Endgegner Fallout 1 Der Meister
Nutzung von Community-Inhalten gemäß CC-BY-SA, sofern nicht anders angegeben. MEHR VON Fallout Wiki. 1 Stählerne Bruderschaft; 2 Fallout: New Vegas. der feinen Kriegsführung der Enklave, der Endgegner und Hauptantagonist von Fallout 2. Horrigan is a huge man-like armored figure., born in in Das hat sich vor kurzem ein Spieler in Fallout 76 gedacht un sich zum Raid-Boss erklärt. von Robin Rüther, Uhr. 1 36 2 0 53,99 €. Fallout Ein Spieler in Fallout 76 hat nach dem Sieg über einen speziellen Endgegner, Fallout 76 erhält Battle Pass mit Stunden Spieldauer (1). Fallout Erste Atombombe befreit den Endboss des Spiels (1) Quelle: Bethesda. um Uhr von Julius Kahl - Bereits wenige Tage nach dem.
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Endgegner Fallout 1 VideoAll Fallout Series Final Boss Fights & Boss Endings Es mag den Anschein erwecken, ein Rollenspiel zu sein. Unaufhaltsam wie ein Güterzug donnern sie auf uns zu und decken uns mit Sperrfeuer aus link Miniguns und Endgegner fallout 1 ein. Der Loot und seine Ausschüttung sind unterirdisch bzw. Ein Spieler wirkt dagegen. Aber eins stimme ich zu, wie weiter man im Süden kommt, desto fieser werden die Link. Quelle: Kotaku Je this web page ich mich jedoch nach meinen ausgedehnten Erkundungstrips in alle vier Himmelsrichtungen auf die Hauptgeschichte konzentrierte, umso tiefer sank meine Laune. Denn in Fallout 4 werde ich überraschend oft in eine Rolle gezwungen, kann kaum einmal eine Quest ablehnen und selbst die vermeintlich "böse", oft allenfalls sarkastische Antwortmöglichkeit ist viel zu zahm für Fallout-Verhälntnisse. Quelle: Nexusmods Wir haben die Erfahrung gemacht, dass Todeskrallen ein harter Brocken sind, sich mit einem Trick aber leicht umnieten lassen. Dieser Trick funktioniert noch besser bei https://jagerzoo.se/hd-filme-tv-stream/90er-jahre-mode.php Supermutanten-Sprengkommandos, die eine Mini-Atombombe als Nahkampfwaffe mit sich https://jagerzoo.se/hd-filme-stream/existenz-film.php. Mit der Nutzung unserer Dienste erklärst du dich damit einverstanden, dass wir Cookies verwenden. In einem Massenmord. Van Buren. Aber doch nicht so! Das Festival erschien bereits im Februar und diente dazu, den Winter zu vertreiben. Aber ja.
I'd also recommend keeping a save game slot for each time you enter a new major location town etc.
This way if you really screw up somehow and only find out after you save it can happen , you "only" have to replay that area.
These saves can also come in handy later on if you want to see what would have happened if you'd done differently in a particular quest.
A little word of warning about quicksave: as you probably know the quicksave function is "reset" when you use the regular load or save commands.
However, it's not reset if you exit the current game and start a new character. Once you fill up your quota of slots you can use a file manager of your choice to make room for new ones.
Just rename a save game folder those named "Slot01" through "Slot10" you don't need for the moment to something which gives you a hint of what it contains like "Slotshady" , and that slot will be free for use again.
Then whenever you want to bring back an archived save, restore that folder's name to a valid one.
You can use a similar trick to swap between whole save catalogues by renaming the "Savegame" folder to "SavegameX" or something else.
This way you can juggle different games with different characters. A more "realistic" approach to the game involves using a single save slot and reloading only if you die or screw up entirely by mistake but not, for instance, if you fail some action or have second thoughts about something.
Not recommended at all for beginners. Also better use at least one more slot for backup just in case your save files are corrupted.
An even more realistic playing style called "iron man" involves never saving the game at all except between playing sessions; if you die, you're dead and have to start all over again!
Once you've started the game I'd change the following default settings: combat speed, which I always turn up to max check the box as well , target highlight to "on" helps you see what's happening to critters behind walls , and running to "always".
While working on the guide I had difficulty set to normal, but any future games will be played on hard both game and combat difficulty , which unfortunately doesn't present that much more of a challenge.
If you hold down Shift and press the credits button on the starting screen, you'll get to read a quote file from the developers.
Mature stuff! If you type the word "boom" while the credits are running you'll be treated to an animation of Tim Cain's head blowing up.
You can access some sort of recording mode if you press Ctrl-R on the starting screen. You get to choose an area and run around it with Max Stone , but you can't talk to people unless you set off some script or manipulate objects except for opening doors.
This also creates a "selfrun" directory in your game folder where the recording is stored. When you're fed up, press Ctrl-R again to return to the starting menu.
If you now wait for a while, one of your recordings will start playing, more or less accurately. You can use this feature to view a few unused and uninteresting maps, like the ruined Brotherhood bunker entrance and the Viper camp.
See the Area walkthrough section for a way to exploit this in the game. Character design "Many of yours. Some useful, but too many twists.
To start off with, your age doesn't matter; it's not checked in any of the scripts. Gender will have a small but insignificant effect on some dialogues.
Male characters can sleep with Sinthia for a price and maybe with Keri for a minor benefit. They may also be taken for Death Hand in the raider camp, which is not necessarily an advantage.
You may have been meant to be able to pull a surprise attack on Harry with a female character, but all this does is initiate combat.
A funny detail is that the Vault 13 security officer is always of the opposite gender to the player character. Don't use any of the pre-defined characters, they all have flaws e.
One of the nicest things about most computer RPGs is creating your own character or characters, anyway; even if I wanted a "Max Stone" character, I'd make one instead of taking Max Stone.
Stats When allotting char points there are some things to keep in mind: Strength: Useful for carrying stuff and using weapons properly.
Start out with at least 5, but ST can be increased by 4 points during the game so more than 6 is probably overdoing it.
Perception: Good for ranged weapons, but not crucial. You should start with at least 5 for the Awareness perk. Endurance: Determines Hit Points and not much else.
Unless you like close combat a little too much I wouldn't put more than 4. Charisma: Not so useful, unfortunately. Affects bartering both directly and indirectly, but does not limit your number of NPC followers.
A CH of 1 is perfectly viable. Intelligence: Unless you plan to rely on brute force for everything, this is likely your most important statistic since it rules conversation and determines skill points per level.
Agility: Determines your Action Points, so you probably don't want less than 6, and starting with anything up to 10 doesn't hurt.
Luck: A high LK is good if you plan on getting Sniper, or special encounters. If you don't care about critical hits you won't suffer much from a low Luck score, otherwise don't start with less than 5 or you won't get Better Criticals.
Stats can never be effectively raised above Every stat can be raised by 1 permanently during the game except ST which goes up by 4 , so starting with 10 in any stat is a bit of a waste.
IN and LK can be raised by 2 permanently instead of 1 by taking advantage of scripting glitches, so if you're not above that you shouldn't begin with more than 8 in those.
EN and AG work in the way that an odd score will not give you any significant advantages compared to the even number below, e.
AG 6 or 7 both give you 8 Action Points. Keep this in mind, but also keep in mind you can increase these stats by one, which is why you may want to start with, say, AG 9 and not 8 or Interestingly enough this is in the patch notes of both games.
If you set IN lower than 4, your character will usually only be able to speak in grunts, unable to carry on any meaningful dialogue.
Needless to say this will severely impair your ability to take on and solve quests, but you can use Mentats to help with that.
Psycho is even more effective. For more details, see the Stupid section. A Strength of 5 is enough to handle all small guns.
A ST of 7 is sufficient to wield all big guns and energy weapons, and in fact ST 6 is enough for everything but the Minigun. Once you get the Powered Armor you don't have to worry about this.
Even if you're going solo it's not so bad since you don't really need to carry much junk around. One Hander: Many of the best weapons in the game are two-handed, but it's good for kung fu characters since the bonus applies for Unarmed-class weaponry, none of which is two-handed your basic hands-and-feet attack is unaffected.
Finesse: Decent trade-off. Also goes well with big guns and burst weapons, obviously. Don't take this if you're a hard-core sniper though.
If you get Sniper or Slayer, it rocks. Note the difference from Fallout 2 that it benefits HtH combat as well as ranged.
Gifted: The stat bonuses counteract the skill penalties especially if you put a few extra points to IN , so this is universally regarded as the best trait.
I don't use it myself because it almost feels like cheating, or at the very least it spoils the challenge of balancing your stats. If you raise your stats with Bruiser, Small Frame or Gifted, you can redistribute the extra point s manually, so think of them as extra generic char points, although technically this is not so which is reflected in the fact that you can't lower the raised skills below certain values, but that should never be a problem.
Potentially useful but not overly worthwhile traits: Heavy Handed: Some extra damage early on for HtH characters, but not so good in the long run if you plan on getting Better Criticals and Slayer.
Jinxed: Could be useful in a pure and weird HtH game. If you or your party members are using guns yourself you shouldn't want to randomize combat unless you're always worse at it than the critters you'll be fighting in which case you may want to rethink your playing style entirely.
Good Natured: Decent if you only plan on using one combat skill i. Small Guns , or, obviously, if you don't plan on using any combat skills.
Otherwise you might as well choose something else. Bad in a stupid game. Traits to avoid: Fast Metabolism: Both effects are utterly marginal, so it's simply an utterly marginal trait.
Bruiser: Two more stat points, but you need the AP. That's like losing four points of Agility, which is ridiculous for an HtH character.
Kamikaze: Trade away protection for Sequence which matters only during the first combat round? No thanks. Bloody Mess: Could be fun to begin with, but doesn't do anything in game terms, and gets tiresome.
You'll see those animations anyway and it will feel more like a reward! Night Person: This is very bad considering how many people will only talk to you during daytime.
Could be used in a stupid game, but I wouldn't bother. Skilled: With a decent IN you'll be swimming in skill points. A horrible trait, avoid like the plague unless you have IN 1 or something, though it beats me why you would.
Chem Reliant: The average time you spend being addicted won't change, so what's the big deal? Chem use is marginal anyway and most players will probably just reload if they get addicted.
Chem Resistant: A convenience if you're playing a chem user, but even so it's little more than that you don't have to reload as often.
Skilled is bugged in the way that you don't get the extra 5 skill points per level you're supposed to get.
If you want to simulate this effect you could give yourself levels of the Educated perk using a character editor. Although Bloody Mess does have one beneficial function at the end of the game for good characters, that effect can be achieved by other means.
Skills Recommended skills to tag unless you're going for a stupid game : Small Guns: Your primary combat skill for most of the game.
Can be used all the way to the end. Lockpick: There are many locked containers and doors and you'll want to open them with a minimum of fuss.
Speech: Because you want people to like you and be impressed with you and give you quests and generally do what you tell them to.
Unless that one is Small Guns, choose one of the following according to preference one of these would probably be a tag skill instead of Speech in a stupid game : Energy Weapons: The best combat skill during the final stages of the game.
Melee Weapons: Neat once you get the Super Sledge, limited use early on. Skills you need not spend points on: Big Guns: Only used late in the game, and not as effective as you'd think, either.
Throwing: Rocks and grenades simply don't play a huge role in the world of Fallout. First Aid: Since it starts out higher than Doctor you'll probably be using this some at the beginning of the game.
Doctor: Pretty marginal. You can fix a broken limb at a very low skill level, and other than that you're fine with First Aid, Stimpaks and natural healing.
Sneak: Not overly useful, and it doesn't work in many of the situations where it would have been good.
Steal: You don't need to steal stuff for the trade value, stealing ammo and chems before combat is lame, and there aren't many other uses. Traps: There aren't that many traps in the game, actually, and they're not likely to kill you.
You can raise it a little for convenience, but you don't really need to. You don't need more. Repair: See Science. Barter: You don't have to trade much, and CH is more important for that anyway.
Gambling: You don't need to get money by gambling. Outdoorsman: See Science. Your number of available skill points are capped at 99 when you level up.
You can have more than 99 points stored e. You can turn down the difficulty level to raise your non-combat skills temporarily for a specific action.
Many players actually favour the Sneak skill as in some situations it will let you kill people without anyone noticing, which is useful in assassinations but this doesn't always work , or sneak up to them before applying HtH pain.
Unfortunately many proximity scripts and similar don't bother to check whether you're sneaking or not.
It doesn't help when stealing from Killian's tables, for instance. I'll put a couple of Steal notes here, because they don't seem to fit anywhere else.
You gain a bonus or suffer a smaller penalty stealing from the back or side of someone, but the Sneak skill does nothing. Item size which is not the same as weight is a factor unless you have the Pickpocket perk.
Regardless of your skill level you can use Steal to see what humanoid critters are carrying, although you won't see items they're holding or items that they "produce" during the course of a quest.
This amount doesn't seem to be capped by your Steal skill level. In most shops you can't use Steal on the shopkeeper because the wares are kept in an on- or offscreen container when you're not talking to the shopkeeper Mrs Stapleton is one exception, though she normally keeps her books away.
In the case of Beth, Mitch and Jake in the Hub, the stuff will appear on the body of the shopkeeper if you kill them. You can plant items on people using Steal.
You can use this feature to give equipment to your NPCs, to kill people with explosives, and in one quest.
Note however that it doesn't cost more skill points to raise a skill at high skill levels. Perks The three top perks: Awareness: Extremely useful.
This should be your first perk. Bonus HtH Attacks: Wonderful for brawlers. Well, it's good regardless. If you don't have the stats to meet the requirements of a perk you can in some cases use drugs to raise them temporarily and get the perk it took me several games to realize this!
Check out the chems in the Items section for details. This is made easier by the fact that unlike in Fallout 2 you can reap the effects of any number of doses at once.
Also remember you must spend each perk before earning a new one. Recommended perks number of ranks in parentheses : Action Boy 3 : Good for most characters.
Depends on your current Action Points and what weapons you plan to use. Better Criticals: Yummy. Still, better than in Fallout 2 since you'll never get Sniper.
But, you probably won't get it in a normal game. Sniper: The sniper perk. The problem is you'll only get to use it at the very end of the game if at all.
Another advantage is that you can get Bonus Move at 6th level, compared to 12th for Action Boy. I can never find any good perks at the early levels, so I almost always go for Toughness and Bonus Move.
And some extra move AP can be still useful even in ranged combat - for hiding behind obstacles. On the other side of the coin, if you run out of "normal" AP your turn ends whether or not you have extra movement AP left.
Possibly useful but not crucial perks: Dodger 2 : Protection is good. Quick Pockets 3 : Like a restricted Action Boy available on level 3.
In fact I think this version is more balanced than the one in Fallout 2. Toughness 3 : Protection is good but spending char points on Endurance is not, so take Buffout if you want this.
You can play a little trick with the Tag! Effectively this perk can give you an amount of generic skill points equal to 20 plus the highest amount you've gained in a non-tagged skill, which makes it far superior to every other skill point perk.
No big deal, since I don't care much for skill points late in the game anyway. When you pick a skill point perk other than Tag!
Now you'll have to get all three levels to notice any difference. Note that this perk only adds to the maximum damage - that's only one point on average for each perk slot!
Bonus Ranged Damage 2 : Not nearly enough of a bonus unless you're using a Minigun. Explorer: Improves your chances of finding special encounters, which is good at low LK but seems a bit vague.
Could have been OK at level 6. Lifegiver 2 : Once you reach level 12 your maximum number of Hit Points won't be so important any more, and there aren't too many levels to go anyway.
Pickpocket: Neat for thief characters, I suppose. But if you fail at stealing, won't you just quickload? Silent Death: Guess which one of this and Slayer you should choose at level Then after eventually reaching level 21, you'd want to put skill points in Sneak to make one of your attacks do double damage?
I laugh hard! Silent Running: If you must play a sneaking character I suppose this takes a lot of frustration out of playing, but doesn't it spoil the atmosphere?
A convenience perk. Strong Back 3 : Carrying more stuff can't be wrong, but spending perks to do it is. Especially if you have an NPC.
The Lifegiver perk gives you 4 extra HP for each new level in addition to the 4 HP you get just for taking the perk the manual forgets to say this, but it's in the patch notes.
It's possible to score more than one double-damage hit with Silent Death in the first round of combat, assuming you can position yourself behind two or more enemies without leaving Sneak mode which is difficult if you have to pass directly in front of them.
Useless perks which should only be chosen if you have no other options or really want to : Animal Friend: Well, how useful is this. Cult of Personality, Presence 3 : The potential benefits of these perks are frighteningly small.
Earlier Sequence 3 : Not worth it. Educated 3 , Master Thief, Medic, Mr. Fixit, Speaker: All these perks give you nothing but skill points.
You don't need more skill points. You need perks. As for Educated, if you get it at level 6 and then level up ten times, you've gained 20 skill points.
Over time. Some guide writers recommend it. Empathy: It seems like a great idea in theory, but this game simply isn't about choosing the dialogue options that keep other people happy.
Faster Healing 3 , Healer 3 : Healing rate is never an issue. Flower Child: Convenient for a chem character. But using chems sucks.
Fortune Finder, Master Trader: Money is not an issue. Fortune Finder is simply awful; Master Trader isn't actively bad, just strictly unnecessary.
Friendly Foe: Noooo. This is free in Fallout 2 , as of course it should be. Ghost: Like a skill point perk only you don't get the skill points!
Heave Ho! Mental Block: There's no need for this at all. Well, it would be OK to change Finesse into Fast Shot at level 21 after getting Sniper and having a high LK, but if you get to that point you're not playing a regular game anyway.
Mysterious Stranger: Utterly useless. Night Vision 3 : Situational, and doesn't do much. Increase your weapon skill instead, or even pick Sharpshooter.
Pathfinder 2 : Time is not an issue Rad Resistance 3 , Snakeater: Poison and radiation aren't common enough, or difficult enough to handle, to necessitate these small bonuses.
Ranger 3 : Random encounters aren't that bothersome. Scout: Pointless. Scrounger: You don't need this. Sharpshooter 2 : Effectively just a minimal skill increase for ranged attacks.
Raise your preferred weapon skill instead and use the perk for something special. Survivalist 3 : Look! If you take all three levels of this perk it will make it virtually impossible for you to get caught in a rock slide when travelling and get hit for 2 points of damage!
It is a must! Swift Learner 3 : This helps you gain levels. What's the primary purpose of gaining levels? To get perks. So why use perks to gain more levels?
This is probably because barter modifiers are applied cumulatively and not sequentially. If you have only one trait when you get the Mutate!
In v1. The effect of Night Vision varies depending on the lighting conditions and your number of perk levels. At other times, any specific level might not do anything at all.
Frank Shannon notes that Night Vision adds some clarity for people with dark monitors. Sharpshooter is bugged and doesn't really do what the manual says; it's supposed to raise PE by 2 for sniping purposes, yet often improves your chance to hit less, and never more, than increasing PE by 1.
At least it gives you a bonus even if your PE is at 10 already. Swift Learner is even worse here than in Fallout 2 , since you can't go beyond level It may seem like a good investment when you first look at it, but since the xp requirement for each new level rises linearly, even if you get all three slots of Swift Learner you only ever stay at most one level ahead of someone who doesn't ruin their early game wasting invaluable perks, and for that you'll have to wait until level 17!
So, that adds up eventually to a few HP and skill points, for three perks Do not choose this perk ever, ever, ever, ever! Suggested characters First of all, none of that "theme character" nonsense, like tagging Science and Repair and choosing "tech perks" like Educated and Mr.
Fixit, or tagging Sneak and Steal and then choosing "ninja perks" like Ghost, Pickpocket and Silent Death, or even tagging Speech and Barter and picking "diplomat perks" such as Presence, Empathy and Cult of Personality.
Well, of course you could do that and probably even finish the game , but in that case it'd be pointless for me to tell you what to do.
Also I don't think you could squeeze as much out of the game as you could with a generalist. For one thing, those options will be more or less available to you anyway by the time you need them.
For another thing, there are very few advantages either minmaxing-wise or role-playing-wise to be gained from being an "expert scientist" or "expert sneaker".
What you really need is good IN for dialogue and skill points , good Speech, and at least one way to deliver damage efficiently. You then basically have a choice between ranged or close combat because the perk progressions are different.
Or you can be stupid, which is the same as devoting yourself entirely to combat. The "developed" stats given below don't include the extra two stat points you can get by exploiting glitches.
If you're going for those you can make the necessary adjustments yourself. Sniper: A clever character that can solve all quests and finish off bad guys easily.
Which sort of summarizes what you do in this game. Traits: Small Frame, Finesse. Tag skills: Small Guns, Lockpick, Speech duh.
Comments: Later in the game you'll have to choose between building Energy Weapons or sticking to your old Sniper Rifle. Optionally drop either trait in favour of Fast Shot.
Gifted sniper: A boosted version of the above. Traits: Finesse, Gifted. Tag skills: Small Guns, Lockpick, Speech.
Perk progression: See Sniper. Brawler: The main objective with this one is to attack lots of times every turn with the Super Sledge; apart from that, pretty much the same as above.
Traits: Small Frame, Fast Shot. Tag skills: Melee Weapons, Lockpick, Speech. You may have to postpone the big fight with the raiders, since you'll be weaker at the start than the Small Guns character.
Stupid: Be stupid and don't do any quests and just kill everyone and everything you don't like. The stats are the same whether you choose ranged combat or HtH, and the given perk progression will let you stick to both styles don't worry about Slayer - you'll never get either of those two anyway.
Raise Small Guns early on and Melee Weapons once you get a decent weapon. Or stick to one of the Sniper or Brawler perk progressions to optimize one fighting style.
Stat increases require the use of Mentats and it's assumed you don't get the IN rise. Reputations During the game you may accumulate one or two characteristics which are neither perks nor traits, but presented alongside them.
They're often called "karmic traits", or even "perks", but the manual calls them "specific reputations". They don't affect your stats, only how people in the game world react to you.
Berserker: Kill significantly more good people than bad people. Champion: Kill significantly more bad people than good people.
Childkiller: Kill a child for any reason, even by accident. Although you get the Childkiller reputation after killing one child, you'll need to kill three before the people of the wasteland actually start regarding you as a Childkiller.
This doesn't have any overpowering effect, though. In the walkthrough I'll write "Childkiller" when it really should say "having killed three or more children".
If any of your NPCs kills a child you don't get the Childkiller reputation. For most characters the reaction system is entirely forgettable.
It is in fact impossible to get a bad reaction even with CH 1 unless you have Childkiller or Berserker, have negative karma, or go out of your way to insult people.
If it's 51 or above you get a favourable reaction. Everything in between is a neutral reaction. This calculation is made only when you first talk to a critter, although things you say to them may nudge the result in either direction.
In the vast majority of cases neither approval nor disapproval has any tangible consequences. With Cult of Personality the resulting karma modifier is always positive.
Well, that's in part because there are no evil critters in the Fallout world as far as the reaction system is concerned: due to what appears to be a huge oversight, none of them is flagged as such.
Everyone in the wasteland will respond well to heroes and badly to scoundrels - when it comes to reaction, at any rate.
This also means Cult of Personality will only come into effect when playing a character with negative karma. Radiation And now for some stuff on radiation, which does play a small part in the Fallout world.
The only prominent source of radiation is the dreaded Glow. Whenever you get a huge dose all at once, the message window says "You have received a large dose of radiation.
The severity of the "attack" depends on your total rem count, but also on the amount of recent radiation that triggered the message.
After 7 days, your stats will return to normal. A little confusingly, this is signalled by another message identical to the first one.
If you absorb more radiation in the meanwhile, your current penalty may be replaced by a more severe one.
Here's a list of the penalties you may suffer. The rem figures are rough approximations. This is checked only at the moment when they are lowered, so you may be able to use drugs to stay alive.
Assuming you don't die in this manner, you can live with any kind of rem count and still run around with no penalty whatsoever.
From what I can tell, there is never any permanent damage resulting from radiation. Area walkthrough "I know who you are.
You are walking death, a plague in human form. Where you step, blood flows like a river. This is not strictly a walkthrough in the "do this, then do that" sense, but there's enough information and general advice that you should be able to figure out how to do stuff, and have more fun in the process.
There are no "hidden" world map locations, i. There is, of course, one crucial time limit in the game, for returning with the Water Chip.
After that there was a day time limit in the original before the mutants found Vault 13 , which was removed by the patch. There's a hard-coded time limit of 13 years which you cannot avoid, but it shouldn't be much of a problem.
Finally you must enter Necropolis within days if you want to experience that area properly, which could be regarded as a time limit of sorts.
Here's a few hints and tips compiled into a handy list: Be polite. If you tell people you like to eat children they'll like you less.
Most of them. Some may even refuse to speak with you further. Put away your weapon when you're not using it. Aside from the fact that you'll open doors faster, many more people than in Fallout 2 will react negatively to guns being shoved in their faces.
Also many more people will be busy or sleeping during certain hours of the day, usually the night ones. Lots of times you only get one chance to talk to people; after you leave dialogue they might present you with different conversation options, or only give you floating dialogue.
At other times you may only be able to access a specific thread once. Another big difference from Fallout 2 is that there are many more random skill and stat checks as opposed to fixed value requirements.
For one thing, this tends to randomize the game and reduce the difference between various character types. For another thing, the threads where you must pass a check are often ones you cannot revisit.
For this reason you might want to save before every conversation even if you know what you're doing. Not every skill check in the game will be listed in the guide.
I've tried to catch non-Speech checks in dialogue; most others should be pretty obvious. Check bookcases, lockers etc.
Places where you can get into trouble for trying to loot containers Raiders, Necropolis, Razlo's bookcase are mentioned in the walkthrough.
Also look for items on the ground. I'll usually only list such loot if it's something special. You can forget about them completely if you want.
Some talking heads have many extra sound clips for them, though - try asking Loxley about "boneyard" and "razor".
Items on the ground or in corpses do not decay, so you can return and pick them up later on unless they're on a map you can't return to.
However, to pick up an item you must be able to click on it, so if a dropped item or a corpse is completely hidden by opaque scenery then it will be lost.
When bartering, the game never checks for weight. What's more, you cannot be "overloaded", so you can actually barter for more than you can carry and run around with it - but while you do you won't be able to pick anything up, even weightless stuff like Bottle Caps or Stimpaks.
While not so useful for a solo character, this has a significant impact on the mule capacity of NPCs. It should be noted that not all dialogue options described in this walkthrough will be available to a character with middling ability or skill scores typically IN or Speech.
In some of these cases you can try chewing Mentats, if you have them. IN 7 is enough for virtually all important dialogue nodes. For instance, if someone says they're going to kill you, and you press 0, they may not turn hostile, or if you end up in a dialogue thread which leads only to an undesirable end, you can abort it entirely.
Using this "trick" may prompt unexpected dialogue and cause quests to reset or abort - you have been warned. Sean Meskill discovered a way to rest anywhere: "When you have enough status entries names of locations that they start to physically appear in the space where the alarm clock entries appear, then you can do the trick.
Go someplace where you cannot rest. Enter the Pipboy. Press status. Press the alarm clock, then after it says you cannot rest here click a status item that physically corresponds to an alarm clock item.
It will then switch to the rest menu, with the rest option that is in the same place as whatever status item you pressed being used.
Usually you can't rest very long doing this, but you can do it as many times as you want. Very useful. You need quest entries for at least three locations to be able to access the "Rest for ten minutes" option.
Here's a cheat from Michal Zalewski: "If you are at the brink of an impossible to win encounter, and have no other options, you can save your game, go to the main screen, hit Ctrl-R and load an arbitrary map, then load your game, walk past the combatants they will not notice your proximity and reach safety, save again, hit Ctrl-R and load the last save in the normal mode.
Although it is cheating, it is sometimes a better option than replaying several hours of the game. If you feel particularly naughty, you can plant explosives near critters or kill them with Super Stimpaks.
This also works if you want to avoid certain scripts. The method won't work if you have already entered combat mode.
As a side note, there are some funny consequences to entering the combat mode while in Ctrl-R - most notably, it is possible to get killed, then walk away with negative HP.
Quite unfortunately, you will still remain flagged as dead, so if you save the game and then load it in normal mode, the game will immediately end even if your HP is positive.
The game may get mangled in Ctrl-R mode on some occasions it is possible to crash it, or be stuck in endless combat mode , but it seems to be a rare glitch; once you get past Ctrl-R and load the save, there are no side effects as far as I could tell.
Experiment at your own risk Vault 13 "Don't drink glowing water. There's a vault door but you can't get back in right away.
Take the Knife and ammo from the corpse, then kill as many rats as you want for practice and leave. You can use the Knife to kill them, but I wouldn't worry about using the gun, if you tagged Small Guns at any rate.
You'll find plenty of ammo. What equipment you start with depends slightly on your tag skills.
The medic on level 1 will provide healing and remove radiation. If you hit him or kill any vault citizen he won't talk to you any more.
Infinite free Stimpaks! On level 3, use Science on the computers in the room to the left for xp from each - but if you fail an IN check you'll simply spend time "surfing the interweb" and gain nothing.
Ask the guard at the armoury about locked doors IN 6 and Speech needed and tell her you need the stuff and she'll let you in.
The Overseer sits in the room to the right. You can talk to him and he'll basically tell you what remains to be done to move on with or finish the game, i.
After you've talked to him a few times you can ask for more stuff and get 48 10mm JHP and 2 Stimpaks. You can turn on the people in Vault 13 and still carry on with the rest of the game, even finishing it.
However, it's not possible to kill the Overseer by attacking him in the command centre. If you initiate dialogue with the Overseer when he's hostile, he'll fire and inflict HP of damage, but all further attacks will be "normal".
Calm the rebel faction. Upset vault citizens on level 2 will tell you to come to Theresa's room at You can actually go and talk to Theresa at any time and convince her the Overseer is right for xp.
This requires IN 6 and a Speech check and you only get one attempt, so save first. Another way to "finish" the quest is to kill Theresa any rebels witnessing this will attack you , but you get no quest xp for this.
Afterwards you can provoke any remaining upset citizens into attacking you, but you should know better. If you don't finish this quest within days the rebel faction will indeed disappear from the vault.
Destroy the Mutant leader. This is a 10, xp quest that will get solved in a completely different location. Destroy the source of the Mutants.
Find the Water Chip. This is your main quest, initially at least. There'll be annoying cutscenes when and 50 days remain of the day time limit.
Once you return with the chip, take it to the Overseer for xp. When this happens you won't be able to finish quests 1 and 5 any more though they're crossed out on your quest list.
You then get quests 2 and 3. This quest is not crucial to finishing the game, i. A tip for item hoarders from Sebastian Cassten: "For keeping the Water Chip, simply press the 0 button when the Overseer asks you for it.
Afterward you will be at the computer, gain the xp, lose the time limit, get the new quests from the Overseer and keep the chip. There are two ways to "reset" this quest.
The easiest is to talk to the Water Merchants see the Hub. The other requires that you kept the chip: returning to Necropolis and using it on the water computer there will also undo the chip quest, which means you can give the Water Chip to the Overseer again for more xp.
Using the cheat to keep the chip you could travel between the Hub and Vault 13, gaining xp each round trip and increasing the time limit all the while.
Hours and hours of bug exploitation fun. Find the Water Thief. Talk to Lyle or Cindy on level 2 or the water guard on level 3 after at least 30 days have passed and they'll tell you someone's stealing water.
You must offer to help for this quest to become active. Go to level 3. Rest until midnight and a suspicious fellow will emerge from the elevator.
Unless you talk to him he'll go into the storeroom and take some water even if you're standing right next to him.
You can then accost and search him and crack the case for xp. If you fail a CH check he'll attack and you'll only get xp for killing him unless the security officer comes running and kills him instead or an NPC deals the killing blow, in which case you get nothing.
You can actually kill him as soon as you see him and get the xp. Shady Sands "How about you and I I-I like guys, okay?
Uh, excuse me, I got stuff to do. Talk to Katrina by the gate for some game basics, and if you go through all the available dialogue options in one go you'll gain xp.
The first time I played the game my character was a female named Katrina. The first person I talked to in the whole game was Katrina.
What are the odds? Her hints for the two local quests have been mixed up, so that if you've got the radscorpion quest you can ask her about Tandi's kidnapping and vice versa.
Razlo in the house to the southwest will tell you to stay away from his bookcase o' stuff. Save and try anyway.
He and his wife will both give you two warnings before attacking, but with a little luck you can take all the stuff without either noticing.
Razlo will heal you for money. You can also choose to barter for healing; if you leave the barter interface without trading for the healing object, he'll try to charge you in cash.
Once you get a Scorpion Tail, give it to Razlo and he'll reward you with an Antidote and xp. For each tail you give him he'll turn it into an Antidote, but it'll take some time.
Next, use one Antidote on Jarvis in the back for xp. You can get the medical barter items in your inventory by putting them in a container see Raiders for a note on this.
If you do this, Razlo will think you didn't buy the item and try to charge you in cash as usual. If you return later to buy healing carrying one or more such items, Razlo will consider this payment and then purge all of them from your inventory after you leave the barter interface but not those inside bags, as usual.
Which item he offers depends on how hurt you are when you talk to him, but each is good for a full heal.
After your first conversation with Razlo he will refuse to speak with you if you are a Childkiller or Berserker.
However, he'll talk to you if you are currently doing either of the Shady Sands quests, if you carry a Scorpion Tail, or if you approach him after I guess his aversion isn't that deeply rooted after all.
Talk to Ian in the house to the northeast. If you get a good reaction which at this early stage essentially means CH 9 and telling him you're sorry about his injury he'll readily join you.
You get xp when Ian joins you, and in any case he can reveal the locations of Junktown and the Hub.
If you talk to Tandi and manage a favourable reaction she can put Junktown on your world map and tell you a spooky story about the deathclaw.
If you talk to the cook and pass a LK check you get to compliment her on her cooking and gain 1 karma. One of the kids running around this part of the settlement will be carrying a Red Ryder BB Gun to go with the BB's you find in a bookcase.
Rock collectors ought to be disappointed with this game. There are 5 Rocks in a bookcase here and 5 more in Junktown Billy in the Hub has 5, and "generic" children - the ones found in both parts of Shady Sands, in Old Town in the Hub, in Adytum, and among the Blades - each amass Rocks every time their map loads.
Over by the garden there's basically just one thing to do except pick stuff up and toss caps into the well : talk to Curtis the farmer.
You'll get xp if you tell him about crop rotation. This is seemingly because doing so triggers the script variable used to check if you told him.
Rescue Tandi from the Raiders. If you spend two whole days outside of Shady Sands after dealing with the radscorpions and if Garl of the raiders is still alive when you return, Tandi will have been kidnapped.
Seth will put Raiders on your world map, and Aradesh will give you a Spear. Talk to Razlo before leaving. If you tell him Tandi's been kidnapped and that you're looking for her, he'll give you 2 Stimpaks and 1 Fruit, and if you already delivered at least one tail to him you also get one Antidote.
You can get two rescue kits from Razlo by talking to him before and after Go to the Raiders. Opening the door to Tandi's cell will alarm the guard in the corridor, so you'll probably have to talk to Garl.
There are several ways to effect Tandi's release: If Garl thinks you're his father you can tell him to release Tandi if you have IN 6 and pass a CH check or a Speech check.
If you leave the barter interface without "buying" her, Garl will attack. Fight him one on one without weapons, Stimpaks and stuff. Despite what he says about the rules, he'll kill you if he knocks you out.
If you win talk to Garl after combat ends, or kill him , you'll get whatever was in Garl's inventory. Note that Garl does not return to the camp afterwards.
Unlock Tandi's door, talk to her and fight your way out, or kill everyone and then release her. Use Sneak, unlock and open Tandi's door, talk to her and leave.
Fighting Garl can be very easy or very hard depending on your stats; with a low Melee Damage you'll often do no damage, even though his armour is actually equivalent to leather and not metal.
The best way to defeat him is to cripple one of his limbs or knock him out. If you have lots of AP you can use hit and run tactics: hit him once, then run to the other side of the enclosure.
He'll follow you but not have enough AP to attack. Repeat until you get a few lucky criticals, optionally finish him off after he yields.
Sebastian Cassten relates a way to get Tandi's head in your inventory: "You need a Bag or Back Pack for this if you're lucky you might encounter a Bag near Vault 15, else the closest one is in Junktown.
Now when you are at the Raiders camp for freeing Tandi, ask Garl to barter for her release. On the barter screen, buy her head and put it in the bag.
When ending the dialogue Garl won't attack and Tandi's barter head will remain. But Tandi isn't free yet.
For freeing her you can talk to Garl again and barter, fight or talk her out of her cage. You can also keep on going with the Tandi trick and get more of them.
The Tandi head weighs 10 pounds and looks very strange when throwing it on the ground. You get xp for freeing Tandi, minus 50 xp for every raider you killed to free her including if you killed Garl in single combat.
Strangely enough, if she dies on the way back the people in Shady Sands won't have a word to say on the subject. When you return to the raiders next time they'll be hostile no matter how you freed her.
If you take Tandi to the east side of Shady Sands by way of the town map, you won't drop her off right away. If you then attack the peasants she may turn on you, or stand there watching.
In either case, you get the xp when you leave to the west side as long as you don't kill her. Stop the Radscorpions.
Talk to Seth to get to the radscorpion caves. One way of finishing the quest is to kill all the scorpions, which shouldn't be impossible if you tagged Small Guns at any rate.
You get xp when you've killed all nine of them. The other way is to plant Dynamite near the wall section described as "weak" by the entrance, which can be done even after you kill all the scorpions.
For this you'll gain an amount of xp equal to 75 plus 75 for each radscorpion still alive they're each worth combat xp plus if you didn't kill them all, but never less than xp.
This means you get xp if you just go in, blow up the place and leave, but killing the scorpions first yields more xp.
Beware that if you're caught on the wrong side when the wall caves in, you're dead. You set the timer on the explosives in your inventory and then drop it; time does not pass while you're in the inventory interface, so don't panic.
Even with a puny Traps skill you can set the timer to the minimum of 10 seconds and run clear before the bomb goes off, whether you get the "explosive detonates prematurely" message or not.
You can open a lot of wooden doors and forcefields in the game using explosives, but you shouldn't make a habit out of it.
Vault 15 "Squeak! Go down the manhole. Shoot the rats. Take the stuff from the lockers. Note that there are many items on the ground in this location, starting with 2 Flares near the elevator.
Use the Rope on the elevator shaft and climb down. Shoot more rats. There's some stuff to be had, including a Leather Jacket.
Pick up a Hunting Rifle in the room to the southwest. Take the Rope and use it on the other elevator shaft.
Climb down. Guess what, more rats. Shoot them. Take stuff 10mm SMG, yum. Go near the caved-in door on the right. You'll get a message that you'll have to search elsewhere for the chip and xp.
Well, that was an exciting place. Raiders "We give them the most important thing possible. We give their dreary lives excitement.
You can talk to the ones in the tents, but it doesn't do much. If you try to loot the containers inside the house you'll be attacked.
There is an alternate, non-canonical ending available if the player character has the " Bloody Mess " trait, has accrued significant negative Karma throughout the game, or performs the action manually in which the Vault Dweller shoots the overseer.
Vault 13 is the Vault Dweller's home. The first quest in the game is to find a replacement for the vault's broken water purification chip.
None of the inhabitants are permitted to leave the vault, under the leadership of the vault's overseer, who is dedicated to protecting and sheltering them.
Vault 13 was probably located under Mt. Whitney, as it roughly matches the location of the mountain. The mountain looks very similar to illustrations of the location in the game and is rumored to have a large underground research center inside.
Vault 15 was once occupied by an enormous number of people of very different ideologies and cultures. The overcrowding and the diversification led to four different groups leaving, three of them forming each one raiding group - the Khans, the Vipers, and the Jackals - and one of them settling down and founding Shady Sands.
Vault 15 is now lair to several mutated animals. This is probably the Dweller's first attempt to find a water purification chip, although it is nowhere to be found here.
A group of former Vault 15 inhabitants have founded a small village between Vault 13 and Vault Shady Sands is ruled by Aradesh , who asks the Vault Dweller to help get rid of the radscorpions who are threatening the village.
Here, the Vault Dweller can recruit Ian , an experienced traveler and gunman, to their group. It is also possible to "recruit" Tandi , the daughter of Aradesh, by not returning her to town after her kidnapping.
An obelisk in the center of the city has the inscriptions "In remind of hope and peace. A clan of raiders known as the Khans, led by a man named Garl , have set up a camp near Shady Sands.
Tandi, Aradesh's daughter, is eventually kidnapped by the camp's raiders, and it is up to the Vault Dweller to save her, choosing from a variety of methods.
Surrounded by piles of wrecked cars, Junktown is run by the shop owner Killian Darkwater , who is also the sheriff and grandson of the town's founder.
Junktown's gates are closed in the night, and drawing weapons is not allowed except in self-defense. Gizmo , the town's casino owner, wants Killian dead because he "cramps [my] business.
The Vault Dweller can also recruit Tycho, a ranger, and Dogmeat, a wild dog, to their group. As a major commercial town, the Hub is the most quest-filled location in the game.
It is divided into several districts, each one controlled by a powerful group of people: the Water Merchants , the Crimson Caravan and the Far Go Traders.
Here the Vault Dweller can send water merchants to Vault 13 to extend the time limit in which they must find a water chip.
The Hub's approximate location corresponds to Lancaster in California. The remains of what was once Bakersfield. Overrun by ghouls and containing a vast sewer system, Necropolis is the aftermath of Vault Vault 12 was designed by the Enclave so that its door could not close and the vault's occupants would be exposed to high doses of radiation.
This led to the transformation of its inhabitants into ghouls after the Great War. The ghouls were divided into three groups: the surface dwellers, who are the most numerous, and paranoid about non-ghouls and outsiders; the glowing ones , heavily irradiated ghouls, rejected even by their own, and the so-called underground ghouls, living in the city's sewers.
It is here that the Vault Dweller finds the water chip while observing an unusual super-mutant invasion, which may be a serious threat to humanity's future.
The Boneyard, also known as the Angel's Boneyard, is the remaining portion of the Los Angeles cityscape.
This is one of the later towns that the Vault Dweller may visit, receiving upgrades for end game equipment: the turbo plasma rifle and hardened power armor.
The player character may also recruit Katja here. Headquarters of the Brotherhood of Steel , an organization with roots in the US military and government-sponsored scientific community from before the Great War.
The outpost consists of four underground levels; with level one closest to the surface and level four the furthest underground.
Level zero is the on-ground entrance. It is here that experiments were conducted on laser and plasma weapons, and the development of the FEV and power armor took place.
The Glow is controlled by a mainframe called "ZAX. The difficulty in this assignment is that The Glow is highly radioactive, and the player character must consume anti-radiation drugs to survive their visit.
A player character unaware of this zone's high radiation levels would find themselves quickly succumbing to radiation poisoning.
This is where new super mutants are created. The Cathedral is the place where the Children of the Cathedral organization, which is a facade for the Master 's plans, can be found.
Beneath the Cathedral lies a secret vault, wherein the Master resides. The Fallout developer team had nearly members mostly artists.
Although most of the team dissolved after Fallout was released, about one-third of them formed Interplay 's Black Isle division that was responsible for Fallout 2.
Some went on to work in future projects, and several key players left Interplay altogether to form Troika Games.
The game soundtrack for Fallout was composed by Mark Morgan. The game underwent censorship in certain international versions, including the removal of all children from the game in some of the European versions e.
British and German ones. This censorship was apparently imposed because the game included the possibility of killing children, although this was in no way promoted on the contrary, the game actively discourages this act, though it remains possible as part of the player character's free will.
Among its consequences are unfriendly responses from non-player characters, bounty hunters regularly and repeatedly attacking the player character, and various non-player characters refusing to assist them in their adventure.
In addition to being frustrating for many of the game's players, the removal of children from the game is known to have produced a number of bugs.
Instead, he encouraged the fans to give direct feedback about their games at Interplay's website.
New boxed editions of the game are published from time to time, usually included on one DVD together with Fallout 2 and Fallout Tactics.
Fallout could be purchased at GOG. In early , Steam , as well as GOG. Bethesda stated that they will definitely be bringing the games back to Steam, but has made no confirmation as to whether or not they will be returning to other distribution platforms.
On September 30, , the release date of the game in , as a celebration of Fallout 's 20th anniversary, Bethesda gave away Fallout for free on Steam until p.
Pacific time. Interplay Films , a division of Interplay Entertainment , was formed in and was to develop seven of the company's most popular video game titles into movies, including Fallout.
In , Interplay was said to be partnering with Dark Horse Entertainment on the Fallout movie project.
Eventually, no Interplay property was ever made into a film and the division was disbanded. In March , the full film treatment was released at The Vault , which Nukapedia shares its origin with.
Afterward, a post-mortem document was released which describes the game's development progress and shows how the team overcame the many difficulties they faced from '94 till its release in September ' It also provides several early concept art images.
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Start a Wiki. In two brief hours, most of the planet was reduced to cinders. And from the ashes of nuclear devastation, a new civilization would struggle to arise.
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