Either way, you obtain another 750 XP for getting the car back without resorting to violence. Also, you can pay another $500 (or female characters can sleep with T-Ray instead) for some 'enhancements' to the car (primarily more space in the trunk, I think). Alternatively, you can just wipe the whole garage out for the fun of it :-)

  3. Find out who was responsible for Richard Wright's overdose - 4000 XP and $1000.
    On the east side of Commercial Row is an old railway station. Talk to Chris Wright there (jeans and leather jacket, ya know... the 'Ian look' ;-) Then, if you head to the building directly south of there, you'll be able to talk to Keith, who'll let you in to see dad (Orville Wright). After getting the quest from Orville, talk to Keith again (you'll need a Charisma of at least 7 to get anywhere. I had to pop a Mentat!) He'll tell you where Richard's room is. Then, when you search the right-most bookcase there, you'll find an empty Jet canister (500 XP). Show it to Jagged Jimmy J (dealer on 2nd Street), and he'll tell you it was laced with Radscorpion poison (another 500 XP). Confront Renesco with this, and he should spill the beans about the Salvatore family's involvement (1000 XP more). Finally, return to Orville Wright and tell him it was the Salvatores (2000 XP and $1000). You'll also be rewarded with a major quest to get inside the Sierra Army Depot.

  4. Track down Pretty Boy Lloyd, recover the stolen money, and make an... example of him - 500 XP and $500.
    Go talk to Mr. Salvatore on the 2nd floor of Salvatore's Bar (across from the Shark Club). Lloyd is holed up in the basement of Mordino's Casino, the Desperado. While you're here, you can pick up a Poison Tank in the room to the SW (useful in Quest 13). Then, lockpick your way in to Lloyd and confront him. Get him to lead you to where the money is buried in Golgotha, but make sure you get him to dig up the grave (he put a little surprise there for the unwitting to find). I tried just taking the money and letting him live, but if you do that, Salvatore knows. So, I had to kill the poor bugger. You lose 10 Karma points for that, but it's probably worth the XP and money if you can sleep at nights after doing this sort of thing.

  5. Go visit Renesco the Rocketman and collect Mr. Salvatore's tribute of $1000 - 750 XP.
    See if you can talk Renesco into giving you a 'discount' in exchange for paying the $1000 he owes Salvatore out of your own pocket. If so, you'll get a once and only opportunity to take everything you can carry from Renesco and you only have to pay him $1 for the privilege! That's a lot of gear for $1001 :-) When you report back to Salvatore after this one, be sure to ask him if you can have a laser pistol to aid in your next quest!

  6. Help guard a secret transaction taking place in the desert - 1000 XP and 'made man' of the Salvatore family.
    Talk to Mason. He'll give you a laser pistol (as if you don't have enough of the damn things already) and train you in the use of it if you ask him to (adds 5% to Energy Weapons skill, so probably worth it). Then all you have to do is follow him out onto the desert, watch something very interesting indeed, and return. You don't have to lift a finger.

  7. Assassinate Westin in NCR without making it look like a murder - 2000 XP and $500.
    If you got the suitcase from Moore (the man preaching outside the Correction Center in Vault City), then you can deliver it to Mr. Bishop on the 2nd Floor of the New Reno Shark Club, Commercial Row. He'll ask you to kill Westin.

  8. Murder Carlson in NCR - 1000 XP and 'made man' of Bishop family.
    After you complete Quest 7, you're offered this last quest by Bishop. If you have decent Steal skill, you can rob the Presidential Pass off Grunther (Tandi's Secretary). Use it on the guard in front to Carlson's place (across the street from the Hall of Congress), and he'll let you in. If you take Carlson out quietly (HtH or Super Stimpaks), you'll get an additional 2500 XP.

  9. Deliver ten Cat's Paw magazines to Miss Kitty - 1000 XP and $750.
    She's the proprietress of the aptly named establishment across the street from Jules. Wow. You have to look in every nook and cranny while playing the game to find enough of these. I'm not quite sure it's worth the bother :-)

  10. Deliver a laser pistol to Eldridge - 500 XP and $1500.
    Any time after you figure out that the Salvatore family are packing Laser Pistols as firepower, you can pay a visit to Eldridge at New Reno Arms. If you deliver a 'lightbringer' to him, he'll reward you for your troubles. You can obtain one by killing a Salvatore, or, you should have a few handy if you completed Quest 1 above!

  11. Deliver Big Jesus' package to Ramirez at the Stables - 500 XP and $100
    If you talk to Big Jesus Mordino upstairs in the Desperado, he'll give you the location of the Stables and a package to deliver. Bit tough if you're a woman, but stick with it and he'll eventually give you the quest. Ramirez is in the building to the west at the Stables. After you deliver the package to him, go into the back of the building and get the researcher there to let you see Myron. Go down the manhole and get past Myron's guards. I shot my way through the first time, and bluffed my way in to see Myron on other occasions. Talking to Myron is a gas! Best 'talking head' in the game besides Sulik. Get a cup of coffee or a stiff drink, then sit down, relax, and get into the conversation thread where he tells you all about how Jet is made. Fantastic story! You can get him to join your party, but I was always full up. And besides, comical though he may be, he's a pain in the butt when it comes right down to it... especially if you're playing a female character. Myron can make you Stimpaks from the following ingredients: Empty Hypodermic, Xander Root, Broc Flower.

  12. Collect tribute from the Corsican Brothers - 500 XP and $125.
    The next Mordino family quest. The Corsican Brothers hang out in the Golden Globes porn studio, across from the Jungle Gym. Just collect $250 from them and return to Big Jesus Mordino with it. He gives you half of it back, and offers you a final job...

  13. Assassinate Boss Salvatore for Big Jesus Mordino - 2250 XP and $500 and 'made man' of the Mordino family (plus Grease Gun and Leather Armor MK II).
    If you're going to become a 'made man', this is not a bad way to go. Just be prepared to wipe out the whole Salvatore family (500 XP above is for wiping out Boss Salvatore himself). Make sure you take the sunglasses off Mason once he's dead. When placed in an active item slot, they increase your CH by one!
    If instead, you prefer a 'cleaner' way to take out Salvatore, you can use your Steal skill to swap a Poison Tank (obtained in basement of Desparado. See Quest 4 above), with the plain Oxygen Tank that Salvatore is constantly using. You don't need high Steal skill to pull this off (I did it with 18%!), but be prepared to save and restore a few times in the process. Then, leave the room before Salvatore croaks and you've offed him without firing a shot :-)

  14. Find some endorphin blockers to make a cure for Jet - 9000 XP and 2 x Jet Antidote.
    Talk to Myron (see Quest 11) about the possibility of a Jet Antidote... but you need 80% Science skill to get the right dialogue options. You get 2000 XP for convincing Myron that a cure is possible, and Myron mentions that someone in Vault City might have the necessary supplies. If you now speak to Dr. Troy in the Vault City vault, you'll get the dialogue option to ask him if he has any endorphin blockers. From the conversation that ensues, you'll walk away with 2 Jet Antidotes, and 2000 XP more! Before you leave Vault City, make sure you go to Councillor McClure to tell him you found a cure for Jet. He'll send you to see Doc Johnson in Redding. Then go to Doc Johnson in Redding with the Antidote. Another 2500 XP for solving Redding's Jet problem. Finally, return to Councillor McClure and tell him you delivered the antidote. If you are brash enough to ask for a reward, you'll only get $500; but if you just say you were glad to be of service, you'll get another 2500 XP instead! Funny, but after doing all this, I was not able to get this quest struck off the quest list.

  15. Bust up Wright's still beneath the train station - 500 XP plus Louisville Slugger and $200+ or 15 Karma points.
    Talk to Chris Wright in the train station about the Wright family's control of the alcohol distribution in New Reno. Then, go talk to Mrs. Wright, who's located in the Wright mansion, room in NW corner. You should get a dialogue option to talk about Mr. Wright, who has a serious alcohol problem, and promised to Mrs. Wright that he's destroyed his still. You try to tell her that he hasn't, and she'll agree to meet you outside the church the next morning. So... rest up till morning, and meet her outside Fr. Tully's church, on the west side of Commercial Row. You'll then get this quest. All you have to do is go to the basement of the train station, stand to the left of the left-most tank of the still, and use your Repair skill on it. You'll then walk around behind it and disable it quietly, for 500 XP. Report back to Mrs. Wright (she's still outside the church) for your reward. If you decline the reward, you get 15 Karma points instead.

New California Republic (NCR)
Buster is the little guy in the tent right where you arrive at NCR. As arms dealers go, he's a little expensive, but has some decent stuff. At first, I couldn't figure out why he told me to get lost sometimes, then I finally figured it out. He doesn't like night-time visits! Best time to go see him is around noon. His guards all have Bozars, one of the best weapons in the game, so if you're a good thief...

The area outside the NCR city walls is called the Bazaar, and basically anything goes there. Downtown NCR is a different story. You (and your party) have to put away your weapons before entering NCR proper. Anytime you draw your weapon while inside NCR city walls, you'll have to fight your way out the hard way. All of the cops there have Pancor Jackhammers - the best shotgun in the game.

Once inside the city, talk to Sheriff Dumont, the grey-haired cop standing on the corner just south of the city entrance. He'll arrange for you to see Westin, and President Tandi. You just got two very important introductions.

Duppo, in the shop next to where the Sheriff is standing, has a good selection of wares. Make sure you examine the stuff on all of his tables, especially the one on the right. He's got a different selection there :-)

Talk to Doc Jubilee in the Hospital. He tells you about Saltbeef, an old prospector who allegedly has a map that gives the location of Vault 13. In the bookcase behind Doc is a bottle of Heart Pills (never figured out what they were for) and a hypo full of Poison. Hmmm.

Talk to the guard inside the gate of Westin's place. If you saw the Sheriff first (see above) you'll be able to tell him you're looking for work, and he'll let you inside. Talk to Felix, the foreman standing guard outside Westin's door. Again, you'll be allowed past because you talked to Sheriff Dumont. Even if you're here to kill Westin for Bishop (New Reno, Quest 7), you should talk to Westin first (see Quest 4 below), for dead men give no quests! Saltbeef is located in a shed just inside the gate. Give him some booze and he'll tell you all about his finding Vault 13. He made a map, but it seems the doc at Shady Sands (now NCR, of course) might have stolen it from him. Go back and talk to Doc Jubilee in the hospital. He mentions that he got an Elvis painting from Saltbeef, and he'll part with it for a mere... $10000! If you purchase this painting from him and examine it, you'll find that Saltbeef did indeed draw a map showing the location of Vault 13 on the back of it. However, dramatic as this may be, it's a far too expensive way to get the location of the vault. See section on Vault 15 for another way.

Dorothy the tomboy and Toto her sidekick robot are standing outside the Power Station in the NE corner of NCR. Save the game before you approach her. When you get close, you'll be dragged inside to help dissuade a guy from suiciding. With lots of panache (CH 9 and Speech 80%), you can talk him out of it. Mention his ex-wife Mira, and when you get this dialogue choice: "Now's your chance. Be the big man. Really stand her down.", then you'll have hit paydirt for 6000 XP! If you can't talk your way out of a paper bag, you can always just let the guy waste himself, then repair the damaged gear for Dorothy. In any case, she gives you some manuals in return for the favour. If instead you allow the station (and Dorothy) to blow up, it takes down the force fields that are blocking the entrances to Westin's place, etc. But this isn't much help, as there are other ways to get by them.

If you get the Hubologist, located in the building across the street from Dusty's Cantina, to 'enlighten' you, your Luck will change... for better or worse. Save your game before speaking to her. Mine went from 7 to 9 on the first try, so I just left it at that! This action has the side effect of making you a level AHS-1 Hubologist, but as far as I could determine, it didn't alter any NPC reactions, so no problem.

There's another Brotherhood outpost here, in the SE corner behind Dusty's Cantina. All the guy there will tell you is that there's a branch in New San Francisco too.

The guy in the junkyard, west of the slavers in the Bazaar, will fit a Blower to your car to give it more power for $1000.

Quests

  1. Retrieve papers from Dr. Henry - 1000 XP and $1000.
    You need to do Quest 3 before you get this quest. Then, go see Dr. Henry in the building just south of Duppo's store. He won't give you the papers, but they're free for the taking from his desk in the hallway, so don't harm him.
    If you have decent IN and CH and at least 80% Science skill, you can also get Quest 7.

  2. Free the slaves in the slave pen, for the Rangers - 3000 XP.
    Talk to Elise, in the building just north of the Brotherhood outpost. If you want to join them, you have to kill the slavers in the Bazaar outside. Not a bad quest if you're leaning toward the 'good' side. Kill all the slavers, open all the slave pens using the terminal at the end of each row of pens, and report back to Elise. You get a Ranger Pin :-), and it wouldn't hurt to take the Ranger Map off the bench in the back room.

  3. Kill the Hubologist in NCR for Merk - 2000 XP.
    Merk hangs out in the back room of the bar in the Bazaar, after midnight. Ask him for work. Then, kill the Hubologist (located in building north of Dusty's Cantina, downtown centre). Now, if you just waltz in and shoot the poor Hubologist, you'll alert the cops and have to fight your way out of NCR. Been there, done it once, and unless you're in the market for a dozen Pancor Jackhammers, it's not recommended. So, you can use that old faithful Fallout standby: 'Death by Stimpak'. Just use a few Super Stimpaks on your victim (3 was enough in this case), then use your Pip Boy to wait 10 minutes, and you have a dead Hubologist with no one the wiser. Funny, but I didn't lose any Karma points doing this. I guess life in the Wasteland is cheap - either that, or Hubologists aren't very popular ;-)

  4. Stop brahmin raids - 1000 XP and location of Vault 15.
    Ask Westin about Vault 13. He'll promise information in return for your doing this quest. Then talk to Felix again, and he'll lead you out to pasture (literally). While you're there, you'll overhear two Deathclaws chatting to each other, and mentioning that they wouldn't harm a human! Return to the ranch and report back to Westin. You tell him that as long as he posts a person there, the problem will be solved. If you didn't know where Vault 15 was yet, then Westin puts it on your map.
    Now it's safe to kill Westin (unless: a. you want to cut a deal with him and kill Bishop instead. But this would be much harder, believe me!... or, b. you want to complete Quest 6 below). If you do decide to bump him off, then all you have to do is give him the Poison you got from Doc Jubilee's bookcase in the Hospital. Folks will assume he died from his heart condition, and you'll have completed Bishop's quest successfully.

  5. Retrieve Parts/Gain Access to Vault 15 - 5000 XP and $6000!
    After you've talked to Sheriff Dumont, it's possible to pay a visit to President Tandi, a survivor of the original Fallout! She's located in the Hall of Congress, in the far SE of NCR. After getting past 2 of her aides, you'll get to talk to the Pres herself, and she gives you this quest. Travel to Vault 15, which should now be on your map, to the east of NCR. When you complete all the Vault 15 quests, return and speak to Tandi. Then get your reward from Gunther, the man in the suit. Also, if you got the Spy Holodisk, then see Vault 15, Quest 1 below.

  6. Deliver Westin's holodisk to Lynette in Vault City - 1500 XP (plus H&K G11 and 2 Frag Grenades).
    If you took Vault City Quest 9, then when you deliver Bishop's Holodisk to Westin (just say you're on business from Vault City to get in), he'll give you a Holodisk to take back to Lynette. When you deliver it to her, she'll send you to Randal to collect your reward.

  7. Test mutagenic serum on a super-mutant. Try Broken Hills - 1000 XP and Dr. Henry's cybernetic dog.
    Mention Vault 13 while conversing with Dr. Henry. If you have high enough Science skill (at least 80%), you should get a dialogue option to ask about 'cyber-genetics'. He'll give you some Mutagenic Serum, and ask you to carry out an experiment on a Super Mutant for him. You don't have to look as far as Broken Hills either. There's a super mutant hanging out at the bar in the bazaar. Just inject him with the serum, he melts right in front of your eyes, and the folks in the bar will think it was something he was drinking! You'll get Dr. Henry's cybernetic dog as an NPC for doing this. Not much cop, if you ask me.

Vault 15
You must start with Quest 3 here.

Quests

  1. Give Spy Holodisk to authority in NCR - 4000 XP and $4000.
    After you talk to Gunther and get your reward for carrying out NCR Quest 5, talk to him again about the NCR spy. It's Feargus, the guy in the Hall of Congress entrance room, who promptly leaves the scene after having been disgraced.

  2. Kill Darion - Quest 4 and location of Vault 13.
    You need to complete Quest 3 to get this quest. Enter Vault 15 (door in side of mountain near shack where Chrissy was held), using the Keycard Zeke gave you upon the completion of Quest 3. Take out all the raiders on Levels 1 and 2 (in the NW room on Level 2 there's a footlocker next to the bed that contains a set of Combat Armor). Then proceed to Level 3. In the middle room of this level, there's a locker containing the Computer Parts that Tandi is looking for. Darion is in the room to the SE. Kill Darion and his guards, and access the Computer there. You'll be able to copy info onto a Holodisk that proves there is a spy in the NCR council. Lastly, access the first Computer in the room to the SW to find the location of Vault 13! When you're done, see Quest 4 below.

  3. Rescue Chrissy - 2500 XP.
    Seek out the 'older woman' named Rebecca amongst the squatters there. You'll talk in privacy, where she'll give you this quest to rescue her daughter. Someone overhears your conversation though... Go talk to Dalia, who is blocking the path to the east, and ask if she just saw someone go by. She'll let you pass. Take the exit grid east and ask Phil, the guard in front of the shack, if he saw the eavesdropper. Turns out it was him! You can talk him into releasing Chrissy without having to fight him. Once you've unlocked the door with the key Phil gives you and chatted to Chrissy, she'll run back to Rebecca. Follow her back to the tent, chat with Rebecca, and then go see Zeke in the house. You'll get Quests 2 and 4 as a result.

  4. Complete deal with NCR.
    Return to Zeke after you wipe out Darion and his crew. Then head back to NCR and talk to Tandi again. See NCR, Quest 5.

Vault 13
Don't shoot! The deathclaw you see upon entering Vault 13 is Gruthar... and he talks! You get 2000 XP for finding Vault 13.

Quests

  1. Fix the Vault 13 computer - 9000 XP and... a GECK!
    Talk to Gruthar, and offer to take a look at the broken computer on Level 3. I hope you brought a Computer Voice Module with you. If not, you can get one from the Vault City vault, or Eldridge in the New Reno Arms shop. Talk to Jimmy in the room where the mainframe is on Level 3. He'll tell you the whereabouts of the old Military Base west of here. Then, open up the voice interface terminal there, replace the sabotaged Voice Module, and report back to Gruthar. You get 5000 XP for fixing the computer, plus 4000 XP for finding the GECK. You also have the run of the place now, so go to the storage room on Level 3 and raid all the lockers, making sure you at least take the NavCom Parts. Er... aren't you forgetting something? I think you should pay a visit to Arroyo now that you finally have the GECK!

  2. Talk to Goris.
    He's the hunched-over creature in robes, SW room on Level 3. He'll join your party, but he's only got a claw for a weapon... though it does pretty high melee damage.

Military Base
Scrounge around for some interesting stuff in the tents outside the compound, and kill the wolves when you get a chance. Inside the compound, there's a shed with some Dynamite and Ropes inside. Just SE of the mine cart, there's a Metal Rod on the ground. You can attach it to the cart, then attach some (unarmed!) Dynamite to the Rod. Then push the cart into the heap of rocks and KABLOOIE! You get 5000 XP for gaining access to the Military Base :-)

Level 1
Once inside, beware of the rats, because these suckers radiate you when they bite! In the SE corner, there's a mutant named Grundel whom you can try to speak to... but he just wants to eat you, so I wasted him. In the SW corner there's a generator you can repair to restore power to the place. You get 1500 XP for doing so. You can now take the elevator in the NW corner down to the next level. But before you do, there are some Rockets in the crates near the elevator. Also, you might want to leave any weaker party members behind, because there's some tough stuff on the next levels!

Level 2
Even taking Marcus with you can be a bit dicey, because you have to place yourself carefully so you're always at the centre of the action; else, he tends to run ahead and get himself killed. So, I find the best combat setting for him here is "Attack whomever is attacking me". OK. There are two rooms full of Super Mutants on this level. I recommend giving yourself (and Marcus, if he's with you) a shot of Psycho before tucking in. Then, proceed down the corridor to the room in the SW corner. You get a bit of help from the mutants themselves here, because they can get in each other's way. But try to get the guy at the back of the room first, because he's got a Plasma Rifle and can shoot right past his mates! As you're taking on this lot, the rest of the crowd starts spilling out of the other room... anyway, it's not my place to micro-manage your team! So, once you've finished wiping them out, make sure you search them all for weapons and ammo. Also, search the footlockers in the dorm, and make sure you don't miss the set of Power Armor in the locker room next to the dorm! Equally important are 6 Super Stimpaks, located in a wall locker in the room all the way to the NE.

Level 3
Get the Green Memory Module from the locker in the room immediately to the SE. The Memory Modules can be used with the Brotherhood's medical computer in New San Francisco to upgrade some of your SPECIAL attributes. Again, wipe out all the Super Mutants on this floor, then take the elevator to the far SE down...

Level 4
Make sure you raid the hidden footlocker at the base of the bed in the room next to where you arrive. Then head north to face Melchior, the deranged Super Mutant. He can summons his Deathclaw and Fire Gecko pets indefinitely as long as he's alive, so concentrate on taking out Melchior first, then wipe out whatever pets are left. When you've killed everything here, be sure to get the Gauss Pistol from the ammo chest behind where Melchior was originally standing!

New San Francisco
You enter via Chinatown. To the east, at the end of an alley, is Mai Da Chiang's 'Red 888 Guns' shop. He's got lots of high-powered stuff here, usually a few Miniguns, a Gatling Laser, and also a Super Sledge. Check all his tables. The weapons he has at any particular time are slightly random, and may also be based on your current stats to maintain balance.

Lao Chou's 'Flying Dragon 8' shop is immediately to the west. The door is on a hidden wall, so can be tricky to find. Be sure to look on all his tables too. Among the usual goodies: M60, Laser Rifle (Ext. Cap.), Electronic Lockpick MKII, Expanded Lockpick Set, Field Medic First Aid Kit.

You'll no doubt have noticed the fighting ring in the centre of Chinatown. You can challenge either the Dragon, who represents 'good', or Lo Pan ('evil') to a fight to the death. The Dragon will train you to add 5% to your Unarmed Skill, if it's not high enough already. If you do challenge either of these guys, don't try it with less than 130% Unarmed or less will do if you took the Bonus HtH Damage perk, and (sometimes, not every time) you have to fight a few of their minions first, getting progressively more difficult each time, before you can take on either master himself. Hint: a shot of Psycho before engaging in the conversation to start the fight goes a long way :-)
You get some XP per minion, 2000 XP for killing Lo Pan or the Dragon, and 3000 XP for talking to the one you didn't kill afterwards.

If you head north past the fighting ring, through the gate, and onto the northern exit grid, you'll wind up on the docks. Keep heading north, and you'll eventually wind up at the Poseidon tanker. Jenna, in the General Store on the tanker (north of the entrance), has an Electronic Lockpick MKII for sale.

If instead of taking the northern exit grid once you go through the gate, you head east and take the exit grid there to the NE, you'll wind up staring at a... space shuttle. Take the circular stairs downwards to the Hubologists headquarters. Talk to AHS-7 there as you enter. You can become a Hubologist by talking to Juan and Vikki (a thinly disguised Tom Cruise and Nicole Kidman) in the prayer room, and then reporting back to AHS-7. He'll give you Quest 4, but I quite took to Badger so never had the inclination to carry this out. If you're looking to address some more practical concerns, then see Crocket, the scientist in the room to the SE. He'll upgrade Power Armor to Hardened Power Armor for $10000 a go. It takes him a day to do each set, and he'll do a maximum of two sets for you. Probably worth it if you have NPC's like Sulik and Vic in tow.

For what it's worth... you can hack into the Shi's mainframe (the 'Emperor'). All you have to do is waltz into the Shi Palace (on the east side of town), head for the large central room where the empty throne is, open the door at the back of the room, disable the force field, and hack in for 3000 XP. You get another 3000 XP for accessing the chemistry section of the database, and a further 5000 XP for diverting fuel to the tanker (but you have to know that this is possible in order to get that option :-)
Anyway, once you've finished your hacking job, all the Shi in the place are hostile and will attack. There are easier ways to divert fuel to the tanker. See Quest 7 below.

You should start with Quest 10 here.

Quests

  1. The navigation computer needs the NavCom part to work.
    See Vault 13, Quest 1.

  2. You need to use a FOB to access the navigation computer.
    See Navarro, Quest 3.

  3. Kill the Shi emperor.
    When you go to kill AHS-9 (see Quest 5), he'll offer you money to bump off Ken Lee and the Shi emperor instead. I never took this quest.

  4. Kill Badger so the tanker vagrants will embrace the Hub.
    Didn't have the heart.

  5. Kill the AHS-9 - 5000 XP.
    Enter the Hubologist headquarters and seek out the man in the suit in the back room at the eastern side of the facility. He'll try to make a deal with you to kill the Shi emperor instead, but nah, I'd rather waste the Hubologists, so start with him! Once you've wiped out all the Hubologists, report back to Ken Lee in the Steel Palace. Hmmm. The 'Emperor' is a computer! He'll give you the password to access the mainframe in the back room. Get into the Chemistry section of the database, direct fuel to the Poseidon tanker, and you'll have completed Quest 7 as well!

  6. The Shi need plans for a vertibird from Navarro - 5000 XP.
    In the Steel Palace, talk to Ken Lee in the stone-walled room. If you then agree to give the Vertibird Plans to Dr. Wong (the same guy who had Chip's spleen. See Quest 9), he'll let you see the 'Emperor', but only if you complete Quest 5 first. Even though you may have already given the Vertibird Plans to the Brotherhood (Quest 10), you still have the originals because Matthew only made a copy of them. So, you can give them to Dr. Wong.

  7. The tanker needs fuel - 5000 XP.
    In the Steel Palace (see Quest 9), in a room to the SE, there are a load of scientists. I just marched right up to the computer in the SE corner there, hacked into it, and diverted the fuel to the tanker! My Science skill wasn't terribly high either (80%). Alternatively, you can do Quest 5. You get more XP this way, and another opportunity to try out all those new weapons and up the body count :-)

    Getting to the Enclave
    Once you've got: the NavCom Parts (Quest 1), the Tanker FOB (Quest 2), and the fuel (from here or Quest 5), you're ready to roll. But first you have to make a major decision. Do you want to take on the Enclave yourself, in which case a stealth approach is recommended, or do you want to go in with all guns blazing? If you decide to go it alone, then do yourself and your party a favour and leave them standing on the dock right here. You can collect them later. If, on the other hand, you decide take them with you, beware that if you ever ask them to "Wait here till I get back", it could be the last time you will ever see them again! Also, beware that if you take Marcus, the Enclave types will shoot on sight. Other party members are fine.
    OK. Now down to business. Go below on the tanker, and use the Tanker FOB on the keyless entry device in front of the locked door on the west side of the hold (2000 XP). Then take the ladder up, and use the NavCom Parts on the PoseidoNet Navigational Computer for another 2000 XP. Finally, make your way up to the captain's place, and access the computer there to set sail. There's a beautiful cut scene here, and you get 15000 XP for reaching the Enclave! See Enclave section below.

  8. Find Badger's girlfriend in the hold below the ship - 5000 XP.
    Badger is located on the tanker, in the room behind the General Store. Be prepared for a big fight, then go down the ladder that's behind him, and notice his girlfriend (Suze) standing in the NE corner of the hold. She's trapped by an assortment of Aliens, Floaters, and a few Centaurs. Wipe them out (there are a few more to the west side of the hold), then speak to her and she'll follow you upstairs. Wait till she rejoins Badger, then speak to him. Now, having done the crew a favour, you'll be able to talk to the captain of this fine vessel! He's located to the east, through the bar and up the stairs. Speak to him, and you'll learn that you need three things in order to get the ship started. Finding these items involves Quests 1, 2, and 7.

  9. Get Chip's spleen - 5000 XP.
    Chip is the bald guy standing just to the SE of the General Store on the tanker. Talk to him, and you'll discover that he lost his spleen in a bet against Lao Chou! When you speak to Lao Chou (shop just to west of Chinatown entrance), he'll tell you that he gave the spleen to Dr. Wong in the Steel Palace. The Steel Palace is located off an exit grid, at the end of the road that leads east from the fighting ring. Dr. Wong is the short, rotund Shi man in the room of whitecoats just to the north as you enter the Palace. Ask him about the spleen. He tries to fob you off with that line from Silence of the Lambs, but if you say that chianti goes better with liver instead, he realises that it's a human spleen and agrees to return it to its owner! You get 2000 XP for this. So far, so good... but now it gets to be more like a Fed Ex quest. Go talk to Chip again, and he wants you to ask Dr. Fung (building just SE of fighting ring) to put his spleen back in for him when he gets it. You talk to Dr. Fung, and that's OK with him (if you were on good terms with Doc Holliday, Fung happens to be a mutual acquaintance and will put the spleen in for free). Then go back and speak to Chip once again, and he'll tell you to wait a day and get back to him. Then he leaves the tanker. If you come back to the same spot a day or more later, Chip will be there, reunited with his spleen, and you'll get 3000 XP more. He'll give you information now, but it's not ground-breaking stuff, if you know what I mean.

  10. Get the vertibird plans for the Brotherhood of Steel - 23500 XP and access to the Brotherhood's facility.
    You'll find the New SFO chapter of the Brotherhood behind Lao Chou's shop (west of the brahmin pens). Talk to Matthew there, and he'll ask you to sneak into the Navarro Enclave base and lift the plans. He suggests you go it alone. Good advice. If you bring any of your party along, it immediately turns into a shooting fest (though, myself and Marcus took on the whole place the first time I played. Depends if you're feeling lucky today ;-) So, once you're good and ready, head for Navarro (see below). Upon your return, present the Vertibird Plans to Matthew, and you get access to the...

    Brotherhood of Steel
    Take whatever Memory Modules you have with you. You can heal yourself and get the following SPECIAL stats upgrades by accessing the terminal next to the computer there:
    ST - Red Memory Module (2 weeks)
    IN - Yellow Memory Module (4 weeks)
    PE - Green Memory Module (2 weeks)
    CH - Blue Memory Module (3 weeks)
    Funny, but while I was spending the 4 weeks in the suspension tank increasing my IN via the Yellow Memory Module... I seem to have grown a sixth toe on each of my feet! You can get one of these toes removed by the doc in the Vault City clinic and, believe it or not, it's rumoured to be useful as a weapon in your final battle :-)
    The lockers in the room to the south are a veritable gold mine: Brotherhood Armor, Power Armor, YK32 Pulse Pistol, and YK42B Pulse Rifle!

    Next, you should have a look at Quest 8!

Navarro
Do yourself a favour. Stop one square short of Navarro (NW of New SFO, on the coast) and save the game. Once you get to Navarro, you're greeted by a guy in robes named Chris. Whatever you do, don't allow him to alert the base. I said I was just looking around, which ended the conversation... then promptly shot him. Try alerting the base now, Jimmy! Once you've managed to get by Chris without alerting the base, head for the shack attached to the gas station (sleeping quarters), and open the trap door. Follow the L-shaped corridor till you come to another door, then just waltz inside. If you're by yourself no one will bother you (recommended for this whole area... but once Marcus and I took out the entire base, turrets and all. Lots of fun and XP :-) You can walk right by the Quartermaster there, to that room full of lockers. In one of them, you will find a set of Advanced Power Armor! This puts you on a level playing pitch with your Enclave friends. Another locker contains a Blue Memory Module that can be used back in the Brotherhood's HQ. There's a Plasma Rifle to be found too, and a decent cache of Micro Fusion Cells, if you don't already have enough of these.

Once you'r wearing the Advanced Power Armor, you can head up any of the circular elevators to the ground floor. Seek out the blind cook (Cookie!) in the kitchen of the barracks to the SW. He's a great source of info. You can find out about the FOB, for one thing, by asking him where the Enclave is located. Then, you can tackle Quest 3 below.

Cookie will also tell you about the rivalry between Raul, the Vertibird mechanic, and Quincy, the guy who guards the Vertibird Plans. Now, you can use this knowledge to your advantage, not only to grab the Vertibird Plans, but to have a little mischievous fun in the process :-) First, go talk to either of the two technicians in the northern room of the building to the SE. Ask them where you could find some Vertibird Plans, and they'll tell you to ask maintenence. Quincy hangs out in the building to the NE. Tell him that one of the techs sent you for the Plans. When he asks which one, lie to him that it was Raul. You can then take the Plans from the locker behind Quincy (for 3500 XP!), and promptly march over to see Raul in the hangar to the NW. Tell him what Quincy said, and Raul will leave his post to go beat up Quincy! When Raul leaves, rummage in the lockers he was guarding and get the K-9 Motivator (see Quest 2 below). Anyway, if you don't feel like going through all this rigamarole, you can always just Sneak and open the locker behind Quincy to get the Plans (40% Sneak skill worked after a few attempts) or use the old reliable 'Silent Super Stimpak Death' (feed him about 6, then wait 10 minutes till he pops off). Once you have the Plans safely tucked away, you can work on the quests. Once you've finished Quest 3, return to New SFO and present Matthew with the Vertibird Plans.

Quests

  1. Deal with the deathclaw - 1500 XP.
    To the SW on Level 1 is a room containing a lone scientist and a cyberdog. Talk to Dr. Schreber, discern his evil plans, and bump him off for 1000 XP. Don't worry about alerting anyone, because the room is soundproofed :-) Take the Blue Pass Key from Dr. Schreber's desk and talk to Xarn the Deathclaw in the room to the south. You can release him through the other door using the Blue Pass Key, or have him join you.

  2. Fix K9 - 3500 XP.
    After talking to Dr. Schreber (see Quest 1), if you locate Raul back at Ground Level in the hangar to the NW, you can retrieve the Motivator to fix up the cyberdog (actually, 'K-9'). He'll join you then, but he's not much use at all, really.

  3. Retrieve the FOB from the base Commander - 3500 XP.
    There's an important object in the Commander's quarters that you might as well retrieve while you're here. The quarters are in the room right behind the mainframe on Level 1. If you talked to Cookie (see above), then you can try to bluff your way by the guard outside the Base Commander's office. If your CH, IN, and LK combination is high enough, you can get in to see the Base Commander by fabricating a story about how you're here to secure the 'tanker passkey', and you'll be able to just walk right in and take the FOB from his locker, with his blessing :-)
    On the other hand, if the guard at the door won't let you in, now is the time to open fire, if you've done the other quests first, that is! When you're finished taking out everyone on this level (unfortunately, this puts the whole base on alert), try to open the first locker next to the bookcases. You'll need fairly high Lockpick skill (I had 70% and an Expanded Lockpick Set) to do this. Inside the locker is the Tanker FOB, which will come in very handy later on!

Enclave
The entrance is to the east, a bit hidden amongst all the trappings there. Make your way inside, then access the terminal in the entrance foyer. Hmmm. Looks like you need a Presidential Passkey to do anything useful here. If you exit the foyer to the east, there's a locker room on this level absolutely chock full of 2mm EC. There's also a room to the NE with ammo crates full of Rocket Launchers and Plasma Rifles. Also, some lockers containing Plastic Explosives which, ahem, might come in handy later on. Nothing else particularly interesting on this level. After you're done exploring here, I recommended heading down the stairs to the south of the entrance foyer.

Level 1
Immediately upon entering here, there are some lockers full of goodies. To the east are the Detention Cells. You can speak with your village elder through the force field. Things are definitely not looking good. Take the circular stairs (to the south) down to the next level.

Level 2
Wahey, a maze! I had some fun figuring this out, but if you number the rooms as below:

1  2  3
4  5  6
7  8  9
   10

Then if you access the terminals in rooms: 2, 1, 2, 3, 7, 8, 9 you'll be able to open the exit door in room 10. Be quick about it, because you take damage from the floor here as you go! Oh, if you forgot to bring your GECK along, you can pick one up here. Just head east out of room 6, then north. The locker all the way to the NW contains a GECK. And to the west, through room 4, there's another locker room. One of the lockers here contains a set of Advanced Power Armor MKII, the best armor in the game! When finished here, head through the exit door in room 10 to the south and go down the stairs. If by any chance you need to come back this way, just enter room 6, access the terminal there, and all the correct doors will be open to allow you to go back up to Level 1 :-)

Level 3
If you're going to try the stealth and cunning approach to rescue your friends, this is where the fun begins! (if instead you got here by killing everything in sight, then follow the 'Ah heck, it'll do' path below). Locate the President and have a (long) chat with him. Man, is he deranged! Once you've learned the 'Master Plan', take the non-confrontational exit out of the conversation, so he doesn't call the guards. Then, you can use either of the methods below to bring on the endgame:

The 'Intellectual' way: use the (by now patented) 'Silent Super Stimpak Death' approach to kill the President. Feed him about 8 Super Stimpaks in succession, then use your Pip Boy to wait for 10 minutes. Get the Presidential Passkey off him. Then, go talk to Lt. Col. Dr. Charles Curling in the room to the NW. You can convince him to release the FEV virus into the ventilation system, but only if you have at least: IN 9, CH 8, Speech 70%. Once you get the conversation choice: "That's OK. Take your time, doctor. It's a big concept to swallow.", you'll know you have it made! After the virus is released (5000 XP), head down to Level 4 via the stairs behind the President's office. In the room that contains the mainframe, there are 3 technicians. Wait patiently for the FEV virus to waste them (or use your Pip Boy to wait 10 minutes), then walk right up to the middle computer terminal, arm an explosive, drop it there, and head back up the stairs. You've just earned another 10000 XP (as if it matters at this stage in the proceedings :-)
Alternatively, you can get Tom Murray, the guy standing behind a desk all the way in the SW corner of Level 4, to shut down the reactor for you! Choose the 'persuasive' dialogue options. You only get 12500 XP for using this strategy instead of the previous one, but who cares?
After using either of the above strategies, follow the instructions at Endgame.

The 'Ah heck, it'll do' way: waste the President with the weapon of your choice, and get the Presidential Passkey off him. Everyone in the immediate vicinity is alerted, including the security bots, but you can still make your way down to Level 4 via the stairs behind the President's office. In the room that contains the mainframe, there are 3 technicians. Save the game. Walk right up to the middle computer terminal, then wait patiently for each one of them to turn their backs and walk the other way (very important!). Once this has happened, arm an explosive, drop it there, and head back up the stairs (if you make a mistake and alert one of the technicians, thus entering Combat Mode, try again).
I thought I'd be able to use the Yellow Reactor Keycard that I found at the crashed vertibird site near Klamath to disable the reactor, but I couldn't find a way in there, even though you can see an elevator in the middle of the reactor room! So, I'm supposing this is another unimplemented quest.
Anyway, you've just earned another 10000 XP (as if it matters at this stage in the proceedings :-) Follow the instructions directly below next.

Endgame
Try to exit via the circular staircase directly to the south of Level 3 (the blast doors may be shut and preventing your exit. If this is the case, head back down to Level 4 and enter the room directly to the south that contains 3 terminals. Log onto the south-most one as 'Smith, J.', and use the Presidential Passkey to activate the Emergency Defense Systems Shutdown. This action will open the blast doors again, so you can head back up to Level 3), go up the circular stairs, and emerge at Ground Level. On your way to the entrance foyer, you should bump into Sgt. Granite and his men. He'll tell you about Horrigan, and it's possible to get the Sgt. to help you against Horrigan for 1500 XP. When you get to the entrance foyer, notice big Frank Horrigan standing there. Save the game! Just once, it's worth walking right up to him and hearing what he has to say... but you're at an extreme disadvantage if you do this, so it's best to restore after and do it this way: skirt carefully all around the south edge of the foyer and make your way to the computer terminal. Give yourself a shot of Psycho, and log on as 'Smith, J.'. Use the Presidential Passkey option, and Activate Counter Insurgency. The turrets, and Sgt. Granite's men if you recruited them, will keep Frank busy while you polish him off. If you've got your mutated 6th toe with you, you can walk up to Horrigan in the middle of the battle and use it on him. Not much cop, but good for a laugh. Once Horrigan is dead (good animation), head for the exit door. Once you get the door open, the game ends!

After the credits roll, you can choose to continue playing. Gives you a chance to kick back and try some random encounters with the odds stacked in your favour for a change, and you might also be able to find some more of those special encounters :-)

As a sort of endgame easter egg, if you go visit Fr. Tully again in New Reno, he'll give you a Fallout 2 Hintbook. Put this in a weapon slot, and the first time you use it it raises all your skills to 300%. Subsequent use gets you about 10000 XP per go...

War Story
Recently, while replaying Fallout 2 in order to check out a few things I was unsure of, I managed to get through the whole thing in about 8 hours playing time by taking a few... short cuts. This section may only be of academic interest to most, but if you're just looking to rehash a certain section of the game and don't have the right saved game hanging around on your hard drive:

I built a character with: CH 10, IN 10 (so I could talk my way past most things), tagged Small Guns, Unarmed, and Speech (though in retrospect, Big Guns or Energy Weapons would make the final battle a little easier).

Then from Arroyo, head straight south for New San Francisco (large spot marked 'Unknown' in SW corner of World Map). Save the game after every few grids of progress on the map, because you can't survive any of the random encounters yet (run away, run away!). When you get to New SFO, talk to Matthew outside the Brotherhood outpost and get the Navarro quest to retrieve the Vertibird Plans (Navarro doesn't appear on the map until you learn about it).

Head straight for Navarro (saving and restoring a lot to get past the Enclave patrols). Once there, take out Chris. This was extremely difficult for me, because I had no weapons to speak of at this point. I finally managed to blind him with a lucky kick to the eyes though. Head down the manhole in the shack next to the Gas Station, and loot the room full of lockers for weapons, ammo, and most importantly, Advanced Power Armor! Now we're armed and dangerous. head back to the surface, and with 40% Sneak skill you can manage to nab the Vertibird Plans from the locker behind Quincy. Also, get the tanker FOB from the base Commander's office (by talking to Cookie, the blind cook, you can find a way to bluff your way into the Commander's office to accomplish this). Now head back to New SFO. If you can kill anything big, like Enclave patrols, Deathclaws, Aliens, etc., then do so from now on as you need the XP!

Back at New SFO, you now have access to the Brotherhood's facility. Take everything you can carry, and trade it in for your weapons and ammo of choice at either of the two gun shops here. Then, head for Vault 15 (small spot marked 'Unknown' in SE corner of World Map). You can stop at NCR (bigger 'Unknown' spot just before it) and steal a Bozar from the guards in the Bazaar there (need only 50% steal skill). The reason why we need to go to Vault 15 is a simple one: we must find Vault 13, and its location is on a computer there. Read the Vault 15 section of this Guide for details on how to do this. I'm afraid you're going to have to kill a few people here, though. Once you have the location of Vault 13 on your Pip Boy, you can either head for New Reno (if you still want to play 'nice'), or go straight to Vault 13 and raid the place for the NavCom parts. If you decide on New Reno, then it's roughly on a beeline NW of Vault 15, towards the middle of the World Map.

The proprietor of the New Reno Arms (west side of Commercial Row) will sell you a Computer Voice Module. Then it's off to Vault 13.

Talk to the Gruthar the Deathclaw at the entrance to Vault 13 (unless you didn't visit New Reno to get the Computer Voice Module and just want to trash the place), and offer to fix his computer. Then, head down to the 3rd level and install the Computer Voice Module that you just brought from New Reno to mend the computer. Go back up and talk to Gruthar. You now have the GECK. But head back to the 3rd level again and raid the storage room there. Lockpick all the lockers there until you find the NavCom parts! Then, it's back to New SFO.

Head for the docked tanker on the north side of town. You must rescue Badger's girlfriend by taking out all the Aliens and other beasties in the hold below to gain the Captain's confidence. Then go to the Shi Palace and divert fuel to the tanker. Finally, head below again and use the FOB to gain access to the NavCom room. Fix the NavCom computer with the parts you got from Vault 13... and you're ready to sail to the Enclave! Finito :-)

Special Encounters
Generally you need Luck of 9 or 10 to get all or most of these encounters during the course of a single game, but Explorer and Ranger perks also help.

Talking Head
Touch the monument. Twelve hours later, he'll let you take a piece of him. I never found a use for this Monument Chunk.

Bridge of Death
Heh. Bridgekeeper scene from Monty Python and the Holy Grail, re-enacted 1000 years later. Save first, then talk to the Bridgekeeper and answer the questions to cross the bridge and get to the exit grid. If you answer the final trivia question correctly, you'll merely be allowed to cross the bridge... but if you answer the question with a question (in true Pythonesque fashion), the Bridgekeeper does a dead parrot imitation, and you get his robes as a prize (see Armor Catalogue).

Federation Shuttle
On the bodies near the crashed shuttle, you'll find 3 Hypos full of an advanced drug. It appears to restore you to full HP with no side effects!

Exploding Brahmin
Watch out, these beasts are lethal. Get outta there, and fast!

Guardian of Forever
You wind up staring at some stone ruins (this is from an old Star Trek episode). If you walk through the stone portal, you'll 'time warp' right into a deserted Vault 13 on the 3rd level. In the back storage room on the floor is a one-of-a-kind energy weapon called a Solar Scorcher. Only works in daylight, but what the heck. Pretty powerful stuff! At first I thought it was only of academic interest because I couldn't find my way back out again. The elevator doesn't work anymore :-(
But, a little perseverance revealed that if you access the Water Chip computer there (next to the 'talking' computer), you 'break' it, leaving the vault with only 150 days left to find a new chip :-) This action 'warps' you back to the surface, and you get 1000 XP to boot!

Trader and guards
If you wander around the map just 4 squares north of Modoc for a while (though I'm pretty much convinced these random encounters can happen anywhere on the map), you'll eventually encounter a trader named Willy. You fall asleep during his boring sales pitch, and when you wake up all you hear is that he's offering you something for a steep price. It's usually something powered by Small Energy Cells, like a Ripper or Power Fist. You can also steal whatever it is instead of paying through the nose for it.

Tin Woodsman
Use the can of oil you find near him to free up his jammed Power Armor. You get 150 Micro Fusion Cells in return for the favour.

Unwashed Villagers Attacking a Spammer
Scene from "Life in the Global Village" (Act 3).

Cave full of Robbers
Every time you get a random encounter, and there's a cave in the scene, it's worth going into the cave afterwards. Usually, the cave contains Radscorpions... but one of these caves contains about a half dozen heavily armed Robbers in Combat Armor. These guys are really tough to defeat, but if you can manage to best them, they have some great gear both on them and stashed in some chests, including: Plasma Rifle, Mega Power Fists, Gauss Rifles(!), YK42B Pulse Rifles, H&K G11E's(!), and over $3000 :-)

Cafe of Broken Dreams
Meet the cast of the original Fallout (well, Tandi and Set at least). Also, some of the 'extras' who felt they could have got better roles. Even Dogmeat is here! I tried prancing all around him wearing a Leather Jacket. No dice. However... if you strip down to your Vault 13 suit, he will join you again! Ah, just like old times :-)
Anyway, one more thing here: if you didn't know how to already, there's a tip to be gleaned for saving Dogmeat from destruction at the Military Base in the original game. Or, you can always read the Quandary Fallout Walkthrough for more detailed instructions.

Weapons Catalogue
In each category, I've tried to arrange the various items in order of lethality... or just sheer badness :P

Even though the burst-capable weapons don't look like they have high damage ratings, it's important to point out that the figures refer to *each bullet*. So... a Bozar has a chance to do 25-35 damage with each of the 15 bullets it dishes out per round. Huzzah!

I never figured out how to employ the Shiv as a weapon. I thought you'd be able to use it to assassinate Carlson or the President, but you can't seem to actually do anything with it except conceal it!

Note: all Melee Weapon damage points are for a character with ST 6, and no Bonus HtH Damage perks.

Melee Weapons:

Shiv

Brass Knuckles
Dmg: 2-6

Switchblade
Dmg: 2-6

Knife
Dmg: 1-7

Club
Dmg: 1-7

Combat Knife
Dmg: 3-11

Spiked Knuckles
Dmg: 4-11

Crowbar
Dmg: 3-11

Sledgehammer
Dmg: 4-10  Rng: 2

Spear
Dmg: 3-11  Rng: 2

Sharpened Spear
Dmg: 4-13  Rng: 2

"Little Jesus" (Little Jesus Mordino's Combat Knife)
Dmg: 5-15

Cattle Prod
Dmg: 12-21
Ammo: 20 x Small Energy Cell

Power Fist
Dmg: 12-25
Ammo: 25 x Small Energy Cell

Louisville Slugger
Dmg: 12-31

Ripper
Dmg: 15-33
Ammo: 30 x Small Energy Cell

Super Cattle Prod
Dmg: 18-33
Ammo: 20 x Small Energy Cell

Super Sledge
Dmg: 18-37  Rng: 2

Mega Power Fist
Dmg: 20-41
Ammo: 25 x Small Energy Cell

Thrown Weapons:

Throwing Knife
Dmg: 3-6  Rng: 16

Spear
Dmg: 3-11  Rng: 8

Sharpened Spear
Dmg: 4-13  Rng: 8

Molotov Cocktail
Dmg: 8-20  Rng: 12

Grenade (Frag)
Dmg: 20-35  Rng: 15

Grenade (Plasma)
Dmg: 40-90  Rng: 15

Grenade (Pulse)
Dmg: 100-150  Rng: 15
Anti-mech only

Small Guns:

Jonny's BB Gun
Dmg: 1-3  Rng: 22
Ammo: 100 x BB's

Pipe Rifle
Dmg: 5-12  Rng: 20
Ammo: 1 x 10mm

10mm Pistol
Dmg: 5-12  Rng: 25
Ammo: 12 x 10mm

Hunting Rifle
Dmg: 8-20  Rng: 40
Ammo: 10 x .223mm FMJ
Upgr: Scope

Desert Eagle .44
Dmg: 10-16  Rng: 25
Ammo: 8 x .44 Magnum
Upgr: Exp. magazine to 20

.44 Magnum Revolver
Dmg: 12-18  Rng: 15
Ammo: 6 x .44 Magnum

Shotgun
Dmg: 12-22  Rng: 14
Ammo: 2 x 12 ga. Shot

Sawed-Off Shotgun
Dmg: 12-24  Rng: 7
Ammo: 2 x 12 ga. Shot

14mm Pistol
Dmg: 12-22  Rng: 24
Ammo: 6 x 14mm

Needler Pistol
Dmg: 12-24  Rng: 24
Ammo: 10 x HN Needler Cartridge

.223 Pistol
Dmg: 20-30  Rng: 30
Ammo: 5 x .223 FMJ

Sniper Rifle
Dmg: 14-34  Rng: 50
Ammo: 6 x .223 FMJ

10mm SMG
Dmg: 5-12  Rng: 25
Ammo: 30 x 10mm

Combat Shotgun
Dmg: 15-25  Rng: 22
Ammo: 12 x 12 ga. Shot

H&K CAWS
Dmg: 15-25  Rng: 30
Ammo: 10 x 12 ga. Shot

Tommy Gun
Dmg: 3-20  Rng: 32
Ammo: 50 x .45 Caliber

Assault Rifle
Dmg: 8-16  Rng: 45
Ammo: 24 x 5mm
Upgr: Exp. magazine to 100

FN FAL
Dmg: 9-18  Rng: 35
Ammo: 20 x 7.62mm
Upgr: Night Sight

FN FAL HPFA
Dmg: 11-22  Rng: 35
Ammo: 20 x 7.62mm
Single burst

HK P90c
Dmg: 12-16  Rng: 30
Ammo: 24 x 10mm

M3A1 "Grease Gun" SMG
Dmg: 10-20  Rng: 20
Ammo: 30 x .45 Caliber

Red Ryder LE BB Gun
Dmg: 25-25  Rng: 32
Ammo: 100 x BB's

H&K G11
Dmg: 10-20  Rng: 35
Ammo: 50 x 4.7mm Caseless

H&K G11E
Dmg: 13-23  Rng: 40
Ammo: 50 x 4.7mm Caseless

Pancor Jackhammer
Dmg: 18-29  Rng: 35
Ammo: 10 x 12 ga. Shot

PPK12 Gauss Pistol
Dmg: 22-32  Rng: 50
Ammo: 12 x 2mm EC

M72 Gauss Rifle
Dmg: 32-43  Rng: 50
Ammo: 20 x 2mm EC

Big Guns:

Flamer
Dmg: 45-90  Rng: 5
Ammo: 5 x Flamethrower Fuel
Upgr: Improved Flamer

Light Support Weapon
Dmg: 20-30  Rng: 40
Ammo: 30 x .223 FMJ

M60
Dmg: 18-26  Rng: 35
Ammo: 50 x 7.62mm
Min. ST 7

Rocket Launcher
Dmg: 35-100  Rng: 40
Ammo: 1 x Rocket

Minigun
Dmg: 7-11  Rng: 35
Ammo: 120 x 5mm
Min. ST 7

Avenger Minigun
Dmg: 10-14  Rng: 40
Ammo: 120 x 5mm
Min. ST 7

Vindicator Minigun
Dmg: 14-19  Rng: 30
Ammo: 100 x 4.7mm Caseless
Min. ST 7

Bozar
Dmg: 25-35  Rng: 35
Ammo: 30 x .223 FMJ

Energy Weapons:

Laser Pistol
Dmg: 10-22  Rng: 35
Ammo: 12 x Small Energy Cell
Upgr: Magneto-Laser Pistol

Plasma Pistol
Dmg: 15-35  Rng: 20
Ammo: 16 x Small Energy Cell

YK32 Pulse Pistol
Dmg: 32-46  Rng: 15
Ammo: 5 x Small Energy Cell

Laser Rifle
Dmg: 25-50  Rng: 45
Ammo: 12 x Micro Fusion Cell
Upgr: Exp. Cap. to 24

Solar Scorcher
Dmg: 20-60  Rng: 20
Daytime use only

Plasma Rifle
Dmg: 30-65  Rng: 25
Ammo: 10 x Micro Fusion Cell

Turbo Plasma Rifle
Dmg: 35-70  Rng: 35
Ammo: 10 x Micro Fusion Cell

YK42B Pulse Rifle
Dmg: 54-78  Rng: 30
Ammo: 10 x Micro Fusion Cell

Gatling Laser
Dmg: 20-40  Rng: 40
Ammo: 30 x Micro Fusion Cell

Armour Catalogue
In order of protection afforded.

Leather Jacket
AC: 8
Normal  0/20%
Laser   0/20%
Fire    0/20%
Plasma  0/10%
Explode 0/20%

Leather Armor
AC: 15 Normal  2/25%
Laser   0/20%
Fire    0/20%
Plasma  0/10%
Explode 0/20%

Combat Leather Jacket
AC: 18
Normal  2/30%
Laser   0/20%
Fire    2/25%
Plasma  0/10%
Explode 0/20%

Leather Armor MK II
AC: 20
Normal  3/25%
Laser   1/20%
Fire    1/25%
Plasma  1/10%
Explode 1/25%

Metal Armor
AC: 10
Normal  4/30%
Laser   6/75%
Fire    4/10%
Plasma  4/20%
Explode 4/25%

Metal Armor MK II
AC: 15
Normal  4/35%
Laser   7/80%
Fire    4/15%
Plasma  4/25%
Explode 4/30%

Tesla Armor
AC: 15
Normal  7/20%
Laser   19/90%
Fire    4/10%
Plasma  9/80%
Explode 3/20%

Combat Armor/Bridgekeeper's Robes
AC: 20
Normal  5/40%
Laser   8/60%
Fire    4/30%
Plasma  4/50%
Explode 6/40%

Brotherhood Armor
AC: 20
Normal  8/40%
Laser   8/70%
Fire    7/50%
Plasma  7/60%
Explode 8/40%

Combat Armor MKII
AC: 25
Normal  9/40%
Laser   9/70%
Fire    5/35%
Plasma  4/50%
Explode 8/45%

Power Armor
AC: 25
Normal  12/40%
Laser   18/80%
Fire    12/60%
Plasma 1 0/40%
Explode 20/50%

Hardened Power Armor
AC: 25
Normal  16/50%
Laser   19/90%
Fire    14/70%
Plasma  12/50%
Explode 19/60%

Advanced Power Armor
AC: 30
Normal  15/55%
Laser   19/90%
Fire    16/70%
Plasma  15/60%
Explode 20/65%

Advanced Power Armor MKII
AC: 35
Normal  18/60%
Laser   19/90%
Fire    16/70%
Plasma  18/60%
Explode 20/70%

Acknowledgements
I'd like to thank the following people for contributing to the MKII version of this guide. Thanks very much for the tips and corrections, folks :-)

Tom Dillane
Andy Dillbeck
Vadim Dribinsky
Barak Engel
Eric Fatka
hasuInterCeptor
Jeff Huisjen
Remco Hulshoff
Per Jorner
Roman Lapos
Patrick McGinley

See the Quandary Review of Fallout 2.

Copyright © Steve Metzler 1999. All rights reserved.


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