Passages for Fallout: A Post Nuclear Adventure, platform PC

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Passages for Fallout: A Post Nuclear Adventure, platform PC

========================================================
Fallout: A Post Nuclear Adventure v.1.1 (NA), v.1.2 (EU)
Game Guide, revision 1.85 (3 May 2002)

Written by Omkar Namjoshi

homepage: http://falloutnext.cjb.net
e-mail:   omk_489@hotmail.com
========================================================

Copyright (c) 2000-2002 Omkar Namjoshi.
Permission is granted to copy, distribute, and/or modify this document
under the terms of the GNU Free Document License, Version 1.1 or any later
version published by the Free Software Foundation; with no Invariant
Sections. A copy of the license is included in the section entitled
"legal disclaimer."


CONTENTS:
---------
1. Legal Disclaimer
2. About this guide
3. Character Creation
4. Walkthrough
5. Combat Tactics
6. Appendix
7. Technical Manual for Fallout
8. Credits


LEGAL DISCLAIMER
================
GNU Free Documentation License
Version 1.1, March 2000

 Copyright (C) 2000  Free Software Foundation, Inc.
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ABOUT THIS GUIDE
================

FAQ REQUIREMENTS
----------------
- Computer with an ASCII text reader with support for files larger than
  65,536 bytes. You can open this guide with your web browser, a word
  processor (except for Microsoft Notepad), the MS-DOS editor or the
  | MORE command in MS-DOS.
- It is a good idea to have the Fallout 1.1 patch installed before you
  use this guide. If you're playing the European release of Fallout
  (v.1.2), you might see some differences in the game.
______________
|FONT CHECKER|
|            |
|*-* -*- *-* |
|123 456 789 |
|... ... ... |

If the dots don't line up with the numbers, the stars don't correspond with
odd digits and the dashes don't correspond with the even digits, then
change your font to Courier (or any other fixed-width font).

TEXTUAL NOTES
-------------
NOTE:           : Important sidenote
(some text here): Important sidenote
BTW             : By the way
xp, x.p.        : experience points
:)              : Colorful commentary
i.e., e.g.      : Examples
COC             : Acronym for Children of the Cathedral
BOS             : Acronym for the Brotherhood of Steel

- Please note that references to 'you' (i.e 2nd person) and 'your
  character' can be used interchangebly.

ABOUT FALLOUT
-------------
Fallout is one of the best RPGs out on the market today. It's very
different compared to other ones. There are many ways to solve a problem
instead of one on many RPGs. You can create your own character to use
in the game (unlike many others) and its non-linear architecture allows
for a good deal of replay action. There are multitudes of solutions
to a specific problem. Plus, it is hard for any character to complete
every single sidequest in the game, which further adds to its replay
value.

You have a plethora of freedom in this game. You can choose your
own dialogue and make your own decisions, choosing when and where
to get involved (and when not to). Unfortunately, the core plot of the
game (spoiler: this isn't finding the water chip) is linear and must be
completed in order to finish the game.

(In technical terms, Fallout is considered as a non-linear character
 role-playing game.)

Fallout is a very violent game. It deals with mature themes, including
violence, drugs, adult language, and sex. That means the walkthrough
will be dealing with them also. If you find this too much to bear, quit
this game and play something else.

Fallout takes place after World War III, which destroys much of
the planet. Nations are in deep conflict after waging nuclear war for the
control of more territory and the need of more resources. China invades
Alaska. The United States conquers Canada. And the European Commonwealth
becomes a lawless community with bickering nations attempting to take
control of the western area. To protect its citizens, the United States
started to build vaults, which essentially were large, underground
dwellings which protected its people from radiation, chemical, and
biological weapons.

Vaults can occupy several hundred people. You were a citizen of the Vault
known as Vault-13.

Your vault has a water purification controller, which purifies all the
water it receives to be ready for human consumption. Unfortunately, the
controller chip in the vault has malfunctioned. Without it functioning, the
people cannot have drinking water available. You are chosen to venture out
to the outside world to find a replacement chip before your vault's supply
is depleted.

After this, there is nothing but cheap stuff. Read if you are only stuck,
caught in a trap, or are surround by some putrid green people wielding
chainguns and plasma rifles.

I hope you have as much fun as playing Fallout as I have had. Best of
luck to you, Vault Dweller!

PLAYING FALLOUT
---------------
Some things in the manual might not seem very clear; this section
is designed to give you a concise breakdown of the various actions
that you can perform. There's also a breakdown of the various
difficulty levels as well.

* Difficulty levels
  - If you choose the game difficulty level to easy, you will
    receive a 20% bonus to non-combat related skills. If you
    set it to hard, you'll receive a 10% penalty to non-combat
    related skills.
  - If you choose the combat difficulty at wimpy, you will
    receive a bonus to your accuracy and the enemies will
    receive a penalty. If you change the difficulty to
    rough, you'll receive a penalty and the enemy will get
    a bonus and will perform many more critical hits.

* Interface
  - The hex-shaped cursor icon is used to show movement.
  - The arrow (standard) cursor icon is used for most other functions.
  - The 'INV' button is used to access your inventory.
  - The red button beside 'Skilldex' is used to use your secondary
    skills.
  - The button below 'INV' is used to bring the main menu.
  - The red button above 'INV' is used to change your item slots.

* Moving
  When the cursor is a hexagonal-shaped structure, that means you can
  move your character. Hold shift to run around instead of walking. You
  can right-click to change the cursor.

  If you want to go to the world map, you have to go on the red grid
  in an area. If you want to access another area of a city or building,
  you have to go to the green grid or climb stairs/ride elevators.

* Examining your surroundings
  Right-click the mouse to change the hexagonal-shaped structure to an
  arrow-shaped cursor. Move the cursor to the object you want to examine.
  Hold the left mouse button and choose the binoculars to examine an
  object or a critter.

* Talking to critters
  Simply click the character that you want to talk to you. You should
  have the arrow-shaped cursor icon to talk to the character.

* Using items
  To use an item on an object, hold the cursor (standard cursor) over
  an object and click on the wallet (or like object). You'll see your
  inventory. Click on the item that you want to use on the object.

  Another way is putting the item in one of your item slots. Click
  on the item and move the crosshair on the object you want to use
  the item on.

* Using skills
  To use a skill on an object or a critter, click the red button that
  reads 'Skilldex.' Choose the skill that you want to use. Use the
  crosshair to target the object or critter that will be the target
  of a given skill. Some, like Sneak, don't have a target; instead,
  a message box pops up on the lower left, telling you that your
  character is sneaking.

  Another way is holding the left mouse button on the character
  (mouse cursor is standard cursor) and clicking on the face and
  then choosing the skill.

* Activating an item (flares, motion sensors, etc.)
  Put the item in your item slot and click on it to activate it.
  Another method is accessing your inventory and holding the left
  mouse button on the item that you want to activate. Choose the
  hand that's open to activate the item.

  If you want to use flares, first activate them, and then
  drop them. Ditto with dynamite/plastic explosives.

* Changing weapon modes (target/burst/reload)
  Right-click on the weapon when it is in your active weapon slot.
  The mode will change. (e.g., the 10mm will change from single
  to aimed [has bullseye] and then to reload.)

* Entering Combat Mode
  If you hit 'A' on the keyboard, you will enter combat mode. You
  can walk around without people noticing (at the expense of your
  action points). This is useful near the end of the game.

* Using lockpicks, electronic lockpicks, first-aid kits, the doctor's
  bag, and the tool increase lockpick, first-aid, doctor, and repair
  skills by 25%, respectively.

* While stealing, it is a good idea to steal while sneaking. Also,
  steal from behind the character and don't worry about stealing
  particularly large items.

* Pay attention to the screen on your bottom-left. It tells you lots
  of information about what's going on in the game.

* If you're examining dead bodies and you examine a body that's in
  a pile of other dead bodies, there will be arrows beneath the
  body picture in the inventory screen. Bodies will be easier to
  search if you set the violence level really low.


CHARACTER CREATION
==================
An impression for the game was "a big dumb ox and a pretty little lady
won't have the same experience" - to quote Christopher Smith's great
Fallout FAQ.

The three pre-made characters that come with the game can finish it.

First, select your name. The name doesn't make any difference in the game;
it is your own preference.

Next, select your age. You can be as young as 16, but as old as 35. Age
has an insignificant impact on the game. Probably older characters might
have different reactions with young ones, but none that I know of. But at
the same time, all of my characters were pretty young.

Now you are ready to select your sex. You can be male or female, and the
game does differ if you are a girl or a guy. It's your own choice;
try beating both variations of the game. However, there are some issues
regarding the sex of your character. The game really doesn't matter if you
are male or female, but these are the differences. (Female is recommended
for a slightly easier game.)

- Male characters typically get knocked down and have a greater chance of
  you scoring a critical hit on them if you hit them in the groin. The
  female character doesn't have any known weaknesses in combat.

- NPC's have different reactions if you are female or male (Killian
  calls you darling if you're female, Keri can have sex with you if
  you're male, etc.)

- Probably to offset the male weakness thing, female characters are hated
  by couple of NPC's, notably Lasher. Harry is a bit harder to BS with
  if you're female.

- If you are female, there is no charisma bonus to your character, and
  there aren't any strength and endurance penalties. Ditto for males as
  well.


MAIN SKILLS
-----------
They're pretty self explanatory, but on the descriptions it tells what
each skill modifies. All skills are important, but try to keep Luck,
Strength, and Perception at least at 4. Characters with Intelligence
values of three or less face a totally different game...the only
options that you'll receive in dialogue are "Ruk" and "Eeg," as
well as the occasional "Yah," "Uh-Huh," and "want morE."

Strength - It modifies carry weight, hit points, weapon handling,
           and some weapon skills.
Perception - It modifies some skills and increases accuracy at range.
Endurance - Toughness. It modifies some skills, hit points, and
            resistance to poison and radiation.
Charisma - Looks. It modifies speech and barter, as well as NPC reactions.
Intelligence - It modifies dialogue options (gives you more), skill points
               given per level, and 'science' skills. High intelligence is
               important, seven or eight as a minimum is recommended.
Agility - Speed. It modifies many skills, armor class, and action points.
          An Agility of 10 is recommended for snipers.
Luck - It modifies critical chance, some skills, and the outcome of the
       game.

SECONDARY SKILLS
----------------
Here is a list of other skills that you'll face. Whenever you create
a character, you have to choose three tag skills. Tagging a secondary
skill gives you an instant 20% bonus for that skill and 2% increase
for each skill point used to increase the tag skill.

Small Guns: The use of rifles, pistols, and various small arms. Be sure
            to tag this one, since most combat will take place with small
            arms. This skill can be increased by reading the popular
            magazine 'Guns and Bullets.'
Big Guns: The use of miniguns, rocket launchers, and flamethrowers. This
          skill isn't that great because big guns are fairly easy to aim
          (with the given strength) and that some small arms are better
          than these large weapons. (And even then, energy weapons are
          better than all of these...) Don't tag this one, nor should you
          really consider building this skill.
Energy Weapons: The use of all weapons powered by power cells. This one is
                good in the endgame. You should build it if you plan on
                killing the Master and the Lieutenant and all of those
                mutants.
Unarmed: The use of fists in combat. This skill helps early on, but it
         becomes pretty useless in the midgame. If you find the power fist,
         this skill truly shines. I tagged it so I would have an easy time
         in Vault 13 and 15 and not having to resort to my gun.
Melee Weapons: The use of knives, sledgehammers, spears, and the like. This one
               follows like unarmed, except that you'll find super
               sledgehammers instead of power fists. This one is pretty
               good if you plan on getting the super sledgehammer.
Throwing: Use of throwing knives and grenades. Pretty useless, if you ask
          me. In the fist place, grenades are hard to find and second, even
          with something like 70% skill, grenades suffer from having a relatively
          low accuracy to hit your desired target. And grenades are quite
          expensive.
First Aid: Recovers a few hit points. You can increase this skill with
           first aid books. It is pretty useless to tag or to build since
           you can read books (and that First Aid kits increase your
           success with this skill.)
Doctor: Recovers a few more hit points than first aid and you can heal
        crippled limbs. I've healed crippled limbs with 45% skill, and a
        doctor's bag increases your chance of success with this skill.
        Don't worry much about it.
Sneak: The art of moving around without making people notice. I really
       haven't found much use for this skill. You can ignore it.
Steal: Pretty self explanatory. I didn't have a need to steal from other
       characters, so I ignored it.
Lockpick: The art of picking locked doors. Now this is one thief-type skill
          that you should pay attention to. Work on this one and build it to
          about 65% or so. If you work it to 80%, you don't even have to do
          the Brotherhood quest. It is worth tagging.
          NOTE: Using Lockpicks increases skill by 25%.
Traps: The skill of arming explosives and disarming traps. Not too
       important; 50% is adequate for arming explosives and detecting a
       few traps.
Science: Covers primarily computers as well as biology, chemistry, physics,
         etc. It can be increased by reading 'The Big Book of Science,' as
         well as taking a few computer courses at the Vault 13 Library and
         the Brotherhood of Steel. 90% is adequate.
Repair: Covers standard repair techniques. Build to about 60%. It can be
        increased by using the tool as well as reading 'Dean's
        Electronics.'
        NOTE: Using a Tool increases skill by 25%.
Speech: The act of convincing others that you are right. This skill is
        second to small guns, and is extremely useful in bullshitting
        other people. I tagged this one and worked it to 120%.
Barter: This skill is used to determine trade prices. Even with relatively
        low skill, there will be a couple of merchants whose prices will
        be higher than yours while bartering. I didn't raise this skill
        one bit.
Gambling: Again, pretty self explanatory. There are only two gambling
          places I know of: Gizmo's and the Malatese Falcon. It is not
          worth putting valuable skill points into this skill.
Outdoors: Practical knowledge of the outdoors. You can read Scout handbooks
          to raise this skill, and there are a couple at Shady Sands. You
          don't have to increase this skill by a lot.

DERIVED STATISTICS
------------------
Derived statistics are statistics that are a direct result of the main
statistics, in other words, increase and decrease a skill and see what
happens. NOTE: These are straight out from the Fallout manual.

Hit Points: The number of "life" points. If it goes to zero, so will
            you.
            Formula : HP = 15 + (2 x EN) + ST. Average is 30.
Armor Class: The higher it is, the harder it is for the enemy to hit
             you.
             Formula : AC = AG + Armor worn. Average is 5.
Action Points: Determines what you can do during combat. They are
               displayed by the green lights in combat.
               Formula : AP = 0.5 x AG + 5. Average is 7.
Carry Weight: Mass of how much equipment you can carry, rated in pounds.
              You can barter for more equipment than you can carry.
              Formula : 25 + (25 x ST). Average is 150 pounds.
Melee Damage: How much extra damage your character does in melee or
              unarmed attacks.
              Formula : ST - 5, min.1. Average is 1.
Damage Threshold: How much damage your armor can withstand when you
                  are hit.
                  Formula: DR = 0 + Armor
Damage Resistance: How much damage your armor can resist when you
                   are hit. The value given in the character screen
                   pertains to normal attacks, while the value given
                   in the inventory screen pertains to different types
                   of attacks, including normal but also explosive,
                   fire, laser, and plasma to name some.
                   Formula : DR = 0% + Armor (Combat Armor has 40% DR)
Poison Resistance: How much poison damage that you can resist.
                   Formula : PR = 5 x EN. Average is 25%.
Radiation Resistance: How much radiation damage that you can resist.
                      Radiation can affect any character, and the only
                      way to get maximum resistance is using RadX.
                      Formula : RR = 2 x EN + Armor Resistance
                                (Combat Armor has 30% Resistance).
                                Average is 10%.
Sequence: Determines who will attack first in combat. Higher is better.
          Formula : SQ = 2 x PE. Average is 10.
Healing Rate: How much you can heal in three hours of rest.
              Formula : HR = 0.5 x EN, min.1. Average is 1.
Critical Chance: Chance of scoring a critical hit on the opponent. I
                 think it increases up to 4 times with a hit to the eyes.
                 Formula : CC = LK. Average is 5%.
* Poison is measured in units; keep it below 25.
* Being 'raidiated' qualifies having a rem count of 75, with 300 or above
  being quite serious. A rem count of 5 or higher will bring symptoms of
  nausea; a rem count of 75 is quite serious, while a rem count of 300 or
  higher is fatal. If you have enough radiation in your body to necessiate
  attention, the message 'Radiation' will appear on the screen.

TRAITS
------
You can choose up to two traits. Be careful in choosing traits because
after you select, there's no going back. Here is a list:

Fast Metabolism: Your body is much less resistant to poison and radiation,
                 but it heals faster. Don't take this one: you'll want some
                 poison resistance and you'll have to take two RadX's to
                 get complete radiation resistance with or without this
                 perk (unless you have the Rad Resistance perk or 10
                 endurance and Power Armor), and that there are plenty of
                 stimpacks lying around. Don't take this one.
Bruiser: Your strength is increased by two but your actions points are
         decreased by two. Not a good one...you'll need all the action
         points that you have.
Small Frame: Your agility is increased by one but your carry weight drops
             by 30 pounds. It isn't too bad, but the carry weight decrease
             hurts in the beginning. At least Ian and Tycho have unlimited
             carrying capacities.
One Hander: You are good with one-handed weapons but are bad with two
            handed weapons. Not a good choice, since the best weapons are
            two handed.
Finesse: Your normal attacks do 30% less damage but your critical chance is
         increased by 10%. Not too bad of a tradeoff, but I didn't tag
         this one. And critical damage isn't affected.
Kamikaze: Depletes your armor class to what you are wearing but increases
          sequence by 5. It isn't that great because with 6 perception
          you'll attack before anyone else does. (in the required fights,
          that is.)
Heavy Handed: Your melee damage is increased by 4 but criticals do 30% less
              damage. Good in the beginning, and criticals do heaps of
              damage anyway. But it isn't good in the end, where super
              mutants and deathclaws lurk around.
Fast Shot: You can't aim, but your total cost is decreased by one. It
           isn't a bad tradeoff if you have high critical chance, and is
           really really good if you take the perks 'Bonus Ranged Attack,'
           'Sniper,' or 'Slayer.' The turbo plasma rifle will cost 2 AP's
           to shoot and the super sledgehammer will only cost 1 AP with
           those perks. Since most of the aforementioned perks come up in
           the end, it is good to pass this one by.
Bloody Mess: You will always see a grosteque death animation whenever you
             kill a critter. There really isn't a downside to this, so you
             can take this one if you want to. The ending at the very very
             end changes slightly (and for the better).
Jinxed: Everybody makes more critical failures, but so do you! If you have
        9 or 10 Luck, you'll make few critical failures. Only take it if
        you have 9 or 10 Luck.
Good Natured: Your combat skills are decreased by 10%, but speech, doctor,
              science, etc. are increased by 15%. Not that great...you'll
              need high combat skills while 70% or so in the non-combat
              areas will let you go through the game easily.
Chem Reliant: Your addiction rate is increased by 200%, but your withdrawal
              rate is only 50%. Some drugs, like RadAway, have a 10%
              addiction rate and no withdrawal...so, it isn't worth it.
Chem Resistant: Your addiction rate is 50% of normal, but chems only last
                for half as long. Not too bad, since combat doesn't take a
                long time on the Fallout clock.
Night Person: Normally, your intelligence and perception are decreased by
              one from 1800 to 0600 hours. This trait reverses what happens
              normally. Since most people will ask to talk to you during
              the day, this isn't that great.
Skilled: You get a 10% increase to all of your skills, but you get a perk
         every four levels. You'll want those perks as early as possible...
         they are quite useful.
Gifted: All of your primary stats are increased by one, but you get 5 fewer
        skill points per level and your secondary skills are lowered by
        10%. This is among the best traits, since there are only a few
        skills that you really need to work on.

I recommend taking Gifted and either Bloody Mess, Chem Resistant, or
Small Frame.

PERKS
-----
After your character reaches the third level, you can choose a perk. A
perk is something that gives you a clearcut benefit without a drawback.
You can pick a perk after your character's level is a multiple of three
(or four, those with skilled).

NOTE: 'per level' means the rank of the perk.

Action Boy: It gives you one extra action point per level.
            Requirements: 5 Agility, Level 12
            Ranks: 3
Animal Friend: Animals won't attack you unless they are threatened or are
               attacked first.
               Requirements: 5 Intelligence, 25% Outdoorsman, Level 9
               Ranks: 1
Awareness: You get to see a critter's hit points and what weapon they are
           carrying. Really good.
           Requirements: 5 Perception, Level 3
           Ranks: 1
Better Criticals: It enables instant death and increases damage done by all
                  criticals by 20%.
                  Requirements: 6 Perception and Luck, 4 Agility, Level 9
                  Ranks: 1
Bonus HtH Attacks: All hand-to-hand attacks cost one less action point to
                   perform.
                   Requirements: 6 Agility, Level 6
                   Ranks: 1
Bonus HtH Damage: All hand-to-hand attacks deal two extra hit points of
                  damage per level.
                  Requirements: 6 Agility, 6 Strength, Level 3
                  Ranks: 3
Bonus Move: It gives you two free action points to move around per level.
            Requirements: 5 Agility, Level 6
            Ranks: 3
Bonus Ranged Damage: All ranged attacks deal two extra hit points of
                     damage per level.
                     Requirements: 6 Agility and Luck, Level 6
                     Ranks: 2
Bonus Rate of Fire: All attacks (except unarmed) cost one less action
                    point.
                    Requirements: 7 Agility, 6 Intelligence, 4 Perception,
                                  Level 9
                    Ranks: 1
Cult of Personality: Your reputation is always positive. Great for evil
                     characters.
                     Requirements: 10 Charisma, Level 12
                     Ranks: 1
Dodger: A 5% increase in armor class in addition to armor class bonus when
        armor is worn per level.
        Requirements: 4 Agility, Level 9
        Ranks: 2
Earlier Sequence: It adds two to your sequence per level.
                  Requirements: 6 Perception, Level 3
                  Ranks: 3
Educated: Adds two extra skill points whenever you level up per level.
          Requirements: 6 Intelligence, Level 6
          Ranks: 3
Empathy: Highlights in blue better dialogue choices; highlights in red
         for bad dialogue choices.
         Requirements: 7 Perception, 5 Intelligence, Level 6
         Ranks: 1
Explorer: You'll get more random encounters with this perk.
          Requirements: Level 9
          Ranks: 1
Faster Healing: Healing rate is increased by one per level.
                Requirements: 6 Endurance, Level 3
                Ranks: 3
Flower Child: You're 50% less likely to get addicted to drugs, and
              your withdrawal time drops by half.
              Requirements: 5 Endurance, Level 9
              Ranks: 1
Fortune Finder: You'll find more money in random encounters.
                Requirements: 8 Luck, Level 6
                Ranks: 1
Friendly Foe: Your allies will be highlited in green instead of red.
              Requirements: 4 Perception, Level 6
              Ranks: 1
Ghost: It's a one-time bonus of 20% to the Sneak skill.
       Requirements: 60% Sneak, Level 6
       Ranks: 1
Healer: You heal two to five more hit points when using First Aid
        or the Doctor skills per level.
        Requirements: 7 Perception, 6 Agility, 5 Intelligence,
                      40% First Aid, Level 3
        Ranks: 3
Heave Ho!: This perk will increase your strength by two for determining
           range with thrown weapons per level. It won't affect carry
           weight, skills, etc.
           Requirements: Level 6
           Ranks: 3
Lifegiver: You will gain four hit points when you gain a level per
           level.
           Requirements: 4 Endurance, Level 12
           Ranks: 3
Master Thief: It's a one-time bonus of 10% to the Lockpick, Steal,
              Traps, and Sneak skills.
              Requirements: Level 12
              Ranks: 1
Master Trader: You have a 25% discount whenever you purchase or barter
               goods from a store or another person.
               Requirements: 7 Charisma, 60% Barter, Level 9
               Ranks: 1
Medic: It's a one-time bonus of 20% to the First Aid and Doctor skills.
       Requirements: Level 12
       Ranks: 1
Mental Block: It tunes out any outside mental interference, such as
              the Master attempting to psychically attack you.
              Requirements: Level 15
              Ranks: 1
More Criticals: Increases critical chance by 5% per level.
                Requirements: 6 Luck, Level 6
                Ranks: 3
Mr. Fixit: It's a one-time bonus of 20% to the Repair and Science skills.
           Requirements: Level 12
           Ranks: 1
Mutate!: It changes one of your traits into something else.
         Requirements: Level 9
         Ranks: 1
Mysterious Stranger: A stranger comes from time to time to help you out.
           Requirements: 7 Luck, Level 6
           Ranks: 1
Night Vision: It reduces the overall darkness by 10% per level.
              Requirements: 6 Perception, Level 3
              Ranks: 3
Pathfinder: It reduces your travel time by 25% per level.
            Requirements: 6 Endurance, 40% Outdoorsman, Level 6
            Ranks: 2
Pickpocket: This perk lets you ignore size and facing modifiers when you
            are stealing.
            Requirements: 8 Agility, 80% Steal, Level 9
            Ranks: 1
Presence: It improves the NPC's reaction by 10% per level.
          Requirements: 6 Charisma, Level 3
          Ranks: 3
Quick Pockets: With this perk, one less action point to access the
               inventory than normal per level.
               Requirements: 5 Agility, Level 3
               Ranks: 3
Rad Resistance: It increases your radiation resistance by 10% per
                level.
Ranger: Your chances of getting a bad random encounter are lowered for
        each level of the perk.
        Requirements: 6 Perception, Level 6
        Ranks: 3
Scout: It increases the size of explorations on the world map by one
       square for each direction.
       Requirements: 8 Perception, Level 3
       Ranks: 1
Scrounger: In a random encounter, it doubles the amount of ammunition
           that you find.
           Requirements: 8 Luck, Level 9
           Ranks: 1
Sharpshooter: It increases your perception for range modifiers only
              per level.
              Requirements: 7 Perception, 6 Intelligence, Level 6
              Ranks: 2
Silent Death: With this perk, you can use the Sneak skill and attack
              a critter using a hand-to-hand attack from the back for
              double damage.
              Requirements: 10 Agility, 80% Sneak, Level 18
              Ranks: 1
Silent Running: You can run and sneak at the same time with this perk.
                Requirements: 6 Agility, 50% Sneak, Level 6
                Ranks: 1
Slayer: A 10-sided dice is rolled. If the number is equal to or below
        your luck, you'll get a critical hit with unarmed or melee
        weapons. It's really nice and works extremely well with the Super
        Sledgehammer, Power Fist, or the Ripper.
        Requirements: 8 Strength, 8 Perception, 80% Unarmed, Level 18
        Ranks: 1
Smooth Talker: Increases your intelligence by one for dialogue purposes
               only per level.
               Requirements: 4 Intelligence, Level 3
               Ranks: 3
Snakeater: It gives you a 25% increase to your poison resistance.
           Requirements: 3 Endurance, Level 6
           Ranks: 1
Sniper: Same as Slayer, except it works with ranged weapons. It is great
        with aimed shots (using Small Guns) and is really really nice
        with burst weapons. (It actually makes the SMG a source of total
        devestation...)
        Requirements: 8 Perception, 8 Agility, 80% Small Guns, Level 18
        Ranks: 1
Speaker: It's a one time bonus of 20% to your Speech and Barter skills.
         Requirements: Level 12
         Ranks: 1
Strong Back: This perk gives you an increase in carry weight by 50 pounds
             per level.
             Requirements: 6 Strength, 6 Endurance, Level 3
             Ranks: 3
Survivalist: This perk gives you a 20% increase in Outdoorsman for survival
             purposes only per level.
             Requirements: 6 Endurance, 6 Intelligence, 40% Outdoorsman,
                           Level 3
             Ranks: 3
Swift Learner: Whenever you gain experience, you'll receive 5% more experience
               per level of the perk.
               Requirements: 4 Intelligence, Level 3
               Ranks: 3
Tag: With this perk, you can pick a new tag skill in addition to the ones
     you already have.
     Requirements: Level 12
     Ranks: 1
Toughness: It adds 10% to your general damage resistance per level.
           Requirements: 6 Endurance, 6 Luck, Level 3
           Ranks: 3

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

*All-rounder: ST 6 PE 6 EN 6 CH 6 IN 8 AG 10 LK 5 == OR ==
              ST 6 PE 7 EN 5 CH 6 IN 9 AG 10 LK 5 == OR ==
              ST 6 PE 8 EN 5 CH 6 IN 8 AG 10 LK 5 (Rounded sniper)

   Tag Small Guns, Speech, and something else. This is an all around average
   character. You can mess with other skills to increase Luck and Agility.
   The Rounded Sniper variant can, as its name suggests, get the "Sniper"
   perk later on in the game.

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

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

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

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

*Late-Game Badass: ST 7 PE 8 EN 6 CH 5 IN 7 AG 8 LK 6  == OR ==
                   ST 6 PE 7 EN 5 CH 5 IN 7 AG 9 LK 8

   Take Gifted, Fast Shot, and for the perks, make sure you take Bonus Rate of
   Fire, Better Criticals, and Sniper as perks. To get the Sniper perk, you have
   to kill the Deathclaws at the Boneyards and not kill the Mother Deathclaw and her
   eggs. The deathclaws will respawn and will give you better killing opportunities.

   Also, for the second character, you'll need to take Mentats to get the Sniper
   perk.

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

Town hall
         \
           \---Farm Area / Bhramin pastures

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

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

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

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

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

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

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

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

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