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Submitted by System on 09/03/2006, 09:50. Print file.
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FALLOUT
EVIL WALK-THROUGH
Version 1.1
For PC
Author: whitechocobo666
whitechocobo666@yahoo.com
http://www.geocities.com/whitechocobo666/

Well this is an evil walkthrough through for Fallout, the first of the
Fallout series. This walkthrough takes you through the game doing all
the evil quests and not doing the good ones. It's more of a 'bad karma'
walkthrough than an evil walkthrough, because you get most of your bad
karma by slaughtering innocent people, instead of doing lots of evil
quests (you still get lots from the quests though). This is because
there isn't enough evil quests in Fallout to get enough negative karma
and experience. If you want to be evil, Fallout 2 is the better Fallout
game.

This is based on the Australian version of the game (I think it's the
same as the American version) and it doesn't have any of the patches
installed, although if you have the patches installed it won't make much
difference. If you're playing a European version of the game you may
not have children in your game, so you won't be able to get as much
negative karma as the other people. You can probably get a children's
patch from http://fallout.gamestats.com.

And if I have missed some stuff, you can e-mail me and tell me and I'll
put it in the walkthrough and I'll give you credit.

CONTENTS
========
REVISION
CREDITS
CHARACTER
Statistics
Traits
Skills
Perks
TIPS
WALK-THROUGH
Vault 13
Shady Sands
Radscorpion caves
Shady Sands (again)
Vault 15
Raider Base
Junktown
The Hub
Brotherhood of Steel
LA Boneyard
The Glow
Brotherhood of Steel (again)
LA Boneyard (again)
Brotherhood of Steel (yet again)
LA Boneyard (yet again)
Cathedral
LA Boneyard (another time)
The Hub (again)
Junktown (again)
Shady Sands (yet again)
Vault 13 (again)
Military Base
ENDINGS
Mutants
Followers of the Apocalypse
Shady Sands
Junktown
Brotherhood of Steel
The Hub
Raiders
You
SECRET ENCOUNTERS
DISCLAIMER COPYRIGHT STUFF


REVISION
========
1.0 First release, finished 23/1/01.
1.1 Just some stuff about the alien blaster. 14/5/01.

CREDITS
=======
- Gamefaqs for putting this up.
- The people on the Gamefaqs Fallout message boards, I've learned some
of this stuff from them.
- Anthony ) for telling me about the alien blaster.
- Other people that emailed me and told me about the random encounters, I
deleted the email and I don't remember would you all said, crazy me, so it's not
in the walkthrough.
- Someone also sent me, telling me how they got a different ending for Shady
Sands using my walkthrough, but I deleted that email too, sorry!

CHARACTER
=========
Your character is important in Fallout. You can make it however you
want. This stuff here is my opinion and my preference though. Do what
you want, but you may not be able to do all the quests.

STATISTICS
----------
Statistics are important to your character. You start off with 5 in
each stat, and an extra 5 points to distribute how you like. You can
decrease the stats below 5 though. If you choose the gifted trait every
stat starts off at 6 instead of 5.

Strength: In Fallout, strength is mainly for melee damage and to see if
you can wield weapons properly or not. You get +3 to strength for
wearing power armour and you can increase it by 1 by having operations
in the Brotherhood. I have it at 5, because you can use all the small
guns with that amount, and you'll have enough strength to wield any
weapon with the power armour, and you'll get good melee damage when you
get the operation and wear the power armour. Use buffout to increase
this temporarily.

Perception: Perception determines how well you can shoot at a range.
You don't really need it that much, because you can just increase the
weapon skill you are using and you get a really good chance at aiming
anyway. If you want to increase it temporarily, take some Mentats. I
have it at 4 and increase it to 5 with the operation. You don't need it
high if you use burst weapons, which is what I use usually. You can
increase it permanently by 1 at the Brotherhood of Steel.

Endurance: Endurance determines your HP per level. I set it at 4, and
I get 4HP per level. If you set it at 6 you get 5HP per level. It
isn't really that important. Use buffout to increase this temporarily.
You can increase it permanently by 1 at the Brotherhood of Steel.

Charisma: Charisma determines the amount of NPCs you can have
(charisma/2, rounded down). I set it at 5, but 4 would be good enough.
The NPCs are pretty bad after the beginning of the game, and you only
really need 1 of them to carry your equipment. Charisma doesn't seem to
effect much else, so you can set it down to 2 if you want, and give
yourself extra endurance, agility or perception. Use Mentats to
increase this. You can increase this permanently by 1 if you encounter
a Celtic poet or something while in the mountains. Keep talking to him
and ask about his song until a new option comes up, and then ask him
that, and he teaches you. I can't remember it very well, but you can
increase it from him.

Intelligence: It's probably the most important stat, because it
determines how many skill points per level you get. I set it at 10 to
get the maximum skill points possible. It's harder to gain levels while
you're evil, so you'll need all the skill points you can get. If you
have higher intelligence you also get better things to say when your
speaking, which is another bonus. You can't increase this temporarily,
but you can get the operation in the Brotherhood to permanently increase
it by 1.

Agility: Agility is pretty important too, as it determines how many
action points you get each round. I set it at 6, which is lower than I
wanted. 8 is the optimal amount, as you get 9AP. You still get 8AP
with 6 agility though. You'll need 8 agility for the Slayer and Sniper
perks later on, if you want to level up. Use psycho or buffout to
increase this temporarily. You can increase it by 1 permanently in the
Brotherhood.

Luck: Luck mainly determines your % chance of getting a critical hit,
and it also determines your chance of getting random encounters on the
world map. I set it at 6 so I occasionally get critical hits. With 6
luck I can also get the 'better criticals' perk later on. You can
increase it by 1 by talking to the fortune teller in Adytum, and getting
your fortune told 3 times. So it may be better to set it to 5 and it
will get increased to 6.

My character:
ST: 5
PE: 4
EN: 4
CH: 5
IN: 10
AG: 6
LU: 6

A better character:
ST: 6
PE: 5
EN: 4
CH: 2
IN: 10
AG: 8
LU: 5

TRAITS
------
You can choose up to two traits, they are optional. It's usually good
to choose 2 though, because there are some good ones to choose from. If
you choose badly, you can take the 'Mutate!' perk to change one of your
perks for another.

Fast Metabolism: It increases your healing rate, but you get no poison
resistance or radiation resistance. I like it, because you have a time
limit to complete your quest, and you need to use drugs to increase your
radiation resistance to 100% anyway. But it is pretty useless because
you have an almost unlimited amount of stimpaks in the game.

Bruiser: It increases strength by 2, but decreases your AP by 2, which
is a bad trade off. Very bad. You don't really need the extra 2 points
for your character anyway.

Small Frame: It gives you an extra agility point, but you can carry way
less. That makes it pretty bad for me, because I like to use the big
guns and energy weapons which are heavy and use heavy ammo. You'll want
to use those guns, too. So this isn't really worth it.

One Hander: It lets you fire better with one handed weapons and worse
with two handed. If you have high luck it may be alright, as you can
get the alien blaster. But there are only 2 good guns that are one
handed - the 10mm SMG and the Alien Blaster. The two handed weapons are
much better, so you may as well use them, and not take this trait.

Finesse: People like this in Fallout 2, but I don't know about Fallout.
I never take it. It gives you +10% critical chance but decreases your
damage by 30%, which is bad. But it you have fast shot and can't aim,
it will let you get a lot more critical hits than you usually would.
But I still don't take it anyway, because you can get sniper later on if
you really want critical hits, and your Turbo Plasma Rifle or other gun
can kill the bad guys in one shot without critical hits.

Kamikaze: It gives you a starting AC of 0, and gives you +5 sequence.
It isn't that bad if you have low perception, like this character (the
AC of zero only makes you 6% more likely to get hit, which isn't much).
You get lots of AC from armour as well. It's not really that good,
though.

Heavy Handed: It gives you +4 melee damage, but your criticals do 30%
less damage. It isn't really useful, because +4 melee damage isn't very
much, except at the very beginning of the game. The lower critical
damage isn't really that bad anyway, because criticals still do lots of
damage anyway.

Fast Shot: It's very good in this game. It decreases the cost of every
attack by 1AP, so you can shoot way faster. After you take the 'Bonus
HtH Attacks' attack you can attack with the super sledge or power fist
for 1AP, and if you take 'Bonus Rate of Fire' you can fire the turbo
plasma or Red Ryder LE BB gun for 2AP. You can't aim at the eyes or
legs or whatever, but you can attack 8 times with HtH weapons and 4
times with good ranged weapons instead of 2 aimed HtH attacks and 2
aimed range weapon attacks.

Bloody Mess: This is a favourite of many bloodthirsty people. There is
no downside to getting this trait, so if you don't feel like getting
anything else you may as well get this. It also changes the ending a
little bit if you're not evil, but you're going to be evil so it won't
change the ending if you get it.

Jinxed: It gives you more critical failures, as well as everyone else
around you. With 10 luck you won't get any critical failures, so this
would be good if you had 10 luck. But you don't have 10 luck, so you'll
be getting lots of critical failures with it. And since you'll probably
be using energy weapons, if you get a critical failure it may blow up
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