SECTION I. Vault 13 Cave Entrance.
Search the corpse near the vault entrance and equip yourself. Kill all
rats in the area (there are twenty of them). That should give
you 500 experience points. In most cases you will get hurt by the rats.
At this point in the game it's good, because you get a
chance to use your First Aid and Doctor skills. While your character
is 1-5 level, do it whenever you can as it earns you
experience.
Now it's time for the wastes. The exit from the caves is in its western part. Once you're out head for the Vault 15.
SECTION II. Shady Sands.
On your way to another vault you will eventually discover another green
circle on the map. That's the village of Shady Sands.
Drop in.
First of all, holster your weapon. Most of the NPCs will not converse
with you until you do. Talk to Seth, the guard at the gate. He
will tell you of the Radscorpions' problem and offer to take you to
Radscorpion caves.
SECTION III. Radscorpion caves.
This area is pretty straightforward. Just kill all of the Radscorpions and be sure to collect at least one of their tails. Exit the caves.
SECTION IV. Shady Sands (revisited).
Later on you will need a rope. Seth has one. Trade it for something
you don't actually need (Radscorpion tails, for example). Visit
local healer and give him a Radscorpion tail for the antidote and some
experience. Find the traveling merchant (he's in the house
near the village gate, the one in blue pants) and ask him about Junktown
and Hub. They will appear on your world map. Exit the
village.
SECTION V. Vault 15.
Descent into the vault, find the elevator shaft and use the rope on
it. You will gain access to Vault 15 levels 2 and 3. Make your
way to level 3 and head for the south-eastern corner. There you will
get some experience and will be informed that you won't get
the water chip here. Exit the vault. Head for Junktown.
SECTION VI. Junktown.
Find Killian Darkwater, the mayor of Junktown. Talk to him. In the middle
of the conversation there will be the assassination
attempt on Darkwater. Kill the assassin and get back to chatting with
Killian. He will propose you to talk the confession out of
Gizmo, local Mafia boss. Accept his proposal and visit Gizmo. Talk
to him about the failed assassination attempt and offer yourself
as the man for the job. Then Gizmo will confess that he wants Darkwater's
head. It's just what you need. Return to Killian and
give him the tape with Gizmo's confession.
Accept his offer to participate in Gizmo's accusal. Of course, Gizmo
will fight and, of course, you will have to kill him and Izo, his
bodyguard. After you're done talk to the guard captain. He has another
task for you. You are to bust Skulz, the gang that originally
worked for Gizmo. Visit Scum Pitt at 20:00 and you will see the bartender
killing the Skulz member. Steal the urn on the bar and
show it to Vinnie, Skulz leader. He can be found in the back room of
Crash House. Vinnie will accept you in his gang and offer
you to take a part in the bartender's murder. At this point you can
either join him right away or run for the guard captain. In any
case, once you are in the bar, kill all the Skulz members and return
the urn to the bartender.
That's it. Leave Junktown for Hub. On your way out you may want to help
Philip out with the dog that doesn't let him in his
apartment. You can plainly kill it (no dog - no problem) but better
give it an iguana-on-a-stick, it's worth more experience.
SECTION VII. Hub.
There is much to explore in Hub. I'll just cover some of the more interesting things.
First, the weapons merchant in Old Town has the most powerful melee
weapon in the game - the super sledge. To get it, browse
his selection and then ask for something that has more punch.
Next, you might want to find out the cause of the trading caravans disappearing
(talk to merchants, they will complain about it
eventually; along with it you will be informed of Necropolis, Boneyard
and Brotherhood of Steel locations).
Talk to Butch, the leader of Far Go Traders, he will ensign you on a
job of finding the lost caravans. Ask him about the Death
Claw, then go talk to Beth -she runs the weapons shop here in Hub.
After you do it visit some madman in Old Town, he's always
by the house in which Harold the mutant lives. The madman will refuse
to help you until you talk to Harold. Then he will take you
to the Death Claw cave. Take it out. If you have difficulties let it
live for now and return here after you visit Necropolis. In the
cave you will find a dying mutant who will give you the holodisc. Show
it to Butch for some money.
Then talk to the guy who runs FLC. He will advise you to seek work with
Dekker,the underground leader. Go to the night club
which is across the street and persuade Kayne to let you in. Dekker
will offer to dispose of a merchant who lives in the Heights.
Accept and frame Dekker telling the Sheriff about the job. You will
be asked to join the Dekker's arrest. Agree when you are
ready and kill Dekker and all of his gang. The Sheriff and the deputy
are not much of assistance. Now that's a good place to store
your supplies. Don't forget to visit the police station for the rest
of your reward.
You may also wish to join the thieves' circle located in the basement
of one of the houses in Old Town. Talk to their leader, he will
ask you to steal the necklace from the merchant living in the Heights
(it seems that everyone has a knife into the poor guy). To
enter the merchant's house you will need to wait till it's dark and
SNEAK into it during the guards change. There find the chest
containing the necklace, grab it and get out. When you give it to the
thieves' circle leader you will be presented with electronic
lockpicks.
In Old Town there is a group of thugs holding a Brotherhood of Steel
initiate as a prisoner. Kill them (the nasty one's armed with a
combat shotgun) and release the prisoner.
Talk to the water merchants (they can be found in the southern part
of Hub) about the water chip. Refuse their offer to supply
your vault with water for 100 days - you have plenty of time. What
is more important they will tell you that the ghouls of
Necropolis refused to trade with them. That means they have a stable
source of water. Could this be a water chip?
There is an opportunity for you to take a job of guarding the caravans.
It pays, though not much, and usually it's worth some
experience. But I, for myself, consider that job a waste of time. Now
it's time to return to Shady Sands. Something's happening
there.
SECTION VIII. Shady Sands (revisited).
Seth will tell you that Tandi, the daughter of the village elder was
kidnapped by Khans, a group of raiders. Go talk to the elder. He
will give you the quest to return Tandi, a spear and his blessings.
Now visit Khans.
SECTION IX. Raiders.
Go straight to Garl, the Khans leader. Tell him that you're taking the
girl and challenge him. You will fight bare-handed. Kill him. If
you aren't strong enough, the best tactic is to strike for his legs
and, once he's down, for his eyes. After you defeat Garl take Tandi
to her father for the reward and return here. You are not finished
with the raiders yet. Kill 'em all. Now you are finished. Head
for Necropolis.
SECTION X. Necropolis.
You will enter Necropolis in the area called the Hotel. Your task is
to get to the Watershed using the sewers. Eventually you will
encounter the group of peaceful ghouls who live underground. Talk to
their leader and share your problems with him. You will
know that they do have a water chip in Necropolis and are using it
because their water pump is broken. Agree to find the parts for
the water pump and fix it. In the center of Necropolis lives Set, the
head of the city. He is sick and will get killed later on in the
game by the invading super mutants, so why not kill him now? Besides,
he has some quite valuable items. Before you kill him he
may tell you that a bunch of huge mutants is causing him problems at
the Watershed. Go there. You will see, yes, you guessed it, a
bunch of huge mutants. Find their boss, Harry. He will talk to you.
You will get two options - agree to follow him to the
Lieutenant, and it will be very, very hard for you to survive there,
or refuse, which will cause Harry to attack you. He has a laser
rifle, so make sure he dies fast.
Other super mutants will also attack you. One of them is armed with
a flamer and that makes him even more dangerous than
Harry. After you dispose of them descent to the sewers where Larry
the super mutant stood. There you will find some junk parts.
Return with them to the peaceful ghoul and he will give you three books
on electronics. Go back to the house where you
encountered Harry and REPAIR the water pump. Descent into the sewers
in the southern part of the house. There is a vault
here. Find the water chip and leave Necropolis for the Brotherhood
of Steel.
SECTION XI. Brotherhood of Steel.
Talk to the guards. One of them will charge you with the quest to bring
them something from the Ancient Order AKA Glow.
Accept the quest and leave the hospitable Brotherhood. Before you go
to the Ancient Order it would not hurt to wander into
Boneyard.
SECTION XII. Boneyard.
Boneyard consists of four main parts: the downtown where the Blades
reside, Boneyard Adytum, the library, home for the
Followers of the Apocalypse and the fortress of the Gun Runners. Go
to Adytum and talk to Miles, their chemist and Zimmerman,
their mayor.
Zimmerman wants the leader of the Blades dead blaming her for the death
of his son, and Miles wants you to get him the parts to
fix the hydroponic farm. Go to the night club where the Blades are.
Talk to their leader. She will prove her innocence by giving
you the holodisc with the Regulators transmission. Hmm, it's obvious
that the Regulators are much more than just the guards for
Adytum. Head back to Zimmerman and show him the disc. He will get killed
and you will get a full-scale war with the Regulators.
You have no choice but to kill them. Now visit Nicole, the founder
of the Followers of the Apocalypse. She will tell you to find out
what is happening in the Cathedral. She is sure something sinister
is going on there. Let her know you will look into it. Now for the
Gun Runners. To get to them one has to deal with the Death Claws. Once
you entered the Gun Runners fortress talk to Gabriel,
their leader! and agree to destroy all Death Claws so the Gun Runners
could move out. Gabriel isn't very happy with the situation
in Boneyard - his only clients are the Regulators and he cannot move
out because of the Death Claws. Return to where you saw
the Death Claws, kill them on the surface and proceed to the basement.
There you will find the Mother Death Claw and the eggs. Take care of
them and return to Gabriel. He will decide not to move out
as you eliminated both the Death Claws and the Regulators. Pick up
the junk parts lying where the Death Claws were and take
them to Miles, then to Smitty and then again to Miles. That's it. Leave
Boneyard and head for the Glow. Make sure you have a
rope and two packs of Rad-X in your inventory.
SECTION XIII. The Glow.
Stop in the square next to the Glow and take Rad-X until your radiation
resistance is 100%. Without it you might get fried. Now go
to the Crater, find a beam and tie your rope around it. Descent to
the crater via the rope.
Your task here is simple. All you need to do is find the corpse of the
paladin (the one in power armor) and get the holodisc from
him. He is lying somewhere on the first level. But the Glow is much
more interesting than that. In total you will need to collect
three access cards which will give you access to different elevators,
REPAIR the power generators on level six, get to level five,
dispose of the sentry robots and collect the stuff. There is also a
very advanced computer from which you may know what are the
super mutants and where they come from. Return to the Brotherhood.
SECTION XIV. Brotherhood of Steel (revisited).
Now the astonished guards will let you in. On the first level make sure
to visit the training facility and talk to the paladin there. He
will thank you for saving the initiate in Hub and offer you an item
of your choosing as a reward. I recommend taking the power
armor. Get it from Michael, the guy in combat armor near the supply
room. On the second-third floors there are a workshop, a
library and a medic who can make operations permanently increasing
your stats. In the workshop you may talk to the guy who's
repairing a suit of power armor. If you get him a systolic motivator
from Michael or steal one from Rhombus, the head paladin and
REPAIR that armor you can have it, but do you really need it if you
already have one? On the fourth level the Council of the
Elders and the leader of the Brotherhood are. Talk to them. They will
confess that there are rumors about some army from north
and ask you to investigate the northern regions. Accept the quest and
leave the Brotherhood. It will be useful now to visit
Boneyard Adytum.
SECTION XV. Boneyard (revisited).
When you're there go talk to Miles about your power armor. He will ask
you to bring him some magazines on chemistry from the
librarian in Hub. Once you're back he will make your armor even more
powerful. By this time you should have a plasma rifle.
Bring it to Smitty and he will upgrade it to Turbo Plasma Rifle, the
one and true energy weapon, nearly as good as an alien blaster
which doesn't look so good. Now you're ready to take on the military
base which is situated in the north-western corner of your
world map.
SECTION XVI. Vault 13.
Aren't we forgetting something? Ahh, yes! The chip. By this time you
should have at least thirty days before the deadline which is
more than enough to get to Vault 13 from any point on your world map.
Well, bring the chip back to your vault Overseer. He will
get worried about the mutants and ask you no less than to destroy the
source of the mutations and the mutants leader. Depart for
the military base.
SECTION XVII. The Military Base.
Once you find the military base and see the guards you may return to
the Brotherhood of Steel and persuade the Council of the
Elders to assign three paladins to help you but since they don't follow
you into the base building anyway that would be a waste of
time. So, dispose of the guards. Take a radio from one of them scream
in it that you're being attacked by the unknown enemy.
You will get some experience for that. Enter the building.
The military base itself is pretty straightforward. Just kill everything
that moves, you have no friends here. As for the force fields,
plainly go through the red ones, you will take some damage but no much,
and REPAIR the force field emitters for the green ones
the final level you will encounter the Lieutenant and VanHaagen, the
guy from the Cathedral. Yes, you can kill them too. On that
very level find the room with lots of computers and exploding technicians.
You can prevent them from exploding by shooting them.
Use your SCIENCE skill on the main computer and initiate self-destruct
sequence. Get out of the base before it blows up. Now,
what was that guy from the Cathedral doing there?
SECTION XVIII. The Cathedral.
In the Cathedral you will be accompanied by the group of Followers scouts.
Find the woman Nicole told you about and tell her
"red rider". She will tell you about the secret door the key to which
only Morpheus has. Find Morpheus (take stairs up). In any
case it will all end up by fighting him and the Nightkins.
Take the key from Morpheus' body, get back to the ground floor, open the secret door and descent.
In the basement find the strange wall near the bookcases which is marked
on your automap as a passage. Eventually it will open
and you will encounter another servant of the cult. The simplest way
to deal with him is to kill him.
Behind the secret passage is a vault entrance. From there make your
way to the third level, find another secret passage and enter
the corridor of flesh. You will get damage advancing this passage and
may finally have your eyes poked with some bone or alike.
In that case use your DOCTOR skill to restore your vision before the
battle with the Master. Come close to the Master and he
will talk to you.
Don't take his offer to join him. He will attack. Take cover behind
one of the columns and shoot him periodically with your turbo
plasma rifle. It'll take about from four to six shots. Once per three
turns the corridor will spawn a super mutant but when you kill
the Master it'll be over. The Master's death initiates self-destruct
sequence on the nuclear ware! ad that's on the fourth level.
Escape the Cathedral and that's it you've completed Fallout.
Mikko Runolinna