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 wi! ll 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. I! t !
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.

