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|= Fallout Best Ending FAQ/Walkthrough =|
|= Save the Fallout World in 88 Days or Less =|
|= version 0.8 - last updated March 04, 2006 =|
|= By Nicholas Marts (formerhuman@cox.net) =|
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Table of Contents
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Do a CTRL-F to find each section according to its abbreviation.
Legal Mumbo Jumbo . . . . . . . . . . . . . . . . . . . . . . . . . . . LGL
Why Another Guide to Fallout? . . . . . . . . . . . . . . . . . . . . . AGF
Preface: Using This Guide . . . . . . . . . . . . . . . . . . . . . . . UTG
Points to Remember . . . . . . . . . . . . . . . . . . . . . . . . . . PTR
Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WLK
Frequently Asked Questions . . . . . . . . . . . . . . . . . . . . . . FAQ
Endings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . EGS
Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CHN
Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LNK
Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . THK
Contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNT
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Legal LGL
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This guide is copyright (C) Nicholas Marts 2006. This guide may be re-
distributed only in its entirety. The guide should not be sold or
purchased by anyone. This guide may not be altered or edited. This guide
can be hosted on a website only upon consent of its author. No unauthor-
ized use of the content in this guide is permitted.
In other words, just ask me if you want to use it or post it somewhere
(other than GameFAQs, which will always have a copy).
Read the GNU Free Documentation License for specific rules at
http://www.gnu.org/copyleft/fdl.html
Fallout is copyright (C) Interplay 1997.
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Why another guide for Fallout? AGF
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It's true, there are quite a few walkthroughs and FAQs for Fallout. The
game came out all the way back in 1997, but it's now considered a classic
and is still enjoyed by many PC gamers today. There is a strong community
for the Fallout series and the open-ended design means it can be a differ-
ent experience each time you play.
I think this guide is different, because it explains step-by-step what to
do in order to get the very best ending in the game. This isn't as
straightforward as it sounds, because many things have to be completed
within an 88 day time limit. Some sequence breaking is required, and due
to the time limit, leveling up is a rare occurance.
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Preface: Using This Guide UTG
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This text file is meant to be read in a unispace, plaintext reader, 78
characters per line in a one-character-per-space font, such as Courier.
Wordpad or other word processors work well. Notepad is adequate.
This guide is meant for players who have beaten the game at least once
before and are familiar with the system and how to interact with the game
world. There are no sections here devoted to explaining the use of items or
weapons or other forms of hand-holding. If you are looking for an in-depth
FAQ to explain every in-and-out of the game you can find many guides at
Gamefaqs.com.
This guide is mainly to explain the method for beating the game in 88 days
or less and get the best ending in the process. The best ending REQUIRES
that specific quests are completed AND the game is beaten in 88 days. You
can get semi-good endings by playing your own way but the best ending is
pretty strict.
Some guides claim 90 days is the limit, but for purposes of this guide I
will say 88 days. If you follow this guide closely you should be able to
beat the game in 87 days anyway.
The main body of the walkthrough consists of explaining the objectives in
each town that are necessary to getting the good ending later. Optional
sidequests will be explained at the bottom. Depending on how quickly you
are pushing through the game you may or may not have time to do these
optional things in each town. I recommend reading the entire section for a
town before following its guide.
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Points to Remember PTR
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1) Setting up your beginning character is very important. Leveling up is a
rare occurance.
2) Save your game often. You will be playing quickly and at a low level.
Even a simple mistake or oversight could jeopardize the run.
3) Don't spend your Skill Points when you level up until you need to use
a certain skill, at which time you should only increase the Skill
to the minimum needed to accomplish your goal. If you don't have
a high enough Skill and you get stuck somewhere without spare Skill
Points you won't have the time to go around killing enemies to level
up and rectify the situation.
4) Visit every location only once, except Shady Sands. Do any bartering,
recruiting, or sidequests in each town the one and only time you are
there. No unnecessary traveling is possible.
5) Don't do anything else that eats up time, such as using First Aid, read-
ing books, resting for the purpose of healing, or learning skills
from NPCs. Level grinding is unnecessary. Time is precious!
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Walkthrough WLK
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---------------------------------------
Creating Your Character
---------------------------------------
Setting up your character at the beginning is important, because you won't
have much opportunity to level up and adjust your stats as you play.
Gender has minor effects on dialogue and interaction with other characters,
but overall it shouldn't make a difference to choose Male or Female.
Age has almost no effect on the game, unless you choose a very young or
very old character.
-------------
Traits
-------------
Traits are optional details about your character that have both bonuses
and drawbacks. You can choose two.
I chose the Skilled and Gifted combo.
Gifted gives you a +1 bonus to each primary statistic (Strength,
Perception, etc.) but you lose 10% on all Skills to start and you receive
5 less Skill Points per level.
Skilled gives you a 10% bonus to all Skills but you only gain new Perks
every four levels instead of every three.
Personally I like this combination because the drawbacks offset each other
and your starting character is quite strong. You won't level up much
beyond 9 or 10 so I think the Skilled drawback is worth it. If you want to
pick something other than Skilled you might have a tougher time, but you
will be able to choose a Perk sooner.
If you must, you can skip choosing any Traits at all.
Note: If you get the Pathfinder Perk at level 6 you should be able to beat
the game in about 74 days.
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Stats aka the Special System
-------------
You have five Character Points to use for increasing your primary
statistics. Don't bother raising your Strength at all. You will get
Powered Armor early on, which raises your Strength by 3 points when you
wear it. A Strength of 4 is good enough.
Invest your points into Intelligence and Agility. The higher your
Intelligence the more Skill Points you get per level, and the higher your
Agility the more Action Points you have during battle. Perception and
Endurance are also fine to add a point.
-------------
Skills
-------------
You can "Tag" three separate skills, which raises the skill by 20%. Also
the skill will increase twice as fast, which means they go up 2% with each
Skill Point spent on them. I recommend Tagging Lockpick, Science, and
Repair. All of these Skills will be necessary during the run.
Never waste Skill Points on First Aid or Doctor, because using those Skills
eats up time. Stimpacks work instantly and are plentiful. Bartering and
Gambling are totally worthless.
The only weapon skill you will need is Energy Weapons. Don't bother with
Small Guns, Big Guns, Unarmed, Melee, or Throwing. You don't even need to
fight any enemies until The Boneyards, at which point you get the Turbo
Plasma Rifle.
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Vault 13
---------------------------------------
You start the game at 07:21AM on December 05, 2161. After getting your
debriefing from the Overseer, head south-west out of the cave. You won't
be able to get back into the Vault until at least midnight, if you want to
wait it out. Otherwise you won't be back to Vault 13 for quite a while,
if at all. If you want to rest in the cave or kill time on the map screen
you can go back inside the Vault and get some weapons and equipment on the
third floor. I don't consider it all that helpful so you should skip it to
save time.
-/-/-----------
Optional
-/-/-----------
You can pilfer the skeleton laying in front of the big Vault door for some
items. Also you can kill all of the Rats in the cave for 500 total exper-
ience. Your skills with a Knife or a Handgun (Melee and Small Guns) are
probably quite low, so you may not want to bother fighting much of anything
at this point.
-/-/-----------
Anyway, head out of the cave towards daylight. On the map screen, head
directly west to the Military Base. It will take 15 days to walk there.
If you run into a random encounter with a Mutant Patrol just reload your
game, because you won't be able to stand a chance against them. If you run
into Radscorpions you can fight them if you really want, they're easy enough
to kill.
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Military Base
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If you have a weapon out, put it away. Head to the fence and talk to the
first Mutant you see. Tell him you need to see his master. You will be
teleported inside the base, on the fourth floor. The Mutant Lieutenant
will engage you in dialogue.
He will ask you to name the location of your Vault. Tell him that you will
do it on one condition, your freedom. He will think you are being funny and
demand an answer. Stall by saying "uh... uh..." and he will try to motivate
you with violence. The dialogue screen will close and the Lieutenant will
move to punch you. Quickly run from him to the top of the screen. He will
follow.
Run past him back to the locker and lockpick it. Steal the Cathedral Key
and Electronic Lockpicks. Always keep these items until the end of the
game. Do not store them in a locker or sell them!
Do not go near the man in the purple robe (member of the Children of the
Cathedral) because there is a Mutant behind the wall that will engage you
in combat if you get close.
Now run to the northwest of the screen to a door. Inside are many Children
members in a computer room overlooking the Vats area. Use Science (41%
skill should be high enough) on the computer at the very top of the screen.
Once you succeed with Science, check the computer again to get a menu from
it. Use the 319-- option to arm the self-destruct with a 300 second silent
countdown. Leave this room and head to the elevator, and take it down to
level 3.
Here comes the tricky part. You are in an area with three holding cells on
the left and a mutant guard to the top-right. Ignore the holding cells,
they have nothing in them except a mutant sympathizer who has little to say.
Walk to the edge of the wall on the right and stop before entering the
square vicinity of the mutant guard.
Now hit the 'A' key to enter combat (do not use the mouse to enter and exit
combat, it isn't fast enough). Walk up towards the doorway near the guard
while holding the 'A' key. As soon as you run out of action points you will
end combat and start it up again. The mutants will not be able to engage
you in combat while doing this. Keep walking and holding 'A' as you get
through the doorway.
In the next area there are some traps in the floor. Sometimes getting hit
by just one trap can kill you. Walk to the top-left and reload your game if
you get hit by a trap. Keep using the 'A' combat trick while getting
through this floor. Walk down the hallway to the left, where there is a
mutant guard near a red force field. Keep entering and exiting combat to
get past him and through the force field. Use the elevator to go down to
level 1. If you need some healing from traps or force fields just use a
Stimpack.
On level 1, head down and right. Walk through the room on the right with
three computers, and then head down further to exit the building. Outside
the base you may need to use the 'A' combat trick again to get past the
guards outside, although sometimes you can talk your way past them. Either
way just head left and leave the base entirely. A cutscene will play show-
ing the base being destroyed by the self-destruct.
Click on the map to re-enter the Military Base area and collect your 10,000
experience. You should be at Level 5. You can choose one new Perk from a
short list. I chose Toughness myself. DO NOT use any of your skill points
yet. Wait to use them at the Brotherhood of Steel. Now head south-east on
the map to the Brotherhood of Steel. It will probably take you 12 days to
walk there, leaving you with 61 days to finish the game.
-/-/-----------
Optional
-/-/-----------
Steal whatever you can from the Children in the computer room (it isn't
hard, I did it with 28% Steal skill). They should be carrying Laser Pistols.
If you fail at stealing and they attack you, just reload your game. It
works best if you stand behind them when attempting Steal. You can sell the
Laser Pistols later.
-/-/-----------
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Brotherhood of Steel
---------------------------------------
Approach the door and stop. Now save your game. Use your skill points to
raise Lockpick to around 65%. Take your Electronic Lockpicks and use them
on the door.
You need to save your game for a couple of reason. First of all you should
only raise your Lockpick skill to the minimum necessary to get through the
door. For me it was 65% and I needed a few tries to get in, but if you have
higher luck or other stats it may be less. You can't afford to spend a lot
of skill points on one skill to the detriment of others. Secondly,
sometimes the Electronic Lockpicks break, at which point you will have to
reload and try again.
You should be able to pick the door and get inside the Brotherhood
(bypassing the Glow sidequest that is normally required).
Now head to the elevator in the bottom-left of the screen. Go to the third
floor and talk to Kyle in the repair room. He will tell you he needs a
Systolic Motivator in order to fix some Power Armor, and that you can have
the armor if you get the part. Head back to the first floor and talk to
Michael, the man at the desk near the Training Room. Tell him it will be
your ass if you don't get a Systolic Motivator and he will relunctantly give
you one. Head back to Kyle and give him the part. In return he will give
you a Dean's Electronics repair manual. Read the manual to raise your skill
(reading uses 3 hours). Your Repair skill should have gone up a few
percent, depending on how high it was before reading the manual. Save your
game.
Now use some skill points to raise your Repair skill to around 58% (for you
it may be more or less). Use the minimum skill necessary. Reload your game
and try lower and lower numbers to save on skill points. Anyway, using the
Repair skill on the Power Armor Parts on the table in front of Kyle will fix
them into a complete suit which will appear on the ground. The armor weighs
85 pounds so you may need to empty your inventory to pick it up. Equip the
armor and watch your Armor Class soar! Now your Strength goes up by 3
points and you can carry more weight than before.
-/-/-----------
Optional
-/-/-----------
Go to the training room on the first floor and watch the training. Your
Melee and Unarmed skills will go up and you will gain 500 experience. Talk
to Talus about getting some weapons. He will give you authorization for
Brotherhood Armor and ammo. Talk to Michael outside the training room to
get ammo if you want it, but really there isn't anything useful here.
Don't take the Brotherhood Armor unless you want to carry it to the Bone-
yards later and sell it. It's worth some good money so take it if you're
worried about cash flow.
Head to the fourth floor and talk to Maxson, the old man in the large
room. You will get 1500 experience for "scouting the North."
Steal everything that isn't nailed down! Lockpick doors and go into the
rooms of the Knights and Scribes. Open their lockers and footlockers and
take whatever you think is worth the most. Use the Steal skill on the
Knights and Scribes and take whatever they have. If you get caught stealing
just reload your game. You should get a lot of Desert Eagles and Assault
Rifles. The locker near the Doctor on the second floor has some good items
too. If you can't carry everything then store some stuff in a locker and
come back for it once you get the Powered Armor.
-/-/-----------
Go back and retrieve any items you may have left behind or stored in a
locker. Take whatever is the most valuable when bartering, since you will
be selling most (if not all) of it. Leave the Brotherhood and head south-
east to the Boneyard. It will take about 4 days to get there, leaving you
with 57 days.
---------------------------------------
Boneyards
---------------------------------------
You should arrive at the Boneyard on January 5 2162, exactly 31 days after
you started. Stop in Adytum and head south to the house with Jon Zimmerman.
Tell him you want the job, and he will ask you to kill the leader of the
Blades gang. Head north to leave Adytum and go to the actual Boneyards.
Go west to the Followers Church and talk to Katja. Tell her you won't be
staying around much longer, and she will want to join you. Recruit her if
you want and get 200 experience. Head to the room to the left of her.
Towards the bottom of this room are three Robes. Take just one of them.
Keep the Robe with you at all times. Go through the rest of the building
stealing from people and taking items from the Ice Chests and various
things. Go into the basement of the Followers Library and steal what you can
from there. Supposedly the Ghoul in the basement will give you a Flame-
thrower if you use the right conversation. Leave and go back to the
Boneyards.
Head north-east of the Blades building to enter the Warehouse area. If
there are any Deathclaw just try to avoid them as you head east. There will
be a dead body on the east side of the Warehouse building. Search it to get
the Junk Parts. Head east to the Gun Runners Fortress.
Talk to the guard at the wooden plank about buying weapons. He will let
you pass. Go into the building and talk to the "heavily armed man" on the
left. Offer to kill the Deathclaw for him. Then talk to the midget, Zack,
to buy weapons. Make sure to ask for a discount. Trade whatever items you
don't need for a Plasma Rifle, ammo, and caps. You can also get a
Submachine Gun and ammo to give to Katja. Unload whatever extra items you
can here. If Zack runs out of caps just end the bartering and talk to him
again, and suddenly he will have about 3000 more caps to trade with.
Unfortunately he doesn't have any medical supplies, just weapons, but you
can get more Stimpacks very soon. Equip your new Plasma Rifle and leave.
If you still have any skill points you can spend them on Energy Weapons.
Take the Junk to Smitty in the Boneyards and he will take one hour to fix
them. Head south to Miles and give him the fixed parts. This will fix his
Hydroponic Farming system. To show their appreciation Miles can modify
your Power Armor to be more resistant (Armor Class doesn't seem to change)
and Smitty can modify your Plasma Rifle to use one less Action Point to use
in battle. Unfortunately, in order for Miles to improve your armor he
needs you to retrieve some books from The Hub, and that would be a waste of
valuable time. The normal Powered Armor is plenty strong as it is.
Anyway, go to Smitty to improve your Plasma Rifle, and head back to the
Warehouse.
-/-/-----------
Optional
-/-/-----------
Go to Adytum and head to a tent in the south-east. Talk to the man inside,
Chuck, and he will tell your fortune. Choose the second option and then
thank him. Keep doing this until your Luck increases. Eventually he won't
carry on a conversation with you any longer.
Go to the Blades building and go inside. Talk to Razor (the woman dressed
in black) and offer to get weapons from the Gun Runners to help her fight
the Regulators in Adytum. Make sure to get the Holodisk from her.
Go talk to Zimmerman and show him the Holodisk that Razor gave you. He
will get upset with the Regulators and one of them will kill Zimmerman.
Now you must fight ALL of the Regulators in town, but with Power Armor and
the Turbo Plasma Rifle this should be a breeze. Once all of them are dead
the townspeople will start saying positive things about their future when
you talk to them. Gather whatever items you want from the dead Regulators
(namely Stimpacks). Go back to Razor and you will get some experience.
To spend some time leveling up:
At the Warehouse, kill the Deathclaw. Aiming for their eyes with the
Plasma Rifle is very effective. When the Warehouse is cleared of Deathclaw
you need to head into the Boneyards and rest for an hour so that more of
them will return. Keep killing them until you reach level 8. At level 8
you can choose a new Perk, and you can choose Pathfinder if you have 40%
Outdoorsman skill and 6 Endurance. This will cut down travel time in the
wasteland by 25%, which is helpful to beating the game quickly. (You can
choose Pathfinder at level 6 if you didn't take the Skilled trait.) Other-
wise you can just take Toughness again like I did.
There is a stairway in the floor of the Warehouse towards the north-east
side of the building. Go into the basement to fight the Mother Deathclaw.
Kill her and destroy her eggs. Now go to the Gun Runners and sell whatever
you took from the dead Regulators (Metal Armor is worth a lot but it's also
heavy). You should get plenty of ammo for your Plasma Rifle and caps. Then
talk to Gabriel and tell him that the Deathclaw are permanently dead. The
Gun Runners will disperse and you will get some experience.
-/-/-----------
Now you can leave the Boneyards and head north-east to the Necropolis.
---------------------------------------
Necropolis
---------------------------------------
It might be easier to head to the Hub first, but it really makes no
difference. There aren't any quests at the Hub that affect the ending, you
just have to visit there at least once. I went to Necropolis first because
it's an easy way to gain experience and you have at least one quest there
that needs completing.
You should arrive at Necropolis on or around January 11 2162. Go through
the first area and kill every Ghoul that you see. Go down the sewer via
one of the manholes. Head north through the sewers, killing any Rats you
come across. Eventually you will go into the second screen of sewers, and
a friendly Ghoul will tell you not to shoot. Go talk to him and ask about
a water chip. Offer to fix their water pump so that you can take the water
chip in Vault 12 without remorse. Then head east and north again, fighting
more Rats, until you climb up a ladder and come out at the Watershed area.
There are Super Mutants here just like at the Military Base. There is a
large upside-down L-shaped building with a Super Mutant in it named Harry.
Talk to him and he will identify you as "the one that destroyed the vats."
Word has obviously gotten around in the Mutant community about the havoc you
caused at the Military Base. Reply "yes, and what are you going to do about
it?" Harry will let you go and all of the Super Mutants will leave the
area. You can choose to fight them to gain experience if you want, which
isn't hard with your Power Armor and Turbo Plasma Rifle. Also you can fight
the Ghouls standing around in the buildings, but you don't have to.
Find a manhole outside and go down it into a new, isolated sewer. Inside
there are Rats and a pile of Junk that you need to pick up to fix the water
pump. The Junk is hard to see in the darkness of the sewer but it is there.
Get the Junk and go back topside.
Head back into the L-shaped building to the south end and Lockpick the cell
to release the Ghoul if you want. Otherwise equip the Junk and use it on
the water pump. In my game I had 58% Repair skill and only 41% Science but
eventually the Junk repaired the pump. For this you get 1500 experience.
You can leave the area now if you want, or you can continue into Vault 12
for extra experience points.
-/-/-----------
Optional
-/-/-----------
You shouldn't need any more experience at this point, because the rest of
the towns in the game are a cakewalk. But if you really want to get a few
more experience in order to level up to level 9 (you should be close at this
point, depending on how many enemies you chose to kill) then head into the
room to the right of the Ghoul in the cell. Go down into the sewer here,
then down one more level into the Vault. Fight the Glowing Ghouls and use
the Elevator to floor 2. Kill the Ghouls here and head to floor 3. Kill
yet more Glowing Ghouls and use the computer on the east side of the room.
You will get the Water Chip and 2000 more experience. If you get hit by
Glowing Ghouls you will become Radiated, but normally this doesn't cause any
noticeable effects.
-/-/-----------
When you level up you can assign skill points to whatever you want. The
rest of the game is simple.
Now leave the Necropolis completely and head north-west to Junktown. It
will take 4 days to walk there.
---------------------------------------
Junktown
---------------------------------------
You arrive at Junktown on January 15 2162. Put your weapons away if you
have them out, or the guard at the gate will attack you. If you arrive at
night you may need to come back in the morning.
Head north into the second screen of the town and go into Killian's General
Store. Talk to Killian and ask some generic questions about the town.
Eventually a man will walk into the store and attempt to assassinate
Killian. Take part in the battle and kill the assassin. After the battle
Killian will want you to use a tape recorder and a electronic bug to set up
his rival, Gizmo. Agree to help and leave the store.
Head north into another screen and go into the Casino. Equip the tape
recorder and talk to Gizmo, the fat man behind the desk. Offer to help him
get back at Killian by being the new assassin. After Gizmo confesses, leave
and go back to Killian and tell him you have the confession. Say you want
to help them kill Gizmo and then go to the entrance of the town and talk to
Lars. Say you want to help and you will be teleported right into the battle
in the Casino. Kill Gizmo and Izo and you will be teleported back to
Killian's store.
-/-/-----------
Optional
-/-/-----------
If it is evening you can go to the Skum Pitt bar and talk to Tycho so you
can recruit him. If you ask about his trips around the wasteland you can
increase your Outdoorsman skill.
If you want you can attack the Skulz gangers in the north side of the Crash
House. There is a way to disband them and/or get a sidequest to kill them
through Lars, but dealing with the Skulz at all doesn't accomplish much.
In the first screen of Junktown you can go into the Hospital and go into
the pit in the floor. You can attack Doc Morbid and his guards for some
free experience.
-/-/-----------
With Gizmo dead (and Killian alive) you can leave Junktown and head far
north to Shady Sands.
---------------------------------------
Shady Sands
---------------------------------------
The trip from Junktown to Shady Sands takes 7 days. You arrive on January
22 2162.
Head into the largest building on this screen and talk to Aradesh, the
leader of the town. He will mention the Radscorpion threat. Now talk to
the girl in the room behind Aradesh, Tandi. Tell her that if she is so
bored with life in Shady Sands she can choose to leave. Go back to the
front gate and talk to Seth about the Radscorpions. He will take you to
their cave. Defeat all of the Radscorpions in the cave and you will gain
500 experience. If you have extra capacity (20 pounds) in your inventory you
can pick up a Scorpion Tail from a Radscorpion corpse to take back to town.
Leave the cave to be transported back to Shady Sands. Tell Aradesh that the
Radscorpion nest has been destroyed.
-/-/-----------
Optional
-/-/-----------
Talk to Katrina at the front gate as much possible until you get 250 exper-
ience from her knowledge. Go into the large building in the north of the
town and talk to the man in blue jeans and leather jacket, Ian. Recruit him
into your party and give him a new weapon if you have one to spare. Go to
the east and into the farming area of the town. Talk with the farmer here
and explain crop rotation to gain some experience.
Take the Scorpion Tail to Razlo the doctor and tell him he should make an
antidote using a Radscorpion sample. You will gain 250 experience and a
free sample of antidote. Go into the room in the back of the house and use
the Antidote on the man lying there, Jarvis, for 400 more experience.
-/-/-----------
In order to trigger the "Tandi has been taken by Raiders" sidequest you
need to leave the town and kill some time. You can go to Vault 13 and
return the Water Chip to gain 7500 experience. Or you can wander the wastes
for a few days.
---------------------------------------
Vault 13 (optional)
---------------------------------------
Head directly west from Shady Sands. It will take about 5 days to reach
Vault 13 (January 27th or early 28th). Head to floor 3 and go east. Talk
to the Overseer (the guy in the round platform) and give him the Water Chip.
You will get 7500 experience and probably level up. There isn't much else
of interest here since your character is already so strong. There are some
items in the lockers on floor 3, or you can talk to people on floor 2, but
it doesn't matter at this point. Head to the first floor and walk south to
leave the Vault. Head back east to Shady Sands.
---------------------------------------
Shady Sands part 2
---------------------------------------
The trip takes another 5.5 days. Your game should be on or around February
2nd. Talk to Aradesh and he will cry about Tandi being taken away. Leave
the town and go south-east two squares to the Khans Raider Camp.
---------------------------------------
Raiders
---------------------------------------
The trip from Shady Sands to the Khans Raiders Camp takes only 2 days. You
arrive on February 4th 2162. Head into the main building and go west.
Tandi is in a locked room. Lockpick the door to open it and start to leave.
The Raiders in the camp will gang up on you. You have to kill all of them,
but with your equipment and allies this is beyond easy. Killing Garl is
necessary to getting a good ending and killing them nets you about 1000
experience. Just make sure Tandi survives.
When the fight begins the two other captive women in the building will
start to run away. When all the Khans are dead you earn 200 experience for
each slave woman that escapes. With the Khans wiped out and Tandi alive you
can leave this area. Head back to Shady Sands.
---------------------------------------
Shady Sands part 3
---------------------------------------
Again the trip takes 2 days. It should be around February 6th. Once you
reach the town you will earn 400 experience for returning Tandi. Go back to
Aradesh and he will thank you for the rescue of his daughter and give you a
reward. Leave Shady Sands for good and head south to the Hub.
---------------------------------------
The Hub
---------------------------------------
The trip from Shady Sands to the Hub takes 10 days. The date should be
around February 16th. There isn't much to do here in the Hub unless you
want to kill any spare time with sidequests.
-/-/-----------
Optional
-/-/-----------
You can kill the people at the FLC and take their money.
You can do the Thieves sidequest to earn some experience and Electronic
Lockpicks.
You can rescue the Brotherhood Initiate on the east side of town.
-/-/-----------
I recommend just leaving and heading south-west to the Cathedral to finish
the game.
---------------------------------------
Cathedral
---------------------------------------
The Cathedral is directly south of the Boneyards. It takes 4 days to walk
there from the Hub. The date should be February 21st at the latest.
Talk to each of the characters in your party and tell them that you no
longer need their help. Enter your inventory screen and put the Turbo
Plasma Rifle into one of your two active slots. DROP, yes drop, your
Powered Armor. Now put on the Children Robes so you can be in disguise.
Without your Powered Armor your Strength will drop and so will your Carry
Weight. The minimum Strength for the Plasma Rifle is supposed to be 6
but I was able to use it with a Strength of 4 if I had it equipped before
my Strength dropped. Otherwise you can use a Plasma Pistol if you happen
to have one.
Enter the Cathedral through the doors in the north. Don't bother talking
to anyone. Head through the doorway to the northeast of the screen and
go upstairs. Keep going up until you reach the fourth floor. There will
be a man in the southeast room in purple robes. This is Morpheus. Enter
his room, stand behind him, and use your Steal skill. If he catches you,
and he probably will, just reload your game. Take his Black Key but not
the Red Key. Now go back downstairs to the first floor.
Use the Black Key on the door behind the big TV screen. Inside this room
is another staircase that leads to the basement. Go downstairs and head
to the bookcase in the southeast. Use your Traps skill on the bookcase
(your skill doesn't need to be very high, just keep trying) and you will
find a secret switch. Examine the bookcase again to use the switch and
open a secret door nearby. If this doesn't work you can hang around for
a while and a member of the Children will open the door from the other
side.
Go through the secret doorway into a cave under the Cathedral. Head north
to a Vault-like area where there are two Mutant guards standing post. One
of them will ask what you are doing, and just tell him that you have import-
ant business. Give him a blessing and you will gain 750 experience. Go
inside and take the elevator up to the third floor. On the third floor head
south and then west, avoiding the room to the east with all the robots. Go
into the large room with all the Mutants standing around and head north to
the door. This door is locked but can be picked with Electronic Lockpicks.
Behind this is a locked elevator. Use regular Lockpicks this time. Take
this elevator up to floor 4.
Head east to a a locked door. Pick it and equip the Cathedral Key. Walk
over to the computer console connected to the nuclear device. There are two
Mutant guards in this room which can make this tricky. Enter combat using
the 'A' key and use the Cathedral Key on the computer. A timed self-
destruct will begin. Now run back down the hallway, entering and exiting
combat like you did at the Military Base. If the Mutants are able to attack
you can switch to your Turbo Plasma Rifle and kill them, or keep running.
Or you can kill them both before even using the computer. You should be
able to reach the elevator without taking much damage, but remember your
Armor Class is very low with just the Robes on. Take the elevator back to
floor 3 and combat will end.
If you don't have the Cathedral Key you can arm the nuke with a high
Science skill, around 75%.
Head back out of the Cathedral the way you came in and re-recruit your
NPCs outside if you want to save them. Leave the Cathedral area altogether
and the cutscene plays of the Cathedral being destroyed and the game is
over.
Congratulations, you just got the best ending.
=============================================================================
Endings EGS
=============================================================================
Beating the game only necessitates destroying the Mutants, which technic-
ally means destroying the vats at the Military Base and killing the Master
(ie setting the nukes at both locations to self destruct).
The ending is told in segments, following the final destruction of the
Mutant threat. Each segment deals with one location in the game and what
you accomplished there. If you accomplish everything explained in this FAQ
in 88 days or less then you should get the best ending. The following is
an explanation of each possible segment in the ending.
Necropolis
Good ending: The Ghouls rediscover engineering and start a business
selling their technology. You get this ending if you enter the
town before 88 days and fix their water pump.
Bad ending: Necropolis is overrun by the Mutants. This happens if
you arrive later than 88 days (and find a ghost town) or if you take
the water chip but do not fix the water pump.
Shady Sands
Good ending: Aradesh and Tandi found the New California Republic, a
hopeful new government in the region. You get this ending if you
kill the Radscorpions and save Tandi.
Bad ending: Shady Sands has a bad start and fails. This happens if
you kill Aradesh. If you do some things in Shady Sands but not
everything, ie killing the Radscorpions but not returning Tandi,
I'm not sure what the ending is like.
Junktown
Good ending: Killian Darkwater gains strong control over Junktown
and rules with his own brand of frontier justice. Life is fair.
You get this ending if you kill Gizmo but not Killian.
Bad ending: Gizmo controls Junktown. If you kill them both (or
neither) I'm not sure what happens.
Brotherhood of Steel
Good ending: The Brotherhood help drive away the Mutant Army and
assist the New California Republic through their advanced knowledge
of technology. You get this ending for joining the Brotherhood.
Bad ending: They take over the NCR. This happens if you kill
Rhombus.
Raiders
Good ending: The Raiders disband upon the death of Garl and their
remnants are never heard from again. This happens if you kill
their leader, Garl.
Bad ending: The Raiders continue their terror campaign on the local
people. This happens if Garl survives.
Boneyards
Good ending: The only good ending for the Boneyards/Followers is no
ending at all. The Boneyards simply is not mentioned.
Bad ending: The Followers are overrun by the Mutants if you take
longer than 88 days to beat the game.
The Hub
Good ending: Like the Boneyards, the only good ending is none at all.
Bad ending: The Hub is overrun by the Mutants. This happens if you
take longer than 88 days to beat the game.
What happens to you?
You have become a living legend among the people of the wasteland.
However, the Overseer of Vault 13 sees fit to exile you for fear
that the people of the vault will try to emulate you and leave the
vault for good, resulting in chaos. The last shot of the game is
your character in his Vault 13 jumpsuit, walking with his head down
across the desert. Don't lose heart, according to Fallout 2 your
character heads East and establishes a new community.
=============================================================================
Fequently Asked Questions FAQ
=============================================================================
Q: Can you explain the combat trick again?
A: Use the 'A' key to start combat. Direct your character to move as far as
you want them to move while holding down the 'A' key. When your
character uses up all his Action Points, the 'A' key causes combat to
end upon the end of his turn (when Action Points run out) and then
starts combat up again. In this way you can walk right past enemies
without them ever getting their own turn to attack you. This is
necessary for the Military Base, and quite helpful at the Cathedral.
Q: What about Vault 15 and The Glow?
A: Vault 15 has nothing in it of worth, except for some experience and a
spare set of dynamite. It's not worth the trouble. The Glow is
too far away to walk there and back again without running out of
time. To walk from Necropolis to the Glow and back takes 18 days.
With a high level Pathfinder Perk it may be possible to go to the
Glow at some point during the run but I haven't tried it.
Vault 15 and The Glow have no effect on the ending so it's totally
unnecessary anyway.
Q: What does the Pathfinder Perk do?
A: Pathfinder lets you walk across the wasteland (travel that takes place on
the map screen) 25% faster. This is helpful for beating the game
even faster than 87/88 days.
Q: How do I give weapons and items to characters in my party?
A: Enter into dialogue with them and use the Barter button on the right
side of the screen. Hand over any weapons or items they can use,
such as Stimpacks, and trade them for free. During the next battle
they should automatically equip their best weapon.
Q: Hey, you can beat the game way faster than 88 days.
A: You didn't phrase that in the form of a question, but I'll answer it
anyway. Yes, it's possible to beat the game by only going to three
locations: the Military Base, the Boneyards, and the Cathedral.
However, you get a crappy ending. This walkthrough is about how to
get the very best ending, by accomplishing certain necessary quests
and beating the game in 88 days or less.
=============================================================================
Changes CHN
=============================================================================
March 8 2006, version 0.8
First version completed
=============================================================================
Thanks THK
=============================================================================
Thanks to the following people for insight into Fallout.
Omkar Namjoshi for his complete guide to Fallout
http://falloutnext.cjb.net
Devin 'Mimir' Herron for his speedrun on SpeedDemosArchive
http://speeddemosarchive.com
=============================================================================
Links LNK
=============================================================================
Check out these sites for more Fallout information.
No Mutants Allowed
http://www.nma-fallout.com/
The Nearly Ultimate Fallout Guide
http://user.tninet.se/~jyg699a/fallout.html
Wikipedia Article on the Fallout Series
http://en.wikipedia.org/wiki/Fallout_%28computer_game%29
GameFAQs page for Fallout 1
http://www.gamefaqs.com/search/index.html?game=fallout
=============================================================================
Contact CNT
=============================================================================
Contact me in the following ways:
email: formerhuman@cox.net
Former Human on the SomethingAwful forums
Hadrian on GameFAQs
Gaimphax on AOL Instant Messenger