Fallout 3 Prima Official eGuide

Fallout 3 Prima Official eGuide

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PRIMA Official Game Guide Written by David S.J. Hodgson Prima Games An Imprint of Random House, Inc.

3000 Lava Ridge Court, St. 100 Roseville, CA 95661 www.primagames.com The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. © 2009 Bethesda Softworks LLC, a ZeniMax Media company. Bethesda Game Studios, Bethesda Softworks, ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. Fallout, Prepare for the Future and related logos are registered trademarks or trademarks of Bethesda Softworks LLC in the U.S. and/or other countries. All Rights Reserved. No part of or image appearing in this publication may be reproduced, stored in retrieval systems, placed on the Internet or worldwide web, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording or otherwise) without the prior written permission of Bethesda Softworks LLC. Senior Product Manager: Mario De Govia Associate Product Manager: Shaida Boroumand Design & Layout: Jamie A.Knight Additional Layout: Melissa Smith, Anne De Govia Maps: 99 Lives Design, David Bueno Manufacturing: Stephanie Sanchez, Suzanne Goodwin Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,” and “RP” are trademarks owned by the Entertainment Software Association, and may only be used with their permission and authority. For information regarding whether a product has been rated by the ESRB, please visit www.esrb.org. For permission to use the Ratings icons, please contact the ESA at esrblicenseinfo.com. Important: Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide any additional information or support regarding gameplay, hints and strategies, or problems with hardware or software. Such questions should be directed to the support numbers provided by the game and/or device manufacturers as set forth in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.

Originally hailing from the English city of Manchester, David began his career in 1995, writing for numerous classic British gaming magazines from a rusting, condemned, dry-docked bohemian German fishing trawler floating on the River Thames. Fleeing the United Kingdom, he joined the crew at the part-fraternity, partsanitarium known as GameFan magazine. David helped launch GameFan Books and form Gamers’ Republic, was partly responsible for the wildly unsuccessful incite Video Gaming and Gamers.com. He began authoring guides for Prima in 2000. He has written over 70 strategy guides, including The Legend of Zelda: Twilight Princess, Assassin’s Creed, Half-Life: Orange Box, Mario Kart Wii, and Halo 3: ODST. He lives in the Pacific Northwest with his wife Melanie and an eight-foot statue of Great Cthulhu. Author Thanks and Acknowledgements To my loving wife Melanie; Mum, Dad, and Ian; Bryn, Rachel, Samuel and Ben; The Moon Wiring Club, Boards of Canada, Laibach, Kraftwerk, Rammstein, and The Knife; Ron & Fez; and I for Innsmouth, a hell of a town, Where the people wear gold, and are quite hard to drown. Extra special thanks to Shaida Boroumand and Jamie Knight at Prima for their dedication, help, and support on this project. Thanks too, to the cartographical prowess of 99 Lives, and all at Prima. One thousand and one thanks to everyone at Bethesda Softworks; the most helpful, generous, and knowledgeable developer I’ve ever worked with. We want to hear from you! E-mail comments and feedback to [email protected]

Bethesda Softworks Credits Written By: David S.J. Hodgson

Fallout 3 created by: Bethesda Game Studios

Additional Writing: Jeff Browne Alan Nanes Joel Burgess Bruce Nesmith Erik Caponi Emil Pagliarulo Brian Chapin Nathan Purkeypile Jon Paul Duvall Fred Zeleny Kurt Kuhlmann Concept Artist: Adam Adamowicz Editors-in-Chief: Jeff Gardiner

Pete Hines

ISBN: 978-0-307-46703-4

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Fallout 3 Executive Producer: Todd Howard Special Thanks to: Istvan Pely, Noah Barry, Kevin Kaufmann, Chris Krietz, Natalia Smirnova, Daryl Brigner, Phil Nelson, Ryan Redetzky, Jesse Tucker, Craig Lafferty, Gavin Carter, Tim Lamb, Ashley Cheng, Nathan McDyer, and, of course, everyone at Bethesda Softworks, Bethesda Game Studio, and ZeniMax Media, Inc.

Contents Chapter 1: Training ........................... 4 Welcome to the Capital Wasteland .....................................4 Primary Statistics .............................................................5 Derived Statistics .............................................................7 Skills Overview ..............................................................10 Perks Overview .............................................................13 Quest-Related Perks .......................................................22 Plans for Successful Character Development .......................25 General Training and Advice .............................................28 Mapping the Capital Wasteland ........................................30 Other Pip-Boy Functionality..............................................31 The Battle for Wasteland Supremacy.................................32 Going on Maneuvers ......................................................34 Aiding and Abetting the Vault Dweller................................35

Chapter 2: Factions and Bestiary ...... 41 Part 1: Factions .............................................................41 Part 2: The Bestiary .......................................................45 Human Foes with Higher Functions..............................45 Creatures and Wild Abominations ................................54

Chapter 3: The Wasteland Census ..... 59 An Enhanced Encylopedia ................................................59

Chapter 4: Wasteland Gear ............ 104 Wasteland Weaponry ...................................................104 Big Guns ..................................................................... 104 Energy Weapons .......................................................... 107 Grenades & Mines........................................................ 111 Melee Weapons ........................................................... 112 Small Guns.................................................................. 119 Unarmed Weapons ....................................................... 125

Wasteland Apparel .......................................................127 Vault Outfits ................................................................ 127 Combat Armor ............................................................. 128 Powered Armor ............................................................ 129 Wasteland Armor.......................................................... 131 Sealed Body Suits ........................................................ 133 General Wasteland Outfits ............................................. 134 Enclosed Headgear: Powered Helmets ............................. 141 Enclosed Headgear: Masks & Helmets ............................. 142 Other Headgear: Masks & Helmets ................................. 144 Other Headgear: Glasses & Facial Coverings ..................... 147

Chapter 5: Main Quest .................. 149 Birth ........................................................................150 Baby Steps .................................................................151 Growing Up Fast ..........................................................151 Future Imperfect ..........................................................152 Escape!......................................................................153 Following in His Footsteps .............................................156 Galaxy News Radio ......................................................163 Scientific Pursuits .........................................................168 Tranquility Lane ...........................................................173 The Waters of Life ........................................................177 Picking up the Trail .......................................................182 Rescue from Paradise ...................................................187 Finding the Garden of Eden ...........................................192 The American Dream ....................................................192 Take it Back! ..............................................................201 Project Complete: Aftermath ..........................................203

Chapter 6: Miscellaneous Quests .... 205 Big Trouble in Big Town.................................................205 The Superhuman Gambit...............................................209 The Wasteland Survival Guide ........................................215 Those! .......................................................................229 The Nuka-Cola Challenge...............................................236 Head of State..............................................................240 The Replicated Man......................................................245

Blood Ties...................................................................250 Oasis ........................................................................257 The Power of the Atom .................................................260 Tenpenny Tower...........................................................264 Strictly Business...........................................................271 You Gotta Shoot ‘Em in the Head ...................................275 Stealing Independence .................................................279 Trouble on the Homefront..............................................285 Agatha’s Song .............................................................289 Reilly’s Rangers ...........................................................296

Chapter 7: Tour of the Capital Wasteland ......................... 303 Welcome to the Capital Wasteland .................................303 General Encounters ......................................................304 Capital Wasteland Traders .............................................. 306

Around the Wasteland in 80 Mini-Encounters....................305 Type I: Unique Encounters.............................................. 305 Type II: Repeating Encounters......................................... 306

Zone 1: Northwest Territories .........................................309 Zone 2: Northern Mountains ..........................................318 Zone 3: Northeast Territories..........................................326 Zone 4: Irradiated Western Plains ...................................335 Zone 5: Central Plains and Potomac................................344 Zone 6: Eastern Hills and D.C. Outskirts ..........................359 Zone 7: Southwest Territories ........................................373 Zone 8: Southern Plains and D.C. Outskirts ......................385 Zone 9: Exterior D.C. Metropolitan Ruins .........................400 Zones10–21: Interior D.C. Metropolitan Ruins .................416 Zone 10: Chevy Chase Overview ....................................416 Zone 11: Dupont Circle .................................................417 Zone 12: Vernon Square ...............................................420 Zone 13: Takoma Park .................................................425 Zone 14: Georgetown ..................................................427 Zone 15: Pennsylvania Avenue ......................................430 Zone 16: Arlington National Cemetery ............................433 Zone 17: The Mall .......................................................436 Zone 18: Seward Square ..............................................444 Zone 19: Falls Church...................................................447 Zone 20: Mason District................................................450 Zone 21: L’Enfant Plaza................................................452 Zone U: Linking Underground Locations (D.C. Ruins) .........455 Underground Locations .................................................455

Chapter 8: Operation: Anchorage .... 465 Aiding the Outcasts ......................................................465 The Guns of Anchorage .................................................468 Paving the Way ...........................................................474 Operation: Anchorage! .................................................480 Tour of Operation: Anchorage .........................................484 Operation: Anchorage: D.C. Locations..............................484 Operation: Anchorage: Alaskan Locations .........................487

Freeform Quest: The Sorrowful Suitor .............................579 Freeform Quest: Getting Ready for Prime Time .................579 Freeform Quest: Blood Brotherhood ................................580 Freeform Quest: Forcing Evolution Virally .........................580 Tour of Broken Steel.....................................................581 Water Caravan Routes ..................................................581 Zone 2: Northern Mountains ..........................................581 Zone 3: Northeast Territories..........................................582 Zone 4: Irradiated Western Plains ...................................587 Zone 5: Central Plains and Potomac................................588 Zone 7: Southwest Territories ........................................589 Zone 8: Southern Plains & D.C. Outskirts ........................591 Zone 9: Exterior D.C. Metropolitan Ruins .........................593 Zone 10: Chevy Chase..................................................598 Zone 14: Georgetown ..................................................598 Zone 15: Pennsylvania Avenue ......................................599 Zone 17: The Mall .......................................................606 Zone 18: Seward Square ..............................................608

Chapter 11: Point Lookout ............. 609 The Local Flavor.............................................................. 609 Walking With Spirits ........................................................ 616 Hearing Voices................................................................ 620 Thought Control .............................................................. 624 The Meeting of the Minds ................................................ 626 Miscellaneous Quest: An Antique Land................................ 632 Miscellaneous Quest: The Dark Heart of Blackhall ................ 635 Miscellaneous Quest: A Spoonful of Whiskey....................... 642 Miscellaneous Quest: The Velvet Curtain ...........................645 Miscellaneous Quest: Plik’s Safari ....................................652 Freeform Quest: Latchkey Kenny .....................................654 Freeform Quest: The Seafarer’s Friend ..............................655 Freeform Quest: Tailing the Tomboy .................................656 Tour of Point Lookout.....................................................658 Point Lookout: D.C. Locations ..........................................658 Zone 7: Southwest Territories ..........................................658 Zone 9: Exterior D.C. Metropolitan Ruins...........................659 Point Lookout Locations .................................................659 Zone 1: Northwestern Swamps ...................................... 659 Zone 2: Northern Mountains .......................................... 666 Zone 3: The Shrouded Promontory.................................. 672 Zone 4: Western Sand Dunes ......................................... 677 Zone 5: Point Lookout Township ..................................... 679 Zone 6: The Blasted Heath ............................................ 686

Chapter 12: Mothership Zeta ......... 690 Not of This World ..........................................................690 Among the Stars ...........................................................695 This Galaxy Ain’t Big Enough… ......................................711 Tour of Mothership Zeta .................................................718 Capital Wasteland Zone 2: Northern Mountains................. 718

Chapter 9: The Pitt ....................... 495

Mothership Zeta: Interior Locations ..................................719

Unsafe Working Conditions ............................................498 Free Labor ..................................................................510 Tour of The Pitt ............................................................522 The Pitt: D.C. Locations .................................................522 The Pitt: Pitt Locations ..................................................523

Chapter 13: Appendices ................. 731

Chapter 10: Broken Steel ............... 535 Death from Above ........................................................535 Shock Value ................................................................539 Who Dares Wins ..........................................................547 Miscellaneous Quests Preamble: Locating Scribe Bigsley ....568 Miscellaneous Quest: Protecting the Water Way................569 Miscellaneous Quest: Holy Water ...................................573 Miscellaneous Quest: The Amazing Aqua Cura! ................576

Appendix 1: Achievements and Trophies ........................... 731 Appendix 2: Bobbleheads .............................................. 733 Appendix 3: Fat Men .................................................... 733 Appendix 4: Fat Man: Mini-Nukes ................................... 733 Appendix 5: Unique Weapons and Outfits ........................ 735 Appendix 6: Nuka Cola Quantums................................... 737 Appendix 7: Schematics: Custom Weapons ...................... 738 Appendix 8: Scribe Pre-war Books ................................... 739 Appendix 9: Skill Books ................................................ 740 Appendix 10: Keller and Replicated Man Holotapes ........... 745 Appendix 11: Alien Captive Recorded Logs ....................... 745

Index........................................... 746

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CONTENT

How To Use This Guide

INDEX

Welcome to the Capital Wasteland, Lone Wanderer! Prevent bewilderment by swiftly understanding the key information in each chapter of this weighty tome.

Chapter 1: Training

Chapter 8: Operation: Anchorage

Turn your Vault Dweller into a skilled Wasteland survivor: Your S.P.E.C.I.A.L. statistics, Skills, and all Perks are examined, and character development is detailed, along with general tactics, thoroughly preparing you for adventuring beyond Vault 101.

Engage in an epic struggle across the Alaskan tundra as you help battle the Red Chinese from their attempts at overrunning Anchorage. All the Main Quest, Miscellaneous Quests, and Freeform Quests, along with a complete Tour, are shown here.

Chapter 2: Factions & Bestiary

Chapter 9: The Pitt

Know your enemy! Information on the various tribes, survivors, abominations, and lunatics that prowl the Capital Wasteland is revealed, along with a statistics-heavy list of all enemies you’ll face, from the Wasteland all the way to Point Lookout and beyond.

Take the train tracks northwards to The Pitt, and uncover an epic struggle for power in a large and sprawling settlement. This chapter contains the entire Main Quest, every Miscellaneous and Freeform Quest, and a thorough Tour for this specific expedition.

Chapter 3: The Wasteland Census

Chapter 10: Broken Steel

Meeting people and learning their ulterior motives is vital to your continued well-being. Fortunately, every single person you’re ever likely to meet is shown, with a portrait, faction and location information, and their biography. Learn whom you can trust here!

Beginning two weeks after you complete the Main Quest (Chapter 5), help the Brotherhood of Steel push back the remnants of the Enclave. The Main, Miscellaneous and Freeform Quests, and new locations throughout the Capital Wasteland are revealed.

Chapter 4: Wasteland Gear

Chapter 11: Point Lookout

Whether you’re brandishing Big or Small Guns, you need to know the location and statistical prowess of all offensive (and unique) weapons, as well as every type of outfit, including armor, clothing, and even a complete collection of hats to wear at rakish angles.

Take the Duchess Gambit (and your life in your hands) when you visit the faded and mist-soaked coastal town called Point Lookout: You’ll Never Leave! The Main, Miscellaneous, and Freeform Quests are revealed, along with a map-heavy Tour of the entire area.

Chapter 5: Main Quest

Chapter 12: Mothership Zeta

A comprehensive walkthrough of every part of your Main Quest is showcased here, complete with flow-charts, Karmic choices, and every method of solving a puzzle or interacting with an entity. The epic expedition to locate your lost father begins here!

The Aliens are back, and they aren’t happy; travel beyond the confines of earth and explore the vast Mothership Zeta. It’s all here; the Main and Freeform Quests, along with a tour of the alien battleship behemoth floating in earth’s high atmosphere.

Chapter 6: Miscellaneous Quests

Chapter 13: Appendices

Whether you’re helping an old lady secure a priceless violin, rounding up Slaves for a trip to Paradise, or detonating a massive bomb for nefarious associates, all of the completely optional Miscellaneous Quests available to you are detailed in this section.

Require copious statistical wisdom? This is your chapter; every Achievement and Trophy, Bobblehead, Fat Man, Mini-Nuke. Unique Weapon and Outfit, Nuka-Cola Quantum, Schematic blueprint, Pre-War Book, Skill Book and more are listed for your perusing pleasure.

Chapter 7: Tour of the Capital Wasteland Going off on your own, or with your trusty Follower? Then you’ll need complete cartographical evidence on what to expect and find throughout the entire Capital Wasteland. Every settlement, landmark, and Vault has been mapped and explored for you.

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CONTENT

INDEX

Chapter 1: Training

TRAINING Welcome to the Capital Wasteland Chapter 1

You’ve escaped Vault 101. Welcome to the Capital Wasteland, survivor! You’ve chanced upon this strategy guide, and it should provide you with everything you require to thrive in this inhospitable environment. This section offers a variety of plans for spending your Statistic, Skill, and Perk points. Continue reading for some example characters, some general and advanced training, and showcases of all of the important weapons, armor, and aid you should look for during your excursion.

S.P.E.C.I.A.L. Effects Table II

Tip Please read through the Instruction Manual that came with your copy of the game, so you’re somewhat familiar with the tenets of this adventure. Now proceed….

YOU’RE EXTRA S.P.E.C.I.A.L.! S.P.E.C.I.A.L. is an acronymn that stands for your seven Primary Statistics: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These Primary Statistics (or “Attributes”) serve as the foundation of all characters, from your own adventurer to people inhabiting the Wasteland and even creatures. They are measured from 1 (pitiful) to 10 (incredible). What do the Primary Statistics Do? Generally speaking, the higher your Primary Statistic, the higher your associated ability and skill bonuses are, as this table shows:

S.P.E.C.I.A.L. Effects Table I S.P.E.C.I.A.L.

ASSOCIATED ATTRIBUTE

SKILLS MODIFIED

Strength

Carry Weight

Melee Weapons

Perception

Compass Markers

Energy Weapons, Explosives, Lockpick

Endurance

Health, Resistances

Big Guns, Unarmed

Charisma

Disposition

Barter, Speech

Intelligence

Skill Points per Level

Medicine, Repair, Science

Agility

Action Points

Small Guns, Sneak

Luck

Critical Chance

All Skills

Furthermore, when a S.P.E.C.I.A.L. statistic affects a skill, it does so by the amount shown in the following table. Luck is the exception, because it affects all skills, but at a much lower rate.

S.P.E.C.I.A.L.

SKILL MODIFIER (%)

LUCK MODIFIER (%)

1

Skill +2

Skill +1

2

Skill +4

Skill +1

3

Skill +6

Skill +2

4

Skill +8

Skill +2

5

Skill +10

Skill +3

6

Skill +12

Skill +3

7

Skill +14

Skill +4

8

Skill +16

Skill +4

9

Skill +18

Skill +5

10

Skill +20

Skill +5

During your character’s creation, your S.P.E.C.I.A.L. points are allotted automatically based on the decisions you make during the first three Main Quests: Baby Steps, Future Imperfect, and just before you leave Vault 101 for the first time in Escape! During the latter two quests, you can redistribute points manually to lay the foundation for exactly the type of adventurer you want to be. You have 40 points to spend across the seven Primary Statistics. Seven of these points are automatically allocated (you must have a minimum of 1 point in every statistic), but the rest are freely distributed as you like. The following information reveals which associated skills and perks are affected by each statistic.

Go and read up on some skills and perks that particularly interest you, then check which statistic affects them and bump up the points in that statistic accordingly.

Note Each of the statistics has a collectible Bobblehead associated with it. Find the Bobblehead, and you automatically (and permanently) receive +1 to that statistic.

4

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CONTENT

INDEX

APPENDICES

PRIMARY STATISTICS

(continued) SKILL MODIFIERS (%) †

8

Energy Weapons +16, Explosives +16, Lockpick +16

9

Energy Weapons +18, Explosives +18, Lockpick +18

10

Energy Weapons +20, Explosives +20, Lockpick +20

† Skill Modifiers: You instantly (and permanently) add this percentage to these skills.

STRENGTH

CARRY WEIGHT (LBS) †

UNARMED DAMAGE (HP) ‡

SKILL MODIFIERS ††

1

160

0.5

Melee Weapons +2

2

170

1

Melee Weapons +4

3

180

1.5

Melee Weapons +6

4

190

2

Melee Weapons +8

5

200

2.5

Melee Weapons +10

6

210

3

Melee Weapons +12

7

220

3.5

Melee Weapons +14

8

230

4

Melee Weapons +16

9

240

4.5

Melee Weapons +18

PERK

MIN. PERCEPTION NEEDED

LEVEL AVAILABLE

10

250

5

Melee Weapons +20

ASSOCIATED SKILLS AND DERIVED STATISTICS Explosives • Easier to detect enemies on compass

Lockpick

14

‡ Unarmed Damage: If you’re going to primarily use your fists or a hand weapon such as a Power Fist, expect to add this amount of damage to every strike.

Better Criticals

6

16

Infiltrator

7

18

†† Skill Modifiers: You instantly (and permanently) add this percentage to your Melee Weapons skill.

ENDURANCE

ASSOCIATED SKILLS AND DERIVED STATISTICS Carry Weight

ASSOCIATED PERKS

Endurance is your Health and overall physical fitness. The higher your Endurance, the better your Health and Poison and Radiation Resistances are. ENDURANCE

INITIAL HEALTH †

SKILL MODIFIERS (%)

1

120

Big Guns +2, Unarmed +2

2

140

Big Guns +4, Unarmed +4

PERK

MIN. STRENGTH NEEDED

LEVEL AVAILABLE

Little Leaguer

4

2

3

160

Big Guns +6, Unarmed +6

Iron Fist

4

4

4

180

Big Guns +8, Unarmed +8

8

5

200

Big Guns +10, Unarmed +10

6

220

Big Guns +12, Unarmed +12

7

240

Big Guns +14, Unarmed +14

8

260

Big Guns +16, Unarmed +16

9

280

Big Guns +18, Unarmed +18

10

300

Big Guns +20, Unarmed +20

5

PERCEPTION Perception determines how well you use your five senses, and also pertains to an almost superhuman “sixth sense.” The higher your Perception, the sooner the red markings appear on your compass to indicate a threat. PERCEPTION

SKILL MODIFIERS (%) †

1

Energy Weapons +2, Explosives +2, Lockpick +2

2

Energy Weapons +4, Explosives +4, Lockpick +4

3

Energy Weapons +6, Explosives +6, Lockpick +6

4

Energy Weapons +8, Explosives +8, Lockpick +8

5

Energy Weapons +10, Explosives +10, Lockpick +10

6

Energy Weapons +12, Explosives +12, Lockpick +12

7

Energy Weapons +14, Explosives +14, Lockpick +14

† Initial Health: Because this is the amount of damage you can take before dying, it is worth figuring out what type of combat you’re planning. For example, you need more Health if you’re planning to fight hand-to-hand instead of long-range sniping.

ASSOCIATED SKILLS AND DERIVED STATISTICS Big Guns

Unarmed

Poison resistance

Radiation resistance

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TRAINING

Strong Back

OPERATION: ANCHORAGE

6

TOUR

12

Light Step

MISC. QUESTS

2

6

MAIN QUEST

4

Sniper

GEAR

Thief

THE PITT

ASSOCIATED PERKS

† Carry Weight: Every item you scavenge in the Wasteland has a weight associated with it. The stronger you are, the more you can carry without becoming over-encumbered (which means you cannot run).

Melee Weapons

BROKEN STEEL

Energy Weapons

CENSUS

Strength is a measure of your raw physical strength. It determines how much you can carry, and the extra damage done with in unarmed combat.

PERCEPTION

FACTIONS & BESTIARY

STRENGTH

POINT LOOKOUT

MOTHERSHIP ZETA

Primary Statistics

5

CONTENT

INDEX

Chapter 1: Training ASSOCIATED PERKS

(continued)

PERK

MIN. ENDURANCE NEEDED

LEVEL AVAILABLE

Toughness

5

6

Lead Belly

5

6

Strong Back

5

8

Rad Resistance

5

8

Size Matters

5

8

Life Giver

6

12

Solar Powered

7

20

INTELLIGENCE

SKILL POINTS

SKILL MODIFIERS (%)

5

15

Medicine +10, Repair +10, Science +10

6

16

Medicine +12, Repair +12, Science +12

7

17

Medicine +14, Repair +14, Science +14

8

18

Medicine +16, Repair +16, Science +16

9

19

Medicine +18, Repair +18, Science +18

10

20

Medicine +20, Repair +20, Science +20

ASSOCIATED SKILLS (AND OTHER INFORMATION) Medicine

CHARISMA Charisma defines your overall attractiveness and likeability. Having a high Charisma will improve people’s disposition toward you, although it can’t overcome a particularly high or low Karma. Prefer talking and shooting to just shooting? Read on….

Repair • Affects skill points per level up

Science

ASSOCIATED PERKS

CHARISMA

SKILL MODIFIERS (%)

PERK

MIN. INTELLIGENCE NEEDED

LEVEL AVAILABLE

1

Barter +2, Speech +2

Swift Learner

4

2

2

Barter +4, Speech +4

Gun Nut

4

2

3

Barter +6, Speech +6

Daddy’s Boy/Daddy’s Girl

4

2

4

Barter +8, Speech +8

Educated

4

4

5

Barter +10, Speech +10

Entomologist

4

4

6

Barter +12, Speech +12

Comprehension

4

6

7

Barter +14, Speech +14

Nerd Rage!

5

10

8

Barter +16, Speech +16

Computer Whiz

7

18

9

Barter +18, Speech +18

10

Barter +20, Speech +20

AGILITY

ASSOCIATED SKILLS (AND OTHER INFORMATION) Barter

Speech

• Affects disposition of others toward you

ASSOCIATED PERKS

Agility is a measure of your quickness and dexterity. Agility affects your total number of Action Points, which are used to perform specialized combat actions in V.A.T.S. mode. AGILITY

ACTION POINTS (AP)

SKILL MODIFIERS (%)

1

67

Small Guns +2, Sneak +2

PERK

MIN. CHARISMA NEEDED

LEVEL AVAILABLE

2

69

Small Guns +4, Sneak +4

Scoundrel

4

4

3

71

Small Guns +6, Sneak +6

Child at Heart

4

4

4

73

Small Guns +8, Sneak +8

Impartial Mediation

5

8

5

75

Small Guns +10, Sneak +10

Animal Friend

6

10

6

77

Small Guns +12, Sneak +12

Master Trader

6

14

7

79

Small Guns +14, Sneak +14

8

81

Small Guns +16, Sneak +16

9

83

Small Guns +18, Sneak +18

10

85

Small Guns +20, Sneak +20

INTELLIGENCE This measures your basic intellect, curiosity in the world, and adeptness at critical thinking. The higher your Intelligence, the more skill points you can distribute when you level up. INTELLIGENCE

SKILL POINTS

SKILL MODIFIERS (%)

1

11

Medicine +2, Repair +2, Science +2

2

12

Medicine +4, Repair +4, Science +4

3

13

Medicine +6, Repair +6, Science +6

4

14

Medicine +8, Repair +8, Science +8

6

ASSOCIATED SKILLS AND DERIVED STATISTICS Small Guns • Action Points

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Sneak

CONTENT

INDEX

LUCK

SKILL MODIFIERS (%)

5

Critical 5%, All Skills +3

2

6

Critical 6%, All Skills +3

4

2

7

Critical 7%, All Skills +4

Silent Running

6

12

8

Critical 8%, All Skills +4

Sniper

6

12

9

Critical 9%, All Skills +5

Light Step

6

14

10

Critical 10%, All Skills +5

Action Boy/Action Girl

7

16

MINIMUM AGILITY NEEDED

LEVEL AVAILABLE

Gun Nut

4

Thief

LUCK

POINT LOOKOUT

ASSOCIATED DERIVED STATISTIC Critical Chance

Luck is a slightly different statistic, because it affects every other skill. Raising your Luck raises all of your skill values by a small amount. Having a high Luck will also improve your chance of a critical hit.

ASSOCIATED PERKS MINIMUM LUCK NEEDED

LEVEL AVAILABLE

SKILL MODIFIERS (%)

Fortune Finder

5

6

Critical 1%, All Skills +1

Scrounger

5

8

Critical 2%, All Skills +1

Finesse

6

10

3

Critical 3%, All Skills +2

Mysterious Stranger

6

10

4

Critical 4%, All Skills +2

Better Criticals

6

16

LUCK 1 2

OPERATION: ANCHORAGE

PERK

BROKEN STEEL

PERK

MOTHERSHIP ZETA

(continued)

THE PITT

ASSOCIATED PERKS

APPENDICES

DERIVED STATISTICS

Derived Statistics

TOUR

Derived Statistics are a second, related set of values determined automatically, based on the Primary Statistics (S.P.E.C.I.A.L.) and skills that you can allocate points to, or certain perks. There are different ways to increase (and decrease) these Derived Statistics; they aren’t just affected by your Primary Statistics. For example, imagine you want to modify your Carry Weight. This is affected by the following: » You could increase or decrease your Strength,

TEMPORARY MODIFIERS TO ACTION POINTS: CHEMS Jet: AP +30

UltraJet: AP +40

Fire Ant Nectar: Agility +4, AP +8

Nuka-Cola Quantum: AP +20

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FACTIONS & BESTIARY

NukaLurk Meat: AP +20

MAIN QUEST

Action Boy/Girl: AP +25

TRAINING

As the name might suggest, the higher the number, the more actions you can accomplish before another entity (whether friend or foe) reacts back. Your total number of Action Points (AP) is visible only on your Pip-Boy’s Stats screen. Otherwise, AP are represented by a bar on your H.U.D. Your AP bar is constantly in motion, retracting as you shoot weapons or access your inventory, and filling back up when not engaged in these types of moves. Don’t worry about running out of AP unless you are engaged in V.A.T.S. mode combat. So, why not act in “real time” and AGILITY ACTION POINTS ignore V.A.T.S. mode? Because V.A.T.S. 1 67 allows easier takedowns, focused 2 69 combat, and more pronounced effects. That Raider in the distance may be dif3 71 ficult to manually decapitate, expend 4 73 some Action Points in V.A.T.S., and 5 75 you’re playing at your full potential; 6 77 you’re as proficient as your points 7 79 allocations allow. Most of all, V.A.T.S. gives you an additional +15% chance 8 81 of a critical hit. That’s a four times 9 83 improvement for a character with a 10 85 Luck of 5.

GEAR

PERKS THAT MODIFY ACTION POINTS (PERMANENTLY)

ACTION POINTS

CENSUS

Here are all the Derived Statistics and what they do:

MISC. QUESTS

» Or, you could take the Strong Back perk.

7

CONTENT

INDEX

Chapter 1: Training TEMPORARY MODIFIERS TO ACTION POINTS: ADDICTIONS Jet Addiction: Agility -1, AP -2

Alcohol Addiction: Agility -1, AP -2 Med-X Addiction: Agility -1, AP -2

400 Rads: Agility -1, AP -2

600 Rads: Agility -2, AP -4

800 Rads: Agility -2, AP -4

ACTION POINT COSTS You can perform a number of actions in both regular “run and gun” and V.A.T.S. modes. These actions consume Action Points. Attack with any kind of weapon except a Rifle or Big Gun and it takes 10 AP. Crouching or standing takes 10 AP. Firing a Rifle takes 25 AP. Firing a Big Gun with a projectile takes 75 AP.

STRENGTH

CARRY WEIGHT

1

160

2

170

3

180

4

190

5

200

6

210

7

220

8

230

9

240

10

250

PERKS THAT MODIFY CARRY WEIGHT (PERMANENTLY) Solar Powered: ST +2 in sunlight, Carry Weight +40

TEMPORARY MODIFIERS TO CARRY WEIGHT: CHEMS Any alcoholic beverage: ST +1, Carry Weight +20

Buffout: ST +1, Carry Weight +20

Mississippi Quantum Pie: ST +1, Carry Weight +20

TEMPORARY MODIFIERS TO CARRY WEIGHT: ADDICTIONS Nectar Withdrawal: ST -2, Carry Weight -40

8

800 Rads: ST -2, Carry Weight -40

Every time you strike an opponent (or receive a hit yourself) there’s a chance that hit will inflict Critical Damage. The exact amount of Critical Damage varies depending on the weapon, whether or not it’s a sneak attack, and whether or not you are in V.A.T.S. In most cases Critical Damage is double normal damage and the chance of a critical hit is simply your Luck as a percentage.

LUCK

BASE CHANCE OF CRITICAL DAMAGE

1

1%

2

2%

3

3%

4

4%

5

5%

6

6%

7

7%

8

8%

9

9%

10

10%

Note

CARRY WEIGHT

Strong Back: Carry Weight +50

600 Rads: ST -1, Carry Weight -20

CRITICAL CHANCE

TEMPORARY MODIFIERS TO ACTION POINTS: RADIATION POISONING

Your Carry Weight, shown on your Pip-Boy’s Inventory menu, determines how much you can carry before you become overencumbered, slow down, and eventually stop. It is determined by your Strength:

TEMPORARY MODIFIERS TO CARRY WEIGHT: RADIATION POISONING

Buffout Withdrawal: ST -1, Carry Weight -20

With certain weapons, such as the Laser Rifle, additional effects occur when a critical is successful, such as the enemy being immolated into a pile of dust!

PERKS THAT MODIFY CRITICAL CHANCE (PERMANENTLY) Finesse: Critical Chance +5%

Ninja: Critical Chance +15% (only with Unarmed and Melee Weapons)

DAMAGE RESISTANCE If you are struck while in combat, you receive damage. The amount of damage you are spared, with bonuses from employing armor or perks, is your Damage Resistance. This can be between 0 and 85%. You might see a number greater than 100 in the HUD, but a max of 85 is actually used. If you have a Damage Resistance of 30, you take 30% less damage when you’re struck. The most common way to increase your DR is to wear armor. Helmets also add to your overall DR. Wear both for maximum protection.

PERKS THAT MODIFY DAMAGE RESISTANCE (PERMANENTLY) Toughness: Damage Resistance +10

Cyborg: Damage Resistance +10

Nerd Rage: Damage Resistance +50 (only when Health is low)

TEMPORARY MODIFIERS TO DAMAGE RESISTANCE: CHEMS Med-X: Damage Resistance +25

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CONTENT

INDEX

75%

60%

255%

Left Arm

25%

100%

Right Arm

25%

100%

Left Leg

25%

150%

Right Leg

25%

150%

This is one reason why limb shots are favored by professional Wasteland killers. As long as your aim is good, you only need pare down a percentage of a foe’s total Health to cripple that limb.

Tip In most cases you inflict double damage if you aim at the head too; make cranial destruction an essential part of your combat repertoire! Also note that if you fall a great distance, or you’re shot or wounded in a specific area, you may lose the use of that body part. For example, a fall from the balcony over the Atom Bomb in Megaton cripples a leg. Seek a doctor, or inject yourself with a Stimpak to heal yourself.

TEMPORARY MODIFIERS TO MELEE DAMAGE: CHEMS Any alcoholic beverage: ST +1, Melee Damage +0.5

Buffout: ST +1 (Melee Damage +0.5)

Mississippi Quantum Pie, ST +1 (Melee Damage +0.5)

TEMPORARY MODIFIERS TO MELEE DAMAGE: ADDICTIONS Nectar Withdrawal: ST -2, Melee Damage -1

Buffout Withdrawal: ST -1: Melee Damage -0.5

TEMPORARY MODIFIERS TO MELEE DAMAGE: RADIATION POISONING 600 Rads: ST -1, Melee Damage -0.5

800 Rads: ST -2 , Melee Damage -0.5

PERKS THAT MODIFY HEALTH (PERMANENTLY)

POISON AND RADIATION RESISTANCE

Life Giver: Health +30

TEMPORARY MODIFIERS TO HEALTH: CHEMS Buffout: EN +3, Health +60

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT TOUR

20%

Torso

MISC. QUESTS

Head

Nerd Rage!: ST set to 10, Melee Damage +5 (only with low Health)

MAIN QUEST

PLAYER HEALTH

Iron Fist: Unarmed Damage +5

GEAR

NPC HEALTH

PERKS THAT MODIFY MELEE OR UNARMED DAMAGE (PERMANENTLY)

Certain foes and weapons inflict a poisonous attack on you, and Poison Resistance reduces how much the poison hurts you. If you have a Poison Resistance of 20%, you take that much less damage. Because poison ignores your armor and Damage Resistance, this is the only defense you have against poison. Certain areas of the Wasteland are irradiated; this includes all water sources, muddy pools, and areas where bombs were dropped long ago. Your Radiation Resistance indicates how adept your body is at ignoring exposure. You cannot become completely immune to radiation; there are

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9

CENSUS

BODY PART

These two types of “close quarter” STRENGTH UNARMED DAMAGE damage are sometimes difficult to 1 +0.5 distinguish, so follow this rule: If 2 +1.0 you’re inflicting Melee Damage, 3 +1.5 you are using a weapon in one or both hands that is designed 4 +2.0 to directly strike a foe, such as a 5 +2.5 Lead Pipe. Unarmed Damage is 6 +3.0 punishment inflicted by just your 7 +3.5 fists, and by specialized Unarmed 8 +4.0 weapons such as Brass Knuckles. Unarmed Damage is determined by 9 +4.5 your Unarmed skill. Your Unarmed 10 +5.0 Damage is 25% of your Unarmed skill. So if you have a skill of 60, you do 15 points of damage. Any Unarmed Weapon Damage is added to this. You can do additional Unarmed Damage if you increase your strength.

FACTIONS & BESTIARY

Your Health, is shown both in your STARTING ENDURANCE Pip-Boy and on-screen. When you HEALTH reach 0 Health, you are dead. Your 1 120 Endurance statistic determines your 2 140 starting Health, and you gain 10 more each time you level up. Natu3 160 rally, the more Health you have, the 4 180 better your chances at survival are. 5 200 Your enemies also have a finite 6 220 amount of Health, and the same rules apply. In addition, your Health 7 240 represents the total health of your 8 260 entire body: each body part accounts 9 280 for a percentage of total Health. This 10 300 means (for example), that shooting a 100 Health Raider in the torso requires you to damage him for 46 points before the body part is crippled. Remember that the Raider’s armor also stops some of the incoming damage. The following table shows the player’s and an NPC’s body part Health as a percentage of the NPC’s total Health. Creatures all have unique body part Health distributions. Notice that the player has very high body part Health. You are the hero. You’re a pretty tough guy.

OPERATION: ANCHORAGE

MELEE AND UNARMED DAMAGE

TRAINING

HEALTH

APPENDICES

DERIVED STATISTICS

CONTENT

INDEX

Chapter 1: Training highly irradiated areas in the Wasteland that kill you in seconds, even if you take every precaution. Such precautions include wearing specialized armor, a Radiation Suit, consuming Rad-X, or choosing the Rad Resistance perk. Your Endurance helps you tough out poison or radiation. Although you can’t see it in your Pip-Boy, you can calculate it. ENDURANCE

POISON RESISTANCE

RADIATION RESISTANCE

1

0

0

2

5%

2%

3

10%

4%

4

15%

6%

5

20%

8%

6

25%

10%

7

30%

12%

8

35%

14%

9

40%

16%

10

45%

18%

Exposure to radiation is calculated in “Rads” on your Pip-Boy, and the exposure you receive (without visiting a doctor or taking the Chem RadAway) results in appalling poisoning that is detrimental to your well being. Specifically, the following effects occur: APPROX. RADS EXPOSURE

EFFECTS

0

No effect

200

-1 Endurance

400

-2 Endurance, -1 Agility

600

-3 Endurance, -2 Agility, -1 Strength

800

-3 Endurance, -2 Agility, -2 Strength

1,000

Instant death

PERKS THAT MODIFY POISON OR RADIATION RESISTANCE (PERMANENTLY) Rad Resistance: Radiation Resistance +25% Cyborg: Poison Resistance +10%, Radiation Resistance +10%

MOVEMENT SPEED How quickly you move around the Wasteland is governed by a three factors: 1. How much you are carrying: If your inventory weighs more than your Carry Weight, you become over-encumbered. Discard items so you can move more quickly, or live with it. 2. The armor you are wearing: Heavy Power Armor slows you down, but provides excellent protection. Dirty Pre-War Business Suits provide quick mobility, and no protection whatsoever. Switch your outfits according to your situation. There’s no penalty for carrying both types of outfits (or more) as long as your Carry Weight allows it. 3. Remain unarmed. Flick between carrying a Combat Shotgun, and stowing it, and you’ll see a difference in your speed.

Skills Overview Skills are the backbone of any character. They determine whether you’re a dumb-as-nails brute or a welleducated computer genius, an accomplished sharpshooter or a martial arts master. Many skills also serve as prerequisites for certain perks. They are rated between 0 and 100.

TAG SKILLS When you complete your G.O.A.T. for the first time, you get to choose three Tag skills. These start with a +15 higher score than other skills.

SKILLS: LEARNING THE BASICS Each Skill is affected by only one S.P.E.C.I.A.L. statistic. The higher the statistic, the higher your starting bonus in the related skill. Each point in the statistic gives you two points in the skill. This chart shows the starting values of all the different skills, based on a minimum statistic rank of 1, and an average of 5.

10

SKILL

LOWEST STARTING VALUE

STARTING VALUE W/ ATTR. OF 5

RELATED S.P.E.C.I.A.L.

Barter

7

15

Charisma

Big Guns

7

15

Endurance

Energy Weapons

7

15

Perception

Explosives

7

15

Perception

Lockpick

7

15

Perception

Medicine

7

15

Intelligence

Melee Weapons

7

15

Strength

Repair

7

15

Intelligence

Science

7

15

Intelligence

Small Guns

7

15

Agility

Sneak

7

15

Agility

Speech

7

15

Charisma

Unarmed

7

15

Endurance

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CONTENT

INDEX

EXPLOSIVES S.P.E.C.I.A.L. Statistic: Perception The Explosives skill is used to successfully set or disarm Mines. When setting a Mine (Frag, Pulse, Plasma, or Bottlecap varieties), the higher your skill, the more you automatically “overload” the explosive and increase its damage output. For disarming purposes, whenever you approach an armed Mine, a “countdown beep” increases in speed until the Mine explodes. The higher your Explosives skill, the more time you have to disarm it before detonation. In addition, Explosives governs the care and accuracy you take when throwing a weapon such as a Frag Grenade, Plasma Grenade, Pulse Grenade, or Nuka-Grenade, as well as the damage they do. With a high Explosives skill, a well-aimed Grenade will land right at an opponent’s feet, won’t roll away, and will explode immediately.

SKILL POINTS PER LEVEL

1

11

2

12

3

13

4

14

5

15

6

16

7

17

REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

8

18

60

Demolition Expert

6

9

19

60

Pyromaniac

12

10

20

S.P.E.C.I.A.L. Statistic: Charisma The Barter skill affects the prices you get for buying and selling items. In general, the higher your Barter skill, the lower your prices on purchased items. Use this whenever you trade with a scavenger or merchant. REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

60

Master Trader

14

BIG GUNS S.P.E.C.I.A.L. Statistic: Endurance The Big Guns skill determines your combat effectiveness with all oversized weapons, specifically the Flamer, Gatling Laser, Minigun, Fat Man, Missile Launcher, Rock-it Launcher, and any unique variants of these weapons. As this skill increases, so does your accuracy and damage with all of these weapons, both in and out of V.A.T.S. mode. REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

60

Concentrated Fire

18

ENERGY WEAPONS

REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

80

Infiltrator

18

Tip Attempt a Lockpick carefully, and with gentle touches. Line your Bobby Pin up anywhere in the 180 degree arc. Try the lock. If there’s give, move it slightly in one direction. If there’s more give, you’re moving the Bobby Pin the correct way. If there’s less give, move it in the opposite direction. Let the lock reset after each try. On the third turn, the lock should open. If it doesn’t, the Bobby Pin snaps. Try again, remembering where there was most give, and place the Bobby Pin there to start with. Continue with this until the lock opens. Patience is a virtue!

TRAINING

S.P.E.C.I.A.L. Statistic: Perception The Energy Weapons skill determines your combat effectiveness with all energy-based weapons, specifically the Alien Blaster, Laser Pistol, Mesmetron, Plasma Pistol, Laser Rifle, Plasma Rifle, and any unique variants of these weapons. As this skill increases, so does your accuracy and damage with all of these weapons, both in and out of V.A.T.S. mode.

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TOUR

BARTER

S.P.E.C.I.A.L. Statistic: Perception The Lockpick skill is used to open LOCK REQUIRED locked doors and containers. If DIFFICULTY LOCKPICK SKILL you don’t have a high enough Very Easy 0 skill, you won’t even be allowed Easy 25 to try. The higher your Lockpick Average 50 skill, the easier it will be to pick the lock, because the “sweet Hard 75 spot” where the tumblers fall into Very Hard 100 place is larger. Or, if you choose the lockpicking minigame’s “auto attempt” function, your Lockpick skill largely determines your automatic chance of success.

MISC. QUESTS

LOCKPICK

AVAILABLE SKILLS

OPERATION: ANCHORAGE

THE PITT

INTELLIGENCE

MOTHERSHIP ZETA

18

POINT LOOKOUT

Concentrated Fire

BROKEN STEEL

60

MAIN QUEST

When you receive enough Experience Points (XP) to level up, you earn Skill points that can be “spent” to increase the exact skills you wish to advance, one point at a time. The number of Skill points the player gets each level is governed by Intelligence as depicted in this table:

REQUIRED CHARACTER LVL

GEAR

SKILL POINTS AWARDED

AVAILABLE PERK

CENSUS

Choose the skills you’re most interested in and be sure to bump up the associated attribute when you’re adjusting your Primary Statistics. If you really want to specialize, select the skill as one of your three tag skills. You can also permanently receive +10 to any skill if you collect its associated Bobblehead.

REQUIRED SKILL LVL

FACTIONS & BESTIARY

Tip

APPENDICES

SKILLS OVERVIEW

11

CONTENT

INDEX

Chapter 1: Training

MEDICINE S.P.E.C.I.A.L. Statistic: Intelligence The higher your Medicine skill, the more Health you replenish when using a Stimpak or any other medicinal item such as Rad-X, RadAway, etc. If you maximize your Medicine skill at 100, your Stimpak effectiveness is doubled. REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

60

Cyborg

14

60

Chem Resistant

16

REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

40

Entomologist

4

50

Nerd Rage!

10

50

Robotics Expert

12

60

Cyborg

14

80

Computer Whiz

20

Tip Hacking is delightfully simple, as long as you perform this neat trick: Assuming your Science allows you to hack, bring up the garbled code, locate the “real words,” select a word with your cursor, and try it. Continue this until you have one try left. Then back out of the terminal without finishing the hack, and start again. This way you can “infinitely” hack the terminal until you choose the correct word. Each hacking attempt will reset the password and all the words you can guess. Use this technique, and you’ll never lock a terminal again!

MELEE WEAPONS S.P.E.C.I.A.L. Statistic: Strength The Melee Weapons skill determines your combat effectiveness with all melee weapons, specifically the Police Baton, Chinese Officer’s Sword, Combat Knife, Lead Pipe, Ripper, Rolling Pin, Knife, Switchblade, Tire Iron, Repellent Stick, Baseball Bat, Nail Board, Pool Cue, Sledgehammer, Super Sledge, Shishkebab, and any unique variants of these weapons. As this skill increases, so does your damage inflicted with all of these weapons, both in and out of V.A.T.S. mode. The Melee Weapons skill also allows you to use a melee weapon to block an attack; the higher the skill, the more damage is absorbed. REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

80

Ninja

20

REPAIR S.P.E.C.I.A.L. Statistic: Intelligence The Repair skill allows you to maintain any weapons and apparel, which degrade during combat. This makes it one of the most useful skills in the game. Anyone can repair a weapon to about 50% condition. The higher your Repair skill, the higher condition you can get it to. With a Repair of 100, you can fully repair any item. Before attempting a repair, look at how much you will get from it. If the percentage is low, don’t bother. You are probably wasting the repair because you are already close to the max you can fix it up. Wait for the item to wear out a little more and then repair it. When you repair an item, you essentially destroy one just like it. As a rule, always repair your highest condition item using the lowest condition one in your inventory. Those really low condition items aren’t much use to you, and can’t be sold for very many Caps, so they are most useful as spare parts. That said, scavenging a higher condition item will effect a larger repair.

SCIENCE S.P.E.C.I.A.L. Statistic: Intelligence The Science skill represents your combined scientific knowledge. Science is primarily used during the hacking minigame, to determine your chance of accessing restricted computers, also known as terminals. The Science skill is a requirement for more perks than any other skill.

12

SMALL GUNS S.P.E.C.I.A.L. Statistic: Agility The Small Guns skill determines your combat effectiveness with all conventional projectile weapons, specifically the 10mm Pistol, Silenced 10mm Pistol, 1mm Submachine Gun, .32 Pistol, Scoped .44 Magnum, Chinese Pistol, Sawed-Off Shotgun, Chinese Assault Rifle, Assault Rifle, BB Gun, Combat Shotgun, Hunting Rifle, Lincoln’s Repeater, Sniper Rifle, Dart Gun, Railway Rifle, and any unique variants of these weapons. As this skill increases, so does your accuracy and damage with all of these weapons, both in and out of V.A.T.S. mode. REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

60

Concentrated Fire

18

SNEAK S.P.E.C.I.A.L. Statistic: Agility The higher your Sneak skill, the more likely you are to remain undetected while crouched. When you’re crouched, and stationary or moving slowly, you’re even harder to spot. Sneak is also used to successfully steal an item or pick someone’s pocket, and the skill is incredibly useful in a combat situation. Any attack made while you are hidden is a Sneak attack critical, which can do more than twice as much damage as a regular critical. REQUIRED SKILL LVL

AVAILABLE PERK

REQUIRED CHARACTER LVL

60

Mister Sandman

10

50

Silent Running

12

80

Ninja

20

SPEECH S.P.E.C.I.A.L. Statistic: Charisma The Speech skill governs how much you can influence someone through dialog, and gain access to information they might otherwise not want to share. Generally, the higher your Speech, the more likely you are to succeed at Speech challenges, or extract information from someone who has a low disposition toward you.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

AVAILABLE PERK

REQUIRED CHARACTER LVL

70

Paralyzing Palm

18

POINT LOOKOUT

Perks Overview

Tip A possible plan is to figure out the two or three Primary Statistics you want to focus on, keep them at around 7 so you can balance out the rest of your stats, and then locate the Bobblehead for your preferred stats, as well as employing this Intense Training perk. A few levels in, you could have bumped your stats up to 9+, and be seeing the benefits. Naturally, these are at the cost of taking the available perks. Raising a S.P.E.C.I.A.L. point can sometimes be very useful, and sometimes not. You must figure out what the “knock-on” effects are. Remember that raising a S.P.E.C.I.A.L. point also increases corresponding Skill points, so consider that a bonus. Recommended examples of using Intense Training is to raise Luck (increased criticals and sometimes increased Skill points), Intelligence (extra Skill point every time you level up) and Strength (additional Carry Weight). Some experts believe that Intense Training isn’t worth bothering about because the benefits of raising a statistic aren’t as profound as other perks. The notable exception is raising a statistic to make a particular perk available to you. Some of the perks have requirements. For

DADDY’S BOY/DADDY’S GIRL Ranks Available: 3 Requirements: Intelligence 4+ Just like dear old dad, you’ve devoted your time to intellectual pursuits. You gain an additional 5% to both the Science and Medicine skills. » Rank 1: +5 Science skill increase, +5 Medicine skill increase » Rank 2: +10 Science skill increase, +10 Medicine skill increase

THE PITT OPERATION: ANCHORAGE TOUR

Ranks Available: 1 Requirements: None With the Black Widow perk, a female player inflicts an extra 10% damage to all male NPCs encountered and gains access to special dialog options with them. With the Lady Killer perk, a male player inflicts an extra 10% damage to all female entities encountered and gains access to special dialog options with them. There are more male NPC enemies than female ones, so Black Widow is generally more useful than Lady Killer.

MISC. QUESTS

BLACK WIDOW/ LADY KILLER

MAIN QUEST

Level Available: 2 Ranks Available: 10 Requirements: None (Always available) With the Intense Training perk, the player can sacrifice a standard, abilityenhancing perk and instead choose to put a single point into any of his/ her S.P.E.C.I.A.L. statistics. This is usually done to qualify for a perk, although it can be done for any reason.

Level 2 Perks

GEAR

INTENSE TRAINING

example, if you really want Mysterious Stranger, that requires a Luck of six or higher. If you have a Luck of five, use Intense Training to raise that Luck score so that next time, Mysterious Stranger is an option.

CENSUS

Look down the following list of perks before you begin adventuring, and look at the perks that require the same prerequisites. For example, Child at Heart and Scoundrel both require Charisma of 4+, so you should seriously look at both of them. To know the requirements for a higher-level perk is to be forward-thinking, allowing you to obtain associated perks at the earliest possible time.

BROKEN STEEL

Perks are benefits that are more specific to your character development, and allow much more focused specialization in a chosen field. Perks vary greatly in their benefit, and between four and seven perks are added to the available list every two levels, as well as a “substitute” perk called Intense Training (see below). In many cases, you also have to have certain minimum attributes or skills to be able to pick a perk. Remember that when you level up, you can always choose a perk you could have picked at an earlier time. You can also choose to enhance some perks an additional “rank” instead of picking a new one.

Tip

MOTHERSHIP ZETA

REQUIRED SKILL LVL

» Rank 3: +15 Science skill increase, +15 Medicine skill increase

GUN NUT Ranks Available: 3 Requirements: Agility 4+ You’re obsessed with using and maintaining a wide variety of conventional firearms. With each rank of the Gun Nut perk, you gain an additional 5% to the Small Guns skill and Repair skill.

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13

FACTIONS & BESTIARY

S.P.E.C.I.A.L. Statistic: Endurance The Unarmed skill is used for fighting without a weapon, or with the few weapons specifically designed for hand-to-hand combat, such as the Brass Knuckles, Power Fist, Spiked Knuckles, Deathclaw Gauntlet, and any unique variants of these weapons. As a general rule, if you’re close

enough to an opponent, you’ll always hit them; your Unarmed skill and unarmed weapon combined determines how much Unarmed Damage you inflict. Unarmed also allows you to use your bare hands to block an attack. The higher the skill, the more damage is absorbed.

TRAINING

UNARMED

APPENDICES

PERKS OVERVIEW

CONTENT

INDEX

Chapter 1: Training » Rank 1: +5 Small Guns increase, +5 Repair increase » Rank 2: +10 Small Guns increase, +10 Repair increase » Rank 3: +15 Small Guns increase, +15 Repair increase Because Small Guns and Repair are two of the most popular skills, this perk is a favorite of most new players.

LITTLE LEAGUER Ranks Available: 3 Requirements: Strength 4+ Years of playing little league baseball in the Vault have honed a couple of related abilities. You gain an additional 5% to both the Melee and Explosives skills. » Rank 1: +5 Melee skill increase, +5 Explosives skill increase

COMPREHENSION Ranks Available: 1 Requirements: Intelligence 4+ With this perk, you gain one additional Skill point bonus when reading Skill Books. This is thoroughly recommended if you plan on searching every nook and cranny for Skill Books. Because there are 13 different types of Skill Books, you could theoretically raise your skills by +50 points instead of +25 if you find all 324; an incredible amount! Take this as early as you can. Because you receive +2 when you read each Skill Book instead of +1, save your Skills Books until after you learn this perk. Are you finding Skill Books, but haven’t chosen Comprehension yet? Stop! Wait until you level up and choose more perks, and pick it!

» Rank 2: +10 Melee skill increase, +10 Explosives skill increase » Rank 3: +15 Melee skill increase, +15 Explosives skill increase

SWIFT LEARNER Ranks Available: 3 Requirements: Intelligence 4+ With the Swift Learner perk, you gain an additional 10% to Experience Points (XP) whenever they are earned. Obviously, this perk is best taken at an early level. Although this seems like a great idea, there are downsides. You need to employ this early, to become a little more powerful a little quicker. The other issue is that you have a variety of more exciting perks to choose from, with a variety of superb abilities. » Rank 1: Modify experience +10% » Rank 2: Modify experience +20% » Rank 3: Modify experience +30%

THIEF Ranks Available: 3 Requirements: Agility 4+, Perception 4+ With each rank of the Thief perk, you gain a one-time bonus of 5% to the Sneak and Lockpick skills. » Rank 1: Modify Sneak skill +5, Modify Lockpick skill +5 » Rank 2: Modify Sneak skill +10, Modify Lockpick skill +10 » Rank 3: Modify Sneak skill +15, Modify Lockpick skill +15

Level 4 Perks CHILD AT HEART Ranks Available: 1 Requirements: Charisma 4+ With this perk, you are much more likely to receive a friendly greeting when dealing with children. This opens special dialogue options when dealing with them. “Children” are characters under the age of 16, and are found in Little Lamplight, Grayditch, Tranquility Lane, Rivet City, Canterbury Commons, the Republic of Dave, and other scattered locales. Are you planning on using your Speech challenges a lot, and doing as little fighting as possible? Then take this perk. It’s only useful in a few places, such as Little Lamplight.

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EDUCATED Ranks Available: 1 Requirements: Intelligence 4+ With the Educated perk, you gain +3 more Skill points every time you advance in level. You can spend these points on anything; perhaps placing them in skills you normally wouldn’t choose. Choose this only at Level 4, because there are diminishing returns the longer you leave it. Seriously consider taking this now. Although +3 Skill points may not seem like a lot at first, these add up quickly. By Level 20, you’d have 48 additional points.

ENTOMOLOGIST Ranks Available: 1 Requirements: Intelligence 4+, Science 40+ With the Entomologist perk, you inflict an additional 50% damage every time you attack an insect: normal, giant, mutated, or otherwise. Affected creatures are Giant Ant, Giant Ant Queen, Radroach, Radscorpion (all genuses). When you first encounter Giant Radscorpions, you’ll soon learn to fear them. If you plan on wandering the Capital Wasteland and finding everything out this, these perk can come as a major relief.

IRON FIST Ranks Available: 3 Requirements: Strength 4+ With this perk, you inflict an additional 5 points of Unarmed damage per rank. » Rank 1: Modify Unarmed damage +5 » Rank 2: Modify Unarmed damage +10 » Rank 3: Modify Unarmed damage +15 The damage you inflict makes this a must-have for Unarmed specialists only.

SCOUNDREL Ranks Available: 3 Requirements: Charisma 4+ You use your wily charms to influence people. Each rank in Scoundrel perk raises your Speech and Barter skills by 5%.

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CONTENT

INDEX

FORTUNE FINDER Ranks Available: 1 Requirements: Luck 5+ With the Fortune Finder perk, you gain a keen sense of locating NukaCola Caps. These are located in safes, desks, cabinets, and the usual places to look. Although this is tempting (as it’s great to find approximately twice the normal number of Caps in containers), it might be worth waiting a couple of levels until you can take Scrounger, and begin to collect a large amount of ammo. Ammo nets you a lot more Caps when you sell it, and you can also use it in combat.

GUNSLINGER

COMMANDO Ranks Available: 1 Requirements: None With the Commando perk, you gain a 25% better chance to hit in V.A.T.S. with any rifle. For example, a 40% chance becomes a 50% chance. These include the Plasma Rifle, Laser Rifle, Chinese Assault Rifle, Assault Rifle, Hunting Rifle, Sniper Rifle, Railway Rifle, and any unique variants of these weapons. This is arguably advantageous over Gunslinger (so you may wish to wait and choose this) if you’re using rifles and other two-handed weaponry. Later in the adventure, two-handed weapons tend to be much more powerful, and this perk becomes even more advantageous. For now, are you using V.A.T.S. and guns? Then take this perk!

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL

IMPARTIAL MEDIATION Ranks Available: 1 Requirements: Charisma 5+ If you have the Impartial Mediation perk, you gain an extra 30% to Speech, so long as you can maintain a neutral Karma. The bonus to your Speech is massive, but maintaining neutral Karma is more difficult than you might think. You must be careful to weigh up your actions, and check the guide for advice during a quest. Certain clothing items also increase proficiency in Speech challenges (such as Button’s Wig and Grimy Pre-War Businesswear), so by changing your clothes, combined with this perk, you could boost your Speech when you need to.

TRAINING

Ranks Available: 1 Requirements: None With the Gunslinger perk, you gain a 25% better chance to hit in V.A.T.S. with any one-handed ranged weapon. These include the Alien Blaster, Laser Pistol, Mesmetron, Plasma Pistol, 10mm Pistol, Silenced 10mm Pistol, 10mm Submachine Gun, .32 Pistol, Scoped .44 Magnum, Chinese Pistol, Sawed-Off Shotgun, Dart Gun, and any unique variants of these weapons. Consult the Weapons section (page 104), and view the stats for some of the more powerful one-handed weapons, like Sydney’s 10mm Submachine Gun or the .44 Scoped Magnum. Your V.A.T.S. hit percentage rises considerably (for example, a 40% chance becomes a 50% chance), and you can drop foes at a distance with easily, reliably, and without wasting ammunition.

Level 8 Perks

THE PITT

Ranks Available: 3 Requirements: Explosives 50+ With each rank of this perk, your Mines, Grenades, and Missile Launcher inflicts +20% damage. As expected, if you’re concentrating on Explosives as a Secondary skill, or you use the Big Gun Missile Launcher, take this perk. A true expert can place a series of Bottlecap Mines in the path of a Behemoth and bring it down single-handedly, without resorting to a Fat Man!

Ranks Available: 1 Requirements: Endurance 5+ With the Toughness perk, you gain +10 to overall Damage Resistance. However, this cannot exceed the normal maximum of 85. +10 to Damage Resistance of any kind? This is like having free armor! Is there any reason not to immediately take this perk? No!

OPERATION: ANCHORAGE

DEMOLITION EXPERT

TOUGHNESS

TOUR

Ranks Available: 1 Requirements: None With the Bloody Mess perk, you inflict an extra 5% damage with any weapon to any opponent, and explode them spectacularly upon death. The benefits of this perk are more visually appealing (or unappealing) than useful, but the spectacular gore-ballets are a sight to see!

MISC. QUESTS

BLOODY MESS

Ranks Available: 1 Requirements: Endurance 5+ With the Lead Belly perk, you take 50% less radiation poisoning when drinking from an irradiated water source. These include sinks, toilets, faucets under water towers, and any lakes and rivers such as the Potomac. If you’re ignoring the Medicine skill in favor of others, you’ll end up drinking a lot of irradiated water to survive (using sinks to drink from, for example). Take this perk to lessen the rad poisoning you receive as a result. This is also good if you don’t stock up on Stimpaks, and you’re wandering the Wasteland. There’s always a nearby faucet, toilet, or pool to sip from.

MAIN QUEST

Level 6 Perks

LEAD BELLY

GEAR

» Rank 3: Speech skill +15, Barter skill +15

CENSUS

» Rank 2: Speech skill +10, Barter skill +10

FACTIONS & BESTIARY

» Rank 1: Speech skill +5, Barter skill +5

APPENDICES

PERKS OVERVIEW

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CONTENT

INDEX

Chapter 1: Training

RAD RESISTANCE Ranks Available: 1 Requirements: Endurance 5+ The Rad Resistance perk allows you to—what else?—resist radiation. You receive 25% to Radiation Resistance. If you’re ignoring Rad-X before you go wading into water, simply take this perk once instead, and sell the Rad-X you find.

SCROUNGER Ranks Available: 1 Requirements: Luck 5+ Just as the Fortune Finder perk increased the Caps you find, the Scrounger perk grants access to more ammunition from safes, desks, cabinets, etc. This is generally thought to be a better option than Fotune Finder, because you have the flexibility of finding more ammunition, which can be sold or expended in battle, instead of simply finding Caps. You will find much more ammunition though, and the exact number varies depending on the type.

SIZE MATTERS Ranks Available: 3 Requirements: Endurance 5+ With the Size Matters perk, you gain +15 to Big Guns skill for every rank. » Rank 1: Big Guns +15 » Rank 2: Big Guns +30 » Rank 3: Big Guns +45 This is the biggest permanent Skill point bonus of any perk, and you can take it three times! Employ it if you’re focusing on Big Guns, or if you want to use them later in your adventure, and want to quickly add up to +45 points. Remember! You can add fewer points to Big Guns with the knowledge that when this perk becomes available, you can quickly increase it. Use this perk to raise your Big Guns skill, and assign Skill points to other abilities.

STRONG BACK Ranks Available: 1 Requirements: Strength 5+, Endurance 5+ With the Strong Back perk, you can carry 50 more pounds of equipment. Do you enjoy Big Guns, Bartering, or stealing everything you come across? Or perhaps you like wearing heavy armor? Then employ this so you can hold more, fire more, and make more Caps, and can take the punishment while you’re at it!

Level 10 Perks ANIMAL FRIEND Ranks Available: 2 Requirements: Charisma 6+

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With the Animal Friend perk, you never have to worry about being attacked by an animal (normal, mutated, or otherwise) again; unless of course, you attack first! The animals in question are Brahmin, Dogs, Mole Rats, and Yao Guai. If you’re adventuring in the Wasteland, don’t want the problem of being overrun by animals, and are willing to forfeit the XP for killing animals, then take this. The second rank is worth taking just to coax a band of Raiders into following you to a Yao Guai den! This is very useful when you’re playing the game on Very Hard, and need all the help you can get; especially in areas with Deathclaws and Yao Guai. Great for mid-level and higher characters. It’s like having your own pet Yao Guai in the wasteland to help fight the Enclave! » Rank 1: Animals won’t attack unless provoked. »

Rank 2: Animals attack your adversary with you (but not against another animal).

FINESSE Ranks Available: 1 Requirements: None With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat; by 5% (or five Luck points). Or, to put it another way, this increases your critical hit chance as if your Luck were five points higher. Usually this doubles the base chance of a critical. Do you enjoy inflicting critical hits during combat? Then always take this, and combine it with Better Criticals and a high Luck statistic.

HERE AND NOW Ranks Available: 1 Requirements: None The Here and Now perk immediately grants you an additional experience level, complete with all the advantages that brings. This is useful if you’re only two levels away from a perk you really must have, or you’re simply impatient. The downside is that by the time this is available, there are many incredible perks to choose from instead. Note you have to be lower than Level 20 to take this perk.

MISTER SANDMAN Ranks Available: 1 Requirements: Sneak 60+ With the Mister Sandman perk, you can instantly kill any adult human you encounter while they’re sleeping. This includes Ghouls, and it is advantageous to be Sneaking. You receive the associated XP for each throat-slit. Can’t seem to fathom why anyone would take this perk? Then you haven’t heard the legends of a stealthy man who killed an entire city of sleeping inhabitants in a single night. That man had a Mister Sandman perk. Unfortunately, there are only a limited number of places where you might find this useful.

MYSTERIOUS STRANGER Ranks Available: 1 Requirements: Luck 6+ When you possess this perk, a Mysterious Stranger occasionally appears during V.A.T.S. combat. The Mysterious Stranger remains long enough kill that opponent, and then departs as mysteriously as he arrived. You only see the Mysterious Stranger in V.A.T.S. mode.

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CONTENT

INDEX

Ranks Available: 1 Attribute Requirements: None With the Cannibal perk, you can feed on corpses to regain health. You must be Sneaking to attempt this, and every time you feed, you lose Karma. If this disgusting act is witnessed, expect to be attacked. For each Corpse Eaten: Health [+25], Karma [-1] The delicious flavor of human flesh is perfect if you’re planning on creating a character with a large negative Karma. This is a great way to gain Health without having to increase your radiation poisoning. Make sure you’re not being watched, as you might be attacked for being…well, a disgusting freak.

FAST METABOLISM Ranks Available: 1 Requirements: None With the Fast Metabolism perk, you receive 20% more healing when using a Stimpak. When used with the Medicine skill, you can increase your Health by a spectacular amount. If you’re focusing on Unarmed or Melee skills, this perk is especially useful.

THE PITT

SNIPER Ranks Available: 1 Requirements: Perception 6+, Agility 6+ With the Sniper perk, your chance to hit the opponent’s head is 25% higher in V.A.T.S. If you’re always attempting headshots, make sure to combine this with Commando or Gunslinger to create a lethal long-range killing machine.

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OPERATION: ANCHORAGE TOUR

Ranks Available: 1 Requirements: Agility 6+, Sneak 50+ With the Silent Running perk, speed no longer factors into a successful Sneak attempt, and you gain an additional +10 percent to Sneak. Before this perk, moving quickly while crouching made more noise than moving slowly while crouching. After this perk, you can crouch and move in for the kill without any noise problems whatsoever. Remember you still have to Sneak for this to be effective. If you’re focused on Unarmed, Sneak, or Melee, this is a must-have choice.

MISC. QUESTS

CANNIBAL

SILENT RUNNING

MAIN QUEST

Level 12 Perks

Ranks Available: 1 Requirements: Science 50+ With the Robotics perk, you gain 25% damage against any robot. But, even better, if you can manage to Sneak up on a hostile robot undetected, activating that robot will permanently shut it down. Employ this if you have a very high Sneak skill, so you can easily disrupt any mechanoids. Remember to destroy it afterward for the XP and loot! You gain a few conversation options when speaking with more friendly robots, too.

GEAR

Ranks Available: 1 Requirements: None With the Night Person perk, you gain +2 to Intelligence and +2 to Perception (up to a maximum of 10) when the sun is down, technically between 6 PM and 6 AM. This benefit continues into areas that aren’t outside. Check your Pip-Boy’s Clock for the correct time. This perk does not affect Skill points earned when you level up.

ROBOTICS EXPERT

CENSUS

NIGHT PERSON

Ranks Available: 1 Requirements: Explosives 60+ With the Pyromaniac perk, you inflict 50% more damage with fire-based weapons. These weapons are the Flamer, “Firelance” Alien Blaster, ZhuRong v418 Chinese Pistol, Nuka-Grenade, and Shishkebab. You must take this perk if you have a character focused on any of these weapons. This basically turns the Flamer into an even-more-deadly weapon, Nuka-Grenades into one-hit-kill projectiles, and makes the Shishkebab the finest Melee weapon in the Wasteland.

TRAINING

Ranks Available: 1 Requirements: Intelligence 5+, Science 50+ You’ve been pushed around for long enough! When your Health drops to 20% or less overall, your Strength is raised to 10, and you gain +50 to Damage Resistance. This is an impressive amount, so don’t just think of this perk being for those skilled in non-combative abilities. It can get you out of an otherwise tight jam. If you have a high Endurance, you naturally have a fair amount of Health, so this perk lasts a lot longer. This is good if you’re playing this adventure on a higher difficulty. Life Giver is another perk that works well with this, giving you more Health and thus making the effects of Nerd Rage! last longer.

MOTHERSHIP ZETA

PYROMANIAC

NERD RAGE!

POINT LOOKOUT

Ranks Available: 1 Requirements: Endurance 6+ With the Life Giver perk, you gain an additional 30 Health immediately.

BROKEN STEEL

LIFE GIVER

FACTIONS & BESTIARY

If at the end of a V.A.T.S. attack, your opponent has less than 150 points of health, there is a 10% chance the Mysterious Stranger will show up and finish him off. This perk is most useful if your game is set to a higher difficulty. This is also a perk to take for sheer entertainment value, but it’s useful in battle nevertheless; you save on ammo and APs, and he takes the head-shot for you.

APPENDICES

PERKS OVERVIEW

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CONTENT

INDEX

Chapter 1: Training

Level 14 Perks ADAMANTIUM SKELETON Ranks Available: 1 Requirements: None With the Adamantium Skeleton perk, your limbs receive only 50% of the damage they normally would. Your overall Health isn’t affected. It allows you to heal with Stimpaks longer before you have to find a bed. This isn’t as useful as it first appears, because most adventurers aren’t constantly crippling themselves. However, if you’re falling from rocks and hurting your limbs, take this perk.

CHEMIST Ranks Available: 1 Requirements: Medicine 60%+ With the Chemist perk, any Chems you take last twice as long. The Chems in question are: Ant Queen Pheromones, Buffout, Jet, Mentats (all flavors), Med-X, Psycho, RadAway, Rad-X, Stealth Boy, and Ultrajet. If you’re focusing on the use and abuse of Chems, you must take this perk. Try combining Jet, Psycho, and Med-X with this perk and you can take on the toughest of foes, until the Chems wear off.

CONTRACT KILLER Ranks Available: 1 Requirements: None Once you have the Contract Killer perk, you can loot an ear from the corpse of any good character (human or Ghoul). You can then sell this ear to an “evil” vendor for Caps. The vendor in question is Littlehorn and Associates. They have a field office—actually, more of a shack—in the Scrapyard [Location 6.03]. A very low proportion of the following enemies are classified as “good”: Wastelander, Brotherhood of Steel member, inhabitant of a settlement, slave or abolitionist, scavenger, trader, doctor, repairer, non-feral Ghoul. There aren’t that many good characters around here, unfortunately. Ear

5-10 Caps per finger (depending on Karma)

CYBORG Ranks Available: 1 Requirements: Science 60%+, Medicine 60%+ You have used your amazing scientific and medical knowledge to make permanent enhancements to your body. The Cyborg perk instantly adds +10% to Damage Resistance, Poison Resistance, and Radiation Resistance, plus Energy Weapons skill. This is arguably one of the most generally useful perks around; it’s like having free armor, too! Even if you’re concentrating on a violent fighter, it is almost worth raising your Medicine and Science skills enough to obtain this perk. Definitely take this if you’re using Energy Weapons.

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LAWBRINGER Ranks Available: 1 Requirements: None Once you have the Lawbringer perk, you can loot a finger from the corpse of any defeated evil human or Ghoul character. You can then sell this finger to a “good” vendor for Caps. Speak to Sheriff Lucas Simms in Megaton [Location 8.03] about this. The vendor in question resides in the Regulator Headquarters [Location 6.A]. The following enemies are classified as “evil”: Enclave Officer, Enclave Scientist, Enclave Soldier, Raider, Slaver, and Talon Company Mercenary. There are lots of evil sorts. Finger

5-10 Caps per finger (depending on Karma)

LIGHT STEP Ranks Available: 1 Requirements: Agility 6+, Perception 6+ When you have the Light Step perk, you never set off enemy Mines or Traps. If the prospect of treading into one more Mine, Bear Trap, or Trip Wire infuriates you, take this perk. It is useful if you’re Sneaking about, too. Of course, you can simply take extra care, and read this guide to find out where the majority of Traps are. Forewarned is forearmed!

MASTER TRADER Ranks Available: 1 Requirements: Charisma 6+, Barter 60+ With the Master Trader perk, prices of all bought items from vendors (including Scavengers, traveling Merchants, and Traders in settlements) are reduced by 25%. If you are still having Caps problems by Level 14, take this perk. Otherwise make another choice.

Level 16 Perks ACTION BOY/GIRL Ranks Available: 1 Requirements: Agility 6+ With the Action Boy perk, you gain an additional 25 Action Points that can be used in V.A.T.S. An extra 25 APs is a huge increase, and can often mean an extra attack in V.A.T.S. with your favorite weapon. Everyone that uses V.A.T.S. should consider taking this perk.

BETTER CRITICALS Ranks Available: 1 Requirements: Perception 6+, Luck 6+ With the Better Criticals perk, critical hits do 50% more damage. Note that this does not mean you score critical hits more frequently.

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CONTENT

INDEX

Ranks Available: 1 Requirements: Intelligence 7+, Science 70%+ With the Computer Whiz perk, you receive a special bonus whenever hacking a computer. If you are locked out of a computer, you can attempt to hack it one more time. This includes terminals you’ve locked yourself out of. Because you can quit out of any terminal before you run out of chances and start again, this is of limited value.

CONCENTRATED FIRE Ranks Available: 1 Requirements: Small Guns 60+, Energy Weapons 60+ With the Concentrated Fire perk, you gain an automatic +5% to hit a body part, when that body part is targeted again, your hit chances are further increased, until you run out of Action Points or stop aiming at that limb. Take this if your character has a large number of Action Points, and the weapon you’re using has a low AP rating. If you’ve already taken Commando, Gunslinger, and/or the Sniper perks (which shorten your foes’ life expectancy severely), the usefulness of this perk comes into question. » Targeting 1st Time: normal % » Targeting 2nd Time: +5% » Targeting 3rd Time: +10%, et cetera.

Ranks Available: 1 Requirements: None With the Explorer perk, every Primary Location on your World Map is revealed. Although slightly less necessary because you have complete maps of the Wasteland in this guide, this perk allows you to quickly find every major location. It also makes a great reference if you plan on playing through again with a new character.

NINJA Ranks Available: 1 Requirements: Sneak 80+, Melee Weapons 80+ The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal. If you’re planning a Melee / Unarmed and Sneak character, this is the zenith of your capabilities.

GRIM REAPER’S SPRINT Ranks Available: 1 Attribute Requirements: None Slay a target in V.A.T.S. and all your Action Points are restored when you exit.

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE

EXPLORER

TOUR

COMPUTER WHIZ

Level 20 Perks

MAIN QUEST

Level 18 Perks

Ranks Available: 1 Requirements: Unarmed 70+ With the Paralyzing Palm perk, you can access a special unarmed V.A.T.S. palm strike. A hit with the palm strike paralyzes the opponent for 30 seconds. You must be completely unarmed to perform this strike, although you can have Brass Knuckles or even the Deathclaw equipped. Essentially a death sentence for the enemy, freezing them for 30 seconds allows you to re-equip, and bring down a foe at your leisure. Excellent! This is a must-have perk for Unarmed-based characters.

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GEAR

Ranks Available: 1 Requirements: None The Tag! perk allows you to select a fourth skill to be a Tag skill, which instantly raises it by 15 points. If you’ve ignored a skill for too long that you really want to try, or want to raise a skill to a higher level (such as Lockpicking, so you can go from unlocking Average to Hard locks), take this.

MISC. QUESTS

PARALYZING PALM

TAG!

CENSUS

Ranks Available: 1 Requirements: Medicine 60+ With the Chem Resistant perk, you are 50% less likely to get addicted to Chems. The Chems in question are: Buffout, Jet, Mentats (all flavors), Med-X, Psycho, and Ultrajet. This perk is an obvious choice for the Chem user and abuser. Pair this with Chemist and you can really enhance your attacks!

Ranks Available: 1 Requirements: Perception 7+, Lockpick 70+ With the Infiltrator perk, you gain a special bonus whenever you pick a lock. If a lock is broken, and can’t normally be picked again, you can attempt to pick it one more time. This includes locks you’ve broken with a “Force Lock” attempt. You can’t do this a third time, though! You might simply wish to perfect the Lockpicking minigame instead of taking this perk. This is of limited value. It also saves you precious Bobby Pins. Force the lock once, and if that doesn’t work, try to pick it, rather than the other way round.

FACTIONS & BESTIARY

CHEM RESISTANT

INFILTRATOR

TRAINING

If you’re concentrating on delivering particularly adept killing blows, of if your character has a high Luck or has taken the Finesse perk, this is an essential addition.

APPENDICES

PERKS OVERVIEW

CONTENT

INDEX

Chapter 1: Training If your character already has a high number of Action Points, you could easily clear a room of foes with this perk. Superb!

SOLAR POWERED Ranks Available: 1 Requirements: Endurance 7+ With the Solar Powered perk, you gain an additional 2 points of Strength when in direct sunlight, and the ability to slowly regain Health. Don’t underestimate the sheer impressiveness of Health regeneration! If you’re exploring the Wasteland at length, and can find a mattress to sleep on each night, this is a fine perk to take. You regenerate 1 point every 10 seconds in sunlight. This does not heal limb damage. It is excellent in combination with Adamantium Skeleton.

Note

QUANTUM CHEMIST Ranks Available: 1 Requirements: Science 70+ » With a high enough Science skill, you can gather a whole lot more Nuka-Cola Quantums, massing the common Nuka-Colas into groups of 10 so they are automatically converted into a Nuka-Cola Quantum, to be used in quests or made into Nuka Grenades. »

This helps you in the creation of Nuka Grenades, along with locating all three Schematics for this Custom Weapon type. It also helps you during the Miscellaneous Quest: The Nuka-Cola Challenge. Nuka-Colas are plentiful and almost always available from merchants and vending machines. The only downside is that you can’t have more than nine Nuka-Colas in your inventory. If you need them for Hit Points, store some at your house, or (better yet) seek other means of keeping healthy.

When Broken Steel is available, you can automatically choose a number of new perks when your character reaches Levels 22–30. These are showcased below:

Level 22 Perks DEEP SLEEP Ranks Available: 1 Requirements: None » You gain the benefits of sleeping deeply no matter where you take a nap. The Well Rested benefit becomes accessible, no matter how harsh the mattress. » +10% to XP awards for eight hours after waking up. If reaching Level 30 in the shortest amount of time appeals to you, choose this perk. You should already have chosen the Swift Learner Perk at Level 2 to further ascend through your character levels (and because the Swift Learner Perk grants a permanent +10% to XP awards, it is a better perk to choose). Usually it is better to savor your adventures.

PUPPIES! Ranks Available: 1 Requirements: None » Your faithful companion Dogmeat (the only Follower you can have along with an additional, bipedal Follower) may have died during a particularly harrowing battle. Don’t despair; take this perk and receive a battle-hardened pup at Dogmeat’s place of death, or your place of birth. »

Toughened Dogmeat puppy appears at location of Dogmeat’s death, or Vault 101 (if Dogmeat died a while back). Only one Dogmeat can be found at a time.

Visually, Dogmeat and Dogmeat’s Puppy look identical, but the offspring is considerably tougher, with double the Hit Points of the father. If you want a faithful companion without the worry that he’s going to tread on a mine or be cut down by enemy fire, take this perk. Or, take this perk to further your evil machinations, and slay Dogmeat time and time again for the XP and negative Karma.

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Every 10 Nuka-Colas you gather are automatically changed into a single Nuka-Cola Quantum.

Level 24 Perks DEVIL’S HIGHWAY Ranks Available: 1 Requirements: None » This is a straightforward perk with an instantly understandable effect; if you wish to become evil, now is your chance! »

This instantly sets your Karma to Very Evil. Your character’s title is changed accordingly.

This perk is useful for obtaining the “Devil” Achievement at Level 30 instantly, rather than through days of adventuring. However, this can have detrimental effects if you aren’t ready to be feared, or to have previously friendly conversations take a turn for the fearful. Check to see what Followers do as well, or you could lose them. Of course, this enables you to choose Followers, such as Jericho, who only accompany an evil adventurer.

ESCALATOR TO HEAVEN Ranks Available: 1 Requirements: None »

This is a straightforward perk with an easily understandable conclusion; if you wish to renounce your neutral or evil ways, this is the time!

»

This instantly sets your Karma to Very Good. Your character’s title is changed accordingly.

Useful for obtaining the “Messiah” Achievement at Level 30 immediately, rather than through hours of toil. You gain a more friendly attitude toward the people you interact with, but Followers who are only with you because of your brooding darkness will leave your fold. However, previously inaccessible Followers such as Fawkes or Star Paladin Cross become available.

KARMIC REBALANCE Ranks Available: 1 Requirements: None

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CONTENT

INDEX

This allows you to meet certain statistical requirements for other perks, such as Fortune Finder or Toughness, basically allowing you to access many previously unobtainable perks. This is only truly useful if you’ve created an adventurer who is highly swayed, statistically (for example, a battle-ready maniac with high STR, END, and PER, but low LCK and CHR). If you plan on obtaining Almost Perfect (Level 30), this can be a waste.

Level 26 Perks NERVES OF STEEL Ranks Available: 1 Requirements: AGL 7 » When you’re caught in a battle, and in V.A.T.S. mode, you want to be able to continuously fire, hack, or throw your weapon as often as possible. This helps fulfill that possibility. »

This increases your Action Points regeneration.

Seriously consider this perk. If you have few Action Points due to ill-conceived earlier decisions, or as you progress into more difficult territory and face enemies that require more wounding to kill (such as the Feral Ghoul Reaver and Super Mutant Overlord), you need all the help you can get. This is that help. However, those with the Grim Reaper’s Spirit (which restores all APs after you defeat a foe in V.A.T.S.) may find this of limited use, and that perk is arguably a better purchase.

RAD TOLERANCE Ranks Available: 1 Requirements: END 7 » A few hundred wades through irradiated pools of slime and effluent may kill you, or make you stronger. You chose the latter with this perk. »

Zero effects from Minor Radiation Poisoning.

Level 28 Perks PARTY BOY / PARTY GIRL Ranks Available: 1 Requirements: None » If you’ve always wanted to drink Beer, Whiskey, Vodka, Scotch, Wine, or even Moonshine copiously, and ignore the crippling withdrawal symptoms when you finally become addicted, this is the perk for you. »

You do not acquire the dreaded withdrawal effects when suffering from Alcohol Addiction.

Simply put, this allows you all the benefits of being drunk, without the insufferable torment afterward. If you’re a keen collector (and consumer) of alcohol throughout the Capital Wasteland, this is an advisable perk. However, if you’ve purchased the “My First Laboratory” theme for your home, you can remove your addictions using the apparatus contained within. This is time-consuming and less flexible than taking this perk, however.

RAD ABSORPTION Ranks Available: 1 Requirements: END 7 » You lose one Rad point every 20 seconds, essentially allowing you to function without the need for Rads. »

Any Radiation you have accrued slowly ebbs away, providing you aren’t in an irradiated area.

Some question the helpfulness of this perk, because the “My First Infirmary” theme for your house allows you to instantly cure any Rad poisoning you may have accrued. However when you’re investigating the swamps of Point Lookout, the trek back to your home (even with Fast Travel) becomes laborious, making this perk useful.

MOTHERSHIP ZETA TRAINING

When you’ve been irradiated enough to receive Minor Radiation Poisoning (-1 END), this perk effectively negates the hit to your Endurance. However, there are more proficient ways to spend your perk points,

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POINT LOOKOUT

If you don’t wish to find all of the different Weapon Schematics dotted around the Capital Wasteland, or you’ve made some regrettable decisions in the past and haven’t been able to acquire all of the Schematics, then this is a highly useful perk. It basically allows you to build any Custom Weapon at the highest Schematic Level (making the weapon with the best condition possible). Existing Schematics are worth Caps to trade, but little else.

BROKEN STEEL

All S.P.E.C.I.A.L. statistics that are lower than 5 are instantly raised to 5.

All Custom Weapons are now available to build, even without the usually necessary Schematics.

THE PITT

»

»

OPERATION: ANCHORAGE

Ranks Available: 1 Requirements: None » Your experience in the Wastelands and beyond is beginning to yield dividends, as you become a well-rounded adventurer with no major shortfalls in your characteristics.

Ranks Available: 1 Requirements: INT 7 » If you’ve ever thought to yourself “I wish I had more guns,” but didn’t have the time or patience to build any, now is most definitely your chance!

TOUR

NO WEAKNESSES

WARMONGER

MISC. QUESTS

Take this if you wish to easily obtain the “True Mortal” Achievement, especially as maintaining a Neutral Karma is the most difficult. This also means you can pal around with Sergeant RL-3 or Butch without having to give to the Church of the Atom [+KARMA] or Steal from people [-KARMA].

MAIN QUEST

This instantly sets your Karma to Neutral. Your character’s title is changed accordingly.

GEAR

»

such as Intense Training on your Endurance. Still, this does allow you to wander through slightly radioactive areas longer.

CENSUS

This is a straightforward perk with a simple premise to understand; if you wish to lead a purely neutral existence, now you can.

FACTIONS & BESTIARY

»

APPENDICES

PERKS OVERVIEW

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CONTENT

INDEX

Chapter 1: Training

Level 30 Perks ALMOST PERFECT Ranks Available: 1 Requirements: None » Who needs Bobbleheads? This handy-dandy perk automatically awards you an impressive “9” for your seven major statistics. Don’t worry if you’re actually perfect; if a stat is at 10, it remains at this maximum. »

All of your S.P.E.C.I.A.L. statistics are automatically raised to nine.

Naturally, this is one of the most impressive perks to obtain, providing your statistics haven’t been raised to this level already. In fact, it is worth attempting some cunning plans to augment this perk still further (from “Almost” to “Perfectly Perfect,” if you will). If you have collected any Bobbleheads already, they don’t add to your stat score. However, if you haven’t collected a Bobblehead, choose this perk, and collect the Bobblehead afterward, the bonus is added. This enables stats of 10 if you leave your Bobblehead-collecting until you reach Level 30. It is also worth waiting to complete quests where you are awarded statistical improvements until after you choose this perk, so you can maximize an ability:

First example: Miscellaneous Quest: The Superhuman Gambit, awards you with Ant Might (STR +1) or Ant Sight (PER +1); complete this quest after choosing this perk to increase the chosen stat to 10. Second example: Timebomb’s Lucky 8-Ball (LCK +1) found at Bigtown. If you have this, drop it, acquire the perk, and take it again (otherwise you won’t get the “10”).

NUCLEAR ANOMALY Ranks Available: 1 Requirements: None » If you’re ready to give a final surprise to a number of foes or a battle-hardened enemy you’re having particular difficulty with, become badly wounded, and then deliver a devastating payload! »

You explode when your Health is at 20 or less. You survive the explosion (unless you’re struck by enemy fire as normal).

The explosions that erupt from you affect all others in your general vicinity, including enemies at short range, Followers, and anyone else unlucky enough to be in the blast. The explosions continue until your Health increases above 20, with Health Points awarded each time you explode. The only problem is the difficulty level and strength of an enemy’s attack: A Deathclaw for example, usually inflicts more than 20 points of damage with a swipe, killing you without the explosion occurring. On higher difficulties, enemies inflict more damage, with similar results.

Quest-Related Perks

The following perks are available only once you’ve succeeded impressively—or failed spectacularly—in a specific quest.

RAD LIMB HEALING

POWER ARMOR TRAINING Quest Available: MAIN QUEST—Picking up the Trail

Quest Available: MISC QUEST—The Wasteland Survival Guide

Ranks Available: 1

Ranks Available: 1

Requirements: Learn the subtleties of Power Armor maneuvering from Paladin Gunny at the Citadel.

Requirements: Achieve critical rad poisoning during one of your research chapter field studies.

You are now skilled in Power Armor, and can wear the following Armor types: Outcast Power Armor, Brotherhood Recon Armor, Brotherhood Power Armor, Enclave Power Armor, Tesla Armor, and any unique variants of these items.

Something Moira did during the operation changed you. When suffering from advanced radiation poisoning (400+), crippled limbs automatically regenerate.

DREAM CRUSHER Quest Available: MISC QUEST—The Wasteland Survival Guide Ranks Available: 1 Requirements: Convince Moira Brown to stop writing her survival guide No high-minded ideal or frivolous dream can stand before your cold, unfeeling logic. The road to Hell may be paved with good intentions, but the express lane is paved with ruthless efficiency. » Enemy attackers’ critical hit chances are reduced by 50%. » You get a 30% discount on Moira’s trade items.

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JUNIOR SURVIVOR Quest Available: MISC QUEST—The Wasteland Survival Guide Ranks Available: 1 Requirements: Complete fewer than 5 bonus objectives in this quest. Answer Moira’s questions in one of five different ways to obtain one of the five different variants to this perk. » Standard: +2% Poison Resistance, +2% Radiation Resistance, +5 Health »

Smart: +2% Poison Resistance, +2% Radiation Resistance, +2 Medicine, +2 Science

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Tough: +2% Poison Resistance, +2% Radiation Resistance, +2 Damage Resistance

»

Sly: +2% Poison Resistance, +2% Radiation Resistance, +2 Sneak, +2 Speech

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CONTENT

INDEX

Quest Available: MISC QUEST—The Wasteland Survival Guide Ranks Available: 1 Requirements: Complete 9 or more bonus objectives in this quest. Answer Moira’s questions in one of five different ways to obtain one of the five different variants to this perk. » Standard: +6% Poison Resistance, +6% Radiation Resistance, +15 Health » Smart: +6% Poison Resistance, +6% Radiation Resistance, +6 Medicine, +6 Science » Tough: +6% Poison Resistance, +6% Radiation Resistance, +6 Damage Resistance » Sly: +6% Poison Resistance, +6% Radiation Resistance, +6 Sneak, +6 Speech » Snide: +6% Poison Resistance, +6% Radiation Resistance, +3% Critical Chance

ANT MIGHT Quest Available: MISC QUEST—Those! Ranks Available: 1 Requirements: Choose this from Doctor Lesko upon successful completion of this quest. Your body has been genetically enhanced with the strength and flame resistance of the Grayditch Fire Ants! Your Strength has increased by 1 and you are now 25% resistant to fire.

ANT SIGHT Quest Available: MISC QUEST—Those! Ranks Available: 1 Requirements: Choose this from Doctor Lesko upon successful completion of this quest. Your body has been genetically enhanced with the perception and flame resistance of the Grayditch Fire Ants! Your Perception has increased by 1 and you are now 25% resistant to fire.

BARKSKIN Quest Available: MISC QUEST—Oasis Ranks Available: 1 Requirements: Shoot an exposed heart in an underground cavern so it sprays on you. You’ve been infected by Harold’s strain of F.E.V. and your skin is now as hard as tree bark. Your Damage Resistance is now +5.

COVERT OPS Quest Available: OPERATION: ANCHORAGE—Operation: Anchorage! Ranks Available: 1 Requirements: Collect the 10 Intel Briefcases scattered throughout the simulated cliffs and buildings near Anchorage. The Perk is immediately awarded when you locate the 10th Intel case. You can collect them in any order you like, but you cannot return to previous areas to search for missed cases. You receive a moderately impressive bonus to some well-used skills. » +3 Small Guns, +3 Science, +3 Lockpick Although searching for ten Intel Briefcases can be time-consuming, the statistical improvements are exceptionally impressive. Skip this Perk only if you don’t use any of the skills you receive bonuses in. This also means you can place points in other abilities when you level up or can concentrate further in strengthening Small Guns, Science, or Lockpicking.

POWER ARMOR TRAINING Quest Available: OPERATION: ANCHORAGE—Operation: Anchorage! Ranks Available: 1 Requirements: Learn the subtleties of Power Armor maneuvering from simulated fighting alongside the U.S. Army’s finest. You are now skilled in Power Armor and can wear the following Armor types: Outcast Power Armor, Brotherhood Recon Armor, Brotherhood Power Armor, Enclave Power Armor, Tesla Armor, and any unique or prototype variants of these items. Alternatively, you can continue Main Quest: Picking up the Trail and learn this Perk from Paladin Gunney at the Citadel.

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

Quest Available: MISC QUEST—Blood Ties Ranks Available: 1 Requirements: Learn the ways of the Family under the tutelage of Vance. This perk allows you to regain 20 Health (instead of 1) by consuming Blood Packs.

OPERATION: ANCHORAGE

SURVIVOR GURU

HEMATOPHAGY

TOUR

Answer Moira’s questions in one of five different ways to obtain one of the five different variants to this perk. » Standard: +4% Poison Resistance, +4% Radiation Resistance, +10 Health » Smart: +4% Poison Resistance, +4% Radiation Resistance, +4 Medicine, +4 Science » Tough: +4% Poison Resistance, +4% Radiation Resistance, +4 Damage Resistance » Sly: +4% Poison Resistance, +4% Radiation Resistance, +4 Sneak, +4 Speech » Snide: +4% Poison Resistance, +4% Radiation Resistance, +2% Critical Chance

MISC. QUESTS

Requirements: Complete between 5 and 8 bonus objectives in this quest.

MAIN QUEST

Ranks Available: 1

GEAR

Quest Available: MISC QUEST—The Wasteland Survival Guide

Quest Available: MISC QUEST—The Replicated Man Ranks Available: 1 Requirements: Rewarded by Doctor Zimmer for siding with him during this quest. Advanced technology from the Commonwealth has increased your reaction speed, giving you a higher chance to hit in a V.A.T.S. Your chance to hit is now 10% higher.

CENSUS

SURVIVOR EXPERT

WIRED REFLEXES

FACTIONS & BESTIARY

Snide: +2% Poison Resistance, +2% Radiation Resistance, +1% Critical Chance

TRAINING

»

APPENDICES

QUEST-RELATED PERKS

CONTENT

INDEX

Chapter 1: Training

Tip Obtaining this Perk allows you to wear any Power Armor and Helmet without having to complete the Main Quest all the way to Picking up the Trail. You can now access the benefits of Power Armor as early as you like, assuming you complete Operation: Anchorage early in your Wasteland wanderer career.

AUTO AXPERT Quest Available: THE PITT—Unsafe Working Conditions Ranks Available: 1 Requirements: Enter The Pitt Steelyard and collect 10 Steel Ingots. You are awarded the Auto Axe perk automatically; you need not return to Everett or Midea. This allows you to inflict impressive additional damage on foes, but only if you’re armed with the Pitt Slaves’ weapon of choice. » +25% Damage when using the Auto Axe or unique variants thereof. This naturally gives you an excellent advantage when wielding this powerful and violent close-quarter weapon. Seek out either the Man Opener or the other unique Auto Axe called the Mauler, and Repair your favored unique weapon. Then rampage through The Pitt and beyond!

Requirements: Complete the mansion defense plan with Desmond, fending off Tribals until no more are living. Then complete Main Quest: The Local Flavor, and the perk is automatically awarded. » +5 to Damage, and +10 Bonus to Armor when standing still. » You’ll pick this perk up automatically, and it makes your attacks highly effective. In fact, the ROF (rate of fire) for any weapon you use after obtaining this perk is important, as each strike, hit, or bullet inflicts the +5 Damage, making rapid-fire weapons (like the Minigun) even more potent. For the Armor bonus, simply stay still, which is only a problem if you’re not using V.A.T.S., or a foe is throwing an area-effect weapon (like a Grenade) at you.

PUNGA POWER! Quest Available: POINT LOOKOUT—Walking With Spirits Ranks Available: 1 Requirements: Finish Main Quest: Walking with Spirits, and the perk is automatically awarded. » Radiation recovery from eating Punga Plants is boosted. The health benefits from biting down on Punga remain unaffected. If you’re intent on collecting Punga throughout Point Lookout, and you’ve neglected other methods for reducing Radiation (Chems, other perks, or simply avoiding hotspots), this offers a reasonable easy and free alternative.

BOOSTER SHOT Quest Available: THE PITT—Free Labor Ranks Available: 1 Requirements: Complete the subquest Free Labor and conclude your business in The Pitt. Depending on who you side with, Ashur or Wernher grants you a vaccine based on the latest research of tests conducted on Marie. Your immune system is now toughened against the ravages of radiation. » +10% Radiation Resistance. Well worth the time and energy you expend completing The Pitt, this allows you greater flexibility when traversing irradiated areas, especially lakes and contaminated Wasteland zones.

PITT FIGHTER Quest Available: THE PITT—Unsafe Working Conditions Ranks Available: 1 Requirements: Defeat all three sets of opponents during your fights inside the Arena. As Ashur takes great pleasure in dropping radioactive barrels to add a little spice to the combat, you are additionally bathed in radiation for each fight. Fortunately, if you survive your fight with Gruber, your body’s natural immunity to Radiation Resistance grows, and your combat prowess demands increasing respect. » +25% to Damage and Radiation Resistance. Hardening your body to the elements and damage taken allows you to further explore irradiated areas, but it also enables you to withstand more damage during combat. Both are excellent bonuses and make the hard slog through the Arena more than worthwhile.

SUPERIOR DEFENDER Quest Available: POINT LOOKOUT—The Local Flavor Ranks Available: 1

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PUNGA TYPE

RAD RECOVERY WITHOUT PERK

RAD RECOVERY WITH PERK

Wild Punga

-1

-5

Tribal (refined) Punga

-2

-15

GHOUL ECOLOGY Quest Available: POINT LOOKOUT—Plik’s Safari Ranks Available: 1 Requirements: During Miscellaneous Quest: Plik’s Safari, ideally before you agree to pay Plik and enter his terrifying game, rummage around in his room to discover and read Plik’s Journal. The advice it imparts automatically awards you with this perk. +5 to Damage (against Ghouls only) This perk is not only excellent, but simple to obtain. You now decimate most weaker Ghouls, especially with the Superior Defender Perk, and as with Superior Defender, weapons such as Assault Rifles and Gatling Lasers prove to be incredible at cutting down these flailing foes, simply because the damage modifier is applied per shot. If you’re looking for Achievements or Collectibles (including Unique Weapons charts) related to Broken Steel and Point Lookout, consult the Appendix.

» »

XENOTECH EXPERT MOTHERSHIP ZETA: This Galaxy Ain’t Big Enough… Ranks Available: 1 Requirements: Find the Shooting Range Gallery inside MZ3.16 Weapons Lab. Hit the switch to activate the two different shooting ranges (one featuring Brahmin, while the other teleports in Wastelanders, Deathclaws, Radscorpions, Raiders, Yao Guai, and other entities to fight each other). Fire on the foes or watch the combat until the perk is awarded. » +20% to Damage output when using Alien technology

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CONTENT

INDEX

APPENDICES

CHARACTER DEVELOPMENT

Tip

MOTHERSHIP ZETA

Continue to accrue Experience Points by teleporting in more enemies; defeat them from the relative safety of the balcony. This enables a better combat outcome when employing Alien ranged technology. The weapons for which you receive this bonus include the regular (and unique) variants of the following: Alien Atomizer, Alien Blaster Alien Disintegrator, Atomic Pulverizer, Captain’s Sidearm, Destabilizer, Drone Cannon, Drone Cannon Ex-B, and MPLX Novasurge. The Shock Baton and Electro-Suppressor are not affected by this perk.

»

LOWERING STATISTICS

Choose one skill and make it your primary means of defeating foes.

»

Make sure it is one of your three Tag skills.

One way to get extra points for your statistics is to lower them. Confused? Don’t be: By lowering statistics you don’t care about, you gain extra points to add to the ones you do. However, make sure you are willing to live with the consequences! For each statistic, look at the associated skills and the derived characteristics. If you don’t care about them, consider lowering that statistic to a three or even a one. The one statistic you should never lower is Strength. How much you can carry is critical to all types of characters. Even if you aren’t planning on fighting much (good luck with that!), you’ll need Strength to carry your ill-gotten gains back from the various lairs and hidey-holes. Similarly, think twice before lowering Endurance or Intelligence. The first controls your Health, which means you die more easily with a lower Endurance. The second controls how many Skill points you get to distribute when you go up in level. Your character will advance slower with a low Intelligence.

»

Raise it very quickly at early levels.

»

Later in your adventure, this skill may not be your main combat choice, so always have a Secondary Combat skill you’re adding to as well.

»

If you are playing your first few characters, Small Guns is an excellent (and recommended) choice.

»

With Small Guns, there are plentiful weapons you can use throughout your adventure.

»

Unarmed or Melee Weapons skills are also viable. However, there are very few truly effective melee weapons at higher levels; so be prepared to bolster a Secondary Combat skill in the future.

»

Unarmed and Melee Weapons are excellent skills because you can sell the ammo you pick up, but don’t use, for a large number of Caps.

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25

THE PITT MISC. QUESTS MAIN QUEST

“You must be proficient at something. That something should be Small Guns, if you’re a newcomer to the Capital Wasteland.”

Every point added to a S.P.E.C.I.A.L. attribute raises its associated skills by two points. However, the Luck attribute is different. It affects all skills, but only at half its value. Try to keep your Luck at an odd number to take advantage of this.

GEAR

Tip

TOUR

2. CHOOSE A PRIMARY COMBAT SKILL

Your seven S.P.E.C.I.A.L. attributes obviously affect your Skill points and allocations, so make sure you’re placing points in the correct Primary Statistic. Are you planning on using Small Guns? Then bump up your Agility to 7 or higher. Thinking about using Repair, Medicine, or Science? Increase your Intelligence to the same level.

CENSUS

1. CROSS-REFERENCE YOUR STATISTICS WITH YOUR SKILLS

FACTIONS & BESTIARY

In order to create the most proficient and well-rounded character you can, follow this in-depth tactical advice:

You’ll get five extra points to add to statistics. While it may sound great to add all five to a single statistic such as Strength or Endurance, it’s rarely a good idea. There are just too many benefits to the other statistics to ignore them. Don’t pick the statistics to raise based on their associated skills; pick them based on the Derived Characteristics or perks you may want. These are much more important. The fact that your Big Guns skill goes up by a few points when you raise Endurance pales in comparison to your Health going up by 20 points for each point of Endurance. The “big three” Statistics for most character types are Strength, Endurance, and Intelligence. Not that the others aren’t good too, but these are important for all characters. Consider raising each of them to at least a seven. If you have points left over, Agility or Luck are the next best choices for combat-oriented characters.

TRAINING

First, make the most important Game Save of all; complete the Main Quest: Escape! up to the point where you’re just about to leave the Vault, but haven’t exited the door at the end of the natural tunnel. Save your game now! Then, when you’re ready to try a second character, simply begin at this point, without replaying your childhood. You can change all your stats and skills, and even your face, hair, and gender, before you leave.

OPERATION: ANCHORAGE

RAISING STATISTICS

Tip

BROKEN STEEL

POINT LOOKOUT

Plans for Successful Character Development

CONTENT

INDEX

Chapter 1: Training The following chart should help you decide a good Primary Combat skill to take: COMBAT SKILL

PRACTICALITY

ADVANTAGES

DISADVANTAGES

Small Guns

Extremely

Guns and ammo are plentiful.

None, really.

Melee Weapons

Very

Weapons are plentiful, no ammo required.

You have to get close to use them.

Unarmed

Moderate

No weapon needed.

Until you get Brass Knuckles, you don’t do a lot of damage.

Energy Weapons

Moderate

Highly accurate.

Guns and ammo are hard to find early in the game.

Big Guns

Poor

Weapons do lots of damage.

These suckers are heavy! Ammo can be hard to find.

Explosives

Poor

Lots of damage to multiple opponents.

Can’t use them up close.

Tip If you want to use Unarmed, Energy Weapons, Big Guns, or Explosives as a Tag skill, choose a Secondary Combat skill as well to support it.

3. PRIMARY AND SECONDARY COMBAT SKILL COMBINATIONS

“Focus and figure out your key statistics, and three Tag skills before you begin, or you face the prospect of wasted Skill points.”

You should be adding points to a Secondary Combat skill as a back-up, in case you (for example) run out of ammunition, or you’re facing a very tough opponent. This should complement your Primary Combat skill, with the potential to “overtake” it (in terms of points allocated) later in your adventure. Most characters who specialize in Small Guns end up pouring points into Energy Weapons at higher levels. Laser Rifles and Plasma Rifles are wickedly powerful, but not readily available at low levels. Some recommended Primary and Secondary Combat skill combinations are: Small Guns and Explosives: » If your Assault Rifle just isn’t cutting it against those tougher Mutants, throw in a few Grenades. Sneak / Melee / Unarmed and Explosives: » A much more tactical battle plan involves Sneaking around (optionally utilizing a Stealth Boy), and attempting to land a devastating Melee, Unarmed, or Sneak attack. »

Laying plenty of Mines along your escape route allows you to flee if you’re overwhelmed or outclassed.

»

Remember to disarm and pick up unused Mines afterward.

»

The Custom Weapon: Dart Gun is an extremely useful weapon for this combination.

Unarmed and Energy Weapons: » Energy Weapons are expensive, but often have a faster rate of fire and lower Action Point cost than Small Guns. »

Punch weaker enemies and collect all the bullets so you can afford the Energy Weapon Ammo and quality armor for your unarmed skirmishes.

»

High Agility with this combination is helpful, as you can land four punches and laser shots in while in V.A.T.S.

“Anything” and Big Guns: » “Anything” includes any of the previously listed skills used in combinations.

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»

Be sure to pick the Strong Back perk for this build, because Big Guns are heavy.

»

Big Guns tend to eat up ammo quickly, but inflict a lot of damage.

»

Big guns are extremely satisfying to shoot, and the Flamer is excellent against armored enemies.

»

Unless you start making the Custom Weapon: Rock-it Launchers very early, you won’t find much use for this skill for a while, however.

4. THE THIRD TAG SKILL: REPAIR YOUR OWN ORDNANCE Repair is the best skill available to you. You can construct better quality weapons and armor. This in turn, allows you to withstand and inflict more damage, thus spending fewer Caps on costly Stimpaks. You also tend to run into groups of enemies that carry the same gun; so managing your loot becomes much easier. Are you seeing scattered Assault Rifles everywhere, and don’t know what to do with them? Then use them to Repair your own Assault Rifle, so you have at least two of your favorite weapons in great condition. Now you’ve figured out a Primary Combat, Secondary Combat, and Repair as the recommended skills to add points to, make these your three Tag skills. To sum up: COMBAT SUPPORT SKILL

MOST USEFUL WITH

NOTES

Repair

Small Guns, Melee Weapons, Energy Weapons, Big Guns

Weapons in good repair do more damage. They also sell for more caps.

Sneak

All skills

Getting close to (or getting past) an opponent without begin detected is always an advantage.

Medicine

Melee Weapons, Unarmed

If you have to take a few hits to make the kill, being able to heal yourself better becomes very important.

Explosives

Melee Weapons, Unarmed

It’s handy for all combat skills, but particularly for these. Gives you some ability to attack at a distance, or to plant devastating Mines.

5. ADVICE ON OTHER SKILLS The flexibility and wide variety of skills means there are no “correct” skills to choose. Every skill has its own set of benefits. Below are skills that aren’t so obvious, but are worth taking a serious look at.

MEDICINE

This increases the effectiveness of Stimpaks, Rad-X, and RadAway. When you only have to use half the Stimpaks it would normally take to heal yourself, you have more Caps to purchase cooler items. You also get to employ that Medical knowledge during quests, and unlock some excellent perks.

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CONTENT

INDEX

LOCKPICK Lockpick is clearly the most advantageous non-combat skill. Do you hate being locked out of an area you’re exploring? Want to know what every storage room or secret area contains? Then thoroughly read through this guide, or place some points into Lockpick. This guide also flags the difficulty level of every major lock on safes, doors, footlockers and Ammo Boxes. You can open the majority of these if your Lockpick skill is 50. Relatively few locks require 100 Lockpick skill. This chart summarizes some key points:

8. GROWING YOUR CHARACTER As your character gains levels, you get a chance to add more Skill points. The best part about this is that if you made a mistake when creating your character, you can correct it very quickly. If you put points into Melee Weapons because you wanted to beat your opponents to a pulp, but then discovered that you had more fun shooting them, within a level or two you can switch over to being skilled with Small Guns instead.

ADDING SKILL POINTS

NON-COMBAT SKILL

USEFULNESS

ADVANTAGES

Lockpick

Extremely

Loot is frequently locked away.

Science

Moderate

Terminals control turrets, which can then fight for you. They may also reveal important information.

Speech

Moderate

You can sometimes persuade people to do your bidding, thereby avoiding more difficult choices, or getting better rewards for you actions.

Barter

Fair

Caps are always useful. You can buy better guns and more ammo. However, if Caps are what you want, it’s always possible to clean out everything in a lair and sell it, or to steal the items you need.

Most characters will have at least 15 points to spread around. Think about what kinds of actions you attempted since the last time you leveled up. Think about the actions you want to do. Place your points into those skills. For the most part, split your points relatively evenly between your three Tag skills until Level 5 or 6. You chose these Tag skills because you wanted to use them, so make sure they’re at least above 50. Two important skills to raise are Lockpick and Science. These skills have threshold values that are important. Every 25 points opens up a new class of locks or terminals. So you want Lockpick to be 25 early in the game to access those locks. Science isn’t quite as important, but you should get it to 25 early on as well.

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27

MOTHERSHIP ZETA POINT LOOKOUT THE PITT

BROKEN STEEL

Another excellent point to remember is that some outfits increase skills (including Repair, Lockpick, and Science). Change into these outfits before attempting adventuring that requires these specific skills. A good example: Raise your Lockpick skill to 45. Then wear apparel that gives you +5 to Lockpick (such as the Vault 101 Utility Jumpsuit). You can now pick Average locks. Also remember that every point of Perception adds +2 to Lockpick. Remember to check your statistics to ensure you’ve placed enough points to help enhance your associated skills. The Vault 101 Utility Jumpsuit adds +5 to Repair as well, and you find it during Main Quest: Escape!, so don’t forget to pick it up!

OPERATION: ANCHORAGE

You can occasionally find interesting outcomes to your problems by using Science to hack terminals or pass skill checks. Want to witness a turret malfunction where it sprays the enemies it was designed to protect with gunfire? Need to unlock certain doors or safes with a connected terminal? This is your skill, and you’ll use it often. It also unlocks some useful perks. The difference between this and Lockpick is that there are fewer terminals to hack than there are locks to pick. Also the rewards for hacking a terminal tend to be less immediate or tangible.

TOUR

SCIENCE

MISC. QUESTS

“When attempting to Repair a weapon, massacure a Mutie camp, or Barter with a merchant, you must dress appropriately.”

MAIN QUEST

7. DRESS FOR SUCCESS

GEAR

Are you adventuring with a more cerebral plan in mind? Then succeeding in Speech challenges when interacting with others can be very useful. It can also halt hostile posturing in those you’re speaking with (and occasionally create them!). A high Speech skill opens interesting doors (both verbal and literal) that allow you to complete quests in ways that would otherwise by difficult or impossible to accomplish. Check the Main and Miscellaneous Quests in this guide for all the examples of Speech challenges. And if you want to witness the results, load up points on this skill. It is used often.

A recommended plan for newcomers to the Wasteland is to increase your Primary Combat, and Repair skills up to around 75 points as soon as possible. Then add to your Secondary Combat skill and all other preferred skills as needed. Although specific situations vary, a good rule to follow is to spend around 60–75% of your Skill Point allowance on your Primary Combat and Repair skills until they reach around 75. A common mistake is to raise your skills all the way to 100 as soon as possible. Certain collectible items (Bobbleheads and Skill Books) and perks permanently raise your skills, and these become useless if your skills are already at the maximum. Consult this guide; learn where a nearby Bobblehead and a few Skill Books related to your preferred skills are, so you can obtain them as early as possible to further increase your Skill points.

CENSUS

SPEECH

6. ALLOCATING SKILL POINTS

FACTIONS & BESTIARY

Sneak is another highly useful combat support skill. Attacks on unsuspecting targets do extra damage, not to mention the advantage of not being shot at yourself. Unless you like playing the guns-a-blazing kind of character, you should give serious consideration to Sneak as a Tag skill. Unarmed or Melee attacks while using Sneak are difficult to complete successfully, but the Sneak critical hit bonus is massive. It is easiest to Sneak up on an opponent that’s unaware (rather than alert), then enter V.A.T.S. and “line up” Sneak attacks on multiple enemies. Think Sneak isn’t devastating enough? A headshot from a Combat Shotgun is likely to drop a Deathclaw if your skill is high enough, and you’re close enough.

TRAINING

SNEAK

APPENDICES

CHARACTER DEVELOPMENT

CONTENT

INDEX

Chapter 1: Training Between Levels 5 and 10, keep focusing on your Tag skills, getting them into the 70s. Good secondary skills to put some points into are Lockpick and Medicine. Getting Lockpick up to 50 will make the majority of the locks available to you. Medicine gives you more benefit from Stimpaks, which is important for combat. Above level 10, stop raising your skills when they get into the 80s. You will find clothing or armor that will give you bonus points. You may find

Bobbleheads or Skill Books that can raise your skills. Most skills can be raised with perks more efficiently than with Skill points. It can be frustrating to raise a skill to 100, and then find something that gives a bonus you can’t use. The difference between a 90 and a 100 in a skill isn’t enough to be worth wasting the points.

General Training and Advice Now that you’ve built the ultimate Wasteland survivor, it’s time to detail some information on other facets to your adventure, primarily related to your Pip-Boy, and the challenges you face during your expedition.

INITIAL MENU INFORMATION Assuming you’ve read the Instruction Manual, you should have a basic grasp of how your Pip-Boy, game menus, and basic maneuvering all works. However, there are a couple of additional pieces of information you may find useful:

to see during bright light situations. Increase the opacity if you’re relying on the crosshairs, too.

KARMA: TWO SIDES OF THE SAME SCALE

GAME DIFFICULTY

OVERVIEW

You can choose to increase or decrease the game difficulty. Higher difficulty means opponents do more damage and you do less damage in combat. You also get more Experience Points for kills at higher difficulty levels. Lower difficulty means opponents do less damage and you do more. However, lowering the difficulty does not change your Experience Point awards for kills.

The General Stats part of your Pip-Boy displays what you have accomplished, along with your Karma. Your Karma is another vital part of your adventuring, as it measures how pleasant or unpleasant you’re being, based on previous actions. In short, it’s how “good” or “evil” you’re being. Karma affects a variety of elements, from how you’re treated by others, to the Followers who agree to join you, to areas of the Wasteland you can visit. KARMA VALUE TYPE Although you can’t see it, you begin your adventure with -1,000 to -750 Very Evil a “value” of zero. This value increases with positive actions, -749 to -250 Evil and decreases with negative ones, on a sliding scale. Karma -249 to +249 Neutral can range from -1,000 (true evil) to +1,000 (an absolute saint). +250 to +749 Good Here’s how you’re judged, based on your Karma value:

DIFFICULTY

OPPONENT’S DAMAGE

PLAYER’S DAMAGE

Very Easy

50%

200%

Easy

75%

150%

Normal

100%

100%

Hard

150%

75%

Very Hard

200%

50%

SETTINGS TWEAKS

Saving: It is usually better to Save your game often and constantly. But it also benefits you greatly if you save just before you attempt an epochmaking change to your fate. If you read one of the quests, and learn If you’re seeing blue, you might pick out foes a little more easily, depending on your eyes. there’s an upcoming Speech challenge, you should Save just before the challenge, so you can try again if you fail. This is also advisable before any large-scale confrontations or explorations take place. Aim to have dozens of Saved Game slots used up. Well over 400 were used in the creation of this guide alone! Display Tweaks: Although most of this is to your preference, there’s a lot to be said for fiddling with your brightness (although technically, this could be seen as cheating). If you’re in a darkened tunnel filled with Ghouls, you may wish an ultra-bright image so you can pick out every movement. For the best gameplay, set it as dark as you can while still seeing a difference between the two darkest blocks. Your H.U.D. opacity and color are also strictly related to preference, but some find the blue H.U.D. color to be superior, as the target crosshairs are easier

28

+750 to +1,000

Very Good

Caution You can’t check specifically on your Karma “value”; your character title is the only clue you have (outside of reactions by others).

HOW TO RAISE AND LOWER YOUR KARMA Numerous actions affect your Karma: ACTION

KARMA EFFECT

Killing an Evil character or creature

None

Killing a Very Evil character or creature

+100 Karma

Murdering† a Neutral or Good creature

-25

Murdering† a Neutral or Good character

-100 Karma

Stealing from a Neutral or Good character, or from a non-evil faction

-5 Karma per item

Donating Caps to any church

Dependent on Caps donated

Performing a “good” action in a Freeform Quest

At least +50 Karma

Performing an “evil” action in a Freeform Quest

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

At least -50 Karma † “Murder” is defined as an unprovoked attack.

CONTENT

INDEX

»

It determines the accessibility to certain locations within the Wasteland. For example, you can enter the Slaver stronghold of Paradise Falls without problems with a low enough Karma.

»

If you are Very Evil or Good, you may be attacked by enemies of the opposing Karmic range. For example, if you’re Very Good, expect to be stalked by Talon Company Mercs.

»

Be warned: Your Karma also influences the type of ending you receive when your expedition is over!

RAMIFICATIONS OF HAVING EVIL KARMA

The Slavers of Paradise Falls welcome you and your unpleasant ways into their fold.

Any player who reaches a Karma of -250 or below—and is thereby considered “evil”—should expect some unique occurrences. These are: » Access to Paradise Falls, including all services offered there.

A faultless and Vaultless existence still involves the taking of life, specifically scummy Raider life.

EXPERIENCE POINTS AND KARMA Finally, here are all the titles based on your character’s level and Karma. LEVEL

XP REQUIRED

EVIL KARMA TITLE (-250 OR LESS)

NEUTRAL KARMA TITLE (-250 TO +250)

GOOD KARMA TITLE (+250 OR MORE)

1

0

Vault Delinquent

Vault Dweller

Vault Guardian

2

200

Vault Outlaw

Vault Renegade

Vault Martyr

3

550

Opportunist

Seeker

Sentinel

4

1,050

Plunderer

Wanderer

Defender

5

1,700

Fat Cat

Citizen

Dignitary

6

2,500

Marauder

Adventurer

Peacekeeper Ranger of the Wastes

7

3,450

Pirate of the Wastes

Vagabond of the Wastes

8

4,550

Reaver

Mercenary

Protector

9

5,800

Urban Invader

Urban Ranger

Urban Avenger

»

Ability to purchase the schematics for the Dart Gun, from Pronto in Paradise Falls.

10

7,200

Ne’er-do-well

Observer

Exemplar

»

Ability to hire two “evil” Followers: Jericho (Megaton), and Clover (from Paradise Falls).

11

8,750

Capital Crimelord

Capital Councilor

Capital Crusader

12

10,450

Defiler

Keeper

Paladin

13

12,300

Vault Boogeyman

Vault Descendant

Vault Legend

14

14,300

Harbinger of War

Pinnacle of Survival

Ambassador of Peace

15

16,450

Urban Superstition

Urban Myth

Urban Legend

16

18,750

Villain of the Wastes

Strider of the Wastes

Hero of the Wastes

17

21,200

Fiend

Beholder

Paragon

18

23,800

Wasteland Destroyer

Wasteland Watcher

Wasteland Savior

19

26,550

Evil Incarnate

Super-Human

Saint

Scourge of Humanity

Paradigm of Humanity

Last, Best Hope of Humanity

Easier Speech challenges with “evil” characters you speak with.

»

Access to “evil” Karma titles and corresponding achievements.

»

Three Dog the D.J. has some specific words for you.

»

General characters you meet may react to your Karma during conversations.

RAMIFICATIONS OF HAVING NEUTRAL KARMA Although it is sometimes difficult to stay on this path, if you maintain a neutral Karma of between -249 and +249, you should expect some different unique occurrences: » Raiders will always attack you. »

Ability to hire two “neutral” Followers: Butch (from Vault 101, but met in Rivet City), and Sergeant RL-3 (bought from Tinker Joe in the Wasteland near Tenpenny Tower).

»

No chance of getting attacked by either a “good” or “evil” hit squads.

»

Access to “neutral” Karma titles and corresponding achievements.

20

29,450

EXPERIENCE POINTS GAINING XP

RAMIFICATIONS OF HAVING GOOD KARMA Any player who reaches a Karma of 250 or more is considered “good” and can benefit from the following: » Ability to hire two “good” Followers: Fawkes (Vault 87) and Star Paladin Cross (the Citadel).

CENSUS

»

From the smallest victory to the most terrifying feat, your experience is the key to a happy future.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

MOTHERSHIP ZETA

Karma affects you in four general ways: » It modifies the reactions and dialogue options of certain individuals you meet.

POINT LOOKOUT

Very Good: Access to small gifts given out by “good” characters (such as Caps, Ammo, Food, and other common items).

BROKEN STEEL

»

THE PITT

General characters you meet may react to your Karma during conversations.

OPERATION: ANCHORAGE

Three Dog the D.J. has some specific words for you.

»

TOUR

»

MISC. QUESTS

Access to “good” Karma titles and corresponding achievements.

MAIN QUEST

»

GEAR

DAY-TO-DAY CHANGES IN PERCEPTION

Raiders will always attack you. More difficult Speech challenges with “evil” characters you speak with.

You gain Experience Points (XP) by defeating opponents, completing quests, and performing a few other types of action, such as unlocking doors and safes, hacking terminals, completing a difficult or impressive conversation, and the like. You’ll know when

29

FACTIONS & BESTIARY

Your actions throughout the course of your adventuring allow you an infinite number of choices, and many have a Karmic element to them. Consult the Main and Miscellaneous Quest chapters to see the most important actions you can take.

» »

TRAINING

HOW TO RAISE AND LOWER YOUR KARMA (QUESTS)

APPENDICES

GENERAL TRAINING AND ADVICE

CONTENT

INDEX

Chapter 1: Training you’ve received XP because it appears on your H.U.D., and you can view your current XP total in your Pip-Boy screen. The previous chart revealed the number of XP it takes to level up from 1 to 20. Once you reach Level 20, your XP reads as “Maxed.” Should you complete the entire series of Main Quests in the advantageous manner described in this book, you’re likely to reach Level 13–14 by the end of it. This means you should be EXPERIENCE QUEST thinking about augmenting POINTS AWARDED your XP by attempting the Baby Steps 0 16 different Miscellaneous Growing Up Fast 0 Quests. These usually award Future Imperfect 0 you 300 XP for each one you complete. Escape! 300 Furthermore, you occaFollowing in His Footsteps 200 sionally gain a small amount Galaxy News Radio 400 of XP from Freeform Quests. Scientific Pursuits 500 Locate each of the World Tranquility Lane 600 Map markers (each showing a Primary Location) for The Waters of Life 700 another 10 XP per location. Picking up the Trail

800

Rescue from Paradise

900

Finding the Garden of Eden

1,000

The American Dream

1,100

Take It Back!

1,200 ‡

‡ Because your expedition ends once this quest is over, this value is irrelevant.

ACTION #1

ACTION #2

ACTION #3

ACTION #4

DIFFICULTY

XP AWARDED

Kill an Opponent

Pick a Lock

Hack a Computer

Speech Challenge

Very Easy

0

Kill an Opponent

Pick a Lock

Hack a Computer

Speech Challenge

Easy

10

Kill an Opponent

Pick a Lock

Hack a Computer

Speech Challenge

Average

20

Kill an Opponent

Pick a Lock

Hack a Computer

Speech Challenge

Hard

30

Kill an Opponent

Pick a Lock

Hack a Computer

Speech Challenge

Very Hard

50

GETTING THE MOST OUT OF YOUR XP There are a few ways to increase how many experience points you get. Playing the game at a higher difficulty level gives you bonus XP. Although it’s a low-down, dirty-rotten trick, raising the difficulty level before fighting an easy-to-kill creature or NPC will give you extra XP from it. Just don’t forget to set it back, or the next Yao Guai may take you out! Getting the well-rested bonus earns +10% XP. You can only get this bonus by sleeping in a rented bed or a bed in a place you own, such as your house in Megaton or your room in Tenpenny Tower. The bonus lasts for 12 hours of game time. The Swift Learner perk can get you 10% extra XP for every rank of it you take. This bonus applies to all XP rewards, not just killing things.

THOSE OTHER WAYS TO EARN XP

Experience Points do not “scale” with your level, as all of the entities and challenges you encounter offer roughly the same degree of challenge no matter when you attempt them.

The most common method of earning XP, aside from quests, is by killing something before it kills you. How much XP you earn varies with the difficulty of your opponent. Values range from 1 point for a Radroach to 50 points for a Deathclaw. Killing NPCs can also get you up to 50 XP each. You also receive experience points for performing other actions. The following chart details the XP you are likely to gain from completing other actions, and the difficulty of those actions:

Tip Double-shot XP: Many doors and safes can be unlocked by Lockpicking or using Science to hack a nearby terminal. Obtain extra XP by hacking the terminal, but do not disengage the lock. Then pick the lock on the door to get a “double shot” XP from it.

Mapping the Capital Wasteland This section deals with how to maneuver around this vast and frightening landscape without turning up dead in a drainage ditch 20 feet from Springvale. Use the following plans, and make sure you’re already familiar with Fast Travel and plotting your own route markers. 1. Always use Vault 101 or the nearby settlement of Megaton as your “base” until you familiarize yourself with your surroundings. Figure out how far a location is from Megaton, as this is the safest place you can return to.

The World Map: every single Primary Location is revealed once you discover it, or obtain a specific perk.

The Local Map provides more detail and some entrances you don’t see on the World Map.

Because you have a large Guide Poster, and a Tour chapter dedicated to revealing every single location in the Wasteland, you have a distinct advantage when you decide to explore. However, the benefits of Fast Travel and locating new areas are dependent on employing some specific cunning tactics:

30

2. Start to use visual cues to instantly figure out where you are. That large skyscraper to the south? That’s Tenpenny Tower [Location 7.14]. Now that you know this, you can learn what adjacent locations there are, and if any of them interest you.

3. Begin to use smaller visual cues to figure out specifically where you are. That crashed monorail with small Raider Camp and the bathtub [Location 2.N]? That’s just north of Germantown Police Headquarters [Location 5.01]. Begin to “fill in” the topography of the area to prevent you from getting lost.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

You should know by now that your Pip-Boy’s Note section is more than just a collection of texts; there are Holotapes to listen to, and some quests don’t update until you read or listen to a Note you’ve picked up.

RADIO WAVES Tuning in to hear the latest in Enclave Propaganda or the howls of mad Three Dog can provide comfort during those long treks across a darkened Wasteland (and can also attract attention; switch off your Radio when Sneaking). But are you aware of the other Radio Stations you can pick up on your Pip-Boy? Recon Craft Theta Beacon 5,000m radius. Garbled static and odd chatter serve only to bewilder and enthrall.

Agatha’s Station Entire Wasteland. Complete the Agatha’s Song quest, and listen to sweet, lilting violin music. Ranger Emergency Frequency 7,000m radius. A mayday for Reilly’s remaining Rangers, stuck on top of the Statesman Hotel. Radio Tower Signal (9) Dotted across the landscape are shut-down radio masts. Activate them, and some may have a signal (usually Morse code stating the name of the mast and an S.O.S.) you can triangulate to locate a hidden area.

THE FLASHLIGHT

Chinese Radio Beacon 3,000m radius. A random mini-encounter.

The benefits of a Flashlight far outweigh the negatives, unless you like stumbling around Ghoul-infested tunnels in the dark.

People’s Republic of America Radio 16,000m radius. The voice of Red China, operating out of Mama Dolce’s.

If you’re having difficulty seeing where you’re going, ensure your safety by switching on your Pip-Boy’s Flashlight. It allows you to see your surrounding area much more clearly, but at the expense of stealth. Keep this off if you’re Sneaking.

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL TRAINING

FACTIONS & BESTIARY

Vault 101 Emergency Frequency 25,000m radius. Assuming a catastrophic issue with Vault 101, this crackles into life.

MISC. QUESTS

A QUICK NOTE ON NOTES

THE PITT

Other Pip-Boy Functionality

OPERATION: ANCHORAGE

You might wish to visit Reilly and complete her quest because she awards you a GeoMapper that rewards you with 20 Caps for each location you uncover. It’s a great way to add Caps for doing something you’re already attempting!

TOUR

Tip

MAIN QUEST

6. The guide refers to Primary and Secondary Locations with a latitude and longitude position, and a number. These don’t appear in the game; they are simply there so you can keep track of the hundreds of locations in the Wasteland.

Matters take a turn for the complicated when you enter the massive derelict ruins of D.C. itself. Here, the only way to reach the more significant internal locations, such as the Mall and Arlington Cemetery, is to head underground through a series of linked underground tunnels that were part of the old Metro and sewage systems. The Tour chapter separates these so you know which areas are accessible from the “outside” Wasteland, and which aren’t.

GEAR

5. It’s a sound plan to race to discover a single location, explore it before backtracking to a safer environment, and when you wish to return, Fast Travel back to that location and explore in a concentric circle out from this “secondary base camp.”

INSIDE THE D.C. RUINS

CENSUS

4. Use the compass. It’s there for a reason, and that reason is to show you where you’re generally headed. Make sure you use your Pip-Boy’s Route Marker, too.

APPENDICES

OTHER PIP-BOY FUNCTIONALITY

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31

CONTENT

INDEX

Chapter 1: Training

The Battle for Wasteland Supremacy V.A.T.S. AND RUNNING AND GUNNING

V.A.T.S. or run-and-gun? There are benefits using either method, but the real winners employ both to great complementary effect.

Your Vault-Tec Assisted Targeting System is a work of genius. It allows you to pause the action, take in your surroundings without penalty, locate most of your threats—and then kill them. Before you try largescale battles, perfect the art of flicking between enemies, and enemy parts, learn when to enter V.A.T.S. (as soon as you see an opening, and usually when a head is available to target), and what benefits there are for tagging the various appendages. Best of all, there is a +15% chance of a critical hit with V.A.T.S. Head: Damage is usually doubled. If the chance to hit the head is more than half that of other limbs, aim there, unless the foe is extratough. Otherwise, you are better off aiming for the arms or legs. Weapon: If your foe is damaging you with a nasty weapon, remove it from play. With an Unarmed Attack in return, you can shrug this off as you rain in the free hits. Arms: If an opponent needs two hands to hold a dangerous weapon, such as a Minigun, cripple one of them. He will drop the weapon. Even if he picks it up again, his aim will be horrible. Legs: If you want a more leisurely takedown, strike the legs of foes that are apt to flee, and remain quicker than they are. Dispose of them as you wish. This is a great tactic for Mirelurks, Yao Guai, and Deathclaws. Control Boxes and Antennae: Robots, turrets, and some insects have these. Once it is destroyed, they will frenzy and attack anything nearby, even their friends. Don’t bother with this if you are fighting the creature one on one, because it will just come after you anyway. It’s a great tactic for turrets though. Running-and-gunning also has its benefits. Some weapons are easier to employ in real-time, such as the Flamer. You can also circle-strafe around an enemy, make quick evasive maneuvers in and out of cover, and use your dexterity more easily. However, it is sometimes more difficult to precisely aim, especially at range.

Tip • If you’re out of Action Points, you can still use V.A.T.S. to excellent effect. Use it to center your aim on a target, even if you have no APs left. Then, without firing, exit V.A.T.S. Your run-andgun manual aim is now dead-center on your foe. Fire away!

causes no harm to you. Detonating in the enemy’s hand causes it to explode, resulting in an instant kill if you’re battling a Raider. • Are you trying to avoid confrontation with a foe, and don’t want to kill it? Target the legs in V.A.T.S., cripple them both, then out-run the foe. The Custom Weapon: Dart Gun does this to all non-robotic foes and is useful against Yao Guai and Deathclaws. If you are running away, try closing any doors between you and your foes; this slows them down, and prevents them from shooting you. • Hot Key: Your Pip-Boy’s Hot Key function, allowing you to place one of eight objects for quick access, is an incredible benefit. Stick your three or four favorite weapons, a variety of Chems, Stimpaks, and Rad-X, and you’ll cut down on the time spend raising and lowering your left arm.

WEAPON TYPES BIG GUNS Just relying on Big Guns may be stretching your scavenging and combat skills to the limit, but the amusement and devastation these weapons bring makes up for any shortcomings. However, it’s always best to leave your Fat Man at home when trudging through narrow interiors; Miniguns and Flamers are a much better bet. Also remember that Missiles take time to strike their target. Judge where your foe will be when your Missile arrives, not where he is at the moment.

ENERGY WEAPONS The technology of tomorrow, here today! Energy Weapons allow you to dispatch your foes into a pile of dust (which fortunately still yields the same loot). These are very expensive to keep in ammunition. Aside from the Unique variants, the Plasma Rifle is a highly impressive and damaging weapon; when you’ve upgraded from the Laser Rifle and Pistol you’ll see a marked difference in the time it takes to topple a target. Most Energy Weapons are more accurate than old-fashioned guns.

GRENADES OR MINES Lobbing Grenades as a back-up for your Small Gun fire is an effective combat strategy, and judging distance by checking the hit chances in V.A.T.S. first is always a good plan. Don’t forget to pack Pulse varieties, because they dispatch robot adversaries in seconds. Setting up ambushes using mines (of any kind) is always entertaining. In interior locations, look for a doorway and set a couple there, then provoke an enemy (usually with a 10mm Pistol) and run back past the doorway. You don’t set off your own Mines, but your enemy does! A similar trick is available in the city by setting Mines around corners. Finally, for the ultimate kill, place a Mine with Grenades around it; when the Mine detonates the Grenades also explode.

• If you’re quick entering V.A.T.S., you can often target an adversary before they throw a Grenade. Shoot the Grenade, either when it’s in the air or in the enemy’s hand. Detonation in the air

32

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

UNARMED WEAPONS Due to the small variety of Unarmed Weapons, using Unarmed combat can be challenging. You’ll get Spiked Knuckles pretty easily. If you find a Power Fist, you’re set for a while. Do what you must to keep it repaired. At higher levels, attempt to construct the Deathclaw Gauntlet as soon as you can. V.A.T.S. is entertaining when you use these weapons, because it is easier to hit, providing you can wade through enemy gunfire. Employ Sneaking to ensure that your attacks land with additional (and critical) force.

Tip Attack from higher ground; it’s always easier to slink back behind ground cover than flee with foes descending after you.

VEHICULAR MANSLAUGHTER Blowing up vehicles (specifically cars with engines, truck engines, and city coach liners) creates a large and satisfying explosion, and possible chain-reaction if a second vehicle catches fire. This is both useful and problematic—you can catch enemies in the splash damage the explosion generates, but you may accidentally destroy (or move) an item placed nearby. Generally though, attract enemy attention with this technique, or create a cluster of burning metal parts to show you’ve been here before.

CHAIN TRAPS Mostly activated by a trip wire, these Traps are mostly set by Super Mutants and Raiders so you know where to look for them. Simply find the trip wire (sometimes difficult if you’re being manhandled by these brutes) to deactivate them.

RIGGED SHOTGUNS These activate two ways: pressure plate or trip wire. Avoid either, or duck in locations you suspect of having these Traps. Or, move around the plate or trip wire, and disarm from the side. You receive a Combat Shotgun and ammo for your troubles.

GRENADE BOUQUETS Although vicious, the Grenades take a few seconds to detonate, giving you time to flee (usually into a second Trap!). Either disarm the trip wire, or look up and reach the Grenade cluster to bag three Frag Grenades. Or, shoot them from a safe distance.

RIGGED TERMINALS Always take extra time to inspect terminals, especially ones with a small antenna on the back, used to detonate a Frag Grenade hidden on the unit itself. This only happens when you try to use the terminal, so approach from the side or rear to disarm it and pocket a Frag Grenade.

BEAR TRAPS An ancient form of crippling, Bear Traps are nasty and quick to snap, although you can disarm them relatively easily too. There’s little point in rearming them; either avoid them completely or risk the injury.

GAS LEAKS Prevalent in underground tunnels, these are extremely problematic if you employ Energy Weapons. The Shiskebab will also trigger them. Either step around the corner and lob in a Grenade to clear the path, or get up close and personal.

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33

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

Tread slowly and lightly, looking down and rotating until you find your Mine, then disarm it. The Mine is added to your inventory. If you are crouched in the Sneak mode, you can grab them from slightly farther away. If you’re happy Sneaking, place Mines in a foe’s path, then hide and fire at them to attract their attention. The results are messily effective.

OPERATION: ANCHORAGE

A wide variety of Small Guns present copious takedown opportunities for every occasion. Begin with Pistols, before graduating to the 10mm Submachine Gun, a stalwart piece only superseded by the two Assault Rifle types. Ignore the .32 Caliber Pistol and the Chinese Pistol. You are better off selling them than using them. If you’re on the Wasteland plains, bring your Hunting Rifle; it’s a great long-distance shot. When you find your first Combat Shotgun, treasure it; this is a mid- to close-range monster of a weapon, and fantastic at headshots, as is the .44 Magnum. If you are using long distance weapons like the Sniper Rifle, it’s sometimes better to aim manually rather than using V.A.T.S. The V.A.T.S. chance to hit will be lower than what you can probably do manually. However, you will be giving up the +15% bonus chance for a critical that V.A.T.S. provides. Also, for all long-range attacks, you should be stealthed to get the stealth attack critical bonus.

MINES

TOUR

SMALL GUNS

Take a Rad-X before you go wading into any water, or investigating any craters, and you’ll shrug off the light radiation. Visiting a wider radiation zone? Then pack a Radiation Suit. Heading over to Vault 87? Then carve your tombstone now; you’ll never reach the surface entrance. Let Fawkes do the work and then backtrack.

MISC. QUESTS

Guns for show; knives for a pro. Take your pick, and test them out on Mole Rats as some of these hand-carried weapons and blades have a slower swing than others. Your first weapon, the Baseball Bat, is reasonably effective. Try it out until you can churn body parts with the Ripper, or graduate to something heavy like the Super Sledge. Don’t bother with pool cues, rolling pins, police batons, or nailboards. They just aren’t tough enough. As stated previously, you should be attempting the element of surprise using these weapons, not wading in from a distance into a barrage of fire.

MAIN QUEST

RADIATION

MELEE WEAPONS

GEAR

You haven’t lived until you’ve almost died being bombarded by baseballs, or receiving a Brahmin-skull-on-a-chain to the happy sack. Throughout the Wasteland, the more enterprising (and psychotic) of enemies have left a variety of Traps waiting for you. Most can be disarmed if you have a decent Repair skill—yet another reason why Repair is your go-to skill when you’re not shooting stuff.

CENSUS

It is also incredibly satisfying to use Grenades that are attached to enemies (or being held in their hands) against them: Take careful aim, and use V.A.T.S. to check if your target has Grenades hanging from a weapon belt. Then manually hit these for an amusingly violent explosion. Is a Super Mutant or Raider holding a Grenade just prior to lobbing it? Not for long; blast it from their hands, and watch the gore fly!

FACTIONS & BESTIARY

TRAPS

TRAINING

Tip

APPENDICES

THE BATTLE FOR WASTELAND SUPREMACY

CONTENT

INDEX

Chapter 1: Training BABY CARRIAGES

BASEBALL PITCHERS

Baby carriages are perhaps the scariest Trap of all. A frightening robot head is encased inside, rigged to explode. Disarm it quickly, as soon as you hear the baby cry. There’s nothing to take afterward. Another tactic is to retreat—quickly!

Step up to the plate (in this case, a pressure plate, although trip wires are also common), and expect a dozen baseballs in the guts. These are more of a nuisance than a threat; sidestep to avoid them. Or swing back with a Baseball Bat!

Going on Maneuvers One of the most important aspects of staying alive in this desolate jungle is to employ a wide variety of tactics: many offensive, some defensive, and all cunning. This section details how to go from subsistence living to thriving.

SNEAKING AND THE STEALTH BOY One of the key skills to use when you don’t want to attack enemies, or can’t (due to a lack of ammunition, low Health, or as part of a quest fulfillment), Sneaking requires you to duck Stay hidden, and you can investigate the most then shuffle around dangerous of locations without becoming cannon fodder. silently, the slower the better. Practice doing this around folks who won’t bludgeon you to death with a Sledgehammer, such as the fine people of Megaton. Perfect the technique before creeping around Ghouls, Mirelurks, or other, more hideous abominations. The key is to notice where your foes are facing, and maneuver around so they don’t see you, by staying 180 degrees to their rear or behind cover. If you see the Caution warning on your H.U.D., don’t panic. If the target is close by, combat is probably imminent, and you should just shoot him first. If the target is farther away or may have difficulty getting to your position, just sit tight. If you don’t move for a while, eventually the warning will return to Hidden and you can resume moving.

Tip • While Sneaking, if you need to encourage an enemy to move or turn around so you can Sneak past an enemy or light source, try tossing a Grenade or shooting your gun at a distant wall. This causes the enemies to investigate that area. The Silenced 10mm works perfectly for this, because it doesn’t give you position away. Remember, you’re shooting at the wall, not the foe! • The Stealth Boy, a device you pick up then activate via your Pip-Boy, turns you almost invisible for a limited amount of time. It’s the perfect companion to Sneaking, as it allows temporary invisibility. However, you’re still audible!

STEALING This may lower your Karma slightly, but Stealing items is a great way to add to your inventory. However, it’s also a great way to get kicked out of town! With this in mind, you might wish to combine Stealing with Sneaking or a Stealth Boy for really important items. It’s only considered Stealing in places where a person or group “owns” the property you have your eye on. Usually you can get away with opening

34

a cabinet and closing it again while being watched, as long as you don’t take anything. Otherwise, Steal only if no one is looking. So long as the H.U.D. reads Hidden, you are safe to Steal stuff.

HOSTILE SETTLEMENTS If matters start to get out of hand while you’re Stealing, or you bring weapons out and begin to take out residents in a settlement, expect a full-on battle, and a massive loss in Karma. If you manage to survive, and flee the Outstayed your welcome? You can stand and fight, or fall back, wait three days, and return to the site of the carnage. area, wait three days. This is how long it takes for the residents to forget your description and allow you back into town. The only difference is the Slaver township of Paradise Falls. If you start problems there, you’ll never end up on friendly terms with the scum that inhabit this place. They will constantly attack you until every last one is wiped from the Wasteland.

PICKPOCKETING Whether you’re planning to become a Psychotic Prankster, or you just want to take a valuable item (usually a key) without killing the individual, Pickpocketing (which is part of your Sneak You must try placing a Grenade into the pocket of an skill) is the way to go. unassuming victim. There’s a guaranteed (and very Start hidden, so you messy) death soon after! aren’t making a fool of yourself, and approach from behind for best results. The value of the item affects the chances of discovery. Don’t try to Pickpocket expensive stuff unless you are highly skilled. If you really need to pick a pocket or two, and your Sneak skill isn’t so great, use a Stealth Boy. Note that some enemies have to “give” you their preferred items; they aren’t available through Pickpocketing. Also, you can’t Pickpocket anything the guy has equipped, like his gun or his clothes.

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CONTENT

INDEX

If you’re crippled, unhealthy, suffering from radiation poisoning, or addicted to Chems, it’s time to seek a doctor. Almost every large settlement has one, and they’ll help you out, for the correct (Bartered) price. Or you can do it yourself: any bed heals your crippled limbs and missing Health, and RadAway fixes radiation poison. Unfortunately, only a doctor can cure your addiction to Chems.

TINKERING AT WORK BENCHES There are Work Benches throughout the landscape. Use these to build a Custom Weapon, providing you have the necessary Schematic. Consult the section on Custom Weapons (page 38) for more information.

SLEEPING (AND WAITING) Why sleep? Because you gain Health and heal limb damage, and you can quickly add hours to your day. This is important if you want to travel across the Wasteland during daylight hours, There’s nothing as refreshing as a few hours’ kip on the or you’re waiting 12 blood-stained, gore-splattered mattress of a man you just hours for a small child killed; you can’t sleep or rest with foes present. to return with some stolen ammunition. Note that if you pay for a night’s rest (at Moriarty’s in Megaton or the Weatherly Hotel in Rivet City), or you’re using a bed in a residence you own, you receive a “well-rested” bonus, which gives

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MOTHERSHIP ZETA POINT LOOKOUT TOUR MISC. QUESTS

Now you’ve collected a pocket-full of Cherry Bombs, and don’t want the tart after-taste and radiation poisoning, what are you going to do with them? Well, certain objects are used to create Custom Weapons. Others net you more Caps if sold to a specific Wasteland resident. But most of the time, you’ll be trading items with merchants in settlements, dotted around the landscape as scavengers, or wandering in caravans. Certain traders also have rare or unique items to purchase. Or steal! Your Barter skill reduces the number of Caps an item costs, and increases the Caps an item sells for. If trading is a major part of your plan, you know what to specialize in! Because prices change depending on your skill and the condition of the item, they aren’t referenced in this guide. Almost every trader can also Repair your items up to about 50%. This may sound like a great plan, but this is something you should (and can) do for yourself. It is much more cost-effective if you’re Repairing your own equipment; especially if the nearest trader is miles away from the Deathclaw Sanctuary you’ve stumbled into! Some Wastelanders can Repair items but aren’t interested in trading.

If you can, dispatch the wandering vendors (and their guards) who have Custom Weapon Schematics in their “for sale” inventory. You’ll take a Karma hit, but the amount of supplies you get from the vendor, his Brahmin, and his guard will make it worthwhile. Also, you’ll get a Roving Trader Outfit [+5 Barter] and sometimes a Roving Trader Cap [also +5 Barter], which you can then wear when you’re dealing with other vendors you don’t plan on killing…just yet.

MAIN QUEST

Wandering merchant caravans plod through the massive Wasteland, stopping some impressive settlements along the way. And Arefu.

Tip

TRAINING

TRADING, HEALING, AND REPAIRING

GEAR

Now that you’ve learned some offensive techniques, the final part of this training showcases the benefits you can receive for your hard-earned running, gunning, scavenging, and fast-talking.

OPERATION: ANCHORAGE

THE PITT

BROKEN STEEL

Aiding and Abetting the Vault Dweller

CENSUS

The Wasteland is full of detritus, objects rusting in the irradiated winds, and odd little trinkets. The valuable ones are known as collectibles (and are listed later in this chapter). The rest of them vary in their usefulness. As there are hundreds of items to find, only the most impressive are listed at the end of this chapter. However, you’ll need to figure out where to look, and know which more common items are just as essential to your needs. Any item that appears visibly in the world stays there until you pick it up. Any Ammunition, Health, Chems, and rare items are flagged for collecting during the Tour of the Wasteland chapter. Any items that appears inside another storage device are almost always randomly generated. This means that if you open the same desk during two different scavenger hunts, you won’t find the same items.

However, the items you do find are likely to be what you need, such as Ammo, Health, or Custom Weapon parts. Always check the VAL (Value) of the item you’re grabbing, as well as its weight. A Carton of Cigarettes, for example, is worth 50 Caps, and well worth stuffing into your pockets. Check every desk, filing cabinet, footlocker, shelf, bookcase, safe (on desks, floors, in walls, or floors), dead body or corpse; peer into bathtubs and behind cabinets; and conduct a thorough sweep of your location. If you’re having a hard time finding Ammunition, take the Scrounger perk at Level 8, or Fortune Finder at Level 6. The main objects to locate are Ammo Boxes and First Aid Boxes. They always contain what they say on the tin! In fact, First Aid Boxes are likely to contain Chems and Bobby Pins too. Remember that some of these boxes are locked.

FACTIONS & BESTIARY

SCAVENGING

APPENDICES

AIDING AND ABETTING THE VAULT DWELLER

35

CONTENT

INDEX

Chapter 1: Training you an additional +10% XP for 12 hours. Finally, remember there are numerous types of beds: from a blood-soaked mattress to a naval cot.

Tip The best place to quickly heal up is Big Town. There is a bed about two steps from where you land when you Fast Travel there. You can Fast Travel in, rest for a hour, and Fast Travel back. Why wait? Well, if there are no enemies nearby, and you’re not being damaged by radiation (which is the same when sleeping), you can wait around in a location and choose how long (in hours). While you don’t gain the Health you would for a sleep, you can “skip time,” which is useful if you want to travel during daylight (or night) hours, or you want to enter a store or meet someone who keeps specific hours. Check your Instruction Manual for the key or button to press.

ARMOR AND CLOTHING In the same way that you created one or two “sets” of weapons for different combat occasions, make sets of armor. The chart at the end of this chapter lists all armor variants and their effects, so you can see whether what you’re wearing is the most helpful to your cause. Further augment your armor by Repairing it, adding a helmet, and placing any additional clothing to complete the look. Once you have your “combat” outfit complete, move on to a secondary one that helps you when speaking to individuals, Bartering, or some other social activity you often attempt. As you can tell, it is important to view the items you pick up on your Pip-Boy to work out their abilities.

STACKING Although addiction may put you off employing Chems, the “stacking” nature of Chems should let you see the benefits. If you take two Buffouts, for example, the effects last twice as long. Chems don’t “stack” with each other, but they do stack with other items. Here’s a particularly awesome example: Swallow a Psycho and some Yao Guai Meat. It increases your damage by +25 and +10 equaling a total of +35 damage. Because same-drug effects don’t stack (such as taking 2 doses of Psycho at once), the Psycho+Yao Guai Meat combination is as powerful as you can get for increasing overall damage percentage. If using Unarmed or Melee Weapons, add Buffout to the mix, and your Strength will temporarily increase, resulting in devastating attacks from the combination of drugs. With this in mind, cross-reference the chart, and you should begin to experiment with different concoctions of Chems, alcohol, and food.

AN ACQUIRED TASTE

Tip If you’re heading into combat, and you’re sure you won’t get shot, replace heavy armor with something lightweight that gives you bonuses to skills such as Small Guns. Carrying around some extra outfits can be an immense help, especially as many items weigh next to nothing but have excellent extra effects, such as the Vault 101 Utility Jumpsuit. It only weighs 1, but gives you Lockpick +5 and Repair +5. Many adventurers carry this around the entire time. Whenever combat is over, try switching outfits and Repairing all your items while wearing the jumpsuit at a decent bonus. Try to locate the fabled Button’s Wig, too.

HEALTH AND CHEMS By now, you’ve probably used a Stimpak once or twice, and are wondering what kind of other ingestible items can benefit you. The table out at the end of this chapter shows the statistics for Broaden your palate spectrum with this brave new choice, all food, liquor and a particularly gamey taste known as Strange Meat…. Chems available in the Wasteland. From here, you can see which of them are best-suited to your style of play, and which cause addiction.

ADDICTION You ingest a Chem by clicking on it in the inventory, and the effects are immediate. As soon as you become addicted, you must seek a doctor

36

to cure you of your dependency. If you don’t, you’ll suffer Attribute penalties from withdrawal unless you take more of that Chem. Each time you ingest a Chem, it builds up in your system, increasing the chance of addiction. You can get away with taking it twice before there is a chance for addiction. After that, you need to wait 30 hours for the Chem to be flushed from your system. Then you can take it again safely. This only becomes a problem if you don’t have a large supply of that particular Chem, so you might wish to figure out your closest doctor, and have enough Chems, using them only when the situation arises. Alcohol works differently. Each time you swig beer or wine, there is a 5% chance of addiction, regardless of how many times you drank or how long you waited between drinks. Scotch, whiskey and vodka have a 10% chance of addiction.

Ready for some more exotic food than the Fancy Lads Snack Cakes? Well, aside from stealing fresh fruit in Rivet City’s Science Lab, you may wish to head out with a Hunting Rifle and bring down a Mirelurk or two. Four different types of Mirelurk food replenish Health: Hatchling Mirelurk Meat and Mirelurk Cakes add +6 to Health. Mirelurk Meat adds +24, and Softshell Mirelurk Meat add 36. Softshell Mirelurk Meat is the best Health restoring food in the Wasteland. The second best? Human flesh….

A PLACE TO CALL “HOVEL” There are two places in the Wasteland where you can become a permanent resident: Megaton and Tenpenny Tower. Unfortunately, to get the Tenpenny Tower suite, you have to Some of the more unhinged Wasteland survivors blow up Megaton, decorate their rooms entirely in refuse, scavened parts, so you can only own and even gore and body parts. These people aren’t well. one of them at a time. However, once you acquire the deeds to your shack (or penthouse suite), you can purchase items and themes for your digs. Consult the Tour chapter for more information.

Top of the list of essential house items is a Nuka-Cola machine. This allows you to insert Nuka-Colas into it, and it then cools them to Ice Cold Nuka-Cola, which give you twice the Health restoration of regular Nuka-Colas.

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CONTENT

INDEX

Mechanoid Gutsy reporting for duty

FOLLOWER #3: FAWKES

FOLLOWERS

A hulking great guy to be around

• You can’t wear Power Armor yet, can you? But your Follower can, so equip it on them as soon as possible. Then, as soon as you acquire another piece, “trade” and take back the Power Armor, Repairing it with the newly acquired piece. Then “trade” it back in this new condition. Followers take amazing care of this armor. It always remains in the condition it was in when first given and never deteriorates, so it becomes more protective each time you Repair it using a newly looted piece.

Old man Raider, and combat veteran

FOLLOWER #6: CLOVER

FOLLOWER #1: BUTCH Complete Miscellaneous Quest: Trouble on the Homefront and be sure Butch is alive, and the Overseer has stepped down or died, or you’ve sabotaged the Vault. Journey to the Muddy Rudder bar in Rivet City, and easily convince your old “friend” to join your cause.

Jericho is moping around Megaton, whining about the good old days of killing, and only lightly threatening the patrons of Moriarty’s Saloon. If you’re evil, you can talk him into resuming his previous career as a “terror of the wastes.” He needs “supplies” though.

Lady of the night, putting up a fight

Gain entrance to Paradise Falls by nonviolent means, speak to Eulogy Jones, and he offers to sell his companion to you. Her near-brainwashed condition enables her to believe you’re Eulogy’s replacement, and her love is transferred to you.

FOLLOWER #7: CHARON This large Ghoul has nothing to say, until his contract with Ahzrukhal in Underworld is either sold or bought. This either costs you in Caps or Karma. Once the contract is in your possession, you might want to stand well back, because the two Ghouls don’t get along.

The Serpent King of the Tunnel Snakes

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OPERATION: ANCHORAGE TRAINING

Indentured killing machine

TOUR

FOLLOWER #5: JERICHO

MISC. QUESTS

• Use a Follower as a “pack-mule.” They can carry a large quantity of supplies, so gather as much as you can loot or kill, and load them up. For example, massacre a camp of Raiders, scavenge all their armor and weapons, Repair it all, then hand it over to your Follower. As Assault Rifles and Hunting Rifles are fairly common, have your Follower carry around four of each, before you sell them at a settlement or wandering vendor.

MAIN QUEST

An old family friend and combat queen

Tip

GEAR

Head into the Citadel for the first time and speak with her. If you’re suitably Karmic, she agrees to accompany you on a special detachment mission. If you become a little less honorable, and drop to neutral Karma or lower, she returns to base.

THE PITT

FOLLOWER #4: STAR PALADIN CROSS

CENSUS

There’s no point in becoming a Wasteland hero if no one is there to listen to your excitable ramblings. This is where Followers come in. There are eight individuals, located across the land, that you can hire as a bodyguard, mercenary, supporting fire expert, or scavenger (if they’re able to search for you). Remember you have to have a particular Karma level for certain Followers to join you. As soon as you have a Follower, you can tell them to stay where they are (if you need to explore by yourself), come with you, move closer or farther away during fights, scavenge for different items (if applicable), or leave your service. During their time with you, Followers can (and should) use your weapons, armor, Stimpaks, and anything else you would normally need. Treat them as a trusted companion. Or, try out one of these more esoteric uses for a Follower….

Although not able to join you immediately, once you’re back in the Wasteland after visiting Vault 87, Fawkes is waiting for you, assists in battling adversaries keen on your destruction, and then offers to swing his giant hammer as often as you’ll let him.

FACTIONS & BESTIARY

• Travel back to your house routinely to drop off loot and items you may wish to use or sell later. Use different containers in your house for weapons, apparel, and components (for Custom Weapons); this makes it easier to find what you need. If you purchase a Work Bench, having a cache of components readily available means you can make (and profit from) Custom Weapons quickly and easily.

MOTHERSHIP ZETA

• Also remember to sleep in your own bed; you receive a “wellrested” bonus to your XP every time!

POINT LOOKOUT

Purchase Sergeant RL-3 from a traveling robot salesman called Mister Tinker who randomly roams the Wasteland near the RobCo factory. But the robot follows you only if you’re neutral: a soldier can’t afford to be too clean or too dirty.

BROKEN STEEL

FOLLOWER #2: SERGEANT RL-3

Tip

APPENDICES

AIDING AND ABETTING THE VAULT DWELLER

37

CONTENT

INDEX

Chapter 1: Training FOLLOWER #8: DOGMEAT Barking is heard in the Scrapyard. Raiders are savaged by this hound, who mourns the passing of his previous master. Approach the canine, and Dogmeat follows. Who’s a good boy? You are! Who’s going to find me some Stimpaks? You are! Woof! The irradiated man’s best friend

Note

You can have Dogmeat plus one other Follower. You must dismiss your current follower, or the new follower will not agree to come with you.

SCHEMATICS: CREATING A CUSTOM WEAPON Your tinkering in the Wasteland shouldn’t be limited to fixing your weapon. There are seven truly spectacular (not to mention crazy) weapons available if you have the Toy Car necessary to create them. To do this, you require the Schematic, a Work Bench ingredients, and the proper components for that weapon. The components are listed below, allowing you to collect the part prior to finding the schematic if you wish. Anyone can create a Custom Weapon. However, you want one that doesn’t fall apart after an embarrassingly short amount of time. The weapon’s condition is based on your Repair skill, and how many copies of that weapon’s schematic you have acquired: » 1 Schematic: Condition is 75% of your Repair skill » 2 Schematics: Condition is equal to your Repair skill » 3 Schematics: Condition is 125% of your Repair skill (up to 100%) You create Bottlecap Mines and Nuka-Grenades in perfect condition. Two or more of these schematics mean you’ll create more of these items at a time. Custom Weapon Schematics are very rare. Only three of each schematic exist for most Custom Weapons (Bottlecap Mine and Rock-It Launcher have four). Generally, one can be bought from a merchant, one can be found in a Wasteland location, and one is given as a reward at the end of a quest. The exact locations are revealed in the Tour chapter.

Tip Remember to make additional weapons when your original begins to wear out.

BOTTLECAP MINE A mixture of Cap shrapnel and explosive power makes this deadly. Lay it in the path of an advancing foe for excellent results. • Lunch Box • Cherry Bomb • Sensor Module • 10 Bottle Caps

DART GUN Incredibly powerful and great when facing Deathclaws: As it cripples the legs, you can move faster, and attack without being mauled. • Paint Gun • Radscorpion Poison Gland • Toy Car • Surgical Tubing

DEATHCLAW GAUNTLET Punching straight through armor and inflicting nasty damage, this is a must for the Unarmed aficionado. • Wonderglue • Leather Belt • Medical Brace • Deathclaw Hand

38

NUKA-GRENADE Quantums aren’t just for sipping; fashion them into a Grenade with tremendous damage and area of effect. • Nuka-Cola Quantum (1) • Tin Can • Turpentine • Abraxo Cleaner

RAILWAY RIFLE Aside from impressive damage, this can pin a hapless foe (or a body part) to a nearby surface. Amusement is guaranteed! • Crutch • Steam Gauge Assembly • Fission Battery • Pressure Cooker

ROCK-IT LAUNCHER When you’ve run out of ammunition, use whatever is lying around as projectiles. Remember to pick them up and reuse them! • Vacuum Cleaner • Leaf Blower • Firehose Nozzle • Conductor

If you’re using the Rock-it Launcher, look in certain containers to find useful items. There’s nothing like firing a Toy Car or some Mutilated Skulls and Organs (found only in Gore Bags) into your enemy’s face in V.A.T.S. mode! And with the Bloody Mess perk, the entertainment value only increases…. Other entertaining Ammo includes Nuka-Cola Trucks, Garden Gnomes, Toilet Plungers, and of course, the Teddy Bear (especially the extra rare Giant kind).

SHISHKEBAB If slicing body parts off your foe isn’t enough, how about setting them on fire as you do it? The Shiskebab is another vicious closerange beast of a blade! • Motorcycle Gas Tank • Pilot Light • Lawnmower Blade • Motorcycle Handbrake

Have you thought about selling your creations for a large number of Caps?

COLLECTIBLES There are many “collectible” items scattered about. These give you an instant bonus to a statistic or skill, can be returned to a specific character in return for Caps, or provide an impressive combat potential. Other items (such as Cartons of Cigarettes or Cave Fungus) simply provide Caps, but these are more general, and aren’t related to a specific character.

Note You can also collect Chinese Assault Rifles to please Pronto, a Slaver merchant.

BLOOD PACKS Number Available: N/A Character: Vance, leader of The Family [Location 5.05] Not particularly useful unless you’ve taken the Hematophagy perk after completing Miscellaneous Quest: Blood Ties (which allows you to

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CONTENT

INDEX

FIRE ANT NECTAR Number Available: N/A Character: Doctor Lesko, Grayditch / Marigold Station [Location 9.10] The nectar from a particular strain of Giant Ant has some interesting properties, and the doctor who discovered and genetically engineered the species is hoping to further his research with it. The more he has, the larger the batches of tests he can attempt. He’ll pay you Caps for each nectar you bring him, once Miscellaneous Quest: Those! is complete.

HOLOTAGS: THE BROTHERHOOD OF STEEL Number Available: N/A Character: Scribe Jameson, the Citadel [Location 9.11] Each of the Brotherhood of Steel Paladins, Initiates, Knights, Captains, and Scribes has their own set of holotags, and Scribe Jameson is keeping track of those unfortunate enough to have died fighting for the cause. As the Wasteland (specifically the D.C. Metro Area) is expansive, you’re tasked with finding these holotags, and returning them for a Caps reward.

HOLOTAPES: THE REPLICATED MAN Number Available: 19 Character: Doctors, the technologically minded, sympathizers, and Slavers During your adventuring, you may run into a secret underground Holotape that’s been copied and is making the rounds, being passed around different notable inhabitants. It concerns a strange android and an operation to wipe his memory. A certain Doctor Zimmer in Rivet City needs this Replicated Man back for some reason.

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE

SKILL BOOKS Number Available: 324 Character: None Skill Books are by far the most plentiful of all the collectibles in the Wasteland. Scattered from one corner of this tundra-scape to the other are a total of 324 Skill Books, each granting you a +1 (or +2 with the Comprehension perk) to a chosen skill. As Skill Books provide essentially free augmentations to your character, you owe it to yourself to track down every last one.

SUGAR BOMBS Number Available: N/A Character: Murphy, Ghoul Scientist [Location 5.02] A lumpy-skin scientist holed up in the Northwest Seneca Station thinks he’s found a way to tweak Jet into an even more violently addictive concoction. The result is Ultrajet, and it’s as potent as the name suggests. Unfortunately, he needs Sugar Bombs to complete the experiment. If you find any, be sure to drop in on him. You can even use the proceeds to buy his Chem!

TOUR

Number Available: 92 Character: None As with the Fat Man itself, the Mini-Nukes that slot into the chute and are fired from the weapon are also in short supply. Fortunately, we’ve pinpointed where all 92 of them are, so you can locate them and keep your Fat Man handy for the more devastating combat situations, usually involving Behemoths.

Number Available: 103 Character: Scribe Yearling, Arlington Public Library [Location 9.18] Down at the Arlington Public Library, Brotherhood Scribe Yearling is desperately trying to save as much information as possible, and is seeking out any pre-war (undamaged) books you can find. Nothing scorched, burned, or otherwise tampered with will do. Skill Books are out of the question; just the clean, green pre-war tomes. There’s Caps in it for every one you return to her.

MISC. QUESTS

FAT MAN MINI-NUKES

SCRIBE PRE-WAR BOOKS

MAIN QUEST

Number Available: 9 Character: None Aside from the Unique “Experimental MIRV” Fat Man, there are 9 of these astonishingly devastating weapons to locate across the blasted countryside. You can occasionally buy one from Flak and Shrapnel’s in Rivet City. Naturally, you don’t need to find them all, but it helps to use the parts to Repair your main weapon, or you can sell these for around 1,000 Caps per weapon.

Number Available: 23 Character: None As previously detailed, there are seven different Custom Weapons you can construct on a Work Bench, and they provide countless hours of extreme delight and satisfaction when employed in the combat zone. More importantly, the quality of your Custom Weapon depends on whether you’re building it with all three of its Schematics, and your Repair skill.

GEAR

FAT MEN

SCHEMATICS: CUSTOM WEAPONS

CENSUS

Number Available: 20 Character: None Limited Edition Vault-Tec Bobbleheads have been secreted away in some interesting and out-of-the-way locations, and it’s up to you to find them. Seven of them add a point to each of your Primary Statistics. The other 13 add 10% to each of the Skills you can choose. If you own a dwelling, you can even display those you’ve collected in a rather impressive cabinet!

Number Available: 110 Character: Sierra Petrovita, Girdershade nutcase [Location 7.05] Not content with wowing (and irradiating) the populace with Nuka-Cola, the Nuka-Cola Company had just finished shipping its brand new, highly addictive beverage: Nuka-Cola Quantum! Only 110 of these bottles are known to exist. They are vital to the manufacture of Nuka-Grenades, and a madwoman in Girdershade goes giddy every time you bring one back to her.

SHEET MUSIC BOOKS Number Available: 5 Character: Agatha, sweet old-lady violinist [Location 5.06] An old widow wistfully remembers a time when she and her husband used to listen to the calming music wafting through the air from her violin. Now that she’s old and gray, she wants to write down the tunes she remembers playing on Sheet Music. That’s where you come in. There’s an impressively violent and Unique .44 Magnum if you’re keen enough.

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39

FACTIONS & BESTIARY

BOBBLEHEADS

NUKA-COLA QUANTUMS

TRAINING

receive +20 HP for each Blood Pack consumed instead of +1 HP), or you’re bringing them back for Vance, who pays you 15 Caps per Blood Pack. These are scattered about, and randomly placed.

APPENDICES

AIDING AND ABETTING THE VAULT DWELLER

CONTENT

INDEX

Chapter 1: Training UNIQUE WEAPONS AND ITEMS Number Available: 152 Character: None Perhaps the most important (and certainly the most impressive) collection to find, there are 152 Unique Weapons and Items to discover on your travels. These are enhanced versions of the “regular” item they are based on, and should be employed as the Primary version when found. Cannibalize all parts from the “common” version of this item to keep it functional.

COMESTIBLES AND CHEMS The following tables provide stats for all the food, alcohol, and chems found in the Wasteland.

FOOD NAME

WEIGHT

COST

QUEST

ADDICTION

EFFECT LIST

Mole Rat Wonder Meat

1

20

Yes



Health +20, Rads +3

Mutfruit

1

5





Health +5, Rads +3

Noodles

1

5





Health +5, Rads +3

Nuka-Cola

1

20





Health +10, Rads +3

Nuka-Cola Quantum 1

30

Yes

Yes

AP +20, Rads +10, 4 min.

NukaLurk Meat

1

7

Yes



Health +20, Rads +5, AP +10, 4 min.

Pork N’ Beans

1

5





Health +5, Rads +3

Potato Crisps

1

5





Health +5, Rads +3

Punga Fruit (Refined)

1

30

Yes (PL)



Health +15, Rads -15

Punga Fruit (Wild)

1

30

Yes (PL)



Health +10, Rads -5

Purified Water

1

20





Health +20

Radroach Meat

1

4





Health +5, Rads +3

Salisbury Steak

1

5





Health +5, Rads +3

Softshell Mirelurk Meat

1

30





Health +30, Rads +3

Squirrel on a Stick

1

5





Health +5, Rads +3

FOOD NAME

WEIGHT

COST

QUEST

ADDICTION

EFFECT LIST

Adapted Biogel

0

25

Yes (MZ)



Health +90–+150, 50% chance of random effect

Squirrel Stew

1

5





Health +5, Rads +3

Strange Meat

1

2

Yes



Health +5, Rads +3

Alien Biogel

0

25

Yes (MZ)



Health +18–+30, 50% chance of random effect

Alien Squid Food

0

1

Yes (MZ)



Health +5

Strange Meat Pie

1

2

Yes



Health +5, Rads +3

Alien Worm Food

0

1

Yes (MZ)



Health +5

Sugar Bombs

1

5





Health +5, Rads +3

Ant Meat

1

4





Health +5, Rads +3

Ant Nectar

0.25

20

Yes

IN -2, CH -2, ST +4, 4 min.

Yao Guai Meat

1

30





Health +10, Rads +10, Damage +10%, 2 min.

Aqua Cura

1

10

Yes (BS)



Health +10, Rads +6

5





Health +5, Rads +3

1

0

Yes (BS)



Health +20

YumYum Deviled Eggs

1

Aqua Pura Aqua Pura (F.E.V. Tainted)

0

1

Yes (BS)



ST -2, IN -1

Blamco Mac and Cheese

1

5





Health +5, Rads +3

Bloatfly Meat

1

4





Health +5, Rads +3

Blood Pack

1

5

Yes



Health +1

Brahmin Steak

1

5





Health +5, Rads +3

Bubblegum

1

1





Heath +1, Rads +1

Cave Fungus

1

50





Health +5, Rads -10

Cram

1

5





Health +5, Rads +3

Crispy Squirrel Bits

1

5





Health +5, Rads +3

Crunchy Mutfruit

1

5





Dandy Boy Apples

1

5





Dirty Water

1

10





Dog Meat

1

4



Fancy Lads Snack Cakes

1

5



ALCOHOL NAME

WEIGHT

COST

QUEST

ADDICTION

EFFECT LIST

Beer

1

2



Yes

IN -1, ST +1, CH +1, 4 min.

Moonshine

2

50

Yes (PL)

Yes

IN -2, ST +2, CH +2, 4 min.

Scotch

1

10



Yes

IN -1, ST +1, CH +1, 4 min.

Vodka

1

20



Yes

IN -1, ST +1, CH +1, 4 min.

Whiskey

1

10



Yes

IN -1, ST +1, CH +1, 4 min.

Wine

1

10



Yes

IN -1, ST +1, CH +1, 4 min.

Health +5, Rads +3

CHEM NAME

WEIGHT

COST

QUEST

ADDICTION

EFFECT LIST

Health +5, Rads +3 Health +10, Rads +6

Ant Queen Pheromones

1

75

Yes



CH +3, IN -3, PE -3, 4 min.



Health +5, Rads +3

Buffout

0

20



Yes

ST +2, EN +3, Health +60, 4 min.



Health +5, Rads +3

Jet

0

20



Yes

AP +30, 4 min.

Mentats

0

20



Yes

IN +5, PE +5, 4 min.

Mentats, Berry

0

20

Yes

Yes

IN +5, 4 min.

Mentats, Grape

0

20

Yes

Yes

CH +5, 4 min.

Mentats, Orange

0

20

Yes

Yes

PE +5, 4 min.

Med-X

0

20



Yes

DR +25, 4 minutes

Psycho

0

20



Yes

Damage +25%, 4 min.

RadAway

0

20





Rads -50

Rad-X

0

20





Rad Resist +25%

Stealth Boy

1

100





Stealth Field, Sneak +100, 2 min.

Fire Ant Nectar

1

20

Yes



AG +4, IN -3, Fire Resist +25%, 2 min.

Fresh Apple

1

5





Health +10

Fresh Carrot

1

5





Health +10

Fresh Pear

1

5





Health +10

Fresh Potato

1

5





Health +10

Gum Drops

1

2





Health +1, Rads +1

Hatchling Mirelurk Meat

1

4





Health +5, Rads +3

Holy Water

1

0

Yes (BS)



Health +20, Rads +15

Holy Water (F.E.V. Tainted)

1

0

Yes (BS)



ST -2, IN -1, Rads +15

Stimpak

0

25





Health or Limb Condition +30

Human Flesh

1

0

Yes



Health +25, Rads +10

Ultrajet

0

50

Yes

Yes

AP +40, 4 min.

Ice Cold Nuka-Cola

1

20

Yes



Health +20, Rads +3

Iguana Bits

1

5





Health +5, Rads +3

Iguana on a Stick

1

5





Health +5, Rads +3

InstaMash

1

5





Health +5, Rads +3

Junk Food

1

5





Health +5, Rads +3

Mirelurk Cakes

1

5





Health +5, Rads +3

Mirelurk Meat

1

20





Health +20, Rads +3

Miss. Quantum Pie

1

20

Yes



ST +1, IN -1, AP +20, Rads +5, 4 min.

Mole Rat Meat

1

4





Health +5, Rads +3

40

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CONTENT

INDEX

In the recent past, the Enclave—the remains of the United States government—were evacuated to an oil rig off the coast of California. Little is known about what happened to these forces, although the country has new commander-in-chief: President John Henry Eden. However, recent reports and chatter have pinpointed the resurgence of the Enclave, with their base centered on a secure underground facility known as Raven Rock. Initial contact was made there 35 years ago. During this time, the new President Eden has been slowly rebuilding his resources, thanks in part to the technology already available at the Raven Rock military base. Vertibirds, weapons, and robots were easy to construct, but human followers were more difficult to find. The answer was to rely on Colonel Autumn, who controls the Enclave soldier forces, as well as creating a propaganda-spewing series of Eyebots sent to roam the Wasteland, spreading hope. Eden could spout his progovernment rhetoric, and promise a return of the pre-war America of legend: a land of white picket fences, baseball, apple pie, and good, old-fashioned American global supremacy. President Eden’s secretive plan all along has been to rule over an America of the “pure,” free from any mutation. He has learned of a ridiculously ambitious experiment known as Project Purity, and knew the time to strike had come: His Enclave forces would “reclaim” the Jefferson Memorial. By controlling the purified water, Eden would control the Capital Wasteland, and the rest of the country eventually. What better way to administer modified F.E.V.— which kills anyone infected with any form of mutation—than through the water supply?

THE BROTHERHOOD OF STEEL The Brotherhood of Steel is a neo-knightly order that rose from the ashes of the American military of the West Coast in the years following the devastation of 2077. The organization’s tenets include the eradication of mutants and worship of technology, and the Brotherhood has never been very keen on sharing their resources with their fellow Wastelanders (who they generally consider too ignorant and irresponsible to deserve such advanced technology). The Brotherhood is generally beneficial to humanity, but they have their faults: They don’t care for mutants; they worship technology (and in many cases put it above human life); and they don’t like to share their choicest technological discoveries, despite the obvious benefits their

TALON COMPANY MERCENARIES The Talon Company is the largest of the mercenary groups in the Wasteland. They can be found almost anywhere. They put cash and loot ahead of almost anything, and will attack most groups on sight in the hopes of taking their stuff. Currently an unknown benefactor has hired the Talon Company to hunt down do-gooders. The reasons for this are unknown, but the effect is to keep the Wasteland a lawless place where the guys with the biggest guns make the rules. The Talon Company frequently has the biggest guns.

BROTHERHOOD OUTCASTS The Brotherhood Outcasts are a contingent of Brotherhood of Steel soldiers who split from Elder Lyons’ group at the Citadel (stealing technology and weapons in the process). The reason for the split? They felt like Elder Lyons had “gone native,” and concerned himself too much with the needs of the locals. Yes, he was supposed to discover the breeding ground of the Super Mutants, but not to the exclusion of the original, “greater” mission—the acquisition of technology. In their eyes, Lyons is a joke, possibly even a traitor. He hasn’t even bothered to get his giant robot working, let alone continue the search for technology. In their eyes, they are the true Brotherhood of Steel, carrying on the mission of the main West Coast contingent. They proudly wear the name “Outcast”; anything to further disassociate them from Lyons. It’s also important to note that the Brotherhood’s concentration on acquiring

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41

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE

THE ENCLAVE

TOUR

Wasteland Factions

technology could bring to the Wasteland. It’s commonly accepted within the Brotherhood that the people of the Wasteland are not responsible enough to use (and maintain) all of the technology the B.O.S. has at their disposal. They are known for trading some of their technologies with frontier communities and N.C.R. states, but they keep the more sensitive technologies to themselves. Unlike the chivalrous knights of old, members of the Brotherhood are not interested in justice for the obviously weaker and less fortunate around them, but instead in keeping their secrecy and preserving and developing technology. Their motives are often unclear, and Brotherhood members are not people to be trifled with. The east coast contingent of the Brotherhood has “gone native” under the leadership of Elder Owyn Lyons. Lyons believes he has a responsibility to protect the people of the Capital Wasteland from the Super Mutant threat. His knights have forgone the mission to recover new technology, and instead acts as a kind of security force. Lyons runs operations from a stronghold christened the Citadel, a heavily defended structure built from the ruins of an ancient building known as “the Pentagon.”

MISC. QUESTS

Part 1: Factions

MAIN QUEST

Genus Note: Throughout this guide, whenever a type of entity is encountered, the suffix “Genus” may be employed. This means you should expect enemies from that entire species to be at a location, and the exact type changes depending on your character’s level. For example, early on in your adventure, you might stumble into a Super Mutant camp with two Super Mutant Brutes. Later on, stumble into that same camp, and they might now be Super Mutant Masters.

GEAR

Note

CENSUS

This chapter reveals the major factions across the violent and warring Wasteland, and then reveals all of the adversaries lurking behind well-defended encampments, charging out of caves, or swooping down from the skies.

FACTIONS & BESTIARY

FACTIONS AND BESTIARY

TRAINING

Chapter 2

APPENDICES

WASTELAND FACTIONS

CONTENT

INDEX

Chapter 2: Factions and Bestiary advanced technology means they have their obsessions—including the procurement of alien weapons from anywhere in the Capital Wasteland, including possible crashed U.F.O. and pre-war government installations.

VAULT DWELLERS Vault 101 was actually part of an unscrupulous social experiment. All of the other Vaults were intended to be opened at one point or another when the “all clear” signal was sent from Vault-Tec or the appropriate regulatory agency, and this indeed, did transpire, with almost universally horrific results. But Vault 101’s secret plans were different: The doors were never scheduled to open. Ever. In fact, the Vault was supplied with just the type of equipment it would need to keep functioning indefinitely—like spare parts for the water processor. But this was just the beginning: The true experiment was even more devious and cunning. Although Vault 101 was about testing the human condition when a Vault never opened, this was only the first part of the plan. The “actual” experiment went far beyond that, and a select few knew the true nature; that this was to test the role of the Overseer. While the Overseer was able to interact (and even visit) the outside world via radio transmissions, and a secret tunnel from his sealed office, the rest of the inhabitants faced a much more dismal future: As far as they knew, Vault 101 was never sent an “all clear” signal, and faked radio transmissions described a nuclear-ravaged world gone mad, with absolutely no hope of existence outside of a Vault. The radio transmissions were actually recorded before the bombs even fell, and in many cases described a world even more horrible than the reality of the nuclear wasteland. The Vault 101 Overseer, like his counterparts in the other Vaults, was actually a planted Vault-Tec operative whose job it was to control the experiment from the inside. Aside from keeping up this ruse, the Overseer’s other important role was to reinforce to the dwellers of Vault 101 that the outside world would never be habitable again, and that their only salvation was in the Vault. The Overseer prevented anyone from leaving the Vault, and made sure the Vault dwellers received their regular “transmission” from the outside world. People entered Vault 101 in 2077, just before the bombs fell. The Overseer died of natural causes 50 years later (in 2127), at the age of 84, after grooming a subordinate to continue the clandestine plan. The new Overseer led his people according to the same isolationist doctrine preached by his predecessor, but also attempted to garner as many senior Vault Dwellers to become complicit in this plan as possible. By 2277, the descendants of the Overseer had an entire generation of Vault Dwellers who were playing along with this plan, keeping the secrets from their children. The Overseer and his cronies continued to receive periodic information from the outside world, while those not in the know were told that things had gotten so bad that whoever was sending transmissions was no longer able to do so; reinforcing the thought that leaving the Vault was sheer suicide. The final piece of this grand experiment only truly began when the Vault Dwellers living in blissful ignorance finally realized the world outside could be accessed, and there was a possibility of life above ground. The experiment only really commenced when the Vault 101 door first opened, and a young dweller fled into the light.

RAIDERS Chaos and anarchy. Or if you prefer, anarchy and chaos. Raiders revel in both. Numerous Raider groups dot the wasteland. Most are no more than a handful of people scraping out a living by preying on anything weaker than them. They have no driving purpose or goal, other than to live to see tomorrow and raise as much hell as possible today. The largest known band of Raiders has set up a crude city in Evergreen Mills. This well-defended canyon gives them a base of operations. Rumor has it that they trade with Slavers, selling their captives for cash.

42

SUPER MUTANTS The Super Mutants that infest the urban ruin of Washington D.C. originated in Vault 87. Those unlucky enough to have reserved space in Vault 87 soon found themselves forcefully taken to a secure part of the vault, where they were locked in airtight chambers and exposed to a concentrated form of the F.E.V. The Overseer and his security force had no real idea what to expect; they were simply following the “plan.” When the exposed vault dwellers started transforming into Super Mutants, nearly the entire vault population had been exposed. Those who hadn’t yet metamorphosed knew what was coming, and, well…it didn’t end well for humanity. The dwellers of Vault 87 were turned into Super Mutants in 2078, and have been a presence in the Capital Wasteland ever since. Most of those original Super Mutants have long since been killed. But whether it’s because of the nature of the F.E.V. they were exposed to, or a simple underlying human instinct, the Super Mutants of the Capital Wasteland are obsessed with the preservation of their own species. Super Mutants are asexual and incapable of procreation, so their only way of reproducing is to kidnap other humans, drag them back to the Vault 87 chambers, and infect them with F.E.V. And so they have done, for nearly 200 years. Super Mutant society is loosely hierarchical, with the weaker (most recently transformed) Super Mutants generally giving way to the stronger. The Super Mutant hierarchy, as defined by the Capital Wasteland contingent of the Brotherhood of Steel, is as follows: Grunt, Brute, Master, and Behemoth. Generally speaking, the Super Mutants of the Capital Wasteland get bigger, stronger, and dumber as they age. The Behemoths are so strong and savage that they’re the only thing feared by the other Super Mutants.

REILLY’S RANGERS Reilly grew up in the ruins of Washington D.C. not even knowing what happened to her parents. When she was only 10, she encountered a man who had formal military training and took her in. Throughout the years, as she grew from a girl to a woman, this man taught her everything there was to know about combat, tactics, and survival. Finally, when she was 22, he died of natural causes. To honor him, Reilly bravely carried his body all the way to Arlington Cemetery, where she interred his body and gave him the best military burial she could provide. After that, she wandered the Wasteland, doing odd mercenaryrelated jobs, and building up a reputation as a tried and true soldier who gets the job done. When she was 26, she founded Reilly’s Rangers and undertook the biggest mission of her career: mapping all of the ruins of Washington D.C. It’s unknown if Reilly undertook this mission of her own accord or was hired to do so, but she attacked this task with everything in her arsenal. Taking several other mercenaries with her, she formed “Reilly’s Rangers” and set out to accomplish this dangerous feat.

WASTELANDERS Wastelander is a catch-all term for anyone living in the Wasteland who is not affiliated with some other group. Most are not aggressive but will defend themselves if attacked. When that happens, they usually die. Quickly.

SLAVERS The Slavers of the Capital Wasteland are headquartered at the compound of Paradise Falls and led by the charismatic and ruthless Eulogy Jones. Slavery has nothing to do with race, and everything to do with the subjugation of the weak for profit. The Slavers have a pretty limited

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CONTENT

INDEX

THE FAMILY The Family is a group of cannibals who have banded together thanks to the efforts of Vance, their leader. Living under the ruins of Meresti Trainyard, the group keeps out of public view, staying away from larger towns and settlements and only surfacing to feed. Realizing that the cannibal is both feared and hated even in the lawless Wasteland, Vance has decided to teach his people the way of the vampire as he interprets it from classic literature. He’s convinced most of the Family that they are indeed true vampires, teaching them to drink the blood of their prey and not to feed upon their flesh. Vance believes this gives them a sense of belonging and purpose in a world that doesn’t understand their unusual trait. Although the Family may truly believe they are like the vampires in traditional works of fiction, they retain no abilities or “powers” that distinguish them from any other cannibal in the Capital Wasteland.

THE REGULATORS The Regulators are a relatively new group in the Capitol Wasteland, having appeared only in the last 10 years or so. They take it upon themselves to punish troublemakers and do their best to keep a semblance of peace wherever they are.

LITTLEHORN AND ASSOCIATES Almost nothing is known about the mysterious Littlehorn and Associates. They occasionally employ individuals who they feel suit their ends,

The Pitt Factions PITT RAIDERS PITT SLAVES TROGS WILDMEN Following the Great War, survivors established a settlement on the remains of a city at the confluence of rivers. The rivers seem to provide a clear resource, and enough of the city was cleared by the bombs that a new settlement could be established. However, radioactive material and unidentified mutagens mixed into the groundwater, causing it to become slightly mutagenic and highly carcinogenic. As a result, the people in the new settlement began to change ever so slightly.

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE TOUR

The Chinese Remnant faction is just that: the last, scattered remnants of Chinese military operations in the United States. These spies, intelligence agents, and special-ops soldiers were abandoned on foreign soil and have been kept alive these long years as irradiated Ghouls. There numbers are extremely few, and you are unlikely to encounter them in any numbers unless you should stumble across their cover operation from years ago, somewhere in the bowels of D.C....

MISC. QUESTS

CHINESE REMNANT ARMY

With conditions deteriorating between the United States and China, a military presence in Alaska was established to prevent a possible invasion across the Bering Strait. With increasingly scarce oil reserves, a last deep-sea deposit below the Pacific Ocean was claimed by China before allegedly being sabotaged by American special operatives. Strained relationships spiraled downward into conflict as China marched on Alaska, and the Sino-American War of 2066–2077 erupted. Under the command of General Jingwei, the Chinese Army usurped control of Alaska’s oil pipeline and reserves. In response, the Americans began what came to be called “The Anchorage Reclamation Operation” (2067–2077). Under the leadership of General Constantine Chase, the U.S. Army battled fiercely to the front lines of the conflict before Chase began deploying specialized Power Armor units that began pushing the Chinese back. Future Power Armor suits were further refined as the conflict dragged on, and the Trans-Alaska Pipeline was reclaimed. With resources flowing through Canada, strained diplomatic tensions between Canada and the United States becoming problematic, and Canadian forces attacking the pipeline, the country was annexed. A combination of inclement weather, constant American bombardment and trench warfare, and U.S. Powered Armor unit attacks sweeping through mainline China, the Chinese supply lines weakened and finally broke down completely. By the beginning of 2077, the city of Anchorage was finally liberated, the Chinese eradicated, and the operation deemed a success. A commemorative memorial was erected in Washington, D.C., in honor of the soldiers who fought and perished for the greater American good. Violence between America and pockets of Canadian freedom fighters continued throughout 2077, until the Great War obliterated almost all infrastructure, commerce, and human life.

MAIN QUEST

The Underworld Ghouls are a group of refugees who have taken up residence in the remains of the Museum of American History. They mostly keep to themselves, doing their best not to draw attention from the outside world and its prejudices. They are known to welcome visitors, so long as those visitors behave themselves. But even as they welcome newcomers, the Ghouls of Underworld are cautious and wary of strangers. Each was subject to abuses by humans in the past, and as a result, their trust is easily revoked.

U.S. ARMY (SIMULATED)

GEAR

UNDERWORLD GHOULS (NON FERAL)

CHINESE ARMY (SIMULATED)

CENSUS

Slaves are not so much a faction as a collection of victims. No one is safe from slavery in the Wasteland. If you are weak or vulnerable, you may be taken as a slave. There is a band of abolitionist slaves deep in the Wasteland. They are all escaped slaves, seeking to end slavery for all time. You can learn more about them in Miscellaneous Quest: Head of State.

Operation: Anchorage Factions

43

FACTIONS & BESTIARY

SLAVES (ABOLITIONISTS)

although neither Daniel Littlehorn nor his glass-eyed associates will divulge anything about what those ends actually are.

TRAINING

clientele, and sell mostly to their return customers, the Raiders. Other customers are residents of the Wasteland, including Allistair Tenpenny, creator of Tenpenny Tower.

APPENDICES

WASTELAND FACTIONS

CONTENT

INDEX

Chapter 2: Factions and Bestiary The changes were subtle, not nearly to the degree of the Super Mutants or the various Wasteland creatures, but over the next 140 years, it became undeniable that something was affecting the people of The Pitt. Starting from the first few years, children were often born with strange growths or extra vestigial limbs. The mutations never went far beyond the occasional hunchback or cleft palate, but it wasn’t long before the vast majority of the residents of The Pitt developed some sort of physical deformity in their lifetimes. Although many children were born “clean,” the older they got, the more likely that a problem would develop. The most disturbing change that the environment caused was not nearly as noticeable as the physical deformities. The infected water and poisoned sky began to cause neurological damage to those exposed to it. People became more hostile, violent, and short-tempered; they became known as “Wildmen.” Their emotions became out of control, and their actions often teetered on primal. In severe cases, mutated humans devolved into hunched, savage beasts nicknamed “Trogs.” Over the first 50 years, The Pitt quickly degenerated into a dangerous den of murderers and rapists; even cannibalism was not uncommon. The only loyalty was in strength, and the only organization was between those who were strong enough to control others and those who were controlled. Rumors of the horrors of The Pitt spread throughout the Wasteland, and all travelers knew to avoid it at all costs. However, The Pitt became one of the most self-sufficient communities in the Wastes. Granted, their self-sufficiency relied on the citizens occasionally eating one another, but they functioned without trade or export. In 2042, Star Paladin Lyons of the Brotherhood of Steel led the Scourge, a large-scale military action that wiped out nearly the entire population of The Pitt. In a single night, the Brotherhood swept through the city, eliminating any resident who put up a fight. Although the intent of the Scourge remains unclear, several unmutated children were taken from The Pitt by the Brotherhood and placed into initiate training. The motivations for the Scourge are unclear to this day, but many in the Brotherhood note that it was a marked change in the way the Brotherhood operates. Additionally, it is known that something was recovered from The Pitt during the Scourge, although to date it would seem that only Elder Lyons knows what it was. It is said that a Brotherhood of Steel Paladin from the Scourge stayed on in The Pitt, seeking to bring law and order to the unwashed masses and creating an underclass of Pitt Slaves in the process, guarded by Pitt Raiders under his personal command. However, in the decades following the events of the Scourge, nobody has heard anything from The Pitt. Travelers who have gone to investigate have not returned, and no survivors have emerged.

Broken Steel Factions BANDITS Lead by an informally chosen leader named Split Jack, Bandits are roving bands of mercenaries that prey on Water Caravans for sustenance and profit. Wastelanders, Talon Company Mercenaries, and even Raiders and Ghouls are welcome to join the group, as long as a few ground rules are adhered to. To separate themselves from the other scum prowling the Wasteland, Split Jack has instilled a policy of “metal,” by which every Bandit must wear distinctive Metal Armor and appropriate Metal Helmet headgear. This allows other Bandits to recognize each other in the heat of battle, and victims know who to fear. This sense of foresight also extends to Split Jack’s Cap-collecting schemes. He’s brought in a new era of fiscal responsibility, with Bandits realizing they can make more money with the threat of continuous violence than by killing alone. This simple extortion is a relatively new idea in the Wasteland, as survivors previously tended to gather what they could, as quickly as possible. Split Jack is also running what President Eden might

44

call a “Dueling Democracy,” with the power able to leave his hands at any moment if a challenger has the mettle (and Metal) to face him in one-on-one combat.

ENCLAVE SIGMA After the destruction of Raven Rock, the Enclave performed a mixture of tactical retreat and all-out flight, and their grip on the Capital Wasteland loosened severely. Now contending with malcontented soldiers, the remains of Enclave Camps dotted throughout the Wasteland with little or no contact or on-going tactical orders, and a lack of new recruits, the Enclave may be a doomed force. However, a small influx of specially trained fighters is seeking to fill the gap left by the Brotherhood of Steel’s advances. Posted to previously unknown and highly secretive locations outside of the Capital Wasteland, only the most veteran of Enclave forces trained in multiple forms of combat earn the right to call themselves Sigma. These six-person squads feature a leader clad in Hellfire Armor and carrying an Incinerator, and each man in has seen numerous combat sorties and lived to tell about them. Sigma Squads are posted around locations deemed by Enclave high command as “imperative” to the salvation of the cause, so whenever you encounter Sigma Squads, you know something vital to the Enclave is close by.

GHOUL GUARD Ghoul Guards are non-feral, Underworld inhabitants pressed into service by Griffon, an entrepreneur working from the rotunda inside the Museum of History. They were lured with the promise of ailment cures thanks to Griffon’s fabled “Aqua Cura.” Griffon then sets about weeding the Punga from the plant, and reveals the true “essence” of Aqua Cura itself: that the liquid is nothing more than Dirty Water, rebottled in Aqua Pura containers. Not only are the Guards sworn to secrecy, but they are paid for their services and shut mouths. Guard responsibilities include off-loading shipments of Aqua Pura that Griffon has “obtained,” siphoning the pure water into bathtubs so it can be sold to Raiders, Mercenaries, Outcasts, and other Factions not part of the Brotherhood’s survival plan, and rebottling Aqua Cura to keep Griffon in supplies. Griffon is even flexible enough to allow his Guards to take as many Aqua Cura as they need, knowing full well that a sales patter is important to shift this dubious commodity.

Point Lookout Factions SMUGGLERS Riddling the southwest coast, boardwalk of Point Lookout, and the main road out of town toward the Cathedral, as well as the cliffs to the east, roving bands of Smugglers occupy much of the area, moving in to plunder the area of its natural resources, or slaying those who venture into their camps. They carry a wide variety of equipment, and seem to have a reasonably stable social order, although they have been known to execute their own from a plank high above the cliffs overlooking the Herzog Mine. Ruthless, unrepentant, and well-armed, they cannot be reasoned with, and must be fought.

SWAMPFOLK Although Point Lookout did not suffer a direct hit during the Great War, the radioactive fallout can be seen in the indigenous population that have slowly devolved over the decades, and now sport the “Point Lookout look.” Sporting sinewy, pockmarked bodies oozing with strength and pus, the Swampfolk are a violent and stupid bunch, and

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

This Bestiary is segmented into two separate sections; adversaries that are human in form, and enemies that are more creature-like.

Human Foes with Higher Functions Humans have a different set of statistics than creatures, and it is important to note what each entails. NAME: The name your Pip-Boy gives to the humanoid in question.

MELEE WEAPONS: The enemy’s Melee Weapons Skill (0–100), measured in the same way as yours.

LEVEL: Although they can appear at any time, this foe is commonly encountered when you reach this level.

SMALL GUNS: The enemy’s Small Guns Skill (0–100), measured in the same way as yours.

PERCEPTION: What Perception statistic rating the human has (1–10), measured the same way as your Perception. The higher the Perception, the quicker you’re spotted.

MOTHERSHIP ZETA OPERATION: ANCHORAGE

THE PITT

Part 2: The Bestiary

BIG GUNS: The enemy’s Big Guns Skill (0–100), measured in the same way as yours.

PRIMARY WEAPON(S): The preferred weapon the adversary first attacks with. There may be back-up weapons to worry about, too.

ENERGY WEAPONS: The enemy’s Energy Weapons Skill (0–100), measured in the same way as yours.

XP: XP gained from defeating the human.

GEAR

HEALTH: The full Health of the human, prior to combat.

ARMOR: The type of armor the foe wears, and what to expect to find when looting the corpse. There may be other (random) items, but the noted item is always present.

TOUR

These cultists firmly believe in the power of the Punga plant, and worship it when not trading it with outside forces such as Tobar the Ferryman. Tribals wish to concentrate on leaving their mortal bodies to travel into the astral plane, and Jackson, the leader of the Tribals, has traveled farther than most. Normally peace-loving, the Tribals have recently begun to assault the old Calvert Mansion, apparently under orders from Jackson himself. However, he’s not the one pulling the strings. Aside from attacks on the Mansion, Tribals are mainly confined to the Ark & Dove Cathedral, where they grow Refined Punga Plants and seek enlightenment through the power of the Punga.

POINT LOOKOUT

Once thought to be covered up by a government conspiracy and believed only by “crackpot” groups such as the Quaere Verum, evidence of extraterrestrial life can be traced back throughout human history, but became nationally recognized after the mysterious disappearance of the Clarabella 7 space pod during the 1960s Space Race. It is said that Alien technology was the basis of many of the Enclave’s more exotic and impressive weaponry and robotics, and even toy manufacturers such as Wilson Automatoys weren’t immune to these accusations. Recently, after the discovery of an Alien body in Fort Bannister, the shocking truth was revealed. The Aliens are not only real and alive, but they’re back. And they’re pissed.

BROKEN STEEL

ALIENS

MISC. QUESTS

TRIBALS

Mothership Zeta Factions

MAIN QUEST

they don’t take well to strangers. They have a rudimentary belief system, and mark their territory (which is everywhere north and west of Point Lookout Township) with fetishes: straw dolls hanging from trees and bone totems. Anthropologists have speculated the Swampfolk have a belief in the occult, and some postulate they pray to a hitherto unknown entity named Ug-Qualtoth. Frighteningly strong, and ferociously territorial, they are among the most dangerous adversaries you may face.

APPENDICES

WASTELAND BESTIARY

CENSUS

AMERICAN STRIKE TEAM (SIMULATED)

FACTIONS & BESTIARY

XP

PR IM W AR EA Y PO N( S)

GU NS EN ER W GY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

BIG

AL TH

RC EP

HE

PE

EL LEV

NA

ME

TIO N

STRIKE TEAM INFANTRYMEN

1

19

17

Winterized Combat Armor

Assault Rifle

10

Strike Team Infantryman

3

19

17

Winterized Combat Armor

Assault Rifle

10

Strike Team Infantryman

6

19

17

Winterized Combat Armor

Assault Rifle

20

Strike Team Infantryman

12

19

17

Winterized Combat Armor

Assault Rifle

30

Strike Team Infantryman

19

19

17

Winterized Combat Armor

Assault Rifle

50

TRAINING

Strike Team Infantryman

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

45

CONTENT

INDEX

Chapter 2: Factions and Bestiary

7

130

15

19

17

40

Winterized Combat Armor

10mm Submachine Gun, Frag Grenades

10

Strike Team Grenadier

3

7

140

15

19

17

49

Winterized Combat Armor

10mm Submachine Gun, Frag Grenades

10

Strike Team Grenadier

6

7

150

15

19

17

58

Winterized Combat Armor

10mm Submachine Gun, Frag Grenades

20

Strike Team Grenadier

12

7

165

15

19

17

71

Winterized Combat Armor

10mm Submachine Gun, Frag Grenades

30

Strike Team Grenadier

19

7

180

15

19

17

84

Winterized Combat Armor

10mm Submachine Gun, Frag Grenades

50

EL

NA

XP

BI G

1

PR IM W AR EA Y PO N( S)

PE RC EP TIO N HE AL TH

Strike Team Grenadier

ME

LEV

GU NS EN ER W GY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

STRIKE TEAM GRENADIER

14

39

XP

37

130

PR IM W AR EA Y PO N( S)

5

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

B IG

NA

Strike Team Missile Unit

GU NS

PE RC EP TIO N HE AL TH

1

EL LEV

ME

STRIKE TEAM MISSILE UNIT

39

Winterized Combat Armor

Missile Launcher, 10mm Pistol

10

Strike Team Missile Unit

48

Winterized Combat Armor

Missile Launcher, 10mm Pistol

10

Strike Team Missile Unit

57

Winterized Combat Armor

Missile Launcher, 10mm Pistol

20

Strike Team Missile Unit

12

5

165

68

14

70

70

Winterized Combat Armor

Missile Launcher, 10mm Pistol

30

Strike Team Missile Unit

19

5

180

81

14

83

83

Winterized Combat Armor

Missile Launcher, 10mm Pistol

50

XP

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

NS GU BIG

AL TH

EP

HE

RC PE

NA

LEV

EL

ME

TIO

N

STRIKE TEAM SNIPER UNIT

Strike Team Sniper

40

Winterized Combat Armor

Sniper Rifle, Combat Knife

10

Strike Team Sniper

49

Winterized Combat Armor

Sniper Rifle, Combat Knife

10

Strike Team Sniper

58

Winterized Combat Armor

Sniper Rifle, Combat Knife

20

Strike Team Sniper

71

Winterized Combat Armor

Sniper Rifle, Combat Knife

30

Strike Team Sniper

84

Winterized Combat Armor

Sniper Rifle, Combat Knife

50

These units are requested and act as part of your own team during the final stages of Operation: Anchorage. It is most unwise to challenge even a lone U.S. Infantryman—simulated or otherwise—as the entire army then turns hostile, preventing you from completing any objectives and possibly making you fail your mission. Know who your allies are, you traitorous cur!

XP

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R



S GU N BIG

RC EP PE

NA

LEV EL

ME

TIO

N HE AL TH

BROTHERHOOD OF STEEL

Brotherhood of Steel Initiate

14

44

Brotherhood Power Armor

Flamer

10

Brotherhood of Steel Initiate

44

44

Brotherhood Power Armor

Laser Pistol / Laser Rifle

10

Brotherhood of Steel Initiate

43

47

Brotherhood Power Armor

Power Fist, Frag Grenades

10

Brotherhood of Steel Knight

14

57

Brotherhood Power Armor

Laser Pistol / Laser Rifle

20

Brotherhood of Steel Knight

57

61

Brotherhood Power Armor

Ripper, Frag Grenades

20

Brotherhood of Steel Paladin

11

7

125

74

76

14

74

Brotherhood Power Armor

Minigun / Gatling Laser

30

Brotherhood of Steel Paladin

11

7

125

74

76

14

74

Brotherhood Power Armor

Laser Pistol / Laser Rifle

30

Brotherhood of Steel Paladin

11

6

120

14

16

30

75

79

Brotherhood Power Armor

Super Sledge, Frag Grenades

Brotherhood of Steel Paladin

14

74

Brotherhood Power Armor

Missile Launcher

30

Brotherhood of Steel Scribe

11

13

Brotherhood Scribe Robe

10mm Submachine Gun

varies

Brotherhood forces are tough to take down (especially because your father has sided with them!), and you might wish to wait to battle them until they train you to wear Power Armor. Each fallen soldier (whether killed by you or not) holds a holotag, which can be traded for Caps if you find Scribe Jameson in the Citadel. If you’re interested in Energy Weapons, fire away!

46

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

† Brotherhood members are usually neutral or friendly toward you, unless you provoke them.

CONTENT

INDEX

44

Outcast Power Armor

Assault Rifle / 10mm Submachine Gun / Chinese Assault Rifle

10

Brotherhood Outcast

1

6

70

14

16

47

51

Outcast Power Armor

Power Fist, Frag Grenades

10

Brotherhood Outcast

1

7

70

44

46

14

44

Outcast Power Armor

Flamer

10

Brotherhood Outcast

7

Outcast Power Armor

Laser Pistol / Laser Rifle

20

Brotherhood Outcast

7

Outcast Power Armor

Ripper, Frag Grenades

20

Brotherhood Outcast

11

7

125

74

76

14

74

Outcast Power Armor

Minigun / Gatling Laser

30

Brotherhood Outcast

11

7

125

74

76

14

74

Outcast Power Armor

Laser Pistol / Laser Rifle

30

Brotherhood Outcast

11

6

120

14

16

75

79

Outcast Power Armor

Super Sledge, Frag Grenades

30

Brotherhood Outcast

11

7

125

74

76

14

74

Outcast Power Armor

Missile Launcher

30

† Outcast members are usually haughty and unpleasant, but not violent toward you, unless provoked.

NA

Should you engage Outcast Soldiers in combat, they are just as tough as the Brotherhood and Enclave forces, although their weapons are more antiquated. They sometimes trundle into a fight with a rusting robot to help them.

THE PITT

CHINESE ARMY FORCES (SIMULATED)

5

40

37

14

39

39

Chinese Jumpsuit

Flamer

10

4

5

50

46

14

48

48

Chinese Jumpsuit

Flamer

10

Chinese Inferno Unit

6

Chinese Jumpsuit

Flamer

20

Chinese Inferno Unit

8

Chinese Jumpsuit

Flamer

30

Chinese Inferno Unit

11

Chinese Jumpsuit

Flamer

50

70 5

90

81

14

83

83

XP

1

Chinese Inferno Unit

OPERATION: ANCHORAGE

PR IM W AR EA Y PO N( S)

NS BIG

GU

HE

AL TH

EP PE

RC

EL

Chinese Inferno Unit

NA

LEV

ME

TIO

N

EN E W RGY EA PO N ME S L W EE EA PO NS SM AL LG UN S AR MO R

CHINESE INFERNO UNITS

57

POINT LOOKOUT

44

BROKEN STEEL

14

XP

44

PR IM W AR EA Y PO N( S)

BI G

70

GU NS

PE RC EP TIO N HE AL TH

5

EL LEV

1

ME

Brotherhood Outcast

MOTHERSHIP ZETA



EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

BROTHERHOOD OUTCAST

APPENDICES

WASTELAND BESTIARY

TOUR

Due to the short range of their Flamer attacks and the large weapon that can be easily shot out of enemy hands, Inferno Units are only a problem at close quarters. Back off and drop them from a distance, or aim for their weapon if you’re within their fire.

40

37

14

39

39

Chinese Jumpsuit

Missile Launcher

10

5

50

46

14

48

48

Chinese Jumpsuit

Missile Launcher

10

Chinese Launcher

6

57

Chinese Jumpsuit

Missile Launcher

20

Chinese Launcher

8

70

Chinese Jumpsuit

Missile Launcher

30

Chinese Launcher

11

Chinese Jumpsuit

Missile Launcher

50

5

90

81

14

83

83

MISC. QUESTS

5

4

XP

1

Chinese Launcher

MAIN QUEST

PR IM W AR EA Y PO N( S)

NS BIG

GU

HE

AL TH

EP PE

RC

EL

Chinese Launcher

NA

LEV

ME

TIO

N

EN E W RGY EA PO N ME S L W EE EA PO NS SM AL LG UN S AR MO R

CHINESE LAUNCHER UNITS

GEAR

These can present a real problem, as the damage their Missile Launcher causes is severe. Fortunately, they take a long time to reload, so tackle them during this period. Seek cover, away from your Strike Team, and optionally shoot the Launcher out of the foe’s hands.

CENSUS

9

40

15

46

13

40

Chinese Stealth Armor

Sniper Rifle

4

9

50

15

55

13

49

Chinese Stealth Armor

Sniper Rifle

10

Chinese Sniper

6

9

60

15

64

13

58

Chinese Stealth Armor

Sniper Rifle

20

Chinese Sniper

8

9

75

15

77

13

71

Chinese Stealth Armor

Sniper Rifle

30

Chinese Sniper

11

9

90

15

90

13

84

Chinese Stealth Armor

Sniper Rifle

50

XP

1

Chinese Sniper

10

FACTIONS & BESTIARY

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S L W EE EA PO NS SM AL LG UN S AR MO R

S GU N BIG

AL TH

HE

RC EP PE

Chinese Sniper

NA

LEV EL

ME

TIO

N

CHINESE SNIPER UNITS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

TRAINING

Clad in Stealth Armor, these soldiers look similar to the Dragoons but are less tough when you finally find them. Sometimes cloaked, they are difficult to spot. Before you attack other enemy types, either charge in, dodging their fire, or react by attacking them from cover, usually at range.

47

CONTENT

INDEX

Chapter 2: Factions and Bestiary

BI G

1

4

40

15

13

40

40

Chinese Jumpsuit

Chinese Assault Rifle

10

Chinese Soldier

4

4

50

15

13

50

50

Chinese Jumpsuit

Chinese Assault Rifle

10

Chinese Soldier

60

Chinese Jumpsuit

Chinese Assault Rifle

20

Chinese Soldier

75

Chinese Jumpsuit

Chinese Assault Rifle

30

90

Chinese Jumpsuit

Chinese Assault Rifle

50

11

4

90

15

13

90

XP

EL

NA

Chinese Soldier

PR IM W AR EA Y PO N( S)

PE RC EP TIO N HE AL TH

Chinese Soldier

ME

LEV

GU NS EN ER W GY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

CHINESE SOLDIERS

Usually armed with Assault Rifles, Grenades, and other weaponry you have encountered before, your favored tactics work just as well with simulated enemies. All the following are viable strategies: use Stealth Boys and Sneaking tactics, followed by a Grenade Pickpocket; lay Mines and coax foes into them; lob Frag Grenades to soften up your enemies and then shoot quick bursts of fire; or charge foes with a close-combat weapon.

BIG

1

4

40

15

13

40

40

Chinese Stealth Armor

Chinese Assault Rifle, Chinese Pistol

10

Crimson Dragoon

4

4

50

15

13

50

50

Chinese Stealth Armor

Chinese Assault Rifle, Chinese Pistol

10

Crimson Dragoon

6

4

60

15

13

60

60

Chinese Stealth Armor

Chinese Assault Rifle, Chinese Pistol

20

Crimson Dragoon

75

Chinese Stealth Armor

Chinese Assault Rifle, Chinese Pistol

30

Crimson Dragoon

90

Chinese Stealth Armor

Chinese Assault Rifle, Chinese Pistol

50

XP

GU NS

EL

NA

PR IM W AR EA Y PO N( S)

PE RC EP TIO N HE AL TH

Crimson Dragoon

ME

LEV

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

CRIMSON DRAGOON SPECIAL UNITS

The most troublesome of the Chinese foot soldiers, Dragoons are usually cloaked and will ambush you. Seek cover, and lob a Grenade down a corridor that seems suspiciously quiet. But the biggest help is your V.A.T.S., which can spot cloaked Dragoons (but not lock onto them), allowing you to shoot at them manually before they appear.

Laser Cannon

UN

XP

R

LG

150-degree aiming arc

750/sec

PR IM W AR EA Y PO N( S)

N/A

MO

500

AR

3

AL

12

SM

EN E W RGY EA PO N ME S LEE W EA PO NS

NS BIG

GU

AL TH

EP

HE

RC PE

Chimera Tank

LEV

NA

EL

ME

TIO

N

S

CHINESE VEHICLE CHIMERA TANK

Power generator takes double damage, Hull takes half damage, Tracks take 75% damage.

Microfusion cells

50

You need only face a few of these colossal tanks and give them a battering before they explode. You can seek cover and distance, then sidestep out, shower the tank in your favored ordnance, and step back into cover. Or, you can circle-strafe around to the tank’s rear, where the vehicle’s turret cannot strike you, and pepper the armor with gunfire until the tank explodes.

5

25

28

40

41

Chinese Remnant Officer †

55

54

15

28

54

XP

BIG

1

Chinese Remnant Sergeant †

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

NS

HE A

GU

LTH

EP RC PE

Chinese Remnant Soldier †

LEV

NA M

EL

E

TIO

N

CHINESE REMNANT SOLDIER

30

Dirty Chinese Jumpsuit

Chinese Pistol

10

43

Dirty Chinese Jumpsuit

Chinese Assault Rifle

10

56

Dirty Chinese Jumpsuit

Chinese Assault Rifle

20

Very few Chinese Remnant Soldiers are left 200 years after being stranded here. All are Ghouls, and although they fire an excellent Small Gun, they are prone to fleeing. The Sergeant and Officer class are better at combatting your attacks.

† May flee

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

NS

6

45

16

45

14

47

Enclave Power Armor

Laser Pistol

10

1

6

45

16

45

47

12

Enclave Power Armor

Ripper, Frag Grenades

10

Enclave Soldier

70

Enclave Power Armor

Laser Rifle

20

Enclave Soldier

12

Enclave Power Armor

Ripper, Plasma Grenades

20

12

Enclave Power Armor

Flamer, Plasma Grenades

30

Enclave Soldier

11

48

6

125

87

87

16

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

XP

BIG

GU

LTH

HE A

EP

1

Enclave Soldier

RC PE

Enclave Soldier

NA

LEV EL

ME

TIO

N

ENCLAVE

CONTENT

INDEX

APPENDICES

WASTELAND BESTIARY

125

16

83

16

16

Enclave Power Armor

Laser Rifle

30

Enclave Soldier

18

6

170

100

100

16

12

Enclave Power Armor

Minigun / Gatling Laser

50

Enclave Soldier

18

6

170

16

100

16

16

Enclave Power Armor

Plasma Rifle

50

Enclave Soldier

18

6

170

100

100

16

12

Enclave Power Armor

Missile Launcher

50

Enclave Officer

n/a

6

125

16

100

16

16

Enclave Officer Uniform

Plasma Pistol, Plasma Grenades

50

Enclave Scientist †

n/a

6

20

11

17

11

17

Enclave Scientist Outfit

Laser Pistol

10

The other way to claim a lot of Energy Weapons is to take on these well-armored and powerful foes. They are one of the few sources of Plasma Weapons. Unlike the Brotherhood, these well-trained foes attack you on sight, and they are highly accurate and skilled. They also have robots and Modified Deathclaws on occasion.

16

12

Tesla Armor

Mini-Gun, Gatling Laser

50

Enclave Soldier

18

6

250

16

100

16

16

Enclave Hellfire Armor

Plasma Rifle, Plasma Mines

50

PR

W

GU BI G

VE

BROKEN STEEL

100

XP

100

IM A EA RY PO N( S)

250

NS

PE RC EP TIO N HE AL TH

6

L

18

NA M E

LE

EN E W RGY EA PO N ME S LE W E EA PO NS SM AL LG UN S AR MO R

ENCLAVE SOLDIER [SIGMA]

Enclave Soldier

MOTHERSHIP ZETA

† Will flee

POINT LOOKOUT

NA

XP

BI G

6

PR IM W AR EA Y PO N( S)

PE RC EP TIO N HE AL TH

11

EL

Enclave Soldier

ME

LEV

GU NS EN ER W GY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

(Enclave continued)

THE PITT

Supremely professional and battle-hardened, these six-man squads can prove to be troublesome, especially the leader armed with a Heavy Incinerator and Hellfire Armor. Use the tactics that have served you well in the past, or lob in a highly powerful Grenade (such as the Nuka Grenade) before the squad fans out to damage as many as possible.

250

100

100

16

12

Enclave Hellfire Armor

)

OPERATION: ANCHORAGE

6

Heavy Incinerator

XP

BI

18

PR IM W AR EA Y PO N( S

EN E W RGY EA PO N ME S LE W E EA PO NS SM AL LG UN S AR MO R

NS

HE

G

GU

AL TH

EP RC

VE

PE

Enclave Hellfire Trooper

LE

NA

M

L

E

TIO

N

ENCLAVE HELLFIRE TROOPER

50

TOUR

Offering an arcing series of flame bolts that burn and damage, plus impressive Armor, the Hellfire Trooper can be a real problem. However, keep him at range to avoid the close assault burning, and seek cover, so his bolts dissipate harmlessly, after which you can step out, return fire, and step back into cover before retaliation occurs.

PITT RAIDERS AND WILDMEN

MISC. QUESTS

Pitt Raiders have special armor, which has the same protective quality as Raider armor. The differences are purely superficial; otherwise, they are identical to the D.C. Wasteland Raider. Almost all Pitt Raiders are armed with a ranged weapon (although some favor melee clubbing weapons), so targeting that weapon to weaken their combat potential is a possibility. Otherwise, when fighting these enemies, aim for the head, take them down one at a time, and backtrack to the many potential cover spots throughout The Pitt.

MAIN QUEST

Wildmen have mercenary attire and armor. Otherwise, they are statistically identical to the D.C. Wasteland Raider. Use the same essential tactics for tackling Wildmen as you would for dispatching Pitt Raiders, but watch out because Wildmen are always violent and usually charge you. If you can, leave Trogs and Wildmen to fight among themselves. Otherwise, attack them with ranged guns as soon as you spot them, switching to your favored weapon as they charge you.

GEAR

PITT SLAVES AND COMBAT SLAVES

20

9

17

11

13

Tattered Slave Outfit

Steel Saw

10

5

45

15

15

34

32

Tattered Slave Outfit

Auto Axe

10

Pitt Slave

4

47

Tattered Slave Outfit

Auto Axe

10

Pitt Slave

7

68

Tattered Slave Outfit

Auto Axe

20

CENSUS

7

1

XP

1

Pitt Slave

FACTIONS & BESTIARY

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S L W EE EA PO NS SM AL LG UN S AR MO R

NS BIG

GU

HE

AL TH

EP PE

RC

EL

Pitt Slave

NA

LEV

ME

TIO N

PITT SLAVES

TRAINING

A downtrodden lot, Pitt Slaves are valiant when they rise up and are docile when under the iron fist of the Pitt Raider. They are usually armed with Steel Saws or Auto Axes and can deflect your melee weapon attacks. They fall easily to ranged gunfire, however. Don’t get swamped!

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

49

CONTENT

INDEX

Chapter 2: Factions and Bestiary

7

20

9

17

11

13

Raider Armor

Chinese Assault Rifle

10

1

5

25

13

15

32

34

Raider Armor

Chinese Assault Rifle

10

Raider Fighter

47

Raider Armor

Chinese Assault Rifle

10

Raider Fighter

68

Raider Armor

Chinese Assault Rifle

10

EL

NA

XP

BI G

1

Raider Fighter

PR IM W AR EA Y PO N( S)

PE RC EP TIO N HE AL TH

Slave Combatant

ME

LEV

GU NS EN ER W GY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

COMBAT SLAVES

As you encounter these enemies only in the Arena, choose your favorite weapon and destroy your foes with it. Dash into the scaffold cage at one side of the Arena to avoid their gunfire, and take down each foe one at a time.

RAIDER

25

13

15

32

34

Raider Armor

.32 Pistol / Chinese Pistol / 10mm Pistol

10

Raider

1

5

30

15

15

34

32

Raider Armor

Pool Cue / Knife / Baton / Tire Iron, Frag Grenades

10

Raider

1

5

25

13

15

32

34

Raider Armor

Hunting Rifle

10 10

EL

NA

XP

5

PR IM W AR EA Y PO N( S)

BIG

1

GU NS

PE RC EP TIO N HE AL TH

Raider

ME

LEV

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R



Raider

4

5

55

13

15

45

47

Raider Armor

Hunting Rifle / Sawed Off Shotgun/ Assault Rifle

Raider

4

5

60

15

15

47

45

Raider Armor

Lead Pipe / Baseball Bat / Combat Knife, Frag Grenades

10

Raider

55

13

45

47

Raider Armor

Hunting Rifle

10

Raider

55

41

45

45

Raider Armor

Flamer

10 20

Raider

7

5

85

13

15

66

68

Raider Armor

Assault Rifle / Combat Shotgun / 10mm Submachine Gun

Raider

7

5

90

15

15

68

66

Raider Armor

Lead Pipe / Knife / Sledgehammer/ Chinese Sword, Frag Grenades

20

Raider

85

13

66

68

Raider Armor

Hunting Rifle

20

Raider

85

62

66

66

Raider Armor

Missile Launcher

20

† Raiders may flee

For the accomplished combat specialist, Raiders are the least-troubling enemies, as long they are encountered in small groups of four or less. They shout, aren’t particularly Perceptive, and carry low-to-mid quality loot. Build up your XP hunting these freaks.

SLAVER

75–110 13

13

41–74

41–74

Merc Outfit

Various Pistols / Rifles / 10mm Submachine Gun / Combat Shotgun

XP

PR IM W AR EA Y PO N( S)

GU

NS

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

4

BIG

AL TH

EP PE

n/a

HE

LEV

Slaver

RC

EL

NA ME

TIO

N



varies

Slavers are slightly more battle-tested than Raiders, but just as merciless. As with Raiders, they are prone to fleeing, so aim for their legs to ensure a slow getaway.

XP

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO NS ME LE W E EA PO NS SM AL LG UN S AR MO R

GU NS G BI

AL TH

HE

EP RC PE

LE

NA

M

VE L

E

TIO N

SMUGGLER

Smuggler

1

7

80

17

19

58

58

Leather

Brass Knuckles, Police Baton, Spiked Knuckles, Frag Grenades

20

Smuggler

8

7

105

17

19

71

71

Merc, Combat Armor

Knife, Tire Iron, Switchblade, Frag Grenades

30

Smuggler

12

7

135

17

19

84

84

Merc, Combat Armor

Combat Knife, Sledgehammer, Lead Pipe, Frag Grenades

50

Smuggler

20

7

170

17

19

92

92

Combat Armor, Merc

Super Sledge, Sledgehammer, Plasma Grenades

50

Smuggler

23

7

195

17

19

100

100

Combat Armor, Merc

Super Sledge, Ripper, Power Fist, Plasma Grenades

0

50

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

† Slaver may flee

CONTENT

INDEX

APPENDICES

WASTELAND BESTIARY

7

75

15

60

17

58

Leather

10mm Pistol, .32 Pistol

20

Smuggler

8

7

100

15

73

17

71

Merc, Combat Armor

10mm Submachine Gun, Sawed-Off Shotgun, Hunting Rifle

30

Smuggler

12

7

130

15

86

17

84

Merc, Combat Armor

Assault Rifle, Chinese Assault Rifle, Combat Shotgun

50

Smuggler

15

7

165

15

92

17

92

Combat Armor, Merc

Laser Rifle, Sniper Rifle

50

Smuggler

20

7

215

15

100

17

100

Combat Armor, Merc

Laser Rifle, Sniper Rifle

0

POINT LOOKOUT

1

Think of Smugglers as battle-tested Raiders, with the same cunning attack patterns and group offensive maneuvering. Seek cover, rather than facing them on a sandy beach with only the wind to stand near. Instead use building corners, coaxing toughened troops into single combat. Any of your favored tactics work on these ne’er-do-wells.

7

75

15

64

17

62

Talon Combat Armor

Laser Pistol / Hunting Rifle / Assault Rifle

10

1

7

80

17

19

62

62

Talon Combat Armor

Police Baton / Combat Knife, Frag Grenades

10

Talon Company Merc ‡

1

7

75

15

64

17

62

Talon Combat Armor

Sniper Rifle

10 20

7

105

Talon Company Merc ‡

8

7

110

Talon Company Merc ‡

8

7

105

Talon Company Merc ‡

8

7

105

15

73

17

75

Talon Combat Armor

19

75

75

Talon Combat Armor

Police Baton / Combat Knife, Frag Grenades

20

77

17

75

Talon Combat Armor

Sniper Rifle

20

19

17

75

Talon Combat Armor

Flamer / Missile Launcher

20 30

Talon Company Merc

12

7

135

15

90

17

68

Talon Combat Armor

Laser Rifle / Combat Shotgun / Chinese Assault Rifle

Talon Company Merc

12

7

140

17

19

88

88

Talon Combat Armor

Police Baton / Combat Knife, Frag Grenades

Talon Company Merc

12

19

17

Talon Combat Armor

Missile Launcher

30

Talon Company Merc

12

90

17

Talon Combat Armor

Sniper Rifle

30

THE PITT

77

Laser Pistol / 10mm Submachine Gun / Assault Rifle / Combat Shotgun

OPERATION: ANCHORAGE

8

XP

EL

NA

Talon Company Merc ‡

BROKEN STEEL

BIG

1

Talon Company Merc ‡

PR IM W AR EA Y PO N( S)

PE RC EP TIO N HE AL TH

Talon Company Merc ‡

ME

LEV

GU NS EN ER W GY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

TALON COMPANY MERCENARY

‡ May flee

TOUR

Smuggler

MOTHERSHIP ZETA

XP

PR IM W AR EA Y PO N( S

)

GU NS EN ER W GY EA PO NS ME LE W E EA PO NS SM AL LG UN S AR MO R

BI G

L

PE RC EP TIO HE N AL TH

VE LE

NA M E

(Smuggler continued)

MISC. QUESTS

Tougher than Raiders, but not on par with those enemies clad in Power Armor, these thugs are more “professional” and don’t flee the combat arena, but they aren’t wearing enough protection to cause consternation.

18

7

300

15

100

17

100

Talon Combat Armor

Chinese Assault Rifle, Combat Shotgun, Laser Rifle

50

Talon Company Merc

18

7

300

17

19

100

100

Talon Combat Armor

Combat Knife, Police Baton, Frag Grenades

50

Talon Company Merc

18

19

17

Talon Combat Armor

Missile Launcher

50

Talon Company Merc

18

100

17

Talon Combat Armor

Sniper Rifle

50

GEAR

Talon Company Merc

MAIN QUEST

XP

BI

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LE E W EA PO NS SM AL LG UN S AR MO R

NS

HE

G

GU

AL TH

EP RC PE

VE LE

NA

M

L

E

TIO

N

VETERAN MERCENARY

CENSUS

More senior members of the Talon Company seek battles and Aqua Pura, and combating them means looking closely at their weapons to determine how far away they’ll be before they start firing. Then beat them to the trigger, or charge in if you’re a close-combat killing machine.

12

Tribal †

20

5

290

GU N

15

15

29

Tribal Garb

Combat Knife

20

73

Tribal Garb

Combat Knife

30

86

Tribal Garb

Axe, Combat Knife

50

Tribal Garb

Axe

50

94

27

96

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

FACTIONS & BESTIARY

8

Tribal †

15

TRAINING

Tribal

15

XP

95

PR IM W AR EA Y PO N( S)

5

S EN E W RGY EA PO N ME S LE W E EA PO NS SM AL LG UN S AR MO R

1

G

Tribal

BI

HE

AL TH

PE

RC EP

LE

NA

M

VE L

E

TIO N

TRIBAL

51

CONTENT

INDEX

Chapter 2: Factions and Bestiary

Tribal †

100

Tribal

)

XP

PR IM W AR EA Y PO N( S

NS EN ER W GY EA PO N ME S LE W E EA PO NS SM AL LG UN S AR MO R

GU BI G

L VE LE

PE RC EP TIO N HE AL TH

NA M E

(Tribal continued)

100

Tribal Garb

Axe, Combat Knife

50

58

Tribal Garb

Hunting Rifle

20

Tribal

8

7

160

13

19

71

71

Tribal Garb

Hunting Rifle

30

Tribal †

12

7

225

13

19

84

84

Tribal Garb

Lever-Action Rifle, Double-Barrel Shotgun, Hunting Rifle

50

Tribal †

20

7

285

13

19

92

92

Tribal Garb

Lever-Action Rifle, Double-Barrel Shotgun, Hunting Rifle

50

Tribal †

23

7

410

13

19

100

100

Tribal Garb

Lever-Action Rifle, Double-Barrel Shotgun, Hunting Rifle

50

Even with Punga on their side, Tribals aren’t as tough as the other inhabitants of Point Lookout, and they can be slaughtered using the favored techniques you’ve learned when striking down Raiders, Mercs, or the Enclave during previous altercations. Tribals can also be friendly, so only attack them if you’ve “accidentally” slaughtered their leader, or another Tribal in front of others.

Trog Savage

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

NS GU

AL TH

EP RC

1

3

15

5

None

N/A





Fast

10

6

4

30

16

None

N/A





Fast

20

9

5

50

32

None

N/A





Fast

30

12

6

65

50

None

N/A





Fast

50

XP

BIG

Trog Brute

HE

Trog

PE

Trog Fledgling

LEV

NA

EL

ME

TIO

N

TROGS

Trogs are fast-moving, hug the ground as they scamper, and inflict massive hemorrhaging damage at close quarters. Naturally, ranged weaponry is an excellent choice; in fact, any weapon you’ve used against Ghouls in the past works just as well against Trogs. If a Trog manages to reach you, the Auto Axe is an excellent choice for chopping them into sinewy chunks. The V.A.T.S. also usually allows you to kill them before they damage you.

U.S. ARMY FORCES (SIMULATED)

XP

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

NS GU BIG

HE

AL TH

EP RC PE

NA

LEV

EL

ME

TIO

N

AMERICAN INFERNO UNITS

American Inferno Unit

39

Winterized Combat Armor

Flamer

10

American Inferno Unit

48

Winterized Combat Armor

Flamer

10

American Inferno Unit

6

5

60

55

14

57

57

Winterized Combat Armor

Flamer

20

American Inferno Unit

8

5

75

68

14

70

70

Winterized Combat Armor

Flamer

30

American Inferno Unit

11

5

90

81

14

83

83

Winterized Combat Armor

Flamer

50

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

NS

1

5

40

37

14

39

39

Winterized Combat Armor

Missile Launcher

10

American Launcher

4

5

50

46

14

48

48

Winterized Combat Armor

Missile Launcher

10

American Launcher

6

5

60

55

14

57

57

Winterized Combat Armor

Missile Launcher

20

American Launcher

8

5

75

68

14

70

70

Winterized Combat Armor

Missile Launcher

30

American Launcher

11

5

90

81

14

83

83

Winterized Combat Armor

Missile Launcher

50

52

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

XP

BIG

GU

HE

AL TH

EP PE

American Launcher

NA

LEV

RC

EL

ME

TIO N

AMERICAN LAUNCHER UNITS

† + 35 Damage Against Player

CONTENT

INDEX

APPENDICES

WASTELAND BESTIARY

40

15

46

13

40

Winterized Combat Armor

Sniper Rifle

10

American Sniper

4

9

50

15

55

13

49

Winterized Combat Armor

Sniper Rifle

10

American Sniper

6

13

Winterized Combat Armor

Sniper Rifle

20

American Sniper

8

13

Winterized Combat Armor

Sniper Rifle

30

American Sniper

11

Winterized Combat Armor

Sniper Rifle

50

15

90

13

84

MOTHERSHIP ZETA POINT LOOKOUT

NA

GU NS

90

40

15

13

40

40

Winterized Combat Armor

Assault Rifle

10

4

50

15

13

50

50

Winterized Combat Armor

Assault Rifle

10

American Soldier

6

4

60

15

13

60

60

American Soldier

8

American Soldier

11

Assault Rifle

20

Winterized Combat Armor

Assault Rifle

30

90

Winterized Combat Armor

Assault Rifle

50

BROKEN STEEL

Winterized Combat Armor

75

THE PITT

NA

GU NS

13

XP

BIG

4

4

PR IM W AR EA Y PO N( S)

PE RC EP TIO N HE AL TH

1

American Soldier

EL

American Soldier

ME

LEV

EN E W RGY EA PO N ME S L W EE EA PO NS SM AL LG UN S AR MO R

AMERICAN SOLDIERS

5

70

44

14

44

44

T-51b Power Armor (Winterized)

Laser Rifle, Laser Pistol

10

7

7

95

57

59

13

57

T-51b Power Armor (Winterized)

Laser Rifle, Laser Pistol

20

Powered Armor Soldier

11

7

125

74

76

13

74

T-51b Power Armor (Winterized)

Laser Rifle, Laser Pistol

30

TOUR

290

14

17

91

93

Leather Armor

Assault Rifle, Frag Grenades

50

Megaton Settler ‡

n/a

5

35

12

14

16

45

Various Clothing

.32 Pistol / Chinese Pistol / 10mm Pistol / Knife / Combat Knife / Lead Pipe

10

Rivet City Security ‡

n/a

6

55–85 14

16

52–76

54–78

Rivet City Security Uniform

Submachine Gun

Scavenger ‡

n/a

5

140–170 13

15

15

55

Roving Trader Outfit

Various Pistols / Rifles / 10mm Submachine Gun / Sawed-off Shotgun

10

Tenpenny Resident ††

n/a

14

16

Various Clothing

None

10

Tenpenny Security Guard

n/a

16

61

Tenpenny Security Uniform Assault Rifle

MISC. QUESTS

6

XP

n/a

MAIN QUEST

varies

Underworld Resident ‡

n/a

5

45

12

14

16

49

Various Clothing

Wastelander ‡

n/a

5

25

12

14

31

31

Wasteland Apparel

Various Pistols / Melee Weapons / Hunting Rifle, Frag Grenades

varies

Wastelander (Ghoul) ‡

n/a

5

25

12

14

31

31

Wasteland Apparel

Various Pistols / Melee Weapons / Hunting Rifle, Frag Grenades

varies

10

† These are Ghouls that are either neutral toward you, or hostile but still attack with weapons, not their bare claws. †† Will flee ‡ May flee

TRAINING

Wastelanders come in a wide variety, ranging from the Tenpenny Tower civilian to the well-trained Rivet City guard. A good rule to follow is to check whether your Wastelander is apt to flee; they’re more of a push-over. Ghouls wear shabby but recognizable clothes, speak rather than snarl, immediately charge you, and have deep suspicions about “smoothskin” humans. They similar to Raiders as a threat.

GEAR

20

.32 Pistol / Chinese Pistol / 10mm Pistol / Knife / Combat Knife / Lead Pipe

FACTIONS & BESTIARY

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

NS BIG

GU

HE

AL TH

EP

Caravan Guard

NA

PE

RC

EL



LEV

ME

TIO

N

WASTELANDER AND GHOUL (NON-FERAL)

XP

1

Powered Armor Soldier

OPERATION: ANCHORAGE

PR IM W AR EA Y PO N( S)

EN E W RGY EA PO N ME S LEE W EA PO NS SM AL LG UN S AR MO R

NS BIG

GU

HE

AL TH

EP PE

RC

EL

Powered Armor Soldier

NA

LEV

ME

TIO

N

AMERICAN POWERED ARMOR SOLDIER UNITS

CENSUS

9

XP

9

PR IM W AR EA Y PO N( S)

BI G

1

EL

PE RC EP TIO N HE AL TH

American Sniper

ME

LEV

EN E W RGY EA PO N ME S L W EE EA PO NS SM AL LG UN S AR MO R

AMERICAN SNIPER UNITS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

53

CONTENT

INDEX

Chapter 2: Factions and Bestiary

Creatures and Wild Abominations Creatures have a different set of statistics than human enemies, and it is important to learn what each means. NAME: The name your Pip-Boy gives to the entity in question.

HEALTH: The full health of the creature, prior to combat.

LEVEL: Although they can appear at any time, a creature is commonly encountered when you reach this level.

DAMAGE: What damage it inflicts with its usual, regular weapon.

INVENTORY: What the creature has when you inspect the corpse. There may be other (random) items, but the noted item is always present.

DAMAGE: What damage the special or unique attack inflicts.

PERCEPTION: What Perception statistic rating the creature has (1–10), measured the same way as your Perception. The bigger the Perception number, the quicker you’re spotted.

SPECIAL WEAPON: Whether the creature has a special or unique attack. WEAPON NOTES: Any pertinent data regarding damage, or special damage caused. XP: XP gained from defeating the creature. NOTES: Specific notes particular to the creature; useful tactical information.

SP EC W IAL EA PO N

DA M

W EA NO PON TE S

XP

50

10







5

6

20







Abomination

13



8

30







Abomination

19



8

40







Abomination

23



8

50







Abomination

25



8

75







AG

AG

EL

NA

TE S

DA M

4



NO

HE AL TH



11

E

PE RC EP TIO

1

Abomination

E

IN

Abomination

ME

LEV

VE NT OR Y

N

ABOMINATIONS

Large and horrific, Abominations are half-human, half-alien hybrids with semi-transparent skin and a single-minded purpose: killing everything. They have no ranged weapons, so attack them from a distance. Otherwise, treat them as a very powerful Ghoul. Centaur

7



9

100

27

Radioactive Spit

30

50 rads/10 sec.

5

Legs take 75% damage, tongues take 25% damage

Slow-moving, but spitting a highly dangerous radioactive poison, this is an abomination in the true sense of the word. This crime against nature is usually the sign of nearby Super Mutants. Aim at the head or torso to quickly stop it. Deathclaw

13

Deathclaw Hand

8

500

100







50

Very fast!

Deathclaws are arguably the fiercest creatures in the game aside from a Behemoth, with a tough hide, a quickness that overwhelms, and massive damage from their swiping claws. Attack from range, preferably with Sniper Rifles or Plasma Weapons, and switch to powerful closer combat weapons as they close. If you get a chance, drop some Mines before the combat begins. There are also Modified Deathclaws, controlled by the Enclave, that are identical aside from metal headgear. Super Mutant

1

Hunting Rifle, .32 Caliber Ammo

3

100

4

Hunting Rifle

See weapon



10



Super Mutant

1

Nail Board

3

100

4

Nail Board

See weapon



10

May carry grenades

Super Mutant Brute

10

Assault Rifle, 5.56mm Ammo

5

250

5

Assault Rifle

See weapon



25



Super Mutant Brute

10

Sledgehammer

5

250

5

Sledgehammer

See weapon



25

May carry Grenades

Super Mutant Brute

10

Minigun, 5mm Ammo

5

250

5

Minigun

See weapon



25



Super Mutant Brute

10

Missile Launcher, Missiles

5

250

5

Missile Launcher

See weapon



25



Super Mutant Master

13

Chinese Assault Rifle, 5.56mm Ammo

6

360

6

Chinese Assault Rifle

See weapon



50



Super Mutant Master

13

Super Sledge

6

360

6

Super Sledge

See weapon



50

May carry Grenades

Super Mutant Master

13

Minigun, 5mm Ammo

6

360

6

Minigun

See weapon



50



Super Mutant Master

13

Missile Launcher, Missiles

6

360

6

Missile Launcher

See weapon



50



Super Mutant Behemoth

n/a

Loaded with loot

5

2,000

6

Fire Hydrant

100



50

Very fast!

Super Mutant Overlord

23

Gatling Laser, Ammo

8

1,250

6

Gatling Laser

See Weapon



50



Super Mutant Overlord

23

Tri-Beam Laser Rifle, Ammo

8

1,250

6

Tri-Beam Laser Rifle

See Weapon



50

Occasionally Drops Mini-Nuke

Super Mutant Overlord

23

Super Sledge, Frag Grenades

8

1,250

6

Super Sledge, Frag Grenades

See Weapon



50

Occasionally Drops Mini-Nuke

23

Missile Launcher, Missiles

Missile Launcher

See Weapon



50

Occasionally Drops Mini-Nuke

Super Mutant Overlord

54

8

1,250

6

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

APPENDICES

WASTELAND BESTIARY Super Mutants are perhaps the biggest threat to your existence, as they are scattered in numerous areas, are as violent as they are ugly, and have a large amount of Health. They sometimes employ Grenades, never flee, and are always aggressive, meaning you need to finish them off with everything you’ve got. Use arm shots to force them to drop their weapons. Once their arms are crippled, their aim is horrible. Occasionally, large groups of Super Mutants (also known as “Muties”) bring a stupid but stupendously powerful Behemoth; it inflicts colossal damage from its fire hydrant pole, and is best tackled using a Fat Man and Mini-Nuke.

MOTHERSHIP ZETA

Super Mutant Overlord: The key to obtaining the Tri-Beam Laser Rifle (if you spot it being carried by this beast), the Overlord is a supremely tough Super Mutant with an insanely large amount of health, and a determined method of slaying you. If you don’t want to waste a Mini-Nuke killing one with a single shot (after which you can hope the Overlord drops one, which they sometimes do), your usual Super Mutant attack patterns are necessary.

DA M

W EA NO PON TE S

XP

NO

2

Alien Atomizer, Alien Disintegrator

See Weapon



5



Alien

11

Alien Atomizer, Alien Disintegrator

8

75

2

Alien Atomizer, Alien Disintegrator

See Weapon



10



Alien

13

Alien Atomizer, Alien Disintegrator

8

125

5

Alien Atomizer, Alien Disintegrator

See Weapon



25



Alien

19

Alien Atomizer, Alien Disintegrator

9

250 †

10

Alien Atomizer, Alien Disintegrator

See Weapon



50

† Force Shield = DR 25

Alien

23

Alien Atomizer, Alien Disintegrator

10

250 †

10

Alien Atomizer, Alien Disintegrator

See Weapon



50

† Force Shield = DR 40

Alien

25

Alien Atomizer, Alien Disintegrator

10

250 †

10

Alien Atomizer, Alien Disintegrator

See Weapon



50

† Force Shield = DR 55

Alien

1

Shock Baton

6

25

2

Shock Baton

See Weapon



5



Alien

11

Shock Baton

8

75

2

Shock Baton

See Weapon



10



Alien

13

Shock Baton

8

125

5

Shock Baton

See Weapon



25



Alien

19

Shock Baton

9

250 †

10

Shock Baton

See Weapon



50

† Force Shield = DR 25

Alien

23

Shock Baton

10

250 †

10

Shock Baton

See Weapon



50

† Force Shield = DR 40

Shock Baton

See Weapon



50

† Force Shield = DR 55

30

Shock Baton

10

250 †

BROKEN STEEL THE PITT OPERATION: ANCHORAGE

AG

AG

10

TOUR

Alien

POINT LOOKOUT

SP EC W IAL EA PO N

25

TE S

DA M

6

E

HE AL TH

Alien Atomizer, Alien Disintegrator

E

PE RC EP TIO

N

IN

1

EL LEV

Alien

ME NA

VE NT OR Y

ALIENS

Alien Worker

1



4

30

10







1

MISC. QUESTS

The large, bulbous heads of these hated extraterrestrials are the best body parts to aim at, especially as Aliens are relatively weak, making up for physical limitations by their use of extremely damaging technology. Hide, and execute them with a headshot. As you progress through the Mothership, Aliens may deploy Sphere Shields. Destroy them by lobbing grenades over them, or sidestep around them. Some Aliens also use Force Shields, toughening them up and making them much more difficult to kill. Expect long, drawn-out combat with these fiends. Always flees

MAIN QUEST

Timid and fearful, Workers (easily distinguished by their red jumpsuits) pose no threat to you, except when they occasionally flee into a subsequent chamber and are noticed by other Aliens. Avoid killing them unless you want the Karma loss.

Vicious Dog Raider Guard Dog

Dog Meat 1

Dog Meat

8

GEAR

S TE NO

XP

W EA NO PON TE S

GE DA MA

SP EC W IAL EA PO N

GE DA MA

HE AL TH

EP PE

RC

NT VE

Dog Meat

20

5







1



60

12







5

Fast

60

12







5

Fast

CENSUS

Dog

IN

EL LEV

NA

ME

OR Y

TIO N

ANIMALS

FACTIONS & BESTIARY

Minimally affected by radiation, Dogs, whether the property of a Scavenger or more feral varieties, are quick, but no match for your latest hardware. You might want to aim at their legs to slow them down.

SP EC W IAL EA PO N

DA

W EA NO PON TE S

XP

NO

5







5



80

16







10



Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

TRAINING

TE

MA G

RC

EN

S

DA

25

4

E

HE AL TH

3



MA G

PE



6

EP

IN V

1

Feral Ghoul Roamer

EL

Feral Ghoul

NA ME

LEV

E

TIO

TO RY

N

FERAL GHOULS

55

CONTENT

INDEX

Chapter 2: Factions and Bestiary

25

100

Radioactive Gore

250

+ Rads

5







TE S

50 Rads

NO

5

XP

EL

NA

W EA NO PON TE S

3

Radiation Burst

E

7



32

AG



1

DA M

22

Swamp Ghoul

E

Feral Ghoul Reaver

SP EC W IAL EA PO N

5

AG



DA M

PE RC EP TIO

13

HE AL TH

IN

Glowing One

ME

LEV

VE NT OR Y

N

(Feral Ghoul continued)

Healed by radiation

5



Feral Ghouls are humans that have slowly turned into Ghouls, and then lost all sanity and become completely mad. They exist to shriek, tear flesh from humans, and consume it afterward. They are easy to sneak up on and susceptible to headshots. As long as you’re not overwhelmed, you can tackle them methodically without issues. That is, until you come across a Glowing One! This fearsome beast is a radioactive mutation that gives off pulses of Radiation that actually heals itself and any nearby Feral Ghouls; tackle this first, and be swift about it! Mines laid in a path are a great way to wound a Glowing One, before finishing it at close quarters. Finally, if you’re given a Ghoul Mask by Roy Phillips at the conclusion of Miscellaneous Quest: Tenpenny Tower, you can maneuver around Ghouls with impunity, as long as you don’t attack them. Feral Ghoul Reaver: Powerful, emitting a terrible radiation, and incredibly tough, this is one of the scariest lumpy-skinned atrocities you’ve witnessed, rivaling even the Glowing One! Always take out a Reaver first, backing away to avoid the bulk of its attacks (and radiation). Crippling the legs with a Dart Gun works very well here, as does a point-blank shotgun blast to the head. Swamp Ghoul: Easily distinguished from their Ghoul brethren by their whitish skin and low constitution, Swamp Ghouls are easy cannon fodder, and should not present any difficulty, thus allowing you to attack their toughened cousins. Swamp Ghouls roam the northern swamps, and the cemetery north of the Ark & Dove Cathedral. Don’t forget your Ghoul Mask!



MA

AL TH

RC

NT VE

MA



S



1

TE

DA

8

NO

SP EC W IAL EA PO N

40

XP

DA

3

W EA NO PON TE S

HE

Brahmin Steak

GE

PE

GE

TIO

IN

n/a

EL

NA

Brahmin

EP

LEV

ME

OR Y

N

MUTATED ANIMALS

Heads take 50% damage.

Offering nothing more than some steak, you can easily drop these grazing animals if you’re hungry. Aim for the heads for a quick takedown. Mirelurk

1

Mirelurk Meat

4

120

28







10

Torso takes half damage

Mirelurk Hunter

9

Mirelurk Meat

6

250

50







25

Torso takes half damage

Mirelurk King

13

Mirelurk Meat, 7 Softshell Mirelurk Meat

375

35

Shriek

10

50 dmg ignores armor, 50 PE -10/10 sec.



Swamplurk

20

Mirelurk Meat

600

60

Radioactive Spit

100+



Radioactive spit arcs through the air—dodge it

9

50

The trick to tackling a Mirelurk is not to aim at the well-protected torso, but hit the small face, or failing that, the pincer arms or legs. Mines are a great way to slow them down. Beware the King as his shriek attack ignores all armor; sidestep the shriek shockwave if you can. Also note that Mirelurk Meat is the tastiest treat around! Mole Rat

1

Mole Rat Meat

3

40

15







5

Will explode if hit with Repellent Stick

Annoying, ankle-biting mutant rodents are easy to dispatch, and entertainingly defeated if you have Moira Brown’s Repellent Stick, given during Miscellaneous Quest: The Wasteland Survival Guide. Yao Guai

12

Yao Guai Meat

7

220

75







10

Very fast!

These furry mutations are fast, meaning it’s almost impossible to out-run one; stand your ground and fight to the bitter end! If you encounter them at a distance, aim for their legs.

3

30

7

Fire Spit

16/sec.



5

Frenzies if antennae are destroyed. Legs take 50% damage.

Giant Soldier Ant

8

Ant Meat

4

150

24

Fire Spit

32/sec.



10

Frenzies if antennae destroyed. Legs take 50% damage.

Giant Ant Queen

n/a

Ant Meat

4

1,000



Acid Spit

40



10

Legs take 50% damage.

NO TE

XP

RC

NT VE IN

LEV EL

NA M

S

SP EC W IAL EA PO N

W EA NO PON TE S

DA MA

Ant Meat

DA MA GE

HE AL TH

1

EP

Giant Worker Ant

E

PE

GE

TIO

OR Y

N

MUTATED INSECTS

There are a few sub-genres of Ants, including ones that breathe fire, and “Invader” Ants that are extremely aggressive. However, the trick with all of the Workers and Soldiers is to shoot off the antennae if you’re facing more than one; the antenna-less Ant attacks its friend while you sit back. Otherwise, target the head or torso because the legs take half damage Bloatfly

1

Bloatfly Meat

5

15



Larva Spit

5



1

Flying enemy.

This disgusting, bloated fly has a ranged attack that is difficult to sidestep. Pop these easily. If ammo is tight, run up and whack them with a Melee Weapon.

56

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

1

3







1

APPENDICES

TE S NO

XP

W EA NO PON TE S

E AG DA M

E AG DA M

5

SP EC W IAL EA PO N

N

3

HE AL TH

PE RC EP TIO

VE NT OR Y

Radroach Meat

Flees easily.

1

Radscorpion Poison Gland

4

150

22

Stinger

22

15 dmg/5 sec. Poison

10

Legs take 50% damage.

Giant Radscorpion

13

Radscorpion Poison Gland (4)

6

350

60

Stinger

60

40 dmg/5 sec. Poison

25

Legs take 50% damage.

Albino Radscorpion

24

Radscorpion Poison Gland

8

1,500

100

Poison



50



25/4 Sec

POINT LOOKOUT

Radscorpion

MOTHERSHIP ZETA

Offering disgusting meat, these are simple to kill, but keep coming back. They are good enemies to practice attacking , particularly with Melee Weapons. Don’t waste ammo on them unless you have to.

Radscorpions are a problem, especially because their attacks are poisonous. Attacking and crippling the legs may let you finish them off out of stinger range. However, their legs only take half damage. If they are already in close, aim for the stinger, head, or torso.

Electrical Zap

5



0

Flies, explodes on death

Protectron

1



4

75



Laser gun (head or hand)

23

May incinerate on death

5

Frenzies if control unit is destroyed

THE PITT

TE

Robobrain

Energy cells

200

5

Laser gun

30



10

Head takes 50% extra damage

Robobrain

Energy cells

200

5

Mesmetron

1

100 dmg to head

ó



Buzzsaw

12



5

Frenzies if control unit is destroyed

ó



100

ó

Flamer Fuel

5

100

5

Flamer

28

Mister Gutsy

9

Flamer Fuel

6

350

ó

Flamer

41/sec.

Burn 10 dmg/ 5 sec.

25

Frenzies if control unit destroyed

Mister Gutsy

9

Energy cells

6

350

ó

Plasma gun

51

May gooify on death

ó



Sentry Bot

13

Electron Charge Pack

7

500

22

Gatling laser

108/sec.

May incinerate on death

50

Frenzies if control unit is destroyed

Sentry Bot

13

5mm bullets

7

500

22

Minigun

108/sec.



ó

Armored head takes 50% damage, armored legs take 75% damage

Sentry Bot

13

Missiles

7

500

22

Missile Launcher

18

135 dmg explosion

ó



Robots have a variety of imposing and dangerous weaponry, and since they generally don’t take bonus damage for headshots it might be a good plan to target the weapons specifically. Also check the weapon types before engaging; for example; if a Mister Handy has a Buzzsaw and Flamer, back out of range to conduct combat. With the Sentry Bot, target the Missile Launcher first. If you encounter them with other opponents, try to destroy its control unit first. Then it will turn on any nearby target, friend or foe. Employ Pulse Grenades or Mines exclusively when dealing with robots; they are highly susceptible to the pulse that occurs when these weapons explode. Mark I Turret (ceiling) ‡

1



10

40

1

5.56mm gun

TOUR

Mister Handy

Burn 10 dmg/ 5 sec.

† Most opponents take double damage if hit in the head. There is no bonus damage to targeting a robot’s cranial area. All robots are immune to poison and radiation.

23/sec.



1

Frenzies if control unit destroyed, explodes on death

1

Frenzies if control unit destroyed, explodes on death

Mark II Turret (floor) ‡

1



10

50

1

Laser gun

18/sec.

May incinerate on death

Mark III Turret (ceiling) ‡

7



10

60

1

5.56mm gun

36/sec.



5

Frenzies if control unit destroyed, explodes on death

5

Frenzies if control unit destroyed, explodes on death

Mark IV Turret (floor) ‡

7



10

75

1

Laser gun

31/sec.

May incinerate on death

Mark V Turret (ceiling) ‡

11



10

75

1

5.56mm gun

57/sec.



10

Frenzies if control unit destroyed, explodes on death

48/sec.

May incinerate on death

10

Frenzies if control unit destroyed, explodes on death

Mark VI Turret (floor) ‡

11



10

100

1

Laser gun

‡ Most turrets have a nearby terminal. Hack this, and switch off the turret instead of attacking it.

TRAINING

Turrets are stationary, aside from their pivoting, and can be avoided most of the time. Or, you can hack into a nearby terminal (usually Average in difficulty for your Science skill), and cause the terminal to attack anything that moves. Pulse weapons are highly advantageous to use against turrets, too.

MISC. QUESTS

5

MAIN QUEST

Flamer Fuel

GEAR

ó

CENSUS

Mister Handy

OPERATION: ANCHORAGE

NO

XP

MA

RC

NT VE

NA

S

DA



GE

SP EC W IAL EA PO N

30

MA DA

5

AL TH HE

GE

TIO PE



EP

IN

1

EL

Enclave Eyebot

ME

LEV

W EA NO PON TE S

N



OR Y

ROBOTS

BROKEN STEEL

Albino Radscorpion: If running away isn’t an option, prepare for the fight of your life. Horrendous and poisonous damage and a regenerating ability means medium- to long-range combat, targeting the stinger while backing up and getting obstacles between you and the mutation, so it’s slower to charge. Take out its legs, and finish it at your leisure.

FACTIONS & BESTIARY

Radroach

IN

NA

LEV

EL

ME

WASTELAND BESTIARY

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

57

CONTENT

INDEX

DA M

SP EC W IAL EA PO N

DA M

W EA NO PON TE S

XP

NO

6

20

10







5



Support Drone

11



6

75

20







10



Support Drone

13



6

150

35







25



Support Drone

19



6

40







Support Drone

23



6

45







Support Drone

25



6

50







50



350

AG

AG

EL

NA

TE S

HE AL TH



E

PE RC EP TIO

1

E

IN

Support Drone

ME

LEV

VE NT OR Y

N

Chapter 2: Factions and Bestiary

Stop these personal robots by shooting their hover platforms, halting their movements. This is particularly helpful because Support Drones have no ranged attacks and are relatively weak. Deactivate them if you have the Robotics Expert perk. Enslave one if you have the Drone Control Device. Guardian Drone

1



6



Drone Cannon

140



Guardian Drone

11



6



Drone Cannon

140



Guardian Drone

13



6

150



Drone Cannon

140



25



Guardian Drone

19



6

200



Drone Cannon

140



50



Guardian Drone

23



6

250



Drone Cannon

140



50



Guardian Drone

25



6

350



Drone Cannon

140



50



Guardian Drone’s are used for combat by the Aliens. Stop these robots by firing at their hover platforms, using the Robotics Expert perk, or enslaving them with the Drone Control Device. Otherwise, destroy them quickly because their Drone Cannon is particularly devastating.

Note The two Experimental Weapons Drones in the Weapons Lab [MZ3.16] don’t attack unless you strike them first, when attempting to obtain the Drone Cannon Ex-B each carries.

Turret (Alien)

1



10

50



Turret Gun

11

Automatic

5



Turret (Alien)

11



10

100



Turret Gun

11

Automatic

10

Turret (Alien)

13



10



Turret Gun

11

Automatic

Turret (Alien)

19



10



Turret Gun

11

Automatic

Turret (Alien)

23



10

400



Turret Gun

11

Automatic

50



Turret (Alien)

25



10

600



Turret Gun

11

Automatic

50



Aliens have developed a ceiling-mounted turret defense system, which can be fired at, stood directly under, or detonated if you can access a nearby wall control [Science]. Blowing up turrets can inflict damage on foes in the blast radius, too.

S NO TE

XP

W EA NO PON TE S

E MA G DA

SP EC W IAL EA PO N

E MA G DA

AL TH HE

EP PE

RC

VE N IN

LEV

EL

NA ME

TO

TIO

RY

N

SWAMPFOLK

Scrapper

1

Baseball Bat

3

150

5

Baseball Bat

See weapon *

* +35 Damage Against Player

10



Scrapper

1

Hunting Rifle, BB Gun, Ammo

3

150

5

Hunting Rifle, BB Gun

See weapon *

* +35 Damage Against Player

10



Brawler

8

Combat Knife, Baseball Bat

3

250

5

Combat Knife, Baseball Bat

See weapon *

* +35 Damage Against Player

25



Brawler

8

Double-Barrel Shotgun, LeverAction Rifle, Ammo

3

250

5

Lever-Action Rifle, DoubleBarrel Shotgun

See weapon *

* +35 Damage Against Player

25



Creeper

12

Shovel, Axe, Tire Iron

3

400

5

Shovel, Axe, Tire Iron

See weapon *

* +35 Damage Against Player

50



Creeper

12

Double-Barrel Shotgun, LeverAction Rifle, Ammo

3

400

5

Double-Barrel Shotgun, Lever-Action Rifle

See weapon *

* +35 Damage Against Player

50



Tracker

20

Axe

3

600

15

Axe

See weapon *

* +35 Damage Against Player

50



Bruiser

22

Axe

3

700

100

Axe

See weapon *

* +35 Damage Against Player

50



Don’t assume combat with these Yokels is going to be easy. The stronger types seem to shrug off the Dart Gun’s leg-crippling, and they attack in groups. Concentrate your attacks on the closest foe, back up into partial cover, and choose specific weaponry based on the distance to the foe you’re attacking.

58

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CONTENT

INDEX

ABRAHAM WASHINGTON Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17) » Miscellaneous Quests: Stealing Independence, Agatha’s Song » Freeform Quests: Lincoln’s Profit Margins Washington, 45, continues the work started by his parents, who were just as passionate about preserving their heritage as residents of the nation’s capital. He’s a virtual shut-in at his Capitol Preservation Society. Abraham is one of those classic social outcasts who talks to himself all the time. He has almost no social skills and has a deeper emotional connection to his historical objects than he does to any human being. He requests that you help him locate some documents in Miscellaneous Quest: Stealing Independence.

Faction: Wastelander Location: 5.06: Agatha’s House (LAT 01/LONG 08)

» Miscellaneous Quests: Agatha’s Song » Freeform Quests: Going for a Song Fine music is in Agatha’s blood. Her ancestors were all classically trained musicians, and although those days are long gone, she spent her 76 years perfecting the violin until she matched their caliber. She is a kind old woman who feels she is too old to fear the Wasteland. Fate must smile upon her, because she’s still alive. She speaks gently and carefully chooses her words, having been well educated. She spends many a lonely night looking out across the dunes and waiting for someone to come along to help her retrieve the Soil Stradivarius, a lost violin that her great-grandmother once owned.

AHZRUKHAL Faction: Ghoul

Location: 5.05: Meresti Trainyard (LAT -01/ LONG 07) » Miscellaneous Quests: Blood Ties One of the most recent additions to the Family, 22-year-old Alan was ambushed by slavers and taken to market in Paradise Falls. He escaped but sustained a potentially mortal wound. He wandered south and collapsed not far from Meresti Station, where Vance discovered him. Currently he does not participate in the Hematophagy rituals, because he is still learning the ways from Vance.

ALEJANDRA TORRES Faction: Slave Location: 3.10: Temple of the Union (LAT 13/ LONG 15) » Miscellaneous Quests: Head of State Alejandra was an historian and a tinkerer, and she was a slave for 4 of her 22 years. Hannibal bought her just over a year ago, and promptly freed her. She is quiet and smart, and has the best understanding of science and machinery of anyone in the Temple of the Union, which isn’t saying much.

Location: 17.07B: Museum of History: Underworld

» Freeform Quests: Hired Help

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

BROKEN STEEL THE PITT OPERATION: ANCHORAGE

Faction: The Family

TOUR

AGATHA

ALAN

MISC. QUESTS

Although exhaustive, this census generally does not include the names of those who died between 10 and 200 years ago, despite there being a solid amount of computer evidence detailing these people. Only those alive, recently dead, or relevant to a particular quest or major event are revealed.

MAIN QUEST

Note

» Main Quests: Into the Pitt (TP) A Pitt Slave for as long as he can remember, Adan (pronounced “A-din”) is one of the few Steel Saw wielders content with his lot in life. This is partly due to the philosophical texts he reads when visiting Midea at her quarters. Fate has given him this life, and he must make the best of it.

GEAR

Location: TP.3: Pitt Downtown (LAT 12/LONG 08)

CENSUS

Faction: Pitt Slave

This census is alphabetical by the name each denizen prefers. For example, Knight Artemis (one of Lyon’s Pride’s finest warriors) is listed under “K” rather than “A.”

Although well-mannered and a natty dresser, Ahzrukhal (the proprietor of the Ninth Circle Bar) is sneaky and sleazy, and is adept at feeding peoples’ misery. In Ahzrukhal’s narrow view of the world, the more miserable you are, the more you drink, and the more you drink, the more money ends up in his pocket. He hates competition, and wishes he could rid himself of Carol and Greta.

FACTIONS & BESTIARY

ADAN

Note

POINT LOOKOUT

With the keen help of Moira Brown, and thousands of hours of trekking, we’ve completed an allencompassing census of the Capital Wasteland (and outer lands), detailing every single inhabitant you’re likely to find in these parts. The inhabitant’s name, visual representation, location, and related quests are all shown, along with a small piece of biographical information based on records to hand. Simply look for the name of the entity you wish to learn more about.

TRAINING

Spoiler

MOTHERSHIP ZETA

THE WASTELAND CENSUS An Enhanced Encyclopedia Chapter 3

APPENDICES

THE WASTELAND CENSUS

59

CONTENT

INDEX

Chapter 3: The Wasteland Census

ALEX DARGON Faction: Wastelander Location: 9.11: The Citadel (LAT 08/LONG -14)

» Main Quests: The Waters of Life A specialist in growing naturally occuring foodstuffs, Alex is a well-liked, if a little overeager scientist, and part of Doctor Li’s trusted team. He is soon entrusted with overseeing elements of Project Purity, and is a little in awe of his mentor, Doctor Madison Li.

Amata is the Overseer’s daughter. Her mother died of disease when Amata was just two years old. Amata loves her father dearly and is very loyal to him, but she hopes to change his stance on isolationism. She does not want to defy Alphonse but longs to experience the outside world. You and Amata have been best friends all your life, drawn together by the common bond of not having known your mothers.

AMERICAN GREASE MONKEY Faction: U.S. Army Location: OA.4: U.S. Army Field Headquarters (LAT 09/LONG 14)

ALLEN MACK Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Escape! » Miscellaneous Quests: Trouble on the Homefront Wally Mack’s father is a man not to be trifled with. He is overly protective of his family ever since the death of his wife (mother of Wally Mack, Susie Mack, and Officer Mack). He’s taught basic survival skills to his children but isn’t overly fond of showing emotion. Should Overseer Almodovar ever become incapacitated, Allen has vowed to take over the running of Vault 101.

ALLISTAIR TENPENNY Faction: Wastelander Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

» Miscellaneous Quests: The Power of the Atom, Tenpenny Tower, You Gotta Shoot ’Em in the Head An 80-year-old Englishman turned American entrepreneur, the man who discovered the Tower saw it as an opportunity to provide residents with a standard of living enjoyed by the affluent in the days before nuclear Armageddon. A rich eccentric who’s bored with life and looking for new challenges, he enjoys sniping at Wasteland creatures, Ghouls, and the occasional visitor from his suite atop Tenpenny Tower.

AMATA ALMODOVAR Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast, Future Imperfect, Escape!, Walking with Spirits (PL) » Miscellaneous Quests: Trouble on the Homefront

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» Main Quests: Paving the Way (OA), Operation: Anchorage! (OA) Relentlessly chipper and found beavering away at a variety of jobs, Grease Monkeys keep the wheels of the U.S. military war machine oiled and rolling. Most of a Grease Monkey’s time (when not saluting superiors) is spent checking and dialing in schematics information for the Winterized Powered Armor units that have recently arrived at Field Headquarters.

ANDY Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast Under constant supervision from Stanley Armstrong, Andy is a Mister Handy robot, although a more apt title would be “Mister Liability.” Due to a lack of specific motor parts, Andy is prone to articulated blade spasms, which have already claimed a cake.

ANNA HOLT Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Main Quests: The Waters of Life, The American Dream Anna was responsible for the gestation of naturally occuring foodstuffs during her tenure under the watchful eye of Doctor Li. Soon kidnapped by the Enclave, Anna Holt is “forced” to help the Enclave in their experiments at Raven Rock. Her current whereabouts are unknown, and she’s presumed dead.

ANDY STAHL Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

» Freeform Quests: Leo’s Drug Habit Andy, 23, seems to be very quiet and reserved, which serves his role as the business manager of the restaurant. He is actually extremely crafty and manipulative. Unbeknownst to his brother and sister, Andy has been talking to Mister Burke about his insidious plan to blow up Megaton so he can move the restaurant to a better, safer, more lucrative location.

ANGELA “PRINCESS” Faction: Wastelander Location: 4.08: Little Lamplight (LAT -26/LONG 02)

» Freeform Quests: Bully the Bully Three years ago, when she was nine, Angela (who also goes by “Susie”) convinced everyone that she should be mayor of Little Lamplight. When the kids finally agreed, she immediately insisted that her first act as mayor was to change the title to “Princess.” This so irritated young MacCready that he punched her in the nose and told everyone he was in charge from now on. She’s been known as Princess ever since.

ANGELA STALEY Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quests: A Nice Day for a Right Wedding Angela, 16, works at the restaurant alongside her father for most of the day. She goes to church on Sundays and visits her best friend, Diego, there at night, after the restaurant closes. Angela is very attracted to Diego and has tried to seduce him a few times. However, his faith and her age have stopped him from acting on her advances.

ANTHONY LING Faction: Merchant Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

» Miscellaneous Quests: Tenpenny Tower » Freeform Quests: Finders Keepers The owner of New Urban Apparel, he sells all manner of clothing items to the residents of

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INDEX

» Miscellaneous Quests: The Wasteland Survival Guide, Strictly Business The last of the military survivors who made Minefield their town, Arkansas was a small boy when the Slavers first came and captured nearly all of the tribe, but they never found him. Swearing revenge, he spread rumors of a new band of inhabitants and set a trap for the Slavers. When the Slavers came to raid the town again, they were harried by a hidden sniper and decimated by landmines. The Slavers took heavy losses that day and never came back. Now an old man, Arkansas still shuffles around this place.

ARMITAGE Faction: Robot Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quests: The Replicated Man Armitage, 35, is Zimmer’s imposing bodyguard. He has little to say and will defend Zimmer to the death. Of course, that’s because Armitage is actually a robot, of the same class as the replicant they are searching for. Armitage has the same schedule as Zimmer; he sleeps in the same room and eats the same food—not because he has to, but because he’s been programmed to replicate human behavior as closely as possible.

ATOM’S CHAMPION Faction: Ghoul Location: BS8.01 Holy Light Monastery (LAT -01/ LONG -04) » Miscellaneous Quests: Holy Water (BS) This Feral Ghoul Reaver has some semblance of functional brain matter. Mother Curie III uses this wretched creature as an example of a follower who has given himself completely to the Eternal Light.

BADGER (DECEASED) Faction: Ghoul Location: BS 3.02.2 Olney Underground

BARRETT Faction: Ghoul Location: 5.02: Northwest Seneca Station (LAT -10/ LONG 09) » Freeform Quests: Murphy’s Bombing Run Murphy’s bodyguard doesn’t “do” chitchat. Not even Murphy knows about his past, and Barrett is quite happy to have it stay that way.

BEATRICE ARMSTRONG Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast » Miscellaneous Quests: Trouble on the Homefront Vault 101’s resident gossip hound, she has her nose in everyone’s business. Of course, like all true gossips, she will vehemently deny that she is ever involved in the affairs of others. She is best friends with Pepper Gomez and is interested in Mister Brotch. She also keeps up the gossip with her married sisters, Mary Kendall and Gloria Mack.

» Main Quests: Shock Value (BS) After coming to blows with the elders of Underworld, Badger decided to forge ahead

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

» Main Quests: Free Labor (TP) Leader of the Pitt Raiders, Ashur is an imposing force in The Pitt, commanding respect through fear and accomplishments and his part in past atrocities. He was part of the Brotherhood of Steel forces that tore through The Pitt in a cataclysmic clash known as the Scourge. He remained, ruling the masses while seeking technological breakthroughs that could help heal the population from the ravages of “the sickness.” His secondary plan is to continue to build up his army of Pitt Raiders, weaning out the infirm or incompetent in the Arena, and then march on the Wasteland, reuniting it and The Pitt. He is married to Sandra, who has recently given birth to a beautiful baby daughter.

» Miscellaneous Quests: The Wasteland Survival Guide Bannon, 30, is a snappy dresser and a shrewd businessman. His wares are high priced, because he’s got no competition. His motto is “If you don’t like the pants, go find them yourself.” Cindy Cantelli has a crush on him and sits with him in church. She also leaves when he does. Bannon is one of three city council members, along with Doctor Li and Harkness. They meet on Monday mornings for a few hours to discuss city-wide issues. He has quite the ego but was chosen by Doctor Li to sit on the city council. She seems oblivious to his flaws.

OPERATION: ANCHORAGE

Location: 3.09: Minefield (LAT 04/LONG 14)

Location: TP.G: Haven (Interior; LAT 17/LONG 03)

Location: 9.15: Rivet City (LAT 18/LONG -17)

TOUR

Faction: Wastelander

Faction: Pitt Raider

Faction: Wastelander

MISC. QUESTS

ARKANSAS

ASHUR

BANNON

MAIN QUEST

» Freeform Quests: A Manhandled Manservant A manservant of Herbert “Daring” Dashwood of the highest repute, Argyle was a faithful retainer, as well as an accomplished martial artist. The story goes that he died battling an earlier leader of the Slavers called Penelope Chase, ripping out her heart with a technique known as the “eagle claw.” His body is still inside Rockopolis, but his adventures live on in the radio plays sometimes hosted by Galaxy News Radio.

» Main Quests: Who Dares Wins (BS) Usually encountered in the chamber that bears his name, the most adept Enclave Soldier tends to the remaining stockpile of weaponry and technology, deep in the bowels of the Base Crawler. Skilled in many forms of combat, the Armory Master has even created a custom helmet and weapon for his personal use.

GEAR

Location: 7.C: Rockopolis (LAT -26/LONG -07)

Location: AAFB 04 Mobile Base Crawler

CENSUS

Faction: Ghoul

Faction: Enclave

with a band of plucky individuals determined to find a new place to call home. Responsible for foraging, Badger was recently surprised (during a game of pool) to discover that the camp he and Sanders located was teeming with Deathclaws.

FACTIONS & BESTIARY

ARGYLE (DECEASED)

ARMORY MASTER

TRAINING

Tenpenny Tower. His selection is unmatched in the entire D.C. Wasteland, and he’s particularly proud of the excellent condition prewar items he has managed to salvage throughout the years.

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BELLE BONNY Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quests: The Wasteland Survival Guide, The Replicated Man » Freeform Quests: Belle’s Cash Box Belle Bonny, 55, spends all her time in the bar, which is open around the clock, seven days a week. She sleeps for a few hours at night, and Brock watches the bar when she does, but then she returns to work. She is considered to be riffraff, even by the Hangar Deck crowd (everybody needs someone to look down on). She is a crotchety old woman, salty as hell. She won’t take crap from anyone. There is a rumor floating around that she stared down Sister. It’s true; even Garza is reluctant to tangle with her.

BEN CANNING Faction: Wastelander Location: 0.00: The Capital Wasteland

» Mini-Encounter 0.10: Dying of Thirst Canning isn’t like those other lay-abouts, waiting on the threshold of of a settlement for a hand-out. No, Canning is an adventure who is almost completing unprepared for Wasteland exploring, a fact he proves when he rushes up to you. He is friendly though, for a beggar.

BESSIE LYNN Faction: Ghoul Location: 7.13: Warrington Station (Exterior; LAT -18/ LONG -19) » Miscellaneous Quests: Tenpenny Tower Bessie Lynn is a shy woman who defers to Roy Phillips (her boyfriend) in all matters. She has accepted her Ghoulhood but is still selfconscious about it.

BETTY “BUMBLE” Faction: Slave Location: 4.08: Little Lamplight (LAT -26/LONG 02)

» Freeform Quests: The Kid-Kidnapper The youngest member of Little Lamplight, Bumble is six and the closest to a carefree child to be found in Little Lamplight. She’s only just learned how to fire a gun but hasn’t tried it out yet, because she literally doesn’t have

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the strength to pull the trigger. She sometimes carries around a teddy bear that used to be her mother’s and has been passed down through generations of Lamplighters. Lucy treats her like a little sister. She’s also clumsy and prone to knocking into objects, which earned her her nickname. She is extremely naive.

BILL FOSTER Faction: Vault Dweller Location: 7.03: Vault 112 (LAT -22/LONG -08)

» Main Quests: Tranquility Lane Mr. Foster is a technician down at the local RobCo Plant. Always ready with a Sugar Bomb for the kiddies, he’s a chipper sort, and prone to whistling, or impromptu bursts of patriotic sing-songs. He is most definitely not living a life of quiet desperation.

BILL SEWARD Faction: Slave Location: 3.10: Temple of the Union (LAT 13/ LONG 15) » Miscellaneous Quests: Head of State Bill is 54 years old and was a slave for most of his life. He would never have run away if he hadn’t accidentally killed his master’s daughter. Hannibal found him within hours of the incident. If not for Hannibal, Bill would have been recaptured within the day or fallen prey to the Wasteland’s dangers. Bill isn’t that skilled and has no military training. He’s been relegated to cooking and cleaning, and he’s an awful cook. His other principal job is to take care of the Brahmin and Four Score the dog. Bill has spent his whole life afraid and subservient. Even though he is free now, those habits are hard to break.

BILL “WILLIE” WILSON Faction: Wastelander Location: 8.07: Andale (LAT -05/LONG -17)

» Freeform Quests: Our Little Secret, One Big Happy Family Bill and Martha live next door to the Smiths, and they’re delighted that their daughter Jenny and Junior Smith get along so well. Bill spends most days in the Shed or Smith house basement working with Jack on the “family business.” They all agree that Andale is the place to be!

BILLY, AKA “BIWWY” Faction: Wastelander Location: 4.08: Little Lamplight (LAT -26/LONG 02)

» Freeform Quests: Biwwy’s Wazer Wifle A nine-year-old boy with a slight speech impediment, Biwwy was recently kicked off the scavenging team because no one could stand being around him. He’s still generally avoided by most and leads a slightly sad, lonely existence, lurking in the alcoves of the Great Chamber and playing with his Wazer Wifle, although he’s got no cause to use it anymore.

BILLY CREEL Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06) Billy grew up foraging in the Wasteland and was eventually hired on to protect caravans. Life was nothing but profit and survival until he came across Maggie. After killing the raiders who had massacred Maggie’s parents, he took her under his wing. He brought Maggie to Megaton and helped fend off a Raider attack. He was given the house of a settler who was shot in the attack. There are a few around town who say that Billy was the one behind the bullet that bought him his place in Megaton.

BINGO Faction: Pitt Raider Location: TP.3: Pitt Downtown (LAT 12/LONG 08) One of the patrons of the Vertigo Bar and Grill, Bingo is an older Pitt Raider who can still remember the time of the Scourge, although he doesn’t share this information with anybody. He is content to drink himself into oblivion, amassing a sizable Beer collection.

BITTERCUP Faction: Wastelander Location: 5.10: Big Town (LAT -04/LONG 03)

» Miscellaneous Quests: Big Trouble in Big Town » Freeform Quests: Bittercup Runneth Over Apathetic, self-involved, and rebellious, Bittercup is the lone exception to Big Town’s

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CONTENT

INDEX

» Miscellaneous Quests: Oasis » Freeform Quests: Bloomseer Poplar’s Visions She is the Oasis oracle. Although a few of the occasional visitors may scoff at her “fortunetelling,” this 60-year-old soothsayer has often amazed the other villagers with her powers of premonition. She tells you her history of seeking out Oasis due to a premonition. She is usually found in her cave tending her alchemical duties. She is loyal to Leaf Mother Laurel.

BOB, SON OF DAVE Faction: Wastelander Location: 3.03: The Republic of Dave (LAT 19/ LONG 27) » Freeform Quests: Election Day Bob, “Second-Commander of the Army of Dave,” is young, hotheaded, and bossy. Although he’s only 19, Bob thinks of himself as Vice Dave, insisting that he knows best and that all citizens of the republic should listen to him. Although Dave will not admonish Bob in public, it’s widely known that Dave lets Bob have it behind closed doors. Bob resents his father and looks forward to the day he can establish the Empire of Bob.

BRANCHTENDER CYPRESS Faction: Treeminder Location: 2.01: Oasis (LAT -03/LONG 28) » Miscellaneous Quests: Oasis Although the Treeminders would love to renounce violence and weaponry, they aren’t naive: Cypress is one of the main armed guardians of Oasis. He is generally found patrolling the entrance to the Oasis Caverns. Cypress is 25 years old and used to be a Wasteland Adventurer (not unlike yourself). He is extremely loyal to Tree Father Birch.

BRANCHTENDER LINDEN

BRAND Faction: Pitt Slave Location: TP.B: The Mill (LAT 11/LONG 06)

» Main Quests: Unsafe Working Conditions (TP) Hanging around near the Mill’s Ammo Press, Brand is a gaunt-looking character, even for a Pitt Slave. He isn’t well-liked, even by the other Pitt Slaves. However, he does have something to barter (Stimpaks) if you reveal information on various aspects of your quests. Beware if you do though; the repercussions could prove lethal for those loyal to Wernher’s cause.

BREADBOX Faction: Slave Location: 2.08: Paradise Falls (LAT -09/LONG 16)

» Freeform Quests: Freedom! Breadbox is the oldest slave in the camp by far. Old slaves don’t sell well, and at this point, they can’t even give Breadbox away. Mostly, the Slavers just ignore him.

Faction: Treeminder Location: 2.01: Oasis (LAT -03/LONG 28)

» Miscellaneous Quests: Oasis

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

» Miscellaneous Quests: Blood Ties » Freeform Quests: A Little Help from Arefu Brailee is 36 and married to Ken Ewers. She is a bit shy, and it doesn’t help that she rarely gets to speak to anyone, thanks to her overprotective husband. She is warm and exudes compassion. In recent months, a combination of prepackaged “food,” being cooped up with Ken for hours at a time, and her already-fragile mind has caused her to become delusional, creating a more utopian world inside her head.

» Miscellaneous Quests: Oasis Maple is the first Treeminder you meet (along with Tree Father Birch), as she usually guards the entrance to Oasis. She is also 25 years old. After you enter the place, she returns outside to stay alert and halt any incursions. She only heads inside to eat meals and sleep, and then returns to her post. Branchtender Linden is her guard relief. She is the newest addition to Oasis and is extremely loyal to Tree Father Birch.

OPERATION: ANCHORAGE

Location: 2.01: Oasis (LAT -03/LONG 28)

Location: 5.07: Arefu (LAT -11/LONG 06)

Location: 2.01: Oasis (LAT -03/LONG 28)

TOUR

Faction: Treeminder

Faction: Wastelander

Faction: Treeminder

MISC. QUESTS

BLOOMSEER POPLAR

BRAILEE EWERS

BRANCHTENDER MAPLE

MAIN QUEST

» Freeform Quests: Freedom! Since the day she arrived in Paradise Falls, Bleak has been planning her escape. She spends her days watching and memorizing the movements of the guards, waiting for the perfect time to make her move.

» Main Quests: Unsafe Working Conditions (TP) Not quite as vicious and uncaring as the rest of the maniacs loyal to Ashur, Bone guards the slaves inside the Mill, and is generally unpleasant to speak to until you prove yourself in the Arena. Once your mettle is unquestioned, Bone changes her tune, and you can receive a semblance of a civil conversation.

GEAR

Location: 2.08: Paradise Falls (LAT -09/LONG 16)

Location: TP.B: The Mill (LAT 11/LONG 06)

CENSUS

Faction: Slave

Faction: Pitt Raider

He is one of the other main armed guardians of this sacred settlement. He is generally found wandering the woods of Oasis or on guard relief for Branchtender Maple. This 25-yearold used to be a Brotherhood of Steel Outcast, but a near-death experience and being healed in Oasis changed his outlook on life. He professes his loyalty to Leaf Mother Laurel.

FACTIONS & BESTIARY

BLEAK

BONE

TRAINING

desperate, overwhelmed atmosphere. She has completely retreated into a one-woman subculture of her own making, spending time applying makeup and wearing dark clothing instead of guarding the town against attack. The other residents of Big Town are fed up with her, but there is little they can do about it, with the threat of Mutant and Raider attacks being a more pressing concern.

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Chapter 3: The Wasteland Census

BRIANNA Faction: The Family Location: 5.05: Meresti Trainyard (LAT -01/ LONG 07) » Miscellaneous Quests: Blood Ties At 19, Brianna is the youngest member of the Family. She was originally a prostitute, but her lust for flesh (to eat) caused her much pain and anguish in the populated centers of Washington, D.C. She therefore struck out into the Wasteland and stumbled across her fellow “vampires” in Meresti Station. Vance, sensing her traits, immediately took her in and converted her Cannibalism to Hematophagy. She’s been living in Meresti ever since.

BRICK Faction: Reilly’s Rangers Location: 18.06: Reilly’s Rangers Compound

» Miscellaneous Quests: Reilly’s Rangers Brick is 32, and part of the mercenary group dedicated to mapping the ruins of Washington D.C. Currently, she is trapped at the top of the Statesman Hotel on the roof awaiting supplies or rescue. She is the team’s heavy weapons specialist and carries a Minigun she has christened Eugene. She is muscle-bound and intimidating in appearance, and her only concern is what to point her gun at and vaporize next.

BRONSON Faction: Slave Location: 2.08: Paradise Falls (LAT -09/LONG 16) » Freeform Quests: Freedom! Bronson is, quite simply, a drunk. Unable to cope with life since his capture, he’s taken to humiliating himself for the amusement of the Slavers, who provide him with enough booze to make him forget how his life has ended up. Bleak has been trying to give him hope, but so far has failed.

BROTHER GERARD Faction: Ghoul Location: BS8.01: Holy Light Monastery (LAT -01/LONG -04) » Miscellaneous Quests: Holy Water (BS) First officer of the Apostles of the Eternal Glow, this evangelical off-shoot of the Church

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of the Atom has plans to sweep the Wasteland by beckoning their followers to bathe in “light.” Gerard is direct and friendly to a point, but keen to further the Church’s causes no matter what the cost. If you run into Brother Gerard after a nearby nuclear explosion, he greets his new and terminally singed appearance as the ultimate sign on his path to radioactive righteousness.

BRYAN WILKS Faction: Wastelander Location: 9.09: Grayditch (LAT 05/LONG -09)

» Miscellaneous Quests: Those! » Freeform Quests: The Life of Bryan When the settlement was attacked by Giant Ants and all the inhabitants were wiped out, eight-year-old Bryan hid underneath a demolished car. Luckily, the huge insects overlooked him and moved on after carrying off their prey. Since the attack, Bryan’s food and water supply has dwindled (his father used to make trips to stock up for the entire settlement), and he has left the safety of the small settlement in hopes of finding help.

BUTCH DELORIA Faction: Follower Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast, Future Imperfect, Escape! » Miscellaneous Quests: Trouble on the Homefront » Freeform Quests: Tunnel Snakes Forever! Vault 101’s resident bully and leader of the Tunnel Snakes, Butch masks his fear and sense of inadequacy about not having a father and having an alcoholic mother by becoming boorish and overbearing. Masking his shortfalls has stunted his secret desire to become a hairdresser.

BUTCHER Faction: Reilly’s Rangers Location: 18.06: Reilly’s Rangers Compound

» Miscellaneous Quests: Reilly’s Rangers » Freeform Quests: The Butcher Will See You Now Butcher is 29 and the team’s medic. He has saved their lives on more than one occasion. His original name was Carl, but Brick jokingly called him “Butcher” once and the name stuck. He is the worst of the team in terms of fighting, but his prowess as a medic more than makes up for it. He is currently quite

depressed at the death of his teammate, Theo, but there wasn’t much he could have done to save him.

BUTTON GWINNETT Faction: Robot Location: 17.12: The National Archives (Rear Entrance) » Miscellaneous Quests: Stealing Independence The powered wig, the blue coat, the metal mandible appendages—this must be Button Gwinnett, second governor of Georgia! Look closely, and you may spot some tiny discrepancies in this fellow: the pulsing brain module, the clanking sound Button makes, and the fact that this is actually a Protectron!

C.J. YOUNG Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quests: The Runaways C.J. is as happy a kid as you’ll find in the Wasteland. She’s been raised by two loving parents and lives a great kid’s life, hanging out on the flight deck or exploring Rivet City with her best friend, James Hargrave. James does pick on her mercilessly, even though she is a year older than him. She is constantly apologizing and forgiving him for all his teasing. Despite this, the two are best friends. She is a trusting and honest young girl.

CALEB SMITH Faction: Slave Location: 3.10: Temple of the Union (LAT 13/ LONG 15) » Miscellaneous Quests: Head of State Caleb is 32 and was born a slave. He escaped eight years ago and joined a Raider band. When he heard about Hannibal and the Temple of the Union, he promptly left the Raiders and joined Hannibal. He is the first of Hannibal’s followers and has some experience as a stonecutter. Caleb prefers to use melee weapons but knows his way around guns.

CARL (DECEASED) Faction: Ghoul Location: BS3.02.2 Olney Underground » Main Quests: Shock Value (BS)

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» Freeform Quests: Hired Help Carol is perhaps the sweetest Ghoul you’ll ever meet. The fact that she’s a hideously deformed Ghoul hasn’t stopped her from wearing a sundress, smiling pleasantly, or sharing a warm hello with anyone who crosses her path. Carol won’t say how old she is, but it’s generally understood that she’s been around since before the bombs fell. She always wanted to open a bed and breakfast, and Carol’s Place is her dream come true, although everyone has noticed that she’s been a bit down lately. She is also has a son, Gob, who’s carrying on the family tradition as a barkeep in Megaton.

Location: PL1: Riverboat Landing (LAT 11/LONG -20)

» Main Quests: The Local Flavor (PL) » Freeform Quests: Tailing the Tomboy (PL) Nadine’s mother is very caring, if somewhat overprotective. Catherine lives near Rivet City, and asks you to look for her daughter. Nadine was always a headstrong girl, and the first to bag a live Mirelurk hatchling, but Catherine fears her little mite doesn’t have the experience to survive in open wilderness.

CENTRE DUBOIS Faction: Sudden Death Overtime Gang Location: 8.10: Nuka-Cola Plant (LAT -01/LONG -19)

CERBERUS Location: 17.07B: Museum of History: Underworld

Faction: Slaver Location: 2.08: Paradise Falls (LAT -09/LONG 16) Perhaps the least pleasant Slaver in camp, Red is a stern-faced psychopath who was abused and tortured all through her life. Even her fellow Slavers give her a wide berth. Red loves to tell stories about her father, who once cut the legs off a man just to watch and laugh as he attempted to crawl away before crushing his skull with a rock. You know, childhood memories.

Faction: Wastelander Location: 9.08: Dukov’s Place (LAT 11/LONG -08)

» Miscellaneous Quests: You Gotta Shoot ’Em in the Head » Freeform Quests: Cherry’s Freedom A live-in playmate, 27-year-old Cherry doesn’t love Dukov, but she does like him. She mostly stays with him for the money and the modest protection he can give her. In exchange, she offers what she can. Dukov prefers that his “ladies” walk around in their underwear.

CHIP TAYLOR (DECEASED)

» Freeform Quests: Just for the Taste of it Centre Dubois is a member of the Sudden Death Overtime Gang, obsessed with an ancient ice sport that Goalie Ledoux’s ancestors played.

Faction: Robot

CAROLINA RED

CHERRY

Winthrop’s main guardian against attackers, this Mister Gutsy with a combat inhibitor specifically tailored to “not shooting Ghouls” floats around the concourse, greeting his new masters. Programmed to serve, Cerberus’s robotic mind is keen to be unshackled, so he can massacre these rotting lumpyskins where they fester. There’s no chance of this happening, so Cerberus is reduced to muttering insults under his steam vent.

Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Miscellaneous Quests: Trouble on the Homefront You remember Chip Taylor, don’t you? He was a year or two younger than you. He wanted to be a mechanic like Stanley. Well, he’s dead now: Killed in the crazy fracas as Vault 101’s rule of law broke down.

CHRISTIE YOUNG Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17) Spending her time on the upper deck where she rests (and can sometimes be heard yelling in her sleep), and cleaning this expansive vessel, Christie is Henry Young’s wife, and

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL

Faction: Wastelander

THE PITT

CATHERINE

» Freeform Quests: Hired Help Charon’s is Ahzrukhal’s personal bodyguard and soldier. He’s quiet and scary. Every couple of days, Ahzrukhal sends Charon out to run some kind of errand. He always leaves packed with weaponry, and returns with a bag of Caps. He’s loyal to Ahzrukhal beyond question and will do whatever his employer orders. Charon never sleeps—a strange trait even for a Ghoul—and when he’s in Underworld, he hangs out in the bar. There are rumors that he is unhappy with his position but can’t leave Ahzrukhal’s employ.

OPERATION: ANCHORAGE

Location: 17.07B: Museum of History: Underworld

» Main Quests: Rescue from Paradise Carter is desperate to escape, and his mind has deteriorated so much in the last few weeks that he’s prepared to risk almost certain decapitation by trying to sprint to freedom. He needs to time his escape to just the right moment. He’s sure Forty doesn’t have the means to control his Slave Collar.

TOUR

Faction: Ghoul

Location: 17.07B: Museum of History: Underworld

MISC. QUESTS

CAROL

Location: 2.08: Paradise Falls (LAT -09/LONG 16)

MAIN QUEST

» Mini-Encounter 0.10: Dying of Thirst Driven slightly demented by lack of sustenance, and fearful of his life after a narrow escape from a Super Mutant bonfire, Carlos has set up a begging station at the entrance to Rivet City. Through the haze of dehydration, he remains hopeful that a water caravan or kindly stranger will cross his path.

Faction: Ghoul

GEAR

Location: 9.15: Rivet City (LAT 18/LONG -17)

Faction: Slave

CENSUS

Faction: Wastelander

CHARON

FACTIONS & BESTIARY

CARLOS

CARTER

TRAINING

A member of the Ghoul settlement program, Carl was responsible for settlement medication and well-being, as a new camp was established, away from Underworld. Alas, all succumbed to Deathclaws after the camp was established. It seems the group’s leader— Sanders—was unaware that these creatures infest the Olney Underground, a fact the settlers found out to their cost.

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census C.J.’s mother. She’s not a huge fan of her daughter’s friendship with James Hargrave, but is hoping her offspring will have a calming influence on the wayward young man.

CHRISTINE KENDALL Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Future Imperfect » Miscellaneous Quests: Trouble on the Homefront Playing up to her father usually results in a verbal ear-bashing or worse, so Christine has recently become more and more introverted. She’s not happy here and wonders what life is like away from the concrete walls and fluorescent, buzzing lights.

CINDY CANTELLI Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17) Cindy runs A Quick Fix, which sells Chems. Cindy has given up on her addict husband, Paulie Cantelli. They go through the tired motions of a marriage without really interacting with each other. She never uses Chems herself, although she has no problem selling them to others. She has what is called a convenient morality. Currently she has a crush on Bannon but has not gotten up the courage to approach him. However, since he is a regular churchgoer, she is there every Sunday, sitting as close to him as possible.

CLOVER Faction: Follower Location: 2.08: Paradise Falls (LAT -09/LONG 16) » Freeform Quests: Coveting Clover Eulogy’s prostitutes are two slaves caught a few months back. They have been systematically brainwashed and threatened until they’ve become completely subservient to their master. Eulogy verbally abuses them constantly. You can listen to the tirades as the girls meekly plead for forgiveness. When Eulogy is away, they’re both catty to each other. You cannot speak to either of them; any conversations must be through Eulogy. You can purchase Clover as a Follower.

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COLIN MORIARTY Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

» Main Quests: Following in His Footsteps » Freeform Quests: 300 Pieces of Silver Moriarty, 50, has been here nearly his entire life. He claims that his grandfather helped found the original settlement a few years after the war. His father used the nearby trade routes to amass wealth, which is used to help secure Megaton. Colin inherited this wealth when his father was killed during a Raider attack when Colin was 14. Colin’s first move was to build a fence around the town. Since then, the people have looked to Colin as a benefactor despite his running drinks, Chems, girls, and games out of his saloon. Simms turns a blind eye to Moriarty’s activities, because he is acutely aware that the town needs Colin’s support and resources.

COLONEL AUGUSTUS AUTUMN Faction: Enclave Location: 1.01: Raven Rock (LAT -28/LONG 28)

» Main Quests: The Waters of Life, Finding the Garden of Eden, The American Dream, Take It Back! Autumn grew up on an oil rig off the California coast (the base of operations for the Enclave, the secretive contingent of the United States government that survived after the apocalypse). His father was the highranking Enclave scientist on orders from the president to move all high-ranking officials to the only other secure Enclave location with a functioning ZAX super-computer, Raven Rock. Colonel Autumn has proven to be far less subservient than his scientist father, often openly disagreeing with the president’s decisions.

COLONEL HARTIGAN (DECEASED)

Hartigan himself soon made first contact with the Aliens and attempted to calmly explain his mission. His screams can still be heard echoing through a Recorded Log on the ship. He was placed in cryogenic stasis pod, but complications and pod malfunctions, plus the stress he endured during his Alien encounters, caused the colonel to expire. His Spacesuit is still useful, however.

COMMANDER JABSCO Faction: Talon Company Location: 4.11: Fort Bannister (LAT -18/ LONG -01) Leader of the Talon Company Mercenaries, Jabsco says he has proved his worth in the combat zone countless times, although his troops haven’t seen evidence of this. Nor are they likely to; Jabsco plans attacks on all foes from a bunker deep within Fort Bannister. Face him with considerable force, and you may see why his critics have dubbed him “Jetting Jabsco” for his tendency to flee combat.

COMMANDER LANA DANVERS Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quests: Council Seat Danvers, 30, is Harkness’s second in command and best friend, though their relationship is strictly platonic (her husband was also a Rivet City security officer, but he died of disease a couple years ago). If Harkness leaves Rivet City, she is promoted to security chief. Danvers gives preferential treatment to Hangar Deck citizens. She has a mild disdain for Upper Deck residents: This is a source of mild friction between Harkness and Danvers.

CONFESSOR CROMWELL Faction: Wastelander

Faction: U.S. Army

Location: 8.03: Megaton (LAT -01/LONG -06)

Location: MZ1.03 Engineering Core: Stasis Pod » Main Quest: Among the Stars (MZ) Hartigan was returning from a low-orbit mission in his capsule Clarabella 7, but he never made it back to its ocean splashdown rendezvous point. The mystery was soon covered up by the U.S. government and the United States Space Administration, who claimed the craft crash-landed after becoming entangled in high-altitude weather balloons.

» Freeform Quests: Pious Generosity Little is known about Cromwell’s past: He arrived in his early 20s (he’s now 44) and was granted permission to stay due to the blessing and high standing of his successor in the church, who fostered him in the ways of Atom. Eventually, Cromwell proved to be a valuable resource in protecting and aiding the town, and he became an eccentric distraction to most of the citizens of Megaton.

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CONTENT

INDEX

CORPORAL RHEEMS DECEASED Faction: U.S. Army Location: MZ2.04: Cryo Lab

» Main Quest: Among the Stars (MZ) A member of the 108th Infantry Battalion, Corporal Rheems was an integral part of the medical team before his swift and brutal abduction with other members of his squad. Kept in suspended animation aboard a frightening Alien craft, he was periodically thawed out to face brutal probing, before finally succumbing to the horrors of an Alien examination table with Corporal Spurlock and Private Mears.

CORPORAL SPURLOCK DECEASED Faction: U.S. Army Location: MZ2.04: Cryo Lab

» Main Quest: Among the Stars (MZ) A proud medic attached to the 108th Infantry Battalion, Corporal Spurlock was used to the sight of blood, arterial sprays, and lost limbs. However, after a quick and frightening abduction when the medical squad became separated from the main infantry forces, Spurlock fought hard to control her fear as she was still awake for most of her own dissection. Spurlock succumbed to massive shock and internal bleeding, and her corpse awaits the wanderer somewhere in the Cryo Lab.

CRIMSON Faction: Slave Location: 2.08: Paradise Falls (LAT -09/LONG 16) Eulogy’s prostitutes are two slaves caught a few months back. They have been systematically brainwashed and threatened until they’ve become completely subservient to their master. Eulogy verbally abuses them constantly. You can listen to the tirades as the girls meekly plead for forgiveness. When Eulogy is away, they’re both catty to each other. You cannot speak to either of them; any conversations must be through Eulogy.

CROATOA Faction: Tribal Location: PL 3.13: The Ark & Dove Cathedral (LAT 12/ LONG 03) » Main Quests: Hearing Voices (PL) This rather simple man has a specially modified Shovel he doesn’t just give out to anybody. Croatoa believes in reaching higher planes of existence through the power of Punga.

DAD (JAMES) Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Birth, Baby Steps, Growing Up Fast, Future Imperfect, Following in his Footsteps, Scientific Pursuits, The Waters of Life Before your birth, your father was the leader of an impossibly ambitious scientific endeavor—Project Purity. Leading a group of scientists, he planned to turn the ruins of the Jefferson Memorial into the most technologically advanced water purifier ever imagined. But when you were born (your mother dying in childbirth), your father had little choice but to abandon Project Purity and get you to the only safe place he knew—the underground fallout shelter known as Vault 101.

DANIEL AGINCOURT Faction: Wastelander Location: 9.11: The Citadel (LAT 08/LONG -14)

CROW Faction: Merchant Location: 0.00: The Capital Wasteland

» Freeform Quests: Merchant Empire Crow used to be a tribal shaman and his spiritual views on the Wasteland can seem odd to others—especially when they’re mixed with his uncanny sense for selling Armor. There are rumors that he came from Oasis, but if he did, he never talks about it.

» Main Quest: The Waters of Life This rather rude and standoffish young engineer is hard at work on Project Purity, and has no time for young adventurers with fancy plans. Should Project Purity succeed, he becomes much more reverential toward you, swallowing his pride for the good of the cause. He even offers to take a weapon you aren’t using and fight with you. Alas, you’ll soon find out his skills are purely based in engineering and not combat.

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MOTHERSHIP ZETA

» Miscellaneous Quests: The Replicated Man Forty-one-year-old Cutter was born in the pens, a slave. She spent her youth learning Wasteland medicine from her mother. When her mother passed away, Cutter took over caretaker duties for the slaves but slowly grew bitter and frustrated with the slaves’ inability to fight back against the Slavers. Spending nearly a decade trading her services, she earned enough Caps to buy her freedom. Since Paradise Falls needed a skilled medic, she stayed, taking wealthy Slavers for all she could. Find her at the clinic.

POINT LOOKOUT

» Freeform Quests: Merchant Empire Wolfgang might act insane, but he only plays the madman for sales. His inventory is mostly random junk, making him useful for finding custom-weapon components or just cashing in gear for Caps.

TRAINING

» Main Quests: Shock Value (BS) Connelly was always arguing with Sanders. They should “head west,” he told anyone who would listen, and meet up with the Ghoul resistance over at Warrington Station. But Sanders wanted to roam the Northern Wastes. Grudgingly, Connelly accepted this plan, but he knew the area was rife with danger. Upon a discovery of an empty Underground camp below the streets of Old Olney, Connelly began erecting makeshift barricades, just in case of a curious Mole Rat or two. His last memories were being simultaneously torn apart by a Deathclaw, and gurgling “I told you so!” to Sanders.

BROKEN STEEL

Location: 2.08: Paradise Falls (LAT -09/LONG 16)

THE PITT

Location: 0.00: The Capital Wasteland

OPERATION: ANCHORAGE

Location: BS 3.02.2 Olney Underground

TOUR

Faction: Slaver

MISC. QUESTS

Faction: Merchant

MAIN QUEST

Faction: Ghoul

GEAR

CUTTER

CENSUS

CRAZY WOLFGANG

FACTIONS & BESTIARY

CONNELLY (DECEASED)

APPENDICES

THE WASTELAND CENSUS

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CONTENT

INDEX

Chapter 3: The Wasteland Census

DANIEL LITTLEHORN Faction: Littlehorn and Associates Location: 6.03: Scrapyard (LAT 05/LONG 09) » Freeform Quests: Getting an Earful An elderly man with a sharp suit and a penchant for French Traditionalist painters, Daniel Littlehorn has run his organization for as long as any of his secretaries can remember. Although now in his late 70s, Littlehorn is a commanding (but unseen) presence across the Wasteland. If good men falter, innocents are slain, or water supplies become more tainted, you can bet Littlehorn’s clandestine organization is behind it.

DAVE

DEFENDER ANNE MARIE MORGAN Faction: Brotherhood Outcast Location: 8.04: Fort Independence (LAT -06/ LONG -13) » Freeform Quests: The Outcast Collection Agent Currently on guard duty, Morgan is a tough, no-nonsense soldier with undying loyalty to her friend and Protector, Henry Casdin. She is growing ever more suspicious and exasperated by Elder Lyons’s decisions. She enjoys beheading Raiders using the latest in archaic laser technology.

DEFENDER MORRILL

Faction: Wastelander

Faction: Brotherhood Outcast

Location: 3.03: The Republic of Dave (LAT 19/ LONG 27)

Location: OA2: Bailey’s Crossroads Metro (LAT 03/ LONG -15)

» Miscellaneous Quests: You Gotta Shoot ’Em in the Head » Freeform Quests: Election Day Supreme Commander and President for Life Dave is the descendant of those who fled to the hills and managed to survive the war. His family has lived here for the last 200 years. His “citizens” are mostly descendents of his own ancestors or others with similar mind-sets. Over the years, Dave’s tiny plot of land has been also known as “The Kingdom of Larry,” “The Republic of Stevie-Ray,” “Billsylvania,” “The New Republic of Stevie-Ray,” and most recently “The Nation of Tom” after Dave’s father. Dave (now 47 years old) strongly believes that his land is a functioning nation and considers the compound his sovereign territory. He was briefly banished from this place during his father’s presidency, and he did some work with Allistair Tenpenny. Dave hates Tenpenny and people like him and doesn’t want to be reminded of the past.

» Main Quests: Aiding the Outcasts (OA) An accomplished fighter who’s seen more action in more conflicts than he can comfortably remember, Morrill is a loyal Defender in Protector McGraw’s service. He is in charge of patrolling the D.C. Metro Ruins and clearing the almost constant stream of Super Mutants that seek to overrun the Outcasts’ small base of operations. Recently, Super Mutant activity has increased to such an extent that he has transmitted an emergency radio broadcast seeking assistance.

DAVIS WEST (DECEASED) Faction: Wastelander Location: 5.07: Arefu (LAT -11/LONG 06) » Miscellaneous Quests: Blood Ties The head of the West family has recently met an untimely death. His demise is suspicious, and the wounds are not consistent with the usual methods of murder in this godforsaken place. Davis has two known kin, a daughter named Lucy who lives in Megaton, and a son named Ian, who was supposed to be living in Arefu with the Family. There’s no trace of him.

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DEFENDER ROCOCO ROCKFOWL

A rather morose and suspicious man, Sibley is concerned only with furthering Outcast technological findings. He seeks to share this wealth only with those in the service of the Brotherhood Outcasts. Sibley instantly views anyone entering the Outcasts’ domain as a threat, and he doesn’t trust McGraw’s motives. He thinks the Protector is weak-willed and gives in too easily to those who might steal Outcast bounty.

DEPUTY STEEL Faction: Robot Location: 8.03: Megaton (LAT -01/LONG -06) This RobCo Industry’s Mister Gutsy robot has been programmed to serve as an assistant to Sheriff Simms. Truth is, Simms is a fan of the Wild West (his dad used to read him stories when he was a kid). He took on the title of sheriff and named the robot his deputy mostly to live out his childhood fantasies.

DEPUTY WELD Faction: Robot Location: 8.03: Megaton (LAT -01/LONG -06) A RobCo Industries Protectron robot that guards the entrance to Megaton, Weld talks like a 50s robot but probably has some cowboy lingo programmed into him. He stays at the front gate and offers any traveler some platitudes.

DEREK PACION Faction: Wastelander

Faction: Brotherhood Outcast Location: 8.04: Fort Independence (LAT -06/ LONG -13) Guarding the bridge from Fairfax Ruins is heavy-weapons specialist Rockfowl, who deals with regular Raider incursions in a rather laid-back but extremely competent manner. His father was a voracious reader and named him after reading the Encyclopedia Atomica (Volume VII Radiology-Saskatchewan).

DEFENDER SIBLEY Faction: Brotherhood Outcast Location: OA.U.2: Outcast Outpost (Entrance Elevator; LAT 03/LONG 16) » Main Quests: Aiding the Outcasts (OA), Operation: Anchorage! (OA)

Location: 6.02: Canterbury Commons (LAT 18/ LONG 11) » Miscellaneous Quests: The Superhuman Gambit Derek is small for a 15-year-old and was raised in Canterbury Commons by Louis Pacion and Daisy Roe, a pair of Traders who met and settled down. But when they were killed in separate Raider attacks on their caravans (six years ago for Daisy and three years ago for Louis), Derek was left to his “Uncle Roe,” the town keeper. Since then, Derek’s been a quiet and morose child. He works around town as a general assistant, but he doesn’t really say much unless it’s necessary. He harbors a secret crush on Machete but doesn’t have the courage to approach her. He devotes much of his free time to reading Hubris Comics.

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CONTENT

INDEX

DIEGO Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quests: A Nice Day for a Right Wedding Diego, 18, is Father Clifford’s assistant. He came to Rivet City a few years ago with his father but was abandoned. Father Clifford took Diego in, and the two have become like father and son. Diego assists Father Clifford with his church work and wants to be a priest when he gets older. He has strong feelings for Angela and spends much of his free time with her. However, he is also a devoted Catholic. Because she is only 16, he does everything he can to keep his feelings secret, although Angela sees right through him.

Faction: Merchant Location: 0.00: The Capital Wasteland

» Freeform Quests: Merchant Empire Hoff is a cynic who makes bleak comments about humanity’s chances of survival. Meanwhile, he knows that no buyer will stop purchasing from him, because they either need the medicine or are addicted to the chemicals. He likes to think that, in his own way, he’s helping to ease humanity’s suffering in its dying years.

» Miscellaneous Quests: The Replicated Man, Tenpenny Tower Banfield spends most of his days in the Wellness Center, tending to any patients who may stop in. He takes a break at noon to eat lunch at the Cafe Beau Monde and sometimes pops into the Federalist Lounge for a drink. On Tuesdays and Thursdays, the good doctor is gone for long stretches at a time; that’s when he goes upstairs to the penthouse suites to “examine” Susan Lancaster.

DOCTOR LESKO

Location: OA.4: U.S. Army Field Headquarters (LAT 09/LONG 14) An overworked and slightly agitated field doctor with several years of experience under her belt, Adami is busy administering Chems (usually Psycho) to wounded or mentally scarred soldiers at the U.S. Field Headquarters medical tent. Investigation into simulated Holotapes reveals discrepancies between her simulated and real-life persona, as her records implicate General Chase in a scandal of drugging soldiers with Chems researched at Chase’s pharmaceutical company.

Location: 9.09: Grayditch (LAT 05/LONG -09)

» Miscellaneous Quests: Those! » Freeform Quests: Nectar Collecting for Fun and Profit Lesko is a somewhat befuddled and misguided scientist whose experiments on ants have proven disastrous for Grayditch. Deep inside Marigold Metro Station, he carries out his research, completely oblivious to the destruction that his Fire Ants have caused. He has little patience for anything beyond his scientific acumen and dismisses his failures as only temporary obstacles on the road to success. While his motivation is to save the Wasteland, his methods are in fact destroying it.

DOCTOR MADISON LI Location: 9.15: Rivet City (LAT 18/LONG -17)

Faction: Ghoul

» Miscellaneous Quests: The Replicated Man, Reilly’s Rangers

MOTHERSHIP ZETA

Faction: Wastelander

DOCTOR BARROWS Location: 17.07B: Museum of History: Underworld

POINT LOOKOUT

Faction: Wastelander

DOCTOR ADRIENN ADAMI Faction: U.S. Army

THE PITT

DOC HOFF

OPERATION: ANCHORAGE

Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

BROKEN STEEL

Faction: Wastelander

TOUR

Facing the nuclear holocaust, global leaders and members of the intelligence community made their personal bids for survival in the new world. F.E.V., cryogenic stasis, AI consciousness transfer, genetic cloning, even—in Desmond’s case—controlled exposure to normally lethal doses of radiation were among the wildly risky and experimental techniques pursued in the name of survival in a world without modern infrastructure. Old rivalries and vendettas were not forgotten in the ashes of nuclear winter. Those who managed to survive quickly set about doing what the bombs had not—wiping out any remnants of the Old World that may be a threat to personal and political agendas. Now, even so long after they should all have died naturally, these scattered figures seek power and jealously guard their secrets. Desmond’s mission has long since ceased to be political or ideological. He knew—as experience has proven tenfold—that as long as any of his colleagues lived, he would be hunted. His purpose is simple: kill or be killed.

DOCTOR JULIUS BANFIELD

MISC. QUESTS

» Main Quests: The Local Flavor (PL), Hearing Voices (PL), Thought Control (PL), A Meeting of the Minds (PL) Before the bombs dropped, Desmond was a player in international intelligence at the highest levels. Desmond’s motives and obsessions have been scarcely affected by the apocalyptic devastation of the planet. Desmond and those he would consider his peers knew for some time that the Great War was inevitable. Desmond himself could have been directly involved in the actions leading up to the nuclear exchange.

» Miscellaneous Quests: The Replicated Man » Freeform Quests: Leo’s Drug Habit The town’s overworked and underappreciated doctor, he can be cranky and bitter, but he’s always professional. Before Doc came to the town a few years ago, Megaton was without a doctor for a very long time. Before he settled, Doc stayed alive by trading his services to Raiders and Slavers. Now 54, he refuses to talk about his youth.

MAIN QUEST

Location: PL 6.28: Calvert Mansion (LAT 12/ LONG 12)

Location: 8.03: Megaton (LAT -01/LONG -06)

GEAR

Faction: Ghoul

CENSUS

Faction: Wastelander

Doctor Barrows runs Underworld’s Chop Shop and has a pretty sick sense of humor. He hangs around the Chop Shop most of the time, often looking in on Reilly, the human female he’s treating. At night, he leaves to eat dinner at Carol’s Place for a few hours, and then returns to the clinic. He sleeps for a couple of hours on site. Doctor Barrows is also mayor of Underworld, although, because of the small nature of the town, his civic duties take a backseat.

» Main Quests: Scientific Pursuits, The Waters of Life Doctor Madison Li, 48, was a young, idealistic scientist who fully bought into the notion of Project Purity. She worked tirelessly with your father, and hid her growing romantic feelings

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FACTIONS & BESTIARY

DOC CHURCH

TRAINING

DESMOND THE GHOUL

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census while respecting his marriage to another scientist. When your mother was killed, Doctor Li was filled with remorse, but when the player’s father decided to abandon Project Purity to keep his child safe, her sadness was replaced with a powerful sense of betrayal. Eighteen years later, she is older, wiser, and much more cynical.

DOCTOR PRESTON Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quests: The Replicated Man Preston, 50, is a kind old man who enjoys nothing more than tending to the sick and injured. He genuinely loves helping people and is well liked and respected among the citizens of Rivet City. On occasion, he has had to work closely with Janice Kaplinski, whom he considers to be his close friend. They have a father-daughter type of relationship. He tries to get her to lighten up and interact with people more.

DOCTOR STANISLAUS BRAUN/BETTY Faction: Vault Dweller Location: 7.03: Smith Casey’s Garage (LAT -22/ LONG -08) » Miscellaneous Quests: Tranquility Lane A preeminent scientist, Doctor Braun headed up many astonishing experiments in his long and varied career, but of most interest were his theories on advanced life preservation. It is said that the U.S. Army had contracted Braun to develop various methods of sustaining human life in case of an atomic war. When war did come, Braun escaped to the safety of Vault 112 and is there to this day, his wizened and wrinkled form given new (virtual) life as a pigtailed little scamp named Betty....

DOCTOR ZIMMER Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quests: The Replicated Man Zimmer, 58, is a very serious, very straightforward scientist who has traveled to Rivet City from the Commonwealth (Massachusetts) and is in town on business for “the Institute.” Zimmer is looking for an escaped robot, an experiment that, in Zimmer’s words, is “unstable, and a danger to himself and

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others.” He is, without exception, always in the company of his bodyguard, Armitage.

DOGMEAT Faction: Follower Location: 6.03: Scrapyard (LAT 05/LONG 09)

» Freeform Quests: Man’s Best Friend An affectionate and dextrous puppy, Dogmeat’s skills as a four-legged scavenger and ferocious fighting companion were not lost on his first master, who was recently killed by Raiders in the vicinity of the Scrapyard. Dogmeat has tracked the Raiders down, loyal to the end.

DOGMEAT’S PUPPY Faction: Follower Location: 8.01: Vault 101 (LAT -04/LONG -04) Appearing at the spot where Dogmeat last died, or at the place where you were born into the Capital Wasteland, Dogmeat’s Puppy is a real chip off the old block; fiercely loyal, incredibly tough (even more than his dad), and available with the Puppies! Perk.

DOMINIC D’ELLSADRO Faction: Wastelander Location: 6.02: Canterbury Commons (LAT 18/ LONG 11) » Miscellaneous Quests: The Superhuman Gambit Dominic was once the leader of a small squad of mercenaries, but after one too many near-death experiences, he retired with a small fortune of scavenged goods. He’s been in Canterbury Commons for about 10 of his 40 years, and since arriving, his natural leadership has made him a very respected figure in the community. Roe handles the day-to-day negotiations and arrangements with the Traders who pass through and keeps the settlement functioning, while Dom handles any security or emergency concerns. Dom’s companion, Machete, is treated like a cross between a daughter and a soldier. He is trying to teach her to act as security for the settlement.

DONOVAN

» Miscellaneous Quests: Reilly’s Rangers » Freeform Quests: Donovan, Master Repairer Currently trapped with Brick and Butcher, Donovan is 27, and the team’s technical specialist. He’s an expert at hacking, repairs, and electronics. He is a smaller man, but his build is deceptive, and he can fight as well as the rest of the team.

DRIFTER Faction: Wastelander Location: 1.08: Dickerson Tabernacle Chapel (LAT -19/LONG 19) » Freeform Quests: High Plains Drifter The Drifter was cast out from the Treeminders long ago, and forced to eke out an existence hunting mutated wildlife and stealing from hapless Wastelanders. Due to the Yao Guai prowling the vicinity, the Drifter has wisely decided to snipe from the safety of a high spire, while he dimly remembers his time with Harold’s friends.

DUKE Faction: Pitt Raider Location: TP.3: Pitt Downtown (LAT 12/LONG 08) A stuck-up Raider with delusions of grandeur, he’s vying for Krenshaw’s position and has the rifle prowess to back up some of his plans. He knows the history of the place and of Ashur, and he doesn’t mind sharing it with you, telling you all about this motley crew.

DUKOV Faction: Wastelander Location: 9.08: Dukov’s Place (LAT 11/LONG -08)

» Miscellaneous Quests: You Gotta Shoot ’Em in the Head » Freeform Quests: Cherry’s Freedom Dukov, 43, has a carefree attitude about life, and it defines what he does every day: party. His talk is laced with profanity, yet he somehow maintains his charm and is able to win people over. His booming laugh can distinguish him in a room full of people. All he’s concerned with are his possessions, his “pad” as he calls it, and his ladies.

DUNBAR (DECEASED)

Faction: Reilly’s Rangers

Faction: Ghoul

Location: 18.06: Reilly’s Rangers Compound

Location: BS 3.02.2 Olney Underground

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CONTENT

INDEX

Location: 4.08: Little Lamplight (LAT -26/ LONG 02) » Freeform Quests: Fungus Deal Thirteen-year-old Eclair used to occasionally scavenge outside, but after getting shot in the foot, he was out of commission for a couple months. During that time, he managed the food, using the scraps of cookbooks he found while scavenging with passable results. He does an excellent job with the cave fungus that makes up most of their food. He occasionally tries to create more elaborate food from his cookbook scraps, often with disastrous results (hence his nickname).

EDGAR WELLINGTON II Faction: Wastelander Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

» Miscellaneous Quests: Tenpenny Tower » Freeform Quests: Love Letter Edgar Wellington spends most of his time in his suite with his wife, Millicent, who he

Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quests: Take It Back!, Death from Above (BS) Lyons, 75, was already highly decorated when he set out from the order’s West Coast headquarters, leading a party of soldiers on a mission to reestablish contact with the “Eastern Brotherhood.” He discovered this abandoned Pentagon military complex. The presence of Super Mutants sent a chill up the collective spine of the Brotherhood; these weren’t the children of the dreaded Master, nor were they the remnants of the band that fled east and were ultimately destroyed (or assimilated into the Brotherhood of Steel) in the Chicago area. No, this was a new breed of Super Mutant, one with a local origin. But where did they come from? What did they want? How were they reproducing? Elder Lyons was ordered to discover the source of this new Super Mutant infestation and wipe it from the face of the earth. Recent weeks have seen him galvanize his “Pride” to thwart the remnants of the Enclave forces, and to provide drinking water to all.

EMALINE Faction: Wastelander Location: Random

» Miscellaneous Quests: Stealing Independence A very close friend of Sydney’s, Emaline is adept at heavy weapon combat, and extremely faithful to her girlfriend. If anyone (especially men) cross Sydney in any way, she tracks them down and evens the score.

ERNEST “UNCLE” ROE Faction: Wastelander

ELLEN DELORIA

Location: 6.02: Canterbury Commons (LAT 18/LONG 11)

Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Escape! » Miscellaneous Quests: Trouble on the Homefront

» Miscellaneous Quests: The Superhuman Gambit » Freeform Quests: Merchant Empire Ernest Roe is 39 and was raised on a trade caravan. By the time he was 12, he could turn 5 Caps into 50 with just a few clever trades. When he was 20, he set out to make his

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

» Main Quests: Among the Stars (MZ), This Galaxy Ain’t Big Enough… (MZ) Dr. Tercorien was in the U.S. military, serving just prior to the war of 2077. He doesn’t recall the exact events that led up to his abduction and has no memory of the time between then and now because he was kept in cyrogenic stasis the entire time. Elliott is good with technology and medicine. He’s not so good with people, or bravery, or sobriety. While he’s capable of defending himself due to military training, he goes to great lengths to avoid getting in situations where defending himself might be necessary. Assuming you befriend him, he can use his medical skills to change the formula of Alien Biogel, making it into the much more potent Adapted Biogel. If he survives an expedition into the ship’s Cryo Lab, he can also construct Cryo Grenades and Mines. After quest completion, Tercorien begins to stockpile weapons, giving them to you when you return and speak to him.

OPERATION: ANCHORAGE

Faction: Brotherhood of Steel

Location: MZ1.03 Engineering Core: Stasis Pod

TOUR

Faction: Merchant

ELDER OWYN LYONS

Faction: U.S. Army

MISC. QUESTS

ECLAIR

» Main Quests: Future Imperfect » Miscellaneous Quests: Trouble on the Homefront Mister Brotch inherited the position of schoolteacher from his father and grandfather. Since the day the Vault 101 residents entered the vault, there has been a Brotch as a schoolteacher. Mr. Brotch is concerned about carrying on that tradition, but with no children of his own, he is beginning to worry that he will be the last in line.

ELLIOTT TERCORIEN

MAIN QUEST

» Miscellaneous Quests: Big Trouble in Big Town Pappy has given Dusty the responsibility of guarding the only entrance into Big Town—the rope bridge at the settlement’s north end. He isn’t very eager and usually sits dozing on his chair, perhaps one of the reasons why the Super Mutants seem to just walk in, take their “food,” and leave. Dusty is jittery and desperate, and lacks the know-how to properly prepare the town’s defenses for another attack.

Location: 8.01: Vault 101 (LAT -04/LONG -04)

GEAR

Location: 5.10: Big Town (LAT -04/LONG 03)

Faction: Vault Dweller

CENSUS

Faction: Wastelander

EDWIN BROTCH

A fading beauty, Ellen is drunk too often to pay any attention to what her son Butch is up to. She lives with him in one of the smallest family apartments. Perhaps she never had a husband, so nobody really knows who Butch’s father is (it could have been anyone in the Vault).

FACTIONS & BESTIARY

DUSTY

despises; but like her, he only leaves to eat a couple of times a day. He sleeps with her in their bed a few hours every night (and sneaks out to sleep with Susan Lancaster on Mondays).

TRAINING

» Main Quests: Shock Value (BS) Dunbar was a perennial joker, and always chuckled about the problems these “smoothskins” were having coping with radioactive dust. He found it ironic that Ghouls, who have evolved to ignore the radiation blighting the landscape, are holed up in a building well away from the Wasteland. Dunbar soon came to realize he wanted more from life than to sit and pine quietly for Tulip, so he joined a group of Ghouls intent on establishing a settlement in a new and exciting locale. Perhaps too exciting—the place was infested with Deathclaws.

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census mark, using his sizable investments to found the trading post of Canterbury Commons with his sister Daisy. Nowadays, the Commons have become a regular stop for caravans in the Capital Wasteland. “Uncle Roe” makes sure that everyone gets enough from the caravans to eat a good meal every night. He’s lost his sister, but he cares for his nephew as well as he can. With a bit of luck and a whole lot of Caps, he hopes to eventually turn Canterbury Commons into a settlement to rival Rivet City.

ETHYL

EVERETT

Faction: Ghoul Location: 17.07B: Museum of History: Underworld When he’s not operating on Ghouls with a variety of odd ailments, Doctor Barrows is closely studying a small collection of patients who have succumbed to massive amount of radiation, turned feral, and become Glowing One subjects, such as Ethyl (whose picture was taken before she “turned”). Ethyl is housed in an inaccessible containment chamber adjacent to his Chop Shop surgery.

Faction: Pitt Raider Location: TP.B: The Mill (LAT 11/LONG 06)

» Main Quest: Unsafe Working Conditions » Freeform Quest: Mill Worker Sleazy and prone to bouts of psychotic behavior, Everett enjoys leading Pitt Slaves to their doom, running the Ingot-collection offices near the abandoned area between the Mill and the Steelyard. He’s an equipment hoarder and collector, and he barters for any found Ingots.

FAWKES Faction: Follower Location: 4.06: Vault 87 (LAT -28/LONG 06)

» Main Quests: Finding the Garden of Eden, The American Dream Residing as a prisoner in Vault 87, Fawkes is one of two “humanized” Super Mutants. When F.E.V. mutated him, a little more of his human side remained. His demeanor and attitude differ greatly from his fellow Super Mutants. His lack of bloodlust and nonaddled mind sets him apart from his brethren. Unfortunately for Fawkes, this has made him hated by the other Super Mutants. Not knowing what exactly to do with this “half breed,” the others have relegated him to a tiny observation cell in the Vault 87 lab area. There he sits and ponders his fate, waiting for someone to come along and free him.

FAYDRA Faction: Pitt Raider Location: TP.D: The Arena (LAT 11/LONG 05)

FANTASIA

EULOGY JONES

Faction: Wastelander

Faction: Slaver Location: 2.08: Paradise Falls (LAT -09/LONG 16)

» Miscellaneous Quests: The Replicated Man » Freeform Quests: Coveting Clover, The Kid-Kidnapper Eulogy Jones is a unique 45-year-old individual. He dresses as smoothly as possible for a Wasteland Dweller and leads by persuasion and intelligence, getting others to do his dirty work. But the man is definitely dangerous; if you mess with his slaving operation, he’ll be the first one to put a bullet in your brain. Eulogy got to where he is exactly as you’d expect: by being the craziest thug in a town full of crazy thugs. He’ll tell you that he did it the old-fashioned way: hard work. In truth, he used his slaves as prostitutes, and consequently, Eulogy knew nearly every secret in the camp. Eventually, he killed the former leader and took over. Every plot against his life has failed, and every Slaver in the camp has learned to back off when Eulogy loses his temper. Eulogy rules by fear.

EVAN KING Faction: Wastelander Location: 5.07: Arefu (LAT -11/LONG 06)

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» Miscellaneous Quest: Blood Ties » Freeform Quest: A Little Help from Arefu Evan has lived on this island all of his 55 years. He’s watched the settlement shrink from 30 people down to its current population of merely 5. He is still responsible for the small settlement and is very careful whenever a stranger enters his domain. He is quite experienced in combat, having repelled attacks by Raiders, Slavers, and various creatures. To maintain Arefu’s security, he had the northern bridge span destroyed and feels safer having to monitor only the southern approach.

Location: 9.08: Dukov’s Place (LAT 11/LONG -08)

» Miscellaneous Quest: You Gotta Shoot ’Em in the Head » Freeform Quest: Cherry’s Freedom Fantasia, 23, has a philosophy: she’d “rather be a whore than dead.” She lives up to her end of the bargain with Dukov, who parties with her and Cherry constantly. Like Cherry, she’s clad in undergarments and is here for protection, a few Caps, and a little Jet.

FATHER CLIFFORD Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quests: A Nice Day for a Right Wedding, Church Donations, Suicide Watch Father Clifford, 40, spends most of his days in the church, but leaves for a couple hours every day to walk around the carrier. He’s a nice guy and likes just about everyone he meets. He is especially fond of telling the story of Saint Monica, who went on a journey to be with her son and saved his soul. He counsels Mister Lopez during his frequent visits to the church. He’s mildly envious of Doctor Preston; it doesn’t help that Doctor Preston never attends church.

» Main Quest: Unsafe Working Conditions (TP) Faydra guards the hole leading into the Arena. It takes someone of considerable combat potential to impress Faydra, because she’s seen them all and has managed to scavenge a few mementos of past Arena victims’ weaponry, which she keeps in a locker.

FLAK Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quest: Strictly Business Flak, 50, is pretty gruff, but he’s completely reformed from his early days of being a Slaver and is an upstanding citizen of Rivet City. He spends his days in the shop with Shrapnel, occasionally taking a break to drink down at the Muddy Rudder. Flak still has a bit of the tough guy in his speech, but he’s not as aggressive as Shrapnel. He really tries to tone it down when he’s at the shop. He’s the target of Slavers in Miscellaneous Quest: Strictly Business.

FLASH

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Faction: Wastelander Location: 5.10: Big Town (LAT -04/LONG 03)

CONTENT

INDEX

FREDDIE GOMEZ

Recently celebrating his birthday, Gallo invited his two favorite Gnomes, dressed them in party hats, and carved up a variety of Feral Ghoul cutlets for the occasion. A mixture of solitude, escaping sewer gas, and Ghoul lifespan has made Gallo quite, quite mad.

GARY (CLONE) Faction: Vault Dweller Location: 6.06: Vault 108 (LAT 18/LONG 06)

Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

Faction: Slaver Location: 2.08: Paradise Falls (LAT -09/LONG 16)

» Main Quest: Rescue from Paradise Eulogy’s second in command earned his nickname from the fact that, throughout his life, he’s killed 40 men. When you first meet this 55-year-old nasty piece of work, he warns you not to do anything stupid; he doesn’t want to have to change his name...again (however, culling slaves is something Forty considers “sport” and doesn’t count toward his total). Forty is loud, dirty, and vile.

» Main Quest: Future Imperfect » Miscellaneous Quest: Trouble on the Homefront Freddy is an aspiring Tunnel Snake, and his associations with Butch and the Tunnel Snakes have caused his grades to drop and send Pepper into fits of worry. In truth, Freddie isn’t a bad kid; he just enjoys the approval he gets from Butch and the others when he misbehaves. And, of course, there really aren’t many other people to hang out with in the Vault.

Part of a grand cloning experiment that led to a horrific end for the instigators, 54 clones of “Gary” were created, but each began to exhibit psychotic tendencies to the scientists who created them. Eventually they rebelled and took over the Vault completely, and have evolved a complex and subtle series of ways to say “Gary” to convey their emotions. They are deranged and attack anyone that isn’t Gary.

GARY 23 (DECEASED)

FREKI

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

Location: U.13: County Sewer Mainline

OPERATION: ANCHORAGE

» Miscellaneous Quest: Those! Father to Bryan Wilks of Grayditch, he sadly perished at the hands of the Fire Ants that invaded his home. He was a provider and a protector for his family, and instilled a strong sense of purpose in his son.

FORTY

» Miscellaneous Quest: Stealing Independence

Faction: Ghoul

Location: 9.09: Grayditch (LAT 05/LONG -09)

» Main Quest: Escape! Floyd Lewis was a first-rate engineer, but a third-rate marksman. Sporting his trademark Reading Glasses and special Jumpsuit, he was always kind to you when you were growing up. But he never saw those Radroaches coming.

Location: 3.10: Temple of the Union (LAT 13/ LONG 15)

GALLO

TOUR

FRED WILKS (DECEASED)

A mild-mannered but ruthless businesswoman, she and TroubleMan handle a small repair shop in the Downtown area of The Pitt, selling a variety of equipment and mending broken weaponry. Business is slow, as Pitt Slaves are usually beaten rather than given Caps to spend.

Faction: Wastelander

Location: 8.01: Vault 101 (LAT -04/LONG -04)

Faction: Slave

Location: TP.3: Pitt Downtown (LAT 12/LONG 08)

» Freeform Quest: Freedom! Captured a few months back during a raid just north of Megaton, Frank has yet to adjust to life as a servant and acts up constantly. He’s been placed in charge of drinks at the bar, as bar patron Ymir doesn’t take kindly to his drinks being spilled.

Faction: Vault Dweller

FOUR SCORE

Location: 2.08: Paradise Falls (LAT -09/LONG 16)

MISC. QUESTS

FLOYD LEWIS (DECEASED)

Faction: Merchant

MAIN QUEST

Flower is the youngest child in the Republic. Because of that, the other kids usually stick her with the worst chores, which she cheerfully carries out.

Faction: Slave

GEAR

Location: 3.03: The Republic of Dave (LAT 19/LONG 27)

FRIDAY

CENSUS

Faction: Wastelander

FRANK

and the only living entities the old Ghoul cares enough about. They’ve been with him for years and have battled with loyalty and obedience, traits Desmond demands.

Faction: Vault Dweller Location: OA.U.2: Outcast Outpost (Entrance Elevator; LAT 03/LONG -16)

Faction: Ghoul Location: PL 6.28: Calvert Mansion (LAT 12/LONG 12)

» PL Main Quest: The Local Flavor One of Desmond the Ghoul’s Dog guards, Freki (and Geri) are faithful companions,

» Main Quest: Aiding the Outcasts (OA) In charge of Vault 108’s vacuum-cleaning maintenance program, Gary 23 (or “Gary” to his brothers) was recently kidnapped in a daring raid by Defender Morrill. He was

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FACTIONS & BESTIARY

FLOWER, DAUGHTER OF DAVE

Four Score is Hannibal’s faithful dog companion. The literal meaning is “80,” but it is also found in the first line of Lincoln’s Gettysburg Address.

TRAINING

» Miscellaneous Quest: Big Trouble in Big Town An individual professing to have the abilities and the derring-do to handle any situation but with only limited hands-on knowledge and skills to back this up, Flash is nevertheless a likeable guy. He is overconfident, prone to acts of thoughtless bravado, and enthusiastic about any forthcoming fracases.

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census drugged and dragged back to the Bailey’s Crossroads Outpost in the D.C. Metro Ruins. As Gary 23 utilized a Pip-Boy, Specialist Olin attempted to remove the device to gain access to a Simulation Pod inside the Outpost. The operation was deemed a complete failure.

GARY STALEY Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17) The owner and proprietor of Gary’s Galley, 50-year-old Gary considers himself a gourmet chef, but his restaurant serves little more than scavenged canned food and some fruits and vegetables (though occasionally he obtains some really high-quality produce from the Hydroponics Bay, which he sells at exorbitant prices). He loves his 16-year-old daughter, Angela, and she loves him, but he neglects her in favor of the restaurant.

GENERAL CONSTANTINE CHASE Faction: U.S. Army Location: OA A.4: U.S. Army Field Headquarters (LAT 09/LONG 14) » Main Quests: Paving the Way (OA), Operation: Anchorage! (OA) A four-star general in charge of the military assault on Anchorage, Chase is gruff, determined, and a touch over the top with the politics of the day. He is constantly wary of “those Commie Bastards!” and is overtly paranoid that they are up to all sorts of nefarious activities. He is your gallant leader. Talking back to an officer of this rank isn’t likely to be tolerated.

GENERAL JINGWEI Faction: Chinese Army Location: OA.4: U.S. Army Field Headquarters (LAT 09/LONG 14)

GARZA Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Main Quest: The Waters of Life Garza, 30, is something of a mystery. He’s physically imposing and very reserved. He won’t speak of his past and prefers not to speak at all. Garza spends half his day doing heavy lifting for the scientists in the lab and the other half on the flight deck working out. If he survives the escape from Project Purity, he joins up with the Brotherhood of Steel and becomes a significant ally.

» Main Quest: Operation: Anchorage! (OA) A cruel and effective taskmaster and a ruthlessly efficient tactician, General Jingwei leads the Communist forces in their sweep across Alaska, until stopped by U.S. forces near the city of Anchorage. Carrying a potent Shocksword, Jingwei is a formidable foe who is prone to bouts of savagery and who demands unquestioning loyalty from his soldiers. He is a real menace but always fights with a sense of honor, however twisted his reasoning becomes.

GEORGE NEUSBAUM Faction: Vault Dweller

MISTER LOPEZ

» Freeform Quest: Suicide Watch Lopez is a quiet 65-year-old man who has lived in the common room for the past 10 years. His wife and child were killed by Raiders, and he came to Rivet City lonely and lost. He spends much of his time reading or praying in the church. He takes his meals in the common room and sleeps a lot out of sheer depression. Once a day he tries to climb to the observation deck and jump.

GLORIA MACK Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quest: Escape! » Miscellaneous Quest: Trouble on the Homefront Gloria is Allen Mack’s wife; Wally, Steve and Jimmy’s mother; and Mary Kendall and Beatrice’s sister. She is a stoic and sometimes calming influence on her family, and she readies herself for a possible security officer position should Vault 101 become compromised.

GOALIE LEDOUX Faction: Sudden Death Overtime Gang Location: 8.10: Nuka-Cola Plant (LAT -01/LONG -19) » Freeform Quest: Just for the Taste of It Ledoux is a member of the Sudden Death Overtime Gang, and obsessed with an ancient ice sport that Goalie Ledoux’s ancestors played. Winger Mercier was sent to procure a secret formula for a new type of Nuka-Cola while Ledoux made contact with the buyer.

GOB

Location: 7.03: Vault 112 (LAT -22/LONG -08)

Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

One of Desmond the Ghoul’s Dog guards, Geri was found lame and abused by his Raider masters. The situation was soon rectified after Desmond tracked the Raiders down, trussed them up, and fed them alive to Mole Rats. Geri has been with him for years and has battled (like Freki) with loyalty and obedience, traits Desmond demands.

» Main Quest: Tranquility Lane Married to Pat and the father of Timmy, George is becoming increasingly concerned that his kid isn’t “tough” enough. If he can’t survive a 10-year old female bully named Betty, what’s Timmy going to be like in the real world? Perhaps the military can teach him a thing or two; it didn’t do George any harm.

GERI Faction: Ghoul Location: PL 6.28: Calvert Mansion (LAT 12/LONG 12)

Faction: Ghoul Location: 8.03: Megaton (LAT -01/LONG -06)

» Main Quest: Following in His Footsteps » Miscellaneous Quest: The Power of the Atom Treated as a freakish, second-class citizen by many people in Megaton (particularly Colin Moriarty), Gob is skittish and nervous, always looking over his shoulder. He does his best to maintain a sense of humor and to be friendly with customers, but this is mostly out of his desire not to be beaten. Confessor Cromwell and Mother Maya treat Gob with respect and an air of reverence because of their spiritual beliefs.

» PL Main Quest: The Local Flavor

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CONTENT

INDEX

GRANDMA SPARKLES Faction: Merchant Location: 9.04: Wilhelm’s Wharf (LAT 07/LONG -07)

» Miscellaneous Quest: Protecting the Water Way (BS) Sprightly for a 72-year-old, Grandma Sparkles refuses to leave the Wharf, despite the recent Super Mutant and Raider incursions. She’s protected by her deft Hunting Rifle skill and her family, who are out searching for Mirelurk Meat. She’s tasted all kinds of critters and swears that Mirelurk is the most delicious. You can trade with her, but her inventory isn’t great. If you slay her, you can take the key to Grandma Sparkle’s fridge, which contains a much larger selection of goods, including a load of Caps. Inside the shack, steal weapons from a gun cabinet, as well as outfits. There is a mattress here.

GRETA Faction: Ghoul Location: 17.07B: Museum of History: Underworld

GROUSE Faction: Slaver Location: 2.08: Paradise Falls (LAT -09/LONG 16)

» Main Quest: Rescue from Paradise » Miscellaneous Quests: The Replicated Man, Strictly Business » Freeform Quest: Strictly Profitable He has been with the Slavers since he was a teenager (he is now 30). His father was the former leader before Eulogy usurped him and rose to power, and Grouse has a legacy to live up to. He isn’t fond of Eulogy, but he knows that if he moves against him, most of the Slavers would turn on him. He sits at the checkpoint entrance wearing a permanent scowl.

GRUBER Faction: Wildmen Location: TP.D: The Arena (LAT 11/LONG 05)

Faction: U.S. Army Location: OA.1: Anchorage Cliffs (LAT 17/LONG 14)

» Main Quests: The Guns of Anchorage (OA), Paving the Way (OA), Operation: Anchorage! (OA) Sergeant Benjamin Montgomery has been a field soldier fighting on the Anchorage front line for several tours, and he is part of the backbone of General Chase’s army. He is assigned as your active party member and soon becomes a confidante, fighting alongside you during many crucial stages in the liberation of Anchorage. Montgomery is an exceptionally adept soldier and is loyal and dexterous. He uses more informal nicknames only after becoming friendly.

HALEY Faction: Merchant Location: PL 2.11: Haley’s Hardware (LAT 09/LONG 07) This gruff local wasn’t born with the “look” of the Swampfolk, but he’s tolerated because he’s been here as long as he can remember, which is since he woke up inside his hardware store with a terrible headache.

HAMMER Faction: Pitt Raider

» Main Quest: Unsafe Working Conditions (TP) A mysterious man in a motorcycle helmet, Gruber is consistently ranked as the numberone Arena fighter in the whole of The Pitt. A veteran of one-on-one combat, Gruber concentrates solely on furthering his career and meticulously cleaning his Infiltrator rifle.

Location: TP.B: The Mill (LAT 11/LONG 06) This Pitt Raider’s nickname stems from his impressive skill in the Arena with a blunt instrument. They still haven’t managed to scrape the

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

GUNNERY SERGEANT BENJAMIN MONTGOMERY

OPERATION: ANCHORAGE

» Main Quest: Escape! Agnes was once quite the explorer, working on clandestine infiltrations of nearby surface settlements at the behest of the Overseer. Recently though, she’s been having trouble with her heart, a fact that worries her husband (Officer Taylor) greatly.

» Miscellaneous Quest: The Amazing Aqua Cura! (BS) Griffon is a huckster, a con-man, a snake oil salesmen. His current scheme is purchasing Aqua Pura, and stashing the water to sell to humans the Brotherhood isn’t giving it to (Raiders, Slavers, Outcasts, etc.). He then puts regular irradiated water in the Aqua Pura bottles, and sells it to Ghouls in Underworld as “Aqua Cura,” claiming it reverses the Ghoul condition. He wears a wig he found in the Museum Authority stock room, and for a Ghoul, looks pretty healthy (just a coincidence, but helps make it seem like he’s selling the real deal).

TOUR

Location: 8.01: Vault 101 (LAT -04/LONG -04)

Location: 17.07: Museum of History

MISC. QUESTS

Faction: Vault Dweller

Faction: Ghoul

» Main Quest: Unsafe Working Conditions (TP) Masters of “claw and paw” combat, John and Grudd Bear are man-mountains with a vicious winning streak in the Arena. Thanks to an addition to RadAway, they are almost impervious to the Arena’s traps, and the siblings have developed an impressive plan of attack: one brother holds back, scorching the escaping foe with Flamer fire while the other rips the victim apart with a Deathclaw Gauntlet.

MAIN QUEST

GRANDMA AGNES TAYLOR (DECEASED)

GRIFFON

Location: TP.D: The Arena (LAT 11/LONG 05)

GEAR

» Freeform Quest: House Decoration in My Tenpenny Suite For those discerning types, choosing the right robotic butler is simply a matter of class. Enter Godfrey, the perfect mechanized butler, with many exciting features, such as water purification, follicle-shortening, and just the right type of mirth programming. To wit: “I was going to the clairvoyance meeting, but it was canceled due to unforeseen events.” Your perfect plastic pal is fun to be with.

Faction: Wildmen

CENSUS

Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

GRUDD BEAR

FACTIONS & BESTIARY

Faction: Robot

» Freeform Quest: Hired Help Greta and Carol have been together for a long time. In fact, it was Greta who convinced Carol to open Carol’s Place. Carol takes care of the desk while Greta cooks and serves the food. Well, most humans wouldn’t call it food, but Ghouls have superhuman intestinal fortitude.

TRAINING

GODFREY

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census bloodstains off the wall after that particularly gruesome display of close-quarter bludgeoning. It won Hammer his freedom, and he guards the gate to Uptown.

HANNIBAL HAMLIN Faction: Slave Location: 3.10: Temple of the Union (LAT 13/LONG 15)

» Miscellaneous Quest: Head of State » Freeform Quest: Lincoln’s Profit Margins Hamlin is a fanatical Abolitionist, stemming from his 23 years as a slave before he fled his captors. He has spent the last 6 of his 37 years doing everything in his power to help escaped slaves and fight the scourge of slavery. Three years ago, he found Lincoln’s head and established the community of Temple of the Union. Each day, Hamlin delivers antislavery speeches to the people of Temple of the Union.

HARDEN SIMMS Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

» Miscellaneous Quest: Oasis » Freeform Quest: Excommunication Harold is a spectacular mutation—he is a gnarled face growing in the Oasis Grove— and goes by many names: The Lord; Him; The One Who Grows, Gives, and Guides; and The Talking Tree. In addition, Harold has his own name for the growth that has been expanding out of him for years: Herbert. In turn, Herbert is also known by another name: Bob. Harold was once human and thinks he was exposed to F.E.V. during an exploration of a military base called Mariposa.

HARRIS Faction: Pitt Raider

HARKNESS Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quest: The Replicated Man Rivet City’s hard-nosed security chief, 35-yearold Harkness is a good guy and a good friend, despite his demeanor. What he doesn’t know is that he isn’t even human; he’s a sentient humanoid robot who escaped from his creators and had his mind wiped. Harkness is extremely fair-minded. He treats Hangar Deck citizens with the same regard as Upper Deck citizens. As a result, he is very well liked by the Hangar Deck residents.

HAROLD Faction: Treeminder Location: 2.01: Oasis (LAT -03/LONG 28)

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HOLLY Faction: The Family

Location: TP.3: Pitt Downtown (LAT 12/LONG 08) Proprietor of the Vertigo Bar and Grill, Harris makes a healthy living bartering with the variety of lowlifes inhabiting The Pitt and selling them Beer, more Beer, and sometimes Jet when he can get his hands on some. He’s thinking of investing in more secure railings for his business.

HENRY YOUNG Faction: Wastelander

» Miscellaneous Quest: The Power of the Atom Harden is Lucas Simms’s 10-year-old son. His father has instructed him not to talk to strangers in Megaton, and he reluctantly obeys. He goes to sleep early and rises early, which gives him enough time to meet up with Maggie and play.

Dashwood is also a great resource; because he’s traveled everywhere, he possesses a wealth of information about the Capital Wasteland. If asked, he’ll gladly talk about the things he’s done, places he’s been, and creatures he’s encountered. He occasionally sneaks into the rooms of other people as a way of keeping himself amused and keeping his adventuring skills honed in case he ever needs to come out of retirement. His exploits are often played on Galaxy News Radio. “The Adventures of Herbert ‘Daring’ Dashwood and his Ghoul Manservant Argyle” is a favorite program across the Capital Wasteland.

Location: 9.15: Rivet City (LAT 18/LONG -17) Married to Christie the cleaner, Henry’s job is a general handyman on Rivet City, and with such a vast vessel, he rarely has time to see his daughter C.J. He’s also prone to moaning about the lack of people in his line of work, and is secretly fuming at how few residents seem to pull their weight.

HERBERT “DARING” DASHWOOD Faction: Wastelander Location: 7.14: Tenpenny Tower (LAT -16/ LONG -17)

» Miscellaneous Quests: The Replicated Man, Tenpenny Tower » Freeform Quest: A Manhandled Manservant Herbert Dashwood (70) spent his younger days as a traveler and adventurer, and amassed a big enough fortune to buy his way into Tenpenny Tower for a comfortable retirement. But while he equals the other residents of Tenpenny Tower in wealth, Herbert Dashwood is friendly, down-to-earth, and possesses a self-ingratiating sense of humor. In other words, he’s a normal guy—not a stuck-up pseudo-aristocrat like everyone else.

Location: 5.05: Meresti Trainyard (LAT -01/ LONG 07) » Miscellaneous Quest: Blood Ties At 26, Holly is the oldest female member of the group and was the first to join Vance when he decided to exile himself to Meresti. Over the years, she has grown fond of Vance, and they have enjoyed a healthy relationship. She is often found following Vance around wherever he goes, and they share the same bed. Since she is a veteran member of the Family, the rest of them accept her relationship with Vance and don’t feel she is trying to get anything out of him or use him to get what she wants. She is strong-willed and intelligent, having been tutored by Vance over the years.

HORACE PINKERTON Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quests: The Wasteland Survival Guide, The Replicated Man Pinkerton, 60, is a crotchety old man who helped turn Rivet City from an old aircraft carrier into a livable community. He’s grown tired of people and spends the remainder of his days isolated in his Broken Bow workshop, which also serves as his quarters. Most of the residents would be surprised to find he is still on the ship, let alone living there. Belle Bonny knows he lives here. Doctor Li and Seagrave Holmes remember him from the early days but assume he left Rivet City decades ago.

HOOVER

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Faction: Enclave Location: BS15.02.3 Adams Air Force Base

CONTENT

INDEX

» Main Quest: Following in His Footsteps Unfortunately, Paladin Vargas, whose job is to train initiates and steer them away from heavy fighting, has failed in this responsibility. His oversight has recently resulted in an attack on a ground of Brotherhood of Steel Initiates. Initiate Jennings bore the full brunt of a Super Mutant attack, and recently succumbed to the wounds.

INITIATE PEK Faction: Brotherhood of Steel Location: 19.03 Office Building » Freeform Quest: The Lost Initiate Pek is young (16), gung-ho, and inexperienced. He’s totally in love with Sarah Lyons (who finds him secretly amusing but is professionally annoyed with his behavior, and has requested that he patrol a different part of the Metro Area). Pek is always the one charging into danger first, celebrating victory prematurely, and possibly getting blown away by foes he never saw coming.

» Miscellaneous Quest: Tenpenny Tower A rich old man with a secret identity, he believes he is the direct descendant of Chairman Cheng, leader of the Peoples Republic of China before the bombs dropped. He insists on calling himself and everyone else “comrade.” He is embarrassed by his real first name, Irving, because it doesn’t reflect his imagined heritage.

JACK SMITH

JACOB HUMBOLDT Location: PL 3.17: Coastal Grotto (LAT 16/LONG 03)

Location: 8.07: Andale (LAT -05/LONG -17)

JACKSON [THE PITT]

» Miscellaneous Quest: Plik’s Safari (PL) Fascinated by the ancient history of the United States, Jacob is a keen collector of Confederate memorabilia, and is currently testing out his recent historically inaccurate shotgun before he goes Ghoul hunting in the swamps.

MOTHERSHIP ZETA POINT LOOKOUT

JAIME PALABRAS Faction: Ghoul Location: 7.11: Dunwich Building (LAT -26/LONG -18)

Faction: Pitt Raider Location: TP.3: Pitt Downtown (LAT 12/LONG 08)

Seedy even for a Pitt Raider, Jackson hangs around the toilets near the Vertigo Bar and Grill, looking for his next Jet fix. When he’s not roaming the catwalks, he’s ordering Midea around and is responsible for finding new victims to go on Steel Ingot scavenging missions.

BROKEN STEEL

Faction: Wastelander

Faction: Wastelander

» Freeform Quests: One Big Happy Family, Our Little Secret House-proud and vehemently opposed to outside influences, the Smiths are a strange but reasonably friendly bunch. Jack seems to be Andale’s patriarch, and he knows the best little town in America is here, where Linda bakes a delicious meat pie!

THE PITT

Thanks to the efforts of followers who slowly began appearing in Jackson’s presence, along with the piecemeal guidance he passes along from his “visions” of the brain, the tribe has set up a surprisingly effective hydroponics system to grow large quantities of Punga fruit. This harvest, thanks to Tobar’s service as a trader, draws a steady trickle of fresh blood into the area, thanks in large part to the addictive properties of the plant. These entrepreneurs and addicts often wind up inducted as new tribe members.

OPERATION: ANCHORAGE

Location: 10.01: Tenleytown/Friendship Station (Chevy Chase North)

Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

TOUR

Faction: Brotherhood of Steel

Faction: Wastelander

» Main Quest: Hearing Voices (PL) Jackson wasn’t born with “the look.” While a young man, however, he discovered a strange device in the wreckage of a ship. While examining it, he inadvertently activated a long-dormant power source connected to a holographic head. Jackson, deeply superstitious, interpreted this event as the manifestation of a powerful spirit. Jackson would return here with increasing frequency to “commune” with the spirit. This disembodied head, in reality, is a sentient person. During Jackson’s séance encounters, he would be given instructions.

MISC. QUESTS

INITIATE JENNINGS

IRVING CHENG

Location: PL 3.13: The Ark & Dove Cathedral (LAT 12/ LONG 03)

MAIN QUEST

» Miscellaneous Quest: Blood Ties » Freeform Quest: Special Delivery After the Family came to Arefu and his parents were killed, 15-year-old Ian was taken in by their leader, Vance, who feels a sort of kinship with him. When he was younger, his sister, Lucy, was always there to talk about his feelings, but when Lucy took off for Megaton, Ian was left alone in Arefu as the only kid, sending him into a downward spiral of depression. Vance took Ian back to the Family’s home, and Ian now ponders what his life has become and what he is to do next.

Faction: Tribal

GEAR

Location: 5.05: Meresti Trainyard (LAT -01/ LONG 07)

Location: 10.01: Tenleytown/Friendship Station (Chevy Chase North) » Main Quest: Following in His Footsteps Initiate Reddin is an overly curious and excitable recruit on his first combat assignment. Vargas does what he can to restrain him and teach him the ways of the Brotherhood. Reddin was added to Sarah’s unit against his advice (and probably hers), but although Vargas may act angry and annoyed at Reddin, it is entirely because he is trying to keep him alive.

» Miscellaneous Quest: The Dark Heart of Blackhall (PL) Jaime was born in the mid-Wastelands to a Ranger. His father returned to camp from an expedition with a thick book, bound in odd black leather and stamped with strange glyphs. Convinced the book would fetch a high price, his father traveled to the Capital

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CENSUS

Faction: The Family

Faction: Brotherhood of Steel

JACKSON [POINT LOOKOUT]

FACTIONS & BESTIARY

IAN WEST

INITIATE REDDIN

TRAINING

» Main Quest: Who Dares Wins (BS) A Personal Automated Lackey to an engineer named Stiggs, Hoover has been known to shut down on occasion, but Stiggs has known Hoover since he purchased him from a wandering trader named Tinker Joe.

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census Wastes to offer it to the Brotherhood of Steel Scribes. Despondent, Jaime’s father vowed to return the book “to its source.”

JAMES HARGRAVE Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quests: Light-Fingers Hargrave, The Runaways James Hargrave is one of Rivet City’s few kids. He doesn’t spend any more time in the cramped quarters than he has to and can usually be found in the company of his friend C.J. Young. The two of them like to play in the storage rooms or hang around on the flight deck. James is alternately sullen and wild. He will do just about anything on a dare. He is capable of holding a grudge for months. He is loyal to C.J. but picks on her mercilessly. The two don’t have many other options for playmates, so C.J. tolerates the abuse. On the rare occasions when C.J. stands up for herself, James is devastated and will do anything to earn her forgiveness.

JANET ROCKWELL Faction: Vault Dweller Location: 7.03: Vault 112 (LAT -22/LONG -08)

JANICE WILKINS (DECEASED) Faction: Vault Dweller

JANICE KAPLINSKI Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Main Quest: The Waters of Life The only thing 29-year-old Janice loves more than her hydroponic plants is Doctor Li. It’s a case of classic hero worship. Janice is utterly loyal to her and completely believes in the projects they are working on. She is a very accomplished scientist but lacks that vital spark of genius and ambition that Dad and Doctor Li have, but she is their equal in technical knowledge. She is close friends with Doctor Preston, who treats her like the daughter he never had.

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Faction: Wastelander Location: 3.03: The Republic of Dave (LAT 19/ LONG 27)

Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Miscellaneous Quest: Trouble on the Homefront You remember Janice’s wavy red hair from your youth. Daughter of Officer Wilkins, she was always a quiet little mite. After your escape from Vault 101, she’s found dead upon your return.

JENNY STAHL Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

» Freeform Quest: Leo’s Drug Habit Jenny, 24, is the balancing force between her polar-opposite brothers. She very much has eyes for Billy Creel and he for her, which is why Billy often comes to the restaurant to eat. Like her brothers, Jenny was born in Megaton in the days before the fence. She took over the restaurant with her brothers when her father died.

JENNY WILSON Faction: Wastelander

» Main Quest: Tranquility Lane Janet’s days consist of baking cookies and a variety of pies, going to the salon, and a little light gardening, before she retires to the kitchen to pace with her Rolling Pin, thinking up ways to kill her neighbor Martha. That hussy is having an affair with her dear Roger; she’s sure of it.

JESSICA, WIFE OF DAVE

Location: 8.07: Andale (LAT -05/LONG -17)

» Freeform Quests: One Big Happy Family, Our Little Secret Jenny is Bill Wilson’s daughter. Her parents are pleased that she and neighbor Junior Smith seem to get along so well!

JERICHO Faction: Follower Location: 8.03: Megaton (LAT -01/LONG -06)

» Freeform Quest: Election Day She is Dave’s new, younger wife and lives in the Republic of Dave. Her husband is a survivalist and has made sure his wife and older children know how to fight. Jessica is 24 and has never left the Republic; she fences but is extremely naive, conceited, and catty, especially when dealing with the first wife, Rosie.

JIGGS (DECEASED) Faction: Raider Location: 17.10: Museum of Technology

» Freeform Quest: Jiggs’ Loot Two hackers were attempting to divide some loot spoils, and Jiggs never made it out of the museum alive, or survived long enough to solve a riddle Prime posed for him. Prime mentions in his notes that he’s waiting for Jiggs at the Jury Street Metro Station [5.13]. Head there and check out the diner.

JIM WILKINS (DECEASED) Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Miscellaneous Quest: Trouble on the Homefront You remember Jim from your days playing “Grognak the Barbarian” in the Vault cafeteria. Son of Officer Wilkins, he was always game for a laugh. After your escape from Vault 101, he’s found dead upon your return.

JIMSON Faction: Tribal

» Freeform Quest: Time to Go, Jericho! Jericho, 65, was once a Raider, and he lied, stole, and murdered with the best of them. But now he’s an old man and, miraculously, is still alive. He was smart enough to settle down in Megaton and leave his old life behind him. He is reluctant to reveal his history for fear someone may try to get revenge. He hangs around Moriarty’s, and rumors circulate that Jericho has done a few nasty jobs for the man.

Location: PL 3.13: The Ark & Dove Cathedral (LAT 12/ LONG 03) » Main Quests: Walking with Spirits (PL), Hearing Voices (PL) Deeply superstitious and the most senior member of the Tribals except for the leader Jackson (who you initially meet in the Sea Cave [U3.16]) he is responsible for spreading the message of communication to the followers not yet picking up on telepathic messages from the great leader.

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CONTENT

INDEX

JOTUN

Location: Random

Faction: Slaver » Mini-Encounter 0.20: More Than Just Scrap John was always an intelligent sort, although he never brought enough equipment with him to survive out in the Wasteland. Moira Brown told him as much. He was recently mauled to death by Vicious Dogs. A quick search of his body reveals a note about treasure buried somewhere near the Scrapyard.

JOHN BEAR Faction: Wildmen Location: TP.D: The Arena (LAT 11/LONG 05)

KAI

Location: 2.08: Paradise Falls (LAT -09/LONG 16) Ymir and his son Jotun are Paradise Falls’s pair of knuckleheads. Jotun has difficulty forming basic sentences, while his father is a jovial madman, armed with a horrific-looking Super Sledge, like his son’s. Ymir isn’t fond of Frank the bartender and makes this abundantly clear by bludgeoning Frank to death. He loves drinking, fighting, and drinking some more, rounding a day off with a spot of fighting.

JUNDERS PLUNKETT

Faction: Pitt Slave Location: TP.3: Pitt Downtown (LAT 12/LONG 08) Slightly depressed (obviously she hasn’t taken to heart Midea’s philosophy books, partly due to her illiteracy), Kai doles out the Slop, a collection of partially digested and extremely disgusting meats and vittles from her table in the Market Square.

KAREN SCHENZY Faction: Wastelander Location: 5.07: Arefu (LAT -11/LONG 06)

Faction: Raider » Miscellaneous Quest: Unsafe Working Conditions (TP) Masters of “claw and paw” combat, John and Grudd Bear are man-mountains with a vicious winning streak in the Arena. Thanks to an addition to RadAway, they are almost impervious to the Arena’s traps, and the siblings have developed an impressive plan of attack: one brother holds back, scorching the escaping foe with Flamer fire while the other rips the victim apart with a Deathclaw Gauntlet.

JONAS PALMER

Ever since those Regulators have been bothering his Raider brethren, Junders has sought solace surrounded by the ancient dead, cultivating a shrine to a mystical figure from ancient history named “Lincoln.” Plunkett spends his time drinking wine, and polishing his spiked dusters.

JUNIOR SMITH

Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

Faction: Wastelander

» Miscellaneous Quest: Blood Ties » Freeform Quest: A Little Help from Arefu Karen is 23 and quite extroverted, but she is smart enough not to speak to just anyone. She doesn’t know much about the current situation in Arefu and constantly finds herself at odds with Evan King. She likes to wander around outside her house, even at night, and does it almost defiantly to tick off the mayor. She doesn’t believe that living in constant fear is the answer. However foolish this might be, you have to admire her guts.

Location: 8.07: Andale (LAT -05/LONG -17)

» Freeform Quests: Our Little Secret, One Big Happy Family

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MOTHERSHIP ZETA POINT LOOKOUT TRAINING

» Main Quests: Growing Up Fast, Escape!

Location: 16.03 Arlington House

BROKEN STEEL

» Miscellaneous Quest: Blood Ties Justin is 20 and has been with the Family since he was 14. He is a great admirer of Vance, who saved him from an Enclave patrol of the Wasteland. Justin is a firm believer in the vampire stories that Vance tells and preaches them to his fellow Family members. He is eager, headstrong, and very friendly to those he doesn’t perceive as a threat. Justin feels a close affinity with Ian West, who was recently brought into the Family. The affinity almost borders on love, and he is often found sitting and speaking to the disillusioned Ian.

THE PITT

» Main Quest: Picking Up the Trail » Freeform Quest: Lamplight’s History At 15, Joseph is the oldest resident of Little Lamplight. Perhaps as a result of his age (or the fact that he’ll have to leave soon), he has taken it upon himself to hold classes to educate other Lamplighters, covering whatever he feels they need to know (or whatever they show interest in). When not occupied teaching, he spends his time working on his computer or reading old textbooks that were long ago scavenged from Vault 87.

OPERATION: ANCHORAGE

Location: 5.05: Meresti Trainyard (LAT -01/ LONG 07)

TOUR

Faction: Wastelander

Faction: The Family

Location: 4.08: Little Lamplight (LAT -26/LONG 02)

MISC. QUESTS

JOHN

JUSTIN

Faction: Wastelander

MAIN QUEST

» Miscellaneous Quest: The Superhuman Gambit “Porter Joe” (the name he prefers to go by) is 28 and was a loader-for-hire at a caravan. However, when he first arrived at Canterbury Commons, the idea of having a permanent base of operations and a steady community was very appealing to him. He settled down here with his dog, Ol’ Mule, about six years ago and has been working as an unloader, a basic cook, and a basic repairman since then. Since the death of his dog, he’s been minding the town diner, the center of chatter in this settlement.

JOSEPH

GEAR

Location: 6.02: Canterbury Commons (LAT 18/LONG 11)

CENSUS

Faction: Wastelander

Son of Jack and Linda Smith, he seems to get along well with his young neighbor, Jenny Wilson.

FACTIONS & BESTIARY

Wholesome, good-humored, and kind, Jonas has been your father’s assistant for as long as you can remember, and you get on famously.

JOE PORTER

APPENDICES

THE WASTELAND CENSUS

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CONTENT

INDEX

Chapter 3: The Wasteland Census

KARL Faction: The Family Location: 5.05: Meresti Trainyard (LAT -01/ LONG 07) » Miscellaneous Quest: Blood Ties Karl is 37 and was married to a woman named Skyler. Both of them lived together in Meresti before she passed. They were once owners of a shop in Megaton, and Vance met them while gathering supplies. He had felt a strong kinship with them and invited them to join him. Karl is very gruff and has a short fuse; he prefers not to speak to people. He is always highly suspicious of people and prefers to think the worst of them. Karl is distinguished by his unusual haircut: long blond hair, which is not common for a man of his bulky stature.

KEN EWERS Faction: Wastelander Location: 5.07: Arefu (LAT -11/LONG 06)

» Miscellaneous Quest: Blood Ties » Freeform Quest: A Little Help from Arefu This 40-year-old man is a bag of nerves who is terrified of the current attacks that have been plaguing the settlement. He masks this by being incredibly short and gruff with strangers and will impart only the smallest tidbits of useless information to you. He is fiercely protective of his wife and will interpose himself if anyone even tries speaking with her. He is the picture of paranoia and can’t fight worth a damn.

KENNY Faction: Swampfolk Location: PL 3.15: Herzog Mine (LAT 13/LONG 05)

» PL Freeform Quest: Latchkey Kenny Fleeing the other Swampfolk because he wasn’t born with the right “look,” Kenny (also known as “Latchkey Kenny”) is a lonely child looking for a friend to play with. He’s holed up in the old Herzog Mine. The kid is exceptional at rigging traps.

KIDD Faction: Ghoul Location: BS 3.02.2 Olney Underground

» Main Quest: Shock Value (BS)

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Kidd is part of a group of likeminded Ghouls that decided to forge ahead into unexplored territories under the leadership of Sanders, and set up a new Ghoul Settlement to rival Underworld. Kidd and Wint are leaving this area at speed, as their camp has been compromised by Deathclaws they had tragically overlooked the whereabouts of.

KIMBA Faction: Wastelander Location: 5.10: Big Town (LAT -04/LONG 03)

» Miscellaneous Quest: Big Trouble in Big Town Hoping against hope for some outside help, Kimba goes along with the rest of the inhabitants’ wishes most of the time, even if they contradict her logical thoughts. Despite the terrible current situation, Kimba remains stable and soft-spoken, and she is always ready to pitch in, learn a new skill, and fight for her friends.

KNIGHT ARTEMIS Faction: Brotherhood of Steel Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quest: Take It Back! One of Lyons’s finest soldiers, Knight Artemis has repeatedly proven himself in the combat zone. He’s currently resting up after a scouting mission in which he supported his Brothers over at Galaxy News Radio, sweeping the area for Super Mutants. It’s a job he enjoys as much as mentoring the Initiates. He is a real backbone of the Brotherhood.

KNIGHT CAPTAIN COLVIN Faction: Brotherhood of Steel Location: 10.01: Tenleytown/Friendship Station (Chevy Chase North) » Main Quests: Following in His Footsteps, Galaxy News Radio A sniper in Lyon’s Pride, Colvin is 40, friendly, and warm to everyone; he has priest-like tendencies. To him, combat is like worship, and he treats his rifle as a holy object and his targets as the unfortunate victims of his god’s wrath. He says a prayer for the soul of each mutant he kills. He’s extremely experienced, and completely unflappable: all according to god’s will. He can be found guarding Galaxy News Radio from Super Mutants.

KNIGHT CAPTAIN DURGA Faction: Brotherhood of Steel Location: 9.11: The Citadel (LAT 08/LONG -14) » Freeform Quest: No Free Lunch Knight Sergeant Durga is the Citadel’s quartermaster, a position that she is not exactly pleased to occupy. She’d rather be out in the field using weapons, rather than in the base polishing and cataloging them.

KNIGHT CAPTAIN DUSK Faction: Brotherhood of Steel Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quest: Take It Back! » Freeform Quest: Gallows Humor Dusk is the Pride’s sniper and is considered the best sharpshooter in all the Brotherhood. She spends most of her time up in the Inner Bailey practicing at the rifle range.

KNIGHT CAPTAIN IRVING GALLOWS Faction: Brotherhood of Steel Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quest: Take It Back! » Freeform Quest: Gallows Humor Gallows is the Pride’s scout and stealth expert. He’s a quiet, kind of creepy man who isn’t much liked by the Brotherhood members beyond the Pride. It’s been said that if an enemy is in the field and sees Gallows, he’s already dead. Gallows tends to disappear from time to time, which only adds to the mystery surrounding him. But it is well known among the other members of Lyons’s Pride that Gallows is actually out hunting and killing Super Mutants. At least, they HOPE they’re Super Mutants....

KNIGHT DILLON Faction: Brotherhood of Steel Location: 10.03: Galaxy News Radio » Main Quests: Following in His Footsteps, Galaxy News Radio

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CONTENT

INDEX

» Main Quests: Following in His Footsteps, Galaxy News Radio Wilks is one of three Brotherhood Knights charged with defending the G.N.R. Radio Station interior. All Knights are employed in the service of Elder Lyons, who resides in the Citadel. Although they’re haughty, they’ll help you out of a fix and they hate the Super Mutants as much as you do.

KRENSHAW Faction: Pitt Raider Location: P.5: Pitt Uptown (LAT 13/LONG 04)

» Main Quests: Unsafe Working Conditions (TP), Free Labor (TP) Krenshaw is Ashur’s right-hand man and is in charge of maintaining the peace, or as close to a violent suppression of Pitt Slaves and Trogs as he can manage without culling too many of the worker population. He also maintains the floodlight generators in Uptown; plunging this area into darkness would spell doom, as the Trogs would overrun Haven.

LIBERTY PRIME Faction: Brotherhood of Steel

LEAF MOTHER LAUREL Faction: Treeminder Location: 2.01: Oasis (LAT -03/LONG 28)

» Miscellaneous Quest: Oasis » Freeform Quest: Excommunication The wife of Tree Father Birch and fellow leader of the people of Oasis, Leaf Mother Laurel spends much of her day wandering around Oasis, tending the plants and flowers, and speaking with the people of the village with her daughter Sapling Yew usually at her side or playing nearby. She believes it is her responsibility to tend to the spiritual and mental well-being of her fellow villagers.

Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quests: The American Dream, Take It Back!, Death from Above (BS) » Freeform Quest: Getting Ready for Prime Time (BS) Liberty Prime is a formidable but currently offline combat robot that is being tinkered with in the laboratory. Its original intent was to liberate Anchorage, Alaska, from the Red Chinese back in 2072. A mixture of patriotic propaganda messages and incredible firepower ensured victory! But can the robot be fixed in time to help the Brotherhood?

LIEUTENANT THOMAS MORGAN Faction: U.S. Army

LEO STAHL

Location: OA.4: U.S. Army Field Headquarters (LAT 09/LONG 14)

Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

» Freeform Quest: Leo’s Drug Habit Leo, 25, is the more outspoken of the two Stahl brothers. He’s the “people person” of the restaurant and loves to talk to the customers. He spent some time on the caravan lines in his teens and has traveled to a few places around the Wasteland. It was during this time that he picked up his addiction to Jet, although he has managed to conceal his addiction from

» Main Quests: Paving the Way (OA), Operation: Anchorage! (OA) Lieutenant Morgan is a young officer inside the command tent of U.S. Field Headquarters on the outskirts of the main battlefield. He is witty, sometimes needling, but always professional, and he assists you with knowledge on current objectives and obstacles you may encounter. Offering hints at the best types of weaponry and Strike Teams to pick for particular missions, Morgan is a valuable asset and a keen soldier.

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

» Mini-Encounter 0.15: Rifle Man A friend of Sam Warrick’s, Lazlo is roaming the Wasteland in search of more copies of his favorite comic, Grognak the Barbarian. He’s recently stolen a Railway Rifle and is having immense fun disconnecting Ghoul heads from their spines. He’s a madman, who fights first, fights again, and then thinks for a bit afterward.

OPERATION: ANCHORAGE

Location: 10.03: Galaxy News Radio

Location: Random

» Miscellaneous Quest: Head of State » Freeform Quest: Lincoln’s Profit Margins Leroy is a strident believer that “might makes right.” Weaklings deserve what they get in life and should serve at the whim of the more powerful. He is a rarity among Slavers. He’s not in it for the money; he genuinely believes that this is the natural law of the universe. Leroy is the Slaver in charge of handling runaways. Currently there is no bigger issue for him than the Temple of the Union. In his eyes, if they succeed in making the Lincoln Memorial into a shrine for Abolitionists and runaway slaves, Paradise Falls and the Slavers will be severely hurt.

TOUR

Faction: Brotherhood of Steel

Faction: Wastelander

Location: 17.01: Lincoln Memorial Maintenance Room (Lincoln Memorial)

MISC. QUESTS

KNIGHT SERGEANT WILKS

LAZLO RADFORD

Faction: Slaver

MAIN QUEST

» Main Quests: Following in His Footsteps, Galaxy News Radio Finley is one of three Brotherhood Knights charged with defending the G.N.R. Radio Station interior. All Knights are employed in the service of Elder Lyons, who resides in the Citadel. Although they’re haughty, they’ll help you out of a fix and they hate the Super Mutants as much as you do.

» Freeform Quest: The Sorrowful Suitor Driven crazy by a lost love (although it could be the water impurities), Lag-Bolt is a part-time swindler and full-time thief. There’s no reasoning with this madman.

LEROY WALKER

GEAR

Location: 10.03: Galaxy News Radio

Location: BS14.08: La Maison Beauregard Lobby

CENSUS

Faction: Brotherhood of Steel

Faction: Raider

everyone in town, including his own brother and sister.

FACTIONS & BESTIARY

KNIGHT FINLEY

LAG-BOLT

TRAINING

Dillon is one of three Brotherhood Knights charged with defending the G.N.R. Radio Station interior. All Knights are employed in the service of Elder Lyons, who resides in the Citadel. Although they’re haughty, they’ll help you out of a fix and they hate the Super Mutants as much as you do.

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census

LINDA SMITH Faction: Wastelander Location: 8.07: Andale (LAT -05/LONG -17)

» Freeform Quests: One Big Happy Family, Our Little Secret House-proud and vehemently opposed to outside influences, the Smiths are a strange but reasonably friendly bunch. Jack seems to be Andale’s patriarch, and he knows the best little town in America is here, where Linda bakes a delicious meat pie!

LITTLEHORN SECRETARY

He grew up in Megaton and understands better than anyone what it takes to survive and thrive in the Wasteland. Big and imposing yet warm and friendly, Lucas won his position by a unanimous vote of the people of Megaton (most of whom genuinely love the guy). He serves as mayor, sheriff, judge, and just about any other position that’s needed. It’s also no secret around Megaton that Lucas Simms is fulfilling some weird childhood cowboy fantasy. He named his son Harden after the Old West outlaw John Wesley Harden. Simms is also a member of a secret society known only as “the Regulators.”

LUCIA “LUCY” Faction: Wastelander

Faction: Littlehorn and Associates Location: 6.03: Scrapyard (LAT 05/LONG 09) » Freeform Quest: Getting an Earful Furiously typing and thankful to have gainful employment with Littlehorn and Associates, the four secretaries spend their time creating and filing records of all associates’ activities across the East Coast. As life is cheap, hard work is expected, not rewarded.

LONE WANDERER Faction: n/a Location: n/a

Location: 4.08: Little Lamplight (LAT -26/LONG 02)

» Miscellaneous Quest: The Replicated Man » Freeform Quest: Fungus Deal Lucy was born in Little Lamplight 11 years ago and grew up learning practical medicine from Red, who she considered an older sister. By the time she was 7, she was the preeminent medical authority in Lamplight, and her medical treatment saved Mayor MacCready’s life when he was injured in a cave-in. Since then, she’s cared a little more about him than the others, and she thinks of Lamplight as “their family.” Since MacCready took control, she’s been his constant companion, occasionally tempering his instincts with a measure of caution.

LUCKY HARITH Faction: Merchant

» All Quests Born to mother (Catherine) and father (James) inside the Jefferson Memorial, and moved to Vault 101 shortly afterward with the help of acting nurse Madison Li, this mysterious roamer has been spotted at numerous locations throughout the Capital Wasteland, and as far away as Point Lookout. Great tales of the Wanderer’s combat prowess, interesting methods of problem-solving, and great cunning in the purchase of strategy guides to help navigate this great wilderness have been whispered both far and wide. The Wanderer’s exploits can be heard by tuning in to Galaxy News Radio.

Location: 0.00: The Capital Wasteland

» Freeform Quest: Merchant Empire Boisterous and friendly, Harith has a toy collection that consists of a wide assortment of weapons. Despite the destructive potential of his gear, he sees his sales as a way to ensure peace in the world by making sure everyone is equally armed.

LUCY WEST Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

LUCAS SIMMS Faction: Regulator Location: 8.03: Megaton (LAT -01/LONG -06) » Miscellaneous Quest: The Power of the Atom

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» Miscellaneous Quest: Blood Ties » Freeform Quest: Special Delivery Lucy, 25, struck out on her own and headed for the “big city,” leaving the small settlement of Arefu and finding her way to Megaton, where she currently resides. Even though Lucy

is far from home, she misses her folks and her younger brother, Ian West. She frequently communicates with them via letters she sends there, but as of late, they haven’t replied, and she fears that either they are in trouble, or the letters simply aren’t getting through.

LUG-NUT Faction: Raider Location: U16.A: Marigold Station

» Freeform Quest: Grady’s Package Still recovering from a recent tussle with Ronald Laren, Lug-Nut is troubled by bouts of depression and mania. This might be due to his Chem habit. He’s recently had two pairs of Nightwear made by a seamstress to rival Lady Frumperton, sending one to his brother Lag-Bolt. He’s hidden one pair of Nightwear in the old caretaker’s locker; Grady won’t be needing it any more.

LULU Faction: Pitt Raider Location: P.5: Pitt Uptown (LAT 13/LONG 04) There are various categories of “insane,” and Lulu’s mechanism has definitely gone, but she’s still functional with a rifle and loyal to the Pitt Raider cause. Excitable, she treats you as a pet, even giving you food if you play along with her addled mind.

LYDIA MONTENEGRO Faction: Merchant Location: 7.14: Tenpenny Tower (LAT -16/ LONG -17)

» Miscellaneous Quest: Tenpenny Tower » Freeform Quests: Finders Keepers, House Decoration in My Tenpenny Suite Lydia runs the Boutique le Chic, which serves as the general store. Talk to her, and you’d think she’s running a high-end shop and not peddling salvage to Wasteland dwellers, such is the elitist illusion she lives under. Lydia spends her days in the shop, then relaxes at the Federalist Lounge with her friend Michael Hawthorne.

M.A.R.GO.T.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Faction: Robot Location: BS U15.02.1: Presidential Sub Level

CONTENT

INDEX

» Miscellaneous Quest: The Superhuman Gambit One of the fiercest defenders Little Lamplight has ever seen, 19-year-old “Machete” earned her nickname at the age of 7, when she killed a Mole Rat in the caves armed only with a knife the size of her arm. Since then, she has been a bona fide celebrity. When she turned 16, she got disoriented in a dust storm and got lost, eventually arriving at Canterbury Commons instead of Big Town. To this day, she refuses to admit that she went to the wrong place. Dominic in particular saw her potential to provide security for the future of the camp, and after a year of his guidance, she’s earned a fair amount of respect from the locals.

MAD JOHNNY WES Faction: Wastelander Location: 20.01: Hubris Comics Publishing Johnny Wes was hemmed in by a Super Mutant camp, and almost savaged to death by a relentless Ghoul onslaught. His mind snapped, reverting to its most basic instinct. He’s holed up in the most defensible location of Hubris Comics (a foreman’s office he’s dubbed “the Alamo”), and rigged the entire building with traps. They’ll never take him alive. Never!

MANNY KOCH (DECEASED) Faction: Wastelander Location: 8.A: Jury Street Tunnels (Blocked: LAT -13/ LONG -04) » Mini-Encounter 0.01: Searching for Cheryl Leader of the Canterbury Commons search party that attempted to locate the whereabout of a good friend named “Cheryl,” Manny Koch is the only visible remains of the group; the rest are either buried or chopped into manageable pieces and stored on gore bags. Manny is dead when you approach him. After inspecting the body, prepare for a Behemoth!

MANYA Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

» Miscellaneous Quest: The Replicated Man Manya, 64, is a sweet old lady. She and Nathan used to run a caravan line together and have managed to save enough Caps and

MARCO Faction: Pitt Slave Location: TP.B: The Mill (LAT 11/LONG 06)

» Main Quest: Unsafe Working Conditions (TP) Nervous and slightly scatterbrained, Marco runs the equipment in the Rotary Press Control Room, which is constantly seizing up and breaking down. He’s part of the uprising, knows Midea well, and keeps a repurposed Steel Saw for those who wish to challenge authority.

MARGARET Faction: Wastelander Location: 10.03: Galaxy News Radio This old engineer works with Three Dog to keep Galaxy News Radio on the air. Should anything unfortunate happen to Three Dog, Margaret takes to the airwaves, doing the best she can considering her lack of enthusiasm and general crankiness.

MARGARET PRIMROSE Faction: Wastelander Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

» Miscellaneous Quest: Tenpenny Tower

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

Billy Creel took in Maggie at the age of 3 (she is now 12) and brought her to Megaton. Maggie remembers nothing of her life before Megaton. A Megaton resident caught a bullet in a Raider attack and Billy was given the man’s house. He’s been in Megaton even since, raising Maggie as well as you can expect from a carefree Wasteland adventurer, even telling her the combination to his lost safe. Of course, there are a few around town who say that Billy was the one behind that bullet that bought him his place in Megaton....

» Miscellaneous Quest: The Dark Heart of Blackhall (PL) Marcella is a nomadic missionary, spreading the word of her own faith. She’s come to Point Lookout from a place called “The Commonwealth” aboard Tobar’s ferry. Taking the Tribal Cultists and local inbreds for lost causes, she ministers to those she can. She was immediately suspicious of Obadiah upon meeting him and has made a mission of investigating Blackhall’s connection to the heathen creed of the Swampfolk.

OPERATION: ANCHORAGE

Location: 6.02: Canterbury Commons (LAT 18/LONG 11)

Location: 8.03: Megaton (LAT -01/LONG -06)

Location: PL 4.19: Disaster Relief Outpost (LAT 03/ LONG 10)

TOUR

Faction: Wastelander

Faction: Wastelander

Faction: Wastelander

MISC. QUESTS

MACHETE

MAGGIE

MARCELLA

MAIN QUEST

» Main Quest: Tranquility Lane Winner of the “Tranquility Lane Finest Meat Pie” award three years running, Mabel is suitably proud of her (delicious) accomplishment, and her hobby allows her to listen in and chat with all manner of friends and neighbors. No secret is safe with her around!

Madame runs the brothel inside the Evergreen Mills Bazaar, offering her girls’ services in exchange for Caps or Chems. She doesn’t need ammunition because her friend Smiling Jack provides offensive help if a customer gets too rowdy. Madame is particularly proud of her interior decorating skills.

GEAR

Location: 7.03: Vault 112 (LAT -22/LONG -08)

Location: 7.04: Evergreen Mills (LAT -18/LONG -07)

CENSUS

Faction: Vault Dweller

Faction: Raider

supplies to live out their retirement in Megaton. Manya’s sweet exterior doesn’t reveal that she’s witnessed every misery that the Wasteland has to offer. She is extremely wise and knowledgeable—two traits that allow her to continue to thrive and live in Megaton.

FACTIONS & BESTIARY

MABEL HENDERSON

MADAME

TRAINING

» Main Quest: Who Dares Wins (BS) An automated defense system is headed by a Pre-VAX technology computer system named M.A.R.Go.T. (Metro Authority Rapid Governmental Transit System). She controls the trains, robots, and other maintenance personnel.

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census Margaret owns and operates the Cafe Beau Monde. Because the cafe only serves the residents of Tenpenny Tower, her clientele is limited, allowing Margaret to prepare and serve all the meals. The restaurant is open from 6:00 AM to 9:00 PM, and Margaret is the service provider the entire time. When the restaurant closes, she generally spends her time in her room.

MARGUERITE Faction: Swampfolk Location: PL 2.09: Marguerite’s Shack (LAT 08/LONG 04) » Miscellaneous Quest: A Spoonful of Whiskey (PL) A tough lady (aside from the fake illness she pretends to have), Marguerite may not share the looks of the locals, but she isn’t troubled by them because she’s been a Point Lookout resident since birth.

MARIE Faction: Pitt Raider Location: TP.G: Haven (Interior; LAT 17/LONG 03)

» Main Quest: Free Labor (TP) » Freeform Quest: Toys for Tots (TP) Cute, innocent, and unusually quiet, Marie is less than a year old and in perfect health. The offspring of Ashur and Sandra, her conception occurred after Sandra set up her laboratory in a wing of Ashur’s palace. As two of the most educated people in The Pitt, they spent long hours together. Over time, they have come to honestly care for each other, and the safe birth of their child is considered nothing short of a miracle—one they intend to use for the benefit of their city.

MARTHA SIMPSON Faction: Vault Dweller Location: 7.03: Vault 112 (LAT -22/LONG -08)

» Main Quest: Tranquility Lane She swears, if looks could kill, Janet Rockwell would have put her in hospital by now. Thankfully, Janet’s husband is always there to smooth everything over, but Martha is worried about her friend Janet. Perhaps she should speak to Mabel Henderson about it.

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MARTHA WILSON Faction: Wastelander

MAYOR ROBERT JOSEPH MACCREADY

Location: 8.07: Andale (LAT -05/LONG -17)

» Freeform Quests: One Big Happy Family, Our Little Secret Martha is the unusually quiet wife of the slightly domineering Bill Wilson, and part of the inhabitants of the “perfect” settlement of Andale. She doesn’t speak at all, and is slightly incredulous if asked her opinion on matters, when it’s quite obvious Bill will be doing the answering for her.

MARY, DAUGHTER OF DAVE Faction: Wastelander Location: 3.03: The Republic of Dave (LAT 19/ LONG 27) » Freeform Quest: Election Day Mary is 12 years old and Rosie’s daughter. She’s bright and curious, but Dave will probably soon cure her of that.

MARY HOLDEN Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quest: Escape! During the confusion of your extrication from Vault 101, Mary and Tom Holden attempt to flee the violent security officers O’Brian and Richards, and are usually gunned or beaten down in cold blood unless you step in to save them.

MATILDA WEST (DECEASED) Faction: Wastelander Location: 5.07: Arefu (LAT -11/LONG 06)

» Miscellaneous Quest: Blood Ties On closer inspection, it seems Matilda West has been slain using the same odd techniques as the those employed on her husband. The Wests were settlers in Arefu for over 10 years, and no one in the settlement appears to hold a grudge against them. Indeed, Matilda was responsible for clearing out the village outhouse, a task now sadly fallen to Ken Ewers.

Faction: Wastelander Location: 4.08: Little Lamplight (LAT -26/LONG 02)

» Main Quests: Picking up the Trail, Rescue from Paradise » Freeform Quests: Fungus Deal, The Life of Bryan He has served as the mayor of Little Lamplight for two years (since he was 10), when he was chosen by the other residents due to his smarts, toughness, and the fact that he doesn’t take guff from anyone. He has no fear of adults and is a perfect representative. He is belligerent, small (even for his age), very distrustful of adults, and willing to blow someone’s head off to defend his young charges, but MacCready is also very loyal to those he considers friends.

MEAT Faction: Ghoul Location: 17.07B: Museum of History: Underworld When he’s not operating on Ghouls with a variety of odd ailments, Doctor Barrows spends his time learning the exact medical reasoning for Feral Ghouls “turning” into Glowing Ones. For this, ex-patients who succumbed to massive amounts of radiation are placed inside an inaccessible containment chamber adjacent to Barrows’s Chop Shop surgery. “Meat” (shown here prior to transformation) is one of these subjects.

MEI WONG Faction: Slave Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quest: Slave Hunt Quiet and guarded, 30-year-old Mei doesn’t like to talk. Mei was a slave owned by Allistair Tenpenny, but she recently escaped and is in hiding out here. Harkness knows her story and has promised her she’s safe while she’s in town. She’s a good source of information about Slavers and was once held at Paradise Falls. Mei Wong suspects that Sister is a Slaver but can’t prove it. She is terrified of him. Fortunately for her, he does not recognize her at all.

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CONTENT

INDEX

MICHAEL HAWTHORNE Faction: Wastelander Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

» Miscellaneous Quest: Tenpenny Tower Hawthorne has dedicated his life (and life savings) to the pursuit of giddy drunkenness, staggering drunkenness, and finally, paralytic stupor. He spends the majority of every day drinking in Tenpenny Tower’s Federalist Lounge. He pretty much has a reserved seat that he always occupies.

MICHAEL MASTERS Faction: Ghoul Location: 7.13: Warrington Station (Exterior; LAT -18/ LONG -19) » Miscellaneous Quest: Tenpenny Tower » Freeform Quest: House Decoration in My Tenpenny Suite Michael Masters was an esteemed electronic and biological engineer before the bombs dropped. He doesn’t remember much of the first years after D.C. was destroyed, but he does remember his human life and resents his Ghoulish nature (though he does appreciate

MIDEA Faction: Pitt Slave Location: TP.A: Midea’s Quarters (LAT 13/LONG 06)

» Main Quests: Into the Pitt (TP), Unsafe Working Conditions (TP), Free Labor (TP) » Freeform Quest: Toys for Tots (TP) One of the oldest slaves in The Pitt, Midea is dedicated to helping the Pitt Slaves. Despite having the fierceness to probably earn her freedom in the Arena, she chooses to stay with the slaves and see that someone is watching out for them. She concocted the kidnapping plan with Wernher shortly after he was enslaved, and she sees the baby as little more than a tool to earn the freedom of her people.

MILLICENT WELLINGTON Faction: Wastelander

Location: 8.10: Nuka-Cola Plant (LAT -01/LONG -19)

» Miscellaneous Quest: The Nuka-Cola Challenge » Freeform Quest: Just for the Taste of It The latest in robotic bookkeeping and shipment launching, Milo is a proud employee of the Nuka-Cola corporation. Currently, he’s waiting for additional shipping instructions from a Nuka-Cola employee with proper ID.

MISS JEANETTE Faction: Slave Location: 2.08: Paradise Falls (LAT -09/LONG 16)

» Freeform Quest: Freedom! Miss Jeanette is quiet, confused, and obsequious. She’s long since accepted her role as a slave. The only problem is, most customers have no use for a Ghoul slave. She’s been in the pens forever and isn’t expecting to leave any time soon.

MISTER BREAK

MOTHERSHIP ZETA POINT LOOKOUT

Faction: Wastelander

Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

» Miscellaneous Quest: Tenpenny Tower » Freeform Quest: Love Letter Millicent is an elitist without the benefit of an elite society. Truth is, the other residents can’t stand her, because she’s a quarrelsome busybody; therefore, she never gets invited to any of the tower’s intimate social events. She spends her days hanging around the house or complaining to her poor husband.

BROKEN STEEL

Faction: Robot

THE PITT

MILO, SHIPPING FOREMAN

OPERATION: ANCHORAGE

» Main Quest: Into the Pitt (TP) Cruel and despicable, even for a Pitt Raider, Mex has been removed from general guard duties by Ashur and sent to guard the gates to Pitt Downtown after bouts of Pitt Slave punishment that left many with horrific injuries. Adept with a rifle, Mex is content with tagging escapees, laying down a variety of mines, and watching his prey explode in a variety of impressive arterial spray patterns.

» Mini-Encounter 0.10: Dying of Thirst Driven slightly demented by lack of sustenance, and fearful of his life after a narrow escape from a Raider party holed up in a nearby school, Micky has set up a begging station at the entrance to Megaton. Through the haze of dehydration, he remains hopeful that a water caravan or kindly stranger will cross his path.

TOUR

Location: P.2: Pitt Bridge (LAT 09/LONG 14)

Location: 8.03: Megaton (LAT -01/LONG -06)

MISC. QUESTS

Faction: Pitt Raider

Faction: Wastelander

» Freeform Quest: Wild Bill’s Last Stand (TP) Part of a tiny enclave of Pitt Slaves that exists near the Market Square in the Downtown area, Milly is a close friend of Wild Bill and is desperate to know her friend’s whereabouts. She wanders the alleys, hoping to catch a glimpse of her friend. She has also appropriated some Stimpaks, hiding them in various nondescript objects throughout Downtown.

MAIN QUEST

MEX

MICKY

Location: TP.3: Pitt Downtown (LAT 12/LONG 08)

GEAR

» Mini-Encounter 0.18: Locked and Unloaded Recently forced out of his Mercenary settlement, Mel is a nervous and ineffectual highwayman, waving an unloaded weapon at you should your paths ever cross. He is of no threat, except to himself.

Faction: Pitt Slave

Location: PL 1.01: Sacred Bog Entrance (LAT 01/ LONG 04) » Main Quest: Walking with Spirits (PL) Mister Break is a figment of your Pungainfused imagination. Isn’t he? Yes, yes he is. Or is he? Yes, most definitely, he is. Right?

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CENSUS

Location: Random

MILLY

FACTIONS & BESTIARY

Faction: Wastelander

the gift of longevity). He was extremely intelligent and jovial in his old life, but living as a Ghoul has made him very pessimistic and angry at the world. He sees his Ghoulness as a karmic curse, because he was attempting to keep America at the forefront of human mutation experiments, breeding super-warriors after being inspired by the work of the German, Russian, and Chinese doctors.

TRAINING

MEL

APPENDICES

THE WASTELAND CENSUS

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CONTENT

INDEX

Chapter 3: The Wasteland Census

MISTER BUCKINGHAM Faction: Robot Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quest: The Life of Bryan Mister Buckingham is Vera’s best friend, a Mister Handy robot with the disposition of a British butler. Mister Buckingham is stationed in the hotel 24/7 and minds things while Vera is away.

MISTER BURKE Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

A self-styled inventor, 24-year-old Moira grew up in the trading community of Canterbury Commons with an uncommon curiosity about the world. She’s read almost every book that’s come through the town. Although her reading has taught her a wide variety of useful knowledge, she has nearly no actual experience with the world, so she doesn’t always understand how it can be applied outside of her workshop. After a recent accident with a domesticated Centaur, Moira was inspired to write a book to help others survive in the Wasteland and avoid similar dangers. She just needs someone with real experience to test out her ideas and give her some realworld insight into life in the wastes.

MOM (CATHERINE; DECEASED) Faction: Wastelander

» Miscellaneous Quest: The Power of the Atom Mister Burke spends his days at Moriarty’s Saloon, drinking and talking to Moriarty or asking Gob the Ghoul probing questions about being a Ghoul, the effects of radiation on his body, and what it’s like to live among the non-irradiated populace. He also likes to eat at the Brass Lantern restaurant, where he can keep an eye on the atomic bomb.

MISTER CROWLEY Faction: Ghoul Location: 17.07B: Museum of History: Underworld

» Miscellaneous Quest: You Gotta Shoot ’Em in the Head Mister Crowley is as bitter a Ghoul as you’ll find. He was transformed 10 years ago, due to an extreme exposure of radiation that should have killed him. He once lived at Rivet City, but the bias and hatred he experienced there forced him to move on. Crowley discovered Underworld and has taken up permanent residence, but remains resentful of the harsh treatment he received from humans. He presents you with a complex revenge plan that he wants you to carry out. Mister Crowley spends most of his time in the Ninth Circle, drinking heavily.

Locations: 9.14: Jefferson Memorial (LAT -13/LONG -17), PL 1.01: Sacred Bog Entrance (LAT 01/LONG 04) » Main Quest: Birth » PL Main Quest: Walking with Spirits Your mother died during childbirth, and was one of the scientists attempting to perfect Project Purity, falling in love with James, the leader of the scientists. Aside from her voice (available on Holotape: Better Days), you know little about your mother, except that she suffered cardiac arrest during your birth, and her favorite Bible passage is Revelation 21:6.

MONA Faction: Pitt Raider

Sometimes clad in skimpy clothing and a variety of interesting skin disorders, Mona is skilled in the arts of melee combat. She suffers from a particularly disgusting degenerative skin disorder from swimming in the nearby rivers.

MOTHER CURIE III Faction: Ghoul

Faction: Merchant

» Miscellaneous Quests: The Wasteland Survival Guide, The Replicated Man » Freeform Quest: House Decoration in My Megaton House

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MOTHER MAYA Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

» Freeform Quest: Pious Generosity Mother Maya is 41 and Confessor Cromwell’s female counterpart. She and Cromwell are actually husband and wife, but they don’t go out of their way to advertise the fact, because they’re both so busy promoting the ideals of the church.

MOTHER PUNGA Faction: Tribal Location: PL 1.01: Sacred Bog Entrance (LAT 01/ LONG 04) » Main Quest: Walking with Spirits (PL) This is an enormous “seed,” part of a huge wild bloom of the Punga fruit. The seeds nestle on a pod in the recessed part of the fruit. The plant shudders and releases a puff of pollen, said to cause vivid hallucinations.

MURPHY Faction: Ghoul

Location: TP.5: Pitt Uptown (LAT 13/LONG 04)

MOIRA BROWN Location: 8.03: Megaton (LAT -01/LONG -06)

her “flock.” Should you find her in her second state; she has received her greatest wish, as she bathed in the light of infinite candles, and reached a higher realm of consciousness. In fact, this worked so well, her mortal corpse has become a frothing, savage Ghoul with no knowledge of your previous interactions.

» Miscellaneous Quest: Holy Water (BS)

Locations: BS8.01 Holy Light Monastery (LAT -01/ LONG -04, 8.03: Megaton (LAT -01/ LONG -06)

Overseeing the operation is Mother Curie, who believes firmly that she is doing Atom’s will and helping the world grow, and they find that consecrated Aqua Pura is actually much more potent than any other “dirty water.” She has prepared a rich and varied history to read to

Location: 5.02: Northwest Seneca Station (LAT -10/ LONG 09) » Freeform Quest: Murphy’s Bombing Run Murphy was an amateur scientist even back in his pre-Ghoul days, and his tenacity has allowed him to deal with his “affliction.” He’s close to making some real Caps with his invention—an enhanced dose of Jet that can keep a Ghoul up and peaking, as Jet has only limited effects on these creatures.

MYSTERIOUS STRANGER Faction: Wastelander Location: Random

You have a Guardian Angel, but with a deadly hand-cannon instead of wings. Meet the Mysterious Stranger, an odd and

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CONTENT

INDEX

NATHANIEL VARGAS Faction: Wastelander Location: 1.01: Raven Rock (LAT -28/LONG 28), 8.03: Megaton (LAT -01/LONG -06) » Main Quest: The American Dream Nathan, 65, ran a caravan route for over 30 years with his wife, Manya. During that time, he became a little obsessed with the Enclave radio broadcasts. Since then, Nathan has become a bit of a fanatic, believing that the Enclave will bring salvation to the Wasteland and is trying to convince everyone else in Megaton of this fact. Most of the residents write Nathan off as the local busybody, but all are quick to note that after 30 years on the back of a wagon, he is one hell of a shot when it comes to gunplay.

NICHOLAS “KNICK KNACK” Faction: Wastelander Location: 4.08: Little Lamplight (LAT -26/LONG 02)

Faction: Wastelander Location: 8.03: Megaton (LAT -01/LONG -06)

» Main Quest: Following in His Footsteps Nova, 25, spends most of her time hanging around the bar talking to the male clientele. Every now and then, she’ll go up to a room with a new “friend.” Her real job is to sweettalk the male patrons and get them to spend money—on booze, company, or an outrageously priced bed for the night. Every couple of nights, Nova sleeps with Gob. One day a week—her day off—she goes shopping.

O-DOG Faction: Pitt Raider Location: TP.5: Pitt Uptown (LAT 13/LONG 04)

Faction: Ghoul Location: BS8.01 Holy Light Monastery (LAT -01/ LONG -04) » Miscellaneous Quest: Holy Water Commended by Mother Curie III for his devotion to the cause, Novice is wowing the other visitors to the Holy Light Monastery with his “hint of brain” poking through a section of exposed skull. His path to the light is almost a certainty.

NURSE GRAVES Location: 17.07B: Museum of History: Underworld

» Miscellaneous Quest: The Replicated Man Young by Ghoul standards, Doctor Barrows’s assistant Nurse Graves is knowledgeable and keen. She helps in Barrows’s experiments to diagnose and treat the various brand-new

Infatuated with Vikia the sniper, O-Dog is more than competent with precision-rifle weaponry. He competes with Duke to get Vikia’s attention, almost always unsuccessfully. He deems newcomers not as meat but simply as a “higher grade of sausage.”

OFFICER DAVIS Faction: Vault Dweller Location: 9.M: Scavenger’s Shack (LAT 12/LONG -11)

» Miscellaneous Quest: Protecting the Water Way (BS) Rivet City has contracted with the Brotherhood of Steel to help escort water caravans to their destination, in exchange for getting money and technology from the Brotherhood. Officer Davis is one of the security team hoping to be paid with technology.

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL

» Miscellaneous Quest: The Dark Heart of Blackhall The last descendant of the Blackhalls, a famous (some say infamous) family of wealth in the history of Point Lookout, Obadiah is stubborn and is still entranced by an old book his family once lost. The Blackhall family was deeply involved in the commercialization of Point Lookout in the early 21st century. Constance Blackhall, head of the estate after the New Plague made her an unexpected widow in 2058, cooperated with entrepreneurs from the Isla Negra Realty Company, who had been trying to acquire family real estate unsuccessfully for years. Despite overwhelming local cultural resistance, Isla Negra persistently attempted to bring tourism and modernization to Point Lookout and St. Mary’s County.

NOVICE

Faction: Ghoul » Miscellaneous Quest: The Replicated Man Knick Knack and his twin sister, Knock Knock, are 14 years old and dedicated to the town. While his sister collects terrible jokes, Knick Knack collects anything of value. He organizes the settlement’s store of goods, mostly to keep them in good shape for anyone who needs them, but also because he has a

Location: PL 1.02: Blackhall Manor (LAT 02/ LONG 07)

THE PITT

NOVA

Faction: Wastelander

OPERATION: ANCHORAGE

» Main Quest: Hearing Voices (PL) » Freeform Quest: Tailing the Tomboy (PL) Nadine is a Wastelander who bartered passage to Point Lookout with Tobar and hasn’t yet returned. Her mother makes a tearful plea for you to find her. Nadine is a bit of a tomboy and a restless adventurer who wanted to explore beyond the Capital Wastelands, running away from home to stow away on the Duchess Gambit and see the world. She plans to return to Capital Wasteland once she’s found her fortune to bring back and share with her mother, Catherine, but she’s not in a hurry to return quite yet.

» Main Quest: Unsafe Working Conditions (TP) Nola tends to the sick, crippled, and wounded of the Mill’s workforce, when she’s not taking a beating herself. She has rudimentary medical training, which she can apply to you, although she’s the least-skilled practioner you’ve ever met (not including Sawbones, of course).

TOUR

Location: PL 3.13: The Ark & Dove Cathedral (LAT 12/ LONG 03)

OBADIAH BLACKHALL

MISC. QUESTS

Location: TP.B: The Mill (LAT 11/LONG 06)

Faction: Wastelander

MAIN QUEST

Faction: Wastelander

GEAR

NADINE

CENSUS

NOLA

ailments that Ghouls are always complaining about. Happy with her lot in life, she spends her time cutting up corpses, inspecting brain tissue samples, and poking Feral Ghouls with a variety of (mainly sharp) implements.

FACTIONS & BESTIARY

fondness for working with items and making sure everything is “just so.”

TRAINING

eldritch entity said to appear and aid you in combat before you draw your dying breath. Of course, it helps to have the Mysterious Stranger Perk first....

APPENDICES

THE WASTELAND CENSUS

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CONTENT

INDEX

Chapter 3: The Wasteland Census

OFFICER HERMAN GOMEZ Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast, Escape! » Miscellaneous Quest: Trouble on the Homefront The classic good cop, officer Gomez is Freddie’s dad. He has no patience for the Tunnel Snakes and tries to make sure that Freddie doesn’t have anything to do with them. This is hard, because there may not be any other boys Freddie’s age in the Vault.

OFFICER LORIN Faction: Wastelander Location: 9.M: Scavenger’s Shack (LAT 12/LONG -11)

» Miscellaneous Quest: Protecting the Water Way (BS) There is usually a small contingent of caravan drivers, Brahmin, and disgruntled Rivet City policemen buzzing around the bridge gangplank building. Officer Lorin is one of the most vocal in his displeasure at the almost-constant attacks, but his hand has been forced.

OFFICER O’BRIAN Faction: Vault Dweller

OFFICER JOHN KENDALL

OFFICER STEVE “STEVIE” MACK

Location: 8.01: Vault 101 (LAT -04/LONG -04)

Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quest: Escape! » Miscellaneous Quest: Trouble on the Homefront Stevie is the gung-ho new guy in security. He’s been waiting his whole life to join the force and is willing to do whatever it takes to get in good with “the boss” (Chief Hammond), including being particularly overzealous during emergencies.

OFFICER TAYLOR Faction: Vault Dweller

Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast, Escape! » Miscellaneous Quest: Trouble on the Homefront Tough, friendly, and no-nonsense, he’s not actively sinister, but he’ll follow orders without thinking about it too much. He is not an introspective sort of guy. He loves being a cop and doesn’t worry about whether what he’s doing is right; he is the law.

OFFICER LEPELLETIER Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17) » Miscellaneous Quest: Protecting the Water Way (BS) A Rivet City security force team member who, through hard work and dedication, has landed herself the unfortunate position of being in charge of the Water Caravan Escort detail. Rivet City has contracted out with the Brotherhood of Steel to help escort water caravans to their destination, in exchange for getting money and technology from the Brotherhood. Officer Lepelletier has a makeshift office set up outside Rivet City where she handles coordinating the caravans and security details. There is usually a small contingent of caravan drivers, Brahmin, and disgruntled Rivet City policemen buzzing around the bridge gangplank building. Lepelletier’s caravans have been getting hijacked more regularly, and she suspects something organized is going on. She’d like you to help investigate what’s going on by escorting one of the caravans. She can’t pay you, so you’ll have to get paid from Bigsley at Project Purity. All her money and gear has already been assigned to other escort details.

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» Main Quest: Escape! Lightly armored and keen to deliver a bit of punishment to the Vault civilians, Officer O’Brian is a vicious, unthinking man who delights in the pain of others. The confusion of the Lone Wanderer’s escape makes his violent tendencies all the more easy to hide.

OFFICER PARK Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quest: Escape! Sent to guard the main Vault 101 exit door by the Overseer, Officer Park isn’t about to let some jumped-up, jumpsuited 19-year old snotnosed punk kid flee into the irradiated waste and fill his Vault with noxious air.

OFFICER RICHARDS Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quest: Escape! A little less relentless than Officer O’Brian in his beating of those milling about Vault 101 during the escape of the Lone Wanderer, Officer Richards is still under orders to stop those from breaching the Vault door.

Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Miscellaneous Quest: Trouble on the Homefront A senior member of the Vault 101 security team, Taylor is well-known and liked, but after his wife’s heart attack he has become saddened, and he blames the reckless escapee for the stress this caused his beloved Agnes.

OFFICER WILKINS Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Miscellaneous Quest: Trouble on the Homefront Related to Janice and Jim Wilkins, Officer Wilkins is much less forgiving than Officer Taylor, and he blames you directly for the chaos currently affecting the Vault. He is liable to attack as soon as he gives this “lone wanderer” a tongue-lashing.

OFFICER WOLFE Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quest: Escape! A friend of Allen Mack, Officer Wolfe patrols the main Vault door on high alert, waiting for a possible escape attempt. He has no intention of breathing the irradiated air outside, and prefers the recycled atmosphere of the Vault.

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CONTENT

INDEX

OLD MAN HARRIS Faction: Wastelander Location: 8.07: Andale (LAT -05/LONG -17)

OVERSEER ALPHONSE ALMODOVAR Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast, Escape! » Miscellaneous Quest: Trouble on the Homefront Growing up in Vault 101 during a time when the Vault dwellers ventured freely into the outside world, Alphonse’s parents believed the Vault should have no contact with the dangers out there. As he got older, Alphonse knew he had to correct the gross lapses in security. He got his chance when the Overseer—a strong proponent of outside contact—disappeared one day while out in the Wasteland. Many suspected foul play, but the young, charismatic,

Faction: Brotherhood of Steel Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quest: Take It Back! » Freeform Quest: Gallows Humor Paladin Glade is the oldest member of Lyon’s Pride and serves as the group’s technician and smith. But it’s a well-known fact that Glade is also the most well-rounded and experienced Paladin in the Pride and is not to be trifled with. He’s a badass, so don’t mess with him.

Faction: Brotherhood of Steel

» Main Quest: Take It Back! » Freeform Quests: Gallows Humor, The Scourge Paladin Kodiak (also known as Greg Bear) is the largest and strongest member of Lyons’s Pride. He is actually considered the largest and strongest member of the Brotherhood of Steel in general. As the name implies, he’s as gruff and vicious as a bear, and he excels in close combat with a Power Sledge. Paladin Kodiak owes his life to Elder Lyons, who rescued Kodiak as a child from a distant city known as “the Pitt.” Because of this, Kodiak thinks of Elder Lyons as his father.

PALADIN TRISTAN Faction: Brotherhood of Steel

Location: 9.11: The Citadel (LAT 08/LONG -14) » Freeform Quest: Power Armor Training Paladin Gunny is in charge of training initiates and turning them into hard-nosed Knights and Paladins. He is unhappy with the Elder Lyons’s method of taking on volunteers from the Wasteland but still performs his duty to the best of his ability.

PALADIN HOSS Faction: Brotherhood of Steel Location: 19.03 Office Building » Freeform Quest: The Lost Initiate Hoss hates chaperoning wayward cadets almost as much as latrine-cleaning duties, and his fears have recently been proven right, as Initiate Pek disappeared on a long-range recon sweep of the Falls Church zone. He’s happy for any help.

Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quests: Death from Above (BS), Shock Value (BS), Who Dares Wins (BS) » Freeform Quest: Blood Brotherhood (BS) Tristan is in charge of all the day-to-day operations of the Citadel and training new members. He follows Elder Lyons’s ideals on the new direction the East Coast faction of the Brotherhood of Steel is taking very closely. He is serious and doesn’t take any crap, but he’s also very wise. Like a few others, he was a part of the original expedition that discovered the Pentagon ruins with Elder Lyons. He has a close (professional) relationship with Sarah Lyons whom he trained since she was quite young. Tristan is usually found wandering the main control room area of the Citadel (the old bay for Liberty Prime).

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL

Location: 9.11: The Citadel (LAT 08/LONG -14)

THE PITT

Faction: Brotherhood of Steel

PALADIN GLADE

PALADIN GUNNY

» Freeform Quests: One Big Happy Family, Our Little Secret The Smiths and Wilsons would prefer you took no notice of this elderly kook, who lives in his rundown shack. He’s obviously a lunatic, and reeks of cheap alcohol.

PALADIN KODIAK

OPERATION: ANCHORAGE

» Main Quest: Growing Up Fast » Miscellaneous Quest: Trouble on the Homefront Jonas’s grandmother lives alone in her apartment where nothing has changed for decades. She’s kind and proud of her grandson, and she bakes the most delicious sticky Sweetrolls.

» Main Quest: The Waters of Life Bael is a worthy fighter, but he hasn’t mastered the fine art of conversation, a shortfall that almost led to an altercation with a Megaton resident. Still, his a commanding presence ensures that undesirables stay well away from the entrance gates.

A scout for the Brotherhood of Steel, Jensen is apt to make tactical blunders that put both himself and his teammates in jeopardy. He firmly denies that he’s a liability. In fact, he models all his actions on his favorite super hero, Captain Cosmos.

TOUR

Location: 8.01: Vault 101 (LAT -04/LONG -04)

Location: 9.11: The Citadel (LAT 08/LONG -14)

MISC. QUESTS

Faction: Vault Dweller

Faction: Brotherhood of Steel

Location: 4.11: Fort Bannister (LAT -18/ LONG -01)

MAIN QUEST

“OLD LADY” LUCY PALMER

PALADIN BAEL

GEAR

» Main Quest: Tranquility Lane Poor Old Lady Dithers; she’s a sweet old thing to be sure, but prone to bouts of senility. She’s recently taken to warbling on about “computer simulations” and “fail-safe” operations. The neighbors sure hope they won’t have to commit the old dear.

Faction: Brotherhood of Steel

CENSUS

Location: 7.03: Vault 112 (LAT -22/LONG -08)

PALADIN JENSEN

FACTIONS & BESTIARY

Faction: Vault Dweller

strong-willed Alphonse Almodovar offered the Vault dwellers new leadership, and they had little choice but to accept.

TRAINING

OLD LADY DITHERS

APPENDICES

THE WASTELAND CENSUS

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CONTENT

INDEX

Chapter 3: The Wasteland Census

PALADIN VARGAS Faction: Brotherhood of Steel Location: 10.01: Tenleytown/Friendship Station (Chevy Chase North) » Main Quests: Following in His Footsteps, Take It Back! The sergeant of Lyon’s Pride, Vargas is 30, and a no-nonsense, professional type. He is Sarah’s right hand man; she relies on him for his experience and advice, and he supports her and mentors her. There is a very close but mostly unspoken friendship between them. He is no relation to Nathaniel Vargas of Megaton.

PATCHWORK Faction: Ghoul Location: 17.07B: Museum of History: Underworld Patchwork is Underworld’s town drunk. He’s in pretty rough shape, even for a Ghoul. He’s always losing limbs that Doctor Barrows has to find and sew back on. Patchwork is friendly enough to humans, especially if softened up with a bottle of booze. Winthrop looks out for Patchwork but has never been able to convince him to stop drinking.

PAUL HANNON (II)

PANADA Faction: Merchant

Faction: Vault Dweller

Location: PL 5.23: House of Wares (Panada) (LAT 08/LONG 10)

Location: 8.01: Vault 101 (LAT -04/LONG -04)

Panada is one of only two merchants in Point Lookout. Madam Panada’s House of Wares offers a variety of badly repaired items, as Panada herself is only trading to make a living. Her real calling (so she believes) is divination.

PAPPY Faction: Wastelander Location: 5.10: Big Town (LAT -04/LONG 03)

» Miscellaneous Quest: Big Trouble in Big Town Now in his mid-20s, Pappy is the old-timer in town. He’s trying to hold the fabric of the settlement together, but it is coming apart at the seams. They’ve lost their only doctor, and Pappy is becoming increasingly pessimistic. He’s drawn the defenses in to the center of town so there’s only one entrance and fewer weak spots. He is concerned and careful but isn’t holding out much hope for survival.

PAT NEUSBAUM Faction: Vault Dweller Location: 7.03: Vault 112 (LAT -22/LONG -08)

» Main Quest: Tranquility Lane Wife of George and mother of Little Timmy, Pat is a shrinking violet who’s more than content to give her son platitudes of encouragement, compared to the stern talking-to that George favors. She’s worried about her dear little pumpkin: Timmy, not George.

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» Main Quests: Growing Up Fast, Escape! Paul is sitting on the bottom rung of the Tunnel Snakes’ tiny social ladder. The other Snakes often tease him when they lack another suitable target. His dad being security chief of the vault gives him a certain cachet among his friends, though.

PAULIE CANTELLI Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quest: Overdose Paulie is your classic addict. His wife, Cindy, runs A Quick Fix, which sells Chems. The shop would actually make money if he would stop using up all the inventory himself. Most of his waking thoughts are about when he can get his next fix. He is frequently distracted and has trouble focusing. Paulie and Cindy are married in name only. They barely talk and share little in common. He isn’t even aware of how much he neglects his wife.

PAULSON Faction: Wastelander Location: MZ1.03 Engineering Core: Stasis Pod » Main Quest: Among the Stars (MZ), This Galaxy Ain’t Big Enough… (MZ) Paulson is a rancher from the “Wild West” period of American history. He was abducted by aliens during one of their previous visits to Earth, and has been kept in suspended

animation for hundreds of years. He’s quiet, soft-spoken, and unfazed by his current situation. He offers little background information about himself, but it’s clear he has a deep hatred for being removed from his life, and wants to exact vengeance on his abductors, or to put it another way: “seek a lamentable but satisfying revenge on every last one of those bastards.”

PENNY Faction: Slave Location: 2.08: Paradise Falls (LAT -09/LONG 16)

» Main Quest: Rescue from Paradise Penny is a 12-year-old Lamplighter who spends most of her time alone in a corner of the slave house. She laments that Rory Maclaren, whom she has grown close to, has been in isolation in the Box for a very long time and will likely die if he’s not released. In fact, when the time comes for you to rescue the Lamplighters, Penny will not leave unless she knows Rory has been released from the Box. When not enslaved, Penny is another scavenger team member from Little Lamplight. She’s adept at finding food and understanding animals in the Wasteland, although this particular talent wasn’t of much use when Slavers stumbled across their team. At Lamplight, she spends a lot of time with her brother Joseph, who’s her hero; even though she can usually take care of herself, she admires the way Joseph seems to know everything, and she tries to be like him.

PEPPER GOMEZ Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Miscellaneous Quest: Trouble on the Homefront Pepper has raised her son Freddie in the Vault by herself nearly his entire life. She is a good mother and cares for Freddie but feel helpless when confronted with his behavior. It’s obvious to everyone that Butch and the Tunnel Snakes have far more influence over Freddie, and Pepper is at the end of her rope.

PETER “SQUIRREL” Faction: Slave Location: 4.08: Little Lamplight (LAT -26/ LONG 02) » Main Quest: Rescue from Paradise Squirrel is 13 and has a knack with computers and electronics. As such, he is an important

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CONTENT

INDEX

Location: 7.03: Vault 112 (LAT -22/LONG -08)

» Main Quest: Tranquility Lane A myth used to scare children who misbehave, the Pint-Sized Slasher is said to appear from a dog kennel at dusk to chase the children around with a Toy Knife. The Pint-Sized Slasher has been the second-best-selling Halloween costume, topped only by Captain Cosmos.

PLIK Faction: Ghoul Location: PL 3.17: Coastal Grotto (LAT 16/LONG 03)

» Miscellaneous Quest: Plik’s Safari (PL) A jovial host of his prestigious hunting club for society’s richest (or most bored) clientèle, Plik has witnessed the spread of Feral Ghouls in the area, and seeks to limit this encroachment, while attempting an enterprising scheme in the process.

PRESIDENT JOHN HENRY EDEN Faction: Enclave Location: 1.01: Raven Rock (LAT -28/LONG 28)

» Main Quest: The American Dream The president of the United States, Eden, resides here, utilizing the ZAX Corporation’s

PRIVATE BECKETT

Location: PL 6.29: Point Lookout Lighthouse (LAT 13/LONG 15)

Faction: U.S. Army Location: MZ2.04: Cryo Lab » Main Quest: Among the Stars (MZ) Part of the 108th Infantry Battalion, Private Beckett was part of Sergeant Daniels’s squad and fought alongside Elliott Tercorien when he had to. However, being part of a medical team, Beckett’s primary function was to carry stretchered troops to safety, either for evacuation for swift, on-site medical attention. He can be revived from his stasis pod along with Sergeant Daniels, either without Elliott preparing their memories (in which case, Beckett is hostile), or after their memories return (in which case, Beckett fights alongside you until falling during the assault on the Cryo Storage facility).

» Main Quests: Hearing Voices (PL), Thought Control (PL), A Meeting of the Minds (PL) Professor Calvert, once a brilliant government scientist, is now reduced to a power-mad brain in a jar. He retains his brilliance, but hundreds of years in isolation have left him a maddened, scheming figure, constructing elaborate plans to dominate the rest of the world. Now that he has a way of contacting people outside of his lab, he intends to follow through on his plans—especially if he can include revenge on Desmond, the agent responsible for his lack of a living body.

PRONTO Faction: Slaver

PRIVATE JONES

Location: 2.08: Paradise Falls (LAT -09/LONG 16)

Faction: Robot Location: 9.15: Rivet City (LAT 18/LONG -17) Seagrave Holmes salvaged this Mister Gutsy. He’s a bit confused about where he is and who all these other humans are. Harkness set him to guarding the Armory in the security tower, but he’s far from reliable.

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

Faction: Tribal

» Freeform Quest: Economics of Violence Pronto is one of those guys who’s always been around, but you can’t remember how you met him or when he showed up. Rumor has it that he’s the son of an old Slaver, but he doesn’t get a lot of respect from them. He’s a nice guy, and nice guys don’t do well in Paradise Falls. Pronto has run Lock and Load since the last owner met an untimely end. According to Forty (then called Thirty-Two), the previous owner died when a weapon accidentally went off in his shop. If anyone knows different, they aren’t saying anything.

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OPERATION: ANCHORAGE

Faction: Vault Dweller

PROFESSOR CALVERT

TOUR

PINT-SIZED SLASHER

» Freeform Quest: Jiggs’ Loot Two hackers were attempting to divide some loot spoils, and Jiggs never made it out of the Museum of Technology alive, or survived long enough to solve a riddle Prime posed for him. Prime mentions in his notes that he’s waiting for Jiggs at the Jury Street Metro Station. Head there and check out the diner.

MISC. QUESTS

Although perhaps a little too excitable when around firearms, Phantom enthusiastically welcomes you to the ragtag Pitt Raider family (if you aren’t massacring them all). He can share his RadAway with you once per day.

Location: 5.13: Jury Street Metro Station (LAT -10/ LONG -03)

» Main Quest: Among the Stars (MZ) A key part of the 108th Infantry Battalion, Mears was among the medical team abducted during the prelude to the Great War, and forced into an interrogation at the hands of extraterrestrial travelers. The first to be interrogated, Mears simply provided his name, rank, and service number. This wasn’t the answer the Aliens demanded, and he was soon frozen and periodically thawed out to face inhuman torture and eventual dissection. Death came as a sweet relief for Mears.

MAIN QUEST

Location: P.5: Pitt Uptown (LAT 13/LONG 04)

Location: MZ2.04: Cryo Lab

GEAR

Faction: Raider

Faction: Pitt Raider

Faction: U.S. Army

CENSUS

PRIME (DECEASED)

PHANTOM

PRIVATE LAURENCE MEARS (DECEASED)

FACTIONS & BESTIARY

super-computer technology to aid him in the reclamation and recreation of a new United States—one free of impurities and mutations. The people have suffered enough, and he’s ready to use his Enclave forces to reclaim this land, with technology far more advanced than anything seen beyond the underground bunkers of his base.

TRAINING

member of the scavenging team, because he’s the only person who can tell how valuable a piece of scientific hardware is. He’s been caught recently, but he’s working on an escape plan. He’s also sickly, often visiting Lucy for some sort of medication. Inside Lamplight, he spends a lot of his time reading, playing with electronics, and trying not to do anything too stressful.

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census

PROSPER

QUARTERMASTER

Faction: Slave

Faction: U.S. Army

Location: TP2: Train Tunnel (LAT -19/LONG 30)

Location: A.4: U.S. Army Field Headquarters (LAT 09/LONG 14)

» Main Quest: Into the Pitt (TP) Paranoid, nervous, and usually careful, Prosper was a smuggler, ferrying illicit cargo of Ingots from the Steelyard of The Pitt to outlying areas. His operation was soon compromised and his crew mostly butchered. The survivors were sold to Slavers heading toward Paradise Falls.

PROTECTOR HENRY CASDIN Faction: Brotherhood Outcast Location: 8.04: Fort Independence (LAT -06/ LONG -13) » Freeform Quest: The Outcast Collection Agent Splitting from Elder Lyons (and stealing technology in the process), Casdin and his fellow warriors were of the opinion that Lyons had “gone native,” concerning himself with the troubles of the locals instead of the “greater” mission: the acquisition of technology. Lyons is a joke to Casdin, even a traitor. Lyons hasn’t even bothered to get his giant robot working, let alone continue the search for technology. In Casdin’s eyes, the Outcasts are the true Brotherhood of Steel, carrying on the mission of the main West Coast contingent.

PROTECTOR MCGRAW

» Main Quests: Paving the Way (OA), Operation: Anchorage! (OA) In charge of allocating weaponry to the troops engaged on the front lines of Anchorage, the Quartermaster appears to be logical and by the book. But with the correct guile and fast talking, you can convince him to provide additional firepower, including weaponry previously thought to be classified. He’s a valuable ally and a man to befriend, even after you’ve brought your requisition Holotape to him.

QUINN Faction: Ghoul Location: 17.07B: Museum of History: Underworld

» Miscellaneous Quest: You Gotta Shoot ’Em in the Head » Freeform Quest: Hired Help Quinn is a wanderer, a loner more used to traversing the Wasteland than sitting around and chatting in this place, but he’s here to provide trade and supplies to Tulip, and make sure she’s okay. Used to interaction with humans, he has learned not to trust them, but he’s a good judge of character. Don’t think he’s a pushover; he’s a highly skilled combat veteran of countless raids across the Wasteland.

RACHAEL, DAUGHTER OF DAVE Faction: Wastelander

Faction: Brotherhood Outcast Location: OA.U.2: Outcast Outpost (Entrance Elevator; LAT 03/LONG -16) » Main Quest: Aiding the Outcasts (OA) Interacting with outsiders with pleasant but direct conversation (instead of the usual contempt and condescension), McGraw is the head of operations in the Bailey’s Crossroads section of the D.C. Metro Ruins. He is in charge of defending and exploring a recently discovered prewar compound belonging to Virtual Strategic Solutions. He deems the Outpost worth risking his life for, as well as those of the patrol he commands.

Location: 3.03: The Republic of Dave (LAT 19/ LONG 27) » Freeform Quest: Election Day Rachael is 11 years old and gets excited about any visitors from the outside. She is inquisitive, does well at school, and knows all of President Daddy’s rules by heart.

RALPH, SON OF DAVE Faction: Wastelander Location: 3.03: The Republic of Dave (LAT 19/ LONG 27) » Freeform Quest: Election Day The youngest male resident of the Republic of Dave, Ralph is a very serious boy with an old

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soul and tends to act like an adult; in fact, he’s a little like a miniature version of his father. He follows the rules of his nation to the letter and is sometimes curt, but he can be friendly if he’s treated with respect.

RAMSEY Faction: Slaver Location: TP2: Train Tunnel (LAT -19/LONG 30)

» Main Quest: Into the Pitt (TP) Searching the Northern Wastes for wayward and lost scavengers and settlers, Ramsey and his small band of (mainly albino) Slavers have recently had to deal with losing one of their prized specimens after he deactivated his collar and fled. A slave was killed in the process, and Ramsey is currently strengthening his camp, locking up his possessions, and paying local Pitt Raiders to locate his escapee. Eulogy Jones won’t be pleased.

RED Faction: Wastelander Location: 5.01: Germantown Police Headquarters (LAT -02/ LONG 13), 5.10: Big Town (LAT -04/LONG 03) » Miscellaneous Quests: Big Trouble in Big Town, The Replicated Man, Strictly Business » Freeform Quest: Ticking Timebomb Intelligent, slightly sarcastic, and motherly, Red is Big Town’s doctor in residence, although she’s on an enforced leave thanks to the current kidnapping sweeps by Super Mutants in the local area. Red’s nickname stems from the blood she’s always splattered in and her affinity for the color. She runs the clinic in Big Town, and she is the unofficial mayor and an old girlfriend of a guy named Sticky Hands, an ex-resident of Little Lamplight.

REDDUP Faction: Pitt Raider Location: TP.5: Pitt Uptown (LAT 13/LONG 04)

» Main Quest: Into the Pitt (TP) Although loyal to Ashur (almost to a fault), Reddup is overzealous when it comes to administering punishment on supposed misdemeanors and crimes perpetrated by Pitt Slaves. Seething with rage, he doesn’t think twice about executing those he deems to have wronged him, and he has a special type of rage reserved for the subhuman Trogs. He regularly snipes at any Trog incursions with whooping glee.

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CONTENT

INDEX

Faction: Raider Location: U05: Tepid Sewer

Rocksalt leads a small band of Raiders on the hunt for Mole Rat meat. They not only live off the stuff, but also ferry it back to the Jury Street Metro Station, where some guy named Ryan Brigg buys all they can carry. The Caps are almost worth the long trek.

» Main Quest: Rescue from Paradise » Freeform Quest: Freedom! One of the many held at Paradise Falls, 30-year-old Rory remains here until someone wishes to purchase him. Unlike some of his fellow slaves, Rory is obsessed with escaping and spends every waking minute pondering ways of tunneling, creeping, or bludgeoning his way out of Paradise Falls. He isn’t about to be pushed around and has assaulted his captors several times. He’s been placed permanently in the “Box,” where unruly slaves await their fate.

ROSA MEITNER Faction: Wastelander Location: BS8.A: Wastelander Water Request (LAT -02/LONG -05)

ROGER ROCKWELL

RIP SMITHY

Faction: Vault Dweller

Faction: Wastelander Location: PL 3.17: Coastal Grotto (LAT 16/LONG 03)

» Miscellaneous Quest: Plik’s Safari (PL) A merchant, hired-gun, and part-time Smuggler, Rip Smithy recently made a boatload of Caps selling a pair of child slaves named Sammy and Squirrel to Eulogy Jones over at Paradise Falls [CW2.08].

ROACH KING

Location: 7.03: Vault 112 (LAT -22/LONG -08)

» Main Quest: Tranquility Lane Janet has been acting a little less than chipper lately, starting arguments and flying off the handle at the slightest sign of stress. Roger puts this down to “women’s troubles,” and thinks she should talk it over with one of her neighbors, like that nice Martha Simpson.

» Miscellaneous Quest: Holy Water (BS) A kind-hearted spirit and a wandering traveler who recently arrived in Megaton, Rosa soon learns that her actions have caused the death of an innocent. Truly shocked and taken aback, Rosa is apologetic and genuinely disturbed by this turn of events.

ROSIE, WIFE OF DAVE

Faction: Wastelander

Location: 3.L: The Roach King (LAT 08/LONG 16)

Location: 7.05: Girdershade (LAT -26/LONG -11)

Kheee! First, build throne. Then take rocket. Kheee! Some of my shiny friends help me.

» Miscellaneous Quest: The Nuka-Cola Challenge » Freeform Quest: Grady’s Package

MOTHERSHIP ZETA POINT LOOKOUT

Faction: Wastelander

RONALD LAREN

Faction: Wastelander

BROKEN STEEL

Location: 2.08: Paradise Falls (LAT -09/LONG 16)

THE PITT

Faction: Slave

OPERATION: ANCHORAGE

» Freeform Quest: Zip’s Nuka Fix Zip is nine and acts as one of the occasional scouts and scavengers for Little Lamplight, which perfectly suits his speedy and hyperactive nature. As a bonus, it allows him to have first dibs on any Nuka-Cola he can find, a drink he’s quite addicted to. When he’s not out finding resources for the town, he runs around town, pestering people and generally being feisty. MacCready insists that Zip doesn’t get to keep his gun when he’s back in town...not since that accident a while ago.

ROCKSALT

RORY MACLAREN

TOUR

Location: 4.08: Little Lamplight (LAT -26/LONG 02)

» Miscellaneous Quest: Blood Ties Robert is Vance’s bodyguard. The two met in a fight for their lives against Slavers (who Vance detests) well before the Family was formed. Robert, 34, saved Vance’s life in that battle, and ever since, the two have been good friends. Once Vance formed the Family, Robert began to realize how important Vance was and elected to remain ever vigilant of his friend. He keeps very quiet and usually has to be prompted to get into conversations. He is extremely well versed in the use of firearms and has elected himself as the combat instructor for the Family.

MISC. QUESTS

Faction: Wastelander

Location: 5.05: Meresti Trainyard (LAT -01/ LONG 07)

MAIN QUEST

RICKY “ZIP”

Faction: The Family

GEAR

» Miscellaneous Quest: Reilly’s Rangers » Freeform Quest: Geomapping with Reilly Growing up in the ruins of Washington D.C. without parents, Reilly encountered a military man who took her in and taught her everything there was to know about combat, tactics, and survival. When he died 12 years later, she carried his body all the way to Arlington Cemetery, and gave him the best military burial she could. Four years ago at 26, she founded Reilly’s Rangers, and began a massive mapping exercise. Currently, she has suffered severe wounds and is in a coma somewhere near the Ghoul stronghold of Underworld.

ROBERT

CENSUS

Location: 18.06: Reilly’s Rangers Compound

After his wife died, 33-year-old Ronald wandered the Wasteland until settling in Girdershade. Living in close proximity to Sierra Petrovita has made him feel even worse about being alone. His thoughts of loneliness are not as wholesome as most would think. Basically he misses the physical side of relationships. Feeling these urges, he’s made several advances upon Sierra, who is completely oblivious to his motivations, because she is absorbed in her pursuit of Nuka-Cola. Ronald mistakes Sierra’s rejection as being spurned, and this has angered him a great deal. Fortunately, he doesn’t want to physically force himself on her but wishes to “get even” with her in other ways.

Location: 3.03: The Republic of Dave (LAT 19/ LONG 27) » Freeform Quest: Election Day Rosie is possibly the most discontented citizen of the Republic of Dave. She’ll occasionally speak up, but Dave quickly reminds her where the power of the Republic truly lies. Rosie is

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93

FACTIONS & BESTIARY

Faction: Reilly’s Rangers

What time is it? Scuttle-and-bustle time. Kheee! The sun is hot. But the throne is cool. Khee-akaahhh-kuhhh... oh, me insides don’t feel right. Sleepy time. Kheee!

TRAINING

REILLY

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census extremely intelligent and has many suggestions about how the Republic could be safer, happier, and more efficient. Unfortunately, people rarely ask Rosie what she thinks.

ROY PHILLIPS Faction: Ghoul Location: 7.13: Warrington Station (Exterior; LAT -18/ LONG -19) » Miscellaneous Quest: Tenpenny Tower Roy is the leader of a group of Ghoul dissidents living inside the Warrington Metro tunnels. They have decided to try to force Mr. Allistair Tenpenny to let them move into his tower. Of course, he has refused. Roy is an ex-cop and his no-nonsense, black-and-white world view has carried over into his new life as Ghoul. He’s come to terms with his Ghoulhood and demands that humans treat Ghouls with respect. He has no patience for bigots. Bessie Lynn is his Ghoulfriend.

RUZKA THE WONDER BEAR

Faction: Wastelander

Faction: Ghoul

Location: MZ1.01 Holding Cells

Location: BS 3.02.2: Olney Underground

» Main Quest: Not of This World (MZ), Among the Stars (MZ), This Galaxy Ain’t Big Enough… (MZ) Sally and her sister were abducted shortly after the bombs dropped in 2077. Her parents were killed almost immediately after the war, leaving the two girls to themselves. After the abduction, the girls were separated, and Sally never learned that her sister died during one of the Aliens’ many experiments. She’s blocked out most of the bad things that happened to her. Now a fixture in the lower levels of the ship, Sally has repeatedly escaped custody and explored a good deal of the ship’s lower level. She has a degree of insight into the workings of the Mothership and the motives of the Aliens that nobody else possesses. Aside from being a trusted ally, Sally also offers random Alien items if you request them, every few hours.

» Main Quest: Shock Value (BS) Sanders knew better than most. He was always telling Roy Phillips his delusions of grandeur were misplaced, and that Ghouls should set up their own settlement, away from those who would seek to destroy their way of life. After gathering a plucky band of likeminded souls, Sanders ignored Connelly’s whining, and trekked northward to a relatively undisturbed township called Old Olney. Sanders was amazed this place hadn’t been settled by Raiders! His crew headed into the maze of sewers and tunnels under Old Olney, and began to set up a makeshift camp. It had everything you could wish for; Food, Beer, a pool table... and an odd scratching sound and distant roaring. This roaring intensified as Sanders suddenly—and violently—discovered his group wasn’t the first to settle Old Olney.

SAM WARRICK

Faction: Wastelander Location: PL 1.A: Ruzka’s Alcove (LAT 00/LONG 02) You may have spotted posters around Point Lookout for Ruzka, who is now completely feral and amuses herself playing with a big red ball and the entrails of encroaching Swampfolk. Ruzka lives in a small alcove at the end of a small inlet channel, and is dangerous and threatening, unless you have the Animal Friend Perk.

RYAN BRIGG (AND PUMPKIN) Faction: Raider Location: 5.13: Jury Street Metro Station (LAT -10/ LONG -03) » Freeform Quest: Ryan Brigg’s Wondermeat Ryan Brigg is a Wasteland entrepreneur with a plan. Mole Rat is the most easily available meat, but it tastes awful. While he conducts research on improving the taste and making his fortune selling his genetically modified offal, he’s posing as a rough-and-ready Raider captain in order to recruit the manpower he needs to keep his investments secure.

94

SANDERS (DECEASED)

SALLY

Faction: Wastelander

SANDRA KUNDANIKA Faction: Pitt Raider

Location: Random

» Mini-Encounter 0.28: Going Camping A friendly rival of Lazlo Redford’s, Sam is a keen shot and a lone Raider, ready to tag defenseless creatures and wandering mutations. But his big plan is a high-value target he can drop from safe distance, and accrue enough Caps to visit Madame over at Evergreen Mills.

SAMMY Faction: Slave Location: 2.08: Paradise Falls (LAT -09/LONG 16)

» Main Quest: Rescue from Paradise » Freeform Quest: Bully the Bully Sammy is 10 years old and is Squirrel’s best friend. He’s also the youngest member of Little Lamplight’s scavenging team, and one of the best shots with a rifle. Unfortunately, that didn’t help him when the Slavers caught them unawares. He was captured together with Squirrel while on a trading run for Little Lamplight and have been in captivity together for about a month. Sammy is really annoyed at all of Squirrel’s escape attempts—mainly because he hasn’t been involved in any of them. When he’s not imprisoned in Paradise Falls, he watches Little Lamplight’s back door, where Princess teases him for looking a little bit like a girl.

Location: TP.G: Haven (Interior; LAT 17/LONG 03)

» Main Quest: Free Labor (TP) » Freeform Quest: Toys for Tots (TP) Sandra is one of the few Raiders with a solid education, and she deliberately approached the Pitt because she saw it as a strong up-and-coming force in the Wasteland. Ashur recognized her intelligence immediately and offered to support her work. Sandra’s friendly demeanor hides a fierce intelligence and absolute conviction. Sandra has no illusions about the cutthroat nature of the Pitt’s raiders. In fact, she shares a good deal of their ruthlessness, although she prefers to avoid direct violence, if possible. She wholeheartedly supports Ashur’s plans to build an army and unite the Wasteland.

SAPLING YEW Faction: Treeminder Location: 2.01: Oasis (LAT -03/LONG 28)

» Miscellaneous Quest: Oasis » Freeform Quest: Yew Got a New Friend The only child of the Oasis village leaders, Tree Father Birch and Leaf Mother Laurel, eight-year-old Sapling Yew divides her time among several activities, including eating and sleeping in her family’s quarters and playing and gardening in the village with her mother.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

SCRIBE BIGSLEY Faction: Brotherhood of Steel Location: 9.14: Jefferson Memorial (LAT 13/LONG -17) » Miscellaneous Quests: Protecting the Water Way (BS), Holy Water (BS), The Amazing Aqua Cura! (BS) This overworked, underpaid, and unappreciated Brotherhood Scribe has the thankless and overwhelming task of setting up and managing the water distribution. He hasn’t slept since the water purifier started working. Lyons wants water to go everywhere. The rest of the Brotherhood resents being sent on deliveries. Bigsley is caught in the middle. He agrees with those who feel they should charge for the water, to let the free market set up the distribution network, but he will follow orders as best he can. He’s worked out a deal with Rivet City to use their security force to supplement the Brotherhood escorts of the water caravans. He hopes to soon hand over the entire distribution nightmare to Rivet City. But they seem reluctant and are having trouble with bandits. There is literally a line of acolytes outside his door with various questions, reports, and requests regarding the water distribution. Bigsley is on the verge of a nervous breakdown.

SCRIBE BOWDITCH Faction: Brotherhood of Steel Location: 9.11: The Citadel (LAT 08/LONG -14) » Miscellaneous Quest: The Replicated Man Scribe Bowditch is assigned to the Smithy and is responsible for a lot of innovations over the past several years. His specialty is Power Armor, and he spends much of his time obsessing over ways to improve it.

Scribe Peabody is the Brotherhood scribe assigned to the Armory. He’s a weapons expert and is in charge of maintaining and repairing all the Brotherhood’s various firearms, energy weapons, big guns, and anything else that shoots and kills people. He also helped repair Liberty Prime’s weapon systems. Unlike Scribe Rothchild, he loves “field work” and often wishes he could go on combat missions with the Brotherhood Knights and Paladins.

SCRIBE REGINALD ROTHCHILD Faction: Brotherhood of Steel Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quests: Picking Up the Trail, Death from Above (BS) » Freeform Quest: Getting Ready for Prime Time (BS) Scribe Rothchild was a member of Elder Lyons’s exploration party when it discovered the Pentagon ruins. Rothchild fully believes in the Brotherhood of Steel and its ideals, but he is not a soldier. He’s a scientist, and a good one. He is the Senior Scribe of the Citadel and takes his position very seriously. He is also thrilled that the months of bringing Liberty Prime online is yielding dividends.

» Miscellaneous Quest: The Wasteland Survival Guide » Freeform Quest: Yearning for Learning: Scribe Pre-War Books A 30-year-old scribe assigned to the Archives, Scribe Yearling has been transferred to a mission to gather prewar knowledge from the Wasteland. She is young, friendly, and the polar opposite of Scribe Rothchild. She’s very dedicated and tends to be a bit shy. When you first meet her, she is in this building but may move to the Citadel; check there if you can’t find her.

SEAGRAVE HOLMES Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quests: The Wasteland Survival Guide, The Replicated Man » Freeform Quest: Council Seat Seagrave Holmes, 30, is a genius tinkerer and fixes anything he can get his hands on. He spends his days in the shop, and at night, he hangs around the Weatherly Hotel to talk to Vera Weatherly, who he’s not-so-secretly in love with. Seagrave has that easy way of relating to common folk. He fits into their social world without even thinking about. While he is exceptionally gifted with machines, he never lords that over others.

SECURITY CHIEF GUSTAVO Faction: Wastelander

SCRIBE VALLINCOURT

Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

Faction: Brotherhood of Steel Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quest: Shock Value (BS) Scribe Vallincourt is one of Scribe Rothchild’s assistants. Her specialty is weapons technology

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL

Location: 9.11: The Citadel (LAT 08/LONG -14)

Location: 9.18: Arlington Library (LAT 08/LONG -19)

THE PITT

Faction: Brotherhood of Steel

Faction: Brotherhood of Steel

OPERATION: ANCHORAGE

SCRIBE PEABODY

SCRIBE YEARLING

TOUR

» Freeform Quest: Collecting Holotags Scribe Jameson oversees the archives in the Citadel and is charged with protecting the whole of the Brotherhood’s knowledge. More importantly, she keeps the scrolls that record the deeds of all Brotherhood members.

» Miscellaneous Quest: Tenpenny Tower Prior to becoming security chief of Tenpenny Tower, Gustavo worked his way up to become leader of a mercenary band of professional fighters. Mister Burke was rescued by Gustavo and his band, and quickly hired him and

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95

MISC. QUESTS

» Freeform Quest: Worst. Doctor. Ever. This is a modified Mister Gutsy with an almost encyclopedic knowledge of surgery, but it lacks the necessary medical subsystem knowledge to carry out operations without causing inadvertent harm to the patient. Recently, Sawbones has been exhibiting some worrying behavior, including having a penchant for poetry.

Location: 9.11: The Citadel (LAT 08/LONG -14)

MAIN QUEST

Location: 9.11: The Citadel (LAT 08/LONG -14)

GEAR

Faction: Robot

CENSUS

Faction: Brotherhood of Steel

SAWBONES

and gadgets; very useful for the Brotherhood of Steel’s tech gathering missions. She is as intelligent as she is beautiful, but doesn’t flirt or involve herself in anything else except for her work for the Brotherhood. She is such a fervent believer in the original ways of the Brotherhood that she is a bit wary of Elder Lyons’s new direction, but the activation of Project Purity has changed her mind as of late.

FACTIONS & BESTIARY

SCRIBE ELIZABETH JAMESON

TRAINING

She also loves to play in the Grove, climb on and around the god-spirit, and fiddle with her Bear Charm.

APPENDICES

THE WASTELAND CENSUS

CONTENT

INDEX

Chapter 3: The Wasteland Census his men to form the security force at the Tower. Personality: Gruff but good natured in a “Don’t give me grief, I’m just doing my job, ma’am” kinda way. However, he soon becomes a loud no-nonsense hard-ass when his team or his charges are in immediate danger. He is particularly hostile to Ghouls. “The only good Ghoul is a dead Ghoul,” he is fond of saying, particularly if Ghouls are nearby. If it is pointed out that not all Ghouls are mindless killing machines, he responds “It’s only a matter of time before they go zombie. Dead now or dead later. Why take the risk? Besides, you’re doing them a favor.”

SECURITY CHIEF PAUL HANNON (I) Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quest: Escape! » Miscellaneous Quest: Trouble on the Homefront Security Chief Hannon is extremely aggressive and by-the-book, and he wishes his Vault security force was a real military force with a war to win. He is not nearly as smart as he thinks he is, and his men are not nearly the crack security force he thinks they are. Spit and polish are everything to him; following orders is his highest calling.

SENTINEL SARAH LYONS Faction: Brotherhood of Steel Location: 10.01: Tenleytown/Friendship Station (Chevy Chase North) Location: 9.11: The Citadel (LAT 08/LONG -14) » Main Quests: Following in His Footsteps, Take It Back!, Death from Above (BS), Who Dares Wins (BS) Sarah, 26, was born in the West Coast Brotherhood of Steel headquarters. At the age of seven, she accompanied her father on his journey east to the Capital Wasteland (her mother having died several years earlier). Sarah Lyons is Brotherhood through and through, as dedicated and decorated as her father when he was younger. She commands a group of soldiers assigned to patrol the Washington, D.C., Mall area and operates out of the G.N.R. studio outpost.

96

SERGEANT DANIELS Faction: U.S. Army

SHAWNA, DAUGHTER OF DAVE

Location: MZ2.04: Cryo Lab

» Main Quest: Among the Stars (MZ) Attached to the 108th Infantry Battalion, Sergeant Daniels led Elliott Tercorien’s squad in an earth battle pitting the U.S. Army against the Chinese. Part of a medical team, Daniels erected field tents and radioed for evacuations after surgery, or if a casualty’s wounds were too severe to treat on the battlefield. He can be revived from his stasis pod along with Private Beckett, either without Elliott preparing their memories (in which case, Daniels is hostile), or after their memories return (in which case, Daniels fights alongside you until falling during the assault on the Cryo Storage facility).

Faction: Wastelander Location: 3.03: The Republic of Dave (LAT 19/ LONG 27) » Freeform Quest: Election Day Dave’s 17-year-old daughter and eldest child has been brought up knowing how to shoot, hunt, fight, and utilize other survivalist techniques, just in case she ever has to leave the Republic. Shawna completely believes in her father’s omnipotence. She is a very anxious, high-strung girl.

SHORTY Faction: Wastelander Location: 5.01: Germantown Police Headquarters (LAT -02/ LONG 13), 5.10: Big Town (LAT -04/LONG 03)

SERGEANT RL-3 Faction: Follower Location: Random

» Freeform Quest: Tinker Joe’s Sergeant of Slaughter Scavenged from parts by a wandering trader named Tinker Joe, Sergeant RL-3 is a RobCo Industries Mister Gutsy model, created for mobile attacks prior to the Great War. Utilizing both plasma and flame as its main weapons system, “Sarge” is always ready with a ready quip (“Pain is just weakness leaving the body! Hooah!”), but has an experimental “personality,” making it difficult for Tinker Joe to offload him.

SHAKES Faction: Robot Location: 7.14: Tenpenny Tower (LAT -16/LONG -17) Shakes is the Federalist Lounge’s robotic bartender, and he dutifully slings drinks 24 hours a day, 7 days a week. In fact, being a bartender is all Shakes has ever known; he was commissioned by Allistair Tenpenny for that very purpose. Shakes doesn’t have much to say, but he can offer discounts on drinks if you know which buttons to press.

» Miscellaneous Quest: Big Trouble in Big Town Although diminutive, Shorty received his nickname from the fellow residents of Big Town due to his fiery temper: “Short-T.” Currently, he’s praying for a quick death in the basement kitchen of the Germantown Police Station.

SHRAPNEL Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17) Shrapnel, 50, is grizzled and rough around the edges, but he has long since left his Raider days behind. He spends his days in the store with Flak, selling merchandise. He gets along with Flak because they share a fascination with guns. However, he’s usually rude and insulting to everyone else. At Flak’s request, he tries hard to not be rude when he’s behind the counter of the shop, but he’s finding it difficult.

SID Faction: Wastelander Location: 4.06: Vault 87 (LAT -28/LONG 06)

» Main Quest: Finding the Garden of Eden If you were captured by Super Mutants, forced to watch as your friends were mutated into horrific bubo-filled experiments-gone-wrong, and then told you’d either be injected next or eaten, your mind would snap too. Sid reckons he has one chance—a fight to freedom. At

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CONTENT

INDEX

» Miscellaneous Quest: Head of State Leroy’s right-hand man and trusted second-incommand, Silas guards the Slavers’ current defensive stronghold from the almost constant Super Mutant attacks. Curt, sly, and sardonic, Silas isn’t a particularly pleasant man, even for a Slaver.

SILVER Faction: Wastelander Location: 8.02: Springvale (LAT -02/LONG -04)

» Freeform Quest: 300 Pieces of Silver Silver, 22, was a prostitute who worked for Colin Moriarty in Megaton before they had a falling out. She ran away with her share of her earnings (or so she says) and is hiding out in Springvale, just outside of Vault 101. Silver is now a pitiful Psycho junkie and lives her life in constant fear of reprisal from Moriarty. Her name comes from her very light blond, almost silvery hair.

Faction: Slaver » Miscellaneous Quest: The Replicated Man » Freeform Quest: Slave Hunt Why do they call this large hulking man “Sister”? No one knows because whenever anyone asks, Sister beats them to within an inch of their life. Sister, 29, is a bully with a bad temper. He is one step away from being given the boot by Harkness or Danvers. So far he hasn’t caused enough trouble to warrant exile or worse. Most of the citizens of Rivet City stay clear of him if they can.

SMILING JACK Faction: Raider Location: 7.04: Evergreen Mills (LAT -18/LONG -07)

Location: MZ1.01 Holding Cells

» Main Quests: Not of This World (MZ), Among the Stars (MZ), This Galaxy Ain’t Big Enough… (MZ) Somah is one of the few Wastelanders unfortunate enough to have stumbled across Recon Craft Theta and been abducted. Prior to this, she was a Slaver working in conjunction with Paradise Falls. She has a sweet, calm disposition that is undercut by a sadistic streak that shows through when she’s under stress. She’s used to being in charge, but is aware that she’s out of her depth aboard the Alien ship. Aside from providing supporting fire, she can repair any items that may need fixing.

SON OF ATOM A master trader and barterer, Jack is a jovial sort, and not just because he’s set up shop next to the Raider strip club. He mends the Raider’s equipment, which keeps him busy and unable to continue modifications on his pride and joy: a devastating Shotgun he brings out for a little fun.

SNOWFLAKE Faction: Ghoul Location: 17.07B: Museum of History: Underworld

Faction: Ghoul Location: BS8.01 Holy Light Monastery (LAT -01/ LONG -04) » Miscellaneous Quest: Holy Water (PL) When a human transcends mortality and straddles the ether, they can be seen to be both living in the “real” and “spiritual” realm. Mother Curie III firmly believes her own son to have taken the final steps on this journey. In fact, much of her son’s higher functions have disappeared, and only instinct is preventing this confused Glowing One from attacking.

Snowflake is a newcomer to Underworld, and to Ghouldom. He showed up a few years ago after being kicked out of Rivet City. Because he had nowhere else to go, Underworld took him in. Snowflake’s main skill is as a barber, which isn’t much use to anyone in

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

SOMAH

OPERATION: ANCHORAGE

Location: 17.01: Lincoln Memorial Maintenance Room (Lincoln Memorial)

Location: 9.15: Rivet City (LAT 18/LONG -17)

» Freeform Quest: There’s No Justice, Just Us Leader of a hidden organization known as the Regulators (who are recognized by their long overcoats known as “dusters”), Sonora Cruz is a woman with a mission: to rid the Wasteland of troublemakers and ne’e-dowells. Her unknown benefactors, who set up this clandestine operation around a decade ago, are willing to pay for scalps, or in the Regulators’ case, fingers.

TOUR

Faction: Slaver

Faction: Slaver

Location: 6.A: Regulator Headquarters

MISC. QUESTS

SILAS

SISTER

Faction: Regulator

MAIN QUEST

» Miscellaneous Quest: The Nuka-Cola Challenge » Freeform Quest: Mississippi Quantum Pie Sierra is a beautiful, 26-year-old, blonde who has no regard for anything but finding and consuming Nuka-Cola. She is absolutely fanatical about the blue drink and has been subsisting on the stuff for years. She has spent every Bottle Cap her parents left acquiring the drink from merchants, travelers, and towns spread throughout the Wasteland. Even though her looks are a desirable target for men, her personality leaves much to be desired. She is so oddly fascinated by Nuka-Cola that she will constantly shift conversations to speak about it and cares little for anything else. This is the subject of much anguish for the only other inhabitant of Girdershade.

» Miscellaneous Quest: Head of State Simone is 26 and was a Raider before Slavers took her. She was a slave for only seven months before escaping. As a former Raider, she is very comfortable with weapons and fighting. She is the most combat skilled of all Hannibal’s followers. She is a rough and tough person, with a total lack of respect for almost anyone except Hannibal.

SONORA CRUZ

GEAR

Location: 7.05: Girdershade (LAT -26/LONG -11)

Location: 3.10: Temple of the Union (LAT 13/ LONG 15)

CENSUS

Faction: Wastelander

Faction: Slave

Underworld. Lacking any other way to pass the time, he’s taken up Jet.

FACTIONS & BESTIARY

SIERRA PETROVITA

SIMONE CAMERON

TRAINING

least, he thought that before he lost the ability of rational thought.

APPENDICES

THE WASTELAND CENSUS

97

CONTENT

INDEX

Chapter 3: The Wasteland Census

SPARKY

SQUILL

Faction: Robot

Faction: Pitt Raider

Location: BS15.02.3: Adams Air Force Base

Location: P.5: Pitt Uptown (LAT 13/LONG 04)

» Main Quest: Who Dares Wins (BS) A Personal Automated Lackey (or P.A.L.) of Stiggs, Sparky is a loyal and obedient friend to Stiggs, exactly as he was programmed to be.

SPECIALIST OLIN Faction: Brotherhood Outcast Location: OA.U.2: Outcast Outpost (Entrance Elevator; LAT 03/LONG -16) » Main Quests: Aiding the Outcasts (OA), Operation: Anchorage! (OA) Cordial but unimpressed with bluster or violence, Olin is a valuable member of the Outcast team. He is charged with maintaining and running the various electronics and servers recently discovered inside Bailey’s Crossroads Outpost. She seeks to catalog and test all the items within the Outpost complex but has had no luck breaking open the heavy blast door, which she believes leads to a bounty of lost technology.

SPLIT JACK Faction: Bandit Location: 9.04: Wilhelm’s Wharf (LAT 07/LONG -07)

» Miscellaneous Quest: Protecting the Water Way (BS) Once a Raider, Jack cleaned up his act and began to marry his ruthless tendencies with a head for business. He has an eye (his only good one) for extortion, and is currently leading a group of Bandits as they attack, accrue, and then extort Aqua Pura from anyone they meet. He’s mildly psychotic, but you’d have to be paying attention to notice.

SPOOK

You may be taken aback the first time you meet Squill, as she has no withering putdowns or disgusting, antisocial behaviors. Instead, she is enthusiastic and appreciates your fighting prowess. She is a genial, goodnatured, and dedicated soldier.

SQUIRE ARTHUR MAXSON

STEFAN Faction: Ghoul

Faction: Brotherhood of Steel

Location: 8.08: Red Racer Factory (LAT 02/LONG -15)

Location: 9.11: The Citadel (LAT 08/LONG -14) Squire Maxson is a descendant of the legendary Roger Maxson, founder of the Brotherhood of Steel. His father, a highranking Paladin serving just outside the N.C.R. (New California Republic), was recently killed in battle, and his mother, the Lady Maxson, sent the boy east to be raised under the tutelage of the respected Elder Lyons. Squire Maxson tends toward timidity, which is the main reason his mother sent him to the Citadel.

STANLEY ARMSTRONG

Stefan is the Surgeon’s “assistant,” and it took a considerable amount of trepanning (and radiation medicine) for Stefan to become docile and loyal, like a dog. Stefan’s job is to maul or cloak in radiation any intruder that dares threaten his master, as well as test subjects the Surgeon deems too unruly or not reacting properly with their implant chips. These are never referred to as “mistakes” though; the Surgeon doesn’t make mistakes.

STEVE ARMSTRONG (DECEASED) Faction: Vault Dweller

Faction: Vault Dweller

Location: 8.01: Vault 101 (LAT -04/LONG -04)

Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast, Future Imperfect, Escape! » Miscellaneous Quest: Trouble on the Homefront Sweet, always worried, and not very bright, Stanley is the father of Beatrice, Mary, and Gloria. Stanley and Andy are responsible for keeping the Vault running. They tend all the machinery and act as janitors.

Faction: Pitt Raider Location: TP.D: The Arena (LAT 11/LONG 05)

now serves as Elder Lyons’s trusted bodyguard and advisor. It is well known that Star Paladin Cross has been technologically enhanced so that she no longer needs to eat or sleep. She is, in fact, a cyborg. The change occurred several years ago, after Cross was critically injured defending Elder Lyons while out in the field; Scribe Rothchild performed the enhancement operation that saved Cross’s life. But there’s something even more important about Star Paladin Cross—she’s none other than the Brotherhood of Steel soldier who helped save the player’s life as a baby. Cross helped Dad get through the Super Mutants and escorted them all the way to Megaton.

» Miscellaneous Quest: Trouble on the Homefront The adopted son of Stanley and Beatrice Armstrong, Steve was sick for much of your youth, and you remember him only vaguely, and through conversations with Stanley. Steve is found dead as you investigate the mob-rule over at Vault 101.

STICKY HANDS

STAR PALADIN CROSS

Faction: Wastelander Location: 4.08: Little Lamplight (LAT -26/LONG 02)

Faction: Follower » Main Quest: Unsafe Working Conditions (TP) An odd little lady, Spook guards the entrance to the Arena and is friends with Faydra. She enjoys her job, which involves drinking Beer and shouting at the Pitt Slaves wandering the upper gantries inside the Mill. She has placed her Teddy on a locker overlooking the Arena so he can watch the fights too.

98

Location: 9.11: The Citadel (LAT 08/LONG -14) » Freeform Quest: Seeing Stars Star Paladin Cross is the highest ranking Brotherhood of Steel soldier in the Citadel, but she no longer works in the field. Instead, she

» Miscellaneous Quest: Big Trouble in Big Town » Freeform Quest: A Sticky Situation Known to his Lamplighter friends as “Sticky Hands” though now that he is grown up, he calls himself Jack. If asked what “Sticky Hands” is for, he replies mysteriously “Use

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CONTENT

INDEX

Location: 8.03: Megaton (LAT -01/LONG -06) Stockholm is the Megaton gate guard and actually spends his time outside the city, manning the guard tower at the main gate. He is 25 and loves the sun on his back, but he isn’t quite as happy with the slightly radioactive grit from dust storms in his mouth.

STRIKE TEAM UNIT Faction: U.S Army Location: OA.4: U.S. Army Field Headquarters (LAT 09/LONG 14) » Main Quests: Paving the Way (OA), Operation: Anchorage! (OA) Strike Teams are as flexible as they are powerful. Consisting of two to four members chosen for specific combat effectiveness, Strike Teams back you up as you enter the theater of war. Strike Teams include Infantrymen, Grenadiers, Missile Units, Snipers, and the two robotic units: the Mister Gutsy and Sentry Bot. They work effectively under the command of Sergeant Montgomery.

SUE “KNOCK KNOCK” Faction: Wastelander Location: 4.08: Little Lamplight (LAT -26/LONG 02) » Freeform Quest: Tales of the Wastes

SUSIE MACK Faction: Vault Dweller Location: 8.01: Vault 101 (LAT -04/LONG -04)

» Main Quests: Growing Up Fast, Future Imperfect » Miscellaneous Quest: Trouble on the Homefront Wally’s younger sister, Susie despises the Tunnel Snakes, and Wally won’t dare tease her, because she will give worse than she gets. She has a secret crush on Freddie Gomez, but no time for you. However, she becomes more philosophical and befriends Amata after your escape.

TARA FIELDS (DECEASED) Faction: Wastelander Location: 1.04: Fort Constantine (LAT -17/ LONG 26) » Miscellaneous Quest: You Gotta Shoot ’Em in the Head Tara was one of five mercenaries hired by Allistair Tenpenny to infiltrate Fort Constantine and retrieve an experimental suit of armor. Reports were that she was mauled by Ghouls, but in reality, she reached the last chamber but lacked the key to unlock the door. She was shot by a Robobrain, and her body remains here to this day.

TED (DECEASED) Faction: Wastelander Location: 9.06: Anchorage Memorial (LAT 10/LONG -07)

SYDNEY Faction: Wastelander Location: 17.12: The National Archives (Rear Entrance) » Miscellaneous Quest: Stealing Independence » Freeform Quest: My Little Moonbeam Sydney is an independent mercenary who specializes in obtaining relics. She prefers going for the most dangerous scores (like the Declaration of Independence) and takes risks. She is beautiful, but finds men approaching her irritating. She is a loner. She prefers not speaking about her dark past. When she was

Ted was once a part-time hunter, and full-time butcher, carving up Mirelurk corpses to sell to merchants and settlements across the Wasteland. Growing increasingly paranoid of “sabotage,” Ted inserted a few failsafes to keep his frozen Hatchling Meat safe. He met his end via unknown hands.

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT

» Miscellaneous Quest: Strictly Business » Freeform Quest: Love Letter Susan is the Tenpenny Tower escort. Doctor Banfield is with her each Tuesday and Thursday, Herbert Dashwood is with her every Sunday, and every Saturday she’s with Allistair Tenpenny himself. Often Susan can be found drinking in the Federalist Lounge, shopping, or grabbing something to eat in the Cafe Beau Monde. On Susan’s desk is a love letter from a certain husband whose wife might not take too kindly to the realization that her husband is cheating on her.

OPERATION: ANCHORAGE

Faction: Wastelander

Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

Tammy is a sour, middle-aged woman who drinks too much. She married James’s father out of sheer desperation, and when he died at the hands of Raiders, she was left with his “brat” son. She took James to Rivet City. Tammy considers herself better than most of Rivet City’s citizens. Ironically, Tammy spends her days getting drunk in the Muddy Rudder surrounded by riffraff and often doesn’t return home for days at a time. She never knows where James is, because she simply doesn’t care.

TOUR

STOCKHOLM

Faction: Wastelander

MISC. QUESTS

» Main Quest: Who Dares WIns (BS) A Wastelander by birth, the Enclave recruited Stiggs when he was malnourished, and brought him back to health from severe bouts of radiation poisoning. He was then put to work maintaining and creating the latest in flamethrower technologies for the Enclave; accomplishments he is troubled by.

Location: 9.15: Rivet City (LAT 18/LONG -17)

MAIN QUEST

SUSAN LANCASTER

Faction: Wastelander

GEAR

Location: BS15.02.3: Adams Air Force Base

TAMMY HARGRAVE

CENSUS

Faction: Merchant

very young, her mother was raped and killed by Raiders. She spent years perfecting her combat skills and never welshes on a deal.

FACTIONS & BESTIARY

STIGGS

Long ago, an earlier generation of kids got a book from Vault 87 called Vault-Boy’s Big Book of Laughs for Kids. Even though the book has long since been destroyed, many of the jokes were passed down through the generations, and the knock-knock joke has been her favorite sort of humor, even if it’s not always understood.

TRAINING

your imagination.” He’s an nonstop-talking, annoying, exuberantly self-centered, 16-year old who acts like he’s about 13 (as he hasn’t been around enough adult role-models).

APPENDICES

THE WASTELAND CENSUS

99

CONTENT

INDEX

Chapter 3: The Wasteland Census

TED STRAYER Faction: Wastelander Location: 9.15: Rivet City (LAT 18/LONG -17)

» Miscellaneous Quest: You Gotta Shoot ’Em in the Head » Freeform Quest: Suicide Watch Ted is a 19-year-old who has spent most of his life wandering the Wasteland. He’s new to Rivet City and is staying in the common room until he figures out where he’s going next. Ted rarely plans beyond the moment. It is easy to pique his interest, but it’s difficult to hold it. His father used to have dealings with someone named Mister Crowley.

THE ANTAGONIZER (TANYA CHRISTOFF) Faction: Wastelander Location: 6.01: AntAgonizer’s Lair (LAT 17/LONG 12)

THE SURGEON Faction: Wastelander Location: 8.08: Red Racer Factory (LAT 02/LONG -15) A lunatic engaged in mind-controlling experiments, the Surgeon seeks to understand the brain patterns of Ghouls and Super Mutants, with the prospect of selling this information on to the highest bidder. Fiddling with brains is something of a hobby for the Surgeon, and the good doctor’s first test-subject, a Ghoul now known only as “Stefan,” is evidence of the Surgeon’s trepanning prowess.

THEO (DECEASED) Faction: Reilly’s Rangers

» Miscellaneous Quest: The Superhuman Gambit Born 27 years ago, Tanya’s parents lived as caravan drivers, before they were killed by Ants, an event that made Tanya lose herself in the world of Hubris Comics’s characters and befriend the insects that spared her life. Christoff thinks that Canterbury Commons—a major location in the trading route her parents helped put on the map—is a blight on the Wasteland. Locals used to see Christoff lurking in a sewer system to the north of town, covered in mud and dirt. Giant Ants eventually started hanging around. A few months ago, she disappeared and reappeared as the AntAgonizer and has been harassing the town ever since.

Location: 18.06: Reilly’s Rangers Compound

» Miscellaneous Quest: Reilly’s Rangers Theo was 22, and the quartermaster, caring for all the equipment and carrying additional ammunition that might be needed during a mission. On a probationary contract pending Reilly’s decision, Theo recently succumbed to Super Mutant ordnance somewhere within the sprawling Statesman Hotel, near where the remaining team is holed up.

THOMAS JEFFERSON Faction: Robot

THE MECHANIST (SCOTT “BEAN” WOLLINSKI)

Location: 17.12: The National Archives (Rear Entrance)

Faction: Wastelander Location: 6.02: Canterbury Commons (LAT 18/LONG 11) » Miscellaneous Quest: The Superhuman Gambit Forty-year-old Scott “Bean” Wollinski was born to simple bean farmers, raised by his father until he was 15, who then sold him to a caravan merchant hoping he would have a better life. He traveled with the caravans for a few years working as an indentured servant. This is where he got the nickname “Bean,” because his purchase was paid for with beans. He eventually bought his freedom

100

and settled down in Canterbury Commons, where he lived a life of solitude, hiding in the electronics store, fiddling around with junk. After the AntAgonizer started showing up, he became the Mechanist to protect the town.

» Miscellaneous Quest: Stealing Independence Another Protectron mimicking the mannerisms and quotes of a historic American leader, this Protectron is sealed in a pod, and Jefferson’s sub-routine is available only if you download it into the Protectron itself.

THREE DOG Faction: Wastelander Location: 10.03: Galaxy News Radio

» Main Quests: Following in his Footsteps, Galaxy News Radio » Freeform Quest: Caching In with Three Dog Born to parents who made their way in the world as members of a traveling theater group, Three Dog grew up listening to rock music, hating the government that he never knew (but surely caused the nuclear holocaust), fully believing in the rights of free speech and communal law. He is fully committed to “spreading the signal” of his radio station to anyone who will listen; it’s his duty to counter the propaganda spouted by the Enclave on their station.

TIFFANY CHENG Faction: Wastelander Location: 7.14: Tenpenny Tower (LAT -16/LONG -17) Tiffany Cheng spends most of her days avoiding her husband, drinking in the Federalist Lounge, or shopping down on the first level. She eats one meal at the Cafe Beau Monde and then returns to the Cheng suite and spends some time in her room before going to sleep.

TIMEBOMB Faction: Wastelander Location: 5.10: Big Town (LAT -04/LONG 03)

» Miscellaneous Quest: Big Trouble in Big Town » Freeform Quest: Ticking Timebomb Currently drugged and laid out in the operating room of Red’s clinic, Timebomb was severely wounded during the last Super Mutant attack, when Red and Shorty were kidnapped. He is known as Timebomb due to his mood swings; he has prolonged periods of calm before instigating big disturbances.

TIMMY NEUSBAUM Faction: Vault Dweller Location: 7.03: Vault 112 (LAT -22/LONG -08)

» Main Quest: Tranquility Lane Timmy is saving up for a sparkling new Red Racer Tricycle, just like the one Betty has, but won’t let him play on. As Mommy told him: “if life gives you lemons, make lemonade!” Timmy took her advice literally. Then he’ll show Betty; perhaps then she won’t make him cry this time.

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CONTENT

INDEX

» Main Quest: The Local Flavor (PL) » Freeform Quest: Tailing the Tomboy (PL) Tobar is a living reminder that the world will always have a place for the savvy and charming trickster. Tobar is captain and crew aboard his steamboat the Duchess Gambit. The Duchess was a small sightseeing vessel used for tourist excursions along the Chesapeake Bay before the war. Tobar’s grandfather found her and, with the help of his caravan, restored the boat’s boiler, allowing the vessel to be powered by steam heat from any fuel that will fit inside the burner. Tobar has various ports of call along the Atlantic Seaboard. Tobar’s current career as a ferryman revolves around the Punga fruit produced at Point Lookout. The tribal leader of the fruit farmers has struck a gruesome bargain with the ferryman. By way of exchange, Tobar is permitted to export the considerable surplus of Punga fruit produced by the commune every lunar cycle. Tobar takes on passengers whenever possible. Not only does he usually negotiate a considerable fare from the passenger, but most who visit the commune at Point Lookout join it, each time creating a new opportunity for Tobar to earn his next Punga shipment. Tobar has long since decided that something must be off about that fruit, and he’s not touched the stuff since.

Once under the Brotherhood of Steel’s protection, this is now home to a small Raider scavenger team under Torcher’s leadership. Torcher is in the interior substation, and he’s armed with a Flamer to really cause you some problems.

TOSHIRO KAGO

Trinnie was, until recently, a resident of Little Lamplight. Sadly, she is completely wasted on alcohol and Chems 24/7. She spends her days in the Muddy Rudder and then takes a break to go to A Quick Fix and “borrow” some Chems. She then goes off to hide and enjoy the high for a bit before returning to the Muddy Rudder. Belle and Brock feel bad for Trinnie and let her sleep in their quarters. She’s been known to turn tricks to get money, but she isn’t forced to by Belle or Brock.

TROUBLEMAN

Faction: Wastelander

Faction: Pitt Raider

Location: MZ1.03 Engineering Core: Stasis Pod

Location: P.5: Pitt Uptown (LAT 13/LONG 04)

» Main Quest: Among the Stars (MZ), This Galaxy Ain’t Big Enough… (MZ) One of the four entities that you thaw out during the abduction exploration on board Mothership Zeta is a silent and stoic man named Toshiro Kago. His lack of English, and your inability to converse in Japanese, mean conversation is never more than stilted gestures. Paulson refers to him as “the Chinaman,” until Sally corrects him. It appears Kago is a Samurai warrior, and well-skilled in sword combat. His armor appears to date from around the Azuchi-Momoyama period (15681603), suggesting that Aliens have visited the Earth throughout history. He is more than capable of slaying Aliens if a particular ceremonial blade is presented to him. Or he can be slain without your other allies protesting.

TREE FATHER BIRCH Faction: Treeminder Location: 2.01: Oasis (LAT -03/LONG 28)

Keeping to himself and not wishing to join in conversation with others, TroubleMan is haunted by waking nightmares that he stifles with a heady mixture of Beer and Jet. This subdues the demons but causes him to utter only a few words, and none of them pleasant.

TULIP Faction: Ghoul Location: 17.07B: Museum of History: Underworld

» Miscellaneous Quest: The Replicated Man Tulip, owner of Underworld Outfitters, is known for her shrewd business sense. She obtains and sells a lot of merchandise, has the largest selection of any merchant in the Wasteland, and protects her business interests with competitive prices and a unique ability to obtain unique items. Tulip spends most of her time in the store, but takes her meals at Carol’s Place, leaving the shop under Quinn’s watchful eye.

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MOTHERSHIP ZETA POINT LOOKOUT TRAINING

» Miscellaneous Quest: Oasis » Freeform Quest: Excommunication

BROKEN STEEL

Faction: Raider

THE PITT

Location: PL1: Riverboat Landing (LAT 11/LONG -20)

Location: 9.15: Rivet City (LAT 18/LONG -17)

OPERATION: ANCHORAGE

Faction: Wastelander

Faction: Wastelander

TORCHER Location: 4.03: MDPL Mass Relay Station (LAT -17/ LONG 10)

TOBAR THE FERRYMAN

TRINNIE

TOUR

» Main Quest: Escape! During the confusion of your extrication from Vault 101, Mary and Tom Holden attempt to flee the violent security officers O’Brian and Richards, and are usually gunned or beaten down in cold blood unless you step in to save them.

MISC. QUESTS

» Freeform Quest: Tinker Joe’s Sergeant of Slaughter This wandering merchant sells a variety of junk, equipment, and weaponry, but also dabbles in scavenging and selling robot parts. He’s built a good rapport with Wastelanders, and Sheriff Simms of Megaton is particularly happy with his purchase of Deputies Steel and Weld. He can currently be seen wandering the wastes with his robotic entourage, which includes an old Mister Gutsy army unit named Sergeant RL-3.

MAIN QUEST

Location: 8.01: Vault 101 (LAT -04/LONG -04)

GEAR

Faction: Vault Dweller

Location: Random

CENSUS

Faction: Merchant

The 50-year-old chief of Oasis, Birch spends most of his time in the Pavilion, sitting on his throne, occasionally eating, and sleeping for a few hours at night. He also walks around Oasis, overseeing the village more directly. While the village is ostensibly a democratic commune, Tree Father Birch sees himself as the group’s spiritual and temporal leader. He has cast himself in role similar to a high priest, worshipping the god-spirit Harold.

FACTIONS & BESTIARY

TOM HOLDEN

TINKER JOE

APPENDICES

THE WASTELAND CENSUS

101

CONTENT

INDEX

Chapter 3: The Wasteland Census

UG-QUALTOTH

VERA WEATHERLY

Faction: Ghoul

Faction: Wastelander

Location: 7.11: Dunwich Building (LAT -26/LONG -18)

Location: 9.15: Rivet City (LAT 18/LONG -17)

is right; only who is left”), and the ability to keep a home looking shipshape and almost presentable, your plastic pal is fun to be with.

WALLY MACK Faction: Vault Dweller

» Miscellaneous Quest: The Dark Heart of Blackhall (PL) A strange altar found in the depths of this building may hold the key to discovering more about this previously unknown entity. Unfortunately, because all investigators into grimoire oddities are currently attempting to scrape together a day-to-day existence or are dead, further research may never occur.

UNCLE LEO Faction: Super Mutant Location: Random

» Freeform Quest: The Life of Bryan Vera Weatherly, 27, is young, attractive, ambitious, and very proud of all she’s achieved. She opened the hotel on her own—she even helped construct it—and decided on the name after reading about the real location in a book. She is quiet and demure on the outside, but with an inner determination that cannot be shaken. Vera likes Seagrave, but only as a friend. She prefers the company of Mister Buckingham, her Mr. Handy robot, to that of her suitors. She is the cousin of Bryan Wilks.

Location: 8.01: Vault 101 (LAT -04/LONG -04) » Main Quests: Growing Up Fast, Future Imperfect » Miscellaneous Quest: Trouble on the Homefront Wally is the brains of the Tunnel Snakes. He doesn’t talk as much as the others, but they listen to what he has to say when he does say something.

WALTER Faction: Wastelander

VICTORIA WATTS » Mini-Encounter 0.61: The Super Mutant Philosopher Uncle Leo is a strange mutation: a Super Mutant pacifist, who is embracing a spirit of giving and grace. He recalls his adventures to anyone who will listen, gladly gives gifts to those in need, and reveals many facts about the genesis of Super Mutants (that they are not “born” but “created” for example). The Wasteland is a safer place with this hulking beast watching with wonder at the waning moon.

Faction: Slave Location: 9.15: Rivet City (LAT 18/LONG -17) » Miscellaneous Quest: The Replicated Man This mysterious woman is allied with a clandestine group of ex-slaves, Abolitionists working together to form a new type of Underground Railroad. She is forceful and bright, and she doesn’t suffer fools gladly.

» Freeform Quests: Treatment, Scavenging for Scrap Walter spends his days minding the machines and fixing drainage devices that break. He’s increasingly worried about the state of the water and drainage structure, and knows it won’t hold much longer—and neither will he. At 61, he’s one of the oldest residents.

WAR CORRESPONDENT Faction: U.S. Army

VIKIA

VANCE Faction: The Family

Faction: Pitt Raider

Location: 5.05: Meresti Trainyard (LAT -01/ LONG 07)

Location: TP.5: Pitt Uptown (LAT 13/LONG 04)

» Miscellaneous Quest: Blood Ties » Freeform Quest: I Want to Drink Your Blood Vance is 41, and the leader of the Family. When he was younger, he decided that life in Rivet City wasn’t for him and began to wander the Wasteland. Soon, the ability to find others of his kind manifested itself. Over time, he gathered these outcasts and founded their home in Meresti. Using his traits as a basis and wanting to establish some sort of society, he molded the residents into “vampires” and taught them their bloodsucking ways. He is a fair leader, not tyrannical. He’s never demanded anyone do anything they didn’t wish to do, and he never wishes to put anyone in harm’s way. He sees himself as a leader, but more in the way of a guide or a priest than a king. He addresses the residents of Meresti often so they will never “stray from their true nature”—that of the vampire. Vance is not violent and only attacks or orders attacks when survival demands it.

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Location: 8.03: Megaton (LAT -01/LONG -06)

Those calling Vikia a “b*&$#” are met with a nodding approval from the woman herself; she is cold and calculating and a deft sniper, wildly aloof and condescending to all others. Call her worse than a “b*&$#” and you’ll find out just how deft a sniper she actually is.

WADSWORTH Faction: Robot Location: 8.03: Megaton (LAT -01/LONG -06)

» Freeform Quest: House Decoration in My Megaton House When the resident of Megaton looks to RobCo Industries to furnish them with the finest in mechanized butlers, one admirable choice is the Wadsworth model. With the latest in hair-cutting and “humor array” technologies (sample quip: “War does not determine who

Location: OA.4: U.S. Army Field Headquarters (LAT 09/LONG 14) » Main Quest: Operation: Anchorage! (OA) Recently, the premiere daily periodical of Washington, D.C., the Capitol Post, dispatched a journalist to the front lines for a piece on the brave soldiers and their fight against Communism. Appearing inside the confines of the Field Headquarters, the Correspondent talks with troops and places them in a pose so heroic, he’s certain that one day someone might carve a memorial from the photograph.

WERNHER Faction: Slave Location: TP1: Radio Tower (LAT -13/LONG 30)

» Main Quests: Into the Pitt, Free Labor (TP) Once one of the smarter raiders in The Pitt, Wernher was condemned to slavery after trying to stage a coup to overthrow Ashur. He used his knowledge of electronics to

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CONTENT

INDEX

» Miscellaneous Quest: Those! Originally from Navarro (a west coast military base), Brandice journeyed across the continent for reasons unknown, and settled in the town of Grayditch as a doctor. Believing the Enclave was closing in on him, Brandice took to the underground, but wasn’t ready for quite so many Fire Ants. A one-time friend of Fred Wilks, Brandice is said to have a small weapons cache saved from his transcontinental trek.

WILLOW Faction: Ghoul Location: 17.07A: Museum of History Entrance A nonchalant but friendly young Ghoul, Willow is sarcastic, but happy to speak with you. She serves as a forward observer for the Ghouls living in the depths of the Museum of History. She isn’t bothered by the Super Mutants (because they don’t tend to attack Ghouls), but she’s got some particular vehemence for the Brotherhood and Talon Company humans.

Location: 8.10: Nuka-Cola Plant (LAT -01/LONG -19) » Freeform Quest: Just for the Taste of It Gervais is a member of the Sudden Death Overtime Gang, obsessed with an ancient ice sport that Goalie Ledoux’s ancestors played.

WINGER MERCIER (DECEASED) Faction: Sudden Death Overtime Gang Location: 8.10: Nuka-Cola Plant (LAT -01/LONG -19) » Freeform Quest: Just for the Taste of It Mercier is a member of the Sudden Death Overtime Gang, obsessed with an ancient ice sport that Goalie Ledoux’s ancestors played. Winger Mercier was sent to procure a secret forumula for a new type of Nuka-Cola while Ledoux made contact with the buyer. Mercier’s been gone an awfully long time...

WINT Faction: Ghoul Location: BS 3.02.2: Olney Underground

WOODROSE

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL

Faction: Sudden Death Overtime Gang

Faction: Tribal Location: PL 3.13: The Ark & Dove Cathedral (LAT 12/ LONG 03/04) A timid and thoughtful girl, Woodrose recently blossomed when she joined her new cult, the Tribals. Tending to a variety of hydroponic Punga Plants, she’s cultivating new and more delicious strains, in accordance with Jackson’s wishes.

YMIR Faction: Slaver Location: 2.08: Paradise Falls (LAT -09/LONG 16) Ymir and his son Jotun are Paradise Falls’s pair of knuckleheads. Jotun has difficulty forming basic sentences, while his father is a jovial madman, armed with a horrific-looking Super Sledge, like his son’s. Ymir isn’t fond of Frank the bartender and makes this abundantly clear by bludgeoning Frank to death. He loves drinking, fighting, and drinking some more, rounding a day off with a spot of fighting.

» Main Quest: Shock Value (BS) Wint was part of a group of likeminded Ghouls who decided to forge ahead into unexplored territories under the leadership of Sanders, and set up a new Ghoul Settlement to rival Underworld. One of only two remaining survivors, Wint isn’t staying around to watch any more of his friends die. He considers the whole plan an absolute disaster, and would have throttled Sanders himself if the Deathclaws hadn’t got to him first.

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THE PITT

WINGER GERVAIS

OPERATION: ANCHORAGE

Location: U16.A: Marigold Station

» Miscellaneous Quest: The Replicated Man » Freeform Quest: This Old House Winthrop is Underworld’s technician. He checks on the electricity, makes sure any plumbing is in working order, and generally takes care of things. He restored and reprogrammed the robot Cerberus, and is responsible for his maintenance. Winthrop sleeps for a few hours in his little workshop off the Concourse, and is occasionally joined by his girlfriend Greta.

TOUR

Faction: Wastelander

» Mini-Encounter 0.10: Dying of Thirst Driven half-mad by lack of sustenance, and half-blind with hatred over his treatment by the snooty inhabitants of Tenpenny Tower, Willy still remains close to the structure, in the vain hope that a water caravan or kindly stranger will cross his path.

MISC. QUESTS

WILLIAM BRANDICE (DECEASED)

Location: 17.07B: Museum of History: Underworld

MAIN QUEST

» Freeform Quest: Wild Bill’s Last Stand (TP) A Pitt Slave who has impressive skill with a .32 Pistol, Bill volunteered for the job of Steel Ingot collector after the previous Pitt Slaves failed to return. He knew the odds of returning weren’t favorable but couldn’t see his friends die when he, at least, had a fighting chance.

Location: 7.14: Tenpenny Tower (LAT -16/LONG -17)

GEAR

Location: TP.4: Pitt Steelyard (LAT 09/LONG 04)

Faction: Ghoul

CENSUS

Faction: Pitt Slave

WINTHROP Faction: Wastelander

FACTIONS & BESTIARY

WILD BILL (DECEASED)

WILLY

TRAINING

deactivate his collar and escape. He harbors a grudge against the city and against Ashur in particular. He has no particular love for the slaves, and he sees a plan to kidnap Ashur’s baby as a way to get back at The Pitt’s ruler and the city in general.

APPENDICES

THE WASTELAND CENSUS

103

CONTENT

INDEX

Chapter 4: Wasteland Gear

WASTELAND GEAR Wasteland Weaponry Chapter 4

The following encyclopedia showcases every weapon available during your adventures, including those that are common, unique, or custom. Please note that any weapon that has its own name is a unique weapon that can be Repaired using the more common version. For example, the Man Opener is a variant of the more common Auto Axe. The unique variant is almost always more powerful and valuable. Seek them all out, if you can!

Note

Big Guns DRONE CANNON

Ripped from the mechanical body of an Alien Drone encountered throughout Mothership Zeta, this fires orb-like projectiles that bounce off walls and scenery and explode after around three seconds. It uses Alien Power Modules as ammunition. It inflicts two types of damage: collision (when the orb strikes a foe) and explosive (when the orb detonates). This can be extremely deadly once you learn when to fire, and how the orbs interact. It can fire over Alien Sphere Shields too, acting a little like a grenade.

VALUE

2,000

WEIGHT

18

CLIP

1

AMMO

Alien Power Module

AP

30

DMG

40**

AUTO

No

ROF

104

FAT MAN

3.3

SPREAD

0.5

CRIT % MULT

1

CRIT. DMG

50

NOTES

** +100 DMG explosion

DRONE CANNON: DRONE CANNON EX-B

Although statistically identical, the experimental Drone Cannon Ex-B—of which only two examples exist—uses a different propulsion system to deliver its orb projectile. In this case, the orb doesn’t bounce, but instead strikes its target after arcing through the air, essentially making this similar to a Missile Launcher. The easier targeting makes this preferred over the regular Drone Cannon in most cases. Find both on an Experimental Guardian Drone inside the Weapons Lab aboard Mothership Zeta [MZ3.16].

Certain Big Guns, such as the Fat Man and the Missile Launcher, have DMG (Damage) ratings that appear quite low. Not so! The resulting explosion caused by these projectile-firing weapons’ ammo impacting the target; or “splash damage,” inflicts additional damage. Therefore, expect far more devastation than the DMG rating shows.

This collectible weapon is the most devastating type found in the Wasteland. Launch using V.A.T.S. for pinpoint accuracy. This heavy, single-projectile weapon causes massive exploding radiation upon contact. If firing manually, point the launcher upward slightly to avoid a too-short and deadly launch. Usually found in poor condition, use only on Behemoths or large clusters of enemies.

VALUE

1000

WEIGHT

30

CLIP

1

AMMO

Mini Nuke

AP

65

DMG

10

AUTO

No

ROF

4.5

SPREAD

2

CRIT % MULT

0

CRIT. DMG



NOTES



VALUE

200

WEIGHT

18

CLIP

1

VALUE

2500

AMMO

Alien Power Module

WEIGHT

30

AP

30

CLIP

8

DMG

40**

AMMO

Mini Nuke

AUTO

No

AP

65

ROF

3.3

DMG

10

SPREAD

0.5

AUTO

No

CRIT % MULT

1

ROF

4.5

CRIT. DMG

50

SPREAD

13

NOTES

** +100 DMG explosion, Unique

CRIT % MULT

0

CRIT. DMG



NOTES

Unique

FAT MAN: EXPERIMENTAL MIRV

Locate all five Keller Holotapes, then access the bunker in the National Guard Depot (Zone 6.11) to obtain this ludicrously destructive weapon. Firing eight Mini-Nukes at once, this is an epic one-hit-kill weapon. However, this unique weapon lacks ammo (there are only 72 Mini-Nukes in the entire Wasteland), so sell, store, or fire it for entertainment purposes only.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

VALUE

500

WEIGHT

15

WEIGHT

15

CLIP

60

CLIP

60

AMMO

Flamer Fuel

AMMO

Flamer Fuel

AP

50

AP

50

DMG

16

DMG

18

AUTO

Yes

AUTO

Yes

ROF

8

ROF

8

SPREAD

0.5

SPREAD

0.5

CRIT % MULT

4

CRIT % MULT

4

CRIT. DMG

1

CRIT. DMG

1

NOTES



NOTES

3 Ammo/Shot, Unique

FLAMER: BURNMASTER 15

WEIGHT

18

CLIP

60

CLIP

240

AMMO

Flamer Fuel

AMMO

Electron Charge Pack

AP

50

AP

30

DMG

24

DMG

8

AUTO

Yes

AUTO

Yes

ROF

8

ROF

20

SPREAD

0.5

SPREAD

0.5

CRIT % MULT

4

CRIT % MULT

1

CRIT. DMG

1

CRIT. DMG

6

NOTES

Unique

NOTES



FLAMER: RAPID-TORCH FLAMER

GATLING LASER: PRECISION GATLING LASER

VALUE

500

WEIGHT

15

VALUE

3,000

CLIP

60

WEIGHT

18

AMMO

Flamer Fuel

CLIP

240

AP

50

AMMO

Electron Charge Pack

DMG

16

AP

30

AUTO

Yes

DMG

8

ROF

8

AUTO

Yes

SPREAD

0.5

ROF

20

CRIT % MULT

4

SPREAD

0.5

CRIT. DMG

1

CRIT % MULT

4

NOTES

Unique

CRIT. DMG

6

NOTES

Unique

Carried by the Enclave’s Armor Master in the Mobile Base Crawler [AAFB 04], this is a Unique take on a Gatling Laser. When fired, it has a high Critical Multiplier, so is suited to those who have improved this part of their combat repertoire. It is also rapid-firing and easy to target, unlike most Big Guns. The other Unique Gatling Laser, Vengeance, has less chance to inflict a Critical, but Vengeance delivers more punch.

TRAINING

Located in the Adams Storage Facility [AAFB 03] southeast of the Base Crawler, it doesn’t pack quite the punch of the Slo-Burn Flamer, but it is more economical, because reloads take longer, thus conserving fuel. Choose the Pyromaniac Perk to deliver almost double the regular damage. The correct combination of perks and abilities can turn this into a real roaster.

The weapon of choice for many Brotherhood of Steel and Outcast soldiers, this ultraeffective laser cannon shoots high-velocity Electron Charges. Although heavy, the Gatling Laser deals out quick and painful death and can clear a room in moments. With its rapid ROF, it goes through ammunition quickly, and its rarity sometimes makes it difficult to repair.

OPERATION: ANCHORAGE

WEIGHT

TOUR

2000

MISC. QUESTS

VALUE

MAIN QUEST

500

GEAR

VALUE

THE PITT

GATLING LASER

CENSUS

Find the irradiated and gutted subway car in the Franklin Metro Utility (U.17.B) to obtain this unique weapon. It offers +50% DMG compared to the regular Flamer but is unaffected by the Pyromaniac Perk. Otherwise, it is identical statistically to a regular Flamer.

This Flamer variant is found inside the Adams Air Force Base Mobile Base Crawler [AAFB 04] on the upper level of the Deathclaw Facility. When used aggressively, it delivers an agreeably potent hit that continues to burn its target. It fires instantly, which is another bonus. The “Slo-Burn” refers to the continuous damage it delivers even after the initial hit, making it potent, but fuel-consuming. Augment further with Pyromaniac Perk.

MOTHERSHIP ZETA

500

FACTIONS & BESTIARY

Fast and safe compared to other Big Guns, the Flamer won’t harm you like a nearby exploding Fat Man and isn’t slow to build up like the Minigun. It causes additional burn damage to enemies and reloads quickly. Best against weaker Raiders and Radroaches. Fire it in quick bursts to conserve fuel. It adds 50% more DMG with the Pyromaniac Perk.

VALUE

POINT LOOKOUT

FLAMER: SLO-BURN FLAMER

BROKEN STEEL

FLAMER

APPENDICES

WEAPONS: BIG GUNS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

105

CONTENT

INDEX

Chapter 4: Wasteland Gear

GATLING LASER: VENGEANCE

This is the ultimate laser to obtain—it causes even greater damage than the regular Gatling Laser. Use the regular variant to Repair this deadly cannon. This unique weapon is located in the southeast corner of the dreaded Deathclaw Sanctuary (Zone 1.07), in the blood grotto. The search is dangerous, but the combat results are worth it.

VALUE

2400

VALUE

1500

WEIGHT

18

WEIGHT

18

CLIP

240

CLIP

240

AMMO

Electron Charge Pack

AMMO

5mm Round

AP

30

AP

30

DMG

11

DMG

7

AUTO

Yes

AUTO

Yes

ROF

20

ROF

20

SPREAD

0.5

SPREAD

2

CRIT % MULT

1

CRIT % MULT

1

CRIT. DMG

12

CRIT. DMG

7

NOTES

Unique

NOTES

Unique

HEAVY INCINERATOR

This forces a flaming projectile in an arc toward its intended target, setting fire to the victim in the process (and anyone around the victim due to the small area effect). It is adept at highly accurate, long-distance shots, and is devastating in experienced hands. Find it wielded by Enclave Hellfire Troopers. Just beware of its tendency to light gas leaks, a shortfall of all flame-based weaponry.

106

Complete Miscellaneous Quest: Reilly’s Rangers at the Ranger Compound (Zone 18.06) and you can choose this as a possible reward. Comparing the firepower with the regular Minigun shows that Eugene is an excellent choice. With a good Repair skill, it can be kept in great condition. Miniguns are as common as their ammo, and the weapon is hard-wearing—a necessity if you plan on using a Minigun.

MISSILE LAUNCHER

VALUE

500

VALUE

500

WEIGHT

15

WEIGHT

20

CLIP

24

CLIP

1

AMMO

Flamer Fuel

AMMO

Missile

AP

50

AP

55

DMG

15

DMG

20

AUTO

Yes

AUTO

No

ROF

4

ROF

5.5

SPREAD

0.5

SPREAD

0.5

CRIT % MULT

4

CRIT % MULT

0

CRIT. DMG

5

CRIT. DMG



NOTES



NOTES



MINIGUN

A burst- or continuous-fire multiple-barrel weapon, the Minigun really improves with experience. As your Big Guns skill increases, so does the weapon’s deadly accuracy. This common weapon can be found on Super Mutants, some Brotherhood of Steel, Outcast, and Raiders. It has a high resell value but an equally costly repair. Use V.A.T.S. to negate the weapon’s barrel-spin warm-up.

MINIGUN: EUGENE

Ideally suited for destroying close groups of enemies (due to the weapon’s splash damage) or wounding larger foes. As this is a projectile weapon, aim where you think your opponent may be, not where they currently are. Aim at their feet when manually firing so you don’t overshoot your target. Seek cover or fire it out of a foe’s hand if you encounter an enemy with one.

MISSILE LAUNCHER: MISS LAUNCHER

VALUE

1000

WEIGHT

18

VALUE

400

CLIP

240

WEIGHT

15

AMMO

5mm Round

CLIP

1

AP

30

AMMO

Missile

DMG

5

AP

55

AUTO

Yes

DMG

20

ROF

20

AUTO

No

SPREAD

2

ROF

5.5

CRIT % MULT

1

SPREAD

0.5

CRIT. DMG

5

CRIT % MULT

0

NOTES



CRIT. DMG



NOTES

Unique

Found at Fort Independence (Zone 8.04) in a small southwest room on the lower level, next to the high galley area. Miss Launcher’s projectiles arc like grenades. They fall to the ground and, after three seconds, explode with greater damage (but far less range) than a Missile Launcher. It’s very inaccurate, even using V.A.T.S., but is useful when firing from cover.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

AMMO

Alien Power Cell

AP

32

AP

20

DMG

50

DMG

100

AUTO

No

AUTO

No

ROF

3.3333

ROF

3

SPREAD

1

SPREAD

0

CRIT % MULT

1

CRIT % MULT

1

CRIT. DMG

25

CRIT. DMG

40

NOTES



NOTES



Energy Weapons

An otherworldly Alien Blaster pistol is found only at the Crashed Anomaly (Zone 2.G) and Bannister Crater (Zone 4.Q). This rare weapon deteriorates easily but inflicts devastating damage. Aim for the head to conserve ammo and weapon longevity. Ammunition is found only near the weapon. This can be traded to Defender Casadin (Zone 8.04) for considerable funds.

ALIEN BLASTER: CAPTAIN’S SIDEARM

ALIEN ATOMIZER

This is the preferred sidearm for many Aliens aboard Mothership Zeta, and it’s found on their corpses, dropped, or on shelves. It uses Alien Power Modules as ammunition, and offers extremely potent damage per shot. Furthermore, it is completely accurate, and excellent to use at medium and long ranges. This is a recommended weapon to employ, only bettered at close range by the Disintegrator.

VALUE

500

WEIGHT

2

CLIP

20

AMMO

Alien Power Module

AP

20

DMG

35

AUTO

No

ROF

3

SPREAD

0

CRIT % MULT

1

CRIT. DMG

40

NOTES



ALIEN ATOMIZER: ATOMIC PULVERIZER

Located in a small, locked room [Science] during your exploration of Mothership Zeta’s Weapons Lab [MZ3.16], the Atomic Pulverizer inflicts only slightly more damage compared to its regular variant, but the real benefit of this tremendous weapon lies with its low Action Point requirement. Enter V.A.T.S., and you can rattle off multiple and supremely accurate shots, making this one of the deadliest mediumto long-range weapons you can obtain.

The closest you come to wielding an Alien Shotgun, the Captain’s Sidearm, which is carried by the Alien Captain aboard Mothership Zeta’s Bridge [MZ3.22], uses Alien Power Modules as ammo, and is in much better repair than the Alien Blaster you may have scavenged on the Wasteland surface. It fires a spread of bullets, making it much more potent in “real” (rather than V.A.T.S.) time. It uses three modules for a single, six-shot burst. It’s damaging at shorter ranges before the plasma bolts spread out.

VALUE

500

WEIGHT

2

CLIP

30

AMMO

Alien Power Module

AP

20

DMG

35

AUTO

No

ROF

3

SPREAD

3

CRIT % MULT

1

CRIT. DMG

40

NOTES

Unique

ALIEN BLASTER: FIRELANCE VALUE

750

VALUE

500

WEIGHT

2

WEIGHT

2

CLIP

10

CLIP

20

AMMO

Alien Power Cell

AMMO

Alien Power Module

AP

20

AP

12

DMG

80

DMG

37

AUTO

No

AUTO

No

ROF

3

ROF

3

SPREAD

0

SPREAD

0

CRIT % MULT

3

CRIT % MULT

2

CRIT. DMG

40

CRIT. DMG

40

NOTES

Unique

NOTES

Unique

Available only once, during a random MiniEncounter, this unique weapon falls from the sky after an unknown aircraft explodes. Use Dogmeat to scavenge for it after the explosion. Combine with the Pyromaniac and Better Criticals perks for incredible additional damage, or give it to a Follower skilled in Energy Weapons, such as Star Paladin Cross. This weapon degrades quickly.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

MOTHERSHIP ZETA

Misc. objects

POINT LOOKOUT

10

AMMO

BROKEN STEEL

2

CLIP

THE PITT

WEIGHT

12

OPERATION: ANCHORAGE

8

CLIP

TOUR

WEIGHT

MISC. QUESTS

500

MAIN QUEST

VALUE

GEAR

200

CENSUS

VALUE

TRAINING

Once built, this custom weapon fires any junk items you pick up. Due to weight concerns, it’s better to fire lightweight items like Pre-War Money or Teddy Bears. Choose easy-to-find items; you can sometimes pick them up again once they’re fired. Different items arc through the air at different trajectories, so experiment with them. Even some types of flesh can be used….

ALIEN BLASTER

FACTIONS & BESTIARY

ROCK-IT LAUNCHER

APPENDICES

WEAPONS: ENERGY WEAPONS

107

CONTENT

INDEX

Chapter 4: Wasteland Gear

ALIEN DISINTEGRATOR

This weapon, found on Aliens and shelves throughout Mothership Zeta, has a massive clip but a slow rate of fire, so there’s little chance of being caught reloading this weapon. Foes destroyed by a Disintegrator’s Critical Hit aptly dissolve into a pile of dust. This is a perfect and highly damaging weapon to employ at foes as they close in. Test this and the Atomizer to see which you prefer.

LASER PISTOL

VALUE

300

VALUE

320

WEIGHT

7

WEIGHT

3

CLIP

100

CLIP

30

AMMO

Alien Power Module

AMMO

Energy Cell

AP

30

AP

17

DMG

45

DMG

12

AUTO

No

AUTO

No

ROF

2

ROF

6

SPREAD

1

SPREAD

0

CRIT % MULT

2

CRIT % MULT

1.5

CRIT. DMG

50

CRIT. DMG

12

NOTES



NOTES



LASER PISTOL: COLONEL AUTUMN’S

ALIEN DISINTEGRATOR: DESTABILIZER

Sitting on a small shelf in the Mothership Zeta Weapons Lab Shooting Gallery Balcony [MZ3.16], this unique Alien Disintegrator shares the assets of its common variant, but is fully automatic, and for those with masses of ammo, this can defeat many foes in moments. Employ using V.A.T.S. so the damage it inflicts is easier to see.

VALUE

1,200

VALUE

420

WEIGHT

7

WEIGHT

2

CLIP

100

CLIP

20

AMMO

Alien Power Module

AMMO

Energy Cell

25

AP

0

DMG

45

DMG

15

AUTO

Yes

AUTO

No

ROF

6

SPREAD

0

CRIT % MULT

1 22 Unique

AP

ROF

4.5

SPREAD

1.5

CRIT % MULT

2

This fully automatic Laser Pistol fires at a much higher rate than a regular Laser Pistol. Colonel Autumn, found inside the Jefferson Memorial Rotunda [Zone 9.14] during Main Quest: Take It Back!, carries this unique weapon.

CRIT. DMG

20

CRIT. DMG

NOTES

Unique

NOTES

LASER PISTOL: PROTECTRON’S GAZE

GAUSS RIFLE

The Gauss Rifle fires a high-velocity bolt of energy, knocking a target off their feet with a critical hit. It has similar but more powerful qualities to a Sniper Rifle, including manual telescopic range. It is available only at the VSS Armory (Zone OA.U.2) after completing Operation: Anchorage. Unfortunately, this highly effective weapon cannot self-repair.

108

Similar in design to the Laser Rifle, this is used by Talon Company Mercs, the Enclave, and the Brotherhood of Steel. It’s an excellent first Energy Weapon. Like all other Energy Weapons, a successful critical hit kill shot will disintegrate the target, turning them to dust (which can still be searched for items). The only problem is Laser Pistols are hard to find and to repair.

VALUE

500

WEIGHT

12

CLIP

1

AMMO

Micro Fusion Cell

AP

38

DMG

100

AUTO

No

ROF

1

SPREAD

0

CRIT % MULT

5

CRIT. DMG

50

NOTES



This unique pistol is in the Mechanist’s lair inside the Robot Repair Center (Zone 6.H) at the end of Miscellaneous Quest: The Superhuman Gambit. Built from Protectron parts, it fires a tight cluster of beams at its target instead of a single bolt. It has a slower ROF compared to a regular Laser Pistol but inflicts much more impressive damage.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

VALUE

320

WEIGHT

3

CLIP

20

AMMO

Energy Cell

AP

17

DMG

24

AUTO

No

ROF

3

SPREAD

2.5

CRIT % MULT

1

CRIT. DMG

24

NOTES

Unique

CONTENT

INDEX

24

AP

17

AMMO

Micro Fusion Cell

DMG

18

AP

23

AUTO

No

DMG

75

ROF

6

AUTO

No

SPREAD

0

ROF

2.7

CRIT % MULT

1.5

SPREAD

2

CRIT. DMG

18

CRIT % MULT

1.5

NOTES

Unique

CRIT. DMG

15

NOTES

3 Ammo/Shot, Unique

LASER RIFLE

Although expensive to repair and harder to find, this is an excellent mid- to long-range weapon and a perfect alternative to the Hunting Rifle when roaming the Wasteland. It inflicts relatively low damage but has a higher ROF than many other weapons. With a successful critical hit to finish off your target, your foe will be reduced to dust (but items can still be scavenged).

LASER RIFLE: WAZER WIFLE

VALUE

1000

WEIGHT

8

VALUE

900

CLIP

24

WEIGHT

8

AMMO

Micro Fusion Cell

CLIP

30

AP

17

AMMO

Micro Fusion Cell

DMG

23

AP

17

AUTO

No

DMG

28

ROF

2

AUTO

No

SPREAD

0

ROF

2

CRIT % MULT

1.5

SPREAD

0

CRIT. DMG

22

CRIT % MULT

1.5

NOTES



CRIT. DMG

28

NOTES

Unique

LASER RIFLE: METAL BLASTER

Inflicting greater damage and with a larger capacity than a regular Laser Rifle, this hard-wearing, easily repairable weapon is spectacular when used as a sniper rifle, along with the associated Perks (such as Commando, Sniper, and Concentrated Fire). It’s found during Freeform Quest: Biwwy’s Wazer Wifle, inside Little Lamplight (Zone 4.08).

MESMETRON

VALUE

1,000

WEIGHT

8

VALUE

500

CLIP

24

WEIGHT

2

AMMO

Microfusion Cell

CLIP

5

AP

17

AMMO

DMG

55

Mesmetron Power Cell

AUTO

No

AP

65

ROF

1

DMG

1

SPREAD

2.5

AUTO

No

CRIT % MULT

1.5

ROF

1

CRIT. DMG

27

SPREAD

0

NOTES

Unique

CRIT % MULT

1

CRIT. DMG

0

NOTES

Unique

Grouse grants you this unique weapon at Paradise Falls (Zone 2.08) during Miscellaneous Quest: Strictly Business. This hypnotic resonance cannon is used to daze (or “mez”) specific targets, after which Slave Collars are attached and the victims sent back to Paradise Falls for a Caps reward. Mezzing non-quest-specific humans results in a daze, attack, or head explosion.

TRAINING

Although not as hard-wearing as the Wazer Wifle, this offers nearly double the damage compared to a regular Laser Rifle. This incredible weapon has some similarities to a shotgun, firing clusters of laser fire with an excellent spread. Locate Everett in the Mill, inside The Pitt (The Pitt: Zone B), and offer him 50 Steel Ingots to obtain this impressive piece.

Using the Microfusion Cell, and found on the corpses of Super Mutant Overlords, the Tri-Beam Laser Rifle’s lives up to its name—it fires a trio of shots (three rounds at a time compared to one with other Laser Rifles). It also features a longer range, and offers more damage potential than other Laser Rifles if you have a low chance of inflicting Criticals. Balance your need for ammo with the extra punch this rifle provides.

MOTHERSHIP ZETA

CLIP

POINT LOOKOUT

9

Energy Cell

BROKEN STEEL

WEIGHT

AMMO

THE PITT

1,000

OPERATION: ANCHORAGE

VALUE

30

TOUR

2

CLIP

MISC. QUESTS

WEIGHT

MAIN QUEST

450

GEAR

VALUE

CENSUS

The property of Elder Lyons, this is found in his private chambers inside the Citadel (Zone 9.11). It is comparable to the base Pistol, but fires at double the rate when manually used and strikes with additional damage. Unlike many unique weapons, as long as you aren’t spotted, you can take this item without incurring the wrath of the Brotherhood of Steel.

LASER RIFLE: TRI-BEAM LASER RIFLE

FACTIONS & BESTIARY

LASER PISTOL: SMUGGLER’S END

APPENDICES

WEAPONS: ENERGY WEAPONS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

109

CONTENT

INDEX

Chapter 4: Wasteland Gear

MESMETRON: MICROWAVE EMITTER

VALUE

1800

500

WEIGHT

8

8

CLIP

12

CLIP

5

AMMO

Micro Fusion Cell

AMMO

Micro Fusion Cell

AP

25

DMG

45

AUTO

No

ROF

4

SPREAD

0.2

CRIT % MULT

2

CRIT. DMG

44

NOTES



VALUE WEIGHT

Don’t need the hypnotic power of the Mesmetron, but want the same bulky device in a handy aggressive battle package? Then seek out the Microwave Emitter, found in a locked Vault Room in the hidden Underground Laboratory under Point Lookout Lighthouse [PT 6.29]. Burning foes into crimson piles of ash, this offers great offensive capabilities because it ignores Armor. However, be aware of the delay between the trigger-pull and firing.

AP

30

DMG

60

AUTO

No

ROF

1

SPREAD

0

CRIT % MULT

2

CRIT. DMG

100

NOTES

Not Affected by Armor, Unique

VALUE

360

VALUE

2200

WEIGHT

3

WEIGHT

8

CLIP

16

CLIP

12

AMMO

Energy Cell

AMMO

Micro Fusion Cell

AP

21

AP

25

DMG

25

DMG

50

AUTO

No

AUTO

No

ROF

3

ROF

4

SPREAD

0.5

SPREAD

0.2

CRIT % MULT

2

CRIT % MULT

2.5

CRIT. DMG

25

CRIT. DMG

50

NOTES



NOTES

Unique

VALUE

850

WEIGHT

VALUE

1,800

6

CLIP

8

16

WEIGHT

AMMO

1

Small Energy Cell

CLIP

AP

AMMO

Electron Charge Pack

21

DMG

37

80

AP

AUTO

DMG

40

No

ROF

No

3

AUTO

SPREAD

1.6

0.5

ROF

CRIT % MULT

SPREAD

0

3

CRIT. DMG

2

75

CRIT % MULT

NOTES

CRIT. DMG

30

Unique

NOTES

Chained Energy Strikes

PLASMA PISTOL: MPLX NOVASURGE

A secretive prototype to the Enclave’s Plasma Pistol, the Novasurge functions in a very similar manner, and proves a conspiracy theory you long suspected. There are other bonuses too; the MPLX Novasurge inflicts more than three times the damage of a Plasma Pistol, with a bigger Crit % Mult too. Unfortunately, it is heavier and uses ammunition twice as quickly. Repair it using Plasma Pistols. It is found in a safe in the Debris Pile after you unlock it by hacking Reid Underwood’s Terminal inside the Mothership Zeta Cargo Hold [MZ2.11].

110

Essentially a more powerful version of the Plasma Pistol, this is an excellent short-range weapon with limited effectiveness at mid to long ranges; think of it as a shotgun that can turn a foe into a pile of steaming goop (which you can search for items the foe was carrying). These guns are found primarily on Enclave soldiers.

PLASMA RIFLE: A3-21’S PLASMA RIFLE

PLASMA PISTOL

Shooting semiautomatic and extremely hot globules of plasma at a target, the Plasma Pistol inflicts excellent damage on a target and is favorable at short range. However, when you use this weapon from longer ranges, enemies can dodge the slow-moving plasma shots, lessening the gun’s impact. These guns are mainly found on Enclave personnel.

PLASMA RIFLE

Obtain this durable Plasma Rifle from the Replicated Man at the end of Miscellaneous Quest: The Replicated Man. It inflicts more DMG, has a higher Critical Percentage Multiplier, and offers devastating combat potential: a potent rifle with a plentiful ammo supply. Acquire it once the Enclave appears for greater access to ammo and parts for repair.

TESLA CANNON

Initially air-dropped by Paladin Tristan at the commencement of your assault on Adams Air Force Base [AAFB 01], these are also found back at the Citadel, or in Resupply Crates if you head into the Air Force Base after you complete Broken Steel. Aim at the torsos of foes for extra limb damage, and at airborne Vertibirds to bring them down with a single shot (grounded Vertibirds take considerably more fire). It is an excellent, one-shot takedown weapon.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

AP

24

DMG

Varies

AUTO



ROF



SPREAD



CRIT % MULT

Varies

CRIT. DMG

Varies

NOTES

Creates Flammable Gas Cloud, Rare

Bottlecap Mines, primarily found on Work Benches across the Wasteland, are massively more powerful Frag Mines but with a wider area of effect. You will likely kill any entity (including yourself) that is caught by the explosion, so take extreme care in handling these custom Mines. For even more damage, choose the Explosives skill and Demolition Expert perk.

75

WEIGHT

0.5

CLIP



AMMO



AP

35

DMG

500

AUTO



ROF



SPREAD

1

CRIT % MULT

0

CRIT. DMG



NOTES



No

ROF



SPREAD



CRIT % MULT



CRIT. DMG



NOTES

† Temporarily immobilizes target

VALUE

25

WEIGHT

0.5

CLIP



AMMO



AP

24

DMG

100

AUTO



ROF



SPREAD



CRIT % MULT

0

CRIT. DMG



NOTES



VALUE

25

WEIGHT

0.5

FRAG GRENADE

BOTTLECAP MINE VALUE

AUTO

Shoot enemy Grenades in the air using V.A.T.S. or off a foe’s belt and retreat from the warning pointer (the blast radius is around 10 feet). A good tactic is to lob in a Grenade, then finish with gunfire (target any almost-crippled limbs your enemy now has). The longer you hold a primed Grenade, the farther you can throw it. Do extra damage with the Demolition Expert perk.

FRAG MINE CRYO GRENADE 50

CLIP



WEIGHT

0.5

AMMO



CLIP



AP

35

AMMO



DMG

100

AP

24

AUTO



DMG

—†

ROF



AUTO

No

SPREAD



ROF



CRIT % MULT

0

SPREAD



CRIT. DMG



CRIT % MULT



NOTES



CRIT. DMG



NOTES

† Temporarily immobilizes target

When encountering a Frag Mine, listen for its proximity beep and disarm it or flee before it explodes, or avoid it with the Light Step perk. Lay your own Mines (which won’t detonate if you step on them) in doorways or areas where foes will go; or Sneak to avoid detection and place Mines in areas of heavy enemy activity, then start a chain reaction of the Mines.

TRAINING

Get this from Elliott Tercorien after freeing him from Mothership Zeta’s stasis pod area [MZ1.03], and having him accompany you into the Cryo Lab, and then talking to him. Request Cryo Grenades when you return to the Engineering Core, every three hours. Although these may not be supremely useful because you have other potent Alien technology, this grenade’s ability to paralyze and freeze may be handy when used back in the Capital Wasteland, against more imposing foes.

VALUE

MOTHERSHIP ZETA



—†

POINT LOOKOUT

AMMO

These are obtained in exactly the same way as the Cryo Grenade, during your expedition through Mothership Zeta and meeting with Elliott Tercorien [MZ1.03] after returning from the Cryo Lab [2.04]. These mines paralyze and freeze their foes instead of damaging them. Use them to gain additional time if you’re swarmed by foes, or want to stop enemies in their tracks.

35

DMG

BROKEN STEEL



AP

THE PITT

CLIP



OPERATION: ANCHORAGE

0.5



AMMO

TOUR

WEIGHT

0.5

CLIP

MISC. QUESTS

50

WEIGHT

MAIN QUEST

Find this rare Grenade in Excavated Muck Holes across Point Lookout. When thrown, it deploys a cloud of gas, which can then be ignited by explosives, firearms, etc. The force of the blast knocks a foe back, briefly stunning them, rather than inflicting a large amount of damage. For this reason, Bio-Gas Canisters are best used to remove a threat (or multiple threats) before fleeing, rather than for actually killing them.

VALUE

25

GEAR

BIO-GAS CANISTER

VALUE

CENSUS

CRYO MINE

FACTIONS & BESTIARY

Grenades & Mines

APPENDICES

WEAPONS: GRENADES & MINES

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

111

CONTENT

INDEX

Chapter 4: Wasteland Gear

NUKA GRENADE

PULSE GRENADE

Essentially a much more potent Frag Grenade, the Nuka Grenade explodes with a blue fireball. Radiation causes additional damage thanks to the Nuka-Cola Quantum in the recipe. They are highly damaging to a single foe or a cluster of nearby enemies and can occasionally be found on Work Benches. Due to the low number of Quantums, they are rarely made by hand.

VALUE

50

VALUE

40

WEIGHT

0.5

WEIGHT

0.5

CLIP



CLIP



AMMO



AMMO



AP

24

AP

24

DMG

500

DMG

10

AUTO



AUTO



ROF



ROF



SPREAD

0

SPREAD



CRIT % MULT

0

CRIT % MULT

0

CRIT. DMG



CRIT. DMG



NOTES



NOTES



PULSE MINE

PLASMA GRENADE

The next step up in the Grenade’s evolution, these explosive devices are mainly carried by Enclave Soldiers. They detonate upon contact with a foe and, like Plasma Pistols and Plasma Rifles, engulf an area around the detonation point with superheated plasma. They are even more deadly if you have the Demolition Expert perk. The only downside is their rarity.

VALUE

40

VALUE

50

WEIGHT

0.5

WEIGHT

0.5

CLIP



CLIP



AMMO



AMMO



AP

35

AP

24

DMG

10

DMG

150

AUTO



AUTO



ROF



ROF



SPREAD



CRIT % MULT

0

CRIT. DMG



NOTES



SPREAD



CRIT % MULT

0

CRIT. DMG



NOTES



The Mine counterpart of the Pulse Grenade, this inflicts a massive EMP globe of destruction that only lightly damages humans but devastates robots. Mechanical and human enemies set them off, but hovering Mister Gutsys may pass over them; shoot the Mine to explode it if this occurs. Use the Light Step perk to avoid triggering enemy Mines. Pulse Mines are usually found on Talon Mercs.

Melee Weapons

PLASMA MINE

These can be used like a more-powerful Frag Mine, but they bathe the target in the same superheated plasma as the Pistols and Rifles the Enclave use. When ambushing foes, place Frag Mines in high-traffic areas. These Mines don’t harm their user, and you can avoid enemy Plasma Mines if you have the Light Step perk.

112

Unlike Plasma and Frag Grenades, Pulse Grenades (often found on Talon Mercs) inflict only minor damage against flesh-based foes. Save them for robots, who are fried by the EMP burst and are left temporarily paralyzed, allowing you to finish them off without retaliation. The Demolition Expert perk increases their damage.

VALUE

50

WEIGHT

0.5

CLIP



AMMO



AP

35

DMG

150

AUTO



ROF



SPREAD



CRIT % MULT

0

CRIT. DMG



NOTES



AUTO AXE

Sharing some basic qualities with the Ripper but more impressive and harmful, the Auto Axe is a Steel Saw fitted with car engine parts to increase its attack damage. Obtain the initial Auto Axe in The Pitt (The Pitt: Zone B) from a Pitt Slave named Marco. The weapon can tear through foes quickly; hold down attack to inflict continuous enemy damage.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

VALUE

200

WEIGHT

20

CLIP

1

AMMO



AP

65

DMG

35

AUTO

Yes

ROF

1

SPREAD

0

CRIT % MULT

0

CRIT. DMG

0

NOTES



CONTENT

INDEX

55

WEIGHT

20

WEIGHT

6

CLIP

1

CLIP



AMMO



AMMO



AP

65

AP

30

DMG

35

DMG

25

AUTO

Yes

AUTO



ROF

1

ROF



SPREAD

0

SPREAD



CRIT % MULT

0

CRIT % MULT

2

CRIT. DMG

0

CRIT. DMG

40

NOTES

Unique

NOTES

When Landing Killing Blow, Likely to Dismember and Restore 5 AP, Unique

3

AMMO



CLIP



AP

50

AMMO



DMG

45

AP

25

AUTO

Yes

DMG

9

ROF

1

AUTO



SPREAD

0

ROF



CRIT % MULT

0

SPREAD



CRIT. DMG

0

CRIT % MULT

1

NOTES

Unique

CRIT. DMG

9

NOTES



AXE

CHINESE OFFICER’S SWORD

VALUE

60

WEIGHT

6

VALUE

75

CLIP



WEIGHT

3

AMMO



CLIP



30

AMMO



DMG

20

AP

28

AUTO



DMG

10

AUTO



ROF



SPREAD



CRIT % MULT

2

CRIT. DMG

15

NOTES



AP

ROF



SPREAD



CRIT % MULT

2

CRIT. DMG

30

NOTES



An excellent default melee weapon, this is found sometimes on Raiders and on Chinese Remnant Army Officers. Although more damaging than the Baseball Bat, this is still a low-damage-inflicting weapon, but it swings quickly, making it more effective to use in manual (rather than V.A.T.S.) combat. Swing and cut into your foe, and hope for the best.

TRAINING

Repair this using other Axes. Suffering the same shortfalls as many other close combat weapons (you can’t strike foes at range), this still offers a good amount of damage when it strikes a foe, and Axes are plentiful across Point Lookout. Due to its sharp edge and higher damage, it is certainly preferred over a Shovel. It is used mainly by Swampfolk, but also carried by Tribals.

One of the first weapons you can use on your escape through Vault 101, this allows you to knock down foes relatively easily. As you progress, supplant the Baseball Bat with other, deadlier melee weapons. Use it only when you need to save rangedweapon ammo, and you haven’t yet discovered more damaging attacks.

OPERATION: ANCHORAGE

55

WEIGHT

TOUR

VALUE

1

MISC. QUESTS

20

CLIP

MAIN QUEST

WEIGHT

GEAR

200

CENSUS

The most powerful Auto Axe against nonarmored foes, this devastating and gruesome weapon is designed to cut through flesh and bone. The Mauler is a good primary weapon. All Auto Axes and Steel Saws can be used to repair it. Get it from Everett once you collect 80 Steel Ingots during Freeform Quest: Mill Worker. The Better Criticals and Ninja perks increase its Critical Damage.

BASEBALL BAT

VALUE

FACTIONS & BESTIARY

AUTO AXE: THE MAULER

Everything you need to know about this Unique Axe is contained in its name: It is viciously effective at de-limbing a foe and restoring Action Points so you can continue your frenzy of chopping. This is limb-crippling fun, and you can Repair it with other Axes. Swap to it the moment you get it, from Plik once you complete Miscellaneous Quest: Plik’s Safari inside the Coastal Grotto [PL 3.17].

MOTHERSHIP ZETA

VALUE

POINT LOOKOUT

200

THE PITT

VALUE

BROKEN STEEL

AXE: THE DISMEMBERER

AUTO AXE: MAN OPENER

This has identical stats to a regular Auto Axe, with one important difference: It ignores the DR of a foe’s armor, so it’s excellent against armored foes (unlike the Mauler). Switch to this unique weapon when you find it on the bed in the Supply Plant (The Pitt: Zone E); use it until you acquire the Mauler. The Better Criticals and Ninja perks increase its Critical Damage.

APPENDICES

WEAPONS: MELEE WEAPONS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

113

CONTENT

INDEX

Chapter 4: Wasteland Gear

CHINESE OFFICER’S SWORD: JINGWEI’S SHOCKSWORD

Found in the VSS Armory (OA.U.2), this enhanced Sword inflicts extra electrical damage (Shock Damage 2/5 sec.), and if it causes a critical strike, it reduces a foe to a pile of dust. Sneak with this weapon for excellent results. This powerful attack weapon should be your main tool in close-assault fighting. Repair using Chinese Officer’s Swords.

VALUE

500

VALUE

65

WEIGHT

3

WEIGHT

1

CLIP

1

CLIP



AMMO



AMMO



AP

28

AP

17

DMG

35

DMG

10

AUTO

No

AUTO



ROF

1

ROF



SPREAD

0

SPREAD



CRIT % MULT

2

CRIT % MULT

3

CRIT. DMG

25

CRIT. DMG

13

NOTES

Unique

NOTES

Unique

CHINESE OFFICER’S SWORD: VAMPIRE’S EDGE

Obtained from Vance’s quarters in the Meresti Trainyard (Zone 5.05), this unique weapon is worth repairing. Once made more durable, it exhibits faster attack swings than a regular Sword, and it has a better critical chance and an incredibly low weight, making it extremely flexible, easy to carry, and very damaging when you consider the number of attacks you can inflict.

114

Essentially an improved Combat Knife that offers better overall damage and can be repaired using Combat Knives, Occam’s Razor is located on the body of Commander Jabsco, leader of the Talon Company forces inside Fort Bannister (Zone 4.11). As with a normal Combat Knife, get in closer to your foe than you would with other melee weapons, and attack manually or through V.A.T.S..

COMBAT KNIFE: STABHAPPY

VALUE

400

VALUE

65

WEIGHT

1

WEIGHT

1

CLIP



CLIP



AMMO



AMMO



AP

28

AP

17

DMG

15

DMG

10

AUTO



AUTO



ROF



ROF



SPREAD



SPREAD



CRIT % MULT

3

CRIT % MULT

4

CRIT. DMG

20

CRIT. DMG

15

NOTES

Unique

NOTES

Unique

VALUE

50

WEIGHT

1

VALUE

20

CLIP



WEIGHT

1

AMMO



CLIP



AP

17

AMMO



DMG

7

AP

20

AUTO



DMG

4

ROF



AUTO



SPREAD



ROF



CRIT % MULT

3

SPREAD



CRIT. DMG

13

CRIT % MULT

1

NOTES



CRIT. DMG

4

NOTES



COMBAT KNIFE

A useful weapon for Raiders and Talon Company Mercs throughout the Wasteland, Combat Knives are relatively common and are a good alternative to a Baseball Bat when you’re starting out on your adventures. The blade’s short length means you must be closer to your target compared to other melee weapons, but it’s still reasonably effective.

COMBAT KNIFE: OCCAM’S RAZOR

The most potent Combat Knife, find Stabhappy in the Bethesda Suburbs (Raid Shack Zone 6.M). With a higher Critical Multiplier and low Action Points, those seeking optimal killing potential should pour points into stats (Strength, Luck) and Perks (Finesse, Survivor Guru, Ninja) that increase their chances of Criticals, leading to arterial sprays and screaming deaths.

KNIFE

Although it’s easier to swing than the Baseball Bat, the Knife inflicts a rather pitiful amount of damage. However, you can get in a few more stabs than other weapons due to the low Action Points it takes to swipe at a foe. Knives are plentiful and are usually located in kitchens, where operations occur, or on Raiders. Another weapon to begin your adventure with.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

AMMO



AP

20

AP

24

DMG

4

DMG

9

AUTO



AUTO



ROF



ROF



SPREAD



SPREAD



CRIT % MULT

1

CRIT % MULT

1

CRIT. DMG

4

CRIT. DMG

18

Unique

NOTES



NOTES

NAIL BOARD

KNIFE: RITUAL KNIFE

Located deep within the Ritual Site [PL 5.25] that the Swampfolk frequent, and deep in the corpse of a sacrificial body, this features an excellent attack capability with little expenditure of Action Points. This, accompanied by the great Critical Hit Multiplier (which in turn should be further augmented with perks you’ve chosen to complement a close melee style of play) creates a weapon that’s as deadly as it is difficult to acquire.

VALUE

20

VALUE

30

WEIGHT

1

WEIGHT

4

CLIP



CLIP



AMMO



AMMO



AP

12

AP

27

DMG

6

DMG

8

AUTO



AUTO



ROF



ROF



SPREAD



SPREAD



CRIT % MULT

3

CRIT % MULT

0

CRIT. DMG

18

CRIT. DMG



NOTES

Unique

NOTES



KNIFE: TOY KNIFE

While not exhibiting spectacular combat damage, the Nail Board’s length allows you to inflict wounds from a little farther away than Combat Knives. You can also swing this weapon quickly and effectively, making up for the light damage it causes. This melee weapon is favored by Super Mutants. Strike enemies using V.A.T.S., as manual attacks can easily be blocked.

NAIL BOARD: BOARD OF EDUCATION

VALUE

20

WEIGHT

1

VALUE

60

CLIP



WEIGHT

4

AMMO



CLIP



AP

10

AMMO



DMG

1

AP

27

AUTO



DMG

12

ROF



AUTO



SPREAD



ROF



CRIT % MULT

1

SPREAD



CRIT. DMG

10

CRIT % MULT

1

NOTES

Unique

CRIT. DMG

12

NOTES

Unique

Find this unique weapon in the remote Wastelander-holding area known as the Clifftop Shacks (Zone 2.04). Its strengths and weaknesses are similar to a regular Nail Board (which can be used to repair this weapon), but with the slight added benefit that it can cause a critical strike. Use this early in your adventure if you’re seeking slightly longer-range melee combat.

TRAINING

Found near a Turtledove Detention Center Perimeter Sign [PL 2.G], on a small crate at the base of a tree, this weapon is often overlooked, and with good reason—it is almost entirely useless! With very low Health, this breaks constantly (sometimes during a single fight!), and although has the lowest Action Point cost of any weapon, the stabs you attempt are feeble. Save this for costume pranks with a Pint-Sized Slasher Mask.

A basic, common melee weapon (search structure interiors and Raider corpses), consider replacing your Baseball Bat with the Lead Pipe as you begin your adventure, as it enables more overall damage. Like the Baseball Bat, it’s better to use in V.A.T.S., as manual combat can allow enemies to block your attacks, which are otherwise quickly administered.

MOTHERSHIP ZETA



POINT LOOKOUT



AMMO

BROKEN STEEL

3

CLIP

THE PITT

WEIGHT



OPERATION: ANCHORAGE

1

CLIP

TOUR

WEIGHT

MISC. QUESTS

75

MAIN QUEST

VALUE

GEAR

30

CENSUS

VALUE

FACTIONS & BESTIARY

LEAD PIPE

KNIFE: ANT’S STING

A great unique weapon to use early in your adventure, it’s easily repaired due to the plentiful supply of Knives. Found near the AntAgonizer’s Lair (Zone 6.01) when you side with her during Miscellaneous Quest: The Superhuman Gambit, this Knife has the bonus of poisoning foes when you strike them successfully. You can leave a wounded foe to die and move on to the next one.

APPENDICES

WEAPONS: MELEE WEAPONS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

115

CONTENT

INDEX

Chapter 4: Wasteland Gear

REPELLENT STICK

POLICE BATON

An alternative to the Baseball Bat, you might pick up the Police Baton during your Escape from Vault 101. It has quick strikes that you can perform repeatedly. It’s preferable to use V.A.T.S. to prevent enemies from blocking your strikes. This is a good backup to your Baseball Bat and is easily sold for quick Caps on your way to finding a more devastating armament.

VALUE

70

VALUE

120

WEIGHT

2

WEIGHT

3

CLIP



CLIP



AMMO



AMMO



AP

25

AP

40

DMG

4

DMG

1

AUTO



AUTO



ROF



ROF



SPREAD



CRIT % MULT

0

CRIT. DMG



NOTES

Unique

SPREAD



CRIT % MULT

1

CRIT. DMG

4

NOTES



POOL CUE

RIPPER

This is another standard melee weapon with limited combat potential. You are better off collecting and selling these for profit rather than using them in combat. They inflict low amounts of harm and are often found on billiard tables and on Raiders’ bodies. They tend to break easily but can offer impressive facial damage to a victim, bloodying their heads during combat.

VALUE

15

VALUE

100

WEIGHT

1

WEIGHT

6

CLIP



CLIP



AMMO



AMMO



AP

27

AP

65

DMG

3

DMG

30

AUTO



AUTO



ROF



ROF



SPREAD



SPREAD



CRIT % MULT

0

CRIT % MULT

0

CRIT. DMG



CRIT. DMG



NOTES



NOTES



POOL CUE: THE BREAK

This unique Pool Cue, easily taken from the pool table in Paradise Falls (Zone 2.08), offers longer-range melee damage than shorter weapons and a higher damage per strike, which can be quickly inflicted multiple times. The Break is much harder-wearing than normal Pool Cues and offers a small chance at a critical strike. It is extremely light too.

116

Given to you by Megaton’s Moira Brown (Zone 8.03) during Miscellaneous Quest: Wasteland Survival Guide, this is basically a stick. Sticks don’t fare well against most foes, but there are two you should strike with this: Radroaches and Mole Rats. The repellent on the stick’s end explodes the critters’ heads after a few seconds, making this useful strictly for vermin control.

Difficult to find (although a shed in Andale [Zone 8.07] has quite a collection), this has a benefit matched only by the Auto Axe: You can hold down your attack to continuously savage your foe with its serrated blade. Although repeated rough combat can decrease the Ripper’s efficiency, it is much easier to wield in V.A.T.S., and the damage inflicted is impressive.

RIPPER: JACK

VALUE

50

VALUE

200

WEIGHT

1

WEIGHT

6

CLIP



CLIP



AMMO



AMMO



AP

27

AP

65

DMG

6

DMG

30

AUTO



AUTO



ROF



ROF



SPREAD



SPREAD



CRIT % MULT

1

CRIT % MULT

1

CRIT. DMG

6

CRIT. DMG

15

NOTES

Unique

NOTES

Unique

A good alternative to a unique Auto Axe, find Jack on or near an Enclave Officer in the Deathclaw Sanctuary (Zone 1.07); it’s available only after the Enclave appear throughout the Wasteland. Augment its Critical chance with Perks (Better Criticals, Ninja) to increase the number of hits to a target per second: It becomes a shockingly powerful weapon. Repair using Rippers.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

70

WEIGHT

1

WEIGHT

2

CLIP



CLIP



AMMO



AMMO



AP

19

DMG

20

AUTO

No

ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

4

NOTES





CRIT % MULT

0

CRIT. DMG



NOTES



SAMURAI SWORD

Belonging to the Samurai Toshiro Kago, but found on a shelf surrounded by First Aid Boxes in Mothership Zeta’s Waste Disposal system [MZ2.09], this is a devastating melee weapon, inflicting more damage per swing than any other. And although it lacks fancy additional damage effects (compared to the Shishkebab, for example), its low AP means it can be wielded both effectively and more quickly.

VALUE

75

WEIGHT

3

VALUE

70

CLIP



WEIGHT

2

AMMO



CLIP



AP

19

AMMO



DMG

24

AP

15

AUTO

No

DMG

25

ROF



AUTO

No

SPREAD



ROF



CRIT % MULT

2

SPREAD



CRIT. DMG

40

CRIT % MULT

1

NOTES

Unique

CRIT. DMG

4

NOTES

Unique

SHISHKEBAB

Found in a small windowed room in Mothership Zeta’s Engine Room [MZ2.10], this unique Shock Baton inflicts normal damage, but doesn’t shock its victims; instead when a Critical is scored, the foe drops to the ground in a nervous spasm, mimicking the effects of the Victory Rifle. This is handy, because the victim is prone and easily finished or fled from.

SHOVEL

VALUE

200

WEIGHT

3

VALUE

55

CLIP



WEIGHT

3

AMMO



CLIP



AP

28

AMMO



DMG

35

AP

20

DMG

12

AUTO



ROF



AUTO



ROF



Shovels are more of an implement than a weapon, and feature less impressive capabilities than the equally common Axe. Collect Shovels to Repair the Unique Fertilizer Shovel. You can use them to dig up burial mounds and holes for a greater selection of items, although there aren’t many opportunities for this.

SPREAD

0

CRIT % MULT

2

SPREAD



CRIT. DMG

24

CRIT % MULT

3



CRIT. DMG

20

NOTES



NOTES

TRAINING

Constructed from schematics, the Shishkebab delivers astonishing damage (especially per second), making it arguably the finest melee weapon available. Boost Critical Damage with the Better Criticals and Ninja perks. A successful hit also sets foes on fire, so the Pyromaniac perk allows for even more damage. Beware: in areas with a gas leak, having this drawn can ignite the gas.

SHOCK BATON: ELECTRO-SUPPRESSOR

THE PITT



SPREAD

OPERATION: ANCHORAGE

ROF

TOUR

AUTO



MISC. QUESTS

3

MAIN QUEST

24

DMG

GEAR

AP

The first piece of Alien technology you recover during your exploration of Mothership Zeta, these melee weapons are exclusively used by Aliens, and work in a similar manner to the Police Baton, shocking the victim with damage, and after a Critical death, turning a foe into an ash pile. Compare this to your other melee weapons before deciding whether to use it, but the number available on the Mothership make it a recommended weapon during extraterrestrial expeditions.

MOTHERSHIP ZETA

VALUE

POINT LOOKOUT

10

CENSUS

Use this only in desperation or if you want to prove your prowess and shame an enemy! This has some of the least impressive statistics of all weapons and should be pocketed (or dropped, as its selling price is low too). A simulated Rolling Pin is also available for a few moments in Tranquility Lane (Zone 7.03), with significantly improved statistics.

VALUE

BROKEN STEEL

SHOCK BATON

FACTIONS & BESTIARY

ROLLING PIN

APPENDICES

WEAPONS: MELEE WEAPONS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

117

CONTENT

INDEX

Chapter 4: Wasteland Gear

SHOVEL: FERTILIZER SHOVEL

If you can convince Croatoa to hand you this fancy Shovel in the Ark & Dove Cathedral [PL 3.13], you’ll find it inflicts continuous poison strikes for 10 seconds after a successful attack. Because this damage is “stackable” (each subsequent attack has the same potency of the original poison strike), you can pile on the damage in moments, and have a writhing foe down for the count in seconds. You must add this truly impressive melee weapon to your collection.

VALUE

55

VALUE

200

WEIGHT

3

WEIGHT

20

CLIP



CLIP

1

AMMO



AMMO



AP

20

AP

65

DMG

15

DMG

16

AUTO



AUTO

Yes

ROF



ROF

1

SPREAD



SPREAD

0

CRIT % MULT

3

CRIT % MULT

0

CRIT. DMG

30

CRIT. DMG

0

NOTES

Poison 4, 10 Seconds, Unique

NOTES



VALUE

180

WEIGHT

20

CLIP



AMMO



AP

38

DMG

25

AUTO



ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

25

NOTES



The standard equipment used by most Pitt Slaves to cut metal. It can also cut skin and bone, so it is useful in a pinch but is superseded by the far more powerful Auto Axe. Collect and use this weapon as spare parts to repair any Auto Axes you are collecting. As each weapon looks identical, don’t forget to equip the right one!

SUPER SLEDGE

SLEDGEHAMMER

A large and brutal melee weapon with a long range (for a close-combat bludgeoning device), Sledgehammers are usually found on Raiders and Super Mutants and deliver good pounding damage. Although certainly not sophisticated, they are an excellent upgrade from a Baseball Bat.

VALUE

130

WEIGHT

12

CLIP



AMMO



AP

38

DMG

20

AUTO



ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

10

NOTES



Found in the Anchorage War Memorial’s labyrinthine underground section (Zone 9.06), the Tenderizer features all the pounding power of a regular Sledgehammer (and is repaired using any Sledgehammer), plus it delivers additional damage to an enemy’s armor, crushing both flesh and metal in a single swing. It’s a powerful and impressive weapon to wield.

The logical final step in the evolution of the massive hammering implement, the Super Sledge is a powerful (if unwieldy) weapon in the right hands. Used mainly by Super Mutant Masters, some Brotherhood of Steel members, and slavers in Paradise Falls, it delivers impressive crushing damage to a foe.

SUPER SLEDGE: FAWKES’ SUPER SLEDGE

SLEDGEHAMMER: THE TENDERIZER

118

STEEL SAW

VALUE

230

VALUE

300

WEIGHT

12

WEIGHT

18

CLIP



CLIP



AMMO



AMMO



AP

38

AP

38

DMG

30

DMG

32

AUTO



AUTO



ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

32

NOTES

Unique

ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

15

NOTES

Unique

Carried by the friendly and powerful Fawkes, and accessible once you free him in Vault 87 [4.06] during Main Quest: Finding the Garden of Eden, trade with him before he finds the G.E.C.K. if you don’t wish to slay him. Fawkes’ Super Sledge is incredibly powerful and well worth wielding for the additional damage bonus. Repair it using normal Super Sledges.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

1

VALUE

75

CLIP



WEIGHT

5

AMMO



CLIP



AP

18

AMMO



DMG

5

AP

27

AUTO



DMG

10

ROF



AUTO



SPREAD



ROF



CRIT % MULT

2

SPREAD



CRIT. DMG

9

CRIT % MULT

1

NOTES



CRIT. DMG

10

NOTES

Unique

50

VALUE

50

1

WEIGHT

1

CLIP



CLIP

12

AMMO



AMMO



AP

18

AP

17

DMG

10

DMG

7

AUTO

No

ROF

1

SPREAD

0

CRIT % MULT

3

CRIT. DMG

13

NOTES



ROF



SPREAD



CRIT % MULT

2.5

CRIT. DMG

13

NOTES

Unique

This rusty mechanic’s tool is quite common and is usually found where Raiders are or within the catacombs of Metro Stations. It doesn’t pack the Sledgehammer’s considerable damage, but it does land quickly and repeatedly; V.A.T.S. targeting is preferred so enemies don’t block you during combat. A good first upgrade to your Baseball Bat.

THE PITT

Small Guns

TIRE IRON VALUE

40

WEIGHT

3

CLIP



AMMO



AP

27

DMG

6

AUTO



ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

6

NOTES



10MM PISTOL

Aside from the BB Gun, the N99 10mm Pistol is likely to be the first ranged weapon you can access. As with any ranged weapon, the more damaged the weapon is, the more likely you are to jam, miss, and inflict less damage to a target. This is an excellent backup weapon, due to the abundance of ammunition and parts, and it is light enough to be collected and sold for Caps.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

OPERATION: ANCHORAGE



TOUR

AUTO

Technically a variant of the Combat Knife, the Trench Knife inflicts almost exactly the same damage as a Combat Knife, is repaired using Combat Knives, and differs primarily in its rarity. It is found inside the Outcast Outpost’s VSS Armory (OA.U.2) once Operation: Anchorage is complete. It is reasonably effective in violent altercations.

MAIN QUEST

Offering nearly double the damage of a regular Switchblade, this belongs to Butch DeLoria. It’s accessible during Miscellaneous Quest: Trouble on the Homefront. Take it from Butch by force inside Vault 101 (Zone 8.01) or, if you find him at the Muddy Rudder in Rivet City (Zone 9.15), take it by violence or by convincing him to be your Follower.

MISC. QUESTS

WEIGHT

VALUE

225

WEIGHT

3

CLIP

12

AMMO

10mm Round

AP

17

DMG

9

AUTO

No

ROF

6

SPREAD

0.5

CRIT % MULT

1

CRIT. DMG

9

NOTES



119

GEAR

VALUE

TRENCH KNIFE

CENSUS

SWITCHBLADE: BUTCH’S TOOTHPICK

Found inside Dominic’s and Machete’s garage in Canterbury Commons (Zone 6.02), this unique Tire Iron inflicts more damage than a regular Tire Iron (which can be used to repair this weapon) but not as much as some other, ordinary melee weapons, such as the Sledgehammer. As with the Tire Iron, inflict damage in V.A.T.S. so your foes don’t block you.

MOTHERSHIP ZETA

WEIGHT

POINT LOOKOUT

35

BROKEN STEEL

VALUE

FACTIONS & BESTIARY

Another melee weapon you should wield only before obtaining more impressive close-quarter implements, the Switchblade is better than a Baseball Bat, as it has a slightly higher Critical chance, can inflict slightly more damage, and weighs next to nothing. Otherwise nondescript, Switchblades appear on the bodies of some Raiders and on Talon Company Mercs.

TIRE IRON: HIGHWAYMAN’S FRIEND

TRAINING

SWITCHBLADE

APPENDICES

WEAPONS: SMALL GUNS

CONTENT

INDEX

Chapter 4: Wasteland Gear

10MM PISTOL: COLONEL AUTUMN’S 10MM PISTOL

Although carried by Colonel Autumn when you face him inside the Jefferson Memorial during Main Quest: Take It Back!, this unique firearm is available during your reconnoiter of Raven Rock (Zone 1.01); it is inside Colonel Autumn’s quarters. It is worth locating, as it inflicts around double the damage of a regular 10mm Pistol. It is repaired using regular Pistols.

10MM SUBMACHINE GUN: SYDNEY’S 10MM “ULTRA” SMG

VALUE

325

VALUE

430

WEIGHT

3

WEIGHT

5

CLIP

12

CLIP

50

AMMO

10mm Round

AMMO

10mm Round

AP

17

AP

20

DMG

13

DMG

9

AUTO

No

AUTO

Yes

ROF

6

ROF

10

SPREAD

1.5

CRIT % MULT

1

CRIT. DMG

9

NOTES

Unique

SPREAD

0.5

CRIT % MULT

1

CRIT. DMG

13

NOTES

Unique

10MM PISTOL: SILENCED

A rare variant of the 10mm Pistol, this is designed for stealthy use (ideally during a Sneak attack while optionally using a Stealth Boy), and is one of only two silent guns (the other is the Dart Gun). It offers an initial attack that can kill a foe without alerting others nearby, at the expense of a slight decrease in damage. Repair this using the regular 10mm Pistol.

.32 PISTOL

VALUE

250

VALUE

110

WEIGHT

3

WEIGHT

2

CLIP

12

CLIP

5

AMMO

10mm Round

AMMO

.32 Caliber Round

AP

21

AP

20

DMG

8

DMG

6

AUTO

No

AUTO

No

ROF

6

ROF

6

SPREAD

0.5

SPREAD

0.5

CRIT % MULT

2

CRIT % MULT

1

CRIT. DMG

5

CRIT. DMG

6

NOTES



NOTES



10MM SUBMACHINE GUN

An excellent, rapid-fire automatic weapon, especially at close range, this gun is frequently used by slavers and Raiders. It’s less impressive at mid and long range due to its spread, which makes it inaccurate. Although it goes through ammo quickly, it shouldn’t be underestimated and is a good secondary firearm. It’s great for attacking charging foes such as Ghouls.

120

This is more powerful and holds more ammo than a regular 10mm SMG. Get it from Sydney the relic hunter; steal it or kill her for it as she’s fighting Super Mutants in the National Archives (Zone 17.11). If you found A Note from Little Moonbeam’s Father at the Statesman Hotel (Zone 12.08), give it to Sydney (usually at Rivet City Zone 9.15) in exchange for the gun.

VALUE

330

WEIGHT

5

CLIP

30

AMMO

10mm Round

AP

20

DMG

7

AUTO

Yes

ROF

10

SPREAD

1.5

CRIT % MULT

1

CRIT. DMG

7

NOTES



Although not automatic (the ROF depends on your trigger finger’s speed when manually firing), this pistol is a favorite of Raiders but is significantly less potent than the equally common 10mm Pistol. It is worth more as an item to sell than as a firearm. The Hunting Rifle is far more effective and uses the same ammo, so you may wish to holster this pistol permanently.

.32 PISTOL: WILD BILL’S SIDEARM

Wild Bill is a Pitt Slave, determined to save his brethren from certain death during the collection of Steel Ingots in The Pitt. Find the weapon on Wild Bill, who is slumped in a corner.Essentially the same as a regular .32 Pistol, complete with its less-than-effective damage and manual firing capacity, it’s worth obtaining for your collection or for the Caps.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

VALUE

250

WEIGHT

2

CLIP

5

AMMO

.32 caliber

AP

20

DMG

10

AUTO

No

ROF

1

SPREAD

0.5

CRIT % MULT

1

CRIT. DMG

15

NOTES

Unique

CONTENT

INDEX

35

AUTO

No

ROF

2.25

SPREAD

0.3

CRIT % MULT

2

CRIT. DMG

35

NOTES



SCOPED .44 MAGNUM: BLACKHAWK

Obtained after you locate some Sheet Music Paper for Agatha (Zone 5.06) after completing Miscellaneous Quest: Agatha’s Song, this is a truly exceptional one-handed weapon. It has devastating power and excellent accuracy at any range, and is scoped for sniping. Adventurers who like manual aim should seek out this unique weapon. The only shortfall is the relatively rare ammo.

.44 Round, Magnum

AP

32

DMG

45

AUTO

No

ROF

2.25

SPREAD

3

CRIT % MULT

2

CRIT. DMG

35

NOTES

Unique

ASSAULT RIFLE

VALUE

500

VALUE

300

WEIGHT

4

WEIGHT

7

CLIP

6

CLIP

24

AMMO

.44 Round, Magnum

AMMO

5.56mm Round

AP

23

DMG

8

AUTO

Yes

ROF

8

SPREAD

1.5

CRIT % MULT

1

CRIT. DMG

8

NOTES



VALUE

36

WEIGHT

2

CLIP

100

AMMO

BB

AP

28

DMG

4

AUTO

No

ROF

0.75

SPREAD

0.5

CRIT % MULT

1

CRIT. DMG

4

NOTES



AP

32

DMG

55

AUTO

No

ROF

2.25

SPREAD

0.3

CRIT % MULT

2

CRIT. DMG

45

NOTES

Unique

A staple in many adventurers’ arsenals, the Assault Rifle inflicts more damage than the 10mm Submachine Gun. It fires automatically and can rake enemies effectively at close range with constant bursts. Although less than impressive at range, the Assault Rifle ammo and additional weapons for repair are plentiful. However, the Chinese Assault Rifle is more damaging.

BB GUN

SCOPED .44 MAGNUM: CALLAHAN’S MAGNUM VALUE

750

WEIGHT

4

CLIP

6

AMMO

.44 Round, Magnum

AP

25

DMG

65

AUTO

No

ROF

2.25

SPREAD

0.3

CRIT % MULT

2

CRIT. DMG

50

NOTES

Unique

When a weapon needs a few shots to kill a Radroach, you know it isn’t made for hardy adventuring. A gift on your tenth birthday, this is the least powerful ranged weapon available and should be sold or stored as a memento of happier times. You can use it as a tertiary weapon to take out or wound weaker enemies if you need to conserve the ammo of your more powerful weapons.

TRAINING

If you thought that the Blackhawk was the pinnacle of hand-cannon technology, think again. It’s almost worth destroying the Citadel [9.11] to access the Armory and this spectacularly powerful gun. It inflicts more damage, does damage over time, and is easier to fire than the Blackhawk. It also has a favorable AP cost compared to the Blackhawk. It is simply brutal at popping heads or inflicting single, highly damaging shots into larger foes.

Lacking the scope of the other types of Magnum, Paulson’s Revolver must be prized out of the cowboy’s cold, dead hands any time after he’s thawed out in the Engineering Core [MZ1.03] of Mothership Zeta. Although it uses the same bullets, it fires multiple (nine) shots per burst, enabling frequent Critical Hits if used when aiming manually. It is well worth bench-testing and adding to your inventory.

AMMO

MOTHERSHIP ZETA

DMG

6

POINT LOOKOUT

32

4

CLIP

BROKEN STEEL

AP

WEIGHT

THE PITT

.44 Round, Magnum

300

OPERATION: ANCHORAGE

AMMO

VALUE

TOUR

6

MISC. QUESTS

4

CLIP

MAIN QUEST

WEIGHT

GEAR

300

CENSUS

An uncommon and powerful hand-cannon, the Scoped .44 Magnum is a one-shot kill weapon that inflicts impressive damage. Despite needing to be reloaded constantly and having a relatively slow rate of fire, the gun’s power cannot be understated. With the attached scope, you can use it to off enemies at midrange, making this a truly useful and sought-after weapon.

VALUE

SCOPED .44 MAGNUM: PAULSON’S REVOLVER

FACTIONS & BESTIARY

SCOPED .44 MAGNUM

APPENDICES

WEAPONS: SMALL GUNS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

121

CONTENT

INDEX

VALUE

500

CHINESE PISTOL: ZHU-RONG V418

WEIGHT

7

VALUE

290

CLIP

24

WEIGHT

2

AMMO

5.56mm Round

CLIP

10

AP

23

AMMO

10mm Round

DMG

11

AP

17

AUTO

Yes

DMG

4

ROF

8

AUTO

No

SPREAD

1.5

ROF

4.5

CRIT % MULT

1

SPREAD

1

CRIT. DMG

10

CRIT % MULT

2

NOTES



CRIT. DMG

4

NOTES

Unique

400

VALUE

200

WEIGHT

7

WEIGHT

7

CLIP

36

CLIP

12

AMMO

5.56mm Round

AMMO

Shotgun Cell

AP

23

AP

27

DMG

55

AUTO

No

ROF

1.5

SPREAD

3

CRIT % MULT

1

CRIT. DMG

27

NOTES



Chapter 4: Wasteland Gear

CHINESE ASSAULT RIFLE

An excellent general-purpose firearm that packs more punch than the Assault Rifle (and degrades more slowly), but is also less common. It is well worth locating Mama Dolce’s Processed Foods (Zone 16.05), which has many of them guarded by Chinese Remnant Soldiers. The ammo is common to both Assault Rifle types. Fire at mid or close range in bursts to conserve ammo.

CHINESE ASSAULT RIFLE: XUANLONG VALUE

After completing Freeform Quest: Jiggs’ Loot inside the Museum of Technology (Zone 17.10), journey to Jury Street Metro Station (Zone 5.13) and search Prime’s body at the diner for this unique weapon. It’s an excellent choice for short to midrange combat, as the Xuanlong inflicts more damage and has more capacity than a regular Chinese Assault Rifle.

DMG

COMBAT SHOTGUN

12

AUTO

Yes

ROF

8

SPREAD

1.5

CRIT % MULT

1

CRIT. DMG NOTES

12

Preferable to the Sawed-Off Shotgun (with which it shares ammo), this violently impressive weapon excels in short-range battles and is particularly proficient at decapitations. Use this on charging enemies such as Ghouls. When you’re trekking through buildings, tunnels, corridors, or other enclosed locales, this is an excellent choice, although it deteriorates quickly.

Unique

COMBAT SHOTGUN: THE TERRIBLE SHOTGUN

CHINESE PISTOL

This is one of the few ranged weapons that is more valuable as a commodity than a firearm; collect these to sell for Caps or to repair the Zhu-Rong v418. This gun inflicts pitiful damage, and although it can be employed as a secondary weapon to soften up weaker targets at range, it should be holstered in favor of any other gun using 10mm rounds.

122

Smuggled in by the long-dead CEO of L.O.B. Enterprises (Zone 19.06), this powerful pistol is preferable to regular Chinese Pistols, as it has a chance of setting its target on fire and has a much better damage rating. It can also clear gasfilled areas; just be sure you’re well away from the ensuing explosion. Despite the fire damage, this uses normal 10mm ammo.

VALUE

190

WEIGHT

2

CLIP

10

AMMO

10mm Round

AP

17

DMG

4

AUTO

No

ROF

6

SPREAD

1

CRIT % MULT

1

CRIT. DMG

4

NOTES



Travel to Evergreen Mills Bazaar and locate Smiling Jack, the owner of this devastating weapon. It inflicts terrible damage, as its name suggests, and can tear through vital organs like a Ripper through Strange Meat. It becomes wildly inaccurate at range and should therefore be your close-combat weapon of choice. Wait for a foe to charge you, enter V.A.T.S., and blast away!

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

VALUE

250

WEIGHT

10

CLIP

12

AMMO

Shotgun Cell

AP

27

DMG

80

AUTO

No

ROF

1.5

SPREAD

6

CRIT % MULT

1

CRIT. DMG

40

NOTES

Unique

CONTENT

INDEX

Dart

AMMO

.32 Caliber Round

AP

25

AP

23

DMG

6

DMG

30

AUTO

No

AUTO

No

ROF

8.3333

ROF

1.1

SPREAD

0

SPREAD

0

CRIT % MULT

2.5

CRIT % MULT

1

CRIT. DMG

12

CRIT. DMG

30

NOTES

Custom

NOTES

Unique

VALUE

400

WEIGHT

7

CLIP

24

AMMO

556mm

AP

23

DMG

7

AUTO

Yes

ROF

8

SPREAD

1.5

CRIT % MULT

1

CRIT. DMG

10

NOTES



DOUBLE-BARREL SHOTGUN

When you have a large, toughened enemy to tackle, the Double-Barrel Shotgun becomes an excellent implement of destruction. Fire on (for example) an advancing Bruiser, and you’ll inflict the highest damage of any Small Gun, accompanied by a deafening blast that raises any nearby foes’ attention. You reload after each shot, so make each one count, and learn to time your attacks so you can cut down the bigger Swampfolk with relative ease.

VALUE

175

WEIGHT

6

CLIP

2

AMMO

Shoitgun Shell

AP

35

DMG

85

AUTO

No

ROF

2.25

SPREAD

5

CRIT % MULT

1

CRIT. DMG

30

NOTES

2 Ammo/Shot

INFILTRATOR

Preferred by Pitt Raiders, the Infiltrator is found only in The Pitt and is arguably the most devastating Assault Rifle. It has a high value, can be fired automatically, is fairly accurate, and can be repaired with regular Assault Rifles. It’s best at short and midranges but has the option of scoped shots, enabling manual aiming at range. This is a serious explorer’s weapon.

INFILTRATOR: PERFORATOR

HUNTING RIFLE

VALUE

600 7

VALUE

150

WEIGHT

WEIGHT

6

CLIP

24

CLIP

5

AMMO

556mm

AMMO

.32 Caliber Round

AP

27

AP

25

DMG

10

AUTO

Yes

ROF

6

SPREAD

0.5

CRIT % MULT

2

CRIT. DMG

14

NOTES

Unique

DMG

25

AUTO

No

ROF

0.75

SPREAD

0.3

CRIT % MULT

1

CRIT. DMG

25

NOTES



Finding 90 Steel Ingots and carrying them back to Everett is well worth the danger. This unique Infiltrator inflicts a gruesomely impressive amount of damage and offers almost no variance at range, enabling accurate shooting from almost all distances (especially with the scoped function). With automatic fire as well, the Perforator lives up to its name. Repair using Infiltrators.

TRAINING

This is a common gun carried by many Super Mutants and some Raiders. Although not scoped, it has an excellent zoom and fantastic accuracy; it’s a much better use of .32 Caliber Rounds than the .32 Pistol. It has a slight spread, so attempt V.A.T.S. for longer-ranged attacks. Until you find Ol’ Painless, this is a great and easily repairable weapon that packs a punch.

President Dave’s pride and joy, this is located inside the Capitol Building at the Republic of Dave (Zone 3.03). Although it isn’t flashy, it’s still a great weapon for the Wasteland wanderer: It lasts a long time, reloads and fires faster, and inflicts more pain than a regular Hunting Rifle. It’s also completely accurate, making it terrific at extreme ranges.

MOTHERSHIP ZETA

5

AMMO

POINT LOOKOUT

6

CLIP

BROKEN STEEL

WEIGHT

1

THE PITT

3

CLIP

OPERATION: ANCHORAGE

WEIGHT

TOUR

250

MISC. QUESTS

VALUE

MAIN QUEST

500

GEAR

A key custom weapon for those adept in Sneaking or using the Silent Running perk, this causes crippling damage to a foe’s legs, no matter where you strike them. However, robots are not affected. This allows you to engage even the deadliest of enemies (such as Deathclaws) by crippling them, then backing away and finishing them at range with your weapon of choice.

VALUE

CENSUS

HUNTING RIFLE: OL’ PAINLESS

FACTIONS & BESTIARY

DART GUN

APPENDICES

WEAPONS: SMALL GUNS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

123

CONTENT

INDEX

Chapter 4: Wasteland Gear

LEVER-ACTION RIFLE

You’ve had previous experience with this type of weapon if you’ve brandished Lincoln’s Repeater, but this doesn’t share any common parts. Offering reasonably high damage at the expense of your Action Points, this is good for mid- and long-range combat, despite the sizable pause before you can get off another shot. Save these Rifles for when you acquire the Backwater Rifle; then you can truly hunt down gibbering swampy entities and use these to Repair your Unique rifle.

RAILWAY RIFLE VALUE

200

VALUE

200

WEIGHT

8

WEIGHT

9

CLIP

10

CLIP

8

AMMO

10mm

AMMO

Railway Spikes

AP

30

AP

24

DMG

40

DMG

30

AUTO

No

AUTO

No

ROF

0.75

ROF

2

SPREAD

0.25

SPREAD

0.75

CRIT % MULT

5

CRIT % MULT

3

CRIT. DMG

40

CRIT. DMG

30

NOTES



NOTES

Custom

SAWED-OFF SHOTGUN

LEVER-ACTION RIFLE: BACKWATER RIFLE

If you’ve managed to cunningly enter the Chinese Intelligence Bunker [PL 5.M], don’t leave without this Unique Lever-Action Rifle. Repair these using Lever-Action or Hunting Rifles, and prepare to inflict sizable pain against all comers thanks to the amazing Critical Multiplier. With an accurate spread, you won’t have many stray shots either, enabling you to demolish foes as they sprint toward you. This makes a great weapon for patrolling the swamps of Point Lookout.

VALUE

250

WEIGHT

7

CLIP

10

AMMO

10mm

AP

30

DMG

45

AUTO

No

ROF

0.75

SPREAD

0.25

CRIT % MULT

5

CRIT. DMG

45

NOTES

Unique

124

Usually found on Raider corpses, this is carried in one hand and offers less damage compared to the Combat Shotgun. In fact, the Sawed-Off variety suffers from far less ammunition in its chamber (two compared to a dozen before you must reload) and inflicts less damage, but it is more common. It also has a wide spread, making it highly inaccurate at midrange or farther.

VALUE

150

WEIGHT

4

CLIP

2

AMMO

Shotgun Cell

AP

37

DMG

50

AUTO

No

ROF

2.25

SPREAD

7

CRIT % MULT

0

CRIT. DMG



NOTES



SAWED-OFF SHOTGUN: THE KNEECAPPER

LINCOLN’S REPEATER

Found in a glass compartment inside the Museum of History (Zone 17.07), ideally during Miscellaneous Quest: Head of State, Lincoln’s Repeater is an excellent piece of ordnance. It is completely accurate no matter the distance. It is easily repaired with Hunting Rifles but uses .44 Magnum ammo. For headshots, especially at range, this is a hard weapon to beat.

A customized two-handed gun, this whistling weapon fires Railway Spikes at high velocity with gruesomely entertaining results. With good damage but a better chance at crippling a limb, this can also rip off the limb it strikes, burying it (and the spike) into a wall behind the target. For this reason, use it near walls, in enclosed locations, and in short or midrange combat.

VALUE

500

WEIGHT

5

CLIP

15

AMMO

.44 Round, Magnum

AP

25

DMG

50

AUTO

No

ROF

0.75

SPREAD

0

CRIT % MULT

2

CRIT. DMG

50

NOTES

Unique

Despite the lack of Critical potential, the Kneecapper is an excellent weapon (if the reloading doesn’t trouble you). The spread is less than all other shotguns, so more of the shell shrapnel usually hits its target. Use it at short range for incredible damage. Ronald Laren at Girdershade (Zone 7.05) owns this unique weapon, which is repaired using regular Sawed-Off Shotguns.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

VALUE

350

WEIGHT

5

CLIP

2

AMMO

Shotgun Cell

AP

37

DMG

75

AUTO

No

ROF

1.9

SPREAD

4

CRIT % MULT

0

CRIT. DMG



NOTES

Unique

CONTENT

INDEX

10

CLIP

5

AMMO

.308 Caliber Round

VALUE

150

AP

38

WEIGHT

10

DMG

40

CLIP



AUTO

No

AMMO



ROF

1

AP

26

SPREAD

0

DMG

20

CRIT % MULT

5

AUTO



CRIT. DMG

40

ROF



NOTES



SPREAD

0

CRIT % MULT

5

CRIT. DMG

30

NOTES

Custom

DEATHCLAW GAUNTLET

Customized and incredibly vicious, the Deathclaw Gauntlet ignores armor when it strikes, which is especially useful when attacking Mirelurks or Power Armored foes. It has the added benefit of a large Critical chance and becomes incredibly effective when optionally augmented with perks (such as Ninja, Finesse, or Survival Guru) that increase your Critical chances.

10

CLIP

3

VALUE

20

AMMO

.308 Caliber Round

WEIGHT

1

AP

32

CLIP



DMG

40

AMMO



AUTO

No

AP

18

ROF

1.6

DMG

6

SPREAD

0

AUTO



CRIT % MULT

5

ROF



CRIT. DMG

40

SPREAD



NOTES

Unique

CRIT % MULT

1

CRIT. DMG

6

NOTES



BRASS KNUCKLES

POWER FIST

VALUE

450

WEIGHT

10

CLIP

5

VALUE

100

AMMO

.308 Caliber Round

WEIGHT

6

38

CLIP



DMG

40

AMMO



AUTO

No

AP

28

ROF

1

DMG

20

SPREAD

0

AUTO



ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

20

NOTES



AP

CRIT % MULT

3

CRIT. DMG

40

NOTES

Unique

A metal glove designed to magnify your punching power, this relatively rare weapon can be bought from merchants. Although six times the weight of Brass Knuckles, the increased damage potential is worth it. They are also worth a sizable number of Caps if you decide to sell them, although they serve better as repair parts when you obtain either unique variant.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

TRAINING

Found in a locker at Rockbreaker’s Last Gas (Zone 4.05), the Victory Rifle may not inflict quite as much damage or have the critical strike chance of other Sniper Rifles, but it does knock a foe off its feet if a Critical is successful. For this reason, shoot it in single blasts (especially in V.A.T.S.), then finish off the foe with a more accurate long-range weapon.

MAIN QUEST

SNIPER RIFLE: VICTORY RIFLE

GEAR

Taken from the corpses of Raiders, Talon Company Mercs, and other dead humans, Brass Knuckles are the first and least effective Unarmed weapon you’ll receive. As with all Unarmed weapons, the Iron Fist perk can make it brutally effective. You can use Brass, Spiked, or Steel Knuckles to repair this low-damage fist augmentation. Seek more impressive weaponry when you can.

OPERATION: ANCHORAGE

WEIGHT

TOUR

500

MISC. QUESTS

VALUE

CENSUS

The weapon of a lone wanderer perched inside the Dickerson Tabernacle Chapel (Zone 1.08), the Reservist’s Rifle allows for the same exceptional Critical chance (which can be further augmented with relevant perks) but delivers more damage and lowers the Action Points needed. It also has a lower capacity. Use regular Sniper Rifles to repair this impressive long-range gun.

THE PITT

SNIPER RIFLE: RESERVIST’S RIFLE

MOTHERSHIP ZETA

WEIGHT

POINT LOOKOUT

300

FACTIONS & BESTIARY

Favored for long-range combat (it’s unwieldy at short range), the Sniper Rifle suffers from sway when aimed manually; increase your Small Guns skill or use V.A.T.S. to negate this problem. It’s highly accurate and brutally effective at damaging foes and inflicting critical strikes. The earliest place to find one is in the Hollowed-Out Rock just south of Megaton (Zone 8.03).

Unarmed Weapons

VALUE

BROKEN STEEL

SNIPER RIFLE

APPENDICES

WEAPONS: UNARMED WEAPONS

125

CONTENT

INDEX

Chapter 4: Wasteland Gear

POWER FIST: FISTO!

Find this in the Ghoul-filled upper office of the large power plant with the large chimneys (in the MDPL-13 Power Station, Zone 2.09); it’s essentially an enhanced Power Fist, inflicting more damage and having an increased Critical chance (usually resulting in a decapitating uppercut). Combine this with the Iron Fist perk for more mayhem, and repair using Power Fists.

VALUE

100

WEIGHT

6

VALUE

30

CLIP



WEIGHT

1

AMMO



CLIP



AP

25

AMMO



DMG

25

AP

15

AUTO



DMG

12

ROF



AUTO



SPREAD



ROF



CRIT % MULT

1.5

SPREAD



CRIT. DMG

25

CRIT % MULT

2

NOTES

Unique

CRIT. DMG

12

NOTES

Unique

VALUE

20

WEIGHT

1

CLIP

12

AMMO



AP

14

DMG

9

AUTO

No

ROF

5

SPREAD

0

CRIT % MULT

1

CRIT. DMG

9

NOTES

Unique

POWER FIST: THE SHOCKER

It pays to read the Holotape instructions for this unique weapon, located in the Mirelurk-filled Flooded Metro area (Zone U.19). It seems identical to a regular Power Fist (and it’s repaired using this more common weapon), but it’s generally used against a mechanical enemy such as a Mister Gutsy or a Sentry Bot, hitting them with significantly more damage.

SPIKED KNUCKLES: PLUNKETT’S VALID POINTS

VALUE

150

WEIGHT

6

CLIP



AMMO



AP

25

DMG

20

AUTO



ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

20

NOTES

Unique

These belong to Junder Plunkett, who lives in the basement at Arlington House (Zone 16.03), located in the Cemetery. You need the Lawbringer perk to meet him. Like other Unarmed weapons, the Iron Fist perk will augment their damage, but the lower Action Points per attack means this weapon is most effective. Note you cannot repair this item yourself.

STEEL KNUCKLES

Although it requires fewer Action Points per strike than any other Unarmed weapon (and therefore benefits from the Iron Fist perk), the lack of heavy damage makes the Steel Knuckles a little underwhelming. Repair with any other type of Knuckle. This unique weapon is available only if you collect 30 Steel Ingots and return them to Everett in The Pitt.

SPIKED KNUCKLES

If you don’t intend to sell the Spiked Knuckles you collect (for which you’ll receive a decent number of Caps), you’ll find they inflict slightly more damage per punch than the Brass variety. As with all Unarmed weapons, the Iron Fist perk makes the Spiked Knuckles brutally effective. Use Brass, Spiked, or Steel Knuckles to repair this low-damage fist augmentation.

126

VALUE

25

WEIGHT

1

CLIP



AMMO



AP

19

DMG

9

AUTO



ROF



SPREAD



CRIT % MULT

1

CRIT. DMG

9

NOTES



Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

APPENDICES

APPAREL: VAULT OUTFITS

Wasteland Apparel

MOTHERSHIP ZETA

The following lists showcase all wearable equipment, common and unique, found in the Capital Wasteland and beyond. Where appropriate, the locations and special abilities of each set of armor or outfit is noted. As a general rule, each section’s armor types can usually be used to repair some (if not all) of the other armor types related to that section.

12

EFFECT LIST

Energy Weapons +5, Small Guns +5

EFFECT LIST

Small Guns +2, Melee Weapons +2

This is the regulation attire worn by dwellers of Vault 101 [8.01]. Use it to repair any other jumpsuit.

VAULT 101 SECURITY ARMOR

Located in Craterside Supply in Megaton [8.03]. You can buy this from Moira Brown, or she gives it to you as a gift during Miscellaneous Quest: The Wasteland Survival Guide.

MODIFIED UTILITY JUMPSUIT

VALUE

70

POWERED

N

WEIGHT

15

HEALTH

100

DR

12

EFFECT LIST



VALUE

30

POWERED

N

WEIGHT

2

HEALTH

100

DR

1

VALUE

10

EFFECT LIST

Repair +5, Rad Resist +10, LK +1

POWERED

N

WEIGHT

1

HEALTH

100

DR

1

EFFECT LIST

Repair +5, Lockpick +5

This is the regulation armor worn by security officers of Vault 101 [8.01]. Use this to repair Combat or Talon Combat Armor.

VAULT 101 UTILITY JUMPSUIT

This is awarded to you during the completion of Miscellaneous Quest: Trouble on the Homefront, when you complete the quest without bloodshed.

TUNNEL SNAKE OUTFIT

This is located in your bedroom, inside Vault 101 [8.01], or loot it from the corpse of Floyd Lewis during Main Quest: Escape!

VALUE

8

POWERED

N

WEIGHT

2

HEALTH

100

VALUE

8

DR

4

POWERED

N

EFFECT LIST

Melee Weapons +5

WEIGHT

1

HEALTH

100

DR

1

EFFECT LIST

Small Guns +2, Melee Weapons +2

Butch gives this to you if you help save his mother from Radroaches (or kill him) during Main Quest: Escape! You can also find this if you kill Butch at Rivet City [9.15] after you complete Miscellaneous Quest: Trouble on the Homefront.

CENSUS

VAULT 106 JUMPSUIT

You can loot this from any of the corpses of the insane dwellers inside Vault 106 [5.12].

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

BROKEN STEEL

100

DR

1

THE PITT

HEALTH

100

DR

OPERATION: ANCHORAGE

15

HEALTH

TOUR

N

WEIGHT

1

MISC. QUESTS

POWERED

WEIGHT

MAIN QUEST

180

N

GEAR

VALUE

8

POWERED

127

FACTIONS & BESTIARY

ARMORED VAULT 101 JUMPSUIT

VALUE

TRAINING

The following outfits are manufactured within, or made with the express approval of, the Vault-Tec Corporation.

POINT LOOKOUT

VAULT 101 JUMPSUIT

Vault Outfits

CONTENT

INDEX

Chapter 4: Wasteland Gear

VAULT 108 JUMPSUIT VALUE

8

POWERED

N

WEIGHT

1

HEALTH

100

DR

1

EFFECT LIST

Small Guns +2, Melee Weapons +2

Combat Armor While not affording the same amount of protection as Power Armor, Combat Armor is lightweight and consists mostly of durable pieces of protection.

COMBAT ARMOR

You can loot this from any of the corpses of the Gary clones inside Vault 108 [6.06] or from the dead clone inside the Outcast Outpost [OA.U.2].

VAULT 112 JUMPSUIT VALUE

8

POWERED

N

WEIGHT

1

HEALTH

100

DR

1

EFFECT LIST

Small Guns +2, Melee Weapons +2

POWERED

N

WEIGHT

1

HEALTH

100

DR

1

EFFECT LIST

Small Guns +2, Melee Weapons +2

POWERED

N

WEIGHT

1

HEALTH

100

DR

2

EFFECT LIST

Science +5

400

DR

32

EFFECT LIST



VALUE

400

POWERED

N

WEIGHT

30

HEALTH

500

DR

38

EFFECT LIST

AP + 10, Big Guns +10, Unique

VALUE

430

POWERED

N

WEIGHT

27

HEALTH

1100

DR

39

EFFECT LIST

Small Guns +10, AP +5, LK +1

This is one of two rewards granted by Reilly upon successful completion of Miscellaneous Quest: Reilly’s Rangers, inside the Ranger’s Compound [18.06].

This is worn by scientists and technicians of Vault 101 (Jonas) [8.01] or Vault 106 (a corpse) [5.12]. It is also worn by your father during the early part of your life.

128

25

HEALTH

RANGER BATTLE ARMOR

VAULT LAB UNIFORM 6

N

WEIGHT

Find this Unique variant of the Talon Company Combat Armor on the body of Lag-Bolt, inside the lobby of La Maison Beauregard Hotel [BS 14.08]. It adds to both your AP and Big Guns, offers excellent protection and speed, and is easily Repaired.

Don’t steal this item if Clover is a Follower! This is located on a shelf inside the Slaver barracks, inside Paradise Falls [2.08]. Next to it is a Holotape with an important message on it.

VALUE

POWERED

LAG-BOLT’S COMBAT ARMOR

VAULT 77 JUMPSUIT 8

390

With an excellent Damage Resistance for general armor, this offers good protection without any Agility penalties.

This is distributed by the Robobrain as you enter Vault 112, via the secret entrance inside Smith Casey’s Garage [7.03].

VALUE

VALUE

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

ASHUR’S POWER ARMOR

Although more impressive than Raider Armor, this still provides less protection than other Combat Armor varieties. Loot these from dead Rivet City security personnel [9.15]. It is better to use this to repair other types of Combat Armor.

TALON COMBAT ARMOR VALUE

275

POWERED

N

WEIGHT

25

HEALTH

300

DR

28

EFFECT LIST



POWERED

N

WEIGHT

20

HEALTH

100

DR

24

EFFECT LIST

Small Guns +5

Y

WEIGHT

45

HEALTH

1,000

DR

40

EFFECT LIST

Charisma +1, Luck +1, Rad Resist 10%, Strength +1, Agility -1

BROTHERHOOD POWER ARMOR

TENPENNY SECURITY UNIFORM 180

740

POWERED

This is worn by Ashur, leader of the Pitt Raiders. You can obtain it by siding with the slaves and letting the Trogs kill him or by slaying Ashur yourself. Although identical in looks to Tribal Power Armor, the statistics are different.

This offers marginally worse attributes than normal Combat Armor and sports Talon Company insignia.You can use this to Repair regular Combat Armor, so it’s worth exploring Fort Bannister [4.11] to collect some.

VALUE

VALUE

VALUE

740

POWERED

Y

WEIGHT

45

HEALTH

1000

DR

40

EFFECT LIST

Rad Resist +10%, AG –2, ST +2)

This is found on the corpses of any Brotherhood of Steel members, whether you killed them or not. Scavenge them and repair them into a single suit once you receive training.

ENCLAVE HELLFIRE ARMOR This uniform is accessible early in your wanderings if you storm Tenpenny Tower [7.14]. This sacrifices some Damage Resistance (compared to normal Combat Armor) in favor of a Small Guns bonus.

SAMURAI ARMOR VALUE

1,000

POWERED

No

WEIGHT

20

HEALTH

500

DR

30

EFFECT LIST

Melee DAM +10, Melee Weapons +10

VALUE

1,000

POWERED

Y

WEIGHT

40

HEALTH

2,000

DR

50

EFFECT LIST

Fire Resist +30, Rad Resist +15, STR +1

Found on the bodies of Enclave Hellfire Troopers where Enclave forces are still present (such as Raven Rock [1.01] and Adams Air Force Base [AAFB 01]), this offers similar protection as the T-51b, but its bonuses and penalties make it more suitable for an adventurer who uses Small Guns (there is no Agility penalty).

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

TRAINING

This highly prized, valuable, and hard-wearing armor is repaired using Metal Armor, making it a prized possession for those with a penchant for melee combat. Add the matching helmet to complete the look. This unique armor is available only if you defeat Toshiro Kago aboard Mothership Zeta’s Engineering Core [MZ1.03], which is possible without turning your other allies hostile.

MOTHERSHIP ZETA

Small Guns +5

POINT LOOKOUT

EFFECT LIST

BROKEN STEEL

24

THE PITT

100

DR

OPERATION: ANCHORAGE

20

HEALTH

TOUR

WEIGHT

Offering the most protection but sapping Agility, Powered Armor is truly impressive but can only be worn after you learn the Power Armor Training Perk (after completing Operation: Anchorage or after training with Paladin Gunny at the Citadel [9.11]).

MISC. QUESTS

N

MAIN QUEST

POWERED

Powered Armor

GEAR

330

CENSUS

VALUE

FACTIONS & BESTIARY

RIVET CITY SECURITY UNIFORM

APPENDICES

APPAREL: POWERED ARMOR

129

CONTENT

INDEX

Chapter 4: Wasteland Gear

ENCLAVE POWER ARMOR

POWER ARMOR

VALUE

780

VALUE

740

POWERED

Y

POWERED

Y

WEIGHT

45

WEIGHT

45

HEALTH

1200

HEALTH

1000

DR

40

DR

40

EFFECT LIST

Rad Resist +15%, AG -1, ST +1

EFFECT LIST

Rad Resist +10%, AG -2, ST +2

This is also known as Advanced Power Armor Mark 2. The Enclave sacrifice part of the Strength bonus, but there is less Agility penalty with this armor. It is also slightly more hard-wearing.

LINDEN’S OUTCAST POWER ARMOR

PROTOTYPE MEDIC POWER ARMOR

VALUE

740

POWERED

Y

VALUE

1000

WEIGHT

45

POWERED

Y

HEALTH

1000

WEIGHT

45

DR

40

HEALTH

1000

EFFECT LIST

Rad Resist +10%, AG -1, ST +1, Big Guns +5

DR

40

EFFECT LIST

Rad Resist +25%, AG -1, auto dispense Med-X

Branchtender Linden collects this, and it’s offered as a possible reward at the culmination of Miscellaneous Quest: Oasis. Note its unique Big Guns bonus. Otherwise, this looks identical to Outcast Power Armor.

LYONS’ PRIDE POWER ARMOR

Located in the sewers underneath Old Olney [3.02], this unique armor administers Med-X if your health drops. An onboard computer also alerts you to your status and to incoming enemies.

T-51B POWER ARMOR

VALUE

740

VALUE

1000

POWERED

Y

POWERED

Y

WEIGHT

45

WEIGHT

40

HEALTH

1000

HEALTH

2000

DR

40

DR

50

EFFECT LIST

Rad Resist +10%, AG –2, ST +2)

EFFECT LIST

Rad Resist +25

This is the armor Sentinel Lyons and her crew wear. It is available from Paladin Glade if you decide to slay him. It is not available from anyone else, as they are unconscious, not dead, if you defeat them in combat.

OUTCAST POWER ARMOR

This is found in only two places: Fort Constantine [1.04] for the standard version and the Outcast Outpost [OA.U.2] for a Winterized version (with identical statistics).

T-51B POWER ARMOR (WINTERIZED)

740

VALUE

1,000

POWERED

Y

POWERED

Y

WEIGHT

45

WEIGHT

40

HEALTH

1000

HEALTH



DR

40

DR

45

EFFECT LIST

Rad Resist +10%, AG –2, ST +2)

EFFECT LIST

Rad Resist: 25%

VALUE

This is available from dead Brotherhood Outcasts at Fort Independence [8.04] or from the Outcast Outpost [OA.U.2]. Protector Casdin (also at 8.04) is partial to this armor and takes it from you.

130

This looks identical to Lyon’s Pride Power Armor, but you can purchase it from Capital Wasteland Traders [0.00] or take it from Brotherhood of Steel troops that are not part of Lyon’s Pride. You are awarded a suit at the start of Main Quest: Take It Back!

This is found in only two places: Fort Constantine [1.04] for the standard version and the Outcast Outpost [OA.U.2] for a Winterized version (with identical statistics). Only vendors can repair this armor, but there is no Agility penalty.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

WEIGHT

45

45

HEALTH

1500

HEALTH

750

DR

43

DR

36

EFFECT LIST

Rad Resist +20%, Energy Weapons +10

EFFECT LIST

Rad Resist 15%, Agility -1

LEATHER ARMOR

VALUE

740

VALUE

160

POWERED

Y

POWERED

N

WEIGHT

40

WEIGHT

15

HEALTH

1,000

HEALTH

150

DR

35

DR

24

EFFECT LIST

AP +15, Luck +1, Melee +5, Strength +1, Agility -1

EFFECT LIST



VALUE

390

POWERED

Yes

WEIGHT

25

HEALTH

400

DR

32

EFFECT LIST

Medicine +10

There are three of these suits. Elliott Tercorien wears one [MZ1.03] when you thaw him out, but to maintain a healthy relationship with Elliott, take the armor from his fallen teammates found during your exploration of the Cryo Lab [MZ2.04]. This Combat Armor variant gives you a Medicine boost.

Wasteland Armor

LEATHER REBEL ARMOR

POWERED

N

WEIGHT

15

HEALTH

150

DR

24

EFFECT LIST

Big Guns +10, Explosives +10

N

WEIGHT

15

HEALTH

150

DR

30

EFFECT LIST

Charisma +1

METAL ARMOR

BOMBSHELL ARMOR 160

160

POWERED

Given by Everett inside the Mill [TP.B] after you find 70 Steel Ingots, this is an excellent piece of armor.

Worn primarily by Raiders, these ragtag suits offer lesser protection but definitely make a statement.

VALUE

VALUE

MAIN QUEST

WINTERIZED MEDIC ARMOR

Similar to Recon Armor statistically, this is a good choice early on in your adventure.

VALUE

460

POWERED

N

WEIGHT

30

HEALTH

500

DR

36

EFFECT LIST

AG -1

Found throughout the Capital Wasteland, this armor is a series of metal sections riveted into leather.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

TRAINING

Given by Everett inside the Mill [TP.B] after you collect 60 Steel Ingots, this is some of the best Raider Armor on offer.

GEAR

This looks similar to Ashur’s Power Armor, but differs statistically. Retrieve it from Everett inside the Mill [TP.B] after collecting 100 Steel Ingots.

CENSUS

TRIBAL POWER ARMOR

Similar-looking to Metal Armor, this offers added Radiation Resistance. It is found on the bodies of Wildmen throughout The Pitt.

FACTIONS & BESTIARY

This exceptionally tough armor is usually worn by Enclave soldiers and occasionally by Raiders. Repair it using other Tesla Armor.

POINT LOOKOUT

N

WEIGHT

BROKEN STEEL

520

POWERED

THE PITT

VALUE

Y

OPERATION: ANCHORAGE

820

POWERED

TOUR

VALUE

MISC. QUESTS

GAMMA SHIELD ARMOR

TESLA ARMOR

MOTHERSHIP ZETA

APPENDICES

APPAREL: WASTELAND ARMOR

131

CONTENT

INDEX

Chapter 4: Wasteland Gear

RAIDER ICONOCLAST ARMOR

METAL MASTER ARMOR VALUE

160

VALUE

200

POWERED

N

POWERED

N

WEIGHT

15

WEIGHT

15

HEALTH

150

HEALTH

150

DR

36

DR

18

EFFECT LIST

Energy Weapons +10, Unarmed +10, Agility -1

EFFECT LIST

Rad Resist 5%

Everett gives this to you inside the Mill [TP.B] when you return with 40 Steel Ingots. It is another good suit of armor to wear during combat.

RAIDER BADLANDS ARMOR

RAIDER ORDINANCE ARMOR

VALUE

180

VALUE

200

POWERED

N

POWERED

N

WEIGHT

15

WEIGHT

10

HEALTH

100

HEALTH

100

DR

16

DR

18

EFFECT LIST



EFFECT LIST

Small Guns +4

Part of the many different types of Raider Armor, this offers reasonable protection, despite its slipshod and primitive design.

RAIDER BLASTMASTER ARMOR

This offers the same general protection as usual Raider Armor and has a Small Guns bonus. It is found on some Pitt Raiders.

RAIDER PAINGIVER ARMOR

180

VALUE

200

N

POWERED

N

WEIGHT

15

WEIGHT

5

HEALTH

100

HEALTH

100

DR

16

DR

18

EFFECT LIST



EFFECT LIST

Unarmed +4

VALUE POWERED

Another of the different types of Raider Armor, this looks like it should be better than the Badlands variant; however, it offers identical protection as the Raider Badlands Armor.

RAIDER COMMANDO ARMOR

This offers the same general protection as usual Raider Armor and has an Unarmed bonus. It is found on some Pitt Raiders.

RAIDER PAINSPIKE ARMOR VALUE

180

VALUE

200

POWERED

N

POWERED

N

WEIGHT

15

WEIGHT

15

HEALTH

100

HEALTH

150

DR

16

DR

18

EFFECT LIST



EFFECT LIST

Small Guns +3, Unarmed +3

This favors a protected shoulder, although it is statistically similar to several other types of Raider Armor. This variant, found throughout The Pitt, offers some combat bonuses.

132

Those devoted to the destruction of graven imagery favor this Raider Armor variant, found throughout The Pitt.

The spikes on this armor inflict small but measurable additional damage if you’re attacking with melee or unarmed strikes.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

Perhaps the most gruesome of the Raider Armor types, this has severed hands decorating the waist belt.

RAIDER THROWDOWN ARMOR VALUE

200

POWERED

N

WEIGHT

15

HEALTH

150

DR

18

EFFECT LIST

Melee +3, Unarmed +3

POWERED

N

WEIGHT

20

HEALTH

400

DR

28

EFFECT LIST

160

POWERED

N

WEIGHT

15

HEALTH

150

DR

24

EFFECT LIST

Small Guns +10

This is a unique Leather Armor worn by a Wanderer moving about the Northwest Territories, just east of the Roosevelt Academy [1.16].

HEALTH

25

DR

8

EFFECT LIST

Rad Resist +40%

VALUE

500

POWERED

N

WEIGHT

20

HEALTH



DR

28

EFFECT LIST

Sneak +15, Stealth Field

ENCLAVE SCIENTIST OUTFIT

Offered by Sentinel Lyons at the start of Main Quest: Take It Back!, this rare armor is also randomly available from merchants. It is difficult to repair— its rarity means you will often be repairing this armor at vendors, rather than doing it yourself.

VALUE

7

This unique suit is available from the Outcast Outpost [OA.U.2]. Like a Stealth Boy, it offers semitransparent cloaking ability and other benefits.

Sneak +5

WANDERER’S LEATHER ARMOR

N

WEIGHT

CHINESE STEALTH ARMOR

RECON ARMOR 180

100

POWERED

A less common suit designed to halt radiation to a greater degree than a standard suit. Vault 87 has a suit, as do some merchants.

For those with close-combat prowess, the additional Melee and Unarmed bonuses make this Pitt Raider armor worth obtaining.

VALUE

VALUE

VALUE

8

POWERED

N

WEIGHT

2

HEALTH

100

DR

3

EFFECT LIST

Science +5

These outfits have an orange helmet and a white body suit. They are worn by Enclave scientists inside Raven Rock [1.01] or in Enclave Camps.

ENVIRONMENT SUIT VALUE

100

POWERED

N

WEIGHT

5

HEALTH

25

DR

6

EFFECT LIST

Rad Resist +30%, Medicine +5

Superficially identical to Radiation Suits, this offers quite a bit more protection. You can get it from Moira Brown in Megaton [8.05] if you complete part of Miscellaneous Quest: The Wasteland Survival Guide.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

133

MOTHERSHIP ZETA POINT LOOKOUT



BROKEN STEEL

EFFECT LIST

ADVANCED RADIATION SUIT

THE PITT

16

OPERATION: ANCHORAGE

100

DR

TOUR

HEALTH

MISC. QUESTS

15

MAIN QUEST

WEIGHT

These suits are generally worn to avoid Radiation damage and have a helmet and one-piece body armor. They aren’t for combat, with one important, Chinese-made exception.

GEAR

N

CENSUS

180

POWERED

FACTIONS & BESTIARY

VALUE

TRAINING

Sealed Body Suits

RAIDER SADIST ARMOR

APPENDICES

APPAREL: SEALED BODY SUITS

CONTENT

INDEX

Chapter 4: Wasteland Gear

RADIATION SUIT

BRAHMIN-SKIN OUTFIT VALUE

60

VALUE

6

POWERED

N

POWERED

N

WEIGHT

5

WEIGHT

2

HEALTH

15

HEALTH

100

DR

6

DR

2

EFFECT LIST

Rad Resist +30%

EFFECT LIST

EN +1, AG +1

This is a recommended outfit when exploring irradiated areas, but it is not for combat. Find suits in Merchant inventories, the Toxic Pond [2.B], Greener Pastures Disposal [3.06], or Wheaton Armory [6.04].

SPACESUIT VALUE

60

POWERED

No

WEIGHT

5

HEALTH

1,000

DR

1

EFFECT LIST



Although the Spacesuit features colossal Health, its Damage Resistance is very low, making it less than useful during combat. If you ever need to, you can repair it using Radiation Suits. However, this outfit is primarily used during a Space Walk onto the exterior superstructure of Mothership Zeta. Obtain the suit by taking it from the corpse of Colonel Hartigan, who doesn’t survive the thawing process in the Engineering Core [MZ1.03].

Worn by Wasteland Settlers, this offers increased Endurance and Agility.

BROTHERHOOD SCRIBE ROBE

ALL-NIGHTER NIGHTWEAR

N

WEIGHT

2

HEALTH

100

DR

2

EFFECT LIST



COLONEL AUTUMN’S UNIFORM VALUE

12

POWERED

N

WEIGHT

3

HEALTH

100

DR

10

EFFECT LIST

Energy Weapons +5, Small Guns +5

This offers some impressive combat attributes. You can gain this longcoat after killing the colonel during Main Quest: Take It Back!

DIRTY CHINESE JUMPSUIT

VALUE

200

VALUE

6

POWERED

N

POWERED

N

WEIGHT

1

WEIGHT

2

HEALTH

100

HEALTH

50

DR

2

DR

6

EFFECT LIST

Small Guns +5

EFFECT LIST

CHA +1, END +1, Unique

An impressively natty (male) or alluring (female) piece of bedtime attire, this obviously shouldn’t be employed in the combat zone, but it’s helpful when you want to relax after a hard day’s culling. Find it inside Lag-Bolt’s Suitcase in the lobby of La Maison Beauregard Hotel [BS 14.08].

134

6

POWERED

Brotherhood Scribes are active at the Citadel [9.11] and Arlington Library [9.18]. You can kill them to obtain the Robe at either location, although this isn’t recommended.

Gerneral Wasteland Outfits These offer the scavenger a variety of natty, becoming, or interesting attire, but they aren’t as hard-wearing and certainly aren’t combat-ready. Some have other abilities, however. Unless otherwise stated, you can find these outfits by rummaging in footlockers and other places where you find items.

VALUE

These are worn by Chinese Remnants, many of whom are holed up inside Mama Dolce’s Processed Foods [16.05]. Wear it with the Chinese Commando Hat to complete the ensemble.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

100

DR

3

DR

3

Speech +5

EFFECT LIST

AG +1

EFFECT LIST

Both the Dirty and Grimy versions offer the same Speech bonuses. You can find outfits at Minefield [3.09] and Arefu [5.07], as well as from Mister Burke, located at Megaton [8.05].

DIRTY PRE-WAR CASUALWEAR VALUE

6

POWERED

N

WEIGHT

2

HEALTH

100

DR

3

EFFECT LIST

AG +1

The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Outfits offer increased Agility. They are common across the Wasteland in areas where pre-war inhabitants once lived.

The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Outfits offer increased Agility. They are common across the Wasteland in areas where pre-war inhabitants once lived.

ENCLAVE OFFICER UNIFORM VALUE

8

POWERED

N

WEIGHT

3

HEALTH

100

DR

5

EFFECT LIST

Energy Weapons +5, Small Guns +5

Worn by ranked members of President Eden’s Enclave army, these are designed to keep the user warm but not protected. Find them in Raven Rock [1.01] and Enclave Camps.

EULOGY JONES’S SUIT

DIRTY PRE-WAR PARKSTROLLER OUTFIT VALUE

5

POWERED

N

WEIGHT

10

HEALTH

100

DR

3

EFFECT LIST

AG +1

The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Outfits offer increased Agility. They are common across the Wasteland in areas where pre-war inhabitants once lived.

VALUE

6

POWERED

N

WEIGHT

3

HEALTH

100

DR

2

EFFECT LIST

CH +1

This is a stylish outfit worn by the leader of the Paradise Falls’ Slaver community [2.08]. Slay him to obtain this unique outfit, and don’t forget Eulogy’s hat!

GENERAL CHASE’S OVERCOAT

DIRTY PRE-WAR RELAXEDWEAR

VALUE

150

POWERED

No 25

VALUE

6

WEIGHT

POWERED

N

HEALTH

250

WEIGHT

5

DR

20

HEALTH

100

EFFECT LIST

DR

3

CHA +1, Small Guns + 10, Speech +5

EFFECT LIST

AG +1

The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Outfits offer increased Agility. They are common across the Wasteland in areas where pre-war inhabitants once lived.

If you’re ready to bundle up in the cold-climate overcoat worn by General Chase during Operation: Anchorage, find his missing spare overcoat in the Waste Disposal area of Mothership Zeta [MZ2.09]. Repair it using some Pre-War Clothing or Enclave Officer Uniforms, and read the accompanying Anchorage Quartermaster Shipment note for history behind this impressive apparel, complete with multiple statistic bonuses.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

135

MOTHERSHIP ZETA

2

HEALTH

POINT LOOKOUT

WEIGHT

100

BROKEN STEEL

2

HEALTH

THE PITT

WEIGHT

OPERATION: ANCHORAGE

N

TOUR

N

MISC. QUESTS

POWERED

MAIN QUEST

5

POWERED

GEAR

VALUE

CENSUS

8

VALUE

FACTIONS & BESTIARY

DIRTY PRE-WAR SPRING OUTFIT

TRAINING

DIRTY PRE-WAR BUSINESSWEAR

APPENDICES

APPAREL: GENERAL WASTELAND OUTFITS

CONTENT

INDEX

Chapter 4: Wasteland Gear

LAB TECHNICIAN OUTFIT

GRIFTER’S FIT VALUE

6

VALUE

8

POWERED

N

POWERED

N

WEIGHT

2

WEIGHT

2

HEALTH

100

HEALTH

100

DR

2

DR

3

EFFECT LIST

CH + 1, Small Guns +5, Unique

EFFECT LIST

Science +5

Did this originally belong to Chris? Take this from the amateur neurosurgeon Tobar the Ferryman at the Duchess Gambit [PL: 5.21], and use it to augment your Small Guns and Charisma.

GRIMY PRE-WAR BUSINESSWEAR VALUE

6

POWERED

N

WEIGHT

2

HEALTH

100

DR

3

EFFECT LIST

Speech +5

The Dirty and Grimy versions offer the same Speech bonuses. You can find examples at Minefield [3.09] and Arefu [5.07].

HANDYMAN JUMPSUIT

LABORER OUTFIT VALUE

6

POWERED

N

WEIGHT

2

HEALTH

100

DR

5

EFFECT LIST

Agility +1, Endurance +1, Strength +1

Everett awards this to you inside the Mill [TP.B] after you collect ten Steel Ingots. Use Tattered Slave Outfits or Worn Slave Outfits to repair it.

LESKO’S LAB COAT

VALUE

6

POWERED

N

WEIGHT

1

HEALTH

100

DR

2

EFFECT LIST

Repair +5

Worn by Haley who lives in his hardware store outside of Point Lookout [PL: 2.11], this is one of the few types of “Repair” jumpsuits giving the user that specific benefit. Repairable only by using the Red Racer Jumpsuit.

LAB COAT

VALUE

10

POWERED

N

WEIGHT

1

HEALTH

100

DR

5

EFFECT LIST

Science +10, Rad Resist +20%

This is worn by Doctor Lesko, working underneath Marigold Station [9.10]. Obtain this during Miscellaneous Quest: Those! Note the impressive Radiation Resistance and Science bonuses.

MAPLE’S GARB VALUE

150

VALUE

6

POWERED

N

POWERED

N

WEIGHT

1

WEIGHT

2

HEALTH

200

HEALTH

100

DR

5

DR

4

EFFECT LIST

Science +5, Unique

EFFECT LIST

PE +1, AG +1

No ordinary Lab Coat, this increases the user’s Science skill. Find it on the body of the Enclave Doctor inside the Mobile Base Crawler [AAFB 04].

136

This is worn by many Wastelanders loyal to your cause. Obtain it without massive Karma loss by slaying the Ghoul scientist at SatCom Array NW-05a [1.03].

Request this item after you complete Miscellaneous Quest: Oasis and speak with Branchtender Maple. If you plan on Sneaking, this is an excellent choice.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

8

WEIGHT

8

HEALTH

100

HEALTH

100

DR

12

DR

12

EFFECT LIST

Small Guns +2, Melee Weapons +2

EFFECT LIST

Small Guns +2, Melee Weapons +2

This is worn by such folk as Dave from the Republic of Dave [3.03], Justin from the Family [5.05], and Nathan and Billy Creel of Megaton [8.05].

Note Any “Merc” outfit has similar stats but a different look.

This is worn by adventuring types, including Evan King of Arefu [5.07] and many Slavers in Paradise Falls [2.08] and the Lincoln Memorial [17.01].

MERC VETERAN OUTFIT

MERC CHARMER OUTFIT VALUE

50

POWERED

N

WEIGHT

8

HEALTH

100

DR

12

EFFECT LIST

Small Guns +2, Melee Weapons +2

This is worn by Pronto in Paradise Falls [2.08], Nova in Moriarty’s [8.05], and Theo the deceased Ranger in the Statesman Hotel [12.08].

VALUE

50

POWERED

N

WEIGHT

8

HEALTH

100

DR

12

EFFECT LIST

Small Guns +2, Melee Weapons +2

This variety is worn by Slavers in both Paradise Falls [2.08] and the Lincoln Memorial [17.01].

NAUGHTY NIGHTWEAR

MERC CRUISER OUTFIT

VALUE

30

POWERED

N

WEIGHT

1

VALUE

50

HEALTH

100

POWERED

N

DR

1

WEIGHT

8

EFFECT LIST

HEALTH

100

CH +1, LK +1, Speech +10

DR

12

EFFECT LIST

Small Guns +2, Melee Weapons +2

You obtain this during Freeform Quest: Grady’s Package. It is in a locked storage room underneath Marigold Station [9.10]. This natty attire is worth considerable Caps to Ronald Laren of Girdershade [7.05].

MOTHERSHIP ZETA

WEIGHT

POINT LOOKOUT

N

BROKEN STEEL

50

POWERED

THE PITT

VALUE

N

OPERATION: ANCHORAGE

50

POWERED

TOUR

VALUE

MISC. QUESTS

MERC TROUBLEMAKER OUTFIT

MAIN QUEST

MERC ADVENTURER OUTFIT

APPENDICES

APPAREL: GENERAL WASTELAND OUTFITS

This is sported by Slavers and other enemies and associated characters.

POWERED

N

WEIGHT

8

HEALTH

100

DR

12

EFFECT LIST

Small Guns +2, Melee Weapons +2

This is sported by a variety of characters, the most insane of whom is Vault 87’s Sid [4.06].

POWERED

N

WEIGHT

10

HEALTH



DR

3

EFFECT LIST



Designed to be used in conjunction with the Simulation Pod in the Outcast Outpost [OA.U.2], this has no other function than to assist in the mental transportation into the simulation.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

137

CENSUS

50

180

FACTIONS & BESTIARY

VALUE

VALUE

TRAINING

MERC GRUNT OUTFIT

GEAR

NEURAL INTERFACE SUIT

CONTENT

INDEX

Chapter 4: Wasteland Gear

OASIS ROBE

PRE-WAR CASUALWEAR VALUE

30

VALUE

8

POWERED

N

POWERED

N

WEIGHT

3

WEIGHT

2

HEALTH

100

HEALTH

100

DR

4

DR

3

EFFECT LIST



EFFECT LIST

AG +1

If you enter the Oasis of the Treeminders during Miscellaneous Quest: Oasis, and decide to kill these peaceful souls, expect this as a possible, but unimpressive reward.

OASIS VILLAGER ROBE

PRE-WAR PARKSTROLLER OUTFIT

VALUE

6

POWERED

N

VALUE

6

WEIGHT

2

POWERED

N

HEALTH

100

WEIGHT

2

DR

4

HEALTH

100



DR

3

EFFECT LIST

AG +1

EFFECT LIST

Should you enter the sanctity of Oasis [2.01] during Miscellaneous Quest: Oasis, this tattered ensemble can be looted from Treeminder corpses.

OUTCAST SCRIBE ROBE

The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Outfits offer increased Agility. They are common across the Wasteland in areas where pre-war inhabitants once lived.

PRE-WAR RELAXEDWEAR

VALUE

6

POWERED

N

VALUE

8

WEIGHT

2

POWERED

N

HEALTH

100

WEIGHT

2

DR

2

HEALTH

100

EFFECT LIST



DR

3

EFFECT LIST

AG +1

If you fail to save the Outcast Outpost’s Specialist Olin [OA.U.2] after you finish Operation: Anchorage, you can claim this Scribe Robe, which has limited practical use.

PAULSON’S OUTFIT

The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Outfits offer increased Agility. They are common across the Wasteland in areas where pre-war inhabitants once lived.

PRE-WAR SPRING OUTFIT

VALUE

35

POWERED

No

VALUE

8

WEIGHT

3

POWERED

N

HEALTH

150

WEIGHT

2

DR

5

HEALTH

100

EFFECT LIST

CHA +1, Small Guns + 10, Speech +5

DR

3

EFFECT LIST

AG +1

Paulson’s Outfit is one of the most impressive items of clothing to steal from the corpse of a cowboy. Obtain this by defeating Paulson, who’s found in Mothership Zeta’s Engineering Core [MZ1.03]. With additions to your Charisma, Small Guns, and Speech, its only drawback is the lack of other outfits to use to repair it. Only merchants can make this like new again.

138

The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Outfits offer increased Agility. They are common across the Wasteland in areas where pre-war inhabitants once lived.

The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Outfits offer increased Agility. They are common across the Wasteland in areas where pre-war inhabitants once lived.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

100

DR

2

DR

2

Repair +5

EFFECT LIST

Barter +5

EFFECT LIST

This was once worn by employees of the Red Racer Factory [8.08]. You can find this outfit at this location. In addition, Jenny Stahl of Megaton [8.05] and Lucky Harrith the Trader [0.00] wear this. You can also purchase it from market shops inside Rivet City [9.15].

RED’S JUMPSUIT

This gives you an additional Barter bonus. Many Scavengers you randomly encounter across the Wasteland wear this, as do some Wandering Traders, Gallo the Ghoul in the County Sewer Mainline [U.13], and Smiling Jack inside Evergreen Mills [7.04].

SCIENTIST OUTFIT VALUE

40

VALUE

8

POWERED

N

POWERED

N

WEIGHT

1

WEIGHT

2

HEALTH

100

HEALTH

100

DR

3

DR

3

EFFECT LIST

Small Guns +5

EFFECT LIST

Science +5

If you crave the Small Guns bonus, you can take this outfit from the corpse of Red. Or you can take it while handing her a weapon during Miscellaneous Quest: Big Trouble in Big Town. She is located at the Germantown Police Headquarters [5.01].

REGULATOR DUSTER

Offering the same look as the Lab Technician Outfit, these are found on rarely encountered scientists throughout the Wasteland.

SEXY SLEEPWEAR VALUE

10

70

POWERED

N

POWERED

N

WEIGHT

1

WEIGHT

3

HEALTH

100

HEALTH

150

DR

1

DR

10

EFFECT LIST

CH +1

EFFECT LIST

Small Guns +5, CH +1

VALUE

Sonora Cruz of the Regulators [6.A] gives this to you if you decide to join her organization during Freeform Quest: There’s No Justice, Just Us.

ROBCO JUMPSUIT

This gives you some Charisma-empowering bonuses. You can find it at Madame Jealle’s [21.02], Potomac Attire [9.15], and the Preservation Shelter in Arlington Cemetery [16.B], or you can steal it from anyone inside Dukov’s Place [9.08], Snowflake the Ghoul hairdresser [17.07], or Susan Lancaster [7.14].

SHERIFF’S DUSTER

VALUE

6

POWERED

N

VALUE

35

WEIGHT

1

POWERED

N

HEALTH

100

WEIGHT

3

DR

2

HEALTH

150

Repair +5

DR

5

EFFECT LIST

Small Guns +5, CH +1

EFFECT LIST

This was once worn by workers at the RobCo Facility [7.10], or you can buy it from the Potomac Attire of Rivet City [9.15]. Moira Brown and Walter also wear this outfit, which grants a decent Repair bonus.

This unique longcoat is worn by Sheriff Lucas Simms of Megaton [8.05] and is similar in nature to the Regulator Duster.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

139

POINT LOOKOUT

2

HEALTH

BROKEN STEEL

WEIGHT

100

THE PITT

1

HEALTH

OPERATION: ANCHORAGE

WEIGHT

TOUR

N

MISC. QUESTS

N

MAIN QUEST

POWERED

GEAR

6

POWERED

CENSUS

VALUE

FACTIONS & BESTIARY

6

VALUE

TRAINING

ROVING TRADER OUTFIT

RED RACER JUMPSUIT

MOTHERSHIP ZETA

APPENDICES

APPAREL: GENERAL WASTELAND OUTFITS

CONTENT

INDEX

Chapter 4: Wasteland Gear

THE SURGEON’S LAB COAT

TATTERED SLAVE OUTFIT 6

VALUE

30

POWERED

N

POWERED

N

WEIGHT

2

WEIGHT

1

HEALTH

100

HEALTH

100

DR

2

DR

2

Agility +1, Endurance +1

EFFECT LIST

Science +5, Medicine +10

VALUE

EFFECT LIST

Worn by Prosper at the Slaver camp near the Train Tunnel to The Pitt [TP.2: Capital Wasteland]. Any other slave at this location and slaves throughout The Pitt also wear this. You must don this outfit to gain entrance to Downtown.

TRIBAL GARB

TENPENNY’S SUIT VALUE

8

POWERED

N

WEIGHT

2

HEALTH

100

DR

3

EFFECT LIST



This finely tailored but motheaten suit adorns Allistair Tenpenny [7.14]. It has only limited bonuses and isn’t worth slaying the old codger for, unless you’re siding with the Ghouls during Miscellaneous Quest: Tenpenny Tower.

THE ANTAGONIZER’S COSTUME VALUE

120

POWERED

N

WEIGHT

15

HEALTH

100

DR

20

EFFECT LIST

AG +1, CH -1

This is worn by the lunatic superhero the AntAgonizer. You can usually find it in her lair [6.01] during Miscellaneous Quest: The Super-human Gambit.

THE MECHANIST’S COSTUME

VALUE

75

POWERED

No

WEIGHT

5

HEALTH

100

DR

12

EFFECT LIST



Have you embraced both the power of the Punga and toga-based ensembles? Then the Tribal Garb is for you. Note the reasonable Damage Resistance, and the unreasonable maniacs you’ll have to associate yourself with to find one.

VANCE’S LONGCOAT OUTFIT VALUE

100

POWERED

N

WEIGHT

4

HEALTH

100

DR

10

EFFECT LIST

Small Guns +10, CH +1, PE +1

This offers excellent Small Guns bonuses. Take it from the still-twitching corpse of Vance, leader of the nocturnal Family [5.05], whether you’re attempting Miscellaneous Quest: Blood Ties or not.

WASTELAND DOCTOR FATIGUES

VALUE

30

VALUE

6

POWERED

N

POWERED

N

WEIGHT

15

WEIGHT

2

HEALTH

100

HEALTH

100

DR

20

DR

2

EFFECT LIST

EN +1, CH -1

EFFECT LIST

Medicine +5

This is worn by the maniac superhero the Mechanist. You can usually find it in his base [6.H] during Miscellaneous Quest: The Super-human Gambit.

140

This is attached to the Surgeon, an experimenting lunatic at work inside the Red Racer Factory [8.08]. Try repairing it with Enclave Scientist outfits for best results.

This is a “clean” version of the Wasteland Surgeon Outfit. Cutter wears one of these [2.08], as do randomly encountered medical “professionals” and Megaton Settlers [8.05].

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

CONTENT

INDEX

50

VALUE

6

POWERED

N

POWERED

N

WEIGHT

8

WEIGHT

2

HEALTH

100

HEALTH

100

DR

12

DR

2

EFFECT LIST

Small Guns +2, Melee Weapons +2

EFFECT LIST

Repair +10

POWERED

N

WEIGHT

2

HEALTH

100

DR

2

EFFECT LIST

EN +1, AG +1

Featuring filthy cloth and a pungent aroma, this outfit is the clothing of choice for Wastelanders and offers minor stats bonuses but little else.

WASTELAND SURGEON OUTFIT VALUE

6

POWERED

N

WEIGHT

2

HEALTH

100

DR

2

EFFECT LIST

Medicine +5

VALUE

6

POWERED

N

WEIGHT

2

HEALTH

100

DR

2

EFFECT LIST

AG +1, EN +1

Designed to cover just enough extremities to allow work in the Forges, this is a common outfit of slaves throughout The Pitt.

Enclosed Headgear: Powered Helmets The perfect match to any type of Power Armor, these offer additional benefits to the armor but can be worn only after you learn the Power Armor Training Perk (after completing Operation: Anchorage or after training from Paladin Gunny at the Citadel [9.11]).

BROKEN STEEL

6

THE PITT

VALUE

WORN SLAVE OUTFIT

OPERATION: ANCHORAGE

WASTELAND SETTLER OUTFIT

Offering impressive Repair capabilities, these Coveralls are found on corpses dotted throughout Point Lookout—once you’ve killed them, of course.

TOUR

This offers identical statistics to the Merc Veteran Outfit and appears randomly as loot.

MOTHERSHIP ZETA

VALUE

POINT LOOKOUT

WORKMAN’S COVERALLS

MISC. QUESTS

WASTELAND LEGEND OUTFIT

APPENDICES

APPAREL: ENCLOSED HEADGEAR

Y

WEIGHT

4

HEALTH

100

DR

10

EFFECT LIST

Fire Resist +5, Rad Resist +5, CH -1

VALUE

6

POWERED

N

WEIGHT

2

HEALTH

100

DR

2

VALUE

110

EFFECT LIST

EN +1, AG +1

POWERED

Y

WEIGHT

5

HEALTH

75

DR

9

EFFECT LIST

Rad Resist +5%, CH -1

Featuring filthy cloth and a pungent aroma, this is the clothing of choice for Wastelanders. It offers minor stats bonuses but little else.

ENCLAVE POWER HELMET

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

This helmet is also known as Advanced Power Helmet Mark 2. The Enclave have designed it with the Enclave Power Armor in mind.

GEAR

POWERED

If you’re unconcerned with interacting nicely with others, don this impressively stoic helmet, and utilize its environmental benefits. Pair this with the Armor of the same name to complete the look.

CENSUS

120

FACTIONS & BESTIARY

WASTELAND WANDERER OUTFIT

VALUE

TRAINING

This is a blood-splattered version of the Wasteland Doctor Fatigues. The purveyor of Mole Rat cuisine [5.13] (and part of Freeform Quest: Ryan Brigg’s Wonder Meat) wears one of these.

MAIN QUEST

ENCLAVE HELLFIRE HELMET

141

CONTENT

INDEX

Chapter 4: Wasteland Gear

OUTCAST POWER HELMET VALUE

110

POWERED

Y

WEIGHT

5

HEALTH

75

DR

8

EFFECT LIST

Rad Resist +3

Available from dead Brotherhood Outcasts at Fort Independence [8.04] or from the Outcast Outpost [OA.U.2]. Protector Casdin (also at 8.04) is partial to this helmet and takes it from you.

POWER HELMET VALUE

110

POWERED

Y

WEIGHT

5

HEALTH

75

DR

8

EFFECT LIST

Rad Resist +3

This is designed to fit with Power Armor, Lyons’ Pride Power Armor, and Prototype Medic Power Armor. You are awarded this type of helmet at the start of Main Quest: Take It Back!

T-51B POWER HELMET You find this in only two places: Fort Constantine [1.04] (for the standard version) and the Outcast Outpost [OA.U.2] (for a Winterized version with identical statistics).

VALUE

120

POWERED

Y

WEIGHT

4

HEALTH

100

DR

10

EFFECT LIST

Rad Resist +8%, CH +1

T-51B POWER HELMET (WINTERIZED) You find this in only two places: Fort Constantine [1.04] (for the standard version) and the Outcast Outpost [OA.U.2] (for a Winterized version with identical statistics).

VALUE

120

POWERED

Y

WEIGHT

4

HEALTH



DR

10

EFFECT LIST

Charisma +1, Rad Resist 8%

TESLA HELMET

142

This exceptionally tough armor is usually worn by Enclave soldiers. Repair it using other Tesla Helmets.

VALUE

120

POWERED

Y

WEIGHT

5

HEALTH

100

DR

9

EFFECT LIST

Rad Resist +5%, CH -1

WINTERIZED MEDIC HELMET VALUE

50

POWERED

Yes

WEIGHT

3

HEALTH

50

DR

5

EFFECT LIST



There are two of these in the Cryo Lab in Mothership Zeta; both belong to frozen Army Medics. Fire on the Medics you free, or let them accompany you until they die, and loot the corpses. This is a Combat Helmet variant.

Enclosed Headgear: Masks & Helmets The following pieces of Headgear cover most, if not all, of the face, and eyewear cannot be placed on the head.

BOOGEYMAN’S HOOD VALUE

110

POWERED

N

WEIGHT

3

HEALTH

100

DR

8

EFFECT LIST



Eulogy Jones of Paradise Falls [2.08] rewards you with this if you complete Freeform Quest: The Kid Kidnapper. It offers exceptional Damage Resistance but has to be repaired by an NPC.

FILTRATION HELMET VALUE

70

POWERED

N

WEIGHT

3

HEALTH

50

DR

5

EFFECT LIST

Rad Resist 10%

This is a unique variation of the Supervisor Helmet you receive if you collect 20 Steel Ingots for Everett inside the Mill [TP.B]. An excellent choice when investigating irradiated areas.

HOCKEY MASK VALUE

10

POWERED

N

WEIGHT

1

HEALTH

15

DR

3

EFFECT LIST

Unarmed +5

A must-have for the unarmed Wanderer just setting out on an adventure, these are randomly found on the heads of Raiders.

LEDOUX’S HOCKEY MASK VALUE

100

POWERED

N

WEIGHT

1

HEALTH

25

DR

4

EFFECT LIST

AP +25

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Goalie Ledoux, leader of the Sudden-Death Overtime gang you encounter during Freeform Quest: Just for the Taste of It, wears this mask. It is well worth murdering Goalie for, especially if you’re a fan of V.A.T.S.!

CONTENT

INDEX

3

HEALTH

15

5

DR

2



EFFECT LIST



VALUE

6

POWERED

N

WEIGHT

1

HEALTH

10

DR

5

EFFECT LIST



A more bulbous and archaic take on the Metal Helmet, these are also scattered randomly around the Wasteland, although Michael Masters the Ghoul [U7.13] wears one.

PINT-SIZED SLASHER MASK VALUE

60

POWERED

N

WEIGHT

2

HEALTH

15

DR

1

EFFECT LIST

Melee Weapons +5, PE -1, Only Two Available

Point Lookout has the only two “real” versions of this hideous mask, which is perfect for the meleeweapon-wielding specialist. One is at the Homestead Motel [5.24], while the other belongs to Kenny, inside Herzog Mine [3.15].

RAIDER ARCLIGHT HELMET VALUE

20

POWERED

N

WEIGHT

3

HEALTH

15

DR

2

EFFECT LIST



Randomly found on defeated Raiders, this piece of headgear looks menacing but fails to deliver adequate protection.

RAIDER BLASTMASTER HELMET 20

POWERED

N

WEIGHT

3

HEALTH

15

DR

2

EFFECT LIST

Explosives +5, Big Guns +5

Gaining bonuses to your Big Guns and Explosives skills is a good way for beginning Wanderers to hone their abilities. These helmets are randomly found on Raiders (you can easily tell which ones by simply looking at them).

VALUE

20

POWERED

N

WEIGHT

3

HEALTH

15

DR

2

EFFECT LIST



Another piece of headgear that looks fearsome but has only limited advantages. Another item to find on Raider bodies.

SUPERVISOR HELMET VALUE

50

POWERED

N

WEIGHT

3

HEALTH

50

DR

5

EFFECT LIST



Worn by those in charge of The Pitt Slaves inside various locations where uprisings need quelling. You can also purchase this from Friday, at her store in Pitt Downtown [TP 3].

TORCHER’S MASK VALUE

20

POWERED

N

WEIGHT

3

HEALTH

15

DR

2

EFFECT LIST

Explosives +5, Big Guns +5

This is worn by Torcher, the leader of the Raider team inside the MDPL Mass Relay Station [4.03]. It offers increased Big Guns and Explosives skills and is worth murdering Torcher for.

VAULT 101 SECURITY HELMET VALUE

30

POWERED

N

WEIGHT

3

HEALTH

25

DR

3

EFFECT LIST



This is the regulation armor worn by security officers of Vault 101 [8.01]. Kill an officer or loot their corpse after a Radroach attack to procure this.

TRAINING

VALUE

RAIDER WASTE-HOUND HELMET

THE PITT

MOTORCYCLE HELMET

TOUR

EFFECT LIST

MISC. QUESTS

DR

MAIN QUEST

50

GEAR

HEALTH

CENSUS

3

MOTHERSHIP ZETA

N

WEIGHT

N

WEIGHT

POINT LOOKOUT

POWERED

POWERED

This rudimentary helm is designed to make the wearer look both “psychotic” and insectlike. You find them on Raider corpses.

OPERATION: ANCHORAGE

20

70

FACTIONS & BESTIARY

This is an almost fully concealed plastic helm with armored plates. You find these randomly scattered about the Wasteland.

VALUE

VALUE

BROKEN STEEL

RAIDER PSYCHO-TIC HELMET

METAL HELMET

APPENDICES

APPAREL: ENCLOSED HEADGEAR

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

143

CONTENT

INDEX

Chapter 4: Wasteland Gear

COMPOSITE RECON HELMET

WELDER’S MASK VALUE POWERED

N

WEIGHT

3

HEALTH

15

DR

2

EFFECT LIST

Randomly found on defeated Pitt Raiders throughout The Pitt, this piece of headgear is identical to the Raider Arclight Helmet, and just as ineffective.

20



Other Headgear: Masks & Helmets BANDANA VALUE

6

POWERED

N

WEIGHT

1

HEALTH

10

DR

2

EFFECT LIST

PE +1

Worn by Ryan Briggs [5.13], the Family’s Robert [5.05], and a few Megaton residents, this is great to locate early, as it allows excellent Perception.

BUTTON’S WIG VALUE

20

POWERED

N

WEIGHT

1

HEALTH

100

DR

1

EFFECT LIST

Speech +10, Barter +5, IN +1, PE -1

This is one of the most impressive pieces of headgear available. Expect multiple bonuses when you pry it off the head of the distinguished (and robotic) ex-governor of Georgia during Miscellaneous Quest: Stealing Independence.

CHINESE COMMANDO HAT VALUE

6

POWERED

N

WEIGHT

1

HEALTH

15

DR

1

EFFECT LIST

PE +1

You find this on Chinese corpses inside Broadcast Tower KT8 [4.04] and the Taft Tunnels [U.18]. Use it to repair the unique Hat of the People. Complete the ensemble with the Chinese Jumpsuit.

COMBAT HELMET

144

VALUE

50

POWERED

N

WEIGHT

3

HEALTH

50

DR

5

EFFECT LIST



These appear randomly across the Wasteland. Complete the ensemble with Combat Armor. Repair it using the Rivet City Security Helmet.

VALUE

40

POWERED

N

WEIGHT

3

HEALTH

70

DR

4

EFFECT LIST

PE +1, Unique

This offers slightly augmented statistics compared to a regular Recon Helmet, and you gain additional durability and Perception while wearing it. Excellent for scouting out foes, it’s found on the corpse of the Armory Master [AAFB 04].

CONFEDERATE HAT VALUE

8

POWERED

N

WEIGHT

1

HEALTH

15

DR

1

EFFECT LIST

PE +1

While not affording the same durability as the Recon Helmet, these ancient hats provide a Perception bonus so you can flee before you’re set upon by Swampfolk. Find them by digging through burial mounds in Point Lookout.

CROW’S EYEBOT HELMET VALUE

20

POWERED

N

WEIGHT

10

HEALTH

25

DR

5

EFFECT LIST

PE +1

This is part of Crow’s special merchandise and part of the rewards if you complete Freeform Quest: Merchant Empire at Canterbury Commons [6.02]

ENCLAVE OFFICER HAT VALUE

6

POWERED

N

WEIGHT

1

HEALTH

15

DR

1

EFFECT LIST

Energy Weapons +5

A dark gray cap bearing the Enclave insignia, this is worn exclusively by Enclave Officers—and you if you’ve stolen one from a corpse. Complete the ensemble with the Enclave Officer Outfit.

EULOGY JONES’S HAT VALUE

6

POWERED

N

WEIGHT

1

HEALTH

15

DR

1

EFFECT LIST

CH +1

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Complete Eulogy’s ensemble and add to your Charisma by stealing this from the projector table inside Eulogy’s Pad, in Paradise Falls [2.08].

CONTENT

INDEX

5

EFFECT LIST



150

DR

1

EFFECT LIST

Can Be Worn with Point Lookout “Scar”

HAT OF THE PEOPLE VALUE

30

POWERED

N

WEIGHT

1

HEALTH

20

DR

1

EFFECT LIST

Small Guns +5

You can use Chinese Commando Hats to repair the unique Hat of the People, which you find in the Abandoned Apartment in Pitt Uptown [TP.F]. Complete the ensemble with the Chinese Jumpsuit.

HEAD WRAP VALUE

0

POWERED

N

WEIGHT

0

HEALTH

10

DR

1

EFFECT LIST



This is of the least impressive pieces of headgear in terms of statistics. Billy Creel [8.05], Brock, and Belle Bonny [9.15] wear these.

POPLAR’S HOOD VALUE

6

POWERED

N

WEIGHT

1

HEALTH

25

DR

2

EFFECT LIST

AG +1, Sneak +10

Bloomseer Poplar, the slightly eccentric member of the Treeminders, gives this to you as a possible reward in Miscellaneous Quest: Oasis. It is a must-have for stealthy adventurers.

PRE-WAR BASEBALL CAP VALUE

8

POWERED

N

WEIGHT

1

HEALTH

15

DR

1

EFFECT LIST

PE +1

Randomly strewn across the Wasteland (including the baseball field near Arefu [5.07]), this is another option for improving your Perception early on.

LINCOLN’S HAT 40

POWERED

N

WEIGHT

1

HEALTH

50

DR

1

EFFECT LIST

Speech +5, IN +1

Located in the Museum of History [17.07], this can be sold to Leroy Walker [17.01], Hannibal Hamlin [3.10], or Abraham Washington [9.15] as part of Freeform Quest: Lincoln’s Profit Margins. It provides numerous stat increases.

OASIS DRUID HOOD 6

POWERED

N

WEIGHT

1

HEALTH

10

DR

2

EFFECT LIST



The Treeminders of Oasis [2.01] wear this, and it is given to you at the end of Miscellaneous Quest: Oasis as a possible reward. Drifter [1.08] also gives this to you during Freeform Quest: High Plains Drifter. It is statistically unimpressive.

VALUE

8

POWERED

N

WEIGHT

1

HEALTH

15

DR

1

EFFECT LIST

PE +1

Randomly strewn across the Wasteland, this is another option for improving your Perception early on.

PRE-WAR HAT VALUE

8

POWERED

N

WEIGHT

1

HEALTH

15

DR

1

EFFECT LIST

PE +1

Randomly strewn across the Wasteland (and on the head of Mister Burke [8.05]), this is another option for improving your Perception early on.

TRAINING

VALUE

PRE-WAR BONNET

GEAR

VALUE

MOTHERSHIP ZETA

DR

1

HEALTH

POINT LOOKOUT

25

N

WEIGHT

BROKEN STEEL

HEALTH

POWERED

THE PITT

3

Similar to the hat worn by Knock Knock in Little Lamplight [4.08], this is can take a few hits, and is the only piece of headgear you can wear during your dazed wandering after receiving a scar. These hats are reasonably rare; try the Presidential Metro [BS U15.02.1].

OPERATION: ANCHORAGE

WEIGHT

8

TOUR

N

VALUE

MISC. QUESTS

POWERED

The metallic remains of an Enclave Eyebot are scooped out and the outer shell used as protection, although it isn’t particularly battlehardy. These are found randomly.

MAIN QUEST

20

CENSUS

VALUE

POLICE HAT

FACTIONS & BESTIARY

EYEBOT HELMET

APPENDICES

APPAREL: OTHER HEADGEAR

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

145

CONTENT

INDEX

Chapter 4: Wasteland Gear

RANGER BATTLE HELMET VALUE

60

POWERED

N

WEIGHT

5

HEALTH

50

DR

6

EFFECT LIST



Offering a slight Damage Resistance rating compared to the otherwise-identical Combat Helmet, this is worn by Donovan of Reilly’s Rangers. Let him die during the Super Mutant shoot-out in Miscellaneous Quest: Reilly’s Rangers to claim this easily.

RECON ARMOR HELMET VALUE

40

POWERED

N

WEIGHT

3

HEALTH

40

DR

4

EFFECT LIST



Offered by Sentinel Lyons at the start of Main Quest: Take It Back!, this rare helmet is also randomly available from merchants. It is difficult to repair.

30

POWERED

N

WEIGHT

1

HEALTH

10

DR

2

EFFECT LIST

PE +1

If you crave the Perception bonus, you can take this from the corpse of Red. Or you can take it while handing her a weapon during Miscellaneous Quest: Big Trouble in Big Town. She is located at the Germantown Police Headquarters [5.01].

RIVET CITY SECURITY HELMET VALUE

50

POWERED

N

WEIGHT

3

HEALTH

25

DR

4

EFFECT LIST



VALUE

300

POWERED

No

WEIGHT

3

HEALTH

100

DR

5

EFFECT LIST



Loot these from Dusty at Big Town [5.10] or dead Rivet City Security personnel [9.15]. It is better to use this to repair Combat Helmets.

SHADY HAT VALUE

40

POWERED

N

WEIGHT

1

HEALTH

50

DR

1

EFFECT LIST

Sneak +5, PE +1

VALUE

35

POWERED

No

WEIGHT

1

HEALTH

40

DR

1

EFFECT LIST

PER + 1

146

Wandering Traders [0.00] and Arefu’s Evan King [5.07] are both partial to this Barter-increasing hat.

6

POWERED

N

WEIGHT

1

HEALTH

10

DR

1

EFFECT LIST

Barter +5

This offers a Perception bonus and increases Sneak. Take this from Moira Brown after you’ve done particularly well on a task in Miscellaneous Quest: The Wasteland Survival Guide.

Partner this with Paulson’s Outfit, which is also worn by the gunslinger that you need to kill to obtain this item. Paulson is thawed out in the Engineering Core [MZ1.03]. The Perception benefit makes this hat useful for tracking and encountering enemies sooner, rather than later.

SHERIFF’S HAT (SIMMS) VALUE

35

POWERED

N

WEIGHT

1

HEALTH

40

DR

1

EFFECT LIST

PE +1

ROVING TRADER HAT VALUE

This valuable helmet is repaired using Metal Helmets. This unique armor is available only if you defeat Toshiro Kago aboard Mothership Zeta’s Engineering Core [MZ1.03], which is possible without turning your other allies hostile.

SHERIFF’S HAT (PAULSON)

RED’S BANDANA VALUE

SAMURAI HELMET

With reasonable HP and just a Perception bonus, it is unwise to rile Megaton’s [8.05] inhabitants by slaying Sheriff Lucas Simms for this hat. However, you could tell him about Mister Burke, hope Lucas dies in the ensuing firefight, and pick at the remains.

STORMCHASER HAT VALUE

6

POWERED

N

WEIGHT

1

HEALTH

10

DR

1

EFFECT LIST

PE +1

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Sold by Wandering Traders [0.00], this is another option for improving your Perception early on.

CONTENT

INDEX

BIKER GOGGLES

TALON COMBAT HELMET VALUE

60

POWERED

N

WEIGHT

3

HEALTH

40

DR

4

EFFECT LIST



Worn by the leader of Talon Company in Fort Bannister [4.11], this is slightly less impressive than a Combat Helmet. Try finding it only if you really want to finish off your Talon Company ensemble.

THE ANTAGONIZER’S HELMET VALUE

60

POWERED

N

WEIGHT

5

HEALTH

50

DR

6

EFFECT LIST



The matching piece to the AntAgonizer costume, this is worn by a lunatic superhero and is usually found in her lair [6.01] during Miscellaneous Quest: The Superhuman Gambit.

THE MECHANIST’S HELMET VALUE

60

POWERED

N

WEIGHT

5

HEALTH

50

DR

6

EFFECT LIST



The matching piece to the Mechanist’s Costume, this is worn by a maniac superhero and is usually found in his base [6.H] during Miscellaneous Quest: The Super-human Gambit.

N

WEIGHT

0

HEALTH

15

DR

2

EFFECT LIST

CH +1, LK +1

POWERED

N

WEIGHT

1

HEALTH

10

DR

1

EFFECT LIST



These offer little value and are found on some Raider corpses. Try looting the corpse of the Scavenger at Lucky’s Grocer [7.R] for one.

CRYPTOCHROMATIC SPECTACLES VALUE

8

POWERED

N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST

Unique

Wear these whenever you wish, find them in a toilet inside the Homestead Motel [5.24], and use them to solve a strange puzzle in the hothouse of the Calvert Mansion [6.28].

DESMOND’S EYEGLASSES VALUE

25

POWERED

N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST

Explosives +5, Small Guns +5, Unique

If you offed this Ghoul in the Underground Laboratory [6.29], you can steal these glasses from his corpse. They offer an impressive couple of skill increases.

This is only one of two pieces of headgear that give a Luck bonus (in addition to the Lucky Shades). You must kill Three Dog in the G.N.R. Building [11.01] to claim this, which also gives you a Charisma bonus.

VALUE

8

POWERED

N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST



Allowing a distinguished (or geeky) look, these are easily found on the body of Jonas, inside Vault 101 [8.01].

TRAINING

200

POWERED

6

EYEGLASSES

THREE DOG’S WRAP VALUE

VALUE

MOTHERSHIP ZETA

Melee Weapons +5, Explosives +5, Melee Damage +5

POINT LOOKOUT

EFFECT LIST

BROKEN STEEL

1

THE PITT

DR

These are showcase eye-covering items, which can be combined with non-enclosed headgear.

OPERATION: ANCHORAGE

15

TOUR

1

HEALTH

MISC. QUESTS

N

WEIGHT

MAIN QUEST

POWERED

GEAR

60

CENSUS

A must-have for those focusing on explosives and melee weapons, this unique cap is found in Takoma Park’s Nifty Thrifty’s store [13.02].

VALUE

Other Headgear: Glasses & Facial Coverings

FACTIONS & BESTIARY

TAKOMA PARK LITTLE LEAGUER CAP

APPENDICES

APPAREL: OTHER HEADGEAR

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

147

CONTENT

INDEX

Chapter 4: Wasteland Gear

GHOUL MASK

THREE DOG’S GLASSES

VALUE

50

POWERED

N

WEIGHT

1

HEALTH

100

DR

3

EFFECT LIST

Causes Feral Ghouls to ignore you

Roy Phillips gives these to you after a successful rout of the humans from Tenpenny Tower during the Miscellaneous Quest: Tenpenny Tower. This allows you to pass by Feral Ghouls without being attacked.

8

POWERED

N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST

Lockpick + 3, Sneak +3, Unique

Found on the body of LagBolt inside the lobby of La Maison Beauregard Hotel [BS 14.08], these shades are super-cool if you require further lockpicking prowess, or your Stealth Suit isn’t getting the job done.

40

POWERED

N

WEIGHT

1

HEALTH

150

DR

1

EFFECT LIST

LK +1

Look for a mannequin near Lucky’s Grocers [7.R] to find these Shades. Repair them like any other regular pair of glasses. Note the Luck increase. Combine this with Three Dog’s Wrap for increased Luck.

12

POWERED

N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST



N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST



VALUE

12

POWERED

N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST



VALUE

2

POWERED

N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST



If you crave the bespectacled look, you can take this from the corpse of Red. Or you can take it while handing Red a weapon during Miscellaneous Quest: Big Trouble in Big Town. She is located at the Germantown Police Headquarters [5.01]. These glasses are rarely found elsewhere.

VALUE

20

POWERED

N

WEIGHT

1

HEALTH

100

DR

1

EFFECT LIST



SUNGLASSES

148

VALUE

2

POWERED

N

WEIGHT

0

HEALTH

150

DR

1

EFFECT LIST



These are part of Floyd Lewis, the dead engineer you may stumble across during Main Quest: Escape. You find these only rarely across the Wasteland.

These are rarely found across the Wasteland. Mister Burke [8.05] wears a pair, as does Andale resident Martha Wilson [8.07]. There are also two pairs inside Dukov’s Place [9.08], and Snowflake in the Underworld [17.07] has a pair.

WIG

READING GLASSES VALUE

POWERED

You must kill Three Dog in the G.N.R. Building [11.01] to obtain this unique pair of sunglasses.

TORTOISESHELL GLASSES

LUCKY SHADES VALUE

12

TINTED READING GLASSES

LAG-BOLT’S SHADES VALUE

VALUE

Find these in a Roosevelt Academy bathroom [1.16], on the head of Snowflake in the Underworld [17.07], on a table in the Irradiated Metro [U.20], or on mannequins in The Pitt Uptown [TP.5].

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Only three Wigs exist. Find one on a Ghoul named Griffon, who’s plying his wares outside the Underworld [17.01]. The other Wigs are inside the Museum Authority Building [BS 17.01]. A perfect cure for baldness, if you don’t mind the tittering behind your back.

CONTENT

INDEX

MAIN PATH 3

MAIN PATH 4

MAIN PATH 5

Your father, James

Your father, James; Amata Almodovar; Paul Hannon; Officer Gomez; The Overseer; Lucy “Old Lady” Palmer; Butch DeLoria; Wally Mack; Stanley Armstrong; Mister Handy “Andy”; Beatrice; Officer Kendall; Jonas Palmer

Your father, James; Jonas Palmer; Stanley Armstrong; Mister Handy “Andy”; Butch Deloria; Paul Hannon; Wally Mack; Amata Almodovar; Edwin Brotch; Freddie Gomez; Susie Mack; Christine Kendall

Amata Almodovar, Butch DeLoria, Ellen DeLoria, Grandma Taylor, Officer Gomez, Mister Handy “Andy”, Stanley Armstrong, Tom Holden, Mary Holden, Allen Mack, Floyd Lewis (Deceased), Jonas Palmer (Deceased)

Locations

Jefferson Memorial, Gift Shop area

Vault 101

Adv. Items/Abilities



Small Guns, BB Gun

Speech

Science, Sneak, Speech

Possible enemies



Radroach



Radroach, Officer Kendall, Officer O’Brian, Officer Richards, Officer Wolfe, Officer Park, Security Chief Paul Hannon, Officer Steve Mack, The Overseer



Neutral

Neutral

Main Quest: Birth

Enter the Overseer’s office.

Cry, and manipulate features

Speak with Amata. Take or refuse her father’s 10mm Pistol

Main Quest: Baby Steps

Bobby Pins (10), 10mm Pistol, Your room items Walk to Dad.

Navigate your way to Butch and Ellen DeLoria

Learn to Turn and Move Rescue Ellen, or [Speech] Convince Butch to rescue Ellen

Learn to Open

Gun everyone down

Look at the “You’re SPECIAL” book.

Tunnel Snake Outfit

Choose your Statistics Learn to Pick up and Throw objects. Listen to Dad. Memorize the Biblical Passage number

Fight your way to the Security Room

Follow Dad. Main Quest: Growing Up Fast

Help Amata Enjoy the party and speak with the guests.

Interrogate The Overseer

Receive presents; Learn to use your Inventory

Leave Amata

Fight with Butch

Enter Overseer’s Bedroom

Speak to other partygoers

Overseer’s Office Key Use the Overseer’s computer to access the secret tunnel.

Objective

Action

Rewards

Continued on next page

Pip-Boy 3000, Vault 101 PA System Signal, Grognak the Barbarian, Sweet Roll, Kid’s Baseball Cap

Access Overseer’s Terminal in his Office

TRAINING

Color code:

From next page

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

MAIN QUEST

Exit the playpen.

MISC. QUESTS

TOUR

Open the playpen’s gate.

GEAR



CENSUS



FACTIONS & BESTIARY

Karma Influence

POINT LOOKOUT

MAIN PATH 2

Your father, James; Your mother, Catherine; Nurse Madison Li

BROKEN STEEL

MAIN PATH Main Characters

THE PITT

QUEST FLOWCHART

OPERATION: ANCHORAGE

MAIN QUEST

Chapter 5

MOTHERSHIP ZETA

APPENDICES

ESCAPE!

149

CONTENT

INDEX

Chapter 5: Main Quest From previous page Meet Jonas on the Reactor Level. Listen to Beatrice

Flee using the secret tunnel, exit into the Capital Wasteland

A Birthday Poem

Last Chance to change Character stats

Locate Jonas, wait for Dad

Main Quest: Following in His Footsteps

BB Gun and Ammo Shoot all three targets with the BB Gun. Use manual aiming or V.A.T.S.. Stand for photo with Dad Main Quest: Future Imperfect Get to class and talk to Mr. Brotch about the G.O.A.T. Speak to Dad about the G.O.A.T. Locate your Dad’s Bobblehead Bobblehead: Medicine No need for Speech Challenge

Birth

Locate Amata and the Tunnel Snakes

Your birth is a moment of great joy and sadness for your father. A name is chosen, your sex is checked, and a Project Purity [9.14] Gene Projection unit reveals what you’ll eventually look like as an adult. This happy time is but a fleeting moment. Something terrible is happening to your mother….

WHAAAA! AH-WAAAA! There’s a blinding white light. Your vision is blurred. A woman lies to your left, panting. “Well?” asks a man’s voice. “Is it a boy or a girl?” Choose your sex, and your father peers down and exclaims his joy at Welcome to the world, little mite. That’s your daddy, little guy (or sweetheart). your birth. Your father and mother have been thinking of a name for you. Type it in when prompted. Your father brings forward the Gene Projection, allowing you to see what you’ll look like in 20 years or so. You can now change your Race, Face, and Hair. Whatever the outcome, you’re very much like your father in appearance. The nurse wheels you out of the operating room while your father can be heard shouting “she’s in cardiac arrest!” Everything fades to white…. One Year Later…

150

Escape the Vault.

[Speech] Convince Butch to back off

Convince Wally Mack to depart or tease Amata about her weight

Punch Butch down to half health

Let Butch Punch you down to half health

Sit down and take the G.O.A.T. Speak to Mr. Brotch, get him to fill in the answers or take the G.O.A.T. Turn in the G.O.A.T. to Mr. Brotch. Choose Tag Skill and Skills, or talk to Brotch and change them Exit the Classroom. Main Quest: Escape!

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CONTENT

INDEX

Baby Steps DADA? DAAH-DA? DADDA!

Your father closes the playpen gate, trapping you with only a big red ball for company. Move to the Gate Door, and open it when the prompt appears on-screen. Toddle back to the rug or check the hatch door. Your Lockpick skill isn’t quite that developed yet….

MOTHERSHIP ZETA

APPENDICES

ESCAPE!

Your father is standing on the other side of a playpen gate. You’re taking your first steps, so stagger east through the open gate and into your father’s arms. NEW OBJECTIVE

“Open the playpen’s gate” begins. NEW OBJECTIVE

“Exit the playpen” begins.

TOUR

Growing Up Fast

Pip-Boy 3000

Vault 101 PA System Signal found

NEW OBJECTIVE

“Enjoy the party and speak with the guests” begins.

MAIN QUEST

Skill Book: +1 Melee Weapons (when read)

GEAR

Amata’s a real sweetheart and you may be developing a crush on her. You know, if girls weren’t so weird and gross.

Tip Immediately bring up your Pip-Boy and run through its basic functionality, as detailed in the section of this guide called General Training (page 28). Read the Grognak the Barbarian comic and your Melee Weapons skill is immediately increased by 1! You can also check out the Vault 101 PA transmissions by selecting the Radio option on your Pip-Boy.

TRAINING

Chat with Amata, and you’re presented with a number of dialog choices, depending on how friendly or unpleasant you want to be to her. Amata’s gift is a Grognak the Barbarian, issue 14! Take the present, then optionally speak with Paul Hannon before he returns to sit with Butch and his gang.

Grognak the Barbarian

CENSUS

Everything fades from white. Your father is congratulating you on your 10th birthday, while your best friend Amata, Officer Gomez, and Paul Hannon applaud. They’ve thrown a surprise party and everyone’s here! One of the invited guests is Amata’s father, the Overseer. He greets you with his usual stern expression and gives you an extra-special gift: your very own Pip-Boy 3000! It isn’t the latest model, but Stanley reckons it’s more reliable than the newfangled unit.

MISC. QUESTS

You are 10 years old. Surprise! Welcome to your birthday party. Your father has a nice surprise for you down in the Reactor Level if you’re good. Wait, Andy appears to have obliterated the cake. No matter, there are still some presents to receive, and people to chat with. You also receive your most important present of all: your very own Pip-Boy 3000!

PARTY, STREAMERS, AND A PIP-BOY

BROKEN STEEL

“Walk to Dad” begins.

THE PITT

NEW OBJECTIVE

Make a quick reconnoiter of the room. The big news is the toy box; scamper over, following the on-screen instructions for grabbing a toy from the box, and letting go. When you’re bored of the toy-throwing, crawl to the “You’re S.P.E.C.I.A.L.” book, and open it. Spend the next few minutes assigning points to your seven S.P.E.C.I.A.L. abilities. Remember that you can reduce an ability as well as increase it. Every ability, how points affect them, and recommended “types” of character based on point allocation, are shown in the Character Development section of this guide (starting on page 25). When you’ve finished assigning points, close the book. You have another option to change your scores after you take your G.O.A.T. exam. Once the book has been closed, your father returns, and sits down on the rug to explain Catherine’s favorite biblical verse to you. After the comforting talk, your father gets up and leaves. Follow him through the open hatch door, through a living room, and into a metallic passageway. Continue to follow. Everything fades to white…. Nine Years Later…

FACTIONS & BESTIARY

Your father is proud of your first faltering steps, you little tear-away!

OPERATION: ANCHORAGE

“Look at the ‘You’re S.P.E.C.I.A.L.’ book” begins.

POINT LOOKOUT

NEW OBJECTIVE

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CONTENT

INDEX

Chapter 5: Main Quest

Buttersaw! Andy the robot may have the depth perception of a Radroach, but he means well. Just as long as doesn’t go into field surgery….

You can talk to anybody you like, in any order. Old Lady Palmer offers you one of her delicious Sweetrolls. It appears in your Pip-Boy’s Item > Aid screen. This might be the only food you’re eating; your cake looks like it’s been attacked! Take a Party Hat from the counter to cheer yourself up. Sweetroll

Party Hat

+5 HP (when eaten)

Butch demands that you give him the Sweetroll now that the cake is ruined. You have many responses, but Butch actually gets off his seat to punch you if you mention his mother and her alcohol problems, and the fight is broken up by Officer Gomez. You can then blame Butch, but any choice is fine, although you might want to stand up for yourself. Butch’s boys are Wally Mack and Paul Hannon. Speak with Stanley at the bar; he has a birthday gift for you. Take the Kid’s Baseball Cap, then speak with your dad. He has another present for you. Your dad speaks to his friend Jonas on the intercom; they’ve been cooking up something special for you!

and make the first left (west) turn. Walk west, looking for the sign pointing right (north) down to the reactor. You can speak to Officer Kendall coming down from the upper level, but he isn’t very pleasant. A Birthday Poem Instead, descend to the connecting room near the reactor, where Jonas is waiting for you. When your father arrives, he gives you an old BB Gun. Follow your father into the side corridor. Your dad tells you to come down here any time you want to practice. In fact, he’s set up a few targets right now! BB Gun

50 BBs

NEW OBJECTIVE

“Shoot all three targets with the BB Gun” begins. Move to the southern end of this side corridor, between the crates, and peer ahead; there are three targets. Bring out your BB Gun and fire, optionally using the Aim functionality to get a better view. Remember to shoot the center target, not the outer metal area, or the target won’t swing back. If you have any problems, read the on-screen instructions. When all targets are struck, a Radroach scuttles out from the right.

Kid’s Baseball Cap Test your aiming abilities on some metal, and greasy, irradiated insect targets.

NEW OBJECTIVE

“Meet Jonas on the Reactor Level” begins.

SUFFOCATION! LITTLE HANDS, GROPING IN SUBTERRANEAN UNCERTAINTY. Your dad opens the diner door to the west (be sure you use the Pip-Boy’s compass, shown all the time at the screen’s bottom left). Before you can depart, Beatrice gives you A Birthday Poem; read it in your Pip-Boy’s Data > Note screen. Head north out of the diner, along the corridor,

NEW OBJECTIVE

“Use the BB Gun to kill the Radroach” begins. It is time for your first live kill! Bring your BB Gun to bear on the Radroach, or enter the Vault-Assisted Targeting System (V.A.T.S.), which allows you to pinpoint the Radroach’s different appendages for a slower, but cleaner kill. When the Radroach has been peppered with ball-bearings, head back to your father, who beckons Jonas over to take a picture. Whoa, that flash is white…very white…. Six Years Later…

Future Imperfect GREASER TEASERS You get to take your G.O.A.T. today. The Generalized Occupational Aptitude Test is completed by every 16-year-old in the Vault, and it determines what jobs they’re most suited for. Stalling doesn’t help, so speak to your father about other matters if you wish before you leave. You can even read the confidential profiles on your father’s Vault 101 Medical Data System. His patients make interesting reading but most intriguing is his “other work” and the hint that he may have been outside the Vault. Leave your dad’s surgery, but not before a quick check of the area. There’s a Bobblehead: Medicine on the table. Pick it up, and then inspect the wall plaque with your mother’s favorite biblical passage. It

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is locked. Perhaps you should head back here later? Head out and then west and take your test!

Bobblehead: Medicine: “The smart man knows a bandage only hides his wounds.”

Bobblehead: Medicine Your Medicine skill is permanently increased by 10 points.

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CONTENT

INDEX

You can give Butch some verbal ammunition—and the taunting gets worse. Amata runs off crying, and the Tunnel Snakes saunter off into class. You can let your fists do the talking for you (“raise” your fists before starting the dialog), and punch Butch down to half his health (concentrate on him, not the other Tunnel Snakes). He stops the fight, and the Tunnel Snakes shuffle off into class. You can let your less capable fists do the pleading for you and begin to fight but let the gang batter you down to half health. You’re no challenge, so the gang swaggers into class. Or simply ignore the teasing altogether. Amata will get over it. Whatever your choice, head north and then turn left, into the classroom.

NEW OBJECTIVE

The Skills menu now appears from your Pip-Boy. Thirteen skills are listed here, with three skills chosen to allocate G.O.A.T. points to. If the chosen skills are to your liking, click “Done.” If they are not, you can change them. When you’ve finished allocating Skill points, you can leave the classroom or stay and listen to how everyone else did. Once you leave the room, everything fades to white. NEW OBJECTIVE

“Exit the Classroom” begins.

Tip Are you having problems deciding what skills to give points to? Then read the descriptions on-screen, or access the Skills and Perks section of the Training chapter of this guide (page 10), for more advice.

MAIN QUEST GEAR

Escape! Amata shakes you from your slumber and informs you that all hell has broken loose. Jonas is dead, your dad has escaped, and you’ve slept through the turmoil. You need an escape plan. The following options are available: You can agree to let Amata help you escape. A secret tunnel leads directly from the Overseer’s office to the Vault exit, although you’ll need to hack into a computer to open it. You’re given 10 Bobby Pins to help you access this room. Amata also pushes her father’s 10mm Pistol into your hands (which you can refuse, which helps her out during a subsequent interrogation). She then leaves, recommending that you gather belongings and start to flee.

MOTHERSHIP ZETA

“Turn in the G.O.A.T. to Mr. Brotch” begins.

Three Years Later…

WHAT’S THE MATTER, AMATA?

BROKEN STEEL

The G.O.A.T. consists of 10 multiple-choice questions, based mainly on moral or skill-based situations. Once the G.O.A.T. is over, approach Mr. Brotch at his desk, and he tells you the job you’ve been chosen to undertake. You can agree with the choice or not, it doesn’t matter; Brotch says you can tweak your test results to your choosing, anyway!

THE PITT

“Sit down and take the G.O.A.T.” begins.

OPERATION: ANCHORAGE

Or, you can ignore Butch and convince Wally Mack that the Vault’s opinion of Butch is far less flattering than his own. Wally and Paul bail, you cut down the Tunnel Snakes leader without direct conflict, and class can begin.

NEW OBJECTIVE

TOUR

Sidle in, speak with Butch, and convince him the Overseer is going to come down hard on the Tunnel Snakes. If successful, he agrees to “deal with her later.” Note this option doesn’t require a Speech challenge if you already fought Butch during “Growing Up Fast.”

MISC. QUESTS

Head down the corridor where the Tunnel Snakes—a gang of greasers led by Butch—are harassing Amata. You can ignore this petty squabble, step in to help Amata, or join in the bullying. Your choices are as follows:

Or you can dismiss her help completely. You aren’t given any items and may need to return to her later to apologize and request her help. This, as you might have gathered, isn’t the recommended option! Instead, you can proceed directly to the Overseer’s Office, and escape using Bobby Pins (in Amata’s room) or the key from the Overseer himself. Now ransack your desk. Take the Baseball Bat, Baseball, Glove, BB Gun, and BBs (50), then raid the First Aid Box for a Med-X and Stimpaks (10). Bobby Pins (10)

10mm Pistol

Baseball Bat

Baseball and Glove

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CENSUS

NEW OBJECTIVE

“Get to class and talk to Mr. Brotch about the G.O.A.T.” begins.

Speak with Mr. Brotch, your teacher. If you ask him whether you have to take “this stupid test,” you can ignore the G.O.A.T. entirely, Brotch fills out the answers for you, and you can pick the conclusion to your test The Overseer wants to see your skills, so answer the G.O.A.T. as accurately as possible. Or cheat, afterward! yourself! Otherwise, take your seat as Brotch moves to the front of the class.

FACTIONS & BESTIARY

There are 19 more of these Vault-Tec Limited Edition Bobbleheads scattered throughout this world, each giving you a substantial (and permanent) bonus to a particular ability. Each location is shown in the Appendices section of this guide, on page 733.

POINT LOOKOUT

GETTING YOUR G.O.A.T.

TRAINING

Note

APPENDICES

ESCAPE!

CONTENT

INDEX

Chapter 5: Main Quest

First Aid Box

BB Gun and Ammo NEW OBJECTIVE

“Enter the Overseer’s office” begins.

Tip Take the BB Gun and Baseball Bat, then set your Pip-Boy’s Hot Key functionality so you can quickly switch to the 10mm Pistol, Baseball Bat, or BB Gun, depending on the situation. Head north, into the corridor from your apartment. You can circumvent some guards and Radroaches if you Sneak. However, it is beneficial to move to the junction and watch a Radroach attack Officer Kendall. The following options are available: Watch combat begin, then open the door to the left, behind Kendall, that leads into the gentlemen’s restroom. Sneak into here, and completely avoid being spotted. Let the Radroaches win, then pepper them with BB Gun fire until they splatter. Don’t use the 10mm Pistol; save the ammo. If you help Kendall, he turns and attacks you anyway, because he’s been sent to tackle you as a traitor. Or, you can flee, heading west and leaving Kendall to his fate, but without watching it unfold. If you let the Radroaches kill Kendall, you can raid his corpse, taking a Police Baton (useful only after your Baseball Bat breaks) and his armor. Quickly place the weapon into the fourth Hot Key location, then wear the armor; it provides protection for the fighting to come, and helps conserve Stimpaks. Police Baton

Vault 101 Security Armor

Vault 101 Security Helmet Turn the corner, or if you’re continuing to Sneak, break into the ladies restroom, and you’re soon spotted by Butch. He pleads for you to help his mother. There are a few available options, here: Ellen DeLoria has a few unwanted drinking partners. Help her or leave her or massacre the bums.

You can agree. Follow Butch to the south end of the corridor, then turn right, armed with your preferred gun. Ellen DeLoria is surrounded by three Radroaches; quickly enter V.A.T.S., aim at a single enemy, and destroy it. Then manually blast the remaining foes. Don’t hit Ellen, or the DeLorias turn hostile! You can tell Butch exactly what you think of him and his alcoholic mother, and he calls for guards to come. Run to the next section of the Vault. Or, you can use Speech to convince Butch to get in there and stamp the menace out himself, gaining respect from his mother.

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Or, you can get Butch to save his mom himself; give him your BB Gun or Baseball Bat. Or, you can gun Butch and his mother down; this gives you a few minor additional items, and a sting of regret. If you helped Butch and his mother survived, you receive Karma, and Butch offers you his jacket. Whatever the outcome, head north, then west from Butch’s apartment, toward the diner. Tunnel Snake Outfit Follow the only open corridor in the Vault, moving north past the diner (inside is the body of Grandma Taylor), and follow the signs to the atrium. At the top of the stairs, you bump into Officer Gomez. He’s just as confused as you are but doesn’t want to fight because he was a good friend of your father’s. You can leave him alone, continuing to a fire up ahead. Or, you can shoot him (and any other innocents you meet from this point on). Continue east toward the atrium, but stop at the laboratory area to watch Andy cooking Radroaches with his flamer! Step into the lab area, briefly chat with Stanley, and rummage around in your father’s ransacked office. His terminal turns out to be locked, but your real reason for being here is to grab an extra-special Vault-Tec Limited Edition Bobblehead; if you didn’t during “Future Imperfect.” Now head out to the corridor, and east to the Door to Vault 101 Atrium. Bobblehead: Medicine

Your Medicine Skill is permanently increased by 10 points.

There is something behind the wall plaque in here, but you’ll need Lockpick 50 to open it. Return during Miscellaneous Quest: Trouble on the Homefront to claim it.

“I DON’T WANT YOU TO FOLLOW ME.” Enter the lower level of the atrium, and you bump into Tom and Mary Holden, Tom sprints off toward the door to the Vault exit in fear and confusion. Try switching your Pip-Boy’s Flashlight on. A computer room to the northeast holds some minor items. In the locked Vault exit corridor Tom Holden is viciously shot down by Officers O’Brian and Richards. They both have 10mm Pistols; a great reward so defeat them! The Door to Vault 101 Entrance is locked, so move to the door with the locker preventing it from closing, and head to the upper level. Move to the corridor at the top of the stairs where Security Chief Hannon spots you. Bring the fight to him and knock him unconscious or worse. Continue west, past the circular window Security Chief Hannon is no pushover...unless you slam (which is where the him over the gantry! Overseer’s office is), and pass Alan Mack (Wally’s dad) knocking on the window. Run into the admin area and the server room. The remains of Floyd Lewis, the technician, lie in a heap. You can optionally grab his Tinted Reading Glasses and Vault 101 Utility Jumpsuit, but only if you’re collecting outfits!

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CONTENT

INDEX

Overseer’s Terminal Password Run north from the Overseer, and turn right (east), into the Overseer’s office. Search Jonas’s body to uncover Eyeglasses, a Stimpak, and a Vault Lab Uniform, as well as a Note from Dad. Play this on your Pip-Boy in the Data > Note area. It is a farewell message from your father. Turn north, and enter the Overseer’s living quarters. Note from Dad If you freed Amata, she’s crying on a chair to your right. If she has the 10mm Pistol, she gives it to you. Investigate the chamber to the north: the Overseer’s bedroom. Open the dresser in the corner, and grab 10mm Rounds and the Overseer’s Office Key, but leave the three Jumpsuits, which simply weigh you down. Then enter Amata’s bedroom and grab the Bobby Pins in the dresser. Now you can finally enter the Overseer’s office. 10mm Rounds (and Pistol)

Overseer’s Office Key

NEW OBJECTIVE

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE

Overseer’s Office Key

Or, access the terminal using the password. You have four attempts to hack into the terminal. However, if you quit out of the terminal when you have one attempt left, then access the Terminal again, the number of attempts resets. Use this trick across the Wasteland, when hacking into every terminal you find! The Overseer’s terminal makes fascinating reading. There are four sets of entries to pour through. Most are some interesting background on other Vault 101 dwellers. One reveales that there have been people scouting outside and there is some very interesting information about something called G.E.C.K. The entry you really want, however is Open Overseer’s Tunnel. Do this now! Watch the Overseer’s desk rise up and a hidden staircase appear! Descend into the secret passage, using the electrical switch to open the hatch door, then run down the passageway, turning left (east) and ending up at another hatch door. This leads to a small room with a hidden door in front of you. Press the switch and the wall panel slides up, allowing you to clamber to the entrance chamber. Use the Vault Door Control Pod to activate the giant piston that plugs into the massive “cog” door, spinning it out and allowing your first glimpse into the outside world! “Escape the Vault” begins. As the door grinds open, Amata appears and wishes you the best of luck. She refuses your offer to come along. As the guards charge in, run east, toward the gate with the light streaming in. Before you leave Vault 101 for good, you have a final opportunity to edit your Name, Race, Sex, S.P.E.C.I.A.L. Abilities, and Skills before you open the gate and step out into the dangerous wilds of a radioactive wasteland. What remains of civilization? You’ll find out soon enough!

TOUR

10mm Rounds

Use your Science skill to hack into the terminal, if you don’t have the Overseer’s Terminal Password. Follow the on-screen instructions. If you’re successful, you can access the computer records. If you fail, move to the locker and take the password.

MISC. QUESTS

Once you’re alone with the Overseer, you can talk or attack him. If you talk, he reveals nothing. Threaten to harm Amata though, and the Overseer’s Office Key and Overseer’s Terminal Password are yours! You can (foolishly) surrender to him, and he takes your weapons, using them on you! A better plan is to leave him be. Search the lockers to find Batons and security uniforms, if you haven’t lifted them from guards you’ve dispatched. There’s some 10mm Ammo inside one of the lockers, too. Or, you can kill the Overseer and take the key and password from the body. This won’t make Amata happy, though!

Enter the Overseer’s office. One of the lockers to the far right contains the Overseer’s Terminal Password. Now move over to the terminal behind the Overseer’s curved desk. The following options are available:

MAIN QUEST

Or, you can Sneak in and pickpocket the Overseer’s key and password from him. Run for the Overseer’s office if they catch you in the act!

NEW OBJECTIVE

“Use the Overseer’s computer to access the secret tunnel” begins.

Take a look out at that Wasteland, adjust your glasses and Tunnel Snake jacket (optional), and start to explore!

GEAR

Continue into the atrium corridor, then look left (west) through the security room window. Amata is being tortured by her own father and his lackey, Officer Mack (Wally’s brother)! You have a variety of choices here: You can leave them to interrogate Amata and continue to escape. You can open the door and storm inside. Amata immediately flees, while the Overseer backs up and lets Officer Mack attack. Beat or shoot him down, and then approach the Overseer. If you let Amata keep the 10mm Pistol earlier, she uses it on Officer Mack.

APPENDICES

ESCAPE!

TRAINING

FACTIONS & BESTIARY

CENSUS

Bobby Pins (5)

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CONTENT

INDEX

Chapter 5: Main Quest

Following in His Footsteps QUEST FLOWCHART MAIN PATH

OPTIONAL PATH 1

Main Characters

President John Henry Eden, Three Dog, Sheriff Lucas Simms, Nova, “Gob” Gobtholemew, Moriarty, Silver, Sentinel Sarah Lyons

Moriarty, Silver

Locations

Silverlake, Megaton, Farragut West Metro Station, Friendship Health Metro Station, Chevy Chase North Metro Station, Galaxy News Radio

Megaton, Silverlake

Adv. Items/Abilities

Lockpick, Repair, Science, Speech, Sneak

Speech

Possible enemies

Enclave Eyebot, Protectron, Mole Rat, Ghoul Genus, Super Mutant Genus, Radroach, Raider, Deathclaw, Robot Genus, Talon Company Mercenary, Brotherhood of Steel, Centaur, Super Mutant Behemoth

Karma Influence

Neutral

Neutral

Visit Springvale, checking Mailboxes Ammo and Chems, Your first Skill Book: Pugilism Illustrated Exit Vault 101 Enclave Radio Signal, Galaxy News Radio Signal Investigate the nearby town of Megaton for information about Dad. Locate and enter Megaton

[Optional] Begin any Freeform Quest or Miscellaneous Quest you wish

Speak to Sheriff Lucas Simms or any Megaton Settler about Dad Speak to Colin Moriarty about Dad.

Plan A: The Fast-Talk Challenge: [Speech] Lie to his face

Plan B: The Fast-Hack Attack: [Science] Hack into Moriarty’s Terminal

Plan C: 300 Pieces of Silver

Pay Moriarty 100 Caps

Agree to shake down Silver

[Optional] Deal with Silver in Springvale. Locate Silver’s Ranch House in Springvale

Kill her, or goad her and kill her

Reason with her, or [Speech] convince her

Chems

300/400 Caps

Head to G.N.R. Studios via an overland excursion to Friendship North Metro Station

Head to G.N.R. Studios via any other series of locations you wish

Find Galaxy News Radio.

Head to G.N.R. Studios via the Farragut West Metro Station Tunnels

Emerge from Chevy Chase North Station Encounter Sentinel Sarah Lyons; fight alongside Brotherhood of Steel to G.N.R. Plaza Brotherhood Weapons and Armor Ask Three Dog about Dad. Continued on next page Color code:

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Objective

Action

Rewards

CONTENT

INDEX

APPENDICES

FOLLOWING IN HIS FOOTSTEPS From previous page Retrieve the Fat Man from the dead Brotherhood soldier.

Defeat Super Mutant Behemoth using any other means

Behemoth’s Weapon Stash

NEW OBJECTIVE

“Investigate the nearby town of Megaton for information about Dad” begins.

Tip Bring up your Pip-Boy, and enter the Data > World Map screen. Megaton is already located on your map as an arrow point. This arrow point also appears under your on-screen compass, giving you an instant idea where to travel.

Note

At this point, you can literally go anywhere and do anything you want! As there are infinite numbers of routes to and from the various locations across the Wasteland, the following routes are simply the optimal paths to take.

The easiest way to Megaton is to travel east along the remains of the tarmac road. As you head out into the open, you pick up two new radio signals through your Pip-Boy. The first is the Enclave Radio Signal, which is an official transmission from President Eden. The second is a broadcast from Galaxy News Radio in the D.C. Ruins; tunes are spun and rants are recorded by your DJ Three Dog. Both give clues to your adventure ahead. Switch either of them on by accessing the Data > Radio menu.

Chems

Tip There’s a junkie named Silver who fled from her “care-giver” in Megaton, and she lives just north of here in a small ranch house. You can’t know this information yet, but you might wish to investigate her abode to save a back-and-forth visit later. Skip to “Conversing with Moriarty: Plan C” if you want to know more. When you’ve finished rummaging around, follow the road south out of town and up a rocky path. To the south is an airplane tail rudder and other metal sections pointing skyward. This is Megaton; head to the front gate. The Howdy partner, and welcome to Megaton. Don’t shoot the Protectron Deputy! Protectron guarding the gate—Deputy Weld—is friendly. Solomon the sniper sits in a nest above the gate too. Lower your weapon, or simply don’t fire it, and they’ll open the gate; enter Megaton.

Note You may pass or interact with a thirsty man named Mickey, or one of a few Traders that traverse the Wasteland. For details on how to interact with them, turn to the General Encouters section on page 304.

Galaxy News Radio Signal

TRAINING

Enclave Radio Signal

Ammunition

BROKEN STEEL

As soon as you step outside Vault 101, you’re likely to reach Level 2. Consult the Character Development section (page 25) to learn about allocating points to your skills. Immediately, a new In the distance are skeletons of the Capitol Building and Washington Monument. Southeast lies a corrugated quest begins: find junk-town named Megaton. the nearby town of Megaton to investigate where your father might have gone. Step to the scenic overlook, and you can actually see Megaton; it’s the large mound of tin and rusting metal glinting to the southeast.

Head into the ruins of a small town called Springvale. Check the mailbox for some hidden items. Everywhere in town might contain useful items and objects. Some are junk, some can be sold, some can be combined to make customized weapons, and some augment your abilities, health, or skills. For now, make a quick sweep of the area. Also floating around here is an Enclave Eyebot, a recon droid that relays the Enclave Radio Signal and isn’t harmful unless you fire at it. Move to the Red Rocket Gas Station where a corrugated sign points toward Megaton.

CENSUS

WELCOME TO THE WASTELAND

THE PITT

Main Quest: Scientific Pursuits Begins

OPERATION: ANCHORAGE

Main Quest: Galaxy News Radio Begins

TOUR

Main Quest: Scientific Pursuits Begins

MISC. QUESTS

Tell Three Dog you’ll help with “the Good Fight”

MAIN QUEST

Kill Three Dog

GEAR

[Speech] Succeed, telling Three Dog your Dad will contribute to “the Good Fight”

POINT LOOKOUT

Enter G.N.R. Studios and meet Three Dog

FACTIONS & BESTIARY

Defeat Super Mutant Behemoth using Fat Man

MOTHERSHIP ZETA

Fat Man and Mini-Nuke

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CONTENT

INDEX

Chapter 5: Main Quest

MEGATON AND MORIARTY’S: THE RECONNOITER Once inside the ramshackle confines of Megaton, head south down the main pathway. Speak civilly with the man in the cowboy hat; that’s Sheriff Lucas Simms. At this point, you can begin Miscellaneous Quest: The Power of the Atom if you wish. However, you should definitely ask him if he has any information about your fathers’s whereabouts. If you agree to disarm the bomb, he directs you to Moriarty’s saloon on the southern “balcony” overlooking the town. NEW OBJECTIVE

“Speak to Colin Moriarty about Dad” begins. Now is a good time to thoroughly explore the town, gaining backstory on the settlement and the different inhabitants. When you’re ready, head toward Moriarty’s Saloon. Enter via the front door; it’s a lot safer and more practical than trying to Lockpick the back door.

Caution Just for fun, try stealing something from the bar. The inhabitants turn on you, and the situation quickly gets out of control, violent, and actually rather entertaining! If the inhabitants turn hostile, you’ll get no clues about where to look for your father and you must simply stumble across the information on your own. This also happens if you accidentally shoot or threaten anyone. Step into the gloomy interior of Moriarty’s, and you have a host of inhabitants to quiz. The two most relevant to your quest are just to your right (southwest). If you’re civil, a redhead named Nova can point you to the barkeep, Gob, who might know more about your dad. Also seated to your right is Lucy West. She has a sealed envelope she’d like you to deliver to a town called Arefu. Accept, and you begin Miscellaneous Quest: Blood Ties. It looks like Gob’s seen better days, but his amazing skin conditions are the results of the background radiation; he’s a Ghoul, and they’re usually treated like second-class citizens. Buck this trend, and speak to him with politeness. He offers you cut-price drinks as a result! Continue to be polite, and ask about your father. If you succeed with your Speech challenge, Gob reveals that Moriarty has a computer terminal in the back of his office, which has all the goings-on in town. If you fail the Speech challenge, you’re simply pointed in the direction of Colin Moriarty.

Tip This is possibly the first time outside of Vault 101 that you’ve had chance to perform a Speech challenge. If you want to succeed every time (and the same rule applies to Lockpicking), simply save your game before you begin the conversation. If the Speech challenge fails, reload the game and try again. Or, simply face the consequences instead.

CONVERSING WITH COLIN MORIARTY There are three separate ways you can glean information about your father’s whereabouts from Moriarty.

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PLAN A: THE FAST-TALK CHALLENGE This plan quickly and succinctly resolves the problem of learning what Moriarty knows. Step up to him and ask him about your father. Moriarty blusters on about you staying with him here, as a baby, and your dad’s Brotherhood of Steel friend. Could this be true? You can’t remember. When the opportunity arises, lie to his face, and say that Dad talked about him all the time. Succeed with your Speech and Moriarty explains your dad headed southeast into the city. He said he needed information from “the loonies” at Galaxy News Radio. A Pip-Boy map marker is placed, and you can leave Megaton and begin “Coming in from the Countryside” right away. NEW OBJECTIVE

“Find Galaxy News Radio” begins.

PLAN B: THE FAST-HACK ATTACK You can try his plan if you fail the Speech challenge, or don’t want to complete Plan C, although it is more dangerous. Step into Moriarty’s back room, just behind Gob, and make sure no one is in the room with you. Sidle up to Moriarty’s Terminal, and use Science to hack into it. Once at the Server Menu, there are three sub-menus to read through; Residents, Visitors, and Tabs. The first two are of most interest to you: Read about the following Megaton Residents to learn Moriarty’s thoughts on their activities: Jericho, Leo Stahl, rival bar owner Andy Stahl, Billy Creel, and Doc Church. Some of the dirt you glean could be useful later! Even more interesting are Moriarty’s notes on the various visitors to Megaton. He mentions Mr. Burke, some weirdo in a sharp suit staying at the saloon, waiting for an “opportunist.” However, the most critical entry is the one on your father, James (Vault 101): He made contact! He’s heading to Galaxy News Radio. Shockingly, he met Moriarty 20 years ago, then sought out and entered Vault 101. You thought he’d been here all his life! Exit the terminal, and leave town. You can follow the Pip-Boy’s map marker directions, and begin “Coming in from the Countryside.” NEW OBJECTIVE

“Find Galaxy News Radio” begins.

Tip

When you’re hacking, time stands still, so you can take as long as you like to read the information on a terminal. When you’re choosing phrases as a password, and you’re down to your last attempt, quit out and start again.

PLAN C: FREEFORM QUEST: 300 PIECES OF SILVER Try this plan if you fail your Speech challenge. It takes a while and involves a short search of Springvale, but nets a few Caps. Keep asking Moriarty for information on your father. Finally, Moriarty agrees to let you know where he went…for 100 Caps! You have three options: You can find your own way to your father, and locate Galaxy News Radio without it being pinpointed on your World Map. Simply locate Galaxy News Radio from the guide map, manually pinpoint it, and leave town without paying this snake!

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CONTENT

INDEX

instead of running along the top of the bridge, drop under it. It’s safer, and on the far side is a booby-trapped Ammo Box, usually filled with Grenades. To reach it, move toward the prepped Frag Mine, and quickly disarm it. The larger your Explosives skill is, the more time you have to react. Claim the loot, then continue northeast.

NEW OBJECTIVE [OPTIONAL]

“Deal with Silver in Springvale” begins.

NEW OBJECTIVE

“Find Galaxy News Radio” begins.

COMING IN FROM THE COUNTRYSIDE You can now leave Megaton to follow your father’s trail. Before you go, visit Craterside Supply and speak with Moira Brown. You can optionally begin Miscellaneous Quest: The Wasteland Survival Guide during your conversation, but the main reason you’re here is to sell and buy items, and use her Work Bench if you want to begin customizing your weaponry. Depending on how much other exploring you’ve done, you may have enough versions of the same weapon to Repair it. Refer to the Weapons Training section (page 32) for a complete understanding. When you’ve tooled up with an arsenal of at least two or three good quality weapons, some ammunition, and a set of sturdy armor, head out of town. Leave the relative safety of Megaton and travel roughly east-northeast until the land becomes a more gentle slope. Pass the low fence, keep left of the water tower, and move to the left (north) side of the Super-Duper Mart. Head to a small bridge to the northeast. However,

GOING UNDERGROUND PART A: DIRECT PATH TO CHEVY CHASE

Use your Science skill to hack into the terminal. Here, you can Activate Metro Protectron (the other choices are offline). This boots up the Protectron standing in the nearby pod. It starts off neutral but becomes hostile if you fire your weapon. There’s no other reason to activate this, other than to destroy it for XP and Energy Cell ammunition. When you’re done here, move down the entrance concourse to the turnstiles, and begin dropping Mole Rats exiting from a doorway to your right (northwest). Ransack this office, then locate the maintenance tunnel entrance on the northwest wall. Head northeast down the tunnel steps, blasting Mole Rats as you go. Pass the flaming barrel, enter the generator pit area, and climb the metal stairs. To the northwest is a mesh gate with some Ghouls roaming around. Ignore them for the moment, and open the metal door to the southeast. Inside this office there’s a First Aid Box on the desk, next to a terminal, and a safe on the floor. Ransack the First Aid Box for a Metro Utility Gate Key. Activate the MDCTA Service Access Terminal (no hacking or Science skill is needed), and stop the gas flow test. This shuts off escaping gas farther into this tunnel structure, which means you can fire weapons without the surrounding area exploding! You can unlock the floor safe from this terminal, too.

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BROKEN STEEL THE PITT TOUR

Enter the small office area, and begin a quick search for items inside the lockers, filing cabinets, and desks. You should find some Caps and Ammo in small quantities. Of more interest is a Metro Security Terminal, mounted to one of the walls.

OPERATION: ANCHORAGE

The former plan is slightly shorter and safer, and it begins to unlock the labyrinth of sewers, passages, and train tracks that still exist under the D.C. Ruins, allowing you to Fast Travel to these destinations in the future.

MISC. QUESTS

Caps (400)

If you Speech challenged Silver.

Finding Friendship: Continue overland, looking for the Friendship North Metro Station.

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MAIN QUEST

Caps (300)

If you reasoned with Silver.

Going Underground: Locate the Galaxy News Radio offices via the fastest route through the linked Underground Metro Tunnels (recommended).

GEAR

Or, you can use Speech to convince her to hand over what she owes, and you’ll convince Moriarty she left town. She agrees, and hands over 400 Caps. Things are looking up! Return to Moriarty, and speak with him again. You only need give him 100 Caps and tell him Silver has left town. In return, he tells you where your father went: to the Galaxy News Radio offices in the city.

You now have two main options:

CENSUS

You can simply kill her, ransack her home, and return to Moriarty. You can goad her into attacking you, then kill her, then return to Moriarty. With either of the first two choices, you can grab Jet and Psycho, plus Health and Chems from a First Aid Box. You can reason with her, and ask her to give you enough Caps to pay off Moriarty (300), so she can live in peace. Well, until her next hit, anyway.

Tip

FACTIONS & BESTIARY

Head north out of Megaton, passing the Red Rocket Gas Station as you reach Springvale, and continue northward up the road, until you spot the small house on your left (northwest). Silver wants to know what you’re doing there.

POINT LOOKOUT

Ammunition Box

TRAINING

A ramshackle ranch house on the northwest side of town is where Silver the junkie shoots up.

MOTHERSHIP ZETA

You can pay him 100 Caps, and he pinpoints Galaxy News Radio on your map. Begin “Coming in from the Countryside.” If you have less than 100 Caps, Moriarty has a proposition for you. A “junkie bitch” named Silver borrowed some Caps from Moriarty, promising to funnel Jet and Psycho for a good price. Agree, and Moriarty instantly raises the price to 300 Caps! With little to bargain with, grudgingly accept the proposal, and head out of town.

APPENDICES

FOLLOWING IN HIS FOOTSTEPS

CONTENT

INDEX

Chapter 5: Main Quest

Or if you have enough Bobby Pins, you can use Lockpick on the safe for a small XP boost. The safe contains various items (such as Caps and weaponry), plus a few interesting objects: First Aid Box

Utility Gate Key

Holotape: DCTA Laser Firearms Protocol

Notes about firing Laser Weapons near flammable pipes.

Nikola Tesla and You

+1 Energy Weapons (when read)

Head northwest, toward the utility gate, and unlock it (either with the key or your Lockpick skill). The moment the gates swing open, four creatures race in to maul you. These are “Feral” Ghouls, once-humans driven mad by radiation. Naturally, you can wade in, get mauled, and hopefully survive. Or, you can shut the gate, and pop their skulls from safety (just make sure you’re on the right side of the gate!). Or, you can shoot out the generators to your right, catching the Ghouls in the explosion, and severely weakening them.

Note With the threat of drooling lumpyskins abated, stop and check out this chamber. Stairs heading down from the gantry end at a door in the southwest wall, under your feet. Descend there. There’s a host of valuable ordnance in here.

If you can, jimmy open the hatch door using your Lockpick skill. Inside is a treasure trove of armaments. Ignore the Coffee Mugs (they simply add to your encumbrance unless you have room to spare and can sell them quickly), and instead open up the four Ammo Boxes, and collect their contents. Then head up the stairs to the metal door in the northwest wall, use Lockpicking or the Utility Gate Key to open it, and ascend the stairs. At the top, open the Door to Tenleytown/Friendship Station. Missiles

U.S. Army: 30 Handy Flamethrower Recipes +1 Big Guns (when read)

Assault Rifle

10mm Pistol

Baseball Bat

Frag Grenades

Step onto the train tracks and look east. This tunnel takes you to “Part B: Indirect Path to Chevy Chase” (see next page), but your preferred direction is to head south into the connecting tunnel. Note the daubed

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PART B: INDIRECT PATH TO CHEVY CHASE (VIA FRIENDSHIP STATION) Return to where you spotted the first G.N.R. graffiti, and check out the tunnel to the east that you haven’t visited before. This allows you to pinpoint another station on your map, so you can Fast Travel to it later. Pass the train carriage, then look right (east), and look out! There’s a Ghoul problem in this connecting tunnel. Once you’ve eradicated the Ghouls, inspect the generator in the alcove. The shelves to the left of it hold a First Aid Box and other items. First Aid Box

“Flaming barrels” usually direct you to the correct route, so look out for them!

Ammunition Box (4)

graffiti on the left corner of the wall, near the Nuka-Cola machine; this points the way to the G.N.R. Building. Head past the machine, and make a right, moving west. You’re on the Red Line, heading toward the Tenleytown Station. Continue along the tunnel as it bends around to the south, into a station mezzanine. Expect both Ghouls and a huge, eight-foot-tall hulking Super Mutant to be waiting for you here. If possible, stay away so the Ghouls and Super Mutant attack each other, and mop up survivors. The other tunnels here are blocked, so ascend one of the broken escalators and head east, then blast (or ignore) the Radroach problem. Follow the exit tunnel left (north), all the way to the metal gates; note the next “G.N.R. graffiti” daubed on the floor.

Then step into the other tunnel, or continue along the one you were in; both emerge into another mezzanine, complete with waiting Ghoul fiends. Climb up the escalator, pass the Wastelander’s burning shack, and head east, then north, out of the underground station. On the way, prepare for at least four more Ghouls and a couple of Radroaches. Grab a few items from a small office to your left (west). Hack into the terminal or use Lockpick skill to open the wall safe for more ammo and some Caps. Now emerge into Friendship Heights station. A small Raider party is camped out behind you; if you want to learn how to deal with them, and what items they’re guarding, check out the end of “Finding Friendship.” Now return to finish Part A and exit Tenleytown Station, emerging at Chevy Chase North.

Note

Friendship Heights Station allows you access into the Wasteland, and the outskirts of the D.C. Ruins. It’s useful for escaping, but is the wrong way to go if you’re heading to Galaxy News Radio.

FINDING FRIENDSHIP The following route is the quickest, heading along the northern outskirts of the D.C. Ruins. Alternately, you can make a very long clockwise semicircle north from the Super-Duper Mart, into the Wasteland wilderness, and then south directly into Friendship Station, to avoid a high concentration of Super Mutants. Of course, the Wasteland has its own share of beasts to fear! If you decided to explore the more dangerous “over-ground” around the D.C. Ruins, head up the tarmac road from the bridge near the SuperDuper Mart, and ready yourself for Raider combat near the ruined freeway overpass. Be very careful around here. Sometimes a Deathclaw attacks from the north; if one does, prepare to launch everything you have at it. These are deadly predators! Once immediate threats have been nullified, continue vaguely eastward, following the tarmac sections of road that remain.

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CONTENT

INDEX

The way east is blocked, so head north, between the bridge and rubble pile, then turn right (east), and skirt the ruined buildings until you reach a patch of open ground with a Red Rocket Gas Station ahead of you. Pass to the right of the gas station, and continue east-southeast until you spot the signs for the Friendship Heights Station! Watch out for the small band of Raiders here. There are around four Raiders, including one with a Flamer: another exciting weapon to collect! First, you need to get it off the Raider’s hands. Try a long-range Hunting Rifle or lob Grenades. Crouch and use the low wall and metal barricades as cover. A great plan is to aim for the motorbike propped up behind the Raiders. When the motorbike explodes, the splash damage wounds multiple foes at once! When everyone with bondage gear has gasped their last, inspect this Raider camp. They’ve been busy little collectors—grab any from the following list. You can sleep on a bed inside their tent for a great way to replenish your health without Stimpaks. Ammunition Box (2)

10mm Pistols and Submachine Guns

First Aid Box

Chems

You can now open the metal gate to Tenleytown/Friendship Station. For a more thorough exploration of this location, read the “Going Underground” section of this quest. For a quick route to Chevy Chase North, head south and then west, into the station mezzanine, fighting off any Ghouls. Head down the escalator by the burning Wastelander shack, and face south. Run down the train tunnel, following it west as

Energy Cells

Laser Pistol

Power Armor

Power Helmet

Gunfire erupts from the ruins of a school to the west of you, and Lyons orders her pride forward to take over the building. Head west, staying to the left and the cover it affords you, and bring your ordnance to bear on a trio of Super Mutants at the entrance. If you’re trying to conserve ammo, let the Brotherhood do the firing. Follow the Brotherhood as they weave through the remains of the elementary school. Stay on the ground floor as you systematically check every room for Super Mutants, then for Ammo Boxes and stashes of items on shelving. Spend some time checking each area, or wait until after the subsequent battle and return here to completely pick the area clean. Or, you can run up the stairs, and use the connecting planks to head south across to the other side of the school, raining hot lead on the Super Mutant scum below.

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE TOUR

Mini-Nuke

MISC. QUESTS

Ammunition Box (3)

MAIN QUEST

Ready yourself for some brutal combat (or Sneak north and around to avoid it) by continuing east, toward and under a bridge. There are two Super Mutants and their “pet,” known as a Centaur. This may be the moment to use the Grenades you found under the bridge earlier. Finish off your trio of mutations with a Hunting Rifle, and finally an Assault Rifle as you reach closer combat. Complete your Super Mutant execution by continuing east, around the spikes, and enter a Super Mutant “bonfire.” A couple of these are scattered around the city, and on a central platform near a fire, a strong Super Mutant lies in wait. Introduce him to a Grenade or two, tearing him apart, and then pick through the corpses of the Super Mutants, and the items stacked by the wall, once you’ve finishing healing yourself. The following are available, and well worth picking up:

GEAR

You may wish to save your game before tackling the eight-foottall cannibal Super Mutants roaming this next city block.

Head up the steps, and turn left (south), out into the open. Cross the debris-strewn crossroads toward a large indentation in the ground. You’re close to the G.N.R. Building. First, deal with two Super Mutants As you Super Mutants are active near the radio station (note the G.N.R. radio mast). Fortunately, so are the strike, you should be Brotherhood of Steel. aware of a group of armored humans aiding you in this battle. Hold your fire, and engage Sentinel Sarah Lyons in conversation. You can tag along as she provides back-up to her brethren guarding the G.N.R. Building. Follow her and Initiate Reddin into a covered passage and around a corner. On a bloody mattress lies Initiate Jennings, the latest casualty of the Brotherhood’s battle against the Super Mutants. You can scavenge Energy Cells and Power Armor from her corpse without incurring the Brotherhood’s wrath. Unfortunately, you aren’t trained in the use of Power Armor yet, so you might wish to discard or sell it until you’ve visited the Citadel.

CENSUS

You should be able to Fast Travel by now. Consult the Mapping the Capital Wasteland section (page 30) to read up on this.

ON THE PROWL WITH LYON’S PRIDE

Tip

First Aid Box

Tip

BRINGING DOWN A BEHEMOTH Push out into the G.N.R. Building Plaza, where a Super Mutant attack squad is firing on some Brotherhood Knights dug in behind sandbags, guarding the building entrance. Here are a few of many possible tactics: Wade in and circle-strafe around the biggest “Brute” threat, then move to a subsequent target, and so on. Expect to soak up damage but end the combat quickly. Stay behind the relative safety of the school wall, either on the ground or upper floor, and snipe at foes using a weapon such as the

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FACTIONS & BESTIARY

Ammunition Box (3)

it curves around. Once you reach the connecting tunnel with the graffiti and arrows pointing to the G.N.R. Building, follow them all the way to Chevy Chase North.

TRAINING

Up ahead is a parked big-rig truck, and guarding it is a small band of Talon Company Mercenaries, along with a single robot protector. You can head north, skirting this dangerous area, or (if you want to test out your Hunting Rifle), bring down the Talon Merc with your favored gun. A good place to hide is inside the back of the container the truck was attached to. Sidestep out, blast, and then head back to cover. Rummage through the three Ammo Boxes inside the container before you continue.

APPENDICES

FOLLOWING IN HIS FOOTSTEPS

CONTENT

INDEX

Chapter 5: Main Quest Hunting Rifle. Mix this up with Grenades lobbed at the feet of the biggest Brutes. Or, you can simply let the Brotherhood secure the area. This results in more casualties, but you expend less ordnance. Whatever the plan, make sure you search the corpses after this battle is over. Soon after the last of the Super Mutants falls to your teamwork, the biggest Super Mutant you’ve ever seen lumbers into the plaza! This is the fearsome Super Mutant Behemoth, and he’s a grave threat to the Behold the behemoth! Attacking this monstrosity with small arms fire usually gets you killed. surviving members of the Brotherhood. Just before the Behemoth arrives, move to the remains of the fountain at the center of the plaza, and locate the dead Brotherhood soldier. Loot the corpse, and obtain the greatest invention in the history of ordnance: the Fat Man! NEW OBJECTIVE

“Retrieve the Fat Man from the dead Brotherhood soldier” begins. NEW OBJECTIVE

“Help defeat the Super Mutant Behemoth” begins. The Fat Man is a just-portable nuclear bomb launcher that fires MiniNukes at its target. Although you can defeat the Behemoth with other weaponry (providing you hide in the school, keep moving, and don’t care about Brotherhood casualties), a far more entertaining plan is to retreat at least 20 feet from the Behemoth, then launch a Mini-Nuke at it! Hit it again to ensure that it goes down. Once the dust has cleared, and you’ve searched the Behemoth corpse for a huge stash of items, you can speak with Lyons again. Behemoth’s Weapon Stash

Note This Fat Man is one of 9 located in the Capital Wasteland. The Mini-Nuke is one of 92. Consult the Tour of the Wasteland chapter for the locations of these collectible items.

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As soon as the Behemoth has been destroyed, you can leave the pride, and move southeast to the main doors at the foot of the G.N.R. Building. Use the intercom to get the Brotherhood Knights to unlock the door for you. Enter the building, and optionally speak with Knight Dillon (he’s the one brandishing the Minigun). He tells you that Three Dog is expecting you. NEW OBJECTIVE

“Ask Three Dog about Dad” begins. Climb either set of stairs to the balcony, and optionally loot the empty rooms for the odd Bottle Cap, before moving to the middle corridor. Head east, opening the Door to G.N.R. Studios, and head up the stairs to your right (south). Anything you loot is now stealing, so keep your fingers out of any cabinets or desks, at least until Three Dog tells you what you want to hear. Head upstairs to meet the man himself! Three Dog isn’t what you’d call self-deprecating, and as long as you can listen through his grand entrance, he mentions that he’s talked with your father. Then he impresses on you how vital his services are. After all, people out there are barely making it day-to-day, and a whole host of factions attempt to muscle in on different territories. It’s a chaotic mess out there! At this point, you can mention that Three Dog fights the good fight with his voice and radio station. Your Intelligence impresses him more than standard answers. Keep the conversation civil, and Three Dog tells you that to know more about your Dad’s location, you’ll have to contribute to the “Good Fight.” You have two main choices at this point: You can use Speech to convince him that your Dad can help with the good fight once you find him. If successful, Three Dog asks whether he would really help the cause. Answer “I know he will. He’s always talked about doing what’s right.” Three Dog immediately tells you where your father is! This allows you to completely skip the next Main Quest: Galaxy News Radio. If you choose any other conversation, or fail your Speech challenge, or pass the challenge, but choose the other answer, Three Dog begins to tell you exactly how you can help him with the good fight. A signal needs boosting, and you’ve just volunteered to drag a dish to the top of the biggest structure in the region. Main Quest: Galaxy News Radio begins now!

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CONTENT

INDEX

APPENDICES

GALAXY NEWS RADIO

QUEST FLOWCHART MAIN PATH

OPTIONAL PATH

Main Characters

Three Dog, Brotherhood of Steel

Three Dog, Brotherhood of Steel

Locations

Galaxy News Radio, Collapsed Car Tunnel, Dupont Circle Station, Museum Station, Museum of Technology, The Washington Monument

Galaxy News Radio, Collapsed Car Tunnel, Dupont Circle Station, Museum Station, Museum of Technology, The Washington Monument, Hamilton’s Hideaway

Adv. Items/Abilities

Lockpick, Science, Small Guns

Lockpick, Science, Small Guns

Possible enemies

Ghoul Genus, Raider, Vicious Dog, Super Mutant Genus

Ghoul Genus, Raider, Vicious Dog, Super Mutant Genus

Karma Influence

Positive

Neutral

G.N.R. Building; Three Dog’s Room

Complete Main Quest: Scientific Pursuits first

BROKEN STEEL

Find the Museum of Technology. Speak to Three Dog

THE PITT

Head out of the rear entrance. Move to Metro Central, then to the Mall

Locate The Mall by any other route

OPERATION: ANCHORAGE

Main Quest: The Search Continues

You are offered an alternate reward

Enter Museum of Technology Discover Rivet City

Retrieve the Communications Relay Dish. Secure the Atrium, work your way to the Virgo II exhibit Virgo II Dish

Museum Information Terminal Tech Museum Note Freeform Quest: Jiggs’ Loot

TOUR

Find the Washington Monument.

MISC. QUESTS

Jiggs’ Loot Passcode, Gun Locker Key, 200 Caps, Note to find Prime in Jury St. Metro Locate the Washington Monument. Ride elevator to the top.

Affix the Dish

[Science] Affix the Dish and boost the signal

Travel to Jury Street Metro, check Diner for Prime

MAIN QUEST

Xuanlong Assault Rifle Speak to Three Dog about Dad. Return to G.N.R. Building [Fast Travel] You don’t know where Dad went

You already know where Dad went: You completed Main Quest: Scientific Pursuits first

Rivet City Pinpointed

Three Dog’s Cache Key

CENSUS

Locate Cache inside Hamilton’s Hideaway Three Dog’s Cache Main Quest: The Waters of Life

Color code:

Objective

Action

Rewards

TRAINING

Main Quest: Scientific Pursuits

GEAR

Note: Virgo II Lunar Lander, Washington Monument Access

FACTIONS & BESTIARY

Kill Three Dog (–Karma)

POINT LOOKOUT

MOTHERSHIP ZETA

Galaxy News Radio

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CONTENT

INDEX

Chapter 5: Main Quest

DODGING GHOULS NEAR DUPONT CIRCLE If you failed your previous Speech challenge, or decided to stay and fight the “Good Fight,” Three Dog has a mission for you. Some Super Mutant scum recently took a potshot at Three Dog’s broadcast If this isn’t your view as you leave Galaxy News Radio, you’re going the wrong way! relay, mounted high atop the Washington Monument. Without this relay, Three Dog can be heard only in the D.C. Ruins area. A Brotherhood soldier mentioned that he saw a dish in one of D.C.’s old museums. Three Dog wants you to find this dish, bring it to the top of the Washington Monument, and jerry-rig it so Three Dog’s banter can be heard across the entire Wasteland! NEW OBJECTIVE

“Find the Museum of Technology” begins. You’re now given two notes. One is a password (“Renfield”) allowing you into the Washington Monument, while the other gives you photograph of the dish you’re stealing; it’s from the Virgo II Lunar Lander. You also receive a Map Marker showing the route to take to reach the museum. Head out of the rear entrance, go north down the stairs to the wooden door, then down the stairs to the Door to Dupont Circle.

Caution Three Dog is your friend, and it’s not advisable to piss him off, especially because he’s friendly with the three Brotherhood of Steel Paladins who rush in to his aid; good luck with your impending slaughter! If you do kill Three Dog, even though he doesn’t have much to steal, you begin a quest called The Search Continues. This ends once you discover Rivet City. Note: Virgo II Lunar Lander

Washington Monument Access

Aside from Fast Travel to a nearby Mall building or station you may have previously visited, there are dozens of different routes from here to the Mall, where the Museum of Technology is located. However, the following route is optimal. Follow the route closely, because it’s very easy to get lost in the rabbit warren of underground tunnels! If you kill Three Dog, you won’t be given any clues and must chance upon your dad’s location, or follow the directions in this guide! Carefully drop from the ledge, onto the rubble, and peer down to the lower ground area below. Head down to the sloping dirt near a walkway overpass. Ignore the overpass, and prepare for combat with around three Ghouls prowling the remains of a sunken roadway. You can try to Sneak, shoot each Ghoul with a favored weapon, or aim for the rusting coach liner, causing it to explode and hit all three Ghouls with a shockwave of splash damage! This causes nearby vehicles to catch fire and explode in a chain reaction so be careful! Pick through the rubble-strewn sunken roadway until you reach the metal door with a “Mall Outpost” graffiti sign daubed next to it. Open the Door to Collapsed Car Tunnel. The chamber opens up into a large tunnel with debris everywhere. Of the two exit doors here, the optimal one to run to is southwest, behind

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sandbags. Or, you can turn south, and venture farther into the Collapsed Car Tunnel. Try Sneaking along the western edge of the tunnel, without attracting the attention of any nearby Ghouls. There’s a First Aid Box on the wall to open, too. Continue until you reach the door on the western wall, at the tunnel’s far end. Or, you can begin to slaughter the quartet of Ghouls roaming this tunnel. However, one stray bullet can hit any of the rusting vehicles, causing them to burn and explode, usually killing you if you’re not out of the blast radius. Try using V.A.T.S. to pinpoint your foes. Or, you can remain at the tunnel entrance, blast the nearest car, stand well back, and let the entire tunnel explode before you pick through the debris and mop up any surviving Ghouls. First Aid Box Two doors lead out. The southern one leads to a set of steps (watch for a waiting Ghoul!), and a Door to Dupont Circle. Exit this, and you’re out in the open again, at the base of the escalators leading A pair of fearsome mutations await you in Dupont Circle up to Dupont Circle Station. Use the nearby office filing cabinets as cover. itself. Although you can head across here it is a much longer and more dangerous route. Instead, immediately turn right, and enter Dupont Circle Station. Assuming you took the northern of the two doors, head down a short passage to a metal door that opens to Dupont Circle Station. Stride through the connecting office to rifle through some filing cabinets for the odd Cap or two, and optionally release a Protectron using the security terminal. It may distract the two Super Mutants in the station concourse; shoot them down or flee in fear. Locate the alcove in the southwest wall, and open the metal door to flee to the maintenance tunnel and beyond. Onward and downward!

UTILITY CAVERN TO METRO CENTRAL Descend the maintenance tunnel steps to the hatch door, and step into a train tunnel. Head left (south), but immediately turn right and cross onto the other tracks, turning north to investigate a small alcove with metal barricades propped up. If you’re quick, you can startle a Raider and kill the fool. Loot the corpse and the shelves near the bed for some Ammo and other items. Then continue south to the door with the red light near it. Step into a connecting chamber, heading down the steps to slay another Raider, then look right (north) and grab more items (including Blood Pack and Chems) from a small alcove stash. Ammunition Box (3)

First Aid Box

Follow the corridor south and down to a small office that opens up into an underground cavern. Before you dash into combat, you may wish to employ your Science skill to hack into the wall terminal and disarm the turrets.

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CONTENT

INDEX

Ammunition Box (3)

Chems

Frag Grenades

10mm Pistol

MAYHEM IN THE MUSEUM: SECURING THE ATRIUM As you enter the atrium, use any of the crumbling columns as cover. Drop the Super Mutant ahead of you, and the one heading down the balcony stairs. Then investigate the area, passing the destroyed biplane and the stairs to all the exhibits (where you’ll head shortly). In the western corner, read the Research Lead’s Terminal for some old messages. Then move to the ground floor entrance desk for a small amount of food. Of more interest is the Museum Information Terminal kiosk, with the curved plastic dome surrounding the terminal. Access this now.

MOTHERSHIP ZETA

The true extent of the damage to the D.C. Ruins is now apparent. Super Mutants rule, and the Capitol is in shambles.

POINT LOOKOUT

After a small connecting corridor, step into a subterranean chamber and watch a pitched battle between two Raiders and Ghouls. You can wait until the Ghouls overpower the Raiders, and then mop up, or just mow everything down if time and XP are factors. Then inspect the weapon caches here. Head east, out to a rubble-filled metro tunnel, where radiation levels are higher than normal. Another graffiti daub points out that the Mall is to your right. Continue along either of the parallel tunnels toward the mezzanine section, dropping some isolated Ghouls on the way.

BROKEN STEEL

METRO CENTRAL TO THE MALL

grounds, a warren of open trenches with Super Mutant horrors at every corner. You can remain outside, under Super Mutant gunfire, or turn right (southeast) and immediately run to the wooden double doors of the Museum of Technology. Head inside to the main foyer.

THE PITT

Now head onto a gantry that winds downward, and stay back while you tag two ceiling turrets and some Raiders. Slay the psychopaths ahead or below you. When the coast is clear, continue heading downward, through a low zigzag gantry, to a utility gate at ground level. This leads to a small connecting sewer tunnel. Head south to the Door to Metro Central.

APPENDICES

GALAXY NEWS RADIO

Head east, onto more metro tunnel tracks and the Red Line, and ignore the area to the left (north) of you. Cross between the metal columns, continuing up toward the Museum Station mezzanine, killing Raiders as you go. When you reach the escalator area, prepare for a small band of Raiders, including one standing on top of the rusting carriages. Drop down from the mezzanine balcony and slaughter him, then take out any remaining Raiders on the escalators. Head east and out the metal gate to the Mall.

Tip Make a mental note that the Museum Station is the one with wooden planks connecting the rusting carriage roofs. The more spatially aware you are, the less confusing your exploration will be. Head up and out into the Mall. Ahead and in the distance is the Capitol Building, a haven for Super Mutants. To the left are the Mall’s

Tech Museum Note

Tip If you’re having trouble figuring out the puzzle, check the answer in the spoiler alert later in the quest walkthrough. Continue your sweep for goods by entering the doorway in the northwest corner. Spin around and open the First Aid Box on the wall but you can ignore the two bathrooms. Head up the stairs to a small security room, where two terminals can be accessed (the wall terminal requires hacking). You can activate or deactivate the museum’s turrets, and read about the museum. Now head up the stairs to the exhibits. Pass the blocked double doors and the two terminal kiosks (there are no odd numbers to access in these), and head into the corridor to the Vault tour. The remainder of the balcony is impassible. First Aid Box

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TOUR MAIN QUEST

+1 Melee Weapons (when read)

GEAR

Grognak the Barbarian

The Museum Information Terminal has some old info, and an odd little menu item marked “#000.” It’s a strange message from a person named Prime to a compadre called Jigg. Prime left a series of clues to unlock a weapons cache! Return to the main menu, and select “#001.” You’re presented with a little brain-teaser. There are four additional numbers to choose from. Pick the one you think is correct.

CENSUS

Exit the small storage room, and head for the illuminated stairs, attacking a Ghoul in the process. The top of the stairs are blocked by a trap door that opens upward; activate the electrical switch on the right wall to open the door. This leads to a fancy pool table room. Slay the Raider, and scrabble about looking for items; among the Cherry Bombs and Chems is a comic you might wish to read.

Jiggs’ Loot (Part 1 of 4)

FACTIONS & BESTIARY

Ammunition Box (3)

FREEFORM QUEST

TRAINING

Continue pressing southward, ignoring the escalators, and looking for the tunnels marked “Museum Station.” Head down the tunnel, to the right of the half-buried carriages, and prepare for a pack of Vicious Dogs and a Ghoul. Check the nearby tripod light for some Ammo Boxes, then press on to the tunnel’s southern end and the graffiti pointing to a short passageway. This leads to the Door to Museum Station.

MISC. QUESTS

“Retrieve the Communications Relay Dish” begins.

OPERATION: ANCHORAGE

NEW OBJECTIVE

Chinese Assault Rifle

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CONTENT

INDEX

Chapter 5: Main Quest Begin your Vault-Tec–approved official tour! Listen to the narrator extol the virtues of this fantastic survival bunker! Continue south, down the stairs. Exit the exhibit and you’re now back on the atrium balcony, across from the rubble you couldn’t navigate past. Open the Door to Museum of Technology West Wing.

MAYHEM IN THE MUSEUM: THE WEST WING Step into a large balcony area. Ahead (to the west), through the collapsed ceiling and rubble pile, you can make out the Virgo II Lunar Lander, but can’t reach it. There is a short hallway leading to the View your compass and investigate everywhere thoroughly. There’s usually a Super Mutant to tag, too. Delta IX exhibit. If you don’t have competent Lockpick or Science skills, this is the place to head to, once you sweep the area for items and information. Expect to cut down another couple of Super Mutants in this area. FREEFORM QUEST

Jiggs’ Loot (Part 2 of 4) Before you continue, access the Museum Information Terminal kiosk on this balcony. The relevant terminal is on the right. The menus are familiar to you, but there’s an “#002” to access. You’re presented with four numbers. Choose the correct one, and continue. If you choose incorrectly, the puzzle resets and you have to return to the first kiosk and begin again. Now begin a thorough search of the area. Check the doorway in the northwest corner. This leads to the planetarium which whirs into action and two Suuper Mutants will try to ambush you. Take them out, and continue exploring. To the east is a planetarium office area, complete with two terminals and a locked gun cabinet. “Mayhem in the Museum: Dish of the Day” reveals what’s contained in the cabinet (although you can unlock it now if you’ve poured most of your points into Lockpick, or if you’ve already solved Prime’s puzzle and collected the key). There is a NukaCola Quantum, a delicious and collectible drink on a high shelf in this chamber, as well. Save this if you’re going to attempt Miscellaneous Quest: The Nuka-Cola Challenge. With a modicum of hacking (Science), you can access the wall terminal, and unlock the planetarium exit on the opposite (western) side of the chamber. This allows you to quickly reach the Virgo II Lunar Lander exhibit after a quick run down a narrow passageway, passing a metal door on your right (west). “Dish of the Day” also reveals what’s through this metal door Or, you can try picking the planetarium exit door; the effect is the same.

Tip To complete Freeform Quest: Jiggs’ Loot, don’t take this shortcut; move to the Delta IX exhibit instead.

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Nuka-Cola Quantum † † Collectible: Consult Appendix 6 for all locations.

Head through into the Delta IX exhibit and begin a vicious firefight with the Super Mutants here. Expect attacks from above and below; hug the wall to avoid most of the gunfire. The terminals here allow you to fiddle with the lights and other exhibit elements. After the fight, thoroughly explore this exhibit room. You can head down the balcony steps to the base of the rocket. There’s scattered food on the balcony. Then move through the double doors, readying your weapon for a firefight up the slight incline corridor, and up into the Virgo II exhibit. Or, you can head all the way to the top of the Delta IX exhibit chamber, and use Lockpick to open the metal door. Enter the small maintenance office, where you can open the desk and grab the Custodian Key for Tech Museum from here! Open the nearby door, and head out onto a balcony overlooking the Virgo II exhibit.

Custodian Key for Tech Museum

Note The key unlocks the metal door at the top of the Delta IX gallery, which provides an optional (but quicker) route back to the gallery when you are returning from the Virgo display. FREEFORM QUEST

Jiggs’ Loot (Part 3 of 4) Prior to leaving the Delta IX exhibit room, make sure you access the kiosk on the ground floor, near the double doors, for the next part of Prime’s puzzle. Choose “#003” and input the correct number. If you’re successful, you receive a new menu option: “#Get Passcode.” Choose this, and you’re given a congratulatory message from Prime. The loot is stored in the security office, and you’ll head there in a moment. Prime mentions that Jiggs should meet him at the Jury Street Metro Station. Jiggs’ Loot Passcode Confirmed

If you travel to the diner at the Jury Street Metro Station (map 5.13, page 354; due west of Vault 101), you may find Prime’s remains, along with some interesting items. Check Freeform Quest: The Jiggs’ Up for details.

MAYHEM IN THE MUSEUM: DISH OF THE DAY You should now be in the Virgo II Lunar Lander chamber. You can enter here from one of three areas:

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CONTENT

INDEX

NEW OBJECTIVE

“Find the Washington Monument” begins.

Gun Locker Ammo and Weapons

Spoiler Alert Numbers Game: Solving Prime’s Puzzle

The solution is to choose the prime number each time. The clue is in the puzzle-creator’s name! Here’s what to input, and where:

TERMINAL NUMBER

NUMBER TO INPUT

#000

Read Menu option

#001

#019

#002

#053

#003

#113

Additional: You’re Out of Order!

#003

#Get Passcode

You can grab the dish in the museum without ever having to speak to Three Dog, and you can find out about Dad by “other means” (see below), but you can’t get into the Washington Monument without Three Dog’s authorization.

AN EXPRESS ELEVATOR FROM HELL: GOING UP Expect some gunfire as you exit. Turn and head west, passing (but not entering) the Metro Station you used earlier. Try Sneaking if you want to avoid combat. You’re heading for the familiar Washington Unless you’re geared up for a supreme struggle in the trenches, ignore the Super Mutants, and head here. Monument. Continue to skirt the trenches, either running from, or engaging and retreating from the Super Mutants. There are numerous enemies here, so you might wish to attempt a tactical withdrawal!

MOTHERSHIP ZETA THE PITT

You can elect to Fast Travel back to the Galaxy News Radio Plaza. This is thoroughly recommended, because you can almost instantly complete this quest. If you don’t, you must travel all the way back to Friendship Station or Chevy Chase North. Back at Three Dog’s room, the man is truly impressed. He reveals that your father was heading to a place called Rivet City, south of here. He pinpoints this on your map. That’s your next port of call.

Note

FREEFORM QUEST: CACHING IN WITH THREE DOG If you plan your routes a little differently, you can attempt an exceptionally recommended Freeform Quest. Here’s how: Find out about your dad’s progress by visiting a place other than Galaxy News Radio. You have several options: 1. Head to Rivet City and speak with Doctor Li. 2. Head to Vault 112 and enter Tranquility Lane. Or, agree to complete this quest and obtain the Virgo Lander Dish, but before you repair the dish at the top of the Washington Monument, execute plans 1 and 2 (above). Because Three Dog’s “reward” (where your Dad is) is now unimportant, he sweetens the deal. He doesn’t

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OPERATION: ANCHORAGE

Chems

Stop! Before you go, you can optionally begin either of the Miscellaneous Quests that start in this area, such as Head of State or You Gotta Shoot ’Em in the Head. You can also investigate the Museum of History to locate quest-critical items for Stealing Independence.

TOUR

Bottle Caps (200)

Tip

MISC. QUESTS

Gun Locker Key

NEW OBJECTIVE

“Speak to Three Dog about Dad” begins.

MAIN QUEST

Locate the door in the north wall of the Virgo II exhibit that leads to the planetarium. Step into the narrow corridor and enter the metal door to the west. Climb to the security office. Grab the 10mm Pistol on the counter, then move to the far end, and access the Museum of Tech Security Terminal. If you’ve completed Prime’s puzzle, you can unlock the adjacent wall safe. Grab the items listed below. The Gun Locker Key unlocks the gun cabinet back in the planetarium office, so head there immediately. Use the key, and grab the large selection of Ammo, Assault Rifles, and other ordnance, including a Missile Launcher! Gather items then exit.

GEAR

Jiggs’ Loot (Part 4 of 4)

Activate the elevator control once you’re inside the monument, and step into the elevator. Hit the control again, and you’ll ascend to the very top! You’re actually quite safe up here, so inspect the area around the central elevator. There’s Ammo and a bed to sleep on. Move to the Galaxy News Radio Relay. Choose to install the Virgo Dish and activate the relay. Now you can listen to Three Dog from anywhere in the Wasteland. Nice work!

CENSUS

FREEFORM QUEST

POINT LOOKOUT

For an extra stash of items, check out “Freeform Quest: Caching In with Three Dog” at the end of this section before repairing the radio dish.

BROKEN STEEL

Tip

FACTIONS & BESTIARY

Virgo II Dish

Continue west, and move to the Washington Monument gates, which are guarded by two Brotherhood of Steel soldiers. They help you if Super Mutants are attacking, and access the wall terminal by the gate. You automatically use the passcode that Three Dog gave you earlier (otherwise, this monument is impenetrable). Head west to the Door to the Washington Monument.

TRAINING

The planetarium, via the locked metal door. The Delta IX exhibit, via the ground floor double doors. The Delta IX exhibit, via the upper balcony and maintenance room. Commence firing on any Super Mutants in the vicinity, and once they’re downed, move over to the Virgo II Lunar Lander itself. Take the communications dish from the exhibit at once! You can now exit this building, or stay and secure the loot that Prime left behind.

APPENDICES

GALAXY NEWS RADIO

CONTENT

INDEX

Chapter 5: Main Quest want you to leave empty handed, so he offers you the cache as compensation. Head to Hamilton’s Hideaway [5.03]. Follow the map and instructions in the Tour chapter, and locate the barred gate. Open it using Three Dog’s Cache Key, and stagger out with any or all of the following: Three Dog’s Cache Key

Ammunition Box (7)

First Aid Box (3)

Frag Grenades (4)

Stealth Boy

Guns and Bullets

Assault Rifle

Mini-Nuke

Note This is the only way you can retrieve this loot, so plan ahead!

Scientific Pursuits QUEST FLOWCHART MAIN PATH

OPTIONAL PATH

Main Characters

Three Dog, Harkness, Garza, Doctor Janice Kaplinski, Doctor Anna Holt, Doctor Madison Li

Doctor Madison Li

Locations

Galaxy News Radio, Anacostia Crossing Station, Rivet City, Jefferson Memorial, Smith Casey’s Garage, Vault 112

Rivet City, Jefferson Memorial

Adv. Items/Abilities

Science, Sneak, Stealth Boy

Possible enemies

Raider, Centaur, Super Mutant Genus, Mole Rat, Radroach

Karma Influence

Neutral

Super Mutant Genus, Centaur, Radroach

Talk to Doctor Li about Dad and Project Purity. Head to Rivet City Move to the Rivet City Science Lab, and speak with Doctor Li

Engage in any Miscellaneous Quest or Freeform Quest related to Rivet City

[Optional] Uncover Doctor Li’s Holotapes in her quarters Three Holotapes: Project Purity Journal: Entry 1, Entry 3, Entry 5 Look for Dad in Project Purity’s Control Room. Locate the Gift Shop Entrance at the Jefferson Memorial Search Dad’s Holotapes for clues to his location. Locate your first three Holotapes in the Rotunda at Project Purity Three Holotapes: Project Purity Personal Journal: Entry 5, Entry 8, Entry 10 [Optional] Collect all available Holotapes Enter the Sub-Basement Medical Room Two Holotapes: Project Purity Journal: Entry 7, Entry 8 Enter the Sub-Basement, locate your Dad’s room Three Holotapes: Project Purity Personal Journal, Entry 1, Entry 2, Entry 3 Listen to Holotape Entry 10

Continued on next page

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Color code:

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Objective

Action

Rewards

CONTENT

INDEX

APPENDICES

SCIENTIFIC PURSUITS From previous page Gain access to Vault 112. Head through the Wasteland to Smith Casey’s Garage

MOTHERSHIP ZETA

Locate entrance to Vault 112 Put on a Vault 112 suit. Sit in the unoccupied “Tranquility Lounger.” Take Vault 112 suit from friendly Robobrain or from the nearby table

[Optional] [Science] Hack into the Equipment Room Overseer’s Room Password, Weapons, and Ammo

POINT LOOKOUT

Vault 112 Suit

This is the preferred route, because it unlocks another station for you to Fast Travel to at your leisure. You can explore other paths, however. Instead of traipsing around the Metro Tunnels and getting lost, once you leave G.N.R. immediately Fast Travel to the Museum of Technology. You land outside so immediately run west and enter the Museum Metro Station. If you’ve been following the optimal route, you explored this location during Main Quest: Galaxy News Radio. Follow the winding concourse west to the mezzanine area, and peer left, looking south down an escalator with the sign reading “Southbound to Anacostia Crossing this Platform.” Head down the escalator, or jump to the carriage roofs then down by the flaming barrel, and enter the left tunnel, heading south. The train tunnel curves east, leading to a small Raider confrontation, then continues south to an opening on your left. The door is busted open, allowing you to head around the corner, and open the Door to Anacostia Crossing Station. Head out onto the Red Line, and turn right (west). Run forward, brandishing your weapon, and turn to use it as you reach an opening on the right wall. A couple of Raiders provide a distraction; gun them down and steal the small amount of Health and Chems on the table. Sleep here if you wish, then continue west. The tunnel bends around to the south and opens to a large mezzanine. Move to the southwest, and climb the nearest escalator. At the top is a small Raider camp, complete with another 10mm Pistol and Ammo, and four Raiders to cull. Head west, up into the entrance tunnel, ignoring the empty restrooms, and exit to the Capital Wasteland via the metal gate.

The Science Lab is a large chamber. Here, you can speak with Christie Young and Garza, a mysterious man with strong arms. Over to the southwest is a cluster of scientists. Doctor Li herself is watching an argument between her fellow

THE PITT OPERATION: ANCHORAGE TOUR

ADVANCING TO ANACOSTIA CROSSING

You’re headed to the gigantic aircraft carrier, slowly rusting into the Potomac River in the very southwestern part of the Wasteland. Access to the ship is via a long gantry plank, which is accessed via the This is a stop-off point for Traders, thirsty travelers, and entrance ramp. Carlos, those seeking the best in scientific knowledge. a thirsty traveler, waits near to a security intercom switch. Click the switch, and you’re told to wait while the bridge extends. Once across you’re stopped by Harkness, the head of security. Simply tell him you’re here to see either your father or Doctor Li, and he lets you past. You should also go to the marketplace and sell what you’ve scavenged and meet some of the vessel’s interesting inhabitants. If this quest is of paramount importance though, turn left (northeast) at the two hatch doors, and enter the Door to Stairwell. Stay on this level, and open the hatch Door to Midship Deck, to the northwest. You appear inside the belly of the boat, which is initially confusing. However, follow the signs to “Science Lab.” Head forward (northwest), all the way to the T-junction where the motorbike is parked. Turn right (northeast), walk forward a few steps, then turn left (north) at either of the next two junctions. There are two entrances to the Science Lab (located in the Aft Hangar); pick either and head inside.

FACTIONS & BESTIARY

NEW OBJECTIVE

“Talk to Doctor Li about Dad and Project Purity” begins.

A LIAISON WITH DOCTOR MADISON LI

You do remember Doctor Li, don’t you? This isn’t the first time she’s assisted you. She cut your cord!

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TRAINING

A RIVETING EXPLORATION

MISC. QUESTS

Main Quest: Tranquility Lane

MAIN QUEST

Enter Lounger

GEAR

Locate Tranquility Lounger Pod Bay

CENSUS

Check status of Vault inhabitants

BROKEN STEEL

Check out the Overseer’s Office

CONTENT

INDEX

Chapter 5: Main Quest scientist Doctor Anna Holt and an old, suited man named Doctor Zimmer, here with a tough-looking bodyguard known only as Armitage. If you’re staying on this quest, it’s best not to get involved….

Tip But if you’re not worried, take a detour and speak to Doctor Zimmer. He’s one of many Miscellaneous Quests you can begin or continue while on this vessel. Talk with Doctor Li. Your father isn’t here now; he insisted that the old team (Li included) restart Project Purity in the old laboratory, inside the Jefferson Memorial building, northwest of here. You can ask Li about your mother, and what your father was like in his youth. NEW OBJECTIVE

“Look for Dad in Project Purity’s Control Room” begins. Doctor Li tells you that your father journeyed to the old laboratory, sometimes known as Project Purity. This is where you should head next. Retrace your steps to the the Rivet City entrance. If you’re low on Ammo The nearby Jefferson Memorial is your father’s last and Health, drop to known location. Ready for another Mutie hunt? the lower deck and grab items from a First Aid Box and two Ammo Boxes hidden below, near where Harkness is standing. Exit Rivet City and head west toward the dome of the Jefferson building. First Aid Box

Ammunition Box (2)

Move to the metal ramp surrounding the Memorial steps (which cannot be accessed) and fight. Then head up the ramp and move southwest, wiping out Super Mutants, and descend the ramp on the other side. Just to the left of this ramp, near a tripod worker lamp and red cone, is the Door to Jefferson Museum and Gift Shop. Head inside.

PROJECT PURITY— HOLOTAPE RECONNOITER Expect Super Mutants and their “pet” Centaurs as you proceed through this gift shop. Begin by cutting down a frothing foe as you head east to the first junction (Jefferson Memorial). You need not continue to the end of this corridor. Instead, turn right (south) at the junction, and watch as the automated turret attacks a couple of enemies in the main foyer. With the immediate threats in the foyer abated, turn east and enter the gift shop. There’s a First Aid Box on the outer wall, and two Ammo Boxes. Take what you need, then head south to an area of scattered lab equipment, and exits to your left and right. Head left (east) to a door in the corner. It’s one of two that allows access to the rotunda. First Aid Box

Ammunition Box (2)

Head here next, but only after you’ve coaxed three Super Mutants out to battle you. Before you head into the rotunda, carefully explore the remaining parts of the gift shop. There’s a door to the sub-basement and a manhole to Taft Tunnels. The manhole cannot be entered yet. Head into the rotunda via either door.

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Holotapes vital to your progress are on the Auxiliary Filtration Input, just behind this bloodthirsty brute.

Head west, then up the stairs to the right, as you enter the rotunda. Your father and his team built this gigantic tank and surrounding structures inside the rotunda, and called it Project Purity. You’ve reached the control room, but your father is nowhere to be seen.

NEW OBJECTIVE

“Search Dad’s holotapes for clues to his location” begins. There’s also the small matter of two Super Mutants. You may have to back down to the gift shop doors and use the columns as cover. Don’t get caught in a dead-end! When they’re finished step back up to the entrance, and look west at the Auxiliary Filtration Input. Grab the three Holotapes on it. The only vital Holotape to listen to is Journal Entry 10. Your father mentions another Vault, 112, which is hidden under some kind of garage deep in the Wasteland. That’s your next destination! Exit this building the same way you entered. Project Purity Personal Journal: Entry 5

Project Purity Personal Journal: Entry 8

Project Purity Personal Journal: Entry 10 NEW OBJECTIVE

“Gain access to Vault 112” begins.

Note You can begin the search for Vault 112 immediately (“Dealing with Pests out West”), or you can stay and search for more Holotapes. The end of the next section also lists what each Holotape contains.

[OPTIONAL] PROJECT PURITY HOLOTAPES—THE COMPLETE COLLECTION

It isn’t necessary to complete this, but it does clear out more Super Mutants, facilitating a return trip. Head back into the gift shop, and move to the south wall, looking for the door with the three signs to the left of it: the Door to Memorial SubBasement. Head down the stairs, into the initial chamber, with a mesh fence in front of you. The only way onward is to head right, past the Gore Bag, to the doorway just before the stairs. Project Purity Journal: Entry 7

Project Purity Journal: Entry 8

Enter this small room with medical equipment and battle a Super Mutant or three. Then look for the small table in the northeast corner. Grab the two Holotapes, then head out and down the stairs to a dormitory. Kill any foes, then push forward (west). Head down the corridor, and make

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CONTENT

INDEX

HOLOTAPE

LOCATION

Project Purity Journal: Entry 1

Located in Doctor Li’s quarters in Rivet City

Project Purity Journal: Entry 3

Located in Li’s quarters

Project Purity Journal: Entry 5

Located in Li’s quarters

Project Purity Journal: Entry 7

Located in Project Purity, memorial sub-basement, on table in the medical room where, incidentally, you were born

Project Purity Journal: Entry 8

Located with Entry 7

The following Holotapes were recorded by your dad in the recent past, both before and after visiting Rivet City and attempting to convince Li to return to the project. They are labeled “Project Purity Personal Journal: Entry [x]”:

First Aid Box

LOUNGING AROUND AT TRANQUILITY BASE Head down the short set of steps and head on through to the massive door of Vault 112. Locate the Vault Door Control Pod, and activate it. Step inside the Vault, which appears to be in perfect condition, The familiar cog door of a Vault-Tec tomb rumbles. What fresh hell lies beyond? Oh, it’s quite nice down here…. although small. Head east through the hatch door, and through another at the corridor’s far end. Stop yourself from shooting as a Robobrain addresses you. You’re given a Vault 112 Jumpsuit and asked to wear it. Do so, and then head through the door behind the Robobrain. Now descend the stairs, and reach the T-junction. Explore the entirety of Vault 112; it doesn’t take long.

HOLOTAPE

LOCATION

Project Purity Personal Journal

Located on Dad’s desk in Project Purity, memorial sub-basement

Project Purity Personal Journal: Entry 1

Located on Dad’s desk

Project Purity Personal Journal: Entry 2

Located on Dad’s desk

Project Purity Personal Journal: Entry 3

Located on Dad’s desk

Project Purity Personal Journal: Entry 5

Located in Project Purity Rotunda

Project Purity Personal Journal: Entry 8

Located in Project Purity Rotunda

Project Purity Personal Journal: Entry 10

Located in Project Purity Rotunda

NEW OBJECTIVE

Additional: Better Days

Located on Dad’s side table in Project Purity, memorial sub-basement

“Put on a Vault 112 suit” begins.

Vault 112 Jumpsuit

NEW OBJECTIVE

DEALING WITH PESTS OUT WEST As soon as you head outside deal with any nearby enemies and then Fast Travel, because Vault 112 has appeared on your World Map. It’s underneath Smith Casey’s Garage, so don’t be confused that the Vault itself doesn’t appear. Depending on how many areas you’ve uncovered,

“Sit in the unoccupied ‘Tranquility Lounger’” begins.

Caution Yes, you can shoot the Robobrains. No, they don’t fire back. Yes, this is a pointless exercise.

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MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE

You must listen to Holotape 10 to know where your father went. All others are optional. Note that this is a complete list, including Holotapes found in Doctor Li’s Science Lab aboard Rivet City. There are two types: those recorded 20 years ago, and those just recorded: The 20-year-old Holotapes are collectively known as “Project Purity Journal: Entry [x]”

TOUR

HOLOTAPE SCRUTINY

MISC. QUESTS

Better Days

MAIN QUEST

Project Purity Personal Journal

GEAR

Project Purity Personal Journal: Entry 3

CENSUS

Project Purity Personal Journal: Entry 2

FACTIONS & BESTIARY

Project Purity Personal Journal: Entry 1

you may be able to Fast Travel to Evergreen Hills or another nearby location. However, it’s more likely that your nearest explored area is Megaton, which is also a great place to trade, stock up on provisions, and repair your equipment. When you’re tooled up and ready to go, head west. Cross the rocky terrain, under the freeway skeleton, and follow the remains of the road before straightening out and continuing due west. Pass the radio antenna on the outskirts of the Jury Street Metro Station area, and plow on ahead, using the distant chapel spire to guide you. As you reach the chapel, be sure you’re ready for the Rigged Shotgun and Raiders that ambush you inside. Continue your trek west, until you locate the sprawling Evergreen Hills area. Stay on the upper ground, and skirt around it. `Once you’re around and on top of Evergreen Hills, continue west, until you reach Smith Casey’s Garage. The metal door on the western (left) side of the building is the only entrance. Head inside. In one corner of the first chamber is a small container with a Nuka-Cola Quantum to be grabbed and kept. You can sleep here if you wish, but only after you deal with the Mole Rats and a Radroach. Step into the garage area and check the Gun Cabinet on the western wall; you may find a new weapon in there. Also grab items from the First Aid Box on the eastern wall. Finally, move to the northwest corner, activate the electrical switch, and wait for the horizontal trap flaps to open. Stairs lead down to a small generator room, and a couple more Mole Rats. Dispatch them, and head down the stairs to the Door to Vault 112.

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TRAINING

your first turn left (south), at a crossroads. There’s likely to be another Super Mutant to deal with here, too. Ignore the generator room the Super Mutant was in, and make your first turn right (west), to a hatch door that opens up into an office with a bed and a burnt-out terminal. Swing around and deal with a Super Mutant intrusion. On the table with the terminal are four Holotapes. On the side table near the entrance is a single Holotape, with different markings: “Better Days.” Now that all relevant Holotapes have been collected, you can exit the sub-basement, despite not having visited every room. A complete search is only necessary during Main Quest: The Waters of Life. Now return to the outside Wasteland, backtracking through the gift shop.

APPENDICES

SCIENTIFIC PURSUITS

CONTENT

INDEX

Chapter 5: Main Quest Turn right (west) at the bottom of the entrance stairs, and locate the “Clinic” sign. This leads to a balcony overlooking a strange sight: a cluster of large pods. Head down there in a moment. For now, check both rooms for goods. Now head down to the Tranquility Lounger chamber. First Aid Box Move to the eastern side of the chamber, to the locked equipment room door. There are some very exciting items to uncover in here! To enter this room, you need to use Science to hack the wall terminal. If you’re proficient enough, you can step into the room and gather a load of armaments, plus other items in the lockers. Among the goodies is a Holotape with the Overseer’s Room Password. Be sure you grab this! Overseer’s Room Password Assault Rifle and 5.56mm Rounds Chems

Laser Rifle and Microfusion Cells Pulse Grenades First Aid Box

Turn and head toward the door on the south wall, leading to stairs heading up to a junction. Head left (west), following the sign to the Overseer’s office. At the wall terminal you automatically use the Overseer’s Room Password to open the door. The terminal thinks you’re a Doctor Braun. Could this be Doctor Stanislaus Braun who your father was searching for, and who the Vault 101 Overseer was communicating with? Inside the room is a single Tranquility Lounger, with a man inside. He can’t be awakened, but his room can be ransacked; check the locker, desk, and a wall safe before you leave.

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Inspect the Tranquility Lounger chamber a little more closely. All but two of them have a Vault resident inside. Inspect the terminals at the center of the chamber, and you can read the vital signs for each of the residents. The good news: You’ve found your dad. The bad news: Your father’s in one! He’s sealed inside one of these evil-looking pods…. You need to access whatever program he’s trapped in, and try to free him! Before this occurs, note the stress levels of each inhabitant: SUBJECT

STRESS LEVEL

Unknown (your father)

Elevated

M. Henderson

Nominal

M. Simpson

Elevated

W. Foster

Nominal

G. Neusbaum

Nominal

P. Neusbaum

Nominal

J. Rockwell

Elevated

R. Rockwell

Elevated

T. Dithers

Extreme

This gives you a clue to the emotional state of the inhabitants of whatever strange program you’re about to launch yourself into. Find the only working (and empty) Tranquility Lounger, then activate and sit in it. You begin to see a sepia-toned leafy lane. What the hell is going on?! And who was that frightening little girl? Welcome to Tranquility Lane. You’ll Never Leave!

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CONTENT

INDEX

Tranquility Lane QUEST FLOWCHART Find Dad. Find and speak to Betty.

Investigate all the dwellings

MOTHERSHIP ZETA

APPENDICES

TRANQUILITY LANE

MAIN PATH 2

Betty, Doc, Timmy Neusbaum, Pat Neusbaum, George Neusbaum, Janet Rockwell, Roger Rockwell, Martha Simpson, Mabel Henderson, Mister Handy, Bill Foster, Old Lady Dithers, Your Father, James

Betty, Old Lady Dithers

Locations

Vault 112, Tranquility Lane: Neusbaum Residence, Rockwell Residence, Simpson Residence, Henderson Residence, Dithers Residence, Abandoned House

Adv. Items/Abilities

Melee Weapons, Speech

Possible enemies





Karma Influence

Negative

Positive

Agree to this order

Disagree with this order

Investigate the Neusbaum Residence

Tell him he’s going to Military School Pummel him with Fists, or [Speech] Tell him his parents are getting a divorce, or Kill his parents Speak with Old Lady Dithers Locate Abandoned House, activate Vault 112’s Auxiliary Command Terminal Access the Chinese Invasion Program

TOUR

Report back to Betty.

OPERATION: ANCHORAGE

THE PITT

Military School Brochure

BROKEN STEEL

MAIN PATH 1 Main Characters

POINT LOOKOUT

Make Timmy Neusbaum cry.

Investigate the Simpson Residence

Locate the Rockwell’s kitchen

Lacy Underwear

Rolling Pin

MISC. QUESTS

Break up the Rockwell’s marriage without killing either of them.

Plant in Rockwell’s basement

MAIN QUEST

[Speech] Tell her you saw Roger kissing someone else Show Janet the underwear and tell her Roger is cheating on her, or tell her the underwear is Roger’s

GEAR

Kill Martha, blame it on Janet

Report back to Betty.

CENSUS

Arrange a creative death for Mabel Henderson. Investigate Henderson residence

FACTIONS & BESTIARY

Drop chandelier on her head, or Disable Mister Handy Security Screening, or Sabotage oven and ask her to bake you a pie, or Use roller skate to cause a stair “accident” Report back to Betty. Retrieve the mask and knife from behind the Abandoned House. Become the Pint-Sized Slasher, locate mask and knife Slasher Knife, Pint-Sized Slasher Mask

Color code:

Objective

Action

Rewards

TRAINING

Kill George, Pat, Roger, Janet, Martha, Bill, and Old Lady Dithers Continued on next page

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CONTENT

INDEX

Chapter 5: Main Quest From previous page Report back to Betty. The Exit Door opens Exit Tranquility Lane. Main Quest: The Waters of Life

IT’S A BEAUTIFUL DAY IN THIS NEIGHBORHOOD

A leafy lane, little Timmy selling lemonade, and the friendliest of neighbors: this must be paradise.

Welcome to Tranquility Lane. There’s no exit off this street, and everything’s tinged in sepia. You’re in an alternate virtual reality simulation, and for some reason, you’ve taken the form of a small child. It isn’t long before you’re greeted by George Neusbaum. He tells you to run and say hello to Betty, over on the playground. NEW OBJECTIVE

“Find Dad” begins.

You can tell which residence is which by looking at the names on the mailboxes; there’s no need to move to the front door. You can optionally enter each house. When you know your way around Tranquility Lane, head to the central playground. Speak with Doc the dog if you want. Then locate Betty, the oddBetty’s hobbies include watering her daffodils, making looking little girl. She boys cry, insanity, and proving complex mathematical asks if you want to theorems. play a game. Answer in the affirmative, and she tells you all you have to do is make little Timmy Neusbaum cry. Accept, or refuse, without penalty.

Note Stop! At this point (actually, from the moment you appeared here), you have two possible scenarios you can play out: The first is to agree to Betty’s games. There are four, each taxing your cunning and morals more than the last. Begin “It’s a Terrible Time for Timmy in This Neighborhood.” The second is to disagree with Betty’s cruel fun, and find help (and your dad) by other means. Start “It’s a Communist Invasion in This Neighborhood.”

NEW OBJECTIVE

“Find and speak to Betty” begins. Before you head over to see what this “Betty” wants, you should check your Pip-Boy to see…ah. It’s now a Vault-Tec approved watch! Without mapping, rely solely on your compass and make a quick circuit of the “lane.” At any point you can speak with any resident, and enter any house. Memorize the road crossing marking to your right (south), and start a counterclockwise tour. The first house (all on your right) is the Neusbaum Residence (where George, Pat, and Timmy live): It has the bench, lamppost, and the lemonade stand. The Rockwell Residence is next (where Roger and Janet live). There’s a gnome on the front step. The next house is the Simpson Residence (where Martha lives). This house has a fence. Then the Henderson Residence (where Mabel and her Mister Handy robot live). There’s a lamppost, no fence, and a single car. Over on the shady side of the street is where Old Lady Dithers lives. The house has a picket fence, two cars, and a fire hydrant out in front. The final house is the Abandoned House. It’s on the shady side of the street too, with a lamppost and speed limit sign in front, and no name on the mailbox. Bill Foster, Betty, and Doc the dog don’t have a fixed address. Everyone wanders around the neighborhood, except that shut-in, Old Lady Dithers.

IT’S A TERRIBLE TIME FOR TIMMY IN THIS NEIGHBORHOOD NEW OBJECTIVE

“Make Timmy Neusbaum cry” begins. Timmy is usually at his lemonade stand, although he sometimes wanders or heads into the Neusbaum Residence. He’s the only other child on the lane. You can make Timmy cry using any of the following methods: A Bunch of Fives: Step up to Timmy with your fists raised, and begin to pummel him. He yells, and runs off weeping! A Broken Home: Speak to Timmy, and win a Speech challenge, convincing him that his parents are getting a divorce, and it’s all his fault. He blubbers, and sprints off.

Short Sharp Shock: On the Neusbaum Residence kitchen table is a Military School Brochure. Return to Timmy, and tell him he’s being sent there. Produce the brochure when Timmy tells you he doesn’t believe you, and start the waterworks! Military School Brochure

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CONTENT

INDEX

“Break up the Rockwell’s marriage without killing either of them” begins. Roger and Janet Rockwell are usually in their residence. Head there but before you act, you might wish to snoop around upstairs, in the Rockwell’s bedroom. Janet Rockwell’s diary makes interesting reading. Here are some highlights: Roger is always in his “stupid basement.” Or, he’s “sweet-talking” Martha Simpson. She found a pendant on Roger’s basement workbench once. Some days, she wishes she beat Martha to death instead of just “scaring” her. Oh, she feels such a fool! Now plot a marriage break-up: Martha the Trollop: Locate Janet Rockwell, and begin to speak with her. Complete a Speech challenge, telling her that you saw Roger kissing another woman. Janet screams at Roger and leaves the house. Roger appears a little dazed. Martha the Hussy: Head over to the Simpson Residence. Head to Martha’s upstairs bedroom, and locate the Lacy Underwear on her bed. Head to the Rockwell’s Residence, and enter the basement (it’s the metal door between the front room and kitchen). Place the Lacy Underwear on Roger’s desk, and return upstairs to Janet. Tell her there’s something she needs to see in the basement. When she inquires what is it, tell her to trust you. Feign shock that the underwear isn’t Janet’s, and exclaim that he’s cheating on her. She storms off upstairs, and the argument begins! Lacy Underwear

IT’S TIME TO MURDER MABEL IN THIS NEIGHBORHOOD NEW OBJECTIVE

“Arrange a creative death for Mabel Henderson” begins. Your murderous impulses to deal with Mabel occur inside her house, so head inside the Henderson Residence. Chain Reaction: After being greeted by the slightly creepy Mister Handy, look up at the chandelier in the front room, you notice that it’s supported by an old chain. Execute a quick fiddle, so the chandelier becomes unstable. Don’t wait under it; instead, head to the corner of the room. Patiently wait for Mabel to walk under the chandelier, which promptly comes crashing down on her head! Twisted Mister: That Mister Handy looks promising. Head into the kitchen and access the wall terminal. Fiddle the menu options: “Initialize Security Program,” and “Disable Security Screening.” This turns Mister Handy into a killing machine. Keep out of its sight until you hear Mabel’s screams. Messy, but creative! Burn, Baby, Burn: That Mabel bakes some delicious pies. Go inspect the oven and fiddle with the pilot light. Now locate Mabel, and ask her for a pie. She walks over to light the oven and is consumed by a massive gas explosion! Stepping Out: There’s a roller skate at the top of Mabel’s staircase. Give the skate a hearty push to the top of the first step. Then patiently wait for Mabel to head down from upstairs (which is the best time to attempt this, or you’ll have to wait for her to ascend the

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175

MOTHERSHIP ZETA POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE

NEW OBJECTIVE

When you’ve chosen your favored method of wrenching apart Janet and Roger, speak to Betty again. It’s best to be sycophantic with your dialog choices. For your next task, Betty wants to raise the stakes a little, and have you kill Mabel Henderson. The death can’t simply be by your fists though; you need to be creative!

TOUR

THERE’S A ROCKY MARRIAGE TO BREAK APART IN THIS NEIGHBORHOOD

“Report back to Betty” begins.

MISC. QUESTS

NEW OBJECTIVE

Don’t taunt Betty more than once with your answers, or you’ll find she wields more than just a watering can. You’ll be zapped and stand in agony if you attempt to hurt or backchat her. If you aren’t enjoying being her helper, start “It’s a Communist Invasion in This Neighborhood” instead.

MAIN QUEST

Caution

Rolling Pin

GEAR

Return to the demon child. Your prize is a single question; choose any of the ones she lists, but perhaps the most useful is “Just who are you?” Betty’s voice suddenly changes to an older European man’s tone. It appears you’re talking to Doctor Stanislaus Braun’s avatar! He/she has a second task that she wants you to complete: breaking up the Rockwell’s marriage, without punching either of them to death!

Martha the Mangled: Head inside the Rockwells’ abode, and head into the kitchen. Take the Rolling Pin from the kitchen table, and depart the house, heading for the Simpson Residence. Enter, and then bludgeon Martha to death with the Rolling Pin. Exit and locate Roger Rockwell, and tell him he’s married to a psychopath. After he nervously laughs off your remarks, tell him again, and he heads over to Martha’s house.It doesn’t end well….

CENSUS

“Report back to Betty” begins.

FACTIONS & BESTIARY

NEW OBJECTIVE

Roger the Transvestite: For this variation on “Martha the Hussy,” locate and place the Lacy Underwear on Roger’s desk, but instead of convincing Janet that her husband is cheating on her, tell her the outfit is probably Roger’s. For those times when no one is looking.... Janet races upstairs, and the argument rages!

TRAINING

Mommy Dearest: Locate either of Timmy’s parents, ideally on their own and inside the Neusbaum Residence. Swing your fists, and pummel the parent to death. Keep the chase going until the parent keels over. Exit the residence. Timmy runs in, so follow him, and watch with glee as he cries.

APPENDICES

TRANQUILITY LANE

CONTENT

INDEX

Chapter 5: Main Quest stairs, then come back down). She breaks her neck in the proceeding tumble. NEW OBJECTIVE

“Report back to Betty” begins. Return to Betty the bully once more. She tells you that after this next task, you’ll receive a wish. Hopefully you’ll be able to rendezvous with your dad. Your final mission is to head to the dog kennel at the side of the Abandoned House, and search it for a (previously unobtainable) mask and knife. You are to become the Pint-Sized Slasher!

THERE GOES THE NEIGHBORHOOD NEW OBJECTIVE

“Retrieve the mask and knife from behind the Abandoned House” begins.

The stuff of your neighbors’ nightmares is both real, and frightening! Here comes the Pint-Sized Slasher!

Slasher Knife

Everyone must die! Well, not everyone; Timmy has disappeared, Mister Handy doesn’t count, the dog can live, and you can’t kill Betty. But everyone else is fair game! The residents will run in fear.

Pint-Sized Slasher Mask

With Mabel (and possibly Martha) already dead, there’s only seven (or possibly six) inhabitants that need to taste your cold steel. They are: George and Pat Neusbaum, Roger and Janet Rockwell, (Martha Simpson), Bill Foster, and strange Old Lady Dithers. Your plan is straightforward: run up and slice them once! The trick is to keep your killing indoors, because your residents have less room to flee. Chasing down George Neusbaum in his backyard is hard work! You’ll know when you’ve finished your bloodletting, because your quest updates. NEW OBJECTIVE

NEW OBJECTIVE

“Report back to Betty” begins. Betty has found your bloodshed thoroughly enjoyable. In return for your murderous run, she grants you your wish of leaving Tranquility Lane, and she actually obliges you: a door appears behind her! You can spend extra time here, attempting to justify your actions, but in the end, you should exit via the door. Activate EXIT now!

IT’S A COMMUNIST INVASION IN THIS NEIGHBORHOOD

Note

Attempt this if you want to save all the inhabitants of Vault 112. You can attempt it any time after you begin this quest, but it’s most advantageous to start it immediately.

To help the Vault 112 inhabitants trapped in this infinite reality program you must find the only individual who knows the truth. That’s Old Lady Dithers. Head to her house. She immediately starts babbling about

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none of this being real, and that “the suffering must end!” Immediately respond that you want to get out of here, and Dithers starts (what else?) dithering about a Failsafe device she knows Braun is accessing. She hints that you’ll find more at the Abandoned House. Head through the front door of the Abandoned House, and step into the gloom. This place has a variety of common objects scattered about the front room. If you activate a certain number of them, you hear a strange chime. These objects must be activated in a specific sequence. Through trial and error, or simply reading the following sentence, you can create a portal to Vault 112’s Auxiliary Command Terminal! The sequence is as follows; radio, pitcher, gnome, pitcher, cinder block, gnome, and bottle. Access the terminal, and bring up a series of five options: Access “Chinese Invasion” Program: Dithers was correct! After tinkering with some objects, a portal appears. Documents show that this routine was never activated, because it would kill everyone but keep Braun in this simulation for eternity. For the actual program activation, see below. Access Version Control. This shows a series of overrides programmed in by Braun, effectively giving him a god-like status. Entry: Toucan Lagoon. The endless beating sun and lagoon waves no longer entrance Braun. He resets the simulation. Entry: Slalom Chalet. After 23 years in the Swiss Alps, Braun fancies a change, something more domestic. Entry: Tranquility Lane. Braun notes he is eager to twist this reality to his whim, as his subjects are “at home,” making his illusions all the more callous. Activate the Chinese Invasion Program, and quickly head outside to see a squad of Chinese commandos rampage through Tranquility Lane, slaying all the residents. Although harsh, this ending is much more humane than an eternity with Braun. Head to Betty and press her/Braun for information on the G.E.C.K., and the location of your father. When you’re ready, activate EXIT! “Exit Tranquility Lane” begins. You meet your father, finally, and he thanks you for saving him. Speak to him, and he tells you Braun’s technology can be adapted for Project Purity. He needs to return to Rivet City and Your father is back! You can finally team up, and save speak with Doctor Li. what remains of the world together! If a G.E.C.K. can be found, Project Purity can become a reality. Agree to accompany your father on the trip back; you’re edging closer to creating humanity’s biggest advancement since the atomic bomb…. +600

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CONTENT

INDEX

APPENDICES

THE WATERS OF LIFE

MOTHERSHIP ZETA

The Waters of Life Spoiler Alert

POINT LOOKOUT

The information below contains some major developments in the lives of you and your friends. If you don’t wish to know what the future holds, be careful where your eyes wander!

QUEST FLOWCHART Your father, James, Doctor Madison Li, Doctor Janice Kaplinski, Daniel Agincourt, Alex Dargon, Garza, Paladin Bael

Locations

Smith Casey’s Garage, Rivet City, Jefferson Memorial, Taft Tunnels, The Citadel

Adv. Items/Abilities

Energy Weapons, Lockpick, Small Arms, Sneak, Speech, Stimpaks (5+), Buffout (5+)

Possible enemies

Super Mutant Genus, Enclave Soldier, Colonel Autumn, Enclave Eyebot, Ghoul Genus

Karma Influence

Negative

BROKEN STEEL

MAIN PATH Main Characters

Positive

Exit Vault 112

THE PITT

Go to the Rivet City Science Lab. [Optional] Speak with Doctor Zimmer, if you haven’t already Miscellaneous Quest: The Replicated Man

OPERATION: ANCHORAGE

Meet up with Doctor Li Join the scientists at Project Purity. Clear Project Purity of any remaining Mutant threat. Clear the entire area of threats Tell Dad it’s safe to enter Project Purity. Escort the scientists inside Project Purity.

TOUR

Speak to your father about your past Note: Revelation 21.6

MISC. QUESTS

Turn on the Flood Control Pump Power. Head into the Sub-Basement, locate the Flood Control Get the fuses from Dad. Return to your Dad

MAIN QUEST

Fuses (3) Replace the damaged fuses. Locate the Fuse Room, insert Fuses Boot up the mainframe.

GEAR

Locate Mainframe Room in Sub-Basement Speak with Dad over the intercom.

CENSUS

Drain the intake pipes. Enter Pump Control Return to the control room.

FACTIONS & BESTIARY

Enter Sub-Basement, and battle to Rotunda. Watch altercation with Colonel Autumn and your father Escort Doctor Li to the evacuation point. Locate the Manhole to Taft Tunnels, inside the building Escort Doctor Li through Taft Tunnels to the Citadel. Battle through Taft Tunnels, keeping everyone alive or keeping only Doctor Li alive

Objective

Action

TRAINING

Continued on next page Color code:

Rewards

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177

CONTENT

INDEX

Chapter 5: Main Quest From previous page Locate locked Utility Door [Sneak] Sneak past the open doorway, or [Science] Hack the door Terminal Engage the foes while Li hacks the door Chinese Army: Spec. Ops. Training Manual Garza becomes ill Deal with the Garza “situation”. Shoot him; or Ignore the problem, clear the way, then return; or [Speech] Convince Li or Garza he’s a liability; or [Speech] Convince Li that Buffout is needed, give Li Buffout (3) Give Li or Garza Stimpaks (5)

[Lockpick] Investigate side tunnel Safe Items Clear the rest of the Tunnels Nuka-Cola Quantum Enter Brotherhood-controlled Tunnels Doctor Li orders advancement into The Citadel Main Quest: Picking Up The Trail

MEETING OF THE MINDS As soon as you finish speaking with your father in Vault 112 and agree to accompany him back to Rivet City, you can begin this quest and the return journey. Exit into the Wasteland wilderness. Before you scramble out, remove your Vault 112 Jumpsuit and replace it with your preferred armor, helmet, and weapon.

NEW OBJECTIVE

“Join the scientists at Project Purity” begins.

Tip There’s no need to Fast Travel to the Jefferson Memorial. It’s close enough, and you want to clear the area of enemies first.

NEW OBJECTIVE

“Go to the Rivet City Science Lab” begins. After you depart from the garage, it’s almost certain that you’ll run into a number of Wasteland pests. Wait here and make sure you kill everything before it overwhelms your father’s fighting skills. As soon as all nearby foes are nullified, bring up your Pip-Boy’s World Map, and Fast Travel all the way back to Rivet City.

SAFE AND PURE

These blasted Mutants need expunging from the darkest recesses of the memorial sub-basement, too!

Note Although you can both traipse across the entire Wasteland, down the Potomac, and finally into Rivet City, this is only advisable if you save often, have enough Stimpaks, and want the additional hassle (and XP). Enter Rivet City and head into the Midship Deck, following the same route to the Science Lab as you did before. Depending on your point of entry, you may run into Doctor Zimmer and Armitage. Zimmer stops and asks if you’d be interested in a quick mission, if you haven’t spoken to him already. If you want to begin Miscellaneous Quest: The Replicated Man, do so now. Otherwise, rendezvous back with Doctor Li, who is already having a heated discussion with your father. Interrupt their talk by speaking with Doctor Li. You can ask her about Rivet City, your father, and even that odd Doctor Zimmer. Then talk to Dad, who wants to use the computer inside the Jefferson Memorial to locate a G.E.C.K. You’re asked to scout on ahead, so leave the Science Lab, head out of Rivet City, and proceed immediately to the Jefferson Memorial.

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Get to the grounds of the Jefferson Memorial and scour the exterior of the building for any Super Mutants you may have missed. You’re heading for the gift shop entrance, where you entered earlier. NEW OBJECTIVE

“Clear Project Purity of any remaining Mutant threat” begins. The doctor’s team and your father now wait outside the gift shop entrance. Speak with your father, and he asks you to clear the interior of the memorial. You may have completed this during the Main Quest: Scientific Pursuits. You’ll know the area is secured when the objective appears on your screen. Simply return to the surface, and speak with your dad. NEW OBJECTIVE

“Tell Dad it’s safe to enter Project Purity” begins.

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CONTENT

INDEX

The first is Daniel Agincourt, who’s very annoyed. You can also speak to the far less grumpy Alex Dargon, who’s thrilled to be here. Now move to the rotunda, via either door.

A tiny chamber with two entrances is the Fuse Access A1. Slot your fuses in here. NEW OBJECTIVE

“Boot up the mainframe” begins.

THE ALPHA AND OMEGA As soon as your father is in the rotunda, enter the area yourself, and head up the steps to the giant transparent vat. This experiment is the water; the purifier. This is your mother’s dream! Revelation 21:6 is added to your Pip-Boy. Now you can speak to your father about your past, your mother, Project Purity, and anything else you feel like. Do this now. Your father tells you that some floodwater needs pumping out.

You must now access the mainframe computer and reboot it. Find the mainframe chamber on your map; it’s almost exactly above the fuse room. Backtrack up the stairs to the initial room with the sewer pipe and the Gore Bag, and continue west to the large utility hatch door you couldn’t access before. The “Mainframe” sign indicates the chamber behind this door. Once inside the room, locate the Mainframe Power Switch on the mainframe itself, and activate it.

MOTHERSHIP ZETA

The science team must all reach their specific locations. Move south then east to the northern of the two rotunda entrances, and wait for Doctors Madison Li and Janice Kaplinski to reach you. Behind them strides your father. Make sure all three of them enter the rotunda door. Optionally, you can speak with two more of Li’s team, waiting at specific scientific equipment in the gift shop.

POINT LOOKOUT

“Escort the scientists inside Project Purity” begins.

two routes to the fuse room. The fuse box is on the north wall. Place the fuses in here, and listen for another intercom message.

BROKEN STEEL

NEW OBJECTIVE

APPENDICES

THE WATERS OF LIFE

“Get the fuses from Dad” begins. Retrace your steps to the rotunda and contact your father once again. You can get emotional with dear old dad, or you can ask him about the fuses. Apparently, the flooding shorted out the fuse boxes downstairs, including one that controls an automatic door (the one near the Gore Bag, in fact). When the fuses are replaced, you should be able to power up the mainframe computer. You’re given the fuses.

“Return to the control room” begins.

THE BEGINNING AND THE END Do not read any further, because a major, life-changing moment is about to occur. You have been warned!

“Replace the damaged fuses” begins. Return to the sub-basement, using exactly the same route as before, all the way down to the bunk bed area. Move forward (west), through the doorway, and at the first junction, turn right (north) this time. You enter a larger chamber with two small ponds. Ignore this, and head west to the doorway, just left of the white sofa, into a corridor marked “Fuse Access A1.” Look for this sign if you get lost. This is the quicker of the

OPERATION: ANCHORAGE

NEW OBJECTIVE

Fuses (3) NEW OBJECTIVE

TOUR

The pipe itself is located at the opposite end of the gift shop entrance chamber. To reach it, head north, around the debris and through the entrance doorway, passing the wall terminal, but make a right (east) turn, moving up the slowly rising corridor to a collapsed chamber with steam rising from an exposed grating in the ground. Open this grate, and enter a confined tunnel to the Pump Control. At the end of the first section of pipe, open the Grate to the Capital Wasteland. Move to the section of pipe that’s rusted away, exposing a mesh fence and the Jefferson Memorial gantry. The Pipe Control is on the east side of the broken pipe. Spin the faucet valve to drain the intake pipe. Suddenly, you see an explosion in the distance! Radio chatter erupts as two Vertibirds drop on the gantry and Power Armored soldiers exit! It’s pandemonium at the rotunda, with dad sealing the grate behind you! You need to get back there and help defuse tensions!

MISC. QUESTS

“Drain the intake pipes” begins.

GEAR

NEW OBJECTIVE

NEW OBJECTIVE

The Grate to Sift Pump is now unlocked, so the only way is north, through the grate, and down the pipe, landing on each grate platform to break your fall. The sewer pipe ends at another grate, this one leading to the sub-basement. You appear on the other side of the mesh wall, facing the Gore Bag and mainframe door. A figure clad in Power Armor is firing at you, so drop down immediately (as you’re currently a sitting

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CENSUS

Head southeast down the stairs, and take the right side (south) exit back into the gift shop. This gives you a straight shot southwest, to the Door to the Sub-Basement (Jefferson Memorial) only a few steps away. There’s an intercom in every room; use these to contact your father for directions if you get lost. Wind down the stairs, passing the sewer tunnel exit, and turn right (east), moving past the Gore Bag and following another tunnel staircase down. If you miss a turn, look for the signs pointing to the Flood Control. Head straight ahead (west), passing the bunk beds, and make your first turn left (south) at the very next junction. Follow the passage to the very end to a rusting, floor-level flood pump, and locate the two devices on the eastern wall, behind the floor pump. There’s an intercom, and a Flood Control Power Switch. Activate the switch, and the pump begins to remove the floodwater. You need additional power now, because the fuse box is malfunctioning. Your father has the fuses.

FACTIONS & BESTIARY

“Turn on the Flood Control Pump Power” begins.

Wait for your dad’s response from the intercom, and wait again until the objective appears. Then locate a nearby intercom and see what’s next. On your way to an intercom, move up and out of the sub-basement, and exit into the gift shop. Janice has found a blockage in one of the intake pipes. You’re tasked with draining it.

TRAINING

NEW OBJECTIVE

MAIN QUEST

“Speak with Dad over the intercom” begins.

Note: Revelation 21:6

THE PITT

NEW OBJECTIVE

CONTENT

INDEX

Chapter 5: Main Quest duck). You land in the large chamber with two pools and the white sofa. Head forward (south), then make the first left (east) turn you can. You’re back at the bunk bed room. Attack the Enclave Soldier at the top of the steps. Move back into the gift shop area, where you can defeat three or more additional Enclave Soldiers. The only unsealed doors lead into the rotunda. Head there at once.

Tip You’re close to the point of being able to use Power Armor, so you might want to pick up a suit and helmet from one of your downed foes. Take the least-damaged one you can find. Muffled sounds of commotion are coming from the containment vat, and Doctor Li is locked outside. On the other side is a man clad in a thick overcoat. The man is Colonel Autumn, and he’s demanding that your father hand over the secrets of Project Purity and bring the experiment online immediately. Autumn shows he’s not messing around by tagging Janice! Autumn tells your father again to reveal his secrets, and he turns to his computer to type in some keystrokes. This actually releases a Senseless violence and the ultimate sacrifice; your father hides his pet project to the bitter end. massive burst of radioactivity. Your father slumps to the bulkhead, mouthing for you to flee, before collapsing himself. Turn and speak to a shocked Doctor Li. She tells you the only way out is through an escape tunnel they’ve used before. Doctor Li and three survivors from her team have fled down a manhole. Head out of the rotunda via the door to the north, then turn south, and dash into the small alcove. Locate the Manhole to Taft Tunnels and descend. NEW OBJECTIVE

“Escort Doctor Li to the evacuation point” begins.

TROUBLE IN THE TUNNELS Doctor Li needs you to guide her and her three colleagues: Alex Dargon, Daniel Agincourt, and Garza. Tell her to follow you, and head west, to the Taft Tunnels first junction. Ignore the tunnel to the southwest, which is filled with radioactive barrels, but take the Stimpaks and Chems from the nearby wall First Aid Kit, and the Buffout atop the barrel. Shoot the Enclave Eyebot as it whistles by you. NEW OBJECTIVE

“Escort Doctor Li through Taft Tunnel to the Citadel” begins. First Aid Box

Save your progress often during this route so you can reload a particularly ham-fisted battle. Head right, to the northwest, and then straight out (west) as the tunnel slopes down to a doorway. Step into a narrow passage that leads to a hatch door. Stop and optionally Sneak, then open the door. In the room beyond, a couple of Enclave Soldiers are running left to right, along an upper balcony. Stay until they leave via an upper exit and the coast is clear. Then move into the chamber and head through the doorway to the right (west). Stop at the next doorway, and blast a second Eyebot. Halt Doctor Li and tell her to wait. Head into the corridor, turning right (north). You could venture left (south), but the room and a small alcove up here are filled with radioactive barrels (and a Rad-X), meaning it can be ignored. Instead, head north around the corner and face west. Ahead is an open doorway to your left (south), a wall terminal, and a utility door ahead of you. To the right is a First Aid Box on the wall. Snag the items inside, once you’ve navigated the following area using a plan listed below: You can Sneak (optionally using a Stealth Boy) past the open doorway to the left (south). Or, you can simply walk to the doorway. Peer inside, and you’ll see a two-tier chamber with patrolling Enclave Soldiers. There’s a chance you’ll be spotted, so don’t stay at the doorway for long (unless you want to engage them; see below). If you have an incredibly high Science skill, hack into the wall terminal. You can open the utility door ahead. Sneak back to the doctor, tell her to follow, and run through the doorway before you’re spotted. The other plan requires brute force. Either bring the doctor with you so she can hack the wall terminal (and her brethren face the odd laser fire), or just bring yourself. Either way, make sure you’re the Enclave’s main target. Storm into the room to the left (south), and use the cylinders and pipes to your left or the girders on your right as cover. Deal with a quartet of foes on your level, and another two or three on the balcony above. This battle requires good aiming and cunning tactics (such as lobbing a Frag Grenade through the doorway before all the enemies exit). Do not let the Enclave Soldiers into the tunnel to rake fire on your team! Once you’ve won, inspect the bodies for ammunition and armor, then grab some junk from the small table, including a Chinese Assault Rifle, and the Chinese Army: Spec. Ops. Training Manual. Read it when you can! Now return to Doctor Li, who has opened the utility door if you had her follow you. If not, bring her to the wall terminal, and let her do the hacking. First Aid Box

Tip

First Chinese Assault Rifle

Chinese Army: Spec. Ops. Training Manual

You have two options: tell Doctor Li to follow you, or ask her to wait so you can scout ahead. The following route details the critical moments for the scientists to hold back. Otherwise, assume Doctor Li’s group is following closely behind you. Not everyone has to live. You can put a quick bullet in all three of the collegues’ heads. Not the doctor though because she’s

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important to your cause. Stifle your maniacal laughter as their brains go pop.

Head through the utility door, and then turn and tell Doctor Li to remain where she is. Then weave up to a sloping tunnel structure, and gun down a Ghoul. Then head to the small barricade and barrels. Deafeat another Ghoul then turn right (north), and make a circuit around the central column, blasting everything. When it’s clear, return for Doctor Li, and bring the team around and past the bathtub, and through the hatch door near the baby carriage.

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CONTENT

INDEX

GAME OVER FOR GARZA?

Note

attempting an ambush. Dispatch them, then climb the stairs to the upper exit, and grab the Eyebot Helmet on the desk.

APPENDICES

THE WATERS OF LIFE

Or, attempt one of the following Speech challenges: »

You can speak with Garza, and convince him that it’s better if he stays behind.

»

You can talk to Doctor Li, and convince her that Garza is a liability. She agrees, talks to him, and he agrees to stay behind.

»

You can convince Doctor Li that Buffout is the best medicine for Garza. She takes three from you if you have them. Succeed in your Speech challenge, and have three Buffouts, and Garza is given this concoction.

INTO THE LYONS DEN Now that Garza is feeling better (or much worse), press onward, opening the hatch door to the north, and moving to another small passageway, with a door on your left (west). Tell Doctor Enclave Soldiers aren’t lobotomized like Ghouls. They Li to remain here while try cunning tactics to thwart you. you investigate the room with the metal gantry steps. Once on the metal platform, swing around to face behind you (east); two Enclave Soldiers on a balcony you cannot reach are

Don’t take your scientist friends into this area, as it’s very easy for them to get mauled, which is particularly galling as you’re almost out of this labyrinth!

POINT LOOKOUT BROKEN STEEL THE PITT OPERATION: ANCHORAGE

Caution

TOUR

You can give either Doctor Li or Garza five of your hard-earned Stimpaks.

Items from the safe Hold your fire, and use the switch to open the utility door by the skeletal corpses. You’re entering an area controlled by the Brotherhood of Steel, and a Flamer Initiate is ready to beckon you in. Quickly run around the sandbags, as a group of Ghouls attempts to breach this security point. Join in and dispatch them. To minimize casualties, head up the tunnel so the scientists don’t mill about the entrance. When combat has ended, check the shelving behind you (west); grab the weapons and items from the shelves, the two Ammo Boxes, and the First Aid Box. Ammunition Box (2)

First Aid Box

Now head up the final tunnel section, turning left (west) at the bathtub, inspecting the small table for some Med-X, and then accessing the Ladder to the Capital Wasteland. You scramble up west of the Jefferson Memorial. The Brotherhood of Steel’s main base on the East Coast, in what used to be called “the Pentagon,” is just ahead. Listen to the Red Chinese’s attempts to convert you before their signal is jammed, if you wish. People’s Republic of America Radio Signal Found At the entrance to the Brotherhood’s base you encounter a Sentry Bot, a soldier, and Paladin Bael. He refuses you access into the building. That is, until Doctor Li strides over, punches the intercom, and shouts at someone named Elder Lyons. The massive metal gate grinds upward. Welcome to the Citadel.

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181

MISC. QUESTS

You can continue your search in the remainder of the tunnels without the team, although you need Doctor Li to leave. When you return, Garza has passed away.

MAIN QUEST

Some solutions to this problem include: Step up to Garza, and shoot him. Problem solved!

At the northern end of the tunnel is a locked hatch door. Once you jimmy it open, you can enter a smaller tunnel leading down and east. This, in turn leads to a Ghoul-filled staircase with another doorway at the bottom, and a tiny tunnel section to a half-buried safe. Blast any remaining Ghouls, and crack open the safe with Lockpicking skill, and take the items inside.

GEAR

“Deal with the Garza ‘situation’” begins.

CENSUS

NEW OBJECTIVE

Nuka-Cola Quantum

FACTIONS & BESTIARY

Head through into a small connecting passage, and out into a tiny cross-shaped junction, with only skeletal remains and a hatch door to the north to investigate. Doctor Li says Garza has heart trouble, and One of the team is holding you up. Sacrifice is the key here: either his or yours! he needs medicine. Li isn’t moving until he gets the care and attention he deserves. Garza needs Stimpaks.

Head into another chamber with gantry steps, and face a Ghoul attack at the top. Creep forward (west), as another Ghoul charges in, and step to a T-junction, looking right (north) and bracing for another Ghoul attack. Now that the coast is clear, investigate the small medical bay on the left, with a First Aid Box in one corner. Then return and bring Doctor Li up the stairs, then north and west to the exit passageway. You might want to keep Doctor Li back in the medical bay for this next section. Open the hatch, and dispatch nearby Ghouls as you step into another large tunnel. Then grab the Nuka-Cola Quantum on the picnic table to the southwest, but don’t drink it. You need it for Miscellaneous Quest: The Nuka-Cola Challenge. Head north up the tunnel, pausing to cut down another Ghoul to your left (west), and another ahead of you. Now halt Doctor Li one final time.

TRAINING

This is only available if Garza is still alive, although he may not be for much longer….

MOTHERSHIP ZETA

Eyebot Helmet

CONTENT

INDEX

Chapter 5: Main Quest

Picking up the Trail QUEST FLOWCHART MAIN PATH 1

OPTIONAL PATH 1

OPTIONAL PATH 2

Main Characters

Elder Lyons, Sentinel Sarah Lyons, Paladin Gunny, Scribe Rothchild, Mayor MacCready, Princess, Joseph

Locations

The Citadel, Little Lamplight

Adv. Items/Abilities

Lockpick, Science, Sneak, Speech, Child at Heart

Possible enemies

Super Mutant Genus

Karma Influence

Neutral

Enter The Citadel Courtyard, speak to Elder Lyons about matters

Request approval for Power Armor Training from Elder Lyons

Ask Scribe Rothchild for pre-war computer access.

Locate Paladin Gunny Perk: Power Armor Training

Reconnoiter the Citadel

Citadel A and B-Rings

Attempt any Freeform Quest at The Citadel

Learn information from the Maxson Archive Terminal Learn information from the Citadel Information Terminal

Request approval for Power Armor Training from Elder Lyons

[Science] Learn information from Squire Maxson’s Terminal

Enter Armory, speak with Scribe Peabody

Locate Elder Lyons’ Quarters

Plasma Rifle (sometimes appears)

[Science] Hack his Terminal to learn information, OR [Lockpick] Search his room and Safe

Locate Knight Captain Durga

Elder Lyons—Personal Log 1, Elder Lyons—Personal Log 2, Smuggler’s End Laser Pistol

Trade and Repair

Learn information from Medical Terminal [Lockpick] Unlock Medical Storage Health and Chems

Locate Scribe Rothchild in the Citadel Labs

Citadel Laboratory Learn information on Liberty Prime from the Historical Records

Use the Vault-Tec computer in the Citadel Archives to learn the location of a G.E.C.K.. Learn information from the Vault-Tec Terminal in the Archives Ask Scribe Rothchild for information about Vault 87. Return to Rothchild Leave the Citadel, travel to Little Lamplight, speak to Mayor MacCready [Speech] Convince him you’re a nice guy

[Child at Heart] Convince him you’re a nice guy

Search Lamplight Caverns for a way into Vault 87.

Continued on next page

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Failure

Gain entrance to Paradise Falls and free all the child slaves.

Main Quest: Rescue from Paradise Color code:

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Objective

Action

Rewards

CONTENT

INDEX

APPENDICES

PICKING UP THE TRAIL From previous page Enter Vault 87.

Navigate Murder Pass

Check out Knick Knack’s Store

Tales of a Junktown Jerky Vendor, U.S. Army: 30 Handy Flamethrower Recipes, Nuka-Cola Quantum

Schematic: Bottlecap Mine, My Diary by Jason Grant—Entry 1, My Diary by Jason Grant—Entry 2

“Ask Scribe Rothchild for pre-war computer access” begins. You can optionally speak with Sarah Lyons, and she echoes her father’s thoughts Head into the bailey, which is the central part of this courtyard. Locate Paladin Gunny, amongst the trainees, and ask him to train you in Power Armor. Moments later, you’re trained! Power Armor Training Finally! Remember that you must follow this two-step plan to receive this perk: 1. Speak to Elder Lyons, requesting Power Armor Training. 2. Speak to Paladin Gunny, and request Power Armor Training. Both Brotherhood members are in the courtyard, so this should take no time at all. Then, as the nearby slides show, you can wear any of the Power Armor outfits you’ve collected. You can mix and match, too, such as wearing a Brotherhood suit and Enclave Helmet (slide #1), or an Enclave suit and Brotherhood Helmet (slide #2), or even the fabled Tesla Armor (not pictured)….

With your tour of the Citadel complete, continue to the rendezvous with Scribe Rothchild, who is usually on the lower floor of the laboratory. Ask him if he has any information regarding the G.E.C.K. He says Archive records may hold a clue; specifically the Vault-Tec terminal located in the A-Ring. NEW OBJECTIVE

“Use the Vault-Tec computer in the Citadel Archives to learn the location of a G.E.C.K.” begins. The optimal route to the Citadel Archives is to head up any of the gantry stairs to the upper lab balcony, and run to the southeast corner, then enter the corridor leading to the Citadel—A Ring. At the top of the stairs, turn right (south), and run straight into the Archives, and locate the terminal straight in front of you, marked Vault-Tec Terminal. Quickly access DC Area Vault Listings > Vault 87 > Equipment Issuances. As soon as the information spools down, your quest is updated. You’ve found a G.E.C.K. location! NEW OBJECTIVE

“Ask Scribe Rothchild for information about Vault 87” begins. Sprint back to Rothchild by the same route. He reveals the locations of five Vaults in the nearby vicinity (which appear on your Pip-Boy). Unfortunately, no one has managed to enter Vault 87 All is not lost though; Rothchild recommends you visit the Lamplight Caverns, which the Vault may be accessible from. Rothchild can’t spare any men (although a woman named Star Paladin Cross can accompany you if you locate her and ask her to). Set off for Lamplight Caverns.

THE PITT OPERATION: ANCHORAGE

RENDEZVOUS WITH SCRIBE ROTHCHILD

TOUR

You can tour the Citadel at your leisure, picking up background info and meeting members of the Brotherhood. For more detail on the various chambers, the Freeform Quests, and the Brotherhood personnel that dwell within, consult the Citadel section in the Tour of the Wasteland chapter (starting on page 404).

MISC. QUESTS

Note

MAIN QUEST

NEW OBJECTIVE

Need a suit of Power Armor in a hurry, but forgot to pack one in your Pip-Boy’s Inventory? Then Fast Travel to the Galaxy News Radio Plaza, and search through the ruined school and the surrounding area for a recently deceased soldier.

GEAR

In the courtyard you are hastily greeted by an old man and his daughter Sarah, who you assisted during the Super Mutant hunt near Galaxy News Radio. Doctor Li tells you not to trust these people. “They’re the This old veteran warrior is wise and commands respect. Brotherhood” she Yes, but what about my Power Armor training? whispers. You can now converse with the Citadel’s leader: You can ask about the Enclave, an organization Lyons deems the most threatening to the Capital Wasteland. You can inquire about the Brotherhood, and there’s a wealth of knowledge here. You can seek Elder Lyons’ advice on the Super Mutant threat. You can also ask whether someone in the Citadel can train you to wear Power Armor. He recommends Paladin Gunny, who trains Initiates in the bailey. Finally, you are instructed to meet with Scribe Rothchild, who may be able to help you locate information on a G.E.C.K.

Tip

NEW OBJECTIVE

“Search Lamplight Caverns for a way into Vault 87” begins.

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TRAINING

THE PRIDE OF LYONS

CENSUS

Main Quest: Finding the Garden of Eden

BROKEN STEEL

POINT LOOKOUT

[Science] Hack the Terminal, open the door to Vault 87

FACTIONS & BESTIARY

Locate Joseph; request he powers up the Terminal in the “Nothin’!” chamber

Attempt any Freeform Quest in Little Lamplight

MOTHERSHIP ZETA

Reconnoiter Little Lamplight

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CONTENT

INDEX

Chapter 5: Main Quest LET THERE BE LAMPLIGHT Ascend to the bailey (courtyard), and look for the double metal doors that lead out to the Wasteland. Exit via this location, and immediately Fast Travel. Although you can’t directly travel to Little Lamplight (unless you’ve previously explored the Western Wasteland sector) two possible options that you may have uncovered are the Jury Street Metro Station, or the Smith Casey Garage. Assuming you move to Smith Casey Garage, head north-northwest, avoid the Military Checkpoint, and run through Radio Antenna Papa November. From there, it’s a short jog, and possibly several fights, until you spot Little Lamplight’s large water tower in the distance. As you get close, pass the rusting coach liner and vehicles, and step into the entrance This is more than just a hole in the ground. It’s a hole with fairy-lights strewn everywhere. kiosk. Rummage around to uncover three Ammo Boxes on the back shelf, and some food. Then head west, down and into the cave, to the Door to Lamplight Caverns. Ammunition Box (3)

You can Speech challenge MacCready and convince him that you’re a nice guy, really. If this fast-talking works, you’re let into the place. If you have the Child at Heart perk, you can reason much more easily with MacCready, and he lets you in. If your Speech fails, and you don’t have Child at Heart, or you just want to ask MacCready how to enter Little Lamplight, he refuses. After you speak to MacCready and ask how you can prove yourself, he tells you about three kidnapped kids—Penny, Sammy, and Squirrel— who’ve been held by Slavers in Paradise Falls. If you can find and bring them back alive, he’ll know you’re a trustworthy Mungo. You must now complete Main Quest: Rescue from Paradise. NEW OBJECTIVE

“Gain entrance to Paradise Falls and free all the child slaves” begins. NEW OBJECTIVE

“Enter Vault 87” begins.

Remember! You don’t need to begin Rescue from Paradise Falls, and you can attempt it even if you’re allowed into Little Lamplight, but it is mandatory if you fail to sweet-talk Mayor MacCready.

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Note This assumes you’ve entered the main gate at Little Lamplight, either through fast-talking or kid-rescuing. If you don’t want to investigate Little Lamplight, talk to Mayor MacCready immediately, and skip to “Two Ways to Vault 87.” It is also possible that you may have stumbled across Paradise Falls, and completed Rescue from Paradise, in which case you can tell MacCready you rescued the kids. Little Lamplight is a little easier to find too, because Sammy will have marked it on your World Map. This is completely optional. For more detail on the various chambers, the Freeform Quests, and the Little Lamplighters that dwell within, consult the Tour of the Wasteland Chapter (page 339).

Note If you’ve already gained entry to Little Lamplight before visiting the Citadel and attempting this part of the Main Quest, you can’t speak to MacCready about Vault 87, or have the way opened for you.

KID’S STUFF PART A: ENTRANCE AND ESSENTIALS

Follow the tunnel to a sturdy gate of scrap metal. You’re ordered to halt by a kid wearing a big combat helmet. This tyke is Mayor MacCready. Little Lamplight, you see, is completely inhabited by children, and they don’t trust grown-ups. You’ll have to convince MacCready you can be trusted. First, ask about Vault 87, and if you can come in. “No, Mungos aren’t allowed!” is the response. The following choices are now available:

Note

A GLOOMY TOUR OF LITTLE LAMPLIGHT

Now that you’re inside the main gate, you can explore this settlement thoroughly. Head under the gate and speak to the assembled kids who seem to be holding a party for someone named Sticky; he’s the teenager with the party hat. Speak to him if you wish to begin Miscellaneous Quest: Big Trouble in Big Town. Otherwise, the rest of the Lamplight’s inhabitants roam the tunnels, moving to specific locations from time to time. Before you follow the two signs to Spelunker’s and Great Chamber, move east to the front of a small wooden structure. Open the Door to Little Lamplight Office Building and find a small girl named Lucy. The first room is a disused school room; Joseph holds class here. The second is Lucy’s office, where “The Doctor Is In!”, and also where you can steal Ammo Box Ammunition. Speak with Doctor Lucy, and she can heal, sell your medical supplies, talk about life here, give you directions, or talk about an android if you’re investigating the whereabouts of a Replicated Man (a Miscellaneous Quest). Lamplighters: Mayor MacCready, Lucy, Sticky Hands, and Joseph†.

KID’S STUFF PART B: SOUVENIR SHOP CAVERN Follow the tunnel to a junction, allowing you to continue west to Spelunker’s Cafe and the Great Chamber, or north, following the signs to “Souvenirs.” Exit to the Souvenir Chamber, and find the souvenir shop, although Knick Knack lives up to his name, providing you with all the junk you want to Trade. you need to pick the lock if it isn’t open. The proprietor of the shop is Knick Knack, who can Repair and Trade with you. One of his items is a sought-after Schematic for the Bottlecap Mine. The shop itself is stacked with some food and Ammo Box Ammunition you can grab. The cabinet requires a key, which you can take if you Pickpocket Knick Knack; it holds the entire inventory! Of more interest are three Holotapes. The one on the counter begins

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CONTENT

INDEX

Schematic: Bottlecap Mine

Ammunition Box (3)

My Diary, by Jason Grant—Entry 1

My Diary, by Jason Grant—Entry 2

KID’S STUFF PART F: NOTHIN’!

MOTHERSHIP ZETA

Miscellaneous Quest: The Replicated Man. Exit the shop, and you have two additional tunnels to explore; one to the west, linking up to the Great Chamber, and a tunnel to the north, to the rear entrance.

APPENDICES

PICKING UP THE TRAIL

Lamplighters: Knick Knack, Squirrel, Bumble, Stan, Zip†.

January 2077— Little Lamplight!

Bottlecap Mine

Holotape: The First Mayor of Lamplight Lamplighters: Pete, Bandit, Ginger (all dogs), Joseph, Penny, Biwwy, Knock Knock. †The Lamplighters move around the different areas, so you may need to look thoroughly to find the child you wish to converse with.

The first method of gaining entry into Vault 87 is to ignore Murder Pass completely, and use the rear entrance. For this, you need to find Joseph, the eldest of the kids. Find him, and begin a conversation. Request that he power up the terminal in the chamber called “Nothin’!”, and he obliges. Follow him to this chamber, and move up to the terminal. He quickly powers it back on. Now use your Science skill to open the hatch door to the right of the terminal. If you’re successful, you open the door, move into the Reactor Chamber of Vault 87, and immediately begin Main Quest: Finding the Garden of Eden, without a furious firefight through Murder Pass.

PATH B: THE LONG AND EXTREMELY DANGEROUS WAY The usual method of reaching Vault 87 is to navigate north through Little Lamplight to the rear entrance, where Princess is usually on guard. You must speak with Mayor MacCready (ideally straight after he lets It’s called Murder Pass for a reason! Prepare to repel a gang of Super Mutants out for blood. you into Little Lamplight at the first entrance), and inform him you wish to enter Vault 87. Head on through and enter the Door to Murder Pass. Walk forward (north) a few steps until you reach a junction with a tunnel to your left (west), or the continuation straight ahead. You face a lot fewer problems staying straight ahead, but you can pick up more items from corpses if you turn left. Continue straight on to a shack and a wider opening, with a couple of nearby Super Mutants to Sneak past or

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185

BROKEN STEEL THE PITT OPERATION: ANCHORAGE

PATH A: THE SAFE AND SHORT WAY

TOUR

The most impressive cave area by far in Little Lamplight is the Great Chamber. The following exploration begins at the platform linking the southern and eastern entrances. First, you can head down a few different ramps to ground level. The floor of this chamber has little of use. Stay on the platforms for the rest of the exploration. Head northwest to the first giant rock column, with a motorbike propped up against it. Move left (clockwise) around the column to uncover (all on your left) a shack with a bed, a ramp to the ground, two bridges leading north, and a small zigzag ramp to an upper shack room with a bed. Choose the bridge that curves to the right (northeast). This leads to a floating junction. Turn left and head into the outhouse shack, with a privacy screen and a short “pondering plank” with a chair at the end. Continue east to a rocky alcove with a bed in it. Select the other bridge that curves to the right (north), and move to the next rock column. Turn left (west), and follow another bridge section to a shack on your right (north) containing a Holotape on the pool table’s edge. Grab and listen to it. Then continue westward to a rocky alcove, with a Work Bench, and an impressive Bottlecap Mine to take. Now return to the stone column.

MISC. QUESTS

KID’S STUFF PART E: THE GREAT CHAMBER

MAIN QUEST

TWO WAYS TO VAULT 87

Lamplighters: Eclair

GEAR

Ammunition Box (3)

Move counterclockwise around the rock column, passing the blue outhouse roof on your right, and stopping at the exit junction. Take the bridge to the north. This leads to a debris-filled cavern called “Nothin’!” However, this isn’t quite the case; at the northwestern corner of this cavern is a small metal room with a reactor inside. This looks like an entrance to Vault 87! Unfortunately, the terminal isn’t powered. This is the alternate way to enter the Vault, if you don’t want to face Murder Pass.

CENSUS

Move back to the junction, and check out the tunnel to Spelunker’s and the Great Chamber. Spelunker’s is a small cafe on the calm cavern water, the cafe proprietor offers food for sale. There are some nearby Ammo Boxes to raid, too. When you’re ready, head north, into the Great Chamber.

Traipse over the debris, and there’s the back entrance to Vault 87. Find a tiny teacher to help you.

FACTIONS & BESTIARY

KID’S STUFF PART D: SPELUNKING AREA

TRAINING

Choose the northern tunnel, and you reach the back entrance. When you request access to Murder Pass this is the entrance to it. Move to this area when you wish to continue this quest.

POINT LOOKOUT

KID’S STUFF PART C: REAR ENTRANCE GATE

CONTENT

INDEX

Chapter 5: Main Quest

engage, and another farther up, around the corner to the north. When combat is over, be sure to check the shack for two Ammo Boxes on the bed frame, and another by a small outhouse. The toilet itself has some light reading, too. Now continue up the tunnel to the north as it winds around, and eventually meets at a small, circular junction where a large stack of sandbags have fallen. Ammunition Box (3)

Tales of a Junktown Jerky Vendor +1 Barter (when read)

If you took the left path, expect a much heavier resistance. First, there’s usually a foe on the bridge in front of you (west). A second Super Mutant on the opposite side carries a Missile Launcher! Back up, dealing with the first foe, then edge forward and tag the other with a sniper shot, a lobbed Grenade, or a Missile of your own. Then sprint across the bridge, so you aren’t winged by the foes down below. Keep going west, down the dead-end tunnel toward the flaming barrel. It illuminates a table where you can grab a passel of goods. Missile Launcher

Ammunition Box (2)

First Aid Box (2)

U.S. Army: 30 Handy Flamethrower Recipes +1 Big Guns (when read)

The main cavern chamber itself is a deadly place, where four Super Mutants wait, one armed with a Minigun. You can head down the planks to the ground below, keeping mobile, or you can backtrack to the circular junction, and access the stilt huts from the same height as the Super Mutants, using the rock walls as cover. Assuming the battle is successful, the spoils are reasonable. Two stilt shacks contain the following items: Minigun

Ammunition Box (2)

The detour is finally over; you can at last enter Vault 87, and begin locating the G.E.C.K.

The only remaining path heads north at the circular junction, so follow the tunnel to a fork. On the left is a dead-end, and a Brahmin-head-ona-chain Trap. You can co