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Fallout 3 Official Guide

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Official guide for Fallout 3

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Originally hailing from Manchester in the United Kingdom, David left his role as a writer of numerous British video game magazines (including

Mean Machines, Computer

& Video Gomes, and the Official Nintendo and Sega

Saturn magazines) and a bohemian lifestyle on a rusti ng,condemned dry-docked German fishing trawler to work on the port-fraternity, part-sanitorium known as

GameFan magazine in 1996.

David helped to launch the fledgling GameFan Books and form Gamers'

PRIMA GAMESAN IMPRINT OF RANDOM HOUSE, INC.

Republic in 1998, authoring many strategy guides for Millennium Publications, including launch ing the wildly unsuccessful 60 strategy guides, including : sin 's Creed, Crysis, of Great Cthulhu.

3000 Lava Ridge Court, St. 100 Roseville, CA 95661 www.primagames.(omThe Primo Gomes 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.

The Official Metal Gear Solid Mission Handbook. After incite Video Gaming and Gamers.com, The Legend of Zelda: Twilight Princess, AssasSpore, Half-Life: Orange Box, and Mario Kart Wii. He

David began authoring guides for Prima Gomes in 2000. He has written over

lives in the Pacific Northwest with his wife, Melanie, and on eight-foot statue

We wont to hear from you! E-mail comments and feedback to [email protected].

Author thanks and Acknowledgements: Senior Product Manager: Mario De Govia Associate Product Manager: Shaida Boroumand Design & Layout: Jamie Mops: 99 lives Design Manufacturing: Stephanie Sanchez To my wonderful and loving w ife Melanie; Miguel Lopez; Bryn , Rachel , and young Samuel; Mum, Dod, Ion and Rowena ; The Moon Wiring Club,Ino relotion)

A. Knight, James Knight

Laibach, Ladytron, Kraftwerk, The Knife, and Ron & Fez (noon to three) . And C for Cthulhu, who lies in Ryleth a'dreaming; One sight of whom leaves most; Gibbering, drooling or screaming .

2008 Bethesda Softworks LLC, a ZeniMax Media company. BethesdaGame 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 port 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.

Thanks to all at Primo, especially Julie Asbury and Andy Rolleri for allowing me to tackle this project, and their patience during the process. Cheers too, to Mario DeGovia for steering the ship through choppy waters; monumental thanks to Shaida Boroumand for her incredible organization and level-headedness; to ace-designers Jamie Knight and Jim Knight; and Oliver and Sonja at 99 lives for their spectacular cartography.

ISBN: 978-07615-5996-2 library of Congress Control Number: 2008927755 Printed in the United States of America

All products and characters mentioned in this book are trademarks of their respective companies.

08 09 10 1 1 LL 10 9 8 7 6 5 4 3 2 1

Please be advised that the ESRB Ratings icons, " EC," "E," " E1 0+," "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.cam .I, ,:. II. It

'"

I

Important: Primo Gomes has mode 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 publ isher 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.

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TABLE OF CONTENTSCHAPTER 1: TRAINING

Welcome to the Capitol Wasteland 4You're Exira S .P.W.A.L! ......................................... 4

Primary Statistics ............................ 5Slrenglh ....................................... .......................... 5 P erceplion................ ........................ 5 Endurance ................................................................. 6 (horismo...................................................... .6 Inlelligence..... .................................. 6 Agility................. ....... 7 Luck ................. ................................................. ... 7

Derived Statistics ............................ 8Aclion Poinls.. ................ 8 (orryWeighl.. ....................................................... 8 (rilical (honce ..................... .. ........... 9 Damage Resislonce............ .. ....................... 9 Health ............................................ .. ................. 9 Melee and Unarmed Damage. .. ................. 10 Poison and Rodiolion Resislance ............................ 10 Movemenl Speed .................................................... II

Talon Mercenary (ompany ...................................... 46 Brolherhood Oulcasls.............................................. 46 Voult Dwellers ......................................................... 47 Raiders ................................................................... 47 Super Mulonls......................................................... 47 Reilly's Rangers .................................. 47 Woslelonders .......................................................... 48 Slavers .................. 48 Sioves (Abolilionisls)............................................. 48 Underworld Ghouls (Non Ferall ............................. 48 Chinese Remnonl Army ........................................... 48 The Fomily.... .. ............................................. 48 The Regulolors ... 48 lilliehorn and Associoles ........................................ 48

Trouble on the Homefront ............. 230 Agatha's Song ............................. 235 Reilly's Rangers .......................... 244CHAPTER 5: TOUR OF THE CAPITAL WASTELAND

Zone 4: Irradiated Western Plains 294 Primary Locations ..................... 2954.01 : Sholebridge (lol26/1ong 121 ...................... 295 4.02: five Axles Resl Slop (l01 .2I/1ong 10) .......... 295 4.03: M Moss Reloy Siolion (101 17/long 10) .. 295 DPL 4.04: Broodcost Tower KTB (lol 26/1ong 09) ......... 296 4.05: Rockbreoker's Lasl Gas (lol 2I/1ong 08) ..... 296 4.06: Vault B7 (lol28/1ong 06) ........................... 296 4.07: Everglow Nolionol (ompground (lol 23/1ong 05) .................................................. 29B 4.08: lillie Lomplighl (lol 26/1ong 02) ................. 29B 4.09: Jalbert Brolhers Wosle Disposol (lol18/1ong 03) .................................................. 302 4.10: VAPL58 Power Siolion (lol14/1ong 03) ...... 302 4.1 1: F Bonnisler(lol18/1ong 01) .................. 302 ort

Welcome to theCapital Wasteland ... 252Mop O verview and Legend .................. Measuring your VITAL Slolislics .. ........ 252 ... 252

The Ca~ital Wasteland: General Encounters ...................... 253Available (olleclibles (All Zones: MiniEncounlers Only) ........................ 253 0.00 The (opilol Wasleland .................. .. ............. 253

Port 2: The Bestiary-Human Foes with Higher Functions .................... 49Type I: Brolherhood olSleel .................................. 49 Type 2: (hinese Remnonl Soldier ............................. 49 Type 3: Endove ................ .. ............. 50 Type 4: Brolherhood Oulcosl ....... 50 Type 5: Raider ........................................................ 50 Type 6: Slaver ............ .. .... 51 T 7: Tolan (ompony Mertenory .......................... 51 ype Type 8: Waslelonder (nonFerol) and Ghoul ............. 51

Secondary Locations .................. 304 Zone 5: Central Plains and Potomac .. 306 Primary Locations ..................... 3075.01: Germonlown Police Headquorters (lol 02/iong 13) ................................................ 307 5.02: Northwesl Seneco Siolion (101 1O/long 09) ....................................... .. ....... 308 5.03: Homilton's Hideawoy (lol07/1ong 07) ........ 309 5.04: Hallowed Moors (emelery (lol04/1ong 09) .................................................. 310 5.05: MeresliTroinyard (lol-Ol/long 07). ............. 310 5.06: Agolho's House (101 Ol/long 08) .................. 312 5.07: Arelu (lolll/long 06) ................................ 313 5.08: Fordham Rash Memorial field (lol 08/1ong 04) .................................................. 314 5.09: Moonbeam Ouldoor Gnemo (lol-06/1ong 05) .................................................. 314 5.10: 8ig Town (lol-04/1ong 03) ........................... 314 5.11: Keelyn's Bed & Breaklost (lol 09/1ong 02) .................................................. 316 5.12:VoultI06(1ol09/1ongOI) ............. 316 5.13: Jury Sireel Melro 510lion (lol IO/long 03) ............................ ................. 318 5.14: Springv School (lol01/1ong 01) ............ 319 ale

Around the Wasteland in 82 Mini-Encounters .................. 254Type I: Placed Freelorm MiniEncounlers .............. 254 Type II: Unique Encounlers (Sialic) ......................... 254 Type III: Unique Encounlers (Moving) ..................... 255 Type IV: Repealing Encounlers (SIalic).. .................. 256 Type VRepealing Encounlers (Moving) .................. 257 :

Skills Overview............................. 11 Perks Overview . 14 Quest-Related Perks ...................... 23 Plans for Successful Character Development .. 24 Character Examples ....................... 28 General Training and Advice............ 29Iniliol Menu Inlormolion ......................................... 29 Kormo: Twa Sides ollhe Same xole ........................ 29 Experience Poinls..................................... .. ........... 30

Part 3: The Bestiary-Creatures and Wild Abominations .................. 52Type I: Muloled Inseels ........................................... 52 Type 2: Muloled Animok ......................................... 53 Type 3: Abominolions .............................................. 53 Type 4: Animals ...................................................... 54 Type 5: Feral Ghouls.. .............................................. 54 Type 6: Robols ....................................................... 54

Zone 1: Northwest Territories ...... 258 Primary Locations ......................... 2591.01: Roven Rack (101 28/1ong 28) ...................... 259 1.02: MDPL05 Power SIolion (lol 27/1ong 25) ..... 260 1.03: Sal(om Array NW050(lol 22/1ong 25) ....... 260 1.04: F (on~online(lol 17/long 26)...... ort .261 1.05: Sol(om Arroy NW07c (lol 28/10ng 20) ....... 263 1.06: Broodcasl Tow KB5(10I 23/1ong 20) .......... 264 er 1.07: Dealhdow Sonctuory (lol22/10ng 20) ......... 264 1.08: Dickerson Tobernode (hopei (lol 19/1ong 19) ....................................... 265 1.09: Moson Dixon Solvoge (lol 14/1ong 21 )........ 265 1.10: Mounl Mabel (ompground (lol 2I/1ong 17)................................................ 265 1.11 : WKML 8roodcasl Slolion (lol17/1ong18) .... 265 1.12: The Silver lining Driveln(lol 15/1ong 17) .. 266 1.13: Drowned Devil's (rossing (lol14/1ong 18) ... 266 1.14: Abondoned (or F (lol 24/1ong 14) .......... 266 ort 1.15: Foded Pomp E (lol17/iong 15).......... 266 sloles 1.1 6: Roosevelt Acodemy (lolI7/1ong 14)........... 266

CHAPTER 3: MAIN QUEST

Mopping the Capital Wasteland ...... 31Insidelhe D Ruins .C. ......................... 32

Other Pip-Boy Functionality ............ 32 The Battle for Wasteland Supremacy 33V.A.IS. and Running and Gunning ........................... 33 Weapon T ypes....................... .. ...................... 33 Vehiculor Monsloughler ........................................... 34 Trops......... .. ......... 34

Going on Maneuvers 35Sneaking and Ihe Slealth 80y............. .. ................. 35 Slealing .................................................................. 35 Hoslile Selliemenls .................................................. 35 Pickpackeling .......................................................... 36 xovenging ........................... .. ............ 36

Escape! ......................................... 57 Following in His Footsteps.. 65 Galaxy News Radio ....................... 74 Scientific Pursuits .......................... 81 Tranquility Lone ............................. 88 The Waters of Life ......................... 94 Picking up the Trail ...................... 101 Rescue from Paradise .................. 107 Finding the Garden of Eden . 113 The American Dream ... 120 Toke It Back! ............................ 126CHAPTER 4: MISCELLANEOUS QUESTS

Secondary Locations ...................... 268 Zone 2: Northern Mountains 270 Primary Locations ......................... 2712.01 : 00sis(lOI 03/iong 28) ................................. 271 2.02: Sof(om Arroy NN03d (lol1 3/1ong 25) ....... 273 2.03: MOPL21 Power Slolion (lol IO/long 26) ..... 274 2.04: (Iifftop Shocks (101 OO/long 26) ................... 274 2.05: Monlgomery (ounty Reservoir (lol06/1ong 22) .................................................. 275 2.06: Broodcasl Tower LP8 (lol 04/1ong 24) ......... 275 2.07: Reclining Groves Resort Homes (lol 02/l0ng 20) .................................................. 275 2.08: Parodise Folk (lol09/1ong 16) ................... 275 2.09: MDPL13 Power Slolion (101 02/l0ng 17) ...... 278

Secondary Locations .................. 321 Zone 6: Eastern Hills and D.C. Outskirts ...................... 324 Primary Locations ..................... 3256.01: AnlAgonizer's L (10117/long 12) .............. 325 air 6.02: (onlerbury (ommons (lol18/1ong 11) ......... 326 6.03: Suopyard (101 05/1ong 09) .......................... 328 6.04: Wheolon Armory (loll O OB) ................ 328 /long 6.05: (orvego Foclory (lol16/1ong 05) ................. 329 6.06: Vault 108 (lol18/1ong 06) ......................... 330 6.07: B elhesdo Ruins (101 05/1ong 03) . ............... 331 6.08: Chryslus Building (101 08/1ong 01) ............ 332 6.09: Rack Creek (overns (lol14/1ong 02) .......... 334 6.10: Friendship Heighls Melro Slolion (lol14/1ong 03) .................................................. 334 6.11: NOlionol Guard D (lol18/1ong 03) ....... 335 epal

Aiding and Abetting the Vault Dweller................................ 36Trading, H ealing, and Repairing ............................. 36 Tinkering of Work Benches ...................................... 37 Sleeping (and Wailing) ............................................ 37 Armor and Oolhing ................................................. 37 Health and Chems ............................................... 37 Aplace 10 (all ' Havel' ..... ..................................... 38 Followers............. .. .................................... 38 xhemolics: (reoling a (uslom Weapon .................... 39 (ollectibles .................................................... 40 Weapons ............................................... 41 Armor ond Apporel............................ .. .................. 43 (omeslibles and (hems .......................................... 45

CHAPTER 2: FACTIONS AND BESTIARY

Part 1: Wasteland Factions ............ 46The Endove............. The Brolherhood 01 Sleel .... 46 ................. 46

Big Trouble in Big Town ................ 130 The Superhuman Gambit 136 The Wasteland Survival Guide . 143 Those! ........................................ 159 The Nuka-Cola Challenge . 166 Head of State.. 172 The Replicated Man . 178 Blood Ties ................................... 184 Oasis .. 193 The Power of the Atom ................ 197 Tenpenny Tower .......................... 203 Strictly Business .......................... 211 You Gotta Shoot 'Em in the Head .. 216 Stealing Independence ... 222

Secondary Locations .................. 337 Zone 7: Southwest Territories ...... 340 Primary Locations ..................... 3417.01 : Yoo Guoi Tunnels (lol .28/1ong 04) ............. 341 7.02: Charnel House (lol2I/1ong 04) ................. 341 7.03: Smilh (osey's Goroge (lol 22/10ng 08) ....... 341 7.04: E vergreen Mills (lol 18/1ong 07). ............... 342 7.05: Girdershode (lol 26/1ong 1 1)..................... 343 7.06: VAPL66 Power Slolion (lol 23/1ong 14) ..... 344 7.07: Jocko's Pop & Gos Slop (lol22/1ong 12) .... 344 7.0B: VAPL84 Power 510lion (lol .15/1ong 12) ..... 345 7.09: F. lcoll Key Troil &(ompground (lol 27/iong 15) ... 345 7.10: Rob(o Facility (lol 14/1ong 15) .345 7.1 1: Dunwirh Building (lol26/iong 18) ............ 346 7.12: Worringlon Troinyord (101 20/long .17) ....... 34B

Secondary Locations ...................... 279 Zone 3: NortheastTerritories ........ 282 Primary Locations ......................... 2833.01: Vault 92 (101 08/1ong 27] ......... 283 3.02: O O (loll O/long 26) ........................ 285 ld lney 3.03: The Republic 01 Dove (lol19/1ong 27) .......... 286 3.04: Chosle Acres Ooiry Form (lol15/1ong 24 )..... 288 3.05: MDPL16 Power Slolion (lol18/1ong 24) ...... 289 3.06: Greener Paslures Disposol Sile (lol07/1ong 21) ............... .. ......... 289 3.07: Grisly Diner (lol13/1ong 20) ........... .. .. 289 3.08: R Tower KXBBII (lol15/1ong 20) ...... 289 elay 3.09: Minelield (101 04/1ong 14) .290 3.10: Temple ollhe Union (lol 13/1ong 15) ......... 291

Secondary Locations .................. 292

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7,13:WorringlonSlolion (Exlerior; 101-18/1ong -19) ................................ 348 7.14: Tenpenny Tower (lol -16/1ong -17) ........... 349

Zone 13: Takoma Park ..................... 409 Primary Locations ......................... 40913.01: Vernon Easl !Takoma Park {Takoma Park Exleriar I............... ..........409 13.02: Nihy Thrihy's .................................. ". .. 409 13.03: Aula Shop {Takoma Matorsl .................. 409 13.04: Takoma Induslrial Faclory .................... 409

lB.06: Reilly's Rangers Compound ......................... 432

CHAPTER 7: APPENDICESAppendix 1: Achievemenls (Xbox 360 only) .......... 45S Appendix 2: Bobbleheads (20) ...... ....... 455 Appendix 3: Fol Men (9) ... ................................ 456 Appendix 4: Fol Men Shells: Mini-Nukes (71) ........ 456 Appendix 5: Unique Weapons and Oulfils (B9) .. ... 457 Appendix 6: Nuko,Colo Quonlums (94) ................ 45B Appendix 7: Schemolics: Cuslom Weapons (23) ..... 459 Appendix 8: Scribe Pre-War Books (9B) ................ 459 Appendix 9: Skill Book: Tolesofo Junklown Jerky Vendor [Barler] (24) ...... ............ 460 Appendix 10: Skill Book: US. Army: 30 Handy Flomelhrower Recipes [Big Guns] (25) ....... 460 Appendix 11: Skill Book: Nikolo Teslo and Vou [Energy Weapons] (25) ........................... 460 Appendix 12: Skill Book: Duck and Cover! [Explosives] (25) ...................... .......................... 461 Appendix 13: Skill Book: Tumblers Today [Lack pick] (25) ................................ ................. 461 Appendix XIV: Skill Book: D.C. Journal of Inlernol Medicine [Medicine] (25) ........... 461 Appendix 15: Skill Book: Grognok Ihe Barborion [Melee Weapons] (25) ......................... 462 Appendix 16: Skill Book: Dean's Eleclronics [Repair] (25) ........... 462 Appendix 17: Skill Book: Big Book of Science [Science] (25)................. ........... 462 Appendix 1B: Skill Book: Guns and Bullels [Small Guns] (25)............ ............... 463 Appendix 19: Skill Book: Chinese Army: Spec. Ops. Troining Manual [Sneak] (25) ..... 463 Appendix 20: Skill Book: Lying, Congressional Style [Speech] (25) ............. 463 Appendix 21: Skill Book: Pugilism IlIuslraled [Unormed] (25) .................................. 464 Appendix 22: Keller and Replicaled Man Hololopes (24)..... ........ 464

Secondary Locations .................. 353 Zone 8: Southern Plains and D.C. Outskirts ...................... 356 Primary Locations .................... 3578.01: Vault 101 (lol-04/iong -04) ...... 3S7 8.02: Springvale Ilol-02/iong -04) ...................... 359 8.03: Megolon (lol-01/iong -06) ........................ 359 B.04: Fort Independence (lol-06/iong -13) .......... 364 8.05: Foirfox Ruins (lol-04/iong -12) .................. 365 8.06: Cliffside Cavern (IOI -10/iong ,17) ............... 367 8.07: Andale (lol-05/iong -17) ............................ 367 8.08: Red Racer Faclory (101 02/1ong -15) ............ 369 8.09: The Overlook Drive,ln (lol-08/iong -18) ...... 370 8.10: Nuko-Colo plonl (lol-01/iong -19) ............. 370

Secondary Locations ...................... 433 Zone 19: Falls Church ...................... 434 Primary Locations ......................... 43419.01: Marigold Siolion (Falls Church Melro) ......... 434 19.02: Falls Church/Mason OislrictMelra (Falls Church Melra) .................................. ......... 434 19.03: Office Building (#1) ................................. 434 19.04: Office Building (#2) .................................. 435 19.05: Arlinglon / Falls Church Melro (Norlh) ....... 435 19.06: L.O.B. Enlerprises... ......................... 435

Secondary Locations ...................... 41 0 Zone 14: Georgetown ...................... 411 Primary Locations ......................... 41114.01: Tepid Sewer (Georgelown Wesl) ........... 411 14.02: OCTA Tunnel 014-B Polomac ..................... 411 14.03: Grocer ................................................... 411 14.04: Rodiolion King .. ..... 412 14.0S: Foggy Bollom Siolion (Exlerior) ....... 412 14.06: Townhome (McClellan Household) .412 14.07: Georgelown /The Moll Melro (Georgelown Soulh) ............................................ 412 14.0B: La Maison Beauregord Lobby .................... 413 14.09: Penn. Ave. / Georgelown Melro (Georgelown Easl) ............. 413

Secondary Locations ...................... 436 Zone 20: Mason District ................... 437 Primary Locations ......................... 43720.01: Hubris Comics Publishing ............................ 437 20.02: Falls Church / Mason Oisirici Melro (Fronklin Siolion) ................. 43B 20.03: Flooded Melro (Mason Dislricl Soulh) ........ 439

Secondary Locations ................. 372 Zone 9: Exterior D.C. Metropolitan Ruins ..................... 375 Primary Locations ..................... 3769.01: Super-Duper Morl (101 04/1ong -04) .376 9.02: ForrogulWesl Melro Siolion (lol07/iong -04) ............................ ......... 376 9.03: Sewer Woyslolion 1101 04/1ong -08) ............ 376 9.04: Wilhelm's Whorf 1101 07/1ong -07) .............. 377 9.05: Flooded Melro (Copilol Waslelond; 101 08/1ong -08), ... 377 9.06: Anchorage Memorial (1011 O/long -07) ........ 377 9.07: Tepid Sewers (101 11/1ong -07). ............ 378 9,08: Dukov's place (101 Il/1ong -08) . ...... 378 9.09: Graydilch (101 05/1ong -09) ........................ 379 9.10: Morigold Siolion (101 06/1ong -11) .............. 3BO 9.11: The Cilodel (101 08/1ong -14 I..... ................. 380 9.12: Irrodioled Melro (101 13/1ong ,13) .. 384 9.13: Alexandria Arms (101 07/1ong -17) .384 9.14: Jefferson Memorial (101 13/1ong -17). .. ...... 385 9.15: Rivel City (101 18/1ong -17) ....... 386 9.16: Anocaslio Crossing (101 19/1ong -16) .... 392 9J 7: Flooded Melro (101 04/1ong -18) ................. 392 9.1B: Arlinglon librory (101 08/1ong -19) ............. 392

Secondory Locations ...................... 413 Zone 1S: Pennsylvania Avenue ......... 413 Primary Locations ......................... 41415.01: Freedom Sireel Siolion (Penn. Ave. Norlh) ............................................. 414 15.02: While House Ulilily Tunnel ... 414 1S.03: Sewer (Penn. Ave.) .......... ...... 414 15.04: Melro Cenlrol (Exlerior) ......... .................. 415 15.05: Penn. Ave. / Georgelown Melro (Penn. Ave. Norlhwesl) ..... .................. 415 15.06: Holel ..................................................... 415 15.07: Penn. Ave'! The Moll Melro (Penn, Ave. Soulh) ................... 415 15.0B: Penn. Ave. / Seward Sq. Melro (Penn. Ave. Easl) ............................................... 415

Secondary Locations ...................... 439 Zone 21: L'Enfant Plaza ................... 439 Primary Locations ......................... 44021.01: HOlmol Disposol Sile L5 (rEnfonl Plaza) .... 440 21.02: Shop (Madame Jealle's) ............................. 440 21.03: Offices of Ihe Capitol POsl... ........................ 440 21,04: Irrodioled Melro (nnfonl Soulh) .............. 440

Secondary Locations ...................... 440 Zone U: Linking Underground Locations (D.C. Ruins) .................. 442Topographical Overview Underground Localions. ..................... 442 .............................. 442

CHAPTER 6: ENDING IT ALL

Project Complete: Aftermath ......... 453

Secondary Locations ...................... 416 Zone 16: Arlington National Cemetery........................... 416 Primary Locotions ......................... 41716.01: Arlinglon /Waslelond Melro (Cemelery Norlh) .............................................. 417 16.02: Arlinglon Ulilily (Cemelery Norlh) ..... .... 417 16.03: Arlinglon House .. 417 16.04: Arlinglon / Falls Church Melro (CemelerySoulh) ............................ .418 16.05: Mama Dolce's Processed Foods .. 41B

Secondary Locations .................. 394 Zones 10-21: Interior D.C. Metropolitan Ruins .............. 398Zone 10: Chevy Chose Overview ............................ 398 10.01: Tenleytown / Friendship Siolion (Chevy Chose Norlh) .......................................... 398 10.02: Melro Junclion (Chevy Chose Eosl) ............ 399 10.03: Galaxy NeWl Radio .......... 399

I've had a long love affair with strategy guides and hintbooks for games, I love flipping through them, seeing all the maps and hidden stuff I never knew Gbout. It's like peering into the soul of a game, A look at what's really in it. And I think there are two great ways to experience

Secondary Locations ...................... 400 Zone II: Dupont Circle .................... 400 Primory Locations ......................... 40011.01: G.N.R. 8uilding (Rear Exil) ................ 400 11.02: Melro Junction .... 400 11.03: Collapsed Cor Tunnel (Norlh) ..................... 401 11.04: Collapsed Cor Tunnel(Soulh) ..... 401 11.05: Duponl Cirde Siolion ......................... 401 11.06: Lady Frumperlon's Fashions ...................... 401 11.07: Dry Sewer (Enlrance) .............................. 402 11.0B: Metro Junclion (Norlheasl) .... ................... 402 11.09: Sunken Sewer ........ ......... 402 11.1 0: Foggy Bollom Siolion (Ouponl Wesl) .......... 402

Secondary Locations ...................... 419 Zone 17: The Mall ........................... 420 Primary Locations ......................... 42017.01: lincoln Memorial Moinlenonce Room (lincaln Memorial) ......................... ..... 420 17.02: Hozmol Dispasol Site L5 ........ 421 17.03: Mirelurk Nesling Hole ...... ..... 421 17.04: Georgelown /The Moll Melro (Northwesl) .421 17.0S: The Washinglon Monumenl , ..................... 422 17.06: Museum Siolion (The Moll) ....................... 422 17.07A: Museum of Hislory Enlronce .................... 422 17.078: Museum of Hislory: Underworld ............... 423 17.08: Bunker ............................ 425 17.09: Museum Siolion .................. 425 17.10: Museum of Technology .............................. 426 17.11: The NOlionol Archives (Fronl Enlrance) ...... 427 17.12: The NOlionol Archives (Reor Enlronce) ....... 427 17.13: Penn. Ave. / The Moll Melro (The Moll Norlheasl) .................................... ..... 429 17.14: Capitol Building Wesl Enlrance .. 429

Fallout 3; one, obviously, is to play the game. The next way isto read this book, Pick a chapter or page at random and start reading. I guarantee you'll see something you didn't know about it. It could be something big, like a reward you missed out on due to your choices, or a hidden weapon. Over the last four years, the

Fallout 3 team put everything they

hod into this game. I think it's hard for someone playing the game for the first time to really appreciate how much has gone into it; how many big things there are and just how many small things, In some respects, this book represents the totality of the game-better than the actual game. I love seeing the work of so many passionate and creative people packed into a large tome. It becomes something tangible, a record of all that has been made. The world of

Secondary Locations ...................... 402 Zone 12: Vernon Square .................. 403 Primary Locations ......................... 40312.01: Melro Junction (Vernon Square North) ........ 403 12.02: Voult-Tec Headquorlers (Guesl Relolions) ... 404 12.03: Vernon Eosl /Tokomo Pork (Vernon Square Eosl). .......................... .404 12.04: Sewer Enlronce ......... 405 12.05: Melro Junction (Vernon Square Siolion) ..... 405 12.06: Freedom Sireel Siolion {Vernon SquoreSlalion) .................................... 405 12.07: Our Lady of Hope Hospilol ........................ 406 12.0B: The Sioiesmon Holel ......................... ...... 407 12.09: Sewer ....... .. ............... 40B

Secondary Locations ...................... 430 Zone 18: Seward Square .................. 431 Primary Locations ......................... 43118.01: CopilolBuilding Easl Enlronce.. 1B.02: Penn. Ave. / Seward Sq. Melro (Seward Square Norlh) 18.03: Office Building (Talon ArlilierySlrike Poinl) lB.04: Sewer (Seward Square).. 18.05: Anocaslio Crossing Siolion (Seward Sq. Soulheosl) 431 ........... 431 .431 ............. 432 .......... 432

Fallout allows so many great ideas, whether they

be dromatic, action packed, or darkly humorous, to come together in a new way. The journey in creating all of this has been a shared experience, and one that has proven to be the most fun I've ever had making a game. I hope reading about it is as much .Todd HowardGame Director: Fallout 3

Secondary Locations ...................... 408

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TRAINING

You 've escaped Vault 101 , and you ' re frightened , alone, there 's desolation in every direction, and a large, hairless rat creature is nipping at your heels. 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 most inhospitable of environments. The current section you ' re reading offers a variety of tried and tested plans for spending your Statistic, Skill, and Perk points proficiently, offers some example characters to galvanize your imagination , details some general and advanced training , and showcases all of the important weapons, armor, and aid you should look for during this gigantic excursion.

S.P.E.C.I.A.L. Effects Tobie IS.P.E.C.I.A.L.

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SKILLS MODIFIED

Strength Perception Endurance Charisma Intelligence

l Compass Markers l Health, Resistances l Disposition l Skill Points per Level!Action Points: Critical Chance

: Carry Weight

: Melee Weapons

! Energy Weapons, Explosives, Lockpick: Big Guns, Unarmed : Barter, Speech

!Medicine, Repair, Science: Small Guns, Sneak : All Skills

YOU'RE EXTRA

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Agility Luck

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

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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 (also known as "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:

Furthermore, when a S.P.E .C.IAL. 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. Effects Tobie"S.P.E.C.I.A.L.

Skill +2 Skill +4 Skill +6 Skill +8 Skill +10 Skill +12 Skill +14 Skill +16 Skill +18 Skill +20

LUCK MODIFIER (%)

Skill +1 Skill +1 Skill +2 Skill +2 Skill +3 Skill +3 Skill +4 Skill +4 Skill +5 Skill +5

234

56 7 89

10

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 what associated skills and perks are affected by each statistic.

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

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

2 3 4

CARRY WEIGHT (LSS) t

MELEE DAMAGE (HP) t

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j Melee Weapons +2

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SKILL MODIFIERS (%)

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i 190 i 200:210: 220 : 230 : 240 [ 250,.--"

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i Melee Weapons +6 i Melee Weapons +S: Melee Weapons +10

[ Melee Weapons +4

i Energy Weapons +4, Explosives +4, Lockpick +4[ Energy Weapons +6, Explosives +6, Lockpick +6 [ Energy Weapons +S, Explosives +S, Lockpick +8

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

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

7S 9 10

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i Melee Weapons +14 i Melee Weapons +16: Melee Weapons +IS [ Melee Weapons +20

: Melee Weapons +12

7S 9 10

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

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t Carry Weight: Every item yau scavenge in the Wasteland has a weight assaciated with it. The stranger yau are, the more you can carry without becoming averencumbered Iwhich means you cannat run).

t Skill Modifiers: You insfantly land permanently) add this percentage to these skills.

1: Unarmed Damage: If you're gaing ta primarily use your fists or a hand weapon such as a Power Fist, expect to add this omount of damage to every strike.

ASSOCIATED DERIVED STATISTIC Easier to detect enemies on compass

tt Skill Modifiers: You instantly land permanently) add this percentage ta yaurMelee Weapons skill.

ASSOCIATED SKILL (AND DERIVED STATISTIC)Melee Weapons Carry Weight

ASSOCIATED SKILLSEnergy Weapons Explosives

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ASSOCIATED PERKSLockpickPERK

Little Leaguer Iron Fist Strong Back

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ASSOCIATED PERKSPERK MIN. PERCEPTION NEEDED

CHARISMA2Charisma defines your overall attractiveness and likeability. Having a high Charisma will improve people's disposition toward you, although it can't overcome a particular high or low Karma. Prefer talking and shooting to just shooting? Read on ....CHARISMA

Thief Sniper Light Step Contract Killer lawbringer Beller Criticols Infiltrator

12 14 14 14 16 18

l Barter +2, Speech +22~ Barter +4, Speech +4

3

: Barter +6, Speech +6~ Barter +8, Speech +8 ~ Barter +10, Speech +10

467

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

l Barter +12, Speech +12 i Barter +14, Speech +14 i Barter +18, Speech +18: Barter +20, Speech +20~ Barter +16, Speech +16

89

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INITIAL HEALTH

t

i 140 i 160~ 180 ~ 200

: 120 ;

l Big Guns +2, Unarmed +2 i Big Guns +4, Unarmed +4 i Big Guns +8, Unarmed +8 i Big Guns +10, Unarmed +10 i Big Guns +12, Unarmed +12 i Big Guns +14, Unarmed +14 i Big Guns +16, Unarmed +16~ Big Guns +18, Unarmed +18~ Big Guns +6, Unarmed +6

SKILL MODIFIERS (%)

10

ASSOCIATED SKILLS (AND OTHER INFORMATION)Barter Disposition of others toward you Speech

i 220: 240 ; : 260 ; : 280 ;~ 300

ASSOCIATED PERKSPERK MIN. CHARISMA NEEDED

78 9 10

Scoundrel Child at Heart Impartial Mediation Animal Friend Moster Trader

: Big Guns +20, Unarmed +20

t Initial Health: Because this is the amount of damage you can toke 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-ra ng e snipi ng .

ASSOCIATED DERIVED STATISTICSPoison resistance Radiation resistance

INTELLIGENCEThis 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.SKILL POINTS SKILL MODIFIERS (%)

ASSOCIATED SKILLSBig Guns Unarmed

ASSOCIATED PERKSPERK MIN. ENDURANCE NEEDED

1 2 6 6 8 8 8 12 20 3 4 5 67

11 12 13 14 15 1617

Medicine +2, Repair +2, Science +2 Medicine +4, Repair +4, Science +4 Medicine +6, Repair +6, Science +6 Medicine +8, Repair +8, Science +8 Medicine +10, Repair +10, Science +10 Medicine +12, Repair +12, Science +12 Medicine +14, Repair +14, Science +14 Medicine +16, Repair +16, Science +16 Medicine +18, Repair +18, Science +18 Medicine +20, Repair +20, Science +20

Toughness lead Belly Strong Bock Rod Resistance Size Moilers life Giver Solar Powered

5 5 5 5 5 6 7

8 9 10

18 19 20

ASSOCIATED SKILLS (AND OTHER INFORMATION)Medicine Repair

ASSOCIATED PERKSMINIMUM AGILITY NEEDED

Gun NutScience Skill points per level up

4 4

2

Thief Silent Running Sniper light Step

~212 12 14 16

ASSOCIATED PERKSPERK MIN. INTELLIGENCE NEEDED

I66 6

Swift learner Gun Nut Daddy's Boy-~---

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12 ,-.~~2

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7

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Educated Entomologist Comprehension Nerd Rage! Computer Whiz

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luck is a slightly different statistic, because it affects every other skill. Raising your luck raises all of your skill va lues by a small amount. Having a high luck will also improve your chance of a critical hit.LUCK SKILL MODIFIERS (%)

: Critical 1%, All Skills +1 2 3Agility 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 VAlS. mode.SKILL MODIFIERS (%)

~ Critical 2%, All Skills +1

: Critical 3%, All Skills +2~ Critical 4%, All Skills +2 ~ Critical 5%, All Skills +3

4 5 6 7 8 910

!Criticol6%, All Skills +3: Critical 7%, All Skills +4 : Critical 8%, All Skills +4 : Critical 9%, All Skills +51 Criticall 0%, All Skills +5

Small Guns +2, Sneak +2 ___________ ~ Small Guns +4, Sneak +43 4

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: Small Guns +6, Sneak +6~ Small Guns +8, Sneak +8

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: Small Guns +10, Sneak +10~ Small Guns +12, Sneak +12-~~

ASSOCIATED DERIVED STATISTICIlli'l'llc.:::utn

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Critical Chance

89

l Small Guns +16, Sneak +16 l Small Guns +18, Sneak +18~ Small Guns +20, Sneak +20

: Small Guns +14, Sneak +14 ASSOCIATED PERKSMINIMUM LUCK NEEDED

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Fortune Finder ASSOCIATED SKILL (AND DERIVED STATISTIC) Small Guns Action Points Sneak

5 5 6 6 6

6 8 10 10 16

Scrounger Finesse Mysterious Stranger Beller Criticals

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Derived Statistics are a second , related set of values determined automatically, based on the Primary Statistics (S.P.E.C.IAL.) 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 iust affected by your Primary Statistics. For example, imagine you want to modify your Carry Weigh t. Thi s is affected by the following: You could increase or decrease your Strength, Or, you could take the Strong Back perk. Here are all the Derived Statistics and what they do :

ACTION POINTS '

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S.P.E.C.I.A.L. Statistic: PerceptionThe 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 VAT.S . mode .REQUIRED SKILL LEVEL

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SKILL POINTS AWARDEDWhen you rece ive 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 the following table:INTELLIGENCE SKILL POINTS PER LEVEL

REQUIRED CHARACTER LEVEL

60

~ 18

11

23

12

13

S.P.E.C.I.A.L. Statistic: PerceptionThe Explos ives skill is used to successfully set or disarm M ines . 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 wil l explode immediately.REQUIRED SKILL LEVEL REQUIRED CHARACTER LEVEL

4 56

141516 17 18

78 910

19

20

AVAILABLE SKILLS BARTERS.P.E.C.I.A.L. Statistic: CharismaThe 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 LEVELJ :

AVAILABLE PERK

60 60

: Demolition Expert

~ Pyromaniac

LOCKPICKS.P.E.C.I.A.L. Statistic: PerceptionThe Lockpick skill is used to open locked doors and containers . If you don't have a high enough sk ill , you won't even be allowed to try. The higher your Lockpick skill, the easier it will be to pick the ~ lock, because the " sweet REQUIRED spot" where the tumblers fall LOCKPICK SKILL

REQUIRED CHARACTER LEVEL

60

~ Master Trader

BIG GUNSS.P.E.C.I.A.L. Statistic: EnduranceThe 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 VAT.S. mode.REQUIRED SKILL LEVEL AVAILABLE PERK REQUIRED CHARACTER LEVEL

Ijlj'jG!1!jWVery Easy Easy Average Hard Very Hard

into place is larger. Or, if you choose the lockpicking minigame's "auto attempt" function, your Lockpick skill largely determines your automatic chance of success.

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! 25: 50 : 751:.

1

100

REQUIRED SKILL LEVEL

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REQUIRED CHARACTER LEVEL

60

! Concentrated Fire

80

: Infiltrator

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.

SCIENCES.P.E.C.I.A.L. Statistic: Intelligence

MEDICINES.P.E.C.I.A.L. Statistic: IntelligenceThe 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 LEVEL

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.REQUIRED SKILL LEVEL AVAILABLE PERK REQUIRED CHARACTER LEVEL

. .. :: Cyborg

REQUIRED CHARACTER LEVEL

40 50 50 60 80

Entomologist Nerd Rage! Robotics Expert Cyborg Computer Whiz

4 10 12 14 20

60 60

j Chem Resistant

MELEE WEAPONSS.P.E.C.I.A.L. Statistic: StrengthThe 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 VAT.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 LEVEL REQUIRED CHARACTER LEVEL~

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SMALL GUNSS.P.E.C.I.A.L. Statistic: AgilityThe 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 VAT.S. mode.REQUIRED SKILL LEVEL REQUIRED CHARACTER LEVEL~

80

Ninja

~

20

REPAIRS.P.E.C.I.A.L. Statistic: IntelligenceThe 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

60

Concentrated Fire

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SNEAKS.P.E.C.I.A.L. Statistic: AgilityThe 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 LEVEL AVAILABLE PERK REQUIRED CHARACTER LEVEL

UNARMEDS.P.E.C.I.A.L. Statistic: EnduranceThe 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.REQUIRED SKILL LEVEL AVAILABLE PERK REQUIRED CHARACTER LEVEL

60

50 80

!

i Mister SandmanSilent Running : Ninja

70

Paralyzing Palm Ninja

18

80

20

SPEECHS.P.E.C.I.A.L. Statistic: CharismaThe 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.

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 . The following chart shows what perks are awarded, and when:

24;

AVAILABLE PERK#1 (RANKS)

AVAILABLE PERK

AVAILABLE PERK#3 (RANKS)

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AVAILABLE PERK#5 (RANKS)

AVAILABLE PERK#6 (RANKS)

AVAILABLE PERK

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#7 (RANKS)

i lady Killer (l) i Child at Heart (l )~ Commando (l )

: Black Widow (1 ) /

Daddy's Boy / Daddy's Girl (3) Comprehension (l ) Demolition Expert (3) Impartial Mediation (l ) Finesse (I) Fast Metabolism (l ) Chemist (I) Beller Criticals (l ) Concentrated Fire (I ) Grim Reaper's Sprint (I)

Gun Nut (3) Educated (I ) Fortune Finder (I ) Rod Resistance (l ) Here and Now (I) life Giver (l ) Contract Killer (I) Chern Resistant (l ) Infiltrator (I) Ninja (I)

Intense Training

(10)Entomologist (l ) Gunslinger (I) Scrounger (I) Mister Sandman (l ) Pyromaniac (l ) Cyborg (I) Tog! (l) Paralyzing Palm (I ) Solar Powered (I )

lillie leaguer (3) Iron Fist (3) lead Belly (l ) Size Moilers (3) Mysterious Stranger (I ) Robotics Expert (I ) lawbringer (l )

Swift learner (3) Scoundrel (3) Toughness (I ) Strong Bock (I) Nerd Rage! (l ) Silent Running (I ) Ught Step (I )

Thief (3)

!Bloody Mess (l )1012

i Cannibal (l ): Adamantium

: Animal Friend (2)

Night Pe~on (l ) Sniper (I) Moster Trader (I )

1416IB 20

: Skeleton (1);

!Computer Whiz (I ): Explorer (l )

: Action Boy (1)

.

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INTENSE TRAININGLevel Available: 2 Ranks Available: 10 Requirements: None (Always available)With the Intense Training perk, the player can sacrifice a standard , ability-enhancing 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.

Ranks Available: 1 Requirements: NoneWith 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 th em . 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.

DADDY'S BOY! DADDY'S GIRLRanks 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. 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 an 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 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. Rank 1: +5 Science skill increase, +5 Medicine skill increase Rank 2: + 10 Science skill increase, + 10 Medicine skill increase Rank 3: + 15 Science skill increase, + 15 Medicine skill increase\J

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GUN NUTRanks 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 Repa ir skill. Rank 1: +5 Small Guns increase, +5 Repair increase Rank 2: + 10 Small Guns increase, + 10 Repa ir 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.fj;?~-:Yi~ ~;;"",,"~4;[l$~~~7.M.y",-; it}I!~~r:- ~'ff

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LITTLE LEAGUERRanks 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 Rank 2 : + 10 Melee skil l increase, + 10 Explosives skill increase Rank 3: + 15 Melee skill increase, + 15 Explosives skill increase

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SWIFT LEARNERRanks Available: 3 Requirements: Intelligence 4+

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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!

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%

EDUCATEDRanks 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.

THIEFRanks 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

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 G iant 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.

CHILD AT HEARTRanks 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.

IRON FISTRanks 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.i'i~;='~~""r."-

COMPREHENSIONRanks 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!

SCOUNDRELRanks Available: 3 Requirements: Charisma 4+

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You use your wily charms to influence people. Each rank in Scoundrel perk raises you r Speech and Barter skills by 5%. Rank 1: Speech skill +5, Barter skill +5 Rank 2: Speech skill + 10, Barter skill + 10 Rank 3: Speech skill + 15, Barter skill + 15

PERKS OVERVIEW

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Ranks Available: 1 Requirements: Endurance 5+ With the Lead Belly perk, you take SO% 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.

Ranks Available: 1 Requirements: None With the Bloody Mess perk, you inflict an extra S% 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!

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 8S. + 10 to Damage Resistance of any kind? This is like having free armor! Is there any reason not to immediately take this perk? No!

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Ranks Available: 1 Requirements: Luck 5+ With the Fortune Finder perk, you gain a keen sense of locating Nuka-Cola 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.

COMMANDORanks Available: 1 Requirements: None With the Commando perk, you gain a 2S% better chance to hit in V.A.lS . with any rifle. For example, a 40% chance becomes a SO% 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 twohanded 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.lS . and guns? Then take this perk!

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Ranks Available: 1 Requirements: None With the Gunslinger perk, you gain a 2S% better chance to hit in VAlS. with anyone-handed ranged weapon. These include the Alien Blaster, Laser Pistol, Mesmetron, Plasma Pistol, 10mm Pistol, Silenced 10mm Pistol, 1Omm Submachine Gun, .32 Pistol, Scoped .44 Magnum, Chinese Pistol, Sawed-Off Shotgun, Dart Gun, and any unique variants of these weapons . Consult the Weapons chart (page 41), and view the stats for some of the more powerful one-handed weapons, like Sydney's 1Omm Submachine Gun or the .44 Scoped Magnum. Your VAlS . hit percentage rises considerably (for example, a 40% chance becomes a SO% chance), and you can drop foes at a distance with easily, reliably, and without wasting ammunition .

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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.

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Certain clothing items also increase proficiency in Speech challenges (such as Button's W ig and Grimy Pre-War Busi nesswear), so by changing your clothes, combined with this perk, you could boost your Speech when you need to.

RAD RESISTANCERanks Available: 1 Requirements: Endurance 5+The Rad Resistance perk allows you to-what else?- resist radiation. You receive 25% to Rad iation 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 .

ANIMAL FRIENDRanks Available: 2 Requirements: Charisma 6+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) .

SCROUNGERRanks 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 depend ing on the type .

SIZE MATTERSRanks 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.

FINESSERanks Available: 1 Requirements: NoneWith 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 NOWRanks Available: 1 Requirements: NoneThe 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.

STRONG BACKRanks 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!

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 .

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Ranks Available: 1 Attribute Requirements: NoneWith 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 .

Ranks Available: 1 Requirements: Luck 6+When you possess this perk, a Mysterious Stranger occasionally appears during V.A.lS. 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 VAT.s. mode . If at the end of a VAlS. 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 .

FAST METABOLISMRanks Available: 1 Requirements: NoneWith 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.

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NERD RAGE!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.

LIFE GIVERRanks Available: 1 Requirements: Endurance 6+With the Life Giver perk, you gain an additional 30 Health immed iately.

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PYROMANIACRanks Available: 1 Requirements: Explosives 60+With the Pyromaniac perk, you inflict 50% more damage with fire-based weapons. These weapons are the Flamer (and unique variant), " Firelance" Alien Blaster, Zhu-Rong v418 Chinese Pistol, Nuka-Grenade, and Shish kebab . 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 Shiskebab the finest Melee weapon in the Wasteland .

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NIGHT PERSONRanks Available: 1 Requirements: NoneWith 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.

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ROBOTICS EXPERTRanks Available: 1 Requirements: Science 50+

" CHEMISTRanks Available: 1 Requirements: Medicine 60%+

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.

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.

SILENT RUNNINGRanks Available: 1 Requirements: Agility 6+, Sneak 50+

CONTRACT KILLERRanks Available: 1 Requirements: None

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 musthave choice.

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.

SNIPERRanks Available: 1 Requirements: Perception 6+, Agility 6+

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With the Sniper perk, your chance to hit the opponent's head is 25% higher in VAT.S. If you're always attempting headshots, make sure to combine this with Commando or Gunslinger to create a lethal long-range killing machine .

CYBORGRanks 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!

ADAMANTIUM SKELETONRanks Available: 1 Requirements: None

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.

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.

LAWBRINGERRanks 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.

BETTER CRITICALSRanks 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. 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.

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LIGHT STEPRanks 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!.

CHEM RESISTANTRanks 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 Ultra jet. Thi s perk is an obvious choice for the Chem user and abuser. Pair this with Chemist and you can really enhance your attacks!

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TAG!Ranks Available: 1 Requirements: NoneThe Tag! perk al lows 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 .

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 .

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Poplar's Hood Pre-Wor Baseball Cap Pre-War Bonnet Pre-War Hat Red's Bandana t Roving Trader Hat Shady Hat t Sherif/'s Hat t Stormchaser Hat Surgical Mask Takoma Park Unle leaguer Cap t 60 N 30 6 40 35 6 N N N N N

25 15 15 15 10 10 50 40 10 10 15 15

AG +1, Sneok +10 PE +1 PE +1 PE+l PE +1 Barter +5 Sneak +5, PE +1 PE+l PE +1 Medicine +5, Poison Resist +5%, Rod Resist +5% Melee Weapons +5, Explosives +5, Melee Damage +5 CH +1, lK +1

Three Dog's Heod Wrop t 200

t Unique

COMESTIBLES AND CHEMS

ii.t.!.m'J'i,mn_Ea"j!!ij!id.Ant Meot Ant Nector Blomca Moc ond Cheese Blootfly Meat Blood Pock Brahmin Steak Bubblegum Cave Fungus Cram Crkpy Squirrel Bits Crunchy Mutiruit Dandy Boy Apples Dirty Woter Dog Meot 1 ! 0.25 :1 11 11 ~1 [1~

EFFECT LIST

4 ~ ! 20!

~

~

! Yes :

Heolth +5, Rods +3 ! IN +2, CH +2, ST +4, 4 min. : Health +5, Rods +3

~

't.I.j.jft.t\limn_Eai,j!.J@IW'Pork N' Beons Pototo Crisps Purified Water 1

EFFECT LIST

~5

: 1 1Yes

i4 i5 i5 P150 ~5 15 '5 l5

~~

1Heolth +5, Rods +3 1Heolth +1 ~ Health +5, Rods +3

Meot

~SO It ~S r:h e;IYlhM:I'r:e lkut

~5 l 15! : 20 t

~ 1:

~ Heolth +5, Rods +3 1Heolth +5, Rods +3 1Heolth +20

rk .1 11 11 11 ~1 ,: 1

!

I: 30

:;:I!

I !~

1

Health +3, Rods +3 Heolth +5, Rods +3 Heolth +5, Rods +3 Heolth +5, Rods +3 Heolth +5, Rods +3 Heolth +5, Rods +3

~: : ~ :~: :~:::

[l :

P~111 ~1 11 :;': 1 ,

~

:

II 0~4

'.~:

~ Health +5, Rods +10 1Heolth +5, Rods +3 1Health +5, Rods +3 1Heolth +5, Rods +3 1Heolth +5, Rods +3

~ Heoth +1 Rods+l ,

Squirrel on 0 Stick Squirrel Stew Stronge Meat Strange Meot Pie Sugar Bombs Yao Guai Meot YumYum Deviled Eggs

~5 15 12 12 :5

l Yes ~ Yes

1 1 1 :

i30;

~~k7s lods SnockFire Ant Nector Fresh Apple Fresh Corrat Fresh Peor Fresh Pototo Gum Drops Hotchling Mirelurk Meat Humon Flesh Ice Cold Nuko-Colo Iguono Bits Iguono on 0 SUck InstoMosh Junk Food Mirelurk Cokes Mirelurk Meot

!1~; 1 ~1:. 1 :1

l5

!~; Yes ~:.!.:

,

:Health +5, Rods +31Heolth +10 1Heolth +l0 1Health +10

1Heolth +10, Rods +6 ~ Heolth +5, Rods +3

' : ~1 :5

~:.'

~

~ Heolth +10, Rods +10, Domoge

;: :

1+10%, 2min.. : Heolth +5, Rods +3EFFECT LIST

~ 20 ~5!" '

1AG +4, IN -3, Fire Resist +25%, ~ 2 min. 1Heolth+l0 Vodko Whiskey Wine

:z o

55

II1~

IN -1, ST +1 , CH +1, 4 min. IN -1, ST +1, CH +1, 4 min. 2010

E; ... ....

~1

:5

~2

~

: t

~Heolth+l, Rods+l

11

10

Yes Yes Yes

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

8

:IE

t1

~410 120 :5 5 ~5 :5 ~5 ~ 20 :.: 20

: Heolth +5, Rods +3 1Heolth +25, Rads+l0 1Heolth +20, Rods +3 1Heolth +5, Rods +3 1Heolth +5, Rods +3 1Heolth +5, Rods +3 1Heolth +5, Rods +3 1Health +5, Rods +3 1Heolth +20, Rods +3 1STmin. IN -1, AP +20, Rods +5, +1 , ~4

~ 'i@'MwM'rmgtiiEllEat.!.].j@/i.Jl' EFFECT LIST Ant Queen Pheromones Buffout Jet Mentals MenIals, Berry Mentals, Grape Mentots, Orange Med-X Psycho RodAwoy Rad-X Stealth Boy Stimpok Ultrajet : 75 , :0 120 ::; ;

h

'1

11 11 11 ~1 11 !1 . uontum P'Ie ': 1 M Q ISS.

i

'Yes ~ Yes 1 1 '

i1 ,~0

: Yes: : , :y : es;

: (H +3 IN -3 PE -3 4 min. , '" : ST +2, EN +3, Heolth +60, :4 .; min.

~ ...

.,..

o ..;

:::)

: 20

: Yes

: AP +30, 4 min. 1IN+5, PE+5, 4min. liN +5, 4 min. : CH +5, 4 min. l PE +5, 4 min. ~ DR +25,4 minutes ~ Damoge +25%, 4 min.

Yes

Mole Rot Meot ~1 14 Mole Rat Wonder . . Meot ~1 ~ 20 Mu1iruff Noodles ~1 Nuko-Cola ;1 Nuko-Colo Quontu< 1 Nukolurk Meot

~ Health +5, Rods +3Yes .t Heolth +20, Rods +3

10 10 10 l0 ~0 ~0

120 lves 120' Yes!ves :20 lYes :Ves l 20 ~ Yes l Yes ~ 20 ~ Yes ~ 20 ~ Yes

:e Io :z

.... ...V>:::)

~

i0

i 20120 llOO : . : 25: : 50 ~ Yes

i1 l : : : Yes

i Restore Rods +501Rod Resist +25% l Steohh Field, Sneak +100, : 2mm. : Heolth or Umb Condilion +30 : AP +40, 4 min.

I

II

l5

i5t 20130

i Heolth +5, Rods +3Yes Yes Yes 1Heolth +5, Rods