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Submitted by System on 09/03/2006, 09:50. Print file.
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because of a vicious dog. Just wear a leather jacket and walk up to the dog.
Dogmeat (that's his name) will now follow you, because you look like his old master (description of Mel Gibson from the Mad Max movies) who dissapeared. Take a little care with Dogmeat around, because he rushed headlong into the enemy.

XP reward: 100
Item reward: none

* Steal Neal's urne
Go inside the backroom of the Crash House Hotel and talk to the gang leader (the guy in the blue pants). Tell him you want to join the Skulz. Now go to the Skum
Pitt at night and enter. Now wait until it is light so everyone is gone. Take the urn from the bar and wait until dark. Now return to the Crash House Hotel.
Later you can return the urn to Neal, it won't harm.

XP reward: 400
Item reward: none

* Put a cap in Neal's ass
Right after you steal the urn, you are asked if you want to help the Skulz whack
Neal. Reason for this is one of the Skulz got blown away by Neal a while before because he was harrasing a bar maid (you were a witness to that, so take the poor guy's Leather Armor)

XP reward: 300
XP reward for enemies killed: 45 (Neal), ?? (bar maid)
Item reward: none

* Bust the Skulz
You can prevent the previous quest from happening. Tell them you need a little time to prepare and go talk to Lars. Now you find yourself in the Skum Pitt just like in the previous quest, but now you must fight against the Skulz. When they are all dead, go talk to Lars again for your reward.

XP reward: 800
XP reward for enemies killed: 365
Item reward: none


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The Raiders
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They are found south-east of Shady Sands. Go there after you are told Tandi has been abducted. There are two ways to solve this quest, one peaceful and one a little less peaceful.

* Free Tandi
Best solution is to enter the house unarmed, and talk to Gnar. Barter Tandi free (just give him more than she's "worth" to be sure. Now take Tandi back to Shady
Sands and collect yopur reward. After that, go back to the Raider Camp and teach them a lesson they will never forget.

XP reward: 500
XP reward for enemies killed: 1125
Item reward: 500 caps

* Free the slaves
There are two slaves inside the camp. Each surviving slave will get you some XP, but sometimes they are caught in a cross-fire.

XP reward: 200 per surviving slave
Item reward: none


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Necropolis
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* Destroy Mutants at the watershed
Work your way through the sewers, and surface at the second part of Necropolis, near an old church. Inside this church are a lot of Ghouls, holding some Glowing
Ghouls captured. Go to the back of the church and talk to the Ghoul named Set.
He will tell you something about some Super Mutants controlling a watershed up in town, and he wants you to take them out. Go there and do so, but be carefull as this is a difficult quest early in the game (try to take them one at a time, but bring some Stimpacks to be sure). The Combat Shotgun on burst mode works wonders against these guys.. When you return to Set, one of his guards will give you some stuff. you were also promised some information, but as soon as you ask
Set for this, you have to fight him and his Ghouls. Do so, because they are not too tough and yield 1960 XP and a lot of goodies.

XP reward: none
XP reward for enemies killed: 1550
Item reward: Shotgun, 42 shells, 4 flares, 4 Nuka-Cola, 200 caps

* Fix the waterpump
Located in the sewers are some Ghouls, hiding from Set and his gang. They tell you of an old Vault, and that Vault's water system is still running. This means there's a working water-chip to be found down there. However, if you just take the water-chip, those helpful Ghouls will surely kick the bucket. So they ask you for a return favor, and that is to fix the waterpump found at the watershed, the one guarded by the Super Mutants. Enter the sewres where Harry, the first
Super Mutant, was standing. Kill the rats nearby, take the parts and now go back to the Ghoul leader. If your Repair skill is pretty bad, he will give you some books to help you on the way. Read the books and repair the waterpump. Now you can take the water-chip without the Ghouls dying from thirst.

XP reward: 1000
Item reward: 3 Dean's Electronics books

* Free Ghoul prisoner
The Super Mutants held one Ghoul captured, so open his cell.

XP reward: 500
Item reward: none

* Find the water-chip
Track your way back to the watershed, and enter the manhole at the back of it.
Go down another level, and kill all the Glowing Ghouls you encounter on your way down to the Vault. On level 3, you will find a computer running, so take the chip in it and take it back to your Vault. You can take the water-chip without reparing the waterpump first. This will gain you 2500 XP, but you get 1000 XP when you repair the waterpump, and 1500 XP when you get the water-chip after that. So the only difference is the Ghouls in Necropolis dying from dehydration.

XP reward: 1500 / 2500
XP reward for enemies killed: 1400
Item reward: none


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The Hub
-------

A nice string of quests can be combined here, involving you assassinating some people and stealing some stuff and still you can still gang up with the local law to get rid of the guy who gave you the orders.

* Help Irwin
On the second screen you can talk to Irwin (lower left corner). He tells you that his farm has been taken over by some raiders. Tell him to show you the way to his farm. Kill all the raiders and return to tell Irwin the good news.

XP reward: none
XP reward for enemies killed: 570
Item reward: .223 Pistol

* Missing caravans
Talk to Butch, the head of the Far Go Traders, and let him solve you his missing caravan problem. Ask him who he suspects and about the Deathclaw. Now go talk to
Beth, who redirects you to Harold and Uncle Slappy. Now go to Old Town (eastern part of The Hub), and go talk to Harold the mutant (inside a building, lower left corner). Hear him out about the Deathclaws, and now talk to Slappy in front of the building. He will show you the way to the Deathclaw's nest. Kill the
Deathclaw (tough bugger with some 250 HP and stong attacks, so be prepared) and talk to the dying Super Mutant. Now take the Holotape back to the Far Go
Traders, and show it to both Butch and his assistant Rutger.

XP reward: 1800
XP reward for enemies killed: 1000
Item reward: 800 caps

* Blackmail Iguana Bob
First thing you've got to do, is enter the hospital in Junk Town and go to the basement (make sure Doc Morbid is not in the basement). Talk to the Dwarf and hear him out about the human parts, and where they are shipping them (to Iguana
Bob). Go to The Hub, and talk to Iguana Bob (lower part of the second screen) and ask him about his secret ingredients. You can now blackmail him for about 50 caps every 5 days (he didn't accept more).

XP reward: 500
Item reward: 50 caps every 5 days

* Join Thieves' Circle
Go to Old Town and enter the building in the middle of the screen. Go down the stairs and navigate through the traps and locked doors (75 XP for unlocking doors, couldn't disarm trap with 15% Traps). Talk to Loxley, the leader, and accept the assignment. Now talk to Jasmine to get some tools to help you on the way.

XP reward: 900
Item reward: Lockpicks, 2 flares, Nuka-Cola

* Steal necklace
Go to The Heights (western part of The Hub) at night. When the guard askes you to leave, say that you will be on your way. Now go around the right building, in a clockwise fashion. Wait for the guard at the door to walk away, and sneak into the building. Hightower and his wife are in the top-right part of the house, so enter the bottom-right part, and disarm the chest, unlock it and take the necklace. Go back to the Thieves' Circle without being seen.

XP reward: 500
Item reward: 3000 caps, Electronic Lockpicks

* Dispose of merchant
Enter the casino and talk to Kane (the guy in the bottom of the screen). Tell him you are looking for a job, and you are taken downstairs to see Decker, the gang leader. Accept the job which involves killing a merchant named Daren
Hightower (where you got the necklace) and his wife, without witnesses. Go to
The Heights and kill everyone. Now return to Decker.

XP reward: 600
XP reward for enemies killed: 975
Item reward: 3000 caps

* Dispose of Jain
Accept the second job from Decker, involving the killing a priest from The
Followers Of The Apocalypse, and the Temple is located near the Water Merchants (most southern screen). Go there and enter the first building on your left. Kill
Jain, the two guards and Thorndyke (you can leave the peasants alone, they will not attack you). Return to Decker afterwards.

XP reward: 700
XP for enemies killed: 485
Item reward: 5000 caps

* Kill Decker and Kane
Save before this, as sometimes the sherif doesn't believe you. Go talk to the sherif Justin Green and tell him you were hired by Decker to kill Hightower /
Jain. Agree to help take Decker out. Load up on your strongest equipment before doing so, because Kane is very dangerous in close combat. After you kill Kane and Decker, the rest of the gang will surrender. Return to the basement afterwards to collect all the goodies.

XP reward: 1400
XP reward for enemies killed: 600
Item reward: 1300 caps

* Ask the Water Merchants for help
If you want to you can ask the Water Merchants to take a water caravan to your
Vault, to gain you more time to find the water-chip. Do this only if you don't have much time left, because it costs a lot of money. When you do ask them for help, you get another 100 days to find the water-chip.

XP reward: 1000
Item reward: none


--------------------
Brotherhood of Steel
--------------------

* Become an Initiate
Once you get to the Brotherhood of Steel, you find yourself unable to get inside. Cabbot, the guard on the left tells you that you need to become a
Brotherhood Initiate in order to enter. Now, in order to become an Initiate, you must travel to ruins of the Ancient Order and recover an artifact to prove you were there. Sounds like there's a catch to it, don't you think. When you're through talking to Cabbot, the other guard makes a comment in the line of
"They're sending him down there?" and "So, you've taken the famous Glow Quest.".
There's your catch, the place is The Glow (now where would that nick come from?), and is dangerously radiated. Bring along some rad-protection (some 2
Rad-X's) and a piece of rope. Go to The Glow, but stop a fraction outside The
Glow's square. Now take the 2 Rad-X's to improve your rad-protection to 100%, Go there and use the rope on the beam. The artifact you need to recover is an ancient Brotherhood tape, found on the body of the Paladin on the first floor.
Explore the entire Vault though, and work your way down. Search every room and every body you see, because you need colored key-cards to access the lifts. Also kill all the guard robots you encounter. With the main power off, they don't
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