Welcome to my Fallout page. I hope you
find it enjoyable and entertaining. If you don't know about Fallout it
is an awesome computer RPG created by Interplay set in a post-nuclear war
enviorment. If you have comments or suggestions about my page please e-mail
me oologahq@aol.com . Also
please e-mail me if any of my information is incorrect or if I am missing
an item on on one of my sections.
Sections
Character Creation Section
NPC Info Section
Quest Help Section
Weapons Section
Armor Section
Fallout Links
Character
Creation Section
The default characters
in Fallout leave a bit to be desired. It is possible to win with them but
you are better off creating your own character. When creating a character
you need to always keep in mind what kind of weapons your character will
be using. Probably 2 of your 3 tag skills should be spent on weapon skills.
Small guns is always a good choice because of the variety of weapons it
allows you to use. Big guns allows you to use some powerful area of effect
weapons later in the game such as the flamethrower and rocket launcher.
Energy weapons is very useful later in the game when you get your hands
on the turbo plasma rifle. It is much easier to play the game with guns
than with melee weapons. Ammo is plentiful so there is really no reason
to use melee weapons except for the pure enjoyment of bashing a hole through
a mole rat's head or knocking a mutant's torso in two. I suggest taking
either small guns and energy weapons or melee weapons and energy weapons
as your two choices. Only try melee weapons if you have already beaten
the game though. The third skill to tag is your choice. Although lockpick
and steal will help you get better items early on in the game in the late
game science and repair are incredibly useful.
Another aspect of character generation
is traits. Even though it lowers your skill points I almost always choose
gifted. The extra point on every attribute is incredibly helpful and you
can always increase the skills you absolutely need with books. Bloody mess
is a fun trait to choose because you get to see the bloodiest way every
creature can die. However it is not particularly useful. Most of the traits
will help you in certain situations but will hinder you in others so it
is really your choice whether or not to use them and which ones to use.
Finally, before you set foot outside
of the vault to explore the desolate wasteland you must assign your points
to attributes. I always find it useful to add 2 points to dexterity, 1
to strength, and 2 to perception. You also can pretty safely take 1 point
off your charisma if you chose gifted and put it on something else. Keep
in mind this assignment of points is best for a character who will use
guns, if you plan on using melee weapons you should adjust your point distribution
accordingly.
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NPC
Info Section
This section is devoted to how to get
the various NPCs in the game to join your quest and how best to use them.
There are 5 NPCs in the game that I know of: Ian, Tandi, Tycho, Dogmeat,
and Katja. At certain points in the game certain people will join you in
combat but they do not stick with you for the long haul so they are not
listed here.
Ian- Ian can be found at the guard building in
Shady Sands. If you ask him to help you out a bit he will offer to join
you for 100 caps. If you have the option say "How about a piece of the
action instead." He will usually join you if you say that. If you don't
have that option or he refuses pay him the 100 caps. Ian wears a leather
jacket throughout the game and can use knives, pistols, and the SMG. He
is probably the best of the NPCs because he can shoot twice in a turn.
The best weapon to give him is the .223 FMJ Pistol if you get it and are
not using it yourself or the 14mm Pistol.
Tandi- Tandi is probably the least helpful NPC
and i would recommend not taking her along. She will just get in the way
and get killed. You can get her to join you if you rescue her from the
Kahns and then wait about a week before returning to Shady Sands. She is
only able to use the knife and doesn't wear any armor. About all she is
good for is absorbing shotgun shells.
Tycho- Tycho can be found in the bar at Junktown.
He is a very good guy to have around. You can get him to join you after
a skul in the bar hits the waitress and Neal blows his head off. You ask
him if he wants to help you clean up this town and he will join your party.
He wears leather armor and can use a spear, shotguns, the hunting rifle,
the sniper rifle, and some of the smaller pistols. He has quite a few hit
points which makes him great for absorbing damage. The best weapon for
him is the Combat Shotgun. However, he sometimes gets a bit trigger-happy
with it and will use the burst mode at a very bad moment so you should
try to stay out of his way or you might find yourself with a hole in your
back.
Dogmeat- Dogmeat is one of the coolest NPCs in
the game. He is quite a brutal brawler for being a dog. You can find him
growling at some guy on the screen with Gizmo's Casino. To get him to join
you you will need to feed the hungry pooch. The most availiable item to
feed him is an iguana on a stick which you can get off Gizmo after you
kill him with Killian. Dogmeat can move an amazingly long distance and
attack many times in one turn. Against armored foes he is not much good
but against raiders and the like he can really pile on the damage.
Katja- Katja is the weirdest looking of the NPCs
with her green hair. She can be found at the Followers of the Apocalypse
Library in The Boneyard. When talking to her say something like, "I'm not
going to stay around this place much longer myself," and she will offer
to tag along. She does not have very many hit points but she makes up for
it with her speed. She wears a leather jacket and can use throwing knives
or the SMG. Although she is better with the knives I suggest giving her
the SMG just because the knives do so little damage.
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Quest Help Section
This section is devoted to how to solve
the various mini-quests in Fallout. Note that some quests cannot be accomplished
if you complete others. Also their are a few quests that I am not sure
how to complete. One is how to find the Children spy at the Followers of
the Apocalypse and the other is to do some sort of quest for a circle of
thieves in the Hub, which i can't find. However below are the solutions
to all of the quests that I know about. If you know of one that I do not
have listed or have a different solution please e-mail me.
Vault 13 Quests
-
Calm the vault's renegade faction. Do this by talking to
Theresa in the living quarter's and reassuring her that the Overseer has
the Vault's best interests in mind.
-
Apprehend the water thief. Hang around the storage room at
midnight until you see a shady character walk in and rummage through the
supplies. Confront him and ask to search him for water. Sometimes he will
go peacefully and sometimes he will attack.
-
Find the water chip. The water chip is in the vault under
Necropolis.
-
Destroy the mutant vats. To do this you need to go into the
mutant military base west of Vault 13. Once inside kill the Lieutenant,
download the database, set the computer to auto-destruct, and get out.
You can get help with invading the base at the Brotherhood of Steel if
you are a member.
-
Destroy the mutant master. The master is on level 4 of the
vault underneath the Cathedral. You can get to him by fighting your way
through or by persuading Morpheus at the top of the Cathedral to take you
to him. He is a tough fight so it is lucky that there is a way to kill
him without fighting. Go to level 5 of the vault under the Cathedral and
you will find a nuclear warhead. If you have a high enough science skill
you can arm it and get out and blow the whole cathedral sky high.
Shady Sands Quests
-
Solve the radscorpion problem. First talk to Razlo and find
out that he needs some venom to make an antidote then get Seth to take
you to the scorpion caves. Kill all the scorpions and take the tail off
of one of them. Give the tail to Razlo and he will give you a poison antidote.
Use the antidote on Seth's brother in the back of Razlo's house.
-
Rescue Tandi from the Raiders. Talk to Aradesh and he will
give you a spear found where Tandi was abducted. There are several ways
to get Tandi back. If you can handle it you can just walk in and blow away
all raiders then pick the lock on her cell. However, if you are not up
to that kind of fighting you can try to threaten Garl into releasing her,
trade items to Garl for her, or duke it out one on one with Garl for her.
Also if you have a really high luck the raiders will think you are the
ghost of Garl's father and will let you take Tandi without fighting.
Junktown Quests
-
Take down Gizmo. After Kenji trys to kill Killian, Killian
will ask you to help get evidence to take down Gizmo. You can do this in
2 ways. Either take the bug and plant it on Gizmo's desk by using your
steal skill or wear a recorder and get Gizmo to confess that he tried to
kill Killian. Either way Killian will then ask you if you want to help
take out Gizmo. If you do you can take Gizmo's unique pistol off of his
corpse.
-
Take down Killian. If you decide to be evil you can offer
to assasinate Killian for Gizmo. If you do you will also have to take out
all of the guards so it is not suggested unless you are an expert.
-
Take out the Skullz Gang. After Neal shoots the guy in the
bar go to the back of the motel and ask to join the Skullz. They ask you
to go steal the urn off of the counter at the bar. Go do it and take it
back to the gang. They will then say they are going to kill Neal tonight
and ask you to come along. Say you have things to do and will meet them
there. Then go tell Lars and you can go with a group of guards to blow
away all of the Skullz. After the battle talk to Neal and give the urn
back. He will then give you free drinks for life at the bar!! Free Nuka-Cola,
gotta love it!!!!!
The Hub Quests
-
Find out what is happening to the missing caravans. Butch
tells you some rumors and then says to ask Beth about the Death Claw. Beth
says to go ask Harold and Uncle Slappy in old town. Give Harold some money
and he will spill his guts. Then talk to Uncle Slappy and he will take
you to the cave of the Death Claw. Destroy it then talk to the dying mutant
and get it's holodisk. Take the holodisk to Butch and collect your payment.
-
Save Irwin's Farm. In the south corner of downtown you will
find Irwin hanging around because raiders took over his farm and killed
his donkey, Pugsley. Go and avenge Pugsley by killing the raiders and Irwin
will give you the .223 FMJ Pistol, one of the coolest weapons in the game.
-
Kill Hightower for Decker. In the Maltese Falcon go and talk
to the guy standing by the bar and he will say that Decker may have some
work for you. If you say you are interested he will take you downstairs
and Decker will ask you to kill Hightower. Hightower is located in the
Heights and has several guards which you will probably also have to kill
to get to him.
-
Kill Jain for Decker. If you complete the first quest for
Decker and ask the guy by the bar for more work Decker will ask you to
kill Jain, the head of the Cathedral in the Hub. She is in the hospital
next to the water merchants. In order to collect your payment you must
kill Jain and not leave any witnesses. So you pretty much have to shoot
everybody in the hospital.
-
Take down Decker. At any time after Decker asks you to kill
someone you may go to the Sheriff and report Decker in. You can do this
even if you already killed the person, although then he will sometimes
not believe you. He will say that this is the evidence he needs to take
down Decker once and for all and asks if you want to tag along. If you
do you get to go into the basement of the Maltese Falcon and have a serious
firefight.
-
Rescue the Brotherhood Initiate. In the same screen as Jake's
Guns there is a building full of nasty looking punks in leather jackets.
If you can defeat them you find that they were holding an initiate of the
Brotherhood of Steel captive. He will thank you and whenever you talk to
the equipment master at the Brotherhood of Steel he will give you a nice
suit of Power Armor.
Necropolis Quests
-
Take out the mutants. Set, the ghoul leader, will ask you
to kill all of the mutants guarding the watershed. If you do Set will give
you a reward of 50 caps, some flares, and some nuka-cola. This always makes
me mad so afterwards I usually destroy all of the ghouls in the building
which does not negatively affect your karma.
-
Fix the water pump. The leader of the underground ghouls
asks you to find the parts and fix their water pump if you are planning
on taking the water chip. The parts are deep in the sewers guarded by some
vicious rats. After you get them return to the underground ghouls and they
will give you some repair books to help. Read them and then go use the
parts on the water pump.
Brotherhood of Steel Quests
-
Join the Brotherhood of Steel. To join the Brotherhood you
have to go to the Glow and bring back something which proves that you were
there. Take plenty of Rad-X when you go and stop to take some when you
get close to the Glow. The item you are looking for is on the first floor
and is a holodisk. However, if you continue down to the last floor you
can find some cool stuff so I suggest doing so if you have a good supply
of Rad-X. To get to the very bottom floor you need to repair the power
generators and use the computer to reinitialize main power. You can download
a whole bunch of info from the mainframe computer but don't play it chess.
I have never beaten it and your Rad-X wears off during the match so you
get radiated. Kill all the robots you come across before turning the power
back on so you don't have to fight them later.
-
Scout out the area for the mutant base. Maxson will ask you
to find out where the mutants are coming from if you talk to him. Explore
to the northwest until you find their base then return. Maxson will then
ask you to destroy it and sometimes will send 3 guys in power armor with
you. To destroy it you need to get to the top floor, destroy the Lieutenant,
and then set the computer to detonate the whole building.
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Weapons
Section
This section is devoted to the various
weapons you can find in Fallout. It is divided into categories by which
weapon skill each weapon uses.
Small Guns
Weapon Name |
Ammo Capacity |
Weapon Damage |
Weapon Range |
10mm Pistol |
12 |
5-12 |
25 |
Desert Eagle .44 |
8 |
10-16 |
25 |
9mm Mauser |
7 |
5-10 |
22 |
14mm Pistol |
6 |
12-22 |
24 |
.223 Pistol |
5 |
20-30 |
30 |
Red Ryder BB Gun |
100 |
1-3 |
22 |
Hunting Rifle |
10 |
8-20 |
40 |
Assault Rifle(Burst) |
24 |
8-16 |
45 |
10mm SMG(Burst) |
30 |
5-12 |
25 |
Shotgun |
2 |
12-22 |
14 |
Combat Shotgun(Burst) |
12 |
15-25 |
22 |
Sniper Rifle |
6 |
14-34 |
50 |
Big Guns
Weapon Name |
Ammo Capacity |
Weapon Damage |
Weapon Range |
Minigun(Burst) |
120 |
7-11 |
35 |
Rocket Launcher |
1 |
35-100 |
40 |
Flamer(Burst) |
5 |
45-90 |
5 |
Energy Weapons
Weapon Name |
Ammo Capacity |
Weapon Damage |
Weapon Range |
Laser Pistol |
? |
? |
? |
Plasma Pistol |
16 |
15-35 |
20 |
Laser Rifle |
12 |
25-50 |
45 |
Plasma Rifle |
10 |
30-65 |
25 |
Turbo Plasma Rifle |
10 |
35-70 |
35 |
Laser Gatling(Burst) |
30 |
20-40 |
40 |
Melee Weapons
Weapon Name |
Weapon Damage |
Weapon Range |
Knife |
1-6 |
1 |
Combat Knife |
3-10 |
1 |
Throwing Knife |
3-4 |
1 |
Spear |
3-10 |
2 |
Cattleprod |
12-20 |
1 |
Sledgehammer |
4-9 |
2 |
Super Sledge |
18-36 |
2 |
Ripper |
15-32 |
1 |
Club |
1-6 |
1 |
Crowbar |
3-10 |
1 |
Fist Weapons
Weapon Name |
Weapon Damage |
Brass Knuckle |
2-5 |
Spiked Knuckles |
4-10 |
Power Fist |
12-24 |
Throwing Weapons
Weapon Name |
Weapon Damage |
Throwing Knife |
3-4 |
Spear |
3-10 |
Grenade |
20-35 |
Pulse Grenade |
100-150 |
Plasma Grenade |
40-90 |
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Armor
Section
This section is devoted to the capabilities of the various
suits of armor you can find in your Fallout adventures.
Armor Name |
Armor Class |
Normal |
Laser |
Fire |
Plasma |
Explode |
Cathedral Robes |
5 |
0/20% |
0/25% |
0/10% |
0/10% |
0/20% |
Leather Jacket |
8 |
0/20% |
0/20% |
0/10% |
0/10% |
0/20% |
Leather Armor |
15 |
2/25% |
0/20% |
0/20% |
0/10% |
0/20% |
Metal Armor |
10 |
4/30% |
6/75% |
4/10% |
4/10% |
4/20% |
Combat Armor |
20 |
5/40% |
8/60% |
4/30% |
4/50% |
6/40% |
Brotherhood Arm. |
20 |
8/40% |
8/70% |
7/50% |
7/60% |
8/40% |
Power Armor |
25 |
12/40% |
18/80% |
12/60% |
10/40% |
20/60% |
Hardened P. Armor |
25 |
13/50% |
19/90% |
14/70% |
13/50% |
20/60% |
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Links Section
This section contains links to some of
my favorite Fallout related pages on the internet.
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All Fallout related images on this page are copyright of Interplay
Productions. All rights reserved.
Space for this page was provided by Angelfire Communications.