========================================================
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
================
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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 the community get rid of the radscorpions for 
free.

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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


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

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

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


KAHN RAIDER CAMP
================
Rough map


   Building


   Tents


Notable Areas
1)  Several tents
2)  The main building

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

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

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

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

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

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

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

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

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


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

Notable Characters
1)  See above listing for Shady Sands

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

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


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

Notable Characters
1)  Garl, Raider Leader
2)  Petrox, a tough desert raider
3)  Tolya, another tough desert raider
4)  Diana, a tough she-desert raider
5)  Gwen, Garl's assistant
6)  The two slaves
-   Various Desert Raiders

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

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

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

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

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

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

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


JUNKTOWN
========
Rough map

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

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

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

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

Stuff to barter for
1)  Stimpacks

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

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

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

Go to the Crash House area, and enter Killian's store. Talk to him, say 
that you're new, and be on the friendly side. After the conversation, 
an assassin pops out and tries to kill Killian. Help kill the assassin.
After the assassin is dead, Killian will speak to you, and agree to help
him bust Gizmo (specifically why Gizmo wants Killian dead). Talk to
Killian again and engage in a conversation about Junktown, and then ask
about other towns. Be sure to ask about Necropolis.

Equip the tape recorder in your active item slot. Go to the Casino area, 
and talk to Gizmo. He's the gigantic fat guy sitting in the chair, way 
up north in the building. Talk to him. Tell him his assassination failed, 
and that you'll do the job. But ask him why he wants him dead, and then 
say that he will be dead before sundown. After that ordeal, go talk to 
Killian. Tell him that you have the confession, and he will offer you 
three things: A shotgun and 100 shells, a suit of Leather Armor, or a 
Doctor's Bag. Take the shotgun, and say you want to help kill Gizmo.

Go back to the Junktown entrance, speak with Lars, and tell him that you 
are ready to kill Gizmo. You will be instantly transported to his office. 
Gizmo will fire at Killian, Lars will fire at Gizmo's assistant Izo, Izo 
will attack you, and you should attack Gizmo. You'll get heaps of xp for 
the fight.

Rest until the evening, and enter the Skum Pitt, a bar on the north-east 
side of the casino area. Speak with Tycho (discription says he has a gas 
mask) and tell him to join your group. After you get Tycho, speak with
Neal, the bar owner. Moments later, a Skulz ganger will attack the Skum 
Pitt's bartender. Neal, the owner of the bartender, will blow the Skulz
ganger who attacked the bartender away. You can pick up a leather
armor from the dead ganger to trade later.

NOTE: It is possible for Tycho to teach you survival skills. Ask about
      his trip from Nevada to California and how did he survive the
      dangers. Also, Tycho will only join you if you've accepted the
      quest to kill Gizmo for Killian.

NOTE: If you want to kill the two Skulz punkers, talk to the Skulz
      whose description reads "a man with filed teeth." He'll probably
      attack you.

There is a guy wearing a cap a bit to the north of Tycho. His name is 
Ismarc; tell him that you like his singing, and ask if he has been to other
places. Ask for directions to the Boneyards (or Adytum) as well as the 
Brotherhood of Steel and the Hub if you haven't done so. Save, and go to the
Crash House.

Go to the Crash House and rent a room for one night. Say that you want to sleep
until the morning. After you wake up, a raider is holding a hotel customer
hostage. Save the game, enter the room, and attempt to talk to the Raider.
Keep assuring him that you have his trust, and he'll let Sinthia go. You'll get
1000 xp. If the raider won't gain your trust, then you'll have to give him $100
or so, which generally works for all characters.

NOTE: It isn't a good idea to save between the conversation. Once, I gained
      his trust, saved the game, and after I talked to him, he blew Sinthia
      away.

Now, go back to the casino area, and back to the Skum Pitt. There is a door 
on the right side that is unlocked; enter the bar from there, and steal the 
item that looks like a trophy. It is an urn that holds the ashes of Neal's 
late wife. It is on the large desk where Neal usually is during the evening
hours.

After you steal Neal's urn, go back to Gizmo's casino and go to the room
where he normally is. Take the iguana-on-a-stick from his desk and head
to the southeast corner of Junktown in the casino area. You should see
a man (Phil) being terrorized by a dog (through dialogue; Phil also has
a woman in leather armor to his left). You can talk to the man and he'll
ask you to take the dog away. Use the iguana-on-a-stick on the dog and
he'll join you. Another way is walking towards him with the leather jacket on
and he'll come and join you.

Go back to the Crash House, and enter through the doorway at the back. 
Speak with the Skulz in the leather jacket, tell him you have the urn, and 
then say that you'll wait to kill Neal later. 

Head back to the entrance, speak with Lars, and tell him about the Skulz, 
and offer to kill them. You'll be transported to the bar, and you'll have 
to kill the Skulz with the help of a few Junktown guards. (There is this one 
female Skulz that sometimes runs away, and killing her might be the hardest 
thing.) After the fight, save the game, enter the Crash House area, and rest 
until morning. Go to Killian's store and open the door that is normally
locked. Use the lockpicks on his safe, and after you pick the lock, you'll
get 500 experience. Killian won't care even if he is standing next to you.

Go to Lars you'll get 500 experience for killing the rest of the Skulz.
After you've killed them, return Neal's urn. If you want, you can go to the
Casino area and go to the boxing ring. Speak with Saul, the boxer wearing
the leather armor. Keep on talking about Junktown,  and if you get the option,
ask about Trish. You can straighten some things out between them. Be sure to
tell Saul about Trish's views on his boxing; this helps their relationship and
you'll receive 250 experience.

NOTE: There is a nonviolent way to disband the Skulz (albeit much longer).
      You will need extremely high intelligence in order to complete the
      quest.
  
      You probably have noticed a female Skulz member standing outside of
      the entrance of their hideout. Her name is Sherry. Talk to her twice,
      and when you talk to her for the second time, ask her about her hobbies
      and interests, and then convince her to leave the Skulz. Wait a week
      later and then get her to accuse the Skulz for the various crimes that
      they have committed. Tell Lars to break up the gang. However, you won't
      get the chance to fight them.

Before your way out, you can go and kill Doc Morbid and his guards without
agitating the cops. You'll get some experience, and you can get lots of
stuff from his dead guards and his lockers. You might need to lockpick
the lockers to open them. Unfortunately, these killings lower karma. Now 
that you have finished with Junktown, head for the Hub.

NOTE: You can engage in a money extortion scheme between Doc Morbid and an
      entrepreneur in the Hub. To do this, head to Doc Morbid's office,
      and then, go to the basement. Talk to the midget standing beside the
      ice chest. Tell him that his boss sent you, and then tell him that
      you're here to get the body parts. Tell him that you're leaving
      afterwards. Leave Junktown for the Hub.
      
      At the Hub, go to the downtown area, and talk to Iguana Bob. Tell
      him that you know that he buys human parts from Doc Morbid, and
      afterwards ask him about his secret ingredients (alternatively you
      can scream out that his prime choice cuts are made out of people).
      He'll tell you to quiet down, but counter that by threatening to
      turn him into the cops or by directly blackmailing him (the former
      choice also leads to blackmail). You can get up to $200 / 5 days
      initially, but you can increase your payment to a much higher
      amount (this is dependent on your speech skill; in addition, each
      time you demand a raise, your karma will drop down by two points).


THE HUB
=======
Rough map

   Entrance
      |
      |
    / Merchant center------------Old Town
   /       |
  /        |
Heights    |
           |
       Water Merchants / COC Hospital

Notable Areas
1)  Entrance
2)  Merchant Center
3)  Old Town
4)  Heights
5)  Water Merchants
6)  The Underground

Notable Characters
1)  Decker, the criminal leader
2)  Kane, Decker's assistant
3)  Beth, gun shop owner, likes to gossip around
4)  Butch, owns Far Go Traders
5)  Rutger, Butch's assistant
6)  Demetre, owns Crimson Caravan
7)  Keri, Demetre's assistant, has sex with you if you're male
8)  Sheriff Justin Greene, keeps the law; he'll be on your side when you 
    kill Decker
9)  Deputy Fry, police officer in the entrance of the Hub
10) Loxley, leader of the Thieves' Circle
11) Jasmine, Loxley's assistant
12) Jake, heavy weapons merchant
13) Vance, drug dealer at old town
14) Hightower, owns water merchants, quite rich
15) Jain, Children of the Cathedral priestess
16) Harold, the old mutant at Old Town, has seen Deathclaw
17) Slappy, crazed uncle of Beth, knows where Deathclaw is
18) Irwin, his house has been taken over by raiders
19) Mitch, owns the General Store (or All-In-One store)
20) Mrs. Stapleton, Librarian
21) Lorenzo, loan shark, owns Friendly Lending Company
-   Police guards (dressed in metal armor and combat armor)
-   Guards for the Far Go Traders, Decker, Hightower, and Jain
-   Caravan Drivers/Guards
-   Townsfolk
-   Skags (only in Old Town)

Stuff to get
1)  Cathedral Robes (probably THE most important item)
2)  Chemicals in Cathedral Armory, most notably the super stim, other
    stimpacks, RadX's, RadAway's, and any Psychos you get plus the
    Hunting Rifle
3)  Hightower's Necklace
4)  Any stimpacks or guns found off of Hightower's and Jain's guards
5)  Spiked Knuckles     (later - see Hub Revisited)
6)  .223 Pistol         (ditto)

Stuff to buy
1)  Combat Shotgun
2)  Sniper Rifle
3)  Combat Armor
4)  Books if your small guns, science, outdoorsman, and repair skills are
    below 75%. Beware that they can get very expensive.
5)  10+ Stimpacks
6)  Ammunition (be sure that you have something like 200 rounds for the
    shotgun, 50 for the sniper, and loads of 10mm JHP for the SMG if
    you like spraying bullets)

Stuff to sell
1)  Your leather jacket and your 10mm Pistols for the books
2)  Your leather armors, metal armor, and shotgun for combat shotgun and/or
    sniper rifle
3)  Your Desert Eagles for stimpacks, extra books, extra ammo
4)  Your SMG and maybe a Desert Eagle for the 14 mm Pistol
5)  Your .44 JHP / FMJ ammo, extra armors, first-aid kit and doctors bag for
    either very large weapons and / or an extra two pairs of dynamite if you
    can't get the robes (lockpick the door). Also useful for buying the books.
6)  Your SMG and its 10mm ammo after the brawl with Decker

Notes
1)  Enter unarmed, and do not enter combat.
2)  Gossip around and buy items from the General Store, books from the 
    librarian, small arms from Beth, heavy weapons from Jake, and drugs 
    from Vance, the drug dealer. 
3)  Solve the caravan problem and kill both the deathclaw and the mutant. 
4)  Kill Darren Hightower, the eccentric rich person and steal his wife's 
    necklace.
5)  Kill Priestess Jain and her minions.
6)  Turn Decker into the cops. (Post-Brotherhood).
7)  Go to the Thieves' Circle in Old Town, and get the lockpicks and
    electronic lockpicks.
8)  Help Irwin by killing the raiders that have invaded his home.
9)  Rescue the lost Brotherhood initiate (Post-Brotherhood).
10) Optionally work the caravan routes. Details below.

Important note on the Hub
-------------------------
The Hub has many quests, and they can be done in any order. Here is a
list on the preferable route:
- Jake for the weapons/armor at Old Town. Be sure you buy the rocket
  launcher, all of the explosive rockets, combat armor from that guy.
- Mitch (general store, north of FLC building) for 2 RadX's and 2
  RadAways.
- Kill the FLC.
- Decker for quests to kill Jain and Hightower.
- Kill Decker for the Hub police.
- Irwin for .223 Pistol
- Butch for the caravan quest.
- Loxley for the electronic lockpicks
- Brotherhood of Steel for Power Armor, Vree's tape, weapons
  and optionally Glow quest if you couldn't pick the lock.

In the walkthrough, this is how it is covered:
- Kill FLC
- Get .223 Pistol
- Start caravan quest
- Jake for weapons/armor
- Finish the first part of the Thieves' Guild
- Finish caravan quest
- Get Decker's jobs and finish them
- Loxley for electronic lockpicks
- Kill Decker for the Hub police
- Brotherhood/Glow
- Brotherhood (give Cabbot the Glow holodisc)
- Hub (missing Brotherhood initiate)

NOTE: Do not complete the Thieves' Guild quest before you attempt 
      Decker's quests. In other words, do Decker's quests first
      before attempting the Thieves' Guild quest. The Guild doesn't
      want Hightower dead, but Decker does. If you do accept their
      quest, then Kane will not hand out your payment for killing
      the Hightowers.

In addition, if you have high steal skill, you can go and steal the
guards' weapons, ammo, and stimpacks. There is a guard in metal armor
who has an assault rifle that you can steal, and a couple more who
have combat knives. But then again, you have all of those weapons from
the Raiders that you can trade for better weapons.

Information for the caravans is below the walkthrough.

Details
-------
When you enter the Hub, you'll see 4 caravans. Further down south, there 
are a couple of buildings, and several armed policemen. Head south to the
merchant market (or downtown, as it is called on the town map). Enter the
FLC building and kill off Lorenzo and his guards (a better way is getting
a loan from him and then killing him afterwards). Loot his body and his
lockers to get lots of cash.

Afterwards, continue going east until you go to a new area, Old Town. Go east,
past the abandoned warehouse, and enter the building directly to its right.
Talk to Jake, the guy wearing Metal Armor. Ask him about radiation and then buy a
combat armor, a combat shotgun and a sniper rifle along with their respective
ammunition plus some .44 FMJ ammo. (Trade in your old old leather armors, metal
armor, all desert eagles (except for one), shotguns, etc. for the items.) Give Ian
the Desert Eagle and the ammo and give Tycho the sniper rifle. Keep the combat 
shotgun for yourself and then put on the combat armor. After you have equipped
yourself, head eastward until you get to a warehouse that has guards and a man
wearing a leather jacket standing in the center. Talk to him and buy two RadX's,
one RadAway, and some stimpacks using any excess inventory that you might have.
Head back to the merchant market.

First off, it is time to help Irwin. Irwin is in a dilapidated shack to
the southern end of the merchant market. Talk to him and offer to kill
the raiders in his home. Kill all of the raiders and optionally raid their
corpses. After you've done so, head back to the merchant market and talk
to Irwin and tell him that the raiders are dead. He'll give you a .223
Pistol.

NOTE: You'll need high karma to complete the quest. To be on the safe
      side, it is a good idea to have a karma of 18 or higher.

Now it is time to pacify the FLC. Their bulding is on the southwestern
end of the merchant market. Go in the building and talk to the loan shark,
Lorenzo. Ask to borrow some money. After you borrow the money, kill him and
his guards. Afterwards, lockpick his safe and get all the loot.

Go to the eastern end towards the Far Go Traders. Talk to the man in leather
armor and accept the job to find the missing caravans. Afterwards, talk to
Butch. Accept the job from Butch, and then head towards the gun store
in the central quadrant of the merchant maket. Talk to Beth and ask her
about the Deathclaw. Keep on asking about it until she tells you that Harold
has seen it and that her uncle Slappy mumbles about it sometimes.

Now it's time to go to Old Town. Head towards the eastern side of the 
merchant market to go there. When you go to old town, head eastward and
go to the building to the northern side (it has guards in it). Talk to
Jake, and trade all of your excess leather armors for a combat shotgun,
combat armor, a sniper rifle, and some .223 FMJ ammo (and some stimpacks
as well). Give the sniper and the .223 FMJ ammo to Tycho. Also while you're
in Old Town, head to the central building occupied by some skags (the
building has two rooms, one huge one and a little one with a stairwell
leading to the basement). Go down the stairwell.

You'll enter the hideout for the Thieves' Circle. Lockpick all of the
doors using your lockpicks. After you get in, talk to the man in the
leather jacket (he's to the south). Accept the job to find Hightower's
necklace. On your way out, talk to Jasmine, the woman in the leather
armor standing beside the doorway. She'll give you another set of lockpicks
as well as some flares and a nuke-a-cola.

Go to the south of Old Town and enter the building with the man in the
green shirt walking around. Talk to him and ask him about the Deathclaw.
(He's Slappy.) He'll send you to Harold, the mutant. Give Harold $5 and
ask him about the Deathclaw. Go back and talk to Slappy and ask him to
take you to the Deathclaw caverns.

When you go in the cavern, you'll automatically get 800 xp. Head to
the east, and then south until you reach the Deathclaw. Kill the
Deathclaw by using targeted shots to his eyes using the .223 Pistol.
After the deathclaw has been killed, kill the dying super mutant at
the end of the cavern. Get his radio (if you don't have one) and his
holodisc. Be sure to read the holodisc. Afterwards, head back to the
merchant market. Enter the Far Go Traders building and tell Rutger and
Butch that the mutants were casuing the caravan disappearances.
If they don't buy it, tell them that you killed the Deathclaw and that
you have evidence that it was the mutants.

Now, with your money, you can stop at the General Store to buy some books
and some anti-radiation drugs. Buy a tool and get some RadX and preferably
some RadAway.

There is also a library in the merchant center that has an unlimited supply
of books. Unfortunately, the prices are very high. You can get science books,
repair manuals, gun magazines, etc. there. It is better to buy the books
from the General Store shopkeeper. However, the latter doesn't have an 
unlimited supply. The books can raise science, outdoorsman, first aid,
and repair skills up to 91%. You need to raise Science to about 80%,
while Repair at 45% is okay. (Actually, you don't need to, but it is a good
idea to.)

You can also go to the Crimson Caravan (its on the northwest side of the
merchant center). You can loot the desk and get lots of powerful drugs.
If you're male and want to have sex with his assistant, talk to Demetre
(he's the guy with the leather jacket and the white undershirt). Accept
the job offer, and he'll send you to Keri, who is on the left room of the
Crimson Caravan building. Talk to Keri and tell her that you're interested
in her. She'll give you three buffouts.

NOTE: You'll need seven Charisma to screw Keri.

Afterwards, go back to the merchant center. There is a bar called the Maltese
Falcon on the west side. When you enter, you'll see a man whose name is Kane
(he is guarding the southern door). Talk to him, and ask to be taken to Decker
for jobs.

When you are taken to Decker, he'll give you the quest to kill Darren 
Hightower. He will offer what is standard Hub pay: $500 up front for 
accepting it, $2000 for finishing the job.

Darren Hightower is a rich guy who is head of the water merchants. He has 
his own guards and mansion. The Heights, the area in which he lives in, 
is located to the west of the merchant center. Go through there, and kill 
all inhabitants there. They won't give you too much trouble, since you have 
at least the metal armor and the shotgun that you have gotten from Junktown. 
Kill everyone and disarm the traps and lockpick the footlocker in the 
building that Hightower is in. Steal the expensive necklace in the locker, 
and DO NOT SELL OR TRADE IT AT ALL COSTS!!! You'll need the necklace to get 
the electronic lockpicks, which in turn are needed to get the powered 
armor quickly. (You might need some regular lockpicks to open the locker; 
if you don't, skim on down until you see Thieves' Circle. If you have them, 
you can use them right now.) 

Go back to the Maltese Falcon and talk to Kane. You'll be taken back to 
Decker, and he'll give you the $2000. Next, he wants Jain, a COC (Children 
of the Cathedral) preist dead. This may seem a bit odd, but it is 
imperative that you do this!!! 

Go down south in the merchant center, and go to the water merchant's area. 
You'll see a building with radiation signs on a red flag. Enter it. There 
is a child there; annoy her a bit about the flower (don't buy it from her).
Ask her about the holy flame, Lasher, etc. You might have to do this about 
three or four times to get her to leave. (Why get her to leave? The entire 
Hub will be against you if you attack her.) A good idea is leaving Ian and
Tycho in the merchant center (tell them that they can leave, but then talk
to them again to get them back). Ian killed the kid once.

After you get the child to leave, there is a woman in purple robes (Jain).
Save before talking with her (fairly interesting conversation paths). You
can also say what you want to her, since the objective is to kill her (My
favorite was when I was pretending to be a COC member and at some point on,
telling her that her "cups were overflowing with enlightment."  :)
Afterwards, just kill Jain and her guards. Two of them have Desert Eagles
and are a bit on the hard side, but don't have much armor. You should
easily win with metal armor.

NOTE: Apparently, if you kill the Master, Jain is free from the Master's
      control.

More importantly, there is a locked door to the northwest corner of the 
building. Hone your lockpicking skill here; try about three or four times 
to get the door unlocked. If your lockpicking skills aren't good, come here
after you go to the Thieves' Circle (see below).

The room contains many things, including armor, stimpacks, drugs, a rifle, 
and some purple COC robes. Take the COC robes. Even though they are pitiful
when it comes to arming yourself, the robes serve an entirely different 
purpose, which you'll find out. In other words, PLEASE KEEP THEM!!!!!!!!

Go back to the merchant center, and go to the police department. Talk to 
the cop in metal armor, and tell him that Decker told you to kill Jain or 
the Hightowers. The cop will get mad, and he'll ask you to help lead the 
assassination of Decker. He'll offer you again what is standard Hub pay: 
$300 up front, $1000 for completing the job. The details of the fight 
are below. You'll also get a boost to your karma and a lot of experience.

When you are ready, prepare yourself for a good fight. Decker has got Kane 
and a few other cronies with him. They all have some strong melee weapon 
and are all clothed in some type of armor. Luckily, you've got two cops 
and Ian and Tycho on your side. But be ready...both of your NPCs are liable
to death. If you are not equipped in combat armor, then you might be too.
Have at least a shotgun ready, and have about 10 stimpacks to be on the
safe side. After you've killed Decker, talk to Justin Greene to get your
salary. Now it's time to go to the Thieves' Circle to return Hightower's
necklace to Loxley. Go there.

Speak with Loxley again and give him the necklace. He'll direct you to Jasmine,
who will then give you the electronic lock picks as well as lots of money. 
More experience for you.

Leave Old Town, and go to the Brotherhood. If you do not know the location,
it is on the left of the Hub, past the mountains. Save if you do not know, 
find it, reload the game, and go to the location (it won't be on the map, 
but you should know the area in which it is located. It will appear on the 
world map as an unknown location.)

Caravan Notes
-------------
The Hub, of course, is a big merchant trading center. It is only natural
to find caravan companies there who want to hire extra guards. It is a
good idea to take a caravan to Necropolis, Brotherhood of Steel, or the
Boneyards if you don't know where the cities are located. Here is a list
of the two caravans:

- Crimson Caravan:
  Their pay is $600, and they leave on the 3rd and the 17th of every month. They
  go to the Brotherhood of Steel, Junktown, Necropolis, and the Boneyards. The
  company travels on dangerous routes, so it is a good idea to have something like
  a combat shotgun and metal armor ready. If you return to the Hub with them, you
  get an extra $600. To get the job, talk to Demetre, accept the job, and then
  to Keri.

- Far Go Traders:
  Their pay is $400, and they leave on 8th, 18th, and 28th of every month. They go
  to the Brotherhood of Steel, Junktown, and the Boneyards. The company travels
  on safe routes, so you don't really need much combat gear - probably metal armor
  and a shotgun max. If you return to the Hub with them, you'll get an extra $400.
  To get the job, talk to Rutger, accept the job, and then talk to the caravan
  driver in the left side of the Far Go Traders building.

- Water Merchants:
  Their pay is $200, and they leave on the 1st, 5th, 10th, 15th, 20th, and 25th of
  every month. They go to the Boneyards and Junktown. The company travels on
  extremely safe routes, so having combat gear isn't always necessary. Like the
  other caravans, you can go to the Hub with the company for an extra $200. To get
  the job, talk to the caravan leader in the Water Merchants building, accept the
  job, and then talk to the caravan driver who is standing outside of the building
  with the brahmin.

The Water Chip
--------------
If you're pressed for time (i.e., you don't have the water chip and time is
about to run out), you can buy one hundred days' worth of water sent to
Vault 13 for $2000 from the water merchants. Even though this move gives
you experience, the mutants will be able to locate Vault 13 faster. You'll
only have 400 days to destroy the mutant threats, opposed to 500 if you
don't get the chip. I think the 1.1 patch removes both of the dates, but
the 500 day limit will be removed with the patch.

If you want to find the water chip, go to Necropolis (with your combat
armor) and get the water chip after you accept the quest to get a special
item from the Glow. Instead of going to the Glow, go to Necropolis first
and get the water chip (optionally return it to Vault 13), and then go
to the Glow and back to the Brotherhood.


BROTHERHOOD OF STEEL
====================
Notable Areas
1)  Entrance
2)  Building (Levels 1-4)
    - Armory & Training rooms (Level 1)
    - Medical area and initiate's rooms (which includes your room) (Level 2)
    - Library and Armor / Weapon mechanics, Knight's Quarters (Level 3)
    - Governing council and Elder area (Level 4)

Notable Characters
1)  Cabbot, initiate and front door guard
2)  Darrell, front door and only guard wearing airtight helmet to Power 
    Armor
3)  Jennifer, a paladin who is standing guard at the entrance on
    Level 1 (Level 1)
4)  Rhombus, head paladin (Level 1)
5)  Talus, Rhombus' second-in-command(Level 1)
6)  Michael, quartermaster, fills out orders from stockroom (Level 1)
7)  Thomas, Talus's premier student
8)  Medical Doctor (Level 2) 
9)  Jerry, your roommate (Level 2)
10) Vree, head scribe (Level 3)
11) Sophia, teaches initiates Brotherhood history (Level 3)
12) Kyle, Power Armor mechanic (Level 3)
13) General Maxson, the high elder (Level 4)
14) Mathia, Maxson's personal guard (Level 4)
-   Brotherhood Guards (in Power Armor)
-   Brotherhood Initiates
-   Scribes (in light purple robes)
-   Brotherhood Elders (in blue robes)

Notes
1)  Attempt to pick the Brotherhood entrance with your electronic
    lockpicks.
2)  Get 'Ruins of the Ancient Order' quest from Cabbot. (if you couldn't
    pick the lock to the entrance with electronic lockpicks)
3)  Get the quest to free the Brotherhood initiate in the Hub.
4)  Watch the training where Talus is. You'll get a bonus to your melee
    and unarmed skills plus receive 500 experience.
5)  Speak with Vree about mutants and ask her for the computer course.
    Also, get the holodisc and read it.
6)  Speak with Kyle and get the systolic motivator from Michael
    or Rhombus for the Power Armor.
7)  Repair the Power Armor.

Details
-------
When you enter the Brotherhood, you'll notice two guards in really neat
armor. This is Power Armor.

Speak with Cabbot, the guard on the left. Ask about joining the Brotherhood,
and he'll give you the quest to find the 'Ruins of the Ancient Order', or 
the Glow. Ask Darrell for directions to the Glow and other general questions
about the Brotherhood.

NOTE: If your character has extremely low intelligence (3 or less) Darrell
      will give you a free RadX pill.

Use the electronic picks on the front door. If it doesn't open, try several
times. (It is a good idea to have 65% skill. I got it open after several
tries.) When it does, run right through to enter the building. (BTW, enter 
the building in a heartbeat because the door will be locked on subsequent 
visits and you can enter directly through the first floor, and plus, the 
guards in the interior of the Brotherhood bunker will think that you've 
completed the quest.)

------------------------------------------------------------------------
Okay, so your lockpick skill sucks and the electronic picks don't work.
You'll just have to go to the Glow. Go to the Hub, and barter for two 
RadX's and a rope. Leave the Hub and go to the Glow. Right before you 
are about to enter it, use the RadX's.

When you enter the Glow, there is a huge crater in the middle of the
screen. On the edge of the crater, there is a metal bar. Use the ropes
on the bar, and descend down. Go south, make a right, and then head on
north until you get to the room with the dead Brotherhood soldier in
Power Armor. Examine his body and get the tapes. Leave the Glow and
head for the Brotherhood.

When you get to the Brotherhood, read the tapes for 100 experience. Talk
to Cabbot and give him the tapes. The door will be unlocked and you will
also receive 1500 experience points.

If you want more information on the Glow, skim down and read the
dedicated section for the Glow.
------------------------------------------------------------------------

In the building, you have to speak with Talus. Go on the hallway to the 
right of the screen, and proceed to the room to the south at the end of
the hall (the one with the bunch of recruits in combat armors). Talus is 
the only one in the room with power armor. Speak with him, and ask him 
about weapons. He'll fill out three scripts of any ammunition you want, 
plus a suit of Brotherhood Combat Armor. (Not as good as the power armor, 
but certainly not the worst.) Speak with Talus again, and ask for more 
weapons. He'll hesitate, but beg him and he'll give you the quest to free 
the lost Brotherhood initiate. (BTW, you'll need high karma to be given the
quest. Also, don't tell him that you'll climb the world's largest mountain 
- you won't be given the quest.) Also watch the training going on; you'll
get a bonus to your unarmed/melee skills and some experience.

NOTE: There's a storage room with a door that's locked; it's a bit to the
      north of the training room (where Talus is). Don't try to open the
      door with or without lockpicks; the guards will come and attack you
      and you will have to kill all of the Brotherhood members.

Time to get yourself Power Armor. Go on the third level, and go to the 
room on the bottom right. (It should have a broken suit of power armor and 
two people in combat armors.) Speak to the person by the dismantled Power 
Armor (that's Kyle.) Ask him why this suit is broken, and he'll send you 
back up to get a systolic motivator. Save the game.

Go back to the first level, and speak with Michael (the guy in combat armor
above the room with Talus). Ask him about the systolic motivator, and tell 
him that "ordinance needs it or it will be my ass." Michael will believe 
you, and will give you the motivator. (Only works with characters who have 
high speech skill and/or high charisma.) If you tell him that you need it
for the broken Power Armor, tough luck - he'll hesitate. You can also beg
him, and he'll give one to you.

If your speech skill sucks, go in the room with one person in power armor. 
That is Rhombus, the leader of the Paladins. When you go in, sneak in the 
locker and get the systolic motivator. Rhombus will catch you, but beg 
him to let you go. He'll say that he will forget about this moment. (Don't
bother him again; he will expel you from the Brotherhood.)

After you have gotten the part, go speak with Kyle again. He'll soldier it 
in, but the suit needs repairing. (75% Repair, high luck, or 50% repair 
with tools does the trick.) After you repair it, the suit will be on the 
floor. Pick it up and equip it! (Power Armor weighs 85 pounds, so you may 
have to drop your  armor and weapons, or put them in your Brotherhood room 
on level 2.) 

If your repair skill sucks, read the manual that goes along with the Power 
Armor. If it still isn't 75%, then you'll have to get the quest to find the
missing initiate from Talus, and then ask for the Power Armor. Repeated 
tries with a low skill and a tool have also worked.

Go to Vree on the third level. Ask her about technical information, and then
as her what is causing the mutations. Ask her why she says what she says and
then ask her for proof. Afterwards, ask her how to read a holodisc and she
will offer you a computer course. She'll give you a holodisc about the mutant
autopsies and the course will increase your science skill by 15%. Read the
holodisc, and do not give it away AT ALL COSTS! Leave the Brotherhood, and go
to the Hub. (If you're having difficulty getting the disc, you might be able
to steal it from her - she has two copies.)

BTW, if you're radiated or need healing, go the doctor on the second floor
to heal yourself.

Character Upgrade Notes:
- The doctor on the second floor can increase any of your main skills
  (except for charisma or luck) by one for lots of money. The operations
  last up to three weeks, so it's a good idea to get the water chip
  before completing the operations. Here's a table on how much each
  operation costs:
  - Strength    : $2000, 3 weeks
  - Perception  : $4000, 1 week
  - Endurance   : $3000, 1 week
  - Intelligence: $6000, 3 weeks ($3000 for characters with bad intelligence)
  - Agility     : $5000, 3 weeks 


THE HUB (revisited)
===================
Notable Areas
1)  See on earlier Hub section

Notable characters
1)  See above

Notes
1)  Free the Brotherhood initiate
2)  Complete any previous quests that you haven't completed

Details
-------
Now that you have your hands on some good old power armor (erm, Brotherhood
for those without luck and repair), can complete many quests now.

Now, even with your power armor on or not, first thing is to go to Old 
Town. There is a shack with some guards. Kill all of the guards with a 
shotgun or combat shotgun. Be prepared for a good fight: Ian and Tycho 
both need good arms. (Before the fight, you can sell all of the leather 
armors, the metal armor, the Desert Eagles and their ammo, and the 10 mm 
pistols for some good weaponry. For instance, I bought a combat shotgun for
myself and a sniper rifle for Tycho with just the leather armors. I gave 
the SMG I got from Vault 15 to Ian. You can also sell your old shotgun for 
some ammo.) To kill the guards, talk to one of them. You'll enter combat 
immediately. If you feel real high & mighty, you can go up close and 
personal with the combat shotgun and burst them to pieces. (Note that burst
takes 3 shells, but is one bitch to avoid... use it whenever you can give 
the shots to the opponent "Up Close & Personal." )

Talk to the man in the green shirt (use the lockpicks). After you've picked
the lock, speak with him and tell him that you're an initiate. He'll thank 
you and leave. Save before going to the Brotherhood. (BTW, it's a good
idea to re-supply for ammunition and chemicals before you leave.)


BROTHERHOOD OF STEEL (revisited)
================================
Notable Areas
1)  See above section on Brotherhood

Notable Characters
1)  See above section on Brotherhood

Notes
1)  Get reward for freeing the Brotherhood initiate.
2)  Get the quest to scout the northern area for Maxson.

Details
-------
Go to the first level and speak with Talus. Tell him that you have finsihed
the quest, and ask him for your reward. Pick whatever you want. (Choose
Power Armor if you don't have it.)

Go to the fourth level, speak with Maxson, and talk to him about the war,
mutants, etc. and offer to scout the area to the north for free. If have
not done so yet, ask for some weapons. Go back to Level 3 and ask Vree
about the mutants and get the holodisc if you haven't done so.

Go to the outside Brotherhood entrance and save the game. Leave the area,
scout to the northwest, and enter the area enclosed in the green circle.
This is the Military Base.

--------------------------------------------------------------------------
If you want to complete the Military Base/Cathedral, this is the checklist
that you should follow:
 
1. Ditch your NPC's.
2. Have the COC robes and Vree's Mutant Autopsy Disk with you.
3. Have the sets of both standard and electronic lockpicks with you.
4. Don your Power Armor and put your combat shotgun in one of your item
   slots, but you shouldn't let it be in your active item slots.
*  (The above only applies for infiltration approaches)
5. Ignore number one for the cowboy military base approach. Your NPC's will
   be dead anyways. If you're intending on going to Necropolis for the
   water chip or want to complete the Boneyard level, then don't worry about
   ditching your NPC's. Or you can leave them outside and pick them up
   after you've wiped out the mutants.

-  You have to ditch the NPC's for the infiltration approach because the
   Super Mutant guards will come and attack you if you have NPC's with
   you.
-  Simply destroying the mutant threats will allow you to beat the game.
   You need not find the water chip!
-  You can finish the Military Base first or the Cathedral (either way
   is okay).
-  If you don't have the robes, go to the Cathedral first.
---------------------------------------------------------------------------


MILITARY BASE
=============
Notable Areas
1)  Entrance
2)  Military Base
    - Level 1, computer building, small barracks
    - Level 2, armory
3)  Fortress
    - Level 3, holding pens
    - Level 4, vats and lieutenant's quarters

Notable characters
1)  Mutant guards, BS them by saying that you are either a special mutant or
    that you're with the Cathedral.
2)  Flip, large mutant
3)  Krupper, another large mutant
4)  The Lieutenant of the mutant armies
-   Super Mutant Guards
-   Nightkin (outside the base)
-   Children of the Cathedral technicians

Stuff to get
1)  Key to arm nuke in the Cathedral

Notes
1)  Fake out the mutants with the radio distress signal.
2)  Either infiltrate the base with the robes, or be high and mighty, taking
    out everything out with the "cowboy" approach.
3)  Hack the computers and disable the security systems.
4)  Blow up the base, of course. (With the correct security code)

NOTE: If you want 1500 experience points for scouting out the base, head
      back to the Brotherhood after you find it or destroy it. If you do
      destroy it, you will lose your chance to obtain three crack assault
      paladins.

      To get the three assault paladins, first speak with Maxson about the
      rumors about a future war. Offer to scout the north for free. You can
      also get a free weapon from Mathia as well. Before you leave the
      Brotherhood for the Military Base, speak with one of the elders, and
      offer to scout the area to the northwest.

      Go to the Military Base and come back to the Brotherhood. Talk to
      Maxson, and tell him that being on the defensive isn't a good strategy.
      You'll be buzzed into a Brotherhood Elder meeting, and you will be
      offered three crack assault paladins who will help you clear the mutants
      standing guard outside of the base. You'll receive an extra 1500 experience
      for getting the paladins.
       
Details for the *pseudo* James Bond approach
--------------------------------------------
When you enter the military base, save the game.

For this mission, don your Power Armor and take out any weapon in your
active weapon slot. Equip your radio in your active slot. Walk your way up,
and the guard will catch you. Tell him that you are either a special mutant
or you are a member of the Cathedral. He'll believe you. (This works with
characters that have relatively high speech skill.)

Now, use your radio to draw off three of the four guards. Here is the
complete conversation: (you'll also get 1500 xp for drawing them off
if you succeed)

Radio: Command to patrol, command to patrol. What is your status? Over.
You  : Command, we are under attack by a large group of armed humans.
       Request assistance. Over.
Radio: Understood, patrol. What are your coordinates?
You  : 4 miles, south-southwest.
Radio: Understood, patrol. We are sending reinforcements.

Alternatively, you can use the radio and tell the radio operator the
dialogue "help...heavy attackers...coordinates 10...argh!" line and
the mutants will get drawn off.

3 of the 4 mutants will get drawn off. The one by the door stays. Talk
to him, and tell him that you are a special mutant for the master. He'll
believe you.

There is a locked door in front of the mutant. Use your electronic lock
picks. Save the game. If the picks don't work, then go behind the mutant
and steal all of his stimpacks and his holodisk. Read the holodisk to
find out the code to the door and enter.

If the mutant catches you stealing, then load the game and keep on trying.
If it still doesn't work after several tries, then you will have to kill
the mutant in less than three turns. That way, the base won't get alerted.
A good method is getting in front of him and bursting him with the combat
shotgun (or another burst weapon).

Open the door which you just lockpicked. When you enter, you'll see two
forcefields. You can pass through them, but will take damage (7-15 with the
Power Armor, 18-25 with the robes). You will have to go to the computer
complex on the right. (There is a mutant with a rocket launcher guarding 
the complex.) BS him again. If this sounds too confusing, here is an ASCII 
map:
               
            
              -} --Alternate route to right computer complex
            ^
            |
To left
complex     ^            |   |
            |         |-|   |-| 
  {- {-               |       | 
    |   |=|    |      |      *| -- Computer complex, console description is
    |   | |    |      |    ---|    plain old "computer" instead of "mach iv
    |   | |    |      |       |    computer"
    |   | |    |      |       |
    |   | |   |       |    |---
    | e |-| f |       |    |       e-forcefield emmiter, disabled except
----|         |--------    |         for when the base is under alert
              e            |       f-red forcefield, passable, causes damage,
------        --------------         cannot be disabled
     Entrance


I hoped this clarified things. If you still have problems, save the game, 
and scout the area.

Now for the left computer complex...

If you follow the ASCII map above, the passageways that lead to the north 
take you to the left computer complex. (Again, there might be forcefields 
blocking your path.) You'll see some Mach IV computers, and another one 
whose description reads "computer." Use the science skill, and disable the 
sensors. You can also try to modify pest control and movement security 
options for the base, but I left them blank. Actually, you don't have to 
mess with it in the first place.

There is an outlet to exit the left computer complex on the left side. 
There will be two robobrains guarding the area (they aren't hostile, 
so don't worry.) Go in the elevator, and head to level 2, the main armory. 
You can still BS the guards in the level with Power Armor. This level is 
essentially a supply depot; you can loot all of the lockers on this level. 
After you are finished raiding this level, go back into the elevator, and 
enter level 3.

As soon as you enter level 3, put on the COC robes immediately. Leave the 
area, and go to the right (or your character's left). There should be a big 
mutant walking to the elevator (knows that someone is there.) Since you 
have the robes on, he'll just think you are another COC tech, and you will 
be ignored completely. Head on south, and there should be a super mutant 
that is guarding the holding chamber. He'll talk to you, ask him what is 
the place, and then thank him. Go onto level 4. If you are unsure where
everything is, here is a rough ASCII map:


Elevator
   |
   |-------------------
                      |
    --------------    |----
                  |       |
 {mini-armory     |       |
  below - can     |       |
  be skipped.}    |       |

                     ...
                           - branches out to elevator that goes to vats
                  |   |      (out of order)
                  |  *     - *=mutant that guards holding area
                  |   |
          ------- |   |
          | Holding
          | Areas    |  /\ - elevator to fourth level
                     |--|

When you enter level 4, you should get 2000 xp for just going this far 
without annoying the guards. Go to the left, and go straight up until you 
enter the room with all of the computers (control room). There should be a 
COC tech in Purple Robes guarding the area. He'll surrender, and so will 
his comrades.

NOTE: If you want an extra 1000 experience and a minigun, ammo, and
      stimpacks, use 'Repair' (1st) and 'Science' (2nd) on the robot near
      the elevator. He is supposed to blow up the forcefield emitter that
      leads to the Vats.

There is a computer in the northeast quadrant whose description should say
"Vats Control Computer" or something like that. Use the computer, and go
into the Security Codes option. There should be some key codes. Select
one of the following codes:*

67209-5574-7805564 (270 second silent self-destruct sequence)
31914-1041-1251514 (300 second silent self-destruct sequence)
  - the code on the bottom is recommended.

NOTE: I was reading WhiteChocobo666's Evil FAQ, and his listed a different
      code. If yours lists different codes, leave the system, save, and
      experiment.

If you select the first one of the ones listed in the game, you have to 
haul ass in 60 seconds. If you select the last one, it means instant death 
to you and the base. If you select the middle one, that will set the base 
on alert.(And the mutants will be after you...if you want to finish them 
off, don your power armor, pop whatever drugs you have, heal to full 
health, etc...)

After you select the code, run to the elevator. Dash to the elevator on the
northwest corner on the third level, and descend down to the first level.
Put on your Power Armor, and get the hell out of the base. BS the mutant
guarding the entryway, and go to the world map area. You should see the
video that shows the base being blown up.

For the final required mission, head towards the Cathedral. It is two square
units south of the Boneyards.

* If you're going to get the key to arm the nuke in the Cathedral, head
  to the east until you see a large mutant with a COC tech on his side.
  Enter Sneak mode and put the lockpicks in your active item slot. Walk
  towards the edge of the wall and lockpick the locker. Take the key to
  arm the nuke (it looks different). Afterwards, sneak out of the
  room again, towards the edge of the wall. Once your character starts
  to walk to the west you can stop sneaking. You might need relatively
  high sneak skill to do this; I was successful with 60%. Having a Stealth
  Boy also helps.

Details for the Cowboy Approach
-------------------------------
Be sure that you have killed Dogmeat and have told your NPC's that you
want them to leave. And when you start to attack the mutants in the base,
the entire base will be under alert - everything that moves will probably
attack you (save for the NPC's). You have been warned.

Use the radio and draw off the three of the four mutants. Go behind the
remaining mutant and try to kill him in under three turns. Snipers and
the .223 pistol have worked well. After you pacify the mutant, look at his
body and take the holodisc and the radio. Read the holodisc. Get your NPC's 
and enter the base. Kill every mutant on the first level. After the mutants 
have been killed, go to the computer on the east corner. Hack into it, 
disable the forcefields, and use the radio on the computer. This sets up 
remote control.

Go to the field computer, hack into it, and set the 'Pest' setting to 
'Large Pests.' That way, the robots will attack the mutants.

At the last level, there is a robot that is called Mr. Handy. You can repair
him and use the 'Science' skill on him and he'll blow up the forcefield 
that goes to the vats. Kill the mutants and the COC techs. In the 
footlocker in the room next to the elevator, there are two plastic 
explosives. Take them.

Also on the last level, there is the lieutenant of the Super Mutants. He 
has 250 hit points, a gatling laser, and two guards with gatling lasers and
rocket launchers. He is fairly difficult, but if you use the .223 pistol 
(or a strong weapon) at the eyes, he'll be dead in about six hits. 
(Alternate methods: go up to him and attack him. His guards have rocket 
launchers and gatling lasers, so those attacks will hurt the lieutenant as 
well.) After the guards and the lieutenant are dead, lockpick the locker
next to the dead guards. Take the key.

Go to the computer area (the room whose force field was blown up by Mr. 
Handy). Use the 'Science' skill on the Vats control computer and access it. 
Save the game. Access the computer again, and once you have found desired code,
make a run for the exit. Be sure that every creature is dead on Levels I, III, 
and IV.

Go to the third level, and use the radio to toggle the forcefields. If the 
radio won't work, then use the explosives that you brought earlier. Escape 
from the base.

For the final required mission, head towards the Cathedral. It is two square
units south of the Boneyards.


THE CATHEDRAL
=============
Notable Areas
1)  The Cathedral building
    - Morpheus' Quarters (4th floor)
    - Lasher's Quarters
    - Entrance to the Vault
    - Prayer Room
2)  Cathedral Vault
    - Psychers' Quarters (Level 2)
    - Prison Quarters (Level 2)
    - Cathedral Control Center (Level 3)
    - Master's Quarters (Level 3)
    - The nuclear bomb chamber (Level 4)

Notable Characters
1)  Lasher, High Priest
2)  Dr. Wu, COC medic (He won't heal you.)
3)  Ton, mean guy (tries to seduce you if you are female)
4)  Francine, a devout Cathedral believer
5)  Morpheus, High Priest and leader of the Cathedral
6)  Laura, Follower spy
7)  Jeremiah, COC member who opens door for you
8)  Gideon, Psychotic nut who will give you nullifier
9)  Viscious, Strong mutant who guards north area
10) The Master of the Super Mutants
-   Cathedral figureheads/techs (purple robes)
-   Chanters of the Children of the Cathedral (brown robes)
-   Followers of the Children of the Cathedral (Ton, etc.)
-   Nightkin guards (ground and tower levels only)
-   Super Mutant guards (vault only)
-   Mad Scientists
-   Prisoners
-   Robots

Stuff to get
1)  Red Cathedral Key (barter from Ton)
2)  Black Cathedral Key (kill Morpheus)
3)  Robes (if you still haven't got them, get them after
    you kill Morpheus)
4)  Psychic Nullifier
 
Notes
1)  Kill Morpheus and his nightkin guards. Alternatively,
    you can slaughter everyone in the Cathedral for the 
    'Cowboy' approach. - OR -
    You can skip steps 2-6 if you speak with Morpheus and 
    ask him to take you to the Master. Choose this option only 
    if you have robes and Vree's autopsy disk.  
2)  Head on to the Cathedral Vault, and wait for approximately
    a minute for Jeremiah to open the door. Rush in with your
    robes on. - OR -
    Examine the bookcase directly to the left of the secret
    doorway (wall with irregularities). Go on the left of
    the bookcase and use traps on it. I got it open with two
    tries with 38% traps and 5 luck.   
3)  BS the mutants that are guarding the Vault entrance that you
    have business to do.
4)  Hack into the computer on the first floor.
5)  Free the prisoners on Level 2.
6)  Speak with Gideon and ask him to 'anoint' you (he'll give you the
    Psychic Nullifier)
7)  Either...
     a - Kill the Master with your gun (Cowboy)
     b - If you have brought the key from the military base (and have
         insanely high lockpick skill), use the key to arm the nuke.
     c - Talk the Master out of his plans (only if you have Vree's
        autopsy report and/or have read it, and have robes on.)
8)  Escape from the Cathedral after your confrontation with the 
    Master.

NOTE: Like the Military Base, there are many ways you can blow up the Cathedral.
      These include two infiltration methods and of course, the cowboy method.

      If you have spoken with Ismarc, then you should already know the
      location of the Boneyards. The Cathedral is to the south of the
      Boneyards by two square units.

NOTE: Many people in the Cathedral will refuse to speak with you if you have
      a weapon in your active weapon slot, and some might even turn hostile.

NOTE: Unlike the Military Base, the members of the Cathedral (first floor)
      won't turn hostile if you kill Morpheus and his mutant guards. The
      same applies if you kill mutants on the second floor and enter the
      third. The members do say threatening dialogue and might turn hostile
      towards you.

      The Cathedral Vault is a sealed area. If you kill members on the first
      floor, you can enter the second and third floors without any of the
      mutants turning hostile towards you (provided that you have the robes
      on). But if you kill the Master, the entire Cathedral Vault will be under
      alert.
     
Details for the Diplomatic-Infiltration Approach
------------------------------------------------
Enter the Cathedral in your Power Armor. Once you get into the
main prayer area, there should be a man in leather armor. Speak
with him, and barter for his red cathedral key. (After that, you
can call him little man or whatever...) Use the cathedral key on
the locked door next to the lady in the leather jacket. After the
door is unlocked, climb the stairs until you reach the fourth floor.

NOTE: Another way of getting the key is bartering it from Sister
      Francis or by asking Lasher really nicely. Also, you can
      lockpick the door (80% with lockpicks works).

When you reach the fourth floor, put the combat shotgun or .223 pistol
in the inactive weapon slot. Open the door that goes to Morpheus' room
(he is the guy in the robes), hit 'A' to go to combat, and kill him.
There are three nightkin (Super Mutants) who are his guards; two are
equipped with a flamethrower and one has a minigun. Dispose of his
guards, and examine Morpheus' corpse and take his black Cathedral key.

Go back to the first floor, and put on your robes and equip the black
Cathedral key in your active item slot. There is a locked door leading 
to a room with a bookcase on it; use the black cathedral key there. Enter 
the stairwell that leads to the basement.

When you descend down the stairwell, you will enter the Cathedral basement.
There is a secret door in the basement that leads to the Cathedral vault.
Here is an ASCII map showing you where the secret entrance is:

  
   Stairs   
 |       |
 |       |
 |       |
                      b = bookcase
   . . .              * = bookcase with trapdoor switch.   

|        |----
|           b
|           *
|            secret doorway
|-------------


There are two ways into the Cathedral vault. One is to wait for a minute
until Jeremiah (Master's messenger) opens the door and goes up the stairs.
The second way is to examine the bookcase that is directly to the left
of the secret entrance. On the left of the bookcase, examine it. After your
examination, use the traps skill on the bookcase. Eventually, you will find
a hidden switch (I got it with two tries on 38% skill and 5 luck). Then 
examine it again to open the door. Rush in.

When you enter the cavern entrance to the vault, there will be several 
grotesque creatures, namely floaters and centaurs. They'll ignore you since 
you are wearing the robes.

Like Vault 13, this vault has an entrance on the north corner guarded by 
two super mutants. They'll stop you as you go in, but since you have your 
robes on, you can BS them easily. Just say that you are on important business, 
and give them a blessing. You'll get 750 xp.

There is a computer next to the elevator. Use science on it to find the 
location of the military base...(even though you know it already, it gives 
you 1250 xp). Enter the elevator, and go to level 2.

On Level 2, go to the room with a lone super mutant guard with some 
scientists. Enter the room, and go south. You'll see some trapped 
prisoners. Go to the terminal on the wall, use it, and the prisoners will 
be free. You will get 2000 xp for your efforts. (BTW, once the prisoners 
escape and reach the terminal, they'll be blown away...no known way to stop
this.)

Go in the northwest of level 2, and enter the room on the left of the 
prayer room(the room with people in COC robes and two super mutants). Speak 
with the man with the green shirt, and ask him for a nullifier. He'll give 
you one, and you'll receive 1000 xp. Also, be sure to equip the nullifier 
in your active item slot. Go back to the elevator for level 3.

When you enter level 3, head south and take a turn (your right or your 
character's left). There should be a mutant walking towards you. He won't 
talk to you or attack, so there is no need to worry. Head towards the 
control area (the area with the goo-covered computers) and open the door. 
Go through the door, through the passageway, and you should see the master. 
Speak with him. Now, here is the conversation:

Master: So what shall it be? Do you join the Unity or do you die here? 
        Join! Die! Join! Die!
   You: If you can prove to me that your Unity is the best course for
        humanity, then I will help you.
Master: I don't have to prove anything to you! Prove.
   You: I can't know you represent the best future unless you prove it to 
        me.
Master: Very demanding for one in your tenuous position. But I can respect
        your needs.
   You: So tell me.
Master: The Unity will bring about the Master race...to our destiny. 
        Destiny!
   You: That race being the mutants, of course.
Master: Of course. Mutants are best equipped to deal with the world...age 
        of mutants. Mutants!
   You: You mean to change others into mutants, as well.
Master: All that resist, yes...last of their race.
   You: You've got a problem with your master plan.
Master: And what is that?
   You: I happen to know that your mutants are sterile.
Master: Preposterous! The FEV-2 virus doesn't destroy the reproductive 
        organs of those it mutates.
   You: Have you talked to any of your mutants about this? (NOTE: you have 
        read report, but do not have it)
Master: I believe I shall. Don't move.
        My scientists assure me that nothing is wrong. What do you say to 
        that?
   You: How about a female mutant?
Master: Reasonable. One moment. Are you sure? What about the other females? 
        It cannot be. Be.
   You: Sorry, your race is doomed.
Master: But it cannot be...failure...be.
   You: Sorry, this isn't an option for you...race...die.
Master: { Last speech...choose 'done' and leave Cathedral immediately. }

NOTE: You'll need high intelligence to get this conversation. Eight works,
      six or seven might work. High speech skill is also a good idea to
      have. The "smooth talker" can help in this area, if your intelligence
      is a bit lacking.

After the conversation, run down to the elevator, down to the first level,
and exit out of the Vault cavern through the secret door and basement. After
you go climb the stairwell that leads to the first floor, leave the Cathedral
through the entrance that takes you outside. After you get outside (with some
people in leather armor and brown robes), run to the red exit. You'll see a
video of the Cathedral blowing up, and the game will be over.

Details for the Diplomatic Approach
-----------------------------------
This one is pretty much the same as the above. Instead, wear your robes
from the outset and barter for a red key. Use the key to open the locked
door, and go to Morpheus' room. Talk to Morpheus, and tell him that you
have some information for the Master, namely Vault 13. Morpheus will
take you to the Master. After you're there, do the same conversation
approach, and after he realizes the fault with his plan, leave the Cathedral.

Details for the Cowboy Approach
-------------------------------
This method is pretty much the same as the above, but you kill everything
that moves. Be sure to don your Power Armor, use stims often, and also save.
Be sure to pick up heavy weapons from the dead mutants.

On Level 2, be sure to free the prisoners and get the Psychic Nullifier if
you can.

Level 3 will probably be the hardest area to fight. There are several 
assault robots and many super mutants, each with at least 100 hit points. 
Then there is the Master as well. (For tips on defeating the Master, see 
the 'tactics' section.)

After the battle with the Master, you have to run from the Cathedral.

Details for the *pseudo* James Bond Approach
--------------------------------------------
A bit different from the traditional infiltration approach, this one
goes through in the same way as the original one, except that it
requires you to have the Lieutenant's key to arm the nuke. Vree's
holodisc is not required.

When you have gone to the third level, head to the south and to the
west, and enter the room that's full of super mutants. Use the
electronic lockpicks on the door that is locked (if you don't have
them, they can be found on the fourth floor of the Cathedral).
After you've locked that door, lockpick the elevator door. (You can't
use your picks.) Enter the elevator and go to the fourth level. When
you go to the fourth level, again, you can't use your lockpicks to
open the door. After you open the door, equip the key in one of your
active item slots. Enter combat mode, put the key into the atomic 
computer, and then put on your power armor kill the two mutants.
After the two mutants are dead, remove your power armor and escape
from the Cathedral.

NOTE: You'll need good lockpick skill to complete this mission, and
      electronic lockpicks are highly recommended. I tried this with
      80% skill, and I know for a fact that 60% and below will not
      work.
___________________________________________________________________________
Now you have completed the game, but you want the full scope of the Fallout
world.

Below are the sections for the LA Boneyards and Necropolis if you want 
them.
___________________________________________________________________________


NECROPOLIS
==========
Notable Areas
1)  Hotel
2)  Sewer System
3)  Town Hall
4)  Watershed
5)  Vault 12

Notable Characters
1)  The Ghoul Leader (underground), gives you quest to fix water pump
2)  Set, the leader of Necropolis
3)  Harry, stupid super mutant who is guarding the Water Shed
4)  The Ghoul prisoner, tells you location of Vault 12
-   Ghouls
-   Glowing Ghouls
-   Super Mutant guards at watershed
-   Children of the Cathedral healers at watershed
-   Rats

Stuff to get
1)  Junk (to fix the water pump)
2)  The Water Chip
3)  There are several dead bodies in the sewers; one has a Plasma
    Pistol. Yours to take, I didn't myself.

Notes
1)  Kill any ghoul/rat that wants to attack you.
2)  Get quest from Set to kill the mutants at the watershed.
3)  Find the junk parts to the water pump.
4)  Return to the underground Ghoul leader, tell him that
    you have the parts, and he will give you some repair books
    if your skill isn't high enough.
5)  Fix the water pump by using the junk parts on it.
6)  Free the ghoul prisoner (his cell is close to the water pump)
7)  Get the water chip from the command center in Vault 12.
8)  Kill the mutants guarding the water shed. 

NOTE: If you enter Necropolis and there aren't any ghouls in the city,
      you have come there too late. The mutants have invaded Necropolis.
      The water chip can still be found there. You should reach Necropolis
      in mid to late January. The mutants take over Necropolis in the middle
      of February.

Details
-------
Necropolis is a fairly linear area (usually there is only one way to complete
things). When you enter, there will be some ghouls attacking you...they have
12, 36, or 42 hit points and are easy fights if you have power or combat armor.
I had no trouble attacking them unarmed.

There are some sewer holes in the hotel area; open one up and go down. Kill
any rats that are in the sewer, and head northward. Be sure to examine the
ghoul corpses; one has a Plasma Pistol while another one has a Cattle Prod.

When you enter the north area, talk to the ghoul leader and tell him that
you will fix the water pump. Go to the southeast area, and climb the ladder
there.

When you climb up the stairs, leave the shack in which you have entered and
enter the large building (the one with a ghoul guard who has a spear).
Enter, and at the far end, you should see three ghouls with shotguns and
rifles. Talk to the one in the middle, tell him that he is intelligent, and
offer to kill Harry and the fellow mutants at the watershed. Go leave the
area; descend down the ladder from which you came.

Back at the sewers, go to the north area until you find the exit. There
are some rats there; they are all easy fights.

At the north of the sewers, kill any rats, and climb the stairs. Again,
you should be at a shack; leave the shack, and go north. You should see a 
super mutant next to a manhole; open the manhole, and go down. Kill all of 
the rats there, and in the northeast part of the sewers here, you should
find some junk parts. (These are the parts needed to fix the water pump.) 
Climb the ladder, and there should be a large building with four mutants in 
it. Save the game, and then enter the building.

There is a stupid mutant guarding the building, and his name is Harry. If 
you are female, Harry thinks you are pretty. Tell him that you need a big 
man, and he'll realize that you are a normal, and plead with him to let you
go. He'll let you go.

If you are male, tell him that you're a ghoul with snazzy-looking clothes
and afterwards ask him what is he doing. Harry will tell you that he is
looking for normals (humans), and then assure Harry that you aren't a normal.
Then tell him that you are a robot. Harry will let you go. The same procedure
also works with the female character.

Of course, the alternate method is killing all of the mutants. It shouldn't
be that bad with Combat Armor.

Use the parts on the water pump, and you'll receive 1500 experience. Go 
south and speak to the ghoul prisoner. Offer to free him. Once you have 
freed him, he'll tell you where the entrance to Vault 12 is (directly to 
the prisoner's right or your character's left).

Open the door, descend down the ladder, and go down the drainage pipe.
You'll be at Vault 12. There isn't much at Vault 12; kill every ghoul that 
attacks you, and on the third floor, the water chip is located on the only 
working computer. Take it and leave. (Yessss! Now you have 12 and something
years to finish the game....) Optionally kill the mutants guarding the 
watershed; you'll get quite some experience but the reward is slim: four 
flares and four nuke-a-colas. You'll also get 2500 xp for the water chip.
(At the Boneyards, there is a ghoul at the Followers' Library. Tell him
that you killed the mutants, and he'll give you a flamethrower.)

After you kill the mutants and ask Set for information, he'll attempt to
kill you. If you have combat armor and a combat shotgun, this fight will
be pretty easy. You'll get loads of experience plus a boost to your karma.

Be sure to return the water chip to Vault 13. You'll get 7500 experience.
You'll get two quests: destroy the mutant laboratory and kill the mutant
leader (the Master).


LA BONEYARDS
============
Rough Map

        Blades - - - Deathclaw - - - Gun Runners
        /  |         Warehouse
       /   |
      /  Adytum (start point)
     / 
Followers


Notable Areas
1)  Adytum, main city
2)  Blades
3)  Followers Library
4)  Deathclaw Warehouse
5)  Gun Runners

Notable Characters
1)  Jon Zimmerman, mayor of Adytum
2)  Smitty, blacksmith
3)  Miles, chemist
4)  Razor, leader of the Blades
5)  Nicole, leader of the Followers
6)  Gabriel, leader of the Gun Runners
7)  Zack, sells you weapons (at Gun Runners)
8)  Caleb, organizer of the Regulators 
9)  Chuck, fortune-telling gypsy
10) Katja, Boneyard scavenger who'll join you
11) Talius, the Vault 13 citizen who is now a ghoul.
12) MacRae, the guard at the Blades
13) Christine, Blades member
14) Michael, Blades member
-   Regulators at Adytum
-   Blades at the downtown area
-   Followers at the library
-   Deathclaws at the warehouse
-   Gun Runners at the fortress

Stuff to get
1)  Junk from the Deathclaw
2)  Plasma Rifle from the Gun Runners if you feel brave enough to kill
    all of the mutants at the Cathedral/Military Base. It is a good idea
    to have decent energy weapons skill for this one.

Notes
1)  Go to Chuck's tent on the southeast. You can get your fortune told and 
    can get a chance to raise your Luck by two points.
2)  Offer to help Miles fix the hydroponic farms. The equipment is at the 
    Deathclaw warehouse, on the body of a dead merchant.
3)  Go to the Blades, speak with Razor, and offer to get weapons from the 
    Gun Runners to kill the Regulators.
4)  Kill all of the Deathclaws in the warehouse. Go inside the deserted 
    building, and go down the stairs. Kill the Deathclaw mother and destroy 
    all of the eggs.
5)  Go to the Gun Runners and ask to speak with Gabriel. Tell Gabriel that 
    the Deathclaws are dead and that you want to give weapons to your 
    friends (i.e, the Blades)
6)  After the weapon deal is complete, assault Adytum with the Blades.
7)  Give the parts to Miles, who will turn you over to Smitty. Give the 
    parts to Smitty, who will repair them, and then give the parts back to 
    Miles.
8)  Go to the Followers and speak with Nicole. Ask for help in killing the 
    Master...this is optional. You can pick Katja from there as well.

NOTE: If you ever talked to Talius and got the bugged Spy quest, there's
      no way of completing the quest (it was removed). It's not really
      a bug but isn't included in the game. It's not discussed in the
      paragraph(s) about the Followers.

Details
-------
When you come into the LA Boneyards, you'll start out in Adytum. Two of the
Regulators (take control of Adytum) will ask you to holster your weapons. 
Go south, and there should be a tent next to a building. Save the game, and
enter the building. Talk to Chuck, choose the last option in the 
conversation, and ask for advice, and thank him. Continue to ask for his 
advice until Chuck gets the 'Fool' tarot card. Talk to him again, ask him 
about his profession, and ask for more advice. He will pull out the 'Fool' 
tarot card again, and your Luck skill will increase by two.

NOTE: The Tarot readings tell you that the Military Base is to the north
      and that the Cathedral is to the south.

To your left (or your character's right) should be a building with a 
whitish wall with a man in a smock close by. (This guy's name is Miles.) 
Tell him that you will get the parts to fix the hydroponic farms. Head 
north, to the Blades.

In the Blades area, go to the north and enter the building. Speak with the
lady in the leather jacket. Get the background story about the Regulators
from her (how they killed Zimmerman's son) and offer to get the Blades 
better equipment so they can take on the Regulators. Save the game. If
your fighting skills aren't up to par (not as high as 91%), you can ask
MacRae, the Blade at the entrance, to teach you some fighting skills.
 
Head east to the deathclaw warehouse. There are two to three deathclaws, 
and the basement on the bottom contains the mother deathclaw and all of her
eggs. You must kill all of the deathclaws and the eggs in order for the Gun
Runners to give weapons to the Blades. (For more information on killing the
deathclaws, please see the tactics section below.) The dead merchant should
be on the northeast side of the warehouse.

After you have disposed of the deathclaws, make your way further east to 
the Gun Runners. Ask the guard about seeing Gabriel, the boss. He'll let 
you through.

When you enter the main Gun Runners building, speak with Gabriel. (He's the
guy in the combat armor). Tell him that the deathclaws and the eggs are 
dead, and ask him to give weapons to the Blades. He'll do so. Alternatively,
you can ask for lots of weapons and ammo from the Gun Runners. See below on
how to kill the Regulators with this option. Either way, you'll get a big
discount on their weapons if you decide to buy them.

Go back to the Blades, talk to Razor, and tell her that you are ready to 
take on the Regulators. Seven Blades, all clad in Combat Armor, will arrive
(two are in the back). The fight will be easy, but you will have to watch 
out for the Regulator who has the ripper and for civilian casualties. To 
end the fight, (obviously) kill all of the Regulators and finally, Jon 
Zimmerman. Note that the civilians will be on your side. After the fight 
has ended, Razor will appear at the entrance to Adytum, and she'll thank 
you for your efforts.

If you get the weapons, go to Adytum and talk to Zimmerman and give him the 
holodisc that Razor gave you earlier. One of the Regulators should kill 
him; you'll have to kill all of the Regulators yourself. Civilian casualties 
will be quite high.

NOTE: There is no way to save Jon Zimmerman. He'll fight on your side
      initially. After all of the Regulators have been killed, he'll
      start to attack you. You have to kill him in order for the Blades
      to gain control of Adytum.

Go south and talk to Miles, who will send you to Smitty (the man with 
Leather Armor). Smitty will repair the parts and give them to you, and then
you have to go back to Miles. Miles and Smitty now can upgrade Power Armor
and Plasma Rifles. To upgrade the Power Armor, talk to Miles while wearing
the armor. He'll send you to the Hub to buy some science journals so he can
learn how to harden the armor. You can get the journals from Mrs. Stapleton
for about $750. For Smitty to upgrade the Plasma Rifle, get one and give it
to him to upgrade the original to the Turbo Plasma Rifle.

Afterwards, you should go to the Blades area and talk to MacRae. Ask him to
teach you some things, and you'll receive an increase to your fighting skills.
Go inside the Blades building, and talk to Michael. (He's in the western area
of the first room; his description reads "an intense young man.") He'll give
you five stimpacks and some money for killing the Regulators.

You can go to the Followers' library that is due west of the Blades. You 
can recruit another NPC whose name is Katja. She's pretty good at combat 
and can pick locks as well. You should also speak with Nicole (she is the 
woman who does not move; a bit north of Katja.) She can give you some
help in destroying the Cathedral.

Downstairs, there is a ghoul who was a former citizen of Vault 13. He went 
to go look for the water chip, but was taken captive by the super mutants 
at Necropolis. Talk to him and offer to kill the Master for him. The ghoul 
will give you a flamethrower and 20 flamethrower cartridges. If you have 
killed the mutants at the watershed, he'll just give you the flamethrower.

Leave the Boneyards and go south to the Cathedral. However, the next section
covered is the Glow.


THE GLOW
========
Notable Areas
1)  Crater
2)  Levels 1-6 (especially 5)

Notable Characters
1)  Zax, supercomputer on Level 4.
-   Robots

Stuff to get
1)  Raid every locker and every dead creature you can find. This includes:
    - Rocket Launcher (Level 4)
    - Minigun (Level 5)
    - Plasma Rifle (Level 5)
    - Combat Armor (Level 5)
    - Stealth Boy (Level 5)
    And LOTS of other stuff. Several sniper rifles, assault rifles, etc.
    can be found on the dead robots.
2)  The yellow, red, and blue key cards.
    - The yellow keycard is found on the dead guy in Power Armor on Level 
      One.
    - The red keycard is found on the dead body in the northeast area,
      with the radioactive rat on Level Two.
    - The blue keycard is found on the only dead body in Level Four.
3)  The four holodiscs. Read them for experience and for the fun of it.
    - The disc that the Brotherhood wants you to retrieve is on Level one,
      on the dead Brotherhood knight.
    - The other three discs are on Level five.

Notes
1)  Swallow two RadX's before you enter the crater and take any RadAway's
    that you need to zero your radiation.
2)  Use a rope and descend down the crater.
3)  Kill all of the robots that you see before you turn on the power.
4)  Fix the power generator on Level 6. This lets you go to Level 5.
5)  Raid everything - lockers, dead bodies, etc. 

Details
-------
Right before you enter the glow, swallow two RadX's. Enter the Glow, and
use the rope on the metal bar that extends out into the crater.

Go to the south; take a right, and head north to get to the Brotherhood
soldier. Take the yellow key and his holodisc. Use the key on the elevator
and descend down. On Level 2, your primary focus is to find the red key,
which is on the lone body in the room on the northeast. Go back to the
elevator, use the yellow key, and go to Level 3. Be sure to kill all of the
deactivated robots -- this is probably the easiest experience that you'll
get.

There isn't anything much on Level 3. Kill all of the robots and go to the
northwest. Use the red keycard on this elevator. Go to Level 4.

On Level 4, on the central-west room there is a dead body with the blue
keycard. Take the blue keycard and go to Zax, the supercomputer. Ask for 
mainframe mode and download all of the files that you can, plus you can 
also chat with the computer and play chess with it to make it like you 
more.

On Level 6, kill the robots, and fix the power generator. There are some
repair books scattered around the Glow; use them to increase your skill.
Repair the generator on Level 6. Go to the northwest corner, and use the
blue keycard on the elevator. Go to Level 5.

On Level 5, kill all of the robots. After they are dead, explore the
east wall lockers. They are full of goodies, and be sure to check out the 
rusted lockers nearby. Save, and leave the Glow. Be sure to use the 
keycards on the elevators. Here is a list:

- Yellow: Elevator for Levels 1-3
- Red: Elevator for Levels 3,4, and 6.
- Blue: Elevator for Levels 4-6. Power must be enabled for this one.

After you leave the Glow, go back to the Brotherhood. Give Cabbot the
disk that you found on Level 1. You will also receive 1500 experience.


VARIATIONS OF FALLOUT
=====================

PSYCHER
-------
Most experience, most kills.
- Complete the game up till you have Power Armor, and then return the
  water chip to the Vault. Be sure to fix the Necropolis water pump
  as well.
- After you return the water chip, complete any extra sidequests in the
  Vault, and then kill everyone in Vault 13 except for the Overseer.
- In Shady Sands throughout the Boneyards, do the same. Slaughter the
  Brotherhood if you feel high and mighty.
- Do the 'Cowboy' approaches for the Military Base and the Cathedral.

HIGHEST KARMA
-------------
If you want the highest karma possible, this is what you'll have to do:
- Completely avoid Decker's quests. You can ask for a job, say something
  derisive, and kill him. Or you can accept the job and turn him into the 
  cops.
- After you get Power Armor, go to Necropolis and kill whatever creature
  that comes in your path. Kill the mutants at the watershed, fix the
  water pump, and then get the water chip. After the mutants are dead,
  get the reward from Set, and then kill all of the Ghouls. This gives
  karma.
- Go to Vault 13, and before you return the water chip, finish the extra 
  quests (water thief, rebel faction).
- Do the 'Cowboy' approach for the Cathedral and Military Base. Kill all
  of the mutants. Killing FEV creatures and ghouls in general gives you
  karma.

TRULY EVIL
----------
There aren't many evil quests in Fallout (save for Junktown), but you get
your bad reputation by killing the townsfolk.

Vault 13
- Kill all of the rats.

Shady Sands
 - Ask Katrina for help.
 - Get Ian.
 - Kill eight of the nine radscorpions. Optionally make the antidote if 
   you get poisoned.

Vault 15
 - Kill all of the rats and raid the Vault.

Raider Camp
- Join the Raiders. Tell Garl that you "want to kick some serious ass." He 
  might let you in. If he doesn't, kill him. I haven't been successful on 
  this one.

Junktown
- Help Killian kill the assassin. Accept the quest to get evidence to
  kill Gizmo.
- Go to Gizmo and offer to kill Killian.
- Get Tycho and Dogmeat. After you get them, kill Killian.
- Steal Neal's urn from the Skum Pitt. Give it to the Skulz and kill Neal.
- Afterwards, just kill everybody at Junktown save for the Skulz and Gizmo.

Hub
- You should get a combat shotgun and combat armor before doing anything.
  You can get them from Jake's weapon shop.
- Complete Decker's quests, killing Hightower and Jain. Don't kill the 
  flower girl yet.
- Kill Lorenzo and his guards at the Friendly Lending Company.
- Somewhat complete the caravan disappearance quest. Go in the cave and 
  kill the Deathclaw. Do not kill the mutant, and don't tell Butch that it 
  was the mutants who were causing the caravan disappearances.
- Get Electronic Lockpicks from the Thieves' Guild. Kill them after you get
  the Electronic Lockpicks.
- Make sure you get the robes from the locked doors in the Children of the
  Cathedral Building.
- If you're male, screw Keri and get the buffouts. Also, be sure to take
  everything from Demetre's desk.

Brotherhood
- Pick the doors with the Electronic Lockpicks, and get Vree's tape, 
  complete her computer course, and get the Power Armor. Take the Glow
  quest if you can't get in, however.
- If you do go to the Glow, be sure to raid it - completely. And do kill
  all of the robots.

Boneyards
- Get your fortune told from Chuck.
- Help the Regulators kill the Blades. (Go to the Blades and kill all
  of the characters there.)
- Kill the Deathclaws. Go to the Gun Runners and ask for ammunition and 
  ammo. 
- Get Katja, and then kill all of the Followers and the Gun Runners.

Cathedral
- Kill Dogmeat and leave all of your NPC's outside.
- Kill Morpheus. Unfortunately, this gives karma, but you need the Black 
  Cathedral Key.
- Hack into the computer on Level 1 to get location of Military Base.
- Blow it up, infiltration method is preferred. Be sure to hack into the 
  computer on Level I of the Vault for the location of the Military Base. 
  Also, be sure that you kill Dogmeat.

Hub
- Get all the equipment that you need and kill everyone except for Decker. 
  Kill the flower girl and the kid with brahmin in the entrance.

Junktown
- Kill everyone that is left.

Shady Sands
- Kill everyone, including the kids and brahmin.

Vault 13
- Kill Everyone except for the overseer. Make sure that you don't talk to 
  him; he'll kill you.

Brotherhood
- If you're brave enough, slaughter them. 

Right outside military base
- Steal all of Ian's, Katja's, and Tycho's stimpacks and weapons. Kill all 
  of them.

Military Base
- Blow it up, infiltration method is preferred.

PACIFIST
--------
No kills...none at all. You'll also need a specific character. See the
character section for the 'Pacifist' character. This is also the
hardest one to complete.

What 'Pacifist' essentially does is preventing you from killing things
by avoiding sidequests that involve death. If you get caught in a
random encounter, run away if possible.

Vault 13
- Strip the bones on your right. Do not kill any of the rats.

Shady Sands
- Ask Katrina for help and get Ian. After you get him, steal all of his
  equipment and stimpacks, and also ask him for directions to the Hub
  and Juktown. Tell him to leave afterwards.
- Get the Scout Handbooks, the rope, and raid Razlo's bookcase.
- Go to the farm and tell the farmer about crop rotation.

Junktown
- Go to the Crash House area and save the game, and put your pistol in
  the inactive item slot. Go talk to Killian, and ask him about the
  other cities near Junktown. The assassin will come, and just shoot him
  once. After the assassin is dead, help Killian get evidence to kill
  Gizmo. Be sure to get the assassin's weapon.
- Go to Gizmo's and offer to kill Killian, with the tape recorder in the
  active item slot.
- Go to Killian, give him the confession, ask for Leather Armor, and
  decline his offer to kill Gizmo. You can go and swindle him as well.
  (Trade four stimpacks for four of his stimpacks. Since you will probably
   have a better offer, this is a good way to increase your money. Do this
   until he runs out.)
- Go to the Crash House and rest for one day. When you get up, save Sinthia
  from the Raider.
- Go to the Casino Area and go to the Skum Pitt. Enter from the back entrance
  and steal Neal's urn. Leave the Skum Pitt, rest until the evening, and
  enter the bar again. Ask Tycho to join you. After he joins you, steal all
  of his equipment and tell him to leave. Also, speak with Ismarc and get
  the locations of the Boneyards, the Brotherhood, and the Hub. Speak with
  Neal. After you speak with Neal, one of the Skulz will attack the barmaid.
  Neal will kill him. After Neal kills the Skulz, speak with Trish and ask
  about Saul. Leave the Skum Pitt, go to the boxing area and talk to the 
  man in the leather armor. Ask about Junktown and continue asking him 
  about the city until you can speak about Trish. You'll get some 
  experience for helping their relationship.
- Go back to the Crash House area and rest until the morning. Enter the Crash
  House through the back entrance. Talk to the Skulz in the leather jacket, 
  tell him that you want to join, tell him that you can prove it to him that 
  you are tough, and tell him that you have stolen Neal's urn. Decline the 
  offer to kill Neal. Also, enter Killian's store and enter his private
  quarters and lockpick his safe. Raid it completely.
- Go to Lars, tell him about what the Skulz are going to do, and decline 
  the offer to kill the Skulz. Barter for his radio and cheat him (just like
  what you did with Killian).

Hub
- Go to the Crimson Caravan and take everything in their desk.
- Go to Mitch at the general store and buy one rope and one tool if you
  don't have one.
- Go to Butch at the Far Go Traders, ask about the job and accept it.
- Go to Beth, and cheat her just like what you did to Killian. Ask her
  about the Deathclaw.
- Go to Old Town and speak with Jake. Trade your Leather Armor and other 
  items for Combat Armor. Ask Jake about radiation and RadAway; he'll send 
  you to this guy named Vance at the east end of Old Town. Buy two RadX's 
  and two RadAway's from him.
- Go to the Thieves' Guild, and of course, pick all of the locks. When you
  get there, speak with Loxley and accept the quest to find Hightower's
  necklace. 
- Go to the south end of Old Town and talk to Slappy. Slappy will send you
  to Harold. Give Harold $5 and ask him about the Deathclaw. Go back to
  Slappy and ask him to take you to the Deathclaw cavern. When you get 
  there, immediately leave.
- Go to the Crimson Caravan and take everything from Demetre's desk and
  if you're male, screw Keri.
- Leave the Hub, and go to the Brotherhood.

Brotherhood
- Get the Glow quest from Cabbot.

Glow
- Right before you enter it, use your RadX pills.
- Use the rope on the metal ladder. Descend down the crater. Go south, take
  a right, and then head north to get to the corpse with the holodisc. Read
  the holodisc. Optionally raid Levels 1-6 except for 5, and do not repair
  the power generator. Don't attack the robots, either.

Brotherhood
- Give the tape to Cabbot.
- Ask for some weapons and ammo from Talus, and watch the training on Level 1.
- Go to Vree on Level 3 and ask her for her mutant autopsies report and 
  take the computer course. Read the report about the autopsies. Also, talk
  to Sophia, ask about Brotherhood history, and read the holodisc that she
  gives you.
- Go to Maxson on Level 4, offer to scout the northwest for free, and ask for 
  some weapons. Also, be sure to ask him about the Brotherhood and read his
  holodisc.
- Repair the Power Armor on Level 3. Get the systolic motivator from Michael.
- Go to Level 2 and into your room (topmost room). Dump all of your holodiscs
  and useless items except for Vree's disc into one of the lockers. Leave
  the Brotherhood for Necropolis.

Necropolis (optional)
- Don't kill anyone. Navigate the sewers and offer to fix the water pump
  for the underground ghoul leader. Don't kill any rats, and get the parts.
  Once you get the parts, bullshit Harry and fix the water pump. Also, be
  sure that you free the ghoul prisoner. Optionally get the water chip.
  If you do get the chip, return it to the Vault. (You've got Power Armor
  or at least Brotherhood Armor, so the rats shouldn't do much damage,
  or any damage for that matter.)

Junktown/Hub (optional; on your way to Vault 13)
- Buy some explosives from one of the merchants from either city.

Shady Sands (optional)
- Solve the radscorpion problem by blocking the cave. Place the dynamite
  as close to the weakened wall as possible (it should tell you this
  in the description of the wall).

Vault 13 (optional)
- Do the sidequests and return the water chip.

Shady Sands (optional)
- Get the quest to find Tandi from Aradesh and Seth.

Khan Raider Camp (optional)
- Talk Garl into releasing Tandi or barter for her release.

Shady Sands (optional)
- Return Tandi to Aradesh.

Boneyards
- Get your fortune told from Chuck.
- Go to the Followers' Library. There are three Children of the Cathedral
  robes in a room on the first floor. Here is a rough ASCII map showing 
  you where the robes are:
    
       room            .  stairwell          * - Nicole
            |          .   to basement
        |----   *      .     
        |
        |                  ...
        |    entrance
        |-------------

  The robes are on the south end. Also, be sure to ask Nicole about the
  location of the Cathedral. Don't ask for assistance, however. That
  complicates things a bit.
- Go to Adytum, and go to Tyne, the merchant. Get one plastic explosive
  in case. (Tyne's in the basement in Adytum; the stairwell is in a shack
  to the northwest of the entrance to Adytum.)
- Partially complete the Deathclaw quest (get the parts for Miles). It's
  a good idea to have Power Armor for this one. If the Deathclaw comes
  towards you, run away.

Cathedral
- Go speak with Sister Francis or Ton and barter for a red Cathedral pass.
  Use the pass to open the locked door. Put on your robes and go to the
  fourth floor.
- On the fourth floor, lockpick the footlocker and get the electronic
  lockpicks. Go back on the first floor and lockpick the door next to
  the door that you opened with the red pass. If you can't lockpick
  the door, then use explosives. They will open the door. And if you
  haven't done so, immediately put on your robes.
- Blow up the Cathedral by talking the Master out of his plans. Be sure
  to get the Psychic Nullifier, free the prisoners, and hack into the
  computer on Level 1. Also make sure that you have at least read Vree's
  mutant autopsies.

Military Base
- Walk around the complex in the world map until it is midnight. Then
  enter it.
- Use the radio to bullshit the mutant guards. Choose the last option.
  After the mutants leave, use the electronic lockpicks to open the
  door. Enter the base.
- On Level 1, hack into the computer and head for Level 1 and go to
  Level 3. After you get in Level 3 and pass the forcefield, put on
  your robes. Go to Level 4.
- On Level 4, repair Mr. Handy and blow up the Military Base using the
  Infiltration Approach.

DIMWIT
------
Playing with a character with an Intelligence less than three...and getting
high on Mentats...and on perks...

Vault 13
- Kill all of the rats. Wait for a day, and go back to the Vault. Go to
  the water storage room and take their Mentat pills. Head for Shady Sands.

Shady Sands
- Take a Mentats. Do all of the stuff that you would normally do, but don't
  read the books yet. Be sure to steal lots of money from the villagers...
  you'll need to. After you level up to 3, you can take the perk "Smooth
  Talker" if you want to have "normal" dialogue conversations.


     
ENDINGS
=======
Well, this is what I view as the ultimate spoiler.

- Mutant armies are drawn away, they escape to the west. Happens
  regardless to what you do.

- Necropolis
  - Rediscover engineering, create new technological breakthroughs.
    Happens if you fix the water pump and enter Necropolis before
    the 88 day limit.
  - Necropolis is invaded by mutants. Happens if you...
    1) take the water chip and not fix the pump.
    2) enter Necropolis after the 88 day limit.

- Boneyards (Followers)
  - Nothing. Happens if you visit them and complete the game in
    less than 88 days.
  - Followers are invaded by mutants. Happens if you take longer
    than 88 days to destroy the mutant threats.

- Shady Sands
  - Aradesh and Tandi start the NCR. Happens if you kill the 
    radscorpions and return Tandi after getting the quest.
  - Shady Sands falters, has bad start. Happens if you kill Aradesh.
  - Shady Sands is invaded by mutants. Happens if you take a long
    time to complete the game and you kill everyone there. (I'm not
    sure about this one.)

- Junktown
  - Killian establishes firm control over Junktown and life
    is fair and safe under his law. Happens if you kill Gizmo.
  - Gizmo establishes control over Junktown, expands casino,
    and dies while choking on an Iguana-on-a-Stick. Happens if
    you kill Killian.

- Brotherhood of Steel
  - Assist NCR in bringing technology. Happens if you join
    the Brotherhood.
  - Take over NCR and start the 'Steel Plague.' Happens if you
    kill Rhombus.

- Hub
  - Nothing. Happens if you complete the game in less than 88 days.
  - Hub is invaded by mutants. Happens if you complete the game if
    you take more than 88 days to destroy the mutant threats.  

- Raiders
  - They break up with the death of Garl. Happens if you kill
    Garl.
  - The raiders continue to terrorize the local people. Happens
    if you visit the Raider camp, but in the process you don't
    kill Garl.

- You
  - Your involvement with the communities is documented by future 
    historians. However, nobody knows what happened to you.

    What actually happens is that the Overseer kicks you out. He'll
    say that you know too much about the outside world and he is
    afraid that you will kill the other Vault dwellers.

    If you have the trait 'Bloody Mess' or have the karmic title
    'Berserker,' your character pulls out a .44 and blows the
    Overseer away. Alternatively, you can leave a gun in one of your
    item slots, and after the Overseer finishes talking, you can
    enter combat mode, switch to your weapon, and then blow him away.

    Your character starts the community called Arroyo, and the
    overseer is court marshaled and is banished or executed, I don't
    know. Eventually, you'll learn that the Vaults were all a special
    case involving the government. This plot is finely displayed
    in the sequel...Fallout 2, the post nuclear adventure set 80 years
    ahead of Fallout.

If you don't go to a specific area, then you won't see the ending for
the area.


TACTICS
=======
Here are some general tips to fine-tune your combat. Also included is a 
boss guide.

GENERAL TACTICS
---------------
- You can cripple your foe at five points if you score a critical while 
  aiming at their legs, arms, or eyes. If you cripple your foe's legs,
  he or she will have a hard time walking around. If you cripple one of
  the enemy's arms, then he or she won't be able to use two-handed weapons
  (and of course, if you cripple both of them, then the enemy will have to
  resort to unarmed attacks). If you cripple your opponent's eyes, then he
  or she will suffer from reduced Perception levels.

- Aiming for the eyes usually gives a high critical chance and does gobs of
  damage. Also, on male NPC's, hitting them in the groin makes them fall
  down.

- Always use the right weapon for the job. Sometimes, a .223 Pistol won't 
  do you that much good (i.e, long range combat) while the Sniper or the 
  Combat Shotgun will work well.

  Generally, burst weapons do peanuts for damage against armored targets. 
  For example, lasers are good against leather armor, but don't do much 
  damage against critters with power or metal armor. And burst weapons, 
  well, you can just forget about them. Don't confuse this info with aimed
  shots, however. You can do heaps of damage with an aimed shot, especially
  to the eyes or head, regardless of what weapon you use or what armor the
  target is wearing. You can pacify mutants with Desert Eagles and 10mm
  pistols if you keep on aiming for the eyes.

  And it is pointless to waste precious ammunition against little critters
  like rats. Always go for unarmed/melee attacks if you can. If you have
  a Super Sledgehammer and Power Armor, then you can kill the Deathclaws at
  the Boneyards without much trouble.

- Also use the right ammo for the job as well. AP ammo might seem to be
  better than JHP ammo while hitting armored targets, but the game engine
  always gives lots of negative modifiers to damage with AP ammo. AP ammo
  penetrates better than JHP ammo, but always use JHP. It's the best type.
  FMJ isn't that bad either. The only exceptions to the rule seem to be
  AP and Explosive rockets, which to me seem to deal about the same amount
  of damage.
  
BURST WEAPON TACTICS
--------------------
- You can give your shots "up close and personal." This works well in the 
  early game. Garl, the raider leader, can be killed in one hit...without a
  critical! (I once did 71 hp damage to him w/o critical using JHP rounds 
  and 54 using AP rounds)

- Burst shots have a wide area of effect. If an ally is in the middle, you 
  might want to not do a burst shot. Here is an example of the 
  "burst cone:"

                  X (you)
                  |
                 / \
                / | \
               / ||| \
              / ||||| \
             / ||||||| \
            Area of effect
           
  This is why giving the shots "up close and personal" deals gobs of 
  damage. The shots saturate the target with bullets, dealing an immense
  amount of damage. If you attack multiple characters at range with
  a burst shot, then both will get hit.

- If the target is heavily armored, don't use burst shots. You will see
  this happen to you when you get power armor and mutants are trying to
  kill you with miniguns. 

SNIPER TACTICS
--------------
- Sniping is a good idea for immobile targets, such as the master, or 
  against unarmed critters. It is also good for long-range combat.

- Sniper Rifles, Hunting Rifles, and Assault Rifles are your best bet for 
  long range sniping. However, the Sniper Rifle is the best. You can also 
  use the Assault Rifle in the burst mode.

  The Sniper works well against any target, even if it is armored or not.
  It has a damage range between 14 and 34 hp, compared with (max) 16 with
  the assault and 20 with the hunting rifle.

  Hunting Rifles work OK on lightly armored targets. The Assault rifle is 
  all right for mid-armored targets and good for bursting on lightly 
  armored targets.

- You can use a Combat Shotgun for short distance sniping, such as fighting
  unarmed or melee-weapon using mutants or humans. It is the best weapon 
  for mid armored targets, and is excellent for short range control. It 
  works well in conjunction with Power Armor when fighting Decker, and can
  even  be used to pacify Deathclaws.

  If you get your hands on the .223 Pistol, it is even better than the 
  Combat Shotgun. The only drawback is that it is less accurate and it has 
  only a 5 ammo magazine. This gun eliminates the need for energy weapons
  later on.

  In general, combat shotguns and the .223 pistol are extremely effective
  in short-range combat, like the fights in the Hub.

- If you have a high energy weapons skill, get a Plasma Rifle. No armor can
  withstand Plasma damge well. I got 132 hp on an eye shot on a Deathclaw 
  once. The Turbo Plasma Rifle only costs 4 AP's for a single shot!

- You can kill Deathclaws easily this way with a high small guns skill and 
  high luck. Get a sniper and/or .223 pistol, cripple their legs, and then 
  go for head and eye shots when they are down.

  In general, the above tactic works well against unarmed people and shines 
  when used in tandem with a super sledgehammer. (You can hit them, run 
  away, and hit them again while conserving ammo. The spiked knuckles work 
  well here.)

- If you have good small guns skill (120%+), then go straight for aimed 
  shots. 150%+ should give you a 95% chance to hit anywhere at decent range, 
  even at night.

- If you use long-range weapons, you'll get a negative modifier if you are
  attacking critters at really close range. This is an issue with the
  Fallout combat engine.

MELEE TACTICS
-------------
- If you have a sledgehammer, use the weapon against unarmed critters. Aim
  for the legs. After they have been crippled, you can score aimed shots to
  the head and eyes easily. Rippers work just as well.

- If you have Power Armor and have spiked knuckles, then you can use those 
  against any critter...regardless of their armor. I dealt 46 damage to a 
  Deathclaw once (critical to the eyes). Power fists are even better, and 
  can kill scores of enemies. Ditto for Super Sledgehammers and Rippers.

CATHEDRAL / MILITARY BASE TACTICS (Cowboy approach)
---------------------------------------------------
- It is recommended that you bring the water chip to your Vault and kill
  the Regulators. Their metal armors sell well, and you need the experience.

- If you want to assault the base, here is a good list on what to bring.
  This might be a bit steep, but if you do kill the regulators, there
  are many metal armors and they sell for $1000.
  You: Advanced Power Armor, 2 Psychos, Turbo Plasma Rifle, 300+ cells,
       80+ stimpacks
  Ian: .223 Pistol, 300+ ammo, 30+ stimpacks
  Tycho: Sniper Rifle, 300+ ammo, 30+ stimpacks
  Katja: SMG, 600+ ammo, 30+ stimpacks

- Enter the Military Base at night, around midnight. There are few guards
  in the base.

- Guard Tycho and Ian; they don't have much armor and their weapons deal
  quite a lot of damage. If they die, be sure to take Ian's and Tycho's
  weapons.

- There are many, many, many mutants there. Here is a list of what I think
  is there.
  Cathedral:
  - Level 3: about 15 mutants, several robots and COC techs plus the Master
  - Level 2: 5 mutants, some scientists and COC chanters
  - Level 1: 2 mutants, one COC member, several centaurs and floaters
  - Ground floor: 1 nightkin, lots of humans
  - 2nd floor: 2 nightkin, one COC member
  - 3rd floor: 3-4 nightkin
  - 4th floor: 3 nightkin, Morpheus
  Military Base: (night)
  - Outside: 4 mutants
  - Level 1: 10 mutants, 3 robobrains
  - Level 2: 15 mutants, 2 robobrains (note: two mutants were dead...because
             of what I don't know.)
  - Level 3: 5 mutants, 1 human
  - Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus 
             lieutenant
  Military Base: (day)
  - Outside: 4 mutants
  - Level 1: 13 mutants, 3 robobrains
  - Level 2: 13 mutants, 2 robobrains
  - Level 3: 5 mutants, 1 human
  - Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus 
             lieutenant
    NOTE: The mutants on future levels will regroup after attacking. This
          holds true for the night approach.
  
          Also, if you kill the mutants within three turns, then they
          won't set off the alarm. (In other words, one fistfight can
          last up to three turns.)

BOSS TACTICS (or big creature tactics)
--------------------------------------
Fallout doesn't really have any bosses, but it does have its share of
powerful opponents that you will meet in the game. This section has
strategy information for the biggest of the bad guys.

- Garl (The Raider Leader)
  ------------------------
  Hit points: 70
  Armor     : Metal Armor
  Weapon    : Desert Eagle .44
  Difficulty: Hard

  Watch out...this is one of the two fights that can result in your death.
  Since you are attempting this fight in the early game, it is quite
  difficult. Equip the SMG and go burst right in his face. And, as always,
  use stimpacks...but in this case, frequently.

  Garl also has about 14 allies, which are fairly easy kills. The only ones
  that should give you trouble are those that weild guns, like Petrox,
  Tolya, and his female raiders.

  Ian comes in real handy during this battle. The fight is difficult, but
  with the amount of equipment that you'll gain, is well worth it.

- Gizmo (The Casino Owner)
  ------------------------
  Hit points: 70
  Armor     : None
  Weapon    : Mauser 9mm
  Difficulty: Stupid Easy

  This guy is really easy. You'll get two good allies, plus Ian and Tycho
  and Dogmeat. Just attack Gizmo first, and later Izo. Izo has 50 hit
  points, metal armor, and is unarmed.

- Decker
  ------
  Hit points: 50-95
  Armor     : Vaires; none to leather armor
  Weapon    : Strong pistols/strong melee
  Difficulty: Medium

  This is the last one of the death fights. You'll have Ian, Tycho, Dogmeat,
  and two Hub Police guards, but they don't have many hit points. Decker's 
  guards are somewhat tough, and Kane has 95 hit points and somehow seems 
  difficult to kill. Also, one has a sledgehammer. You might lose Dogmeat
  in this battle.

- Deathclaw (at Hub)
  ------------------
  Hit points: 225
  Armor     : Strong Skin
  Weapon    : Claw
  Difficulty: Somewhat easy

  Actually, this fight is pretty easy...you can do the job in Metal Armor and
  semi-decent big guns skill, something like 35%. Get Jake's Rocket Launcher
  and pummel that deathclaw down...

  Sniper Rifles and Combat Shotguns in conjunction with Combat Armor work 
  well.

  Aim the shots (if you have the sniper) at the Deathclaw's legs or eyes. You
  can cripple his legs, and then it will be quite easy.

- The Lieutenant of the Mutant Armies (aka Lou)
  ---------------------------------------------
  Hit points: 250
  Armor     : Unknown, equivalent of Brotherhood Armor
  Weapon    : Gatling Laser
  Difficulty: (Him: Easy)
              (His mutant troopers: Difficult)

  This brute is pretty tough, and has two super mutants on his left and right.
  Both have about 80-90 hit points and wield gatling lasers and rocket 
  launchers. One great tactic is entering combat mode, running up in front of
  him, and using the .223 Pistol at the eyes. The Lou will attack, and so will
  his guards. Since the guards' weapons have the 'area' effect, they will work
  wonders on the lieutenant. His armor cannot withstand rocket launcher damage 
  well. This fight is pretty difficult, but with Power Armor, a strong weapon, 
  and several stimpacks, it will be well worth it.

  The .223 Pistol, the Combat Shotgun, and Sniper Rifles are excellent small 
  arms choices for this fight. If you have a Plasma Rifle with you, then the 
  fight would be even easier.

  It is also a good idea to pick the Rocket Launcher and Minigun from dead 
  troopers. Miniguns work wonders on the mutants with minimal clothing.

  Your main worry for this fight is the chance that the enemy will score 
  critical hits. Since they wield huge weapons, there is a small chance of 
  survival, and it is advisable to save often.

- The Master of the Mutants
  -------------------------
  Hit points: 500
  Armor     : Thick skin
  Weapon    : Twin Gatling Laser cannons with unlimited ammo
              Can spawn mutants at will (they have 50 hit points and good
              weapons)
  Difficulty: (Him: Somewhat Difficult)
              (His mutant troopers: Difficult)

  Two things: Plasma Rifle and Power Armor. Or if you have excellent small
              arms skills, a .223 pistol and a sniper will also work well.

  These two will kill him in an instant, and since he is immobile, you can
  use the columns to your advantage. This is what to do:

       X  (Master)

   O      O  (Columns)
   *         (You)

  Stand behind one of the columns, and when it is your turn, go move out one
  hex, aim for his eyes (with decent skill) or just attack him, and then
  fall back. This trick is guaranteed to work, and you will have a clear 
  line of fire for the mutants he spawns.

  This method takes time, but with criticals, he is toast. I scored 119 
  points on him once at the eyes. Pretty much, you can devastate the entire 
  cathedral with about 300 cells, 35 stimpacks, Power Armor, and of course, 
  the Plasma Rifle. If you have an extremely high critical chance (or have 
  leveled up enough to get 'sniper'), you can use a gatling laser from the 
  dead body of a mutant. Gatling lasers deal a lot of damage with 
  criticals...it is entirely possible to kill the master in two hits.

  Again, your main worry is that the master or his mutants might score a 
  critical against you.

  NOTE: According to Eric Wills, this guy is what became of Richard Grey.
        Earlier, it was stated that Grey was the Lieutenant of the mutant
        armies.

  Deathclaws (at Boneyards)
  -------------------------
  Hit points: 225-320
  Armor     : Strong skin
  Weapon    : Claw
  Difficulty: With .223 Pistol: somewhat easy
              With Combat Shotgun: between medium and hard
       
  This fight is pretty difficult if you are stuck with the combat shotgun and
  combat armor. This fight is also relatively easy if you have the .223 pistol 
  and power armor. Keep on aiming for the eyes, and you'll guzzle up about 10
  stimpacks in no time. Deathclaws don't deal much damage to you (5 tops) 
  with power armor, and with hardened it is almost nil, but you've got to 
  watch out for the critical attacks.

  Once I played it and there were three Deathclaws on the ground floor.
  The second time, there were two. This could be due to the difficulty
  setting...

  You also have to know that the deathclaws will respawn (i.e., more will come)
  after about one to two hours if you kill the critters on the ground floor and
  forget about the deathclaw mother and the deathclaw eggs on the basement
  floor. This is a good way to get heaps of experience since one deathclaw is
  worth a thousand experience a pop.



APPENDIX
========
Contents:
1. Quest/Experience Table (gives quest name and brief discription)
2. Armor/Items/Weapons/Chemicals list
3. List of NPC's with their respective pros/cons

QUESTS/EXPERIENCE TABLE
-----------------------
Pretty much, this section gives you info about quests in Fallout.
'kxp' denotes experience that you get from kills.

Some of the information given might be inaccurate.

- VAULT 13
  --------
  - 500 kxp  - Kill all twenty rats in the Vault 13 cavern.
  - 750 xp   - Calm the rebel faction by talking with Theresa.
  - 700 xp   - Access both of the learning terminals at the Vault 13
               library.
  - 1000 xp  - Catch the water thief.
  - 7500 xp  - Return the Water Chip to the overseer.

- SHADY SANDS (First Visit)
  -------------------------
  - 250 xp   - Speak with Katrina. Choose the dialogue "Please Help Me..."
               and ask everything that appears in the menu.
  - 100 xp   - Convince Ian to join your group.
               Reward: Ian joins your group
  - 990 kxp  - Kill all nine of the radscorpions in the radscorpion caves.
               Ask Seth to send you there. Also, take the tail off of one
               dead radscorpion.
  - 500 xp   - You will get this after you kill all nine of the 
               radscorpions.
  - 250 xp   - Make a radscorpion poison antidote. Speak with Razlo during the
               day and tell him that you have some radscorpion flesh.
               Reward: Antidote against poison.
  - 400 xp   - Heal Jarvis, Seth's brother. He is suffering from the 
               effects of the radscorpion poison; use the antidote that 
               Razlo gave you on him.
  - 500 xp   - Tell the farmer in the brahmin-pen area of Shady Sands about
               crop rotation. You'll need high (40%+) science skill in 
               order to do this.

- VAULT 15
  --------
  - 365 kxp  - Kill all of the rats on Level I.
  - 525 kxp  - Kill all of the rats on Level II.
  - 840 kxp  - Kill all of the rats on Level III.
  - 500 xp   - Reach the command center. It is buried under rock.

- SHADY SANDS (Second Visit)
  --------------------------
  - 0 xp     - Get quest to release Tandi from the Khan raider camp.
               Reward: Spear, two Stimpacks

- KHAN RAIDER CAMP (First Visit)
  ------------------------------
  - 400 xp   - Release Tandi without using any violence
               Reward: Tandi joins your group
 
- SHADY SANDS (Third Visit)
  -------------------------
  - 500 xp   - Return Tandi to Shady Sands.
               Reward: 500 dollars

- KHAN RAIDER CAMP (Second Visit)
  -------------------------------
  - 1125 kxp - Kill all of the Raiders.
  - 400 xp   - Free the two female slaves that Garl is holding.

- JUNKTOWN (experience for killing Killian and Neal is not available)
  --------
  - 400 xp   - Kill the assassin  - 250 kxp  - Kill the assassin
  - 500 xp   - Secure Gizmo's confession.
               Reward: Choice of shotgun and 100 shells
                       Leather Armor
                       Doctor's Bag
                       20 stimpacks
  - 600 xp   - Kill Gizmo and speak with Lars after you assist Junktown's 
               guards in the death of Gizmo.
               Reward: $500
  - 425 kxp  - Kill Gizmo and Izo.
  - 300 xp   - Talk with Tycho; ask him to teach you some
               survival skills. Also ask him to join you.
               Reward: 5% increase to outdoorsman. Tycho joins your group.
  - 1000 xp  - Save Sinthia from the crazed raider.
               Reward: One free room at crash house
  - 100 xp   - Get Dogmeat out of Phil's house.
               Reward: Dogmeat joins your group.
  - 400 xp   - Steal Neal's urn and give it to Vinnie.
  - 185 kxp  - Kill the Skulz.
  - 300 xp   - Kill the Skulz. 
  - 500 xp   - Speak with Lars after you assist Junktown's guards in the
               death of the Skulz.
  - 250 xp   - Straighten out the issues between Saul and Trish.
  - 600 xp   - Kill Killian for Gizmo. You'll kill most of Junktown this
               way as well.
  - 530 kxp  - Kill Doc Morbid and his guards.

- HUB
  ---
  - 345 kxp  - Kill Lorenzo and his guards at the FLC.
  - 975 kxp  - Kill Hightower and his guards.
  - 600 xp   - Tell Decker that you have killed Hightower.
               Reward: $3000
  - 575 kxp  - Kill Priestess Jain and her minions.
  - 700 xp   - Tell Decker that you have killed Jain.
               Reward: $5000
  - 980 kxp  - Kill Decker.
  - 1400 xp  - Help the Hub police eliminate Decker.
               Reward: $1300. If ask Beth about Decker and tell her that 
                       you killed him, she'll give you six stimpacks.
  - 500 xp   - Blackmail Iguana Bob.
               Reward: A payment of $50+ every five days.
  - 800 xp   - Enter the Deathclaw cavern.
  - 1000 kxp - Kill Deathclaw.
  - 300 kxp  - Kill the dying mutant.
  - 1000 xp  - Tell Butch and Rutger that mutants are causing the caravan
               disappearances.
               Reward: $800, 15% discount at Beth's Weapon Shop
  - 100 xp   - Lockpick all of the doors at Thieves' Circle
  - 900 xp   - Talk to Loxley and agree to find Hightower's necklace
               Reward: Lockpicks, flares
  - 500 xp   - Give Loxley the necklace.
               Reward: $3000, Electronic Lockpicks
  - 570 kxp  - Kill Raiders at Irwin's house.
               Reward: .223 Pistol
  - 2000 xp  - Buy water from the Water Merchants.
               Reward: 100 extra days until water runs out at Vault.
                       400 days (instead of 500) for you to kill the
                       Mutants. This doesn't apply for Fallout 1.1.

- BROTHERHOOD
  -----------
  - 2000 xp  - Successfully complete the Glow quest.
               Reward: You join the Brotherhood.
  - 100 xp   - Read the ancient Brotherhood tape.
  - 500 xp   - Watch the initiate combat training.
               Reward: 5% Unarmed, 5% Melee skill increase
  - 500 xp   - Repair the Power Armor on Level 3.
  - 100 xp   - Read Vree's autopsy report.
  - 580 kxp  - Kill Raiders at the Hub.
  - 1500 xp  - Tell Talus that you have freed the initiate and
               accept the award.
               Reward: Rocket Launcher
                       Laser Pistol
                       Super Sledgehammer
                       Power Armor (15+ karma only)
  - 1500 xp  - Notify the Brotherhood of the military base.
               Reward: 4 paladins for military base assault

- GLOW
  ----
  - 1425 kxp - Kill all of the robots on Level 2.
  - 950 kxp  - Kill all of the robots on Level 3.
  - 650 kxp  - Kill all of the robots on Level 4.
  - 475 kxp  - Kill all of the robots on Level 6.
  - 1000 xp  - Enter Level 5. This is really experience for fixing the
               power generator, but you get it if you enter Level 5.
  - 1600 kxp - Kill all of the robots on Level 5.
  - 400 xp   - Read all of the holodiscs that you find here.

- NECROPOLIS
  ----------
  - 3340 kxp - Kill all random critters that attack you. This includes
               ghouls, glowing ghouls, and rats.
  - 1550 kxp - Kill Super Mutants at watershed
               Reward: Four flares, four nuke-a-colas, flamethrower from
                       the Ghoul in the Followers' library if you tell him
                       that the mutants in the watershed are dead.
  - 1960 kxp - Ask Set for information after you kill the super mutants at
               the Water Shed. He'll attack you if you do.
  - 1000 xp  - Repair the water pump.
  - 2500 xp  - Find the water chip.

- BONEYARDS
  ---------
  - x520 kxp - Kill all of the deathclaws, the deathclaw mother, and the 
               eggs. (x = number of deathclaws killed)
  - 1000 xp  - Notify Gabriel that the deathclaws are dead.
               Reward: Discount at the Gun-Runners
                       Free ammunition and weapons for you (choice 1)
                       Ammunition, weapons, and armor for the Blades
                       (choice 2)
  - 1305 kxp - Kill all of the regulators.
               Reward: 5 stimpacks and money from Michael, MacRae (the door
                       guard at the Blades) can teach you fighting skills
  - 60 kxp   - Kill Jon Zimmerman.
  - 2000 xp  - Razor and the Blades gain control of Adytum. This happens once
               you have killed Zimmerman and all of the Regulators.
  - 200 xp   - Convince Katja to join you.
               Reward: Katja joins your group.

- MILITARY BASE
  -------------
  - 1500 xp  - Trick the mutants guarding the entrance.
  - 800 xp   - Hack into the computer on Level I.
  - 2000 xp  - Reach the last level, without being caught in the robes.
  - 1000 xp  - Fix Mr. Handy.
  - 1000 xp  - Overhear the Lieutenant and Van Haggen's conversation over
               Vault 13.
  - 10 K xp  - Blow up the base.

- CATHEDRAL
  ---------
  - 1650 kxp - Kill Morpheus and his guards.
  - 1000 xp  - Kill Morpheus.
  - 750 xp   - Bluff your way past the guards.
  - 1250 xp  - Hack into the computer on Level 1.
               Reward: Location of Military Base
  - 2000 xp  - Free the prisoners on Level 2.
  - 1000 xp  - Convince Gideon to give you a Psychic Nullifier.
  - 10 K xp  - Blow up the Cathedral. 

ARMOR, WEAPONS, ITEMS
---------------------
Some notes for this part of the appendix include...

AC: Armor Class (the higher it is, the less likely the enemy will
                 score a successfull hit)
Normal (N), Laser (L), Fire (F), Plasma (P), Concussion (E)

Contents:
- 1.  Ammo
- 2.  Armor
- 3.  Pistols
- 4.  Large Weapons and SMGs
- 5.  Rifles and Shotguns
- 6.  Energy Weapons
- 7.  Unarmed
- 8.  Melee Weapons
- 9.  Throwing Weapons
- 10. Chemicals
- 11. Items
- 12. Useless Items

AMMO
----
JHP - Jacketed Hollow Point 
AP - Armor Piercing
FMJ - Full Metal Jacket
12S - 12 Gauge Shell
MFC - Micro Fusion Cell
SEC - Small Energy Cell

The type of ammunition used will change the amount of damage dealt to
the target. JHP is always the superior choice, followed by FMJ. Forget
AP ammo. AP is, in the first place, more expensive, and although it
does penetrate a bit more than JHP ammo, it deals very little damage.
It's useless against anything - JHP is always superior. Shotgun Shells
deal good damage regardless of the target used, and FMJ is like a
'neutral' ammo - it works okay on both armored and non-armored targets.
It doesn't suffer nearly the damage penalty of AP ammo, but it penetrates
far better than JHP.

As for energy weapons, their real effectiveness depends on the type of
weapon used. For instance, laser weapons aren't as effective as plasma
weapons on armored targets. Plasma is good against anything except for
Tesla armor. The Alien Blaster uses a different technology (and from
the death animations seen from Fallout and Fallout 2, I think pulse)
which is goes through any type of armor. The cells themselves don't
serve as damage modifiers, but are merely power units.

ARMOR
-----
Consider combat armor, which has a damage threshold of 8 hit points
and a damage resistance of 60% against laser attacks. (8 hp/60%)

The way armor works is like this: if you are wearing combat armor
and somebody hits you with a laser rifle, you will receive x amount
less. Say that if you're wearing the Vault 13 jumper, which has
no protection whatsoever, and the enemy uses the laser rifle and hits
you for 42 hit points of damage.

Take the same situation with combat armor on. The armor will naturally
deflect 8 hit points of damage because of the damage threshold. Now
only 34 hit points remain. The armor can resist 60% of that damage.
Multiplying 34 by 60% will give you 20.4, and rounding that down
will give you 20. You'll only take 20 hit points of damage with the
armor instead of 42.

1. Pressed Vault 13 Jumper (starting)
   - NO DAMAGE THRESHOLD / RESISTANCE MODIFIERS -

2. Leather Jacket
   N- 0 hp / 20%  P- 0 hp / 10% 
   L- 0 hp / 20%  E- 0 hp / 20% 
   F- 0 hp / 10%  AC- 8 points  
   First seen : Vault 15 in locker on 2nd floor
   Selling price : $300
   Weight: 5 lbs.
   First seen: Vault 15, locker in the living quarters to the south
   Merchants: 1) Killian, General Store in Junktown
              2) Beth, Gun Store in Hub Downtown
   Special attributes: If you are a male and are wearing this, at the 
                       Raiders' camp, many people will think you are Death
                       Hand. Adds several interesting conversation options.

3. Leather Armor
   N- 2 hp / 25%  P- 0 hp / 20%
   L- 0 hp / 20%  E- 0 hp / 10%
   F- 0 hp / 20%  AC- 15 points
   Selling price : $800
   Weight : 8 lbs.
   First seen: Raider camp, standard issue for other Raiders
   Merchants: 1) Killian, General Store in Junktown
              2) Beth, Gun Store in Hub Downtown
   Special attributes: None

4. Metal Armor
   N- 4 hp / 30%  P- 4 hp / 20%
   L- 6 hp / 75%  E- 4 hp / 25%
   F- 4 hp / 10%  AC- 10 points
   Selling price : $1000-1670
   Weight : 35 lbs.
   First seen: Raider camp, Garl is wearing it
   Merchants: 1) Beth, Gun Store in Hub Downtown
              2) Jake, Jake's Weapons in Hub Old Town
              3) Gun Runners, LA Boneyards
   Special attributes: None

5. Tesla Armor
   N- 4 hp / 20%  P- 10 hp / 80%
   L- 19 hp / 90% E- 4 hp / 10%
   F- 4 hp / 20%  AC- 15 points
   Selling price: $4500
   Weight: 35 lbs.
   First seen: Cathedral, Tower level 4
   Merchants: None
   Special attributes: None

6. Combat Armor
   N- 5 hp / 40%  P- 4 hp / 50%
   L- 8 hp / 60%  E- 6 hp / 40%
   F- 4 hp / 30%  AC- 20 points
   Selling price: $6000
   Weight: 25 lbs.
   First seen: Hub, available for purchase (or you can kill the guards 
               and swipe the armor).
   Merchants: 1) Jake, Jake's Weapons in Hub Old Town
              2) Gun Runners, LA Boneyards
   Special attributes: None

7. Brotherhood Armor
   N- 8 hp / 70%  P- 7 hp / 60%
   L- 8 hp / 70%  E - 8 hp / 40%
   F- 7 hp / 50%  AC- 20 points
   Selling price: Slightly less than standard issue combat armor
   Weight: 25 lbs.
   First seen: Brotherhood of Steel; anyone in that building who look 
               like they have combat armor on.
   Merchants: None, just ask Talus and he'll give you one for free
   Special attributes: None

8. Power Armor
   N- 12 hp / 40%  P- 10 hp / 40%
   L- 18 hp / 80%  E- 20 hp / 50%
   F- 12 hp / 60%  AC- 25 points
   Selling price : Not sold, but you can sell it for $12500.
   Weight: 85 lbs.
   First seen: Brotherhood of Steel door guards; Darrell is only one 
               wearing airtight helmet
   Merchants: None, repair it from Kyle or get the suit after completing 
              the quest from Talus.
   Special attributes: Adds 3 to strength, cannot be taken from dead
                       wearing power armor, special dialogue options
                       from people in Hub

9. Hardened Power Armor
   N- 13 hp / 50%  P- 13 hp / 50%
   L- 19 hp / 90%  E- 20 hp / 60%
   F- 12 hp / 60%  AC- 25 points
   Selling price : $15000
   Weight: 100 lbs.
   First seen: Nobody is wearing it, but looks the same as standard power 
               armor.
   Merchants: None, but Miles can harden the regular Power Armor for you 
              in the Adytown in the LA Boneyards if you fix his hydroponic 
              farm.
   Special attributes: Adds 3 to strength. None other than that.

10. Children of the Cathedral (COC) Robes
    Selling price : $90
    Weight: 10 lbs.
    First seen: Jain is wearing them, pick them up from the Church armory
                in the Hub.
    Merchants: None
    Special attributes : You can completing the entire Military Base level 
                         (required to beat the game) while in the robes by 
                         bullshitting all of the mutant guards by saying 
                         that you are a member of the Children. Those 
                         buggers will believe you. Ditto for the Cathedral.

PISTOLS
-------
1. 10 mm Pistol
   Selling price: $450
   First seen: You start out with it
   Required strength: 5
   Damage: 5-12 hp, normal
   Range: 25 hexes
   Ammo usage: single shot only, can be aimed
   Ammo type: AP or JHP 10 mm bullets
   Ammo capacity: 12 bullets
   Action points used: 5 for single, 6 for aimed

2. 14 mm Pistol
   Selling price: $1000-1400
   First seen: Buy from Jake in Old Town, located in the Hub. You can also
                get it from killing the guards in the Heights.
   Required strength: 4
   Damage: 12-22 hp, normal
   Range: 24 hexes
   Ammo usage: single shot only, can be aimed
   Ammo type: AP 14 mm ammo cartridge
   Ammo capacity: 6 bullets in cartridge
   Action points used: 5 for single, 6 for aimed

3. Desert Eagle .44
   Selling price: $800
   First seen: Swipe from Raiders
   Required strength: 4
   Damage: 10-16 hp, normal
   Range: 22 hexes
   Ammo usage: single shot only, can be aimed
   Ammo type: .44 caliber JHP or FMJ bullet
   Ammo capacity: 8 bullets
   Action points used: 5 for single, 6 for aimed

4. Mauser 9 mm
   Selling price: $2000
   First seen: Kill Gizmo to get it
   Required strength: 4
   Damage: 6-10 hp, normal
   Range: 22 hexes
   Ammo usage: single shot only, can be aimed
   Ammo type: 9 mm parabellum
   Ammo capacity: 7 rounds
   Action points used: 5 for single, 6 for aimed

5. .223 Pistol
   Selling price: $4000
   First seen: Solve Irwin's quest and he'll give it to you
   Required strength: 5
   Damage: 20-30 hp, normal
   Range: 30 hexes
   Ammo usage: single shot only, can be aimed
   Ammo type: .223 FMJ cartridge
   Ammo capacity: 5 rounds
   Action points used: 5 for single, 6 for aimed

LARGE WEAPONS & SUB-MACHINE GUNS
--------------------------------
1. MP9 Sub-Machine Gun
   Selling price: $1000
   First seen: Vault 15, locker on 3rd floor
   Required strength: 5
   Damage: 5-12 hp per bullet, normal
   Range: 25 hexes
   Ammo usage: single shot, can be aimed, burst shot of 10 bullets
   Ammo type: 10 mm JHP or AP bullets
   Ammo capacity: 30 bullets
   Action points used: 5 for single, 6 for aimed, 6 for burst

2. Minigun
   Selling price : $3800
   First seen: Buy from Gun Runners, or pick it from the Super Mutants.
   Required strength: 7
   Damage: 4-10 per bullet, normal
   Range: 35 hexes
   Ammo usage: burst shot of 40 bullets
   Ammo type: 5 mm JHP or AP bullets
   Ammo capacity: 120 bullets
   Action points used: 6 for burst

3. Rocket Launcher
   Selling price: $6000
   First seen: Buy from Old Town in the Hub.
   Required strength: 6
   Damage: 35-100 hp, explosive
   Range: 40 hexes
   Ammo usage: single rocket
   Ammo type: Explosive or Anti-Armor rockets
   Ammo capacity: one rocket
   Action points used: 6 for single

4. Flamethrower
   Selling proce: $2000
   First seen: Buy from Old Town in the Hub.
   Required strength: 6
   Damage: 30-60 hp, fire
   Range: 5 hexes
   Ammo usage: burst of flames
   Ammo type: Flame Fuel
   Ammo capacity: Enough fuel for 5 shots
   Action points used: 6 for burst

RIFLES & SHOTGUNS
-----------------
1. Hunting Rifle
   Selling price: $900
   First seen: Random encounter or swipe from Kenji when he attacks Killan
               in Junktown. (Kenji  is the would-be assassin for Killian)
   Required strength: 5
   Damage: 8-20 hp, normal
   Range: 40 hexes
   Ammo usage: Single, can be aimed
   Ammo type: .223 FMJ
   Ammo capacity: 10 rounds
   Action points used: 5 for single, 6 for aimed

2. Assault Rifle
   Selling price: $1300
   First seen: Hub, Old Town
   Required strength: 5
   Damage: 8-16 hp per bullet, normal
   Range: 45 hexes
   Ammo usage: Single, can be aimed, burst fire of 8 bullets
   Ammo type: 5 mm JHP or AP bullets
   Ammo capacity: 24 bullets
   Action points used: 5 for single, 6 for aimed, 6 for burst

3. Sniper Rifle
   Selling price: $2200
   First seen: Hub, Old Town
   Required strength: 5
   Damage: 14-34 hp, normal
   Range: 50 hexes
   Ammo usage: Single, can be aimed
   Ammo type: .223 FMJ
   Ammo capacity: 6 rounds
   Action points used: 6 for single, 7 for aimed

4. Shotgun
   Selling price: $800
   First seen: Raiders Base, it is in the fridge
   Required strength: 4
   Damage: 12-22 hp, normal
   Range: 14 hexes
   Ammo usage: Single, can be aimed
   Ammo type: 12 gauge shells
   Ammo capacity: 2 shells
   Action points used: 5 for single, 6 for aimed

5. Combat Shotgun
   Selling price: $2750
   First seen: Hub, Old Town. Either buy it from Jake or kill the thugs
               holding the Brotherhood initiate captive.
   Required strength: 5
   Damage: 15-25 hp per shell, normal
   Range: 22 hexes
   Ammo usage: Single, can be aimed, burst of 3 shells
   Ammo type: 12 gauge shells
   Ammo capacity: 12 shells
   Action points used: 5 for single, 6 for aimed

6. Red Ryder BB Gun
   Selling price: $200
   First seen: Killian's General Store, in the locked storage room
   Required strength: 3
   Damage: 1-3 hp per pellet, normal
   Range: 22 hexes
   Ammo usage: Single, can be aimed
   Ammo capacity: 100 BB pellets
   Action points used: 5 for single, 6 for aimed

7. Red Ryder LE BB Gun
   Selling price: $3500
   First seen: Random Encounter (Bob's Used Cars)
   Required strength: 3
   Damage: 25 hp per pellet, normal
   Range: 32 hexes
   Ammo usage: Single, can be aimed
   Ammo capacity: 100 BB pellets
   Action points used: 4 for single, 5 for aimed

ENERGY WEAPONS 
--------------
1. Laser Pistol
   Selling price: $1600
   First seen: You can get it from the Brotherhood, or kill COC techs and 
               take it from them.
   Required strength: 3
   Damage: 10-22 hp, laser
   Range: 35 hexes
   Ammo usage: Single, can be aimed
   Ammo type: Small Energy Cells
   Ammo capacity: 12 cells
   Action points used: 5 for single, 6 for aimed

2. Plasma Pistol
   Selling price: $2750
   First seen: I found it in the sewers of Necropolis, but you can also buy
               it at the Gun Runners or find it at the Glow.
   Required strength: 4
   Damage: 16-35 hp, plasma
   Range: 20 hexes
   Ammo usage: Single, can be aimed
   Ammo type: Small Energy Cells
   Ammo capacity: 16 cells
   Action points used: 5 for single, 6 for aimed

3. Laser Rifle
   Selling price: $5000
   First seen: Harry has one, and you can get one from the mutants at the
               Cathedral/Military Base.
   Required strength: 6
   Damage: 25-50 hp, laser
   Range: 45 hexes
   Ammo usage: Single, can be aimed
   Ammo type: Micro Fusion Cells
   Ammo capacity: 12 cells
   Action points used: 5 for single, 6 for aimed

4. Plasma Rifle
   Selling price: $4000 ($6000)
   First seen: Again, you can buy it from the Gun Runners, pick it up from
               the nightkin guards in the 2nd-4th levels of the Cathedral, 
               or get one real early from the 5th level of the Glow, if you 
               decide to go there.
   Required strength: 6
   Damage: 30-65 hp (35-70 hp), plasma
   Range: 25 hexes (35 hexes)
   Ammo usage: Single, can be aimed
   Ammo type: Micro Fusion Cells
   Ammo capacity: 10 cells
   Action points used: 5 for single, 6 for aimed (4 for single, 5 for aimed)
   Upgrade: Turbo Plasma Rifle! Ask Smitty in the Boneyard. The upgrade 
            lowers the AP cost as well as slightly increasing damage and 
            greatly increasing range. This is the best weapon in the game.

5. Gatling Laser
   Selling price: $7500
   First seen: You can kill Brotherhood guards to get it, but your karma
                will go way down. The lone Nightkin guarding the entrance
                to the basment in the Cathedral has the only Gatling Laser
                which you can get peacefully (BTW, all of the Brotherhood
                guards will be after you.) The lieutenat also has one, but
                he is encountered too late in the game.
   Required strength: 6
   Damage: 20-40 hp per cell used, laser
   Range: 40 hexes
   Ammo usage : Burst of laser rays using 10 cells
   Ammo type : Micro Fusion Cells
   Ammo capacity : 30 cells for 3 laser ray bursts
   Action points used: 6 for burst

6. Alien Blaster
   Selling price: ???
   First seen: Available in a special random encounter with two dead aliens.
               Only is available to characters with extremely high luck.
   Required strength: 2
   Damage: 30-90 hp, pulse (good against any armor)
   Range: 10 hexes
   Ammo type: Small Energy Cells
   Ammo capacity: 30 cells for 30 shots

UNARMED WEAPONS
---------------
On all unarmed weapons, you can hit single or aim an attack. The single
costs 3 action points, and the aimed costs 4 action points. All items
require one Strength and do normal damage.

1. Brass Knuckles
   Selling price: $60
   First seen: You might start out with them, but you can get a pair from
                Junktown.
   Damage: 2-10 hp

2. Spiked Knuckles
   Selling price: $250
   First seen: You can pick them up from Kane once you confess to the 
               Police about Decker in the Hub. Some of the mutant patrols 
               at the military base have them.
   Damage: 4-15 hp

3. Power Fist
   Selling price: $2200
   First seen: I know for sure you can get this at the Brotherhood, or you
               can buy one at the Gun Runners or possibly find one at the
               Glow. There is one in the footlocker on the top level of the
               Cathedral, the one next to Morpheus' Room.
   Damage: 12-29 hp
   Ammo capacity: 25 small energy cells
   Ammo usage: 1 cell per punch

4. Rock
   Selling price: $0
   First seen: Shady Sands, the shelf in Aradesh's house/building
   Damage: 1-4 hp
   
MELEE WEAPONS
-------------
All melee weapons cause normal damage. The maximum damage value might vary
as it is a direct result of your melee damage bonus.

1. Knife
   Selling price: $40
   First seen: You start out with one. There is another one to the bones of
               another vault dweller to your right. (Or your character's
               left.)
   Required strength: 2
   Damage: 2-10 hp
   Attack methods: Swing or thrust
   Action points used: 3 for swing or thrust, 4 for aimed swing or thrust

2. Combat Knife
   Selling price: $160
   First seen: I saw it at Beth's store; you might be able to get one from
               the raiders at Irwin's house.
   Required strength: 2
   Damage: 3-11 hp
   Attack methods: Swing or thrust
   Action points used: 3 for swing or thrust, 4 for aimed swing or thrust

3. Throwing Knife
   Selling price: $100
   First seen: Raiders
   Required strength: 3
   Damage: 3-6 hp
   Attack methods: Swing
   Action points used: 3 for swing,  4 for aimed swing

4. Sledgehammer
   Selling price: $120
   First seen: It's in the room to the east of the farm in Shady Sands.
   Required strength: 6
   Damage: 4-10 hp
   Attack methods: Swing or thrust
   Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for 
                       aimed thrust
   Special: You can hit people from two hexes away.

5. Super Sledgehammer
   Selling price: $3750
   First seen: Jake at Old Town sells it.
   Required strength: 5
   Damage: 14-39 hp
   Attack methods: Swing or thrust
   Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for 
                       aimed thrust
   Special: You can hit people from two hexes away.

6. Spear
   Selling price: $80
   First seen: Aradesh gives it to you when you tell him that you will find 
               Tandi.
   Required strength: 4
   Damage:  3-13 hp
   Attack methods: Thrust
   Action points used: 5 for thrust, 6 for aimed thrust
   Special: You can hit people from two hexes away.

7. Club/Police Baton
   Selling price: $30
   First seen: Beth sells them.
   Required strength: 3
   Damage: 1-7 hp
   Attack methods: Swing
   Action points used: 3 for swing, 4 for aimed swing

8. Crowbar
   Selling price: $50
   First seen: Vault 15
   Required strength: 5
   Damage: 3-13 hp
   Attack methods: Swing
   Action points used: 4 for swing, 5 for aimed swing
   
9. Viroblade Ripper
   Selling price: $900
   First seen: The Gun Runners sell them.
   Required strength: 4
   Damage: 15-35 hp
   Attack methods: Swing or thrust
   Action points used: 4 for swing or thurst, 5 for aimed swing or thrust
   Ammo capacity: 30 Small Energy Cells  


10.Cattle Prod
   Selling price: $600
   First seen: True to his name, Lasher has one. You can buy one at the
               Gun Runners.
   Required strength: 4
   Damage: 12-23 hp
   Attack methods: Swing or thrust
   Action points used: 4 for swing or thrust, 5 for aimed swing or thrust
   
THROWING WEAPONS
----------------
1. Spear
   Selling price: $80
   First seen: Aradesh gives it to you when you tell him that you will find 
               Tandi.
   Required strength: 4
   Damage:  3-13 hp, normal
   Range: 8 hexes
   Action points used: 6 for throw, 7 for aimed throw
   
2. Throwing Knife
   Selling price: $100
   First seen: Raiders
   Required strength: 3
   Damage: 3-6 hp, normal
   Range: 16 hexes
   Action points used: 4 for throw

3. Molotov Cocktail
   Selling price: $50
   First seen: Raiders Base
   Required strength: 3
   Damage: 8-20, fire
   Range: 12 hexes
   Action points used: 5 for throw

4. Fragmentation Grenade
   Selling price: $150
   First seen: There are a couple in the Vault 15 lockers
   Required strength: 3
   Damage: 20-35 hp, explosive
   Range: 15 hexes
   Action points used: 4 for throw

5. Plasma Grenade
   Selling price: $300
   First seen: Glow or Gun Runners
   Required strength: 4
   Damage: 40-90 hp, plasma
   Range: 15 hexes
   Action points used: 4 for throw

6. Pulse Grenade
   Selling price: $250
   First seen: Jake sells them at Old Town in the Hub
   Required strength: 4
   Damage: 100-150 hp, electromagnetic pulse
   Range: 15 hexes
   Action points used: 4 for throw
   Special: Only affects robots.

7. Rock
   Selling price: $0
   First seen: Shady Sands, the shelf in Aradesh's house/building
   Required strength: 1
   Damage: 1-4 hp, normal
   Action points used: 4 for throw, 5 for aimed throw

CHEMICALS
---------
1. Stimpack
   Selling price: $100
   What it does: Heals you - 10-20 hp gained.
   Addiction rate: 0%

2. Super Stimpack
   Selling price: $250
   What it does: Heals you, up to 75 hp gained. You lose 9 hp due to the powerful
                 nature of the chemicals.
   Addiction rate: 0%

3. Buffout
   Selling price: $200
   What it does: Increases strength by two and endurance by three for six hours.
                 The withdrawal effect is losing four strength and endurance as
                 well as four agility for twelve hours.
   Addiction rate: 50% (33%-100%)

4. Mentats
   Selling price: $280
   What it does: Increases intelligence and perception by two and charisma
                 by one for one day. The withdrawal effect is losing four
                 intelligence and perception as well as three charisma for
                 four days.
   Addiction rate: 50% (33%-100%)

5. RadX
   Selling price: $300
   What it does: Increases radiation resistance by 50% for one day. You
                 lose 25% radiation resistance after that day and then
                 lose 25% the next day. RadX has no withdrawal effects.
   Addiction rate: 0%

6. RadAway
   Selling price: $500
   What it does: Removes radiation poisoning, 25 rems.
   Addiction rate: 10% (10%-25%)

7. Psycho
   Selling price: $400
   What it does: Increases damage resistance by 50% and decreases
                 intelligence by three. After six hours, your intelligence
                 increases by 1 and damage resistance decreases by 25%.
                 After an additional six hours, your intelligence increases
                 by two and damage resistance decreases by 25%.
   Addiction rate: 50%

8. Antidote
   Selling price: $50
   What it does: Removes poisoning damage, 25 points.
   Addiction rate: 0%

*  Addiction rates are really variable. Sometimes I could take two
   Psycho's and still not get addicted, but on the other hand, I took
   one and I got addicted. It's totally random.

ITEMS & GADGETS
---------------
1. Rope
   Selling price: $25
   Use: In Vault 15, you will need it to descend down the elevator shafts.
        In the Glow, you'll need to attach the rope to the beam and descend
        down the crater.
   First seen: Shady Sands has one in one of the houses in the farm. You 
               can also buy one from Seth.

2. Tool
   Selling price: $200
   Use: Use it whenever you are repairing things to get an increase of 25% to
        the 'Repair' skill.
   First seen: You start out with one if you have enough repair skill. Killian
               has one in his store.

3. Lockpicks
   Selling price: $150
   Use: Use it whenever you are picking conventional locks for an increase
        to the 'Lockpick' skill.
   First seen: You start out with them, or you can get them from the fridge in
               the Raiders base.

4. Electronic Lockpicks
   Selling price: $375
   Use: Use it whenever you are picking electronic locks for an increase in
        the 'Lockpick' skill.
   First seen: You must give the necklace that Hightower owns to Loxley. 
               He'll send you to Jasmine, who will give you a set of 
               electronic lockpicks.

5. Radio
   Selling price: $350
   Use: Use it to draw off the mutants in the military base, and it can also
        be used to remotely toggle the computer in the base.
   First seen: I traded some caps and flares for it from Lars at Junktown.

6. Flares
   Selling price: $35
   Use: Twist the cap and drop the flare for an increase in brightness in an
        area. Not too great.
   First seen: You start out with them.

7. Dynamite
   Selling price: $500
   Use: Set the timer and the explosives will blow. Good for destroying
        forcefields, disabling locks on locked doors, and killing
        immobile foes (i.e, Master).
   First seen: Vault 15 lockers, third floor

8. Plastic Explosives
   Selling price: $850
   Use: Same as Dynamite, but a bit more powerful.
   First seen: Tyne sells it. He is a merchant in Adytum; to get to his
               store, head on to the left and enter the small shack and
               descend down the ladder. Or if you've visited the Military
               Base, some pieces are in a locker in the fourth floor.

9. First Aid Kit
   Selling price: $200
   Use: Increases 'First Aid' skill if you use this item.
   First seen: You start out with one.

10.Doctor's Bag
   Selling price: $300
   Use: Increases 'Doctor' skill if you use this item.
   First seen: There is one in Razlo's bookcase.

11.Motion Sensor for Pip-Boy
   Selling price: $800
   Use: Lets you see all of the critters on the Pip-Boy automap.
   First seen: Random encounter (police box) or buy from the Hub.

12.Geiger Counter
   Selling price: $650
   Use: Lets you see how much radiation is in your system.
   First seen: Killian has one.

13.Stealth-Boy
   Selling price: $1800
   Use: Makes you slightly invisible and increases chances using the
        'Sneak' skill.
   First seen: Random encounter (footprint) or kill the Nightkin at
               the Cathedral.

14.Books
   Selling prices: Scout Handbook: $200
                   First Aid: $175
                   Guns and Bullets: $425
                   Dean's Electronics: $130
                   Big Book of Science: $400
   Use: Increases your skills, up to 91%. Guns and Bullets increases
        Small Guns, the Scout Handbook increases Outdoors, the First
        Aid book increases First Aid, Dean's Electronics increases
        Repair, and the Big Book of Science increases Science.
   First seen: Scout Handbook: Shady Sands
               First Aid: Shady Sands
               Guns and Bullets: Gizmo's bookcase
               Dean's Electronics: Hub
               Big Book of Science: Hub

15.Holodisks
   Selling price: variable, average is $100
   Use: You can read them in the Pip-Boy. Gives out information.
   First seen: Here is a list of various holodiscs that I have found.
               Vault Locations: Mrs. Stapleton has this disc.
               Mutant transmissions: The dying mutant has this disc.
               Ancient Brotherhood tape: The dead paladin has one in
                                         the Glow.
               Alpha/Delta/other holodiscs: Get them from the Glow.
               Mutant autopsies: Vree has this disc. She has two copies
                                 of it.
               Brotherhood history: Sophia has this disc.
               Maxson's Log: Maxson has this disc.
               Combination key for Military Base: The nightkin watching
                                                  the entrance to the
                                                  Military Base has it.
               Zimmerman's son's death: Razor has this holodisc.  

16.Key Cards
   Selling price: $40 (Yellow), $10 (Red and Blue)
   Use: Open the elevators at the Glow.
   First seen: Yellow Key Card: Level 1, Brotherhood soldier
                  Red Key Card: Level 2, dead soldier with remains of
                                a radioactive rat.
                 Blue Key Card: Level 4, only dead body

17.Cathedral Pass Keys
   Selling price: $12 (red), $400 (black)
   Use: Open the locked doors on the first floor of the Cathedral.
   First seen:   Red Pass Key: Lasher has one. You can barter them
                               from Ton and Sister Francis.
                 Black Pass Key: Morpheus has one.

18.Vats Control Computer Key
   Selling price: $40
   Use: Operates the Vats Control Computer at the Military Base.
   First seen: The Cathedral tech standing by the Vats Control Computer
               has one.

19.Military Base Key
   Selling price: $25
   Use: Arms the nuclear bomb at the Cathedral.
   First Seen: It's in the locker where the lieutenant is nearby.

20.Tape Recorder
   Selling price: $80
   Use: Records Gizmo's confession for Killian so that he has evidence
        to kill him.

21.Wire Tap (Bug)
   Selling price: $50
   Use: You can plant it on Gizmo's desk to give Killian the evidence
        he needs to kill Gizmo.

22.Backpacks, Bags
   Selling price: Less than $100
   Use: It holds items. It's there to better organize your inventory at
        the expense of carrying weight.

23.Systolic Motivator
   Selling price: $150
   Use: It's required to repair the Power Armor suit on Level 3 of
        the Brotherhood of Steel.

24.Psychic Nullifier
   Selling price: $1000
   Use: Use it to "nullify" the Master's psychic attacks.

USELESS ITEMS (brief descriptions)
----------------------------------
1.  Beer (lose one perception)
2.  Booze (lose one perception)
3.  Nuke-A-Cola (you can get addicted to it)
4.  Lighter (unknown, but you can sell it)
5.  Box of Noodles (you can sell it)
6.  TV Dinner (you can sell it)
7.  Cat's Paw Magazine / You Have No Idea (you can sell it)
8.  T-51b Repair Manual (it's in the locked storage room at the Brotherhood)
9.  Flower (unknown, but you can sell it)
10. Keys in Killian's store (unknown)

YOUR ALLIES
===========
Here's some information about your allies. They don't level up, but in my
personal experience they seem to get better in combat as you progress in
the game further. Maybe it's coincidence, I don't know.

- Ian
  ---
  Hit points: 50
  Armor: Leather Jacket
  Starting weapon: 10mm Pistol
  What he can use: All one-handed pistols (excpet for energy), knives, unarmed
  Usefulness: Very high
  How to get him: He is in the guard house at Shady Sands. He'll join you 
                  for free if you ask about his injury and tell him that 
                  you are sorry. Ask him to join you. If he asks for money,
                  tell him that he can have a piece of the action and he'll
                  join you for free.
  Deadly with: .223 Pistol or 10mm SMG (be careful if you choose the latter)
  Extra info: He can give you directions to the Hub and Junktown.
  * Pros: Good with one-handed weapons, high small guns skill, not too bad
          with unarmed weapons
    Cons: Armor not too great, two-handed weapons pose a problem, he
          uses spiked knuckles instead of a gun (if you give the former to
          him), gets burst-happy (like all NPC's)

- Tandi
  -----
  Hit points 35
  Armor: None
  Starting weapon: Knife
  What she can use: Knives and Pistols
  Usefulness: Low
  How to get her: After you rescue Tandi from the Raiders, don't return her.
  Signature feature: Probably running away...haven't used her as an NPC
  Deadly with: Possibly a Ripper
  Extra info: She can't really talk with you. Also, if you return her to
              Shady Sands, she won't join you.
  * Pros: Okay at best with 14mm Pistol or Ripper
    Cons: Low hit points, no armor, and if she's dead there isn't a way to
          finish the Shady Sands quest.

- Tycho
  -----
  Hit points: 60
  Armor: Leather Armor
  Starting weapon: Shotgun
  What he can use: Small guns and spears, prefers rifles and shotguns
  Usefulness: Very High
  How to get him: Wait unti the evening and enter the Skum Pitt. Talk to 
                  him and ask him to join you. You can only recruit him
                  if you agree to help Killian "clean up" Junktown (accept
                  the quest to kill Gizmo).
  Deadly with: Combat Shotgun or Sniper Rifle  
  Extra info: He can increase your outdoorsman skill.
  * Pros: High small guns skill, can use virtually any small arms, decent
          uarmed/melee choices, has the best armor out of any NPC
    Cons: Like other NPC's, he gets burst-happy

- Dogmeat
  -------
  Hit points: 50
  Armor: none
  Starting weapon: unarmed (teeth)
  What he can use: Teeth
  Usefulness: High
  How to get him: He's at Junktown, just like Tycho. He's messing with this
                  man named Phil. Feed him with an iguana-on-a-stick or 
                  walk around him with a Leather Jacket on.
  Deadly with: Teeth (what else?)
  Extra info: He can't use items (he's a dog!), and for that matter, can't
              talk to you. He's very loyal, however.
  * Pros: Lots of action points and high critical chance
    Cons: He won't leave you until he's dead, and he soaks up damage like
          a sponge (literally)
   
- Katja
  ------
  Hit points: 39
  Armor: Leather Jacket
  Starting weapon: throwing knife
  What she can use: Throwing Knives, all one-handed pistols (like Ian)
  Usefulness: Medium-High
  How to get her: Go to the Followers' Library in the Boneyard and talk to 
                  her. Tell her that you don't plan on staying at the 
                  Boneyards and she'll join you.
  Deadly with: 14mm Pistol (I've heard she gets good criticals with that
                            weapon.) 
  Extra info: She can pick locks. This comes in handy in the endgame,
              especially in the first floor of the Cathedral (if you find
              Morpheus and his mutant guards too much to bear).
  * Pros: Can lockpick doors, okay with 14mm Pistol
    Cons: Can't use SMG's well (unlike what she says), fewer hit points
          than other NPC's, weak armor


CRITTERS
========
There are many, many critters that you will see in Fallout. They range from rats
to super mutants to Deathclaws. This is an incomplete list, as there are
a myriad number of creatures in the game.

RATS
----
Rats are relatively easy creatures that you will see in the beginning of 
the game.

- Cave Rat
  - 6 hit points, 25 xp 
  - Weapon: teeth
  - Armor: fur
  - Special: instant death (to the rat) with strong critical 

- Pig Rat
  - 10 hit points, 50 xp
  - Weapon: teeth
  - Armor: skin
  - Special: instant death (to the rat) with strong critical

- Lesser Mole Rat
  - 22-26 hit points, 65 xp
  - Weapon: teeth
  - Armor: fur
  - Special: instant death (to the rat) with strong critical

- Greater Mole Rat
  - 26-30 hit points, 120 xp
  - Weapon: teeth
  - Armor: fur
  - Special: instant death (to the rat) with strong critical
  
RADSCORPIONS
------------
Radscorpions are closely related to the North American Emperor Scorpion,
and have been mutated by the war. The increased size makes them larger
than humans, and the venom contained in their tails can be used to make
an antidote.

- Radscorpion
  - 26 hit points, 110 xp
  - Weapon: tail
  - Armor: carapace
  - Special: poison attack

HUMANS
------
Range from varying (townsfolk) to medium (raiders, guards) to difficult
(Brotherhood Guards) - note that they have no special. Experience earned
is not dependent on the hit points and/or difficulty of the targer.

- Townsfolk
  - 10 to 141 hit points
  - Weapon: varies (one guy carries a Super Sledge at the Boneyard)
  - Armor: varies from none to combat armor

- Raiders
  - 12-35 hit points
  - Weapon: Pistols, SMG's, various melee weapons
  - Armor: Leather Armor

- Junktown City Guards
  - 20-50 hit points
  - Weapon: Pistols, rifles, shotguns, various melee weapons
  - Armor: Leather Armor

- Hub City Guards
  - 59 or 83 hit points
  - Weapon: Combat Shotguns, Assault Rifles, unarmed/melee weapons
  - Armor: Combat Armor or Metal Armor

- Brotherhood Guards
  - 35-95 hit points
  - Weapon: Miniguns, gatling lasers, assault rifles, one has a rocket
            launcher
  - Armor: Power Armor/Brotherhood Armor 

- COC Techs COC Preists, BOS Scribes and Elders
  - 35-75 hit points
  - Weapon: vaires, none to small energy weapons or pistols
  - Armor: COC robes (BOS Scribes have bluish or dark purple robes)

FEV creatures & Ghouls
----------------------
This is the direct result of what happens when a normal human is injected
with the forced evolutionary virus. Extremely big and strong, Super Mutants 
make a formidable opponent. They are typically seen with floaters and 
centaurs, two creatures that the FEV can also spawn. (At least I think so...)

Tim Cain stated that ghouls were victims of radiation poisioning, not victims 
of the FEV virus on an IGN post. It turned out that the ghouls were former 
inhabitants of Vault 12 (where Necropolis is at). Vault 12's doors never 
functioned, therefore Ghouls are victims of radiation poisoning. Many thanks
go to Eric Wills (lord_xeen@hotmail.com) and Tim Cain for contributing to
this.

NOTE: I have found evidence that supports both approaches to how ghouls
      were formed: Either speak with Talius at the Boneyards or see what 
      happened to the inhabitants of Vault 12.

The FEV was designed at the place now known as the Glow with hopes of 
creating a super soldier. The virus makes the humans stronger, but lowers 
intelligence and in its current state, makes them sterile.

- Super Mutant
  - 40-140 hit points, 250-500 xp
  - Weapon: any big gun or large energy weapon (or unarmed) 
  - Armor: green - very lightly armored
           black - somewhat armored (miniguns/SMG's don't work
                   that well against them)

- Ghoul
  - 12-100 hit points
  - Weapon: same as humans, except they cannot use big guns or
            large energy weapons.
  - Armor: none

- Glowing Ghouls
  - 36-60 hit points
  - Weapon: same as humans, but I've only seen unarmed so far
  - Armor: none
  - Special: They can radiate you!
             If you use the geiger counter, you'll see about
             5 to 10 rems.  (Estimate here)
             
- Floaters
  - 50-75 hit points
  - Weapon: Some weird appendage that I have no knowledge of 
            (it's reasonably powerful and can knock you over)
  - Armor: thick skin (like master)
  - Special: I'm not sure, but they can poison you.

- Centaurs
  - 94-130 hit points
  - Weapon: Teeth, virtually the same knocking-over capabilities of its
            "floating" bretheren
  - Armor: thick skin, but not as thick as Floater skin
  - Special: Same as floaters (I think)

  You'll only see Centaurs and Floaters in random encounters or
  in the first level of the Cathedral.


ROBOTS
------
Robots - in a post nuclear game. They are either found in the Glow 
or in the two mutant bases. Pulse grenades do the best job, but
plasma grenades and energy weapons should also do the job.

- Sentry Robots (tan)
  - 40 hit points, 175 xp
  - Weapon: Unarmed
  - Armor: Steel

- Floating Eye Robots (red)
  - 60 hit points, 275 xp
  - Weapon: Unarmed
  - Armor: Steel

- Sentry Robots (black) / Robobrains
  - 80 hit points, 300 xp
  - Weapon: Rifles or Shotguns
  - Armor: Strong Steel

- Mr. Handy
  - 113 hit points, 400 xp
  - Weapon: Minigun
  - Armor: Strong Steel

CREATURES OF THE WASTES
-----------------------
Creatures that wander around the wasteland, and don't fit under a
particular classification.

- Deathclaw
  - 225 hit points, 1000 xp
  - Weapon: claws
  - Armor: thick skin (don't be fooled - very strong)
  - Special: none. Nope, it cannot blind you, etc.

  Deathclaws are very strong and deadly creatures. Fighting one by
  itself isn't too hard with decent small guns skill, but fighting
  many is difficult. If you give Ian the .223 Pistol and Tycho the
  Sniper Rifle, then the two make an excellent Deathclaw-killing
  squadron. They (deathclaws) have an insane amount of action points,
  so watch out!

- Mantis (found outside)
  - 20 or 30 hit points, 
  - Weapon: appendages
  - Armor: exoskeleton
  - Special: only found in random encounters

- Dogs
  - 14 hit points
  - Weapon: teeth
  - Armor: fur

RANDOM ENCOUNTERS
-----------------
These can be good or bad. Generally, good encounters can be identified
with a cross, while bad encounters can be indentified with a lightning
icon. Good encounters can be found with high luck and perception.

Good Encounters (most in Desert)
- Talking Cows: I don't know what this means. Ignore the message about
                something going wrong. I think it is a possible reference
                to Mad Cow disease or something.
- UK Police Box: Go to it, and the box disappears, and a motion sensor
                 appears. Desert only. Reference to the popular 1970's
                 'Dr. Who' show in England.
- Bob's Used Cars: Inside his shack, there are two guns. In a crate to
                   the left is the Red Ryder LE BB gun and in the footlocker
                   there is a standard Red Ryder BB gun as well as 100 BB
                   pellets.
- Footprint: Has a Stealth Boy on the corpse on the footprint. Occurs in 
             the desert. Possible reference to Godzilla.
- Overturned truck: Contains a box with loads of money. 
- Bob's Used Cars: If you pick the locked door and open it, you'll find
                   both the Red Ryder BB and LE BB guns.
- Aliens: You can find the alien blaster along with a portrait of Elvis
          in the ship. Reference to the 1947 Roswell incident.
- Patrick the Celt: You don't need high luck for this one. He'll give you
                    directions to places. You can ask him to sing a song
                    to you in Gaelic, and your Charisma will increase by
                    one. Identified with the lightning icon and he is found
                    in the mountains.

Bad Encounters (can occur anywhere)
- Random critters, from rats to deathclaws
- Raiders and Thugs attacking you
- Raiders and Thugs attacking peasants or each other
- Dehydration (Don't worry if it says you lost health points. There isn't
  a health point statistic in the game.)
- Rough terrain (only in mountains)
- Nausea (happens when radiation is in your system)
- Town guards (if traveling close to city)
- Caravans
- Dead traveller (sometimes accompanied with critters). Usually, the
  corpse has some items in it.
- Caravan guard, deathclaw ate his caravan. At least he'll give you his
  equipment, so it isn't too bad. Good for a scare, though.
- Fisherman and his son (only at coastal areas)

BUGS PRESENT IN VERSION 1.1
---------------------------
Even with the patched release, Fallout contains several bugs. Here is a list
of a few of them (included are workarounds, if necessary):

- You can barter and steal over your maximum weight limit. It's corrected
  in Fallout 2.

- Irwin's quest takes about 14 days. But on the Pip-Boy, it will only
  subtract two days until the deadline for the Vault to run out of
  water. 

- Using Power Armor and drugs can get you perks that you were not entitled
  to getting.

- If you offered to scout out the northern area for Maxson, destroyed the 
  Military base, told Maxson that the (imploded) base is crawling with
  mutants and were asked to go to the Elder meeting, this causes an endless
  conversation. After you enter the Elder meeting room, the elder on the
  bottom left will continue to congratulate you.
  
  Workaround: Right after the elder finishes talking, hit 'A' to go into
              combat mode and run away. This works. Alt-Tabbing during
              the conversation seems to make the problem go away.

- There are some Brotherhood of Steel and Shady Sands ending irregularities.
  Sometimes it seems quite strange when the Brotherhood takes over NCR
  when Shady Sands gets taken over by mutants (and doesn't start NCR).

- It's possible to gain two Luck from Chuck, the fortuneteller in Adytum
  if you choose the right conversation path.

- One of the FAQ readers told me that the bridge guard wouldn't move after
  you've told him even with version 1.1. The only workaround is to kill the
  Gun Runners and then take care of the Regulators by yourself (without the
  Blades assisting you). I personally haven't had this problem myself.


FALLOUT TECHNICAL MANUAL
========================
This section of the guide covers patch versions, bugs, system requirements,
and information for setting up Fallout on Linux/UNIX OS's and Windows NT
and its derivative OS's.

OFFICIAL FALLOUT RELEASES (GAME VERSIONS)
-----------------------------------------
- Version 1.0: Initial North American release. (Fallout 'Gold')
- Version 1.1: Updated North American release. Corrects lots of bugs
               and removes the time limit.
- Version 1.2: European release. I think it fixed some more bugs in
               version 1.1 (probably new ones were made in the process).
               Children are removed in the game, and possibly the violence
               and language filters are toned down.

PATCH INFO
----------
First of all, do NOT patch version 1.2!

Several speech bugs fixed.
Radiation increasing your stats has been fixed.
Once you return the water chip, there is no requirement for you to complete
  the quest to kill the Master and the blow up the Military Base in a
  certain amount of time. (Without the patch, it is 500 days if you didn't
  take the water caravan or 400 days with.) However, there is a 13 year 
  time limit in the game engine.
The NPC duplicating bug has been fixed.
Increases the stability of the game.
Increases save/load times.

However, some bugs aren't fixed. The Stealth Boy can turn into a motion
sensor if you turn it on and save in combat...hasn't occured to me. It
could happen with Fallout v.1.0. Here are some bugs in Fallout v.1.1.

- You can barter and steal over your maximum weight limit. It's corrected
  in Fallout 2.

- Irwin's quest takes about 14 days. But on the Pip-Boy, it will only
  subtract two days until the deadline for the Vault to run out of
  water. 

- Using Power Armor and drugs can get you perks that you were not entitled
  to getting.

- If you offered to scout out the northern area for Maxson, destroyed the 
  Military base, told Maxson that the (imploded) base is crawling with
  mutants and were asked to go to the Elder meeting, this causes an endless
  conversation. After you enter the Elder meeting room, the elder on the
  bottom left will continue to congratulate you.
  
  Workaround: Right after the elder finishes talking, hit 'A' to go into
              combat mode and run away. This works. Alt-Tabbing during
              the conversation seems to make the problem go away.

- There are some Brotherhood of Steel and Shady Sands ending irregularities.
  Sometimes it seems quite strange when the Brotherhood takes over NCR
  when Shady Sands gets taken over by mutants (and doesn't start NCR).

- It's possible to gain two Luck from Chuck, the fortuneteller in Adytum
  if you choose the right conversation path.

- One of the FAQ readers told me that the bridge guard wouldn't move after
  you've told him even with version 1.1. The only workaround is to kill the
  Gun Runners and then take care of the Regulators by yourself (without the
  Blades assisting you). I personally haven't had this problem myself.

- There's no way to finish the Spy in the Followers quest. The quest was
  removed from the game sometime during the development of Fallout. The
  patch won't fix the issue.

- Whenever you fight the Master he summons Nightkin to come and attack you.
  You can save the game and load it, and then the Nightkin will be gone. 

CHEAP TRICKS
------------
For starters, the easiest one is to swindle the shopkeepers in the game.
For example, you can sell a stimpack to a shopkeeper for $100 and buy
it back for $80! Repeat until you have enough money or are just tired.
Works on all versions.

You can use drugs and get perks that you normally aren't entitled to
getting. This is good for obtaining slayer and sniper. Power Armor
also should get you perks.

Every time you go in the Deathclaw cavern, you'll get 800 experience.
You can leave and ask Slappy to take you there again, and you'll also
get the experience! Works on version 1.0 only.

You can take the Gifted Trait and then use the Mutate! perk to change
Gifted into another trait. The main skill point bonus still remains,
and the secondary skill point penalty is lifted. Works on version 1.0
only.


SYSTEM REQUIREMENTS
===================
Several issues have been brought about the system requirements. Many of my
freinds told me that I could not run Fallout on my Pentium 75 MHz. I played
it on the 75, beat it, later upgraded to a 233 MHz IDT C6-2 chip, and have
not noticed any performance gain (except for ending your turn/combat). So,
to clarify things, here is the "real" requirements to run Fallout. 

WINDOWS REQUIRED TO RUN (actually)
----------------------------------
-HARDWARE
 - 32-bit x86 CPU with math co-processor (or 100% compatible)*
 - 16 megs of RAM
 - approx. 45 megs free hard drive space
   - 2 for binaries
   - 10 for saves
   - 32+ for swap file
 - 2x (Double-speed) CD-ROM drive for minimum install
 - 1x (Single-speed) CD-ROM drive for full install
 - PCI Local Bus graphics card, 1 megabyte of VRAM, must support 640x480
   resolution with 256 colors, must be compatible with DirectX 3.0a or
   above.
 - Keyboard
 - Mouse

-SOFTWARE
 - Win32 Kernel 4.00.950
   (Windows 95)
 - DirectX 3.0a Run-Time Library (minimum...only install it if you're
   running Windows 95 or NT 4.0 with service pack 3)

DOS REQUIRED TO RUN
-------------------
-HARDWARE
 - 32-bit x86 CPU with math co-processor (or 100% compatible)*
 - 32 megs of RAM with approx. 500k free conventional memory
 - approx. 12 megs free hard drive space
   - 2 for binaries
   - 10 for saves 
 - 2x (Double-speed) CD-ROM drive
 - PCI or VLB graphics card, 1024k VRAM, must support 640x480 resolution
   with 256 colors, must be compatible with VESA 1.2 through hardware.*
 - Keyboard
 - Mouse

-SOFTWARE
 - MS-DOS version 5.0
 - If your card doesn't support VESA 1.2 through hardware, get the Scitech
   Display Doctor for support through software.
 - CD-ROM drivers, Mouse drivers

*NOTE: Fallout tends to have some problems running on Pentium clones,
 such as Cyrix, IDT Centaur, and (maybe) AMD K5 CPU's. It is recommended
 that Fallout be run on an Intel (Pentium and above) or AMD (K6 and above) 
 processor. (For my story, please see CRASHES.)

 Some people have reported success with running Fallout on a 486 class
 processor. You might need a fast video card or more memory to run it
 on the lower CPU class. If you do plan to run it on a 486, make sure it
 is either an Intel 80486/DX or AMD Am486-DX processor; the minimum
 recommended speed is 66 MHz.

WINDOWS VERSUS DOS:
-------------------
DOS vs. Win32 or DOS running in Win32 DOS Shell :

DOS 5.x:
- Much slower load times
- Memory hog (even with 64+ megs of RAM, possibly due to the
  lack of the swap file.)
- Requires fast (8-speed +) CD-ROM drive to play movies at
  30 fps (otherwise they stutter). Sometimes they don't work
  at all.
- Faster gameplay with fast CPU and/or graphics chip, up to
  60 frames per second (fps).
- Requires VESA 1.2 directly in hardware support (or through SciTech
  display doctor)

Win32:
- Much faster load times
- Not much RAM required, 16 megs should run it well
- Slightly slower gameplay, limited to about 30 fps (VSYNC enabled?)
- Requires DirectX 3.0a


INSTALLING FALLOUT ON WINDOWS NT-BASED OS'S (post Windows-2000)
-------------------------------------------
Well, the requirements are the same for the Win32 version, except for 
the fact that you'll need 24 megabytes minimum memory and Service Pack 3. 
Service Pack 6 is available at Microsoft's website at www.microsoft.com.
(Note that the information listed previously applies to Windows NT only.)
It should run on Windows 2000 and XP without service packs and possibly on
their respective beta builds.

Shown below are the instructions. Here, the CD-ROM drive will be shown as drive
D.

Requirements: (in addition to the requirements for the Win32 version):
- 24 megs of RAM for Windows NT 4.0
- 32 megs of RAM for Windows 2000
- 64 megs of RAM for Windows XP
- Service Pack 3 for Windows NT 4.0
  * You should update Windows NT and 2000 to their updated service releases for
    maximum compatibility, performance, etc.
  * Also, make sure that programs can run under the 8-bit 640x480 display in
    Windows XP. 

1) Copy the file d:\program\win\falloutw.___ to c:\fallout\falloutw.exe.
2) Create a text file in the Fallout directory, and save it as
   fallout.cfg. This is the Fallout configuration file.
3) Open the file with Notepad (or a text editor) and insert the line:
   [system]

   You now have different options depending on what files you want to
   copy.

   - If you want to copy the Master Data File (master.dat, 318 megs) on
     your hard disk, go ahead and do so.

     Or, if you don't, then add this:

     master_dat=d:\master.dat

  - If you want to copy the Critter Animations (critter.dat, 150 megs),
    go ahead. 
   
    Otherwise, add this:

    critter_dat=d:\critter.dat

  - Add this to the line:    (This line is for NT-specific issues)
    
    freespace=0   (zero)

  - Create a new block (sound) and add this:

    [sound]
    music_path2=d:\data\sound\music

4) This is how your configuration file should look:
   (NOTE: This is an example file with all of the data on the CD)
 
   [system]
   master_dat=d:\master.dat      
   critter_dat=d:\critter.dat
   freespace=0
   [sound]
   music_path2=d:\data\sound\music              

5) This is it! Run Fallout, and if it works, get the Windows 1.1
   patch from Interplay. (Latter applies to North American
   version only.)

   If Fallout won't work, then install the DOS version and
   play it on the DOS shell.    

 
INSTALLING FALLOUT ON LINUX
---------------------------
I'm not a big fan of Linux, much less UNIX (or any OS other than Mac
or Windows). But for those who want "Penguin Fallout", here is a FAQ
on the requirements for Wine. DOS emulation is not possible due to the
fact that DOSEMU in Linux does not have support for protected mode DOS
extenders (DOS/4GW), and Wine says it can emulate DOS, but it cannot as
far as I can tell.

You'll need:

- Latest build of Wine, available at www.winehq.com*
  (I've heard that it runs on build 990613)
- 5th-generation x86 CPU (runs too slow otherwise)
- 32 megs of RAM with 63 meg swap partition, 64+ megs recommended
- 5 megs of hard drive space
- PCI Local Bus video card with 1 megabyte of VRAM
- Latest Kernel versions and XFree86 versions are recommended.
  - Kernel v.2.x.x
  - X-Server

  - NOTE: Kernel v.2.2.19 is recommended for older computer models
          (less than 32 megs of RAM); faster computers with 64 megs
          of RAM and 300+ MHz CPU's should try out the latest versions
          of the 2.4.x kernel.

          A good X-Server to use is XFree86 3.3.6 or 4.(1+).x. Use
          the latter only if you have a newer computer model, as it
          requires a bit more memory.

- Fallout will run on Wine with the X-settings set to 640x480 resolution
  at 8-bit color depth. The display settings must be set. The exact
  procedure is different for each Linux distribution (Caldera uses COAS,
  Mandrake uses HardDrake, etc.)

Configure wine (the /etc/wine.conf file), and in the console, type the
following in:

wine --winver win95 file:/mnt/cdrom/install.exe

(If this does not work, change into the CD-ROM directory and
 type in 'wine --winver win95 install.exe' )

NOTE: Changing win95 to nt40 might be better, I don't know.

NOTE: The exact command parameters are different for the many versions of
      Wine. This is what you would type if you were running Linux-Mandrake
      v.7.1 with Wine from the Mandrake 7.1 disc.

Wine should run, and then install the program. Check your root C:
drive for the Fallout directory. If the installer won't install the program
correctly, do a manual install (see the manual install for NT above). You'll
have to change directories, like the example below:
 
copy file:/mnt/cdrom/master.dat to file:/win32/fallout/master.dat, and on the
config file, change it to c:\fallout\master.dat, etc.

In the console, change into the Falllout directory, and execute Wine again.
Example:

wine --winver nt40 file:/win32/fallout/fallout.exe

On some Linux distributions (such as Mandrake 7.1), some of the config
info might be incorrect. Check out file:/etc/wine.con and look where
the C: drive and the Windows directories are set. Create the Windows
and the Windows/System directories as shown below, as according to
the Wine.conf file. You might need to login as the 'root' user to modify
or view the Wine.conf file.

Windows directory       (e.g.  file:/win32/windows)
System sub-directory    (e.g.  file:/win32/windows/system)

I've also seen these variations:
- file:/mnt/hdb1/windows 
  file:/mnt/hdb1/windows/system
  (these will show up if you have a slaved FAT hard disc drive loaded in
   the kernel)

- file:/root/windows
  file:/root/windows/system
  (sometimes Wine.conf will point to the home user's directory)

*NOTE: I personally have not tried this method, but some Win32 applications
 that I tried worked perfectly. (such as SESS.net's Cokehead) But yes, it
 does work, and I've seen instructions that parallel mine.

 You should log on as the root user while running Wine.

 You should also know that Wine is beta software and therefore you should
 expect many, many anomalities while running Fallout on Linux.

CRASHES AND INCOMPATIBILITIES
-----------------------------
On some Intel/AMD clone processors (like Cyrix, IDT Centaur, Rise MP6, etc.),
Fallout can (and probably will) crash on systems utilizing these CPU's.
It can happen when you are talking to an NPC with speech. There is no
workaround that I know of.

Also, sometimes Fallout randomly crashes upon completing something. This
is more common on systems without enough memory or with a slow processor.
It will not bring your entire system down, and Fallout can be safely restarted.
The crash might not even occur again.


CREDITS
=======
CONTRIBUTERS
- Chris Smith for writing an excellent Fallout FAQ and for allowing me to
  take some info from his weapons tables.
- Eric "Xeen" Wills (lord_xeen@hotmail.com) for correcting many mistakes
  throughout the FAQ, particularly some info about Richard Grey. He also
  contributed the information of making Garl (raider leader) think that you
  are his father. He was the one who corrected the big mistake - Ghouls are
  victims of radiation poisoning, not the FEV virus. He also added some stuff
  to the 'tactics' section.
- Robert Sorrells (robertsorrells@hotmail.com) for information regarding 
  Vault 13, the Doc Morbid killings, and some info about the 'tactics'
  section as well as the idea for the Quick Shooter (end-game badass)
  character.
- Kurt Linsenbardt (Dead81436@aol.com) for pointing out the radiation
  sickness and rads issue.
- John Nolden (phoon27@yahoo.com) for the extra information (two stimpacks)
  regarding Tandi's capture/release.
- Christian Gimelli (cgimelli@freeuk.com) for telling me about the Brotherhood
  of Steel operations. They were present in v.1.66, but not in the right
  place...
- Chris Lucas (chaech@earthlink.net) for finding out what happens to you if
  you're a male character and talk to Harry, the mutant at Necropolis.
- Steve Griffin (sgriffin2@carolina.rr.com) for telling me that there's a
  Hunting Rifle in Vault 15.
- "asp5" (asp5@mindspring.com) for pointing the second diplomatic approach
  that I completely forgot about.
- Mors Muertos (der_death_wish@hotmail.com) for giving details about the
  crack paladins.
- "Jessica M" (jessi_rosario@hotmail.com) for the nonviolent approach to
  disband the Skulz gang.
- "G Foyle" (gullyfoyle@hotmail.com) for giving information about the links
  between the Thieves' Guild and Decker quests, and for pointing out that I
  had forgotten about Neal's urn.
- Thomas Teh (vilik@home.se) for contributing the information on how to
  extort money from Iguana Bob.

HOSTING
- Any websites hosting this version of the text-based walkthrough.
- Duck and Cover (www.rpgplanet.com/fallout) and Kreegle for hosting the
  on-line version of the walkthrough.
- Yahoo! GeoCities for hosting the Fallout-Next website.

The Spoiler Centre