Overview
this well be an regerly updated guide on fallout.its not 100% done but injoy.if you have and thorts or ideas tell me.
developer info
Developer: Interplay Entertainment
Publisher
Interplay Entertainment
and
Bethesda Softworks
Release date(s)
MS-DOS September 30, 1997
Microsoft Windows September 30, 1997
Mac OS 1997
Mac OS X 2002
The Fallout developer team had nearly 100 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.
Old knife
The old knife is a melee weapon which was cut from the final version of Fallout.
Not much is known about this cut-weapon though it has an inventory graphic.
Fallout uses a character creation system called SPECIAL. SPECIAL is an acronym of Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. . They are used to determine the skills and perks of the given character. The developers originally intended to use the GURPS
system, but late in the development process they moved to the new SPECIAL system.
story
it is set in a post-apocalyptic world following “The Great War,” a nuclear war that occurred on October 23, 2077.
The war lasted less than two hours, but caused immense damage and destruction.
Before The Great War came the Resource Wars from April 2052 to October 23 2077
The game takes place in 2161, 84 years after the Great War in Southern California and begins in Vault 13, the protagonist’s home.
Vault 13’s water chip, a computer chip responsible for the water recycling and pumping machinery, has broken.
The Vault Overseer tasks the protagonist with finding a replacement. They are given a device called the “Pip-Boy 2000” which keeps track of mapmaking, quest objectives, and various bookkeeping aspects.
The player initially has 150 days (4 to 5 months, according to the Overseer) before the Vault’s water supply runs out. This time limit can be extended by 100 days if they commission merchants in the Hub to send water caravans to Vault 13.
Upon returning the chip, the Vault Dweller is then tasked with destroying a mutant army that threatens humanity.
A mutant known as “The Master” (previously known as Richard Grey) has begun using a pre-War, genetically engineered virus called Forced Evolutionary Virus to convert humanity into a race of “super mutants”If both objectives are not completed within 500 game days, the mutant army will discover Vault 13 and invade it, bringing an end to the game. This time limit is shortened to 400 days if Vault 13’s location is divulged to the Water Merchants.
The player can defeat the Master and destroy the super mutants’ military base in either order. When both threats are eliminated, the player automatically returns to Vault 13. There they are told that they have done great things for the vault and all of humanity but if they came back everyone would want to leave the Vault and that the Vault Dweller must leave for the good of the Vault. Thus they are rewarded with exile into the desert, for, in the Overseer’s eyes, the good of the vault.
characters
Player characters
Albert – charismatic lawyer
Hit Points: 28
Armor Class: 4
Action Points: 7
Melee Damage: 1
Barter: 83%
Small Guns: 59%
Speech: 88%
Skilled
Good Natured
Max Stone – strong but not smart.
Hit Points: 43
Armor Class: 7
Action Points: 6
Melee Damage: 9
Big Guns: 37%
Small Guns: 62%
Unarmed: 93%
Heavy Handed
Bruiser
“Stone” to his friends, Maxwell is the largest person currently living in the Vault. He is known for his physical strength and stamina. He would make the ideal volunteer due to his tremendous size and strength.
Natalia – stealthy.
Natalia Dubrovhsky
Hit Points: 31
Armor Class: 10
Action Points: 10
Melee Damage: 1
Sneak: 45%
Unarmed: 82%
Steal: 40%
Night Person
Gifted
She is extremely intelligent and resourceful. Her only difficulty as a young child was understanding personal property laws.
Vault Dweller – the main character, can be custom-made.
Companions
Dogmeat – A loyal dog who can be found in Junktown with Phil.
His previous owner had been killed by thugs hired by Gizmo
Hit Points: 50
Experience Points: 120
Armor Class: 21
Action Points: 13
Carry Weight: 175
Melee Damage: 9
Sequence: 14
Healing Rate: 1
Unarmed: 74
Ian-Former Crimson Caravan guard in Shady Sands.A no-nonsense man, he used to be a guard for the Crimson Caravan in the Hub, but was shot during a bandit raid and recovered in Shady Sands. Having a debt to them, he remained in Shady Sands and helps defend the village from raiders and occasionally visits the Hub and Junktown to do some trading. Overall, he is very self-reliant, tough, and rather overconfident.
Hit Points: 50
Experience Points: 125
Armor Class: 14
Action Points: 10
Carry Weight: 200
Melee Damage: 6
Sequence: 12
Healing Rate: 2
Big Guns: 56%
Melee Weap.: 70%
Small Guns: 73%
Unarmed: 75%
Quests
Recruit Ian
Inventory
Leather jacket
10mm pistol
10mm JHP x72
Bottle cap x63
Stimpak x2
Katja
Katja is a scavenger living in the LA Boneyard in the year of 2161.
If the player character has made Shady Sands hostile, Katja will be hostile as well before any attempt to recruit her.
tag skills
Big Guns: 81%
Energy Weap.: 56%
Lockpick: 82%
Melee Weap.: 90%
Throwing: 80%
Unarmed: 100%
Inventory
Leather jacket
5x Throwing knife
2x Stimpaks
Tandi
She is the daughter of Aradesh, and is destined to one day replace her father as the town’s leader.
tag skills
Unarmed: 84%
Melee Weapons: 64%
First Aid: 44%
Sneak: 46%I
inventory
Clothing Knife Stimpak AND Bottle caps
Vault 13
Cindy is a part of the rebel faction in Vault 13 under Theresa.
Inventory
Vault jumpsuit
Lyle
He is a past friend of the Vault Dweller who lives in Vault 13.
Inventory
Vault jumpsuit
Jacoren
“I’ve made a lot of tough decisions since I took this position. But none of them harder than this one. You saved us, but you’ll kill us. I’m sorry. You’re a hero… and you have to leave”
is the Overseer of Vault 13 in 2161.
Inventory
Vault jumpsuit Minigun
Theresa
Theresa is a resident of Vault 13 in 2161.
Inventory
Vault jumpsuit
robots and computers
Floating eye bot
These robots are quick but fragile, and were mostly used as a sentry or for important areas in vital facilities, such as the Sierra Army Depot, or the Glow.
Mister Handy
The Mister Handy series of robots, named so because of the robot’s large number of hands,[1] was first brought to market in 2037 as a general construction and maintenance unit by General Atomics International, with some assistance from H&H Tools Company.
Robobrain
Robobrains were created before the Great War by General Atomics International both for the U.S. military and for the civilian sector.
ZAX
Developed by Vault-Tec, Zax is a series of advanced supercomputers capable of learning, independent thought and creativity, with added error insertion to improve its variance in experience and learning capability. ZAX 1.0, the original prototype, went online in 2054.
Mach IV computer
Computers belonging to the Mach IV series can be found in the Mariposa Military Base
armor and clothing
Brotherhood armor
weight 25 pounds
value 4,800
First created in 2051, the military-grade combat armor was designed to protect key sections of the human body from ballistic trauma with hard armored plates made from complex polymers and ceramics
Lost Hills, from the Brotherhood after becoming an initiate. Received from Michael after getting permission for supplies from Talus.
Combat armor
+20 Radiation resistance
weight 20 pounds
value 6,500
The Hub – Old Town Sold by Jake
The Glow Locker in the Secure Testing Labs.
Boneyard Sold by Zack
Boneyard Found on Chris Avellone corpse
Boneyard On the body of a Gun Runner guarding the outside of the factory
Cathedral Locker in the Los Angeles Vault Level 2
Lost Hills Given if equipment is requested
Hardened power armor
+3 Strength
+30 Radiation Resistance
weight 100
value 15,00
Can be hardened in Boneyard by Miles (one suit of power armor and chemistry journals required).
Leather armor
weight 8 pounds
value 700
This leather armor is based on pre-War armor designed for motorcycle riding, football, and other dangerous contact sports.
Leather armor is a common article of clothing usually worn by guards, slavers, and some raiders.
Leather jacket
weight 5 pounds
value 250
The leather jacket is a pre-War attire, but it is possible that craftmen of the post-War may be making it to this day.
A locker on level 2 in Vault 15.
Inside a fridge at the Khan Base.
Metal armor
weight 35 pounds
value 1,100
Garl, leader of the Khan raiders near Shady Sands, wears a set.
In Junktown, Gizmo’s silent bodyguard Izo in his casino, has one.
A gambler by a slot machine also wears a set. With a companion, it is possible to purposely get caught pickpocketing him into hostility, then allowing the companion to take the kill. This will not provoke the guards (but may make other gamblers attack).
It must be looted before completing the quest to take out Gizmo for Killian. The gambler and everyone else in the casino will be gone after killing Gizmo.
Beth in the Hub sells some.
Accepting the quest from Irwin in the Hub to clear his farm of raiders, a set can be found on the farm. The map cannot be revisited, so there is only one opportunity to grab the armor.
The Regulators in the Boneyard wear sets of such armor, they need to be looted.
Power armor
+3 Strength
+30 Radiation Resistance
weight 85
value 12,500
Lost Hills
1. Reward from Talus for rescuing an initiate
2. Repair a damaged suit on level three.
3. Boxes in locked storeroom. (2 suits)
Note: After the first lockpick attempt all nearby Brotherhood members turn hostile. Senior Paladins and Senior Scribes do not come out the storeroom, so the second attempt is impossible (when closing in on the door, battle starts).
The initiate is in the Old Town section of the Hub. He will be located in the building directly below the entry point. He can be freed by killing his guards.
Will require a Repair check to complete the suit.
Robes
weight 10 pounds
value 90
The Followers of the Apocalypse have some robes lying on the floor in their base at the Boneyard. These can also be gotten by looting Children of the Cathedral. A set can be found on some shelves in a locked room in the Children’s hospital in the Hub, providing easy access to the Master at relatively low levels.
Tesla armor
weight 35 pounds
value 4,500
3rd floor of the Cathedral
consumables
Antidote
A bottle containing a home-brewed antidote for poison. A milky solution with floating pieces of radscorpion flesh
Immediate:
-25 Poison
After 1 Minute:
-25 Poison
After 2 Minutes:
-25 Poison
addiction None
weight 1 pound
value 50
Beer
Immediate:
-1 Perception
After 30 Minutes:
+1 Perception
addiction
20% Chance of Addiction
weight 0
value 5
Beer can be found or purchased throughout the Wasteland and most notably in consolidated communities and settlements.
Booze
Immediate:
-1 Perception
After 30 Minutes:
+1 Perception
addiction
20% Chance of addiction
weight 1
value 10
Buffout
immediate:
+2 Strength
+2 Agility
+3 Endurance
After 6 Hours:
-4 Strength
-4 Agility
-4 Endurance
After 18 Hours:
+2 Strength
+2 Agility
+1 Endurance
addiction
25% Chance of Addiction
Effects after 48 Hours of non-use
-2 Strength
-3 Agility
-2 Endurance
Addiction duration: 1 week
weight 0
value 200
Buffout is a highly advanced steroid that was popularized before the Great War by professional athletes and their clandestine use of the drug.
Fruit
Immediate:
+1 to +4 Hit Points
After 2 Hours:
+1 Radiated
After 8 Hours:
+1 Radiated
addiction None
weight 1 pound
value 10
Iguana-on-a-stick
Immediate:
+1 to +4 Hit Points
addiction
None
weight 1
value 20
Mentats
Immediate:
+2 Intelligence
+2 Perception
+1 Charisma
After 1 Day:
-4 Intelligence
-4 Perception
-3 Charisma
After 4 Days:
+2 Intelligence
+2 Perception
+2 Charisma
addiction
15% Chance of Addiction
Effects for 1 Week, after 7 days of Non-use
-3 Intelligence
-2 Agility
weight 0
value 280
Nuka-Cola
addiction
10% Chance of Addiction
Starts at 30 minutes
weight 0
value 3
Nuka-Cola was invented in 2044 by John-Caleb Bradberton. Its unique taste gained widespread popularity, quickly becoming the most popular soft drink in the United States
n 2052, after market research programs indicated that the blue color was the favorite in 86 people out of 100 polled
By 2067, vending machines with ice cold Nuka-Cola could be found on virtually every street in America.
Psycho
immediate:
+3 Agility
-3 Intelligence
+50 Damage Resistance
After 4 Hours:
-3 Agility
+1 Intelligence
-25 Damage Resistance
After 8 Hours:
No effect on Agility
+2 Intelligence
-25 Damage Resistance
addiction
20% Chance of Addiction
Effects for 1 Week, starting after 7 days
-2 Intelligence
weight 0
value 400
RadAway
Immediate:
-25 Radiated
After 2 Hours:
-50 Radiation Count
After 4 Hours:
-75 Radiation Count
addiction
10% Chance of Addiction
Effects for 1 week, starting after 10 Days
-20 to Radiation Resistance
weight 0
value 500
Vance in the Hub
Rad-X
Immediate:
+50 Radiation Resistance
After 24 Hours:
-25 Radiation Resistance
After 48 Hours:
-25 Radiation Resistance
addiction None
weight 0
vaule 300
The Hub’s Old Town, purchased from Vance.
Can be bought from the shopkeeper in the Cathedral.
Also, at the Water Merchants in the Hub, there is a locked room in the northwest corner where the Children of the Cathedral are located, that can be picked. On the shelf of a bookcase Rad-X as well as RadAway can be found.
In the Boneyard Library
Necropolis underground. In second level upper left room with a locker.
Stimpak
Immediate:
+12 to +20 Hit Points
addiction
None
weight 0
value 175
Super stimpak
Immediate:
+75 Hit Points
After 1 Minute:
-3 Hit Points
After 2 Minutes:
-6 Hit Points
addiction None
weight 1 pound
value 225
skill books
Big Book of Science
Skill improved: Science
weight 5 pounds
value 400
Cathedral Tower, level 3, on bookshelf
Cathedral Lair, level 1, on the floor
Glow Level 1, in locker
Glow Level 4, in locker
Hub Merchant: Mitch in Downtown
Hub Merchant: Mrs. Stapleton in Downtown
Dean’s Electronics
Skill improved: Repair
weight 2 pounds
value 130
Reading will permanently boost your Repair skill a little, until you reach 92%. At that point, they will have no further effect.
Cathedral Tower, level 3, on bookshelf
Glow Level 4, in locker
Hub Merchant: Mitch in Downtown
Hub Merchant: Mrs. Stapleton in Downtown
Necropolis The leader of the underground ghouls will give you three if your Repair is too low to fix the water pump.
Lost Hills Given by Kyle near the broken Power Armor when you find the parts.
First Aid Book
Skill improved: First Aid
weight 2 pounds
value 175
Boneyard Underground, on bookshelf
Cathedral Tower, level 3, on bookshelf
The Hub Merchant: Mitch in Downtown
The Hub Merchant: Mrs. Stapleton in Downtown
Shady Sands Razlo’s house, on bookshelf
Vault 15 Level 3, nearby north-west wall
Guns and Bullets
Skill improved: Small Guns
weight 2 pounds
value 425
the magazine will do nothing at all., once the skill reaches 92%.
Cathedral Tower, level 3, on bookshelf
Boneyard Followers Of The Apocalypse Library, 1st room to the left, on the floor
Glow Level 5, in locker
The Hub Merchant: Mrs. Stapleton in Downtown
Junktown Casino, on Gizmo’s bookshelf
Mariposa Military Base Stronghold, level 1, on the floor
Necropolis Hall, in desk
Khan Base Outhouse, NW of the main building
Scout Handbook
Skill improved: Outdoorsman
weight 3
value 200
Cathedral Merchant: Shopkeeper on level 1 of the Tower
Cathedral Tower, level 3, on bookshelf
The Hub Merchant: Mitch in Downtown
The Hub Merchant: Mrs. Stapleton in Downtown
Junktown Crash House, in Killian Darkwater’s safe
Shady Sands Garden, on bookshelf
Shady Sands Empty house, on bookshelf
locations
Vault 13
Construction of Vault 13 started in August 2063 and was completed in March 2069, which was the last vault on the West Coast to be completed, covering 3,200,000 tons of soil at 200 feet. The total number of occupants (at maximum capacity) was 1,000 and it had one hundred living quarters. At maximum capacity, ten people would be assigned to a single living quarter.
The starting budget for Vault 13 was $400 billion, although it eventually reached $645 billion. It was equipped with a think machine supercomputer acting as a computer control system and powered primarily by geothermal energy, requiring 3.98 gigawatts per day to operate properly.
Vault 15
Vault 15 is a location in New California in 2241.
Like many of the vaults, it was part of Vault-Tec’s grand social experiment. The Fallout Bible (by Fallout 2/Van Buren) says the experiment in this vault entailed that it was to stay closed for fifty years. Three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans in the winter of the same year.
he fourth group settled down a few miles west of the vault and founded the village of Shady Sands in the spring of 2142.
Shady Sands
The town of Shady Sands is the largest urban area that was “built from scratch”.
n the 2240s, the small settlement grew and expanded, forming one of the most influential political factions to emerge in the post-War United States, the New California Republic (or NCR).
2161
2241
Khan Base
The Khan Base is the main camp of the Khan raiders of South California around 2161. It is located southeast of the town of Shady Sands (six squares east and two squares south of Vault 13)
The Khan Base is centered around the main building, which appears to be a jail of some sort. There are also four small tents where the raiders sleep and an outhouse behind the main building.
Junktown
Junktown is one of the smaller towns in southern California. It was founded shortly after the War by a soldier named Darkwater. Instead of building on the ruins of an old town, he thought it would be better to begin from the ground up. As the name suggests, it was built after the Great War out of random pieces of junk, mostly from wrecked cars.
After 2186, Junktown became part of the New California Republic as part of the state of Shady, and it was one of the first provisional states.
The Hub
The Hub was founded in 2093 by a man named Angus, who set up camp around a filthy oasis in the desert and an old town, relatively untouched by the Great War,and proceeded to begin trading with other settlements.
In 2096, a man called Harold rose to the level of a caravan boss in the Hub. His caravans suffered occasional attacks in the wastes.
in 2102, he financed an adventuring party to find out where the mutants were coming from. Consulting with a scientist and doctor at the Hub, a man by the name of Richard Grey, the two of them decide to join forces.
In 2120, Angus established himself as the governor of the growing Hub. Five years later he managed to stop the Vipers’ attempt to raid the Hub. In the winter of the same year, however, he was murdered which threw the Hub into chaos.
In 2126, the Great Merchant Wars started when a band of merchants seized the water tower in the Hub. They demanded anyone wanting water must pay a toll. The war lasted for two years. The water merchants sealed up the town, but were outnumbered. A man named Roy Greene
made the peace and negotiated a settlement.
In 2131, the Master began ordering his super mutants to gather human stock from caravans. For many years, the caravan disappearances were blamed on monsters in the desert, and even when the abductions begin to occur on Hub caravans, the blame lay on wild deathclaws. The Hub Underground was formed by a man called Decker in 2140, who quickly started pulling the strings in the town.
With the Vault Dweller’s assistance, old Harold brought the ghoul population of the Hub into equality with the humans. The two sides worked together, and the Hub prospered. Old Harold is still alive, as far as anyone knows. In 2189 Hub became one of the five founding states within the NCR. By 2281 the Hub has become much more peaceful than it once was, thanks to the annexation of the NCR.
Necropolis
Necropolis can be found six squares east and twelve squares south of Vault 13.
This Greek word meaning “city of the dead” refers to this strangely silent ghost town.
On October 23, 2077, the United States was destroyed as the country was bathed in atomic fire. Those with the money and luck fled into great underground Vaults, fallout shelters which were advertised as protection, but were in fact part of a sinister experiment funded by Vault-Tec and the US government.
In the summer of 2083, the city of Necropolis was founded by the Vault 12 dwellers, as well as any locals who had survived the bombs
In 2157, the Master learned the location of the Bakersfield Vault, and in order to further his plans, he sent a detachment of super mutants there to seize the Vault.
In February of 2162, the Vault Dweller recovered the water chip in Necropolis, but Ian was killed by a super mutant and reduced to a cinder during the fight. In March of the same year, the mutant army attacked Necropolis, sparing none of the ghoulish inhabitants that did not flee. After the mutant armies advanced, they left a truly dead city behind them. Necropolis, however, didn’t become completely empty as a few ghouls still lived there.
more locations
Boneyard
The Boneyard can be found one square west and seventeen squares south of Vault 13.
The Boneyard, also known as Angel’s Boneyard after it became one of the states of the New California Republic, is the overall title given to the collective of settlements built in remains of Los Angeles, named for its devastated skyscrapers, reduced to their metal “skeleton”, and for the skeletons of the dead that littered the city after the Great War.
The city itself was ravaged by fires and aftershocks by the massive concentration of atomic explosions.
Some inhabitants took shelter in the demonstration Vault, and eventually most of them emerged in 2092, founding the Boneyard.
In 2155, the Master learned the location of the L.A. Vault, conquered the inhabitants and set up operations there, and the human cultists began to use the Vault as their powerbase.
In the 2150s, a pack of deathclaws appeared in the Boneyard, taking over the base of the Rippers. In 2159, Jon Zimmerman, the town’s mayor, hired a band of mercenaries known as the Regulators to help protect Adytum from the deathclaws and the odd random attack by raiders, who by 2161 were in control of Adytum.
By 2189, the Boneyard became one of the states of the New California Republic and Adytum became known as New Adytum.
Lost Hills
The Lost Hills is a pre-War government bunker in Southern California and the headquarters of the Brotherhood of Steel.
The Lost Hills base can be found four squares west and eight squares south of Vault 13.
During the Great War (2077), the Mariposa Military Base soldiers were protected from the radiation and FEV flooding the wasteland. Two days later, a scout in power armor was sent out to get specific readings on the atmosphere. He reported no significant radiation in the area surrounding the facility.
The installation was renovated and maintained by the Brotherhood for years, as they steadily gathered technology to preserve and research.
West Tek research facility
The West Tek research facility, colloquially known as The Glow or Great Glow after the Great War, was founded in 2002 as the primary research installation for West Tek.
The Glow can be found eight squares east and twenty-four squares south of Vault 13.
by 2069 it was the single biggest private contractor of the American government, with its biggest project being the T-51b power armor for use by infantry soldiers on the frontlines. Its second-largest was the Pan-Immunity Virion Project , later known as the Forced Evolutionary Virus. In 2076, the research facility was secured by a military contingent for fear of international espionage, shortly afterwards, the PVP research was moved to the Mariposa Military Base
The West Tek research facility was destroyed in the nuclear holocaust of 2077. During the Great War the surface of the installation took a direct hit from a nuclear warhead which left a gaping hole exposing the subterranean installation, shattering the FEV containment tanks and releasing the irradiated virus into the atmosphere.
Mariposa Military Base
Mariposa Military Base can be found thirteen squares west of Vault 13.
The Mariposa Military Base was a top-secret United States military facility built to house Forced Evolutionary Virus research previously conducted at West Tek, located somewhere in the area of the Mariposa unincorporated community in California.
The construction of Mariposa started in October 2076 when significant progress was made in FEV research, and the government preferred to move the project to a location under military supervision.The construction of Mariposa started in October 2076 when significant progress was made in FEV research, and the government preferred to move the project to a location under military supervision.
On October 10, Maxson and his men were horrified to discover that the scientists at Mariposa were using military prisoners as test subjects in their experiments with the Forced Evolutionary Virus. Morale in the base broke down, and Spindel suffered a mental breakdown, eventually committing suicide 5 days later.
The Cathedral
in the outside world, the Cathedral is nothing more than an innocent set up for the Children of the Cathedral organization, which tries to bring love and peace to the wastes. Below it, however, lies a secret underground Vault.
The Cathedral can be found one square west and nineteen squares south of Vault 13.
The Cathedral was built some time after 2155, following the Master’s discovery of the Boneyard Vault.
The Cathedral was destroyed in 2162 either by a man known as the Vault Dweller or by the Master himself, when he learned that his super mutants were sterile.
small guns
Skills
There are 18 different skills in the game. They are ranked from 0% to 200%. The starting values for those skills at level one are determined by the player’s seven basic attributes or SPECIAL, but most of those skills would fall between 0% and 50%. Every time the player gains a Level, they will be awarded skill points to be used to improve their skills, equal to five points plus twice their Intelligence. The player may choose to “Tag” three of the 18 skills. A tagged skill will improve at twice the normal rate.
Books found throughout the game world can also improve some of those skills permanently, although books are scarce early in the game. However, after a skill reaches a certain Level, books no longer have any impact on that skill.
Six combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing.
Eight Active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair.
Four passive skills: Speech, Barter, Gambling, Outdoorsman.
Weapons
Small Guns
.223 pistol
damage 20 – 30
weight 5 pounds
value 3500
A reward for helping Irwin in the Hub
10mm pistol
damage 5 – 12
weight 3 pounds
value 250
The 6520 is a standard-issue firearm for Vaults. The Vault Dweller starts with one.
Sold in weapons shops in the Hub.
10mm SMG
damage 5 – 12
weight 5 pounds
value 1000
A storage room on 3rd floor in Vault 15, near the cave-in.
Carried by the short, rotund assistant Gretch of Doc Morbid in Junktown.
Carried by three of Daren Hightower’s goons; the ones in leather jackets.
The two Regulator guards in front of Adytum each have one.
Can be bought from Jake in the Hub.
Lorenzo in the Hub carries one.
14mm pistol
damage 12 – 22
weight 4 pounds
value 1100
They were decently common early on in the survivor era, but the number of working units has swiftly declined since 2241.
9mm Mauser
damage 5 – 10
weight 3 pounds
value 1500
Junktown Casino, in Gizmo’s posession.
Assault rifle
damage 8 – 16
weight 7 pounds
value 1300
Sold by Jake in the Hub’s Old Town.
One can be found in the Boneyard; in the second house on the right side, in the Adytum district of Boneyard.
In Necropolis, one rifle be found in the building housing the passage to Vault 12 (and Harry) – the rifle is in the bookshelf.
Morpheus carries one.
Zack sells them, along with ammunition.
Each of the Brotherhood of Steel knights in the training room on the first level of the Lost Hills bunker have one that can be stolen. They also do not turn hostile if caught in the act.
One can be found on a corpse on the first level of the Glow.
Hub Police stationed at the Hub entrance and Old Town carry these, along with 150 rounds of 5mm AP and JHP rounds of ammunition (only police wearing combat armor carry ammunition).
Combat shotgun
damage 15 – 25
weight 10 pounds
value 2750
Two combat shotguns may be purchased from the Gun Runners in the eastern most part of Boneyard, past the deathclaws.
Another combat shotgun may be purchased from Jake in the Old Town area of the Hub.
Carried by one of the rough guards in Old Town.
One found in a locker in The Glow
Desert Eagle .44
damage 10 – 16
weight 4 pounds
value 800
Killian Darkwater, mayor of Junktown, has and sells one.
One of Daren Hightower’s thugs, the one wearing leather armor.
Two thugs protecting Jain in the Hub have one each.
Garl, the leader of the Khans, has one.
Several Khans, Gwen, Alya, Diana, Petrox, and Tolya.
One is carried by Smitty in Adytum.
Hunting rifle
damage 8 – 20
weight 9 pounds
value 1000
One is found the southwestern living quarters in level 2 of Vault 15. It is hidden in the top-left corner of the bathroom.
Kenji, the assassin that Gizmo sends to kill Killian Darkwater of Junktown, carries one.
Raiders often carry hunting rifles in the level range of 3 – 7.
Set also has one.
In an ice chest at the hall of Necropolis.
Red Ryder BB gun
damage 1-3
weight 15 pounds
value 200
The Red Ryder BB gun is a BB gun made by Daisy Outdoor Products and introduced in 1938 that resembles the Winchester rifle of Western movies.
One gun is found in a wooden box in the Bob’s Pre-owned Car Mart special encounter.
Another is in a possession of a child in Shady Sands (entrance map).
One can be found on a shelf in Killian’s room in the Darkwaters General Store.
Red Ryder LE BB gun
damage 25
weight
15 pounds
value 3500
Found at the Bob’s Pre-owned Car Mart special encounter, along with some BBs and a normal BB gun. Look in the boxes behind the locked door. Very rare to find.
Shotgun
damage 12 – 22
weight 5 pounds
value 800
Given to you by Killian Darkwater, with 100 12 gauge shotgun shells, if you choose a weapon as a reward for killing Gizmo.
Inside a fridge at the Khan Base.
Carried by Junktown guards.
Tycho, a Desert Ranger and possible companion, carries one.
A bookshelf in a back room at the Hall in Necropolis, only accessibly by the sewers.
In a locker in the Vault 13 armory.
Caleb in the Boneyard carries one.
Sniper rifle
damage 14 – 34
weight 10 pounds
value 2200
Sold by Jake in the Hub.
Robots in The Glow carry sniper rifles.
Given to you by Mathia for your assignment from General Maxson.
One of the Regulators outside Jon Zimmerman’s home in Adytum has one.
Big Guns
Flamer
damage 45 – 90
weight 18 pounds
value 2000
Talius will give a flamer along with fuel to characters with an Intelligence above 4, but only the flamer itself if killed the mutants at the Necropolis Watershed.
Barry, a mutant inside the Watershed, also carries one.
Can be bought from Jake in Old Town.
Minigun
damage 7 – 11
weight 28 pounds
value 3800
Boneyard Fortress, purchased from Zack.
The Glow Level 5, found in a locker.
Lost Hills, Brotherhood of Steel guards have some.
Cathedral, found on mutants and robots.
Mariposa Military Base, carried by many mutants.
Mariposa Military Base Level 2, found in a locker.
Rocket launcher
damage 35 – 100
weight 15 pounds
value 2300
Jake in the Old Town section of the Hub sells one.
Zack of the Gun Runners, at the east end of Boneyard, also sells it.
Can be given by Mathia for the assignment from General Maxson in the Lost Hills bunker.
Energy Weapons
Alien blaster
damage 30 – 90
weight 2 pounds
value 10000
The alien blaster can be found in the “Alien Ship” special encounter.
Gatling laser
damage 20 – 40
weight 24 pounds
value 7500
Carried by some of the nightkin on the second level of the Mariposa Military Base.
Carried by the Lieutenant.
Two in the Cathedral; one is carried by the Nightkin just after the door requiring the black COC badge, the other is in a locker on the third basement floor of the Vault in the mutant bunk room.
Carried by the leaders of the Brotherhood of Steel patrols around the Lost Hills base.
Laser pistol
damage 10 – 22
weight 4 pounds
value 1400
Can be found on the fifth floor of the West Tek Research Facility.
Can be given by Mathia for your assignment from General Maxson in Lost Hills.
3 Can be stolen or looted from 3 Children of the Cathedral members in the room overlooking the vat dipping room in the Mariposa Military Base. One of the Children of the Cathedral also carries 40 small energy cells.
Laser rifle
damage 25 – 50
weight 17 pounds
value 5000
Harry, the super mutant field commander at the Necropolis Watershed, carries one.
Carried by some super mutants patrolling the Mariposa Military Base.
Plasma pistol
damage 15 – 35
weight 4 pounds
value 2750
Boneyard Fortress, purchased from Zack.
On a ghoul corpse in the Necropolis sewers.
Carried by COC officer Van Hagan.
Can be found on a corpse on Level 6 of The Glow.
Plasma rifle
damage 30 – 65
weight 12 pounds
value 4000
Unlike the laser rifle, the plasma rifle is rare in Fallout. They are mostly found in the Military Base and Cathedral. Zack sells one for 3225 caps.
Turbo plasma rifle
damage 35 – 70
weight 14 pounds
value 10000
ammunition
.223 FMJ
vaule 200
weight 2 pounds
wepounds using this ammo
.223 pistol
Hunting rifle
Sniper rifle
.44 magnum FMJ
vaule 50
weight 1pound
wepounds using this ammo
Desert Eagle .44
.44 Magnum JHP
vaule 50 weight 1pound
wepounds using this ammo
Desert Eagle .44
10mm AP
vaule 100
weight 1 pound
wepounds using this ammo
10mm pistol
10mm SMG
10mm JHP
vaule 75
weight 1 pound
wepounds using this ammo
10mm pistol
10mm SMG
12 gauge shotgun shell
vaule 225
weight 1 pound
wepounds using this ammo
Combat shotgun
Shotgun
14mm AP
vaule 150 weight 1 pound
wepounds using this ammo
14mm pistol
5mm AP
vaule 120
weight 1 pound
wepounds using this ammo
Assault rifle
Minigun
5mm JHP
vaule 100
weight 1 pound
wepounds using this ammo
Assault rifle
Minigun
9mm ball
vaule 100
weight 2 pounds
wepounds using this ammo
9mm Mauser
BBs
vaule 20
weight 2 pounds
wepounds using this ammo
Red Ryder BB gun
Red Ryder LE BB gun
Explosive rocket
vaule 200
weight 3 pounds
wepounds using this ammo
Rocket launcher
Flamethrower fuel
vaule 250
weght 10 pounds
wepounds using this ammo
Flamer
Microfusion cell
vaule 1000
weight 5 pounds
wepounds using this ammo
Gatling laser
Laser rifle
Plasma rifle
Turbo plasma rifle
Rocket AP
vaule 400
weight 3 pounds
wepounds using this ammo
Rocket launcher
Small energy cell
vaule 400
pounds 3
wepounds using this ammo
Alien blaster
Cattle prod
Laser pistol
Plasma pistol
Power fist
Ripper
Unarmed
Brass knuckles
damage 2 – 5
weight 1 pound
value 40
The Vault Dweller starts with a set of brass knuckles if with the Unarmed skill tagged
Power fist
damage 12 – 24
weight 7 pounds
value 2200
Boneyard Fortress purchased from Zack
Boneyard Fortress found in locker
Cathedral Tower Level 4 found in footlocker
Cathedral Vault Lair Level 4 wielded by a super mutant guard
Cathedral Vault Lair Level 4 found on a super mutant guard
Random encounter around Mariposa Military Base found on a super mutant
Spiked knuckles
damage 4 – 10
weight 1 pound
value 250
Sold by the Gun Runners in the Boneyard.
Melee Weapons
Cattle prod
damage 12 – 20
weight 3 pounds
value 600
On a ghoul body in the Necropolis sewers.
Carried by Lasher, in the Cathedral.
Sold by the Gun Runners
Club
damage 1 – 6
weight 3 pounds
value 30
1 can be found in the Hall of the Dead in Necropolis, in a bookcase in the most eastern room (only accessible via sewers).
Combat knife
damage 3 – 10
weight 2 pounds
value 165
The combat knife is a bladed weapon meant for survival and combat purposes. Unlike the knife, this weapon is made for fighting.
Crowbar
damage 3 – 10
weight 5 pounds
value 65
One is located in a dead-end corridor in Vault 15, near the entrance to the caved-in command center.
One is located in the desk in the bottom-left room of the Crash House.
One is located in the bottom right house in Adytum, inside the bookshelf.
Smitty in Adytum carries one.
Knife
damage 1 – 6
weight 1 pound
value 40
You start with one knife when you leave Vault 13, and Ed the skeleton carries one as well.
It is sold by various merchants.
On a shelf inside the town hall of Shady Sands.
Shady Sands guards carry them.
Some of the Khans at the Khan Base carry them.
Some Junktown guards carry them.
In the Vault 13 Armory.
Ripper
damage 15 – 32
weight 2 pounds
value 900
Given to you by Mathia or Michael in Lost Hills.
Various people carry one in the Cathedral, including Dane.
Sold by the Gun Runners
Rock
damage 1-4
weight 1 pound
value 0
Sledgehammer
damage 4 – 9
weight 12 pounds
value 120
Spear
damage 3 – 10
weight 4 pounds
value 80
they are commonly carried by raiders, as well as many Junktown police officers. Aradesh also gives one if his request to rescue Tandi is accepted.
Super sledge
damage 18 – 36
weight 12 pounds
value 3750
the super sledgehammer can be obtained at least two ways; going can go to the Old Town in the Hub and buying it from Jake or helping rescue the initiate (also in Old Town) and get it as reward from Talus. A member of the Blades carries one. There might be further alternatives to obtain it also.
Throwing knife
damage 3 – 6
weight 1
value 100
The Vault Dweller’s starting load-out will include with 2 if the Throwing is a tag skill.
The Hub Underground, used by Decker.
Can be found on several Khans in their base.
Some Regulators in Adytum of the Boneyard have these.
Throwing
Flare
damage 1
weight 1 pound
value 35
The Vault Dweller starts off with 2 flares.
Lockers at entrances to Vaults often have these, such as Vault 15.
Killian Darkwater and various merchants sell them.
Frag grenade
damage 20 – 35
weight 1 pound
value 150
In a locker in Junktown.
2 grenades located in the Command Center in Vault 15.
Multiple grenades can be found in Mariposa Military Base.
Various merchants including the Gun Runners and merchants in the Hub.
Molotov cocktail
damage 8 – 20
weight 1 pound
value 50
find it in the Khan Base, in a bookcas
Plasma grenade
damage 40 – 90
weight 1 pound
value 300
Plasma grenades are very rare, but powerful thrown explosives.
Pulse grenade
weight 1 pound
value 250
The Hub Old Town, purchased from Jake at Jake’s Weapons.
Boneyard Fortress, purchased from Zack.
Sometimes found on Nightkin at Mariposa Military Base.
In several lockers in West Tek Research Facility
Throwing knife
damage 3 – 6
weight 1
value 100
The Vault Dweller’s starting load-out will include with 2 if the Throwing is a tag skill.
The Hub Underground, used by Decker.
Can be found on several Khans in their base.
Some Regulators in Adytum of the Boneyard have these.
Spear
damage 3 – 10
weight 4 pounds
value 80
they are commonly carried by raiders, as well as many Junktown police officers. Aradesh also gives one if his request to rescue Tandi is accepted.
Rock
damage 1-4
weight 1 pound
value 0
General use items
Bag
weight 3 pounds
value 25
Katrina in Shady Sands has one.
Another one can be found inside Gizmo’s Casino in Junktown, on a bookshelf in his personal room.
One in Jon Zimmerman’s basement in Adytum.
A unique bag can be found in the Los Angeles Vault, on the top floor in a locker
Back pack
weight 5 lbs. + contained item weight
value 100
It can be used to organize the Vault Dweller’s inventory. A backpack can contain any items that total less than about 40 lbs, but cannot contain larger items like armor.
One in Darkwaters General Store in the back room on a shelf.
One in the Hall of the Dead in Necropolis, in the desk in a room to the west when using the main entrance.
One in Jon Zimmerman’s basement in Adytum.
Geiger counter
weight 4
value $650
he Geiger counter is a Wattz Electronics C-Radz model Geiger counter. It detects the presence and strength of radiation fields.
t’s pretty simple, actually. You use it and it tells you how many Rads you have. As long as you keep your Rad count under 100, you should be fine. Go above 100 and you’re in some trouble. The worst part is you won’t even know you’ve been sucking up Rads until a few days later. Get over 1000 and you’re cooked – unless you get a hold of a whole lot of Rad-Away.
Bottle cap
The Nuka-Cola bottle caps are backed by the Hub merchants in New California.
Scorpion tail
weight 20
value $10
The tail can be taken from dead radscorpions and sold almost anywhere, and is prized for the poison sac it contains, which is used to make a poison antitode.
First aid kit