http://user.tninet.se/~jyg699a/fallout.html
On level 3, use Science on the computers in the room to the left for 350 xp from each - but if you fail an IN check
you'll simply spend time "surfing the interweb" and gain nothing. Ask the guard at the armoury about locked doors
(IN 6 and Speech needed) and tell her you need the stuff and she'll let you in.
The Overseer sits in the room to the right. You can talk to him and he'll basically tell you what remains to be
done to move on with or finish the game, i.e. solve quests 2, 3 and 4. After you've talked to him a few times you
can ask for more stuff and get 48 10mm JHP and 2 Stimpaks.
a green star You can turn on the people in Vault 13 and still carry on with the rest of the game, even finishing
it. However, it's not possible to kill the Overseer by attacking him in the command centre. If you initiate
dialogue with the Overseer when he's hostile, he'll fire and inflict 250 HP of damage, but all further attacks
will be "normal".
Calm the rebel faction.
Upset vault citizens on level 2 will tell you to come to Theresa's room at 17.00. You can actually go and talk to
Theresa at any time and convince her the Overseer is right for 750 xp. This requires IN 6 and a Speech check and
you only get one attempt, so save first. Another way to "finish" the quest is to kill Theresa (any rebels
witnessing this will attack you), but you get no quest xp for this. Afterwards you can provoke any remaining upset
citizens into attacking you, but you should know better. If you don't finish this quest within 100 days the rebel
faction will indeed disappear from the vault.
Destroy the Mutant leader.
This is a 10,000 xp quest that will get solved in a completely different location.
Destroy the source of the Mutants.
Ditto.
Find the Water Chip.
This is your main quest, initially at least. There'll be annoying cutscenes when 100 and 50 days remain of the
150-day time limit. Once you return with the chip, take it to the Overseer for 7500 xp. When this happens you
won't be able to finish quests 1 and 5 any more (though they're crossed out on your quest list). You then get
quests 2 and 3.
a green star This quest is not crucial to finishing the game, i.e. if you kill the Master and destroy the
vats before the time limit runs out, you win the game.
a red star A tip for item hoarders from Sebastian Cassten: "For keeping the Water Chip, simply press the 0
button when the Overseer asks you for it. Afterward you will be at the computer, gain the 7500 xp, lose the
time limit, get the new quests from the Overseer and keep the chip." If you have a Bag or Back Pack below the
Water Chip in your inventory list this will also keep the chip from disappearing.
a red star There are two ways to "reset" this quest. The easiest is to talk to the Water Merchants (see the
Hub). The other requires that you kept the chip: returning to Necropolis and using it on the water computer
there will also undo the chip quest, which means you can give the Water Chip to the Overseer again for 7500
more xp. Using the cheat to keep the chip you could travel between the Hub and Vault 13, gaining 8500 xp each
round trip and increasing the time limit all the while. Hours and hours of bug exploitation fun.
Find the Water Thief.
Talk to Lyle or Cindy on level 2 or the water guard on level 3 after at least 30 days have passed and they'll
tell you someone's stealing water. You must offer to help for this quest to become active. Go to level 3. Rest
until midnight and a suspicious fellow will emerge from the elevator. Unless you talk to him he'll go into the
storeroom and take some water (even if you're standing right next to him). You can then accost and search him
and crack the case for 1000 xp. If you fail a CH check he'll attack and you'll only get 500 xp for killing him
(unless the security officer comes running and kills him instead or an NPC deals the killing blow, in which case
you get nothing). You can actually kill him as soon as you see him and get the 500 xp.
Shady Sands
"Listen... uh... but I... uh... I-I like guys, okay? Whew! Uh, excuse me, I got stuff to do."
--The Vault Dweller and Tandi
On your way to Vault 15 you'll come across a conspicuous settlement. Talk to Katrina by the gate for some game basics,
and if you go through all the available dialogue options in one go you'll gain 250 xp.
a red star The first time I played the game my character was a female named Katrina. The first person I talked to
in the whole game was Katrina. What are the odds? Her hints for the two local quests have been mixed up, so that
if you've got the radscorpion quest you can ask her about Tandi's kidnapping and vice versa.
Razlo in the house to the southwest will tell you to stay away from his bookcase o' stuff. Save and try anyway. He
and his wife will both give you two warnings before attacking, but with a little luck you can take all the stuff
without either noticing. Razlo will heal you for money. You can also choose to barter for healing; if you leave the
barter interface without trading for the healing object, he'll try to charge you in cash. Once you get a Scorpion
Tail, give it to Razlo and he'll reward you with an Antidote and 250 xp. For each tail you give him he'll turn it
into an Antidote, but it'll take some time. Next, use one Antidote on Jarvis in the back for 400 xp.
a green star You can get the medical barter items in your inventory by putting them in a container (see Raiders
for a note on this). If you do this, Razlo will think you didn't buy the item and try to charge you in cash as
usual. If you return later to buy healing carrying one or more such items, Razlo will consider this payment and
then purge all of them from your inventory after you leave the barter interface (but not those inside bags, as
usual). Which item he offers depends on how hurt you are when you talk to him, but each is good for a full heal.
a green star After your first conversation with Razlo he will refuse to speak with you if you are a Childkiller
or Berserker. However, he'll talk to you if you are currently doing either of the Shady Sands quests, if you
carry a Scorpion Tail, or if you approach him after 19.00. I guess his aversion isn't that deeply rooted after
all.
Talk to Ian in the house to the northeast. Unless you go out of your way to anger him he'll consider joining you for
$100, but if you offer him "a piece of the action" (IN 6) and pass a Speech check he'll come along for free. If you
get a good reaction (which at this early stage essentially means CH 9 and telling him you're sorry about his injury)
he'll readily join you. It doesn't matter much since it will all be your stuff to redistribute anyway, including the
$100; the tricky part about paying him is that you won't have any money at all when you first get here, so you'll
have to steal or barter the sum from various peasants (and Ian himself). You get 100 xp when Ian joins you, and in
any case he can reveal the locations of Junktown and the Hub.
If you talk to Tandi and manage a favourable reaction she can put Junktown on your world map and tell you a spooky
story about the deathclaw. If you talk to the cook and pass a LK check you get to compliment her on her cooking and
gain 1 karma. One of the kids running around this part of the settlement will be carrying a Red Ryder BB Gun to go
with the BB's you find in a bookcase.
a red star Rock collectors ought to be disappointed with this game. There are 5 Rocks in a bookcase here and 5
more in Junktown... but that's it, except for Rocks carried around by children. Billy in the Hub has 5, and
"generic" children - the ones found in both parts of Shady Sands, in Old Town in the Hub, in Adytum, and among
the Blades - each amass 8-14 Rocks every time their map loads.
Over by the garden there's basically just one thing to do except pick stuff up (and toss caps into the well): talk
to Curtis the farmer. You'll get 500 xp if you tell him about crop rotation. If you don't have the Science 40% needed
for the speech option, you can get the xp by either entering and leaving the tell-me-about interface or entering and
leaving the barter screen, even if you do nothing in either. This is seemingly because doing so triggers the script
variable used to check if you told him.
Rescue Tandi from the Raiders.
If you spend two whole days outside of Shady Sands after dealing with the radscorpions and if Garl of the raiders
is still alive when you return, Tandi will have been kidnapped. Seth will put Raiders on your world map, and
Aradesh will give you a Spear. Talk to Razlo before leaving. If you tell him Tandi's been kidnapped and that
you're looking for her, he'll give you 2 Stimpaks and 1 Fruit, and if you already delivered at least one tail
to him you also get one Antidote.
a green star You can get two rescue kits from Razlo by talking to him before and after 19.00.
Go to the Raiders. Opening the door to Tandi's cell will alarm the guard in the corridor, so you'll probably have
to talk to Garl. There are several ways to effect Tandi's release:
If Garl thinks you're his father you can tell him to release Tandi if you have IN 6 and pass a CH check or a
Speech check.
With Speech 45% you can attempt to threaten him (the "threat" line, not the "soul" line).
Barter for her (she'll cost between $400 and $1100 depending on CH and Barter). If you leave the barter
interface without "buying" her, Garl will attack.
Fight him one on one (without weapons, Stimpaks and stuff). Despite what he says about the rules, he'll kill
you if he knocks you out. If you win (talk to Garl after combat ends, or kill him), you'll get whatever was
in Garl's inventory. Note that Garl does not return to the camp afterwards.
Unlock Tandi's door, talk to her and fight your way out, or kill everyone and then release her.
Use Sneak, unlock and open Tandi's door, talk to her and leave.
a green star Fighting Garl can be very easy or very hard depending on your stats; with a low Melee Damage
you'll often do no damage, even though his armour is actually equivalent to leather and not metal. The best
way to defeat him is to cripple one of his limbs or knock him out. If you have lots of AP you can use hit and
run tactics: hit him once, then run to the other side of the enclosure. He'll follow you but not have enough
AP to attack. Repeat until you get a few lucky criticals, optionally finish him off after he yields.
a green star Sebastian Cassten relates a way to get Tandi's head in your inventory: "You need a Bag or Back
Pack for this (if you're lucky you might encounter a Bag near Vault 15, else the closest one is in Junktown).
Now when you are at the Raiders camp for freeing Tandi, ask Garl to barter for her release. On the barter
screen, buy her head and put it in the bag. When ending the dialogue Garl won't attack and Tandi's barter
head will remain. But Tandi isn't free yet. For freeing her you can talk to Garl again and barter, fight or
talk her out of her cage. You can also keep on going with the Tandi trick and get more of them. The Tandi
head weighs 10 pounds and looks very strange when throwing it on the ground. This also works with the Light,
Medium and Heavy Healing you can get from Razlo." Once you've got the head you can talk to Garl with the
head in your inventory and say nothing at all; Tandi will be released and you get to keep the head.
You get 500 xp for freeing Tandi, minus 50 xp for every raider you killed to free her (including if you killed
Garl in single combat). She'll stick with you as an NPC until you deliver her back to Shady Sands (400 xp and
$500 from Aradesh), but she's not overly useful. Strangely enough, if she dies on the way back the people in
Shady Sands won't have a word to say on the subject. When you return to the raiders next time they'll be hostile
no matter how you freed her.
a green star If you take Tandi to the east side of Shady Sands by way of the town map, you won't drop her off
right away. If you then attack the peasants she may turn on you, or stand there watching. In either case, you
get the 400 xp when you leave to the west side as long as you don't kill her.
Stop the Radscorpions.
Talk to Seth to get to the radscorpion caves. One way of finishing the quest is to kill all the scorpions, which
shouldn't be impossible (if you tagged Small Guns at any rate). Don't miss the stuff lying around: two clips of
10mm JHP, one 10mm AP and one Stimpak. Remember to take as many Scorpion Tails as you can carry back to Shady
Sands, for Razlo. You get 500 xp when you've killed all nine of them.
The other way is to plant Dynamite near the wall section described as "weak" by the entrance, which can be done
even after you kill all the scorpions. For this you'll gain an amount of xp equal to 75 plus 75 for each
radscorpion still alive (they're each worth 110 combat xp) plus 500 if you didn't kill them all, but never less
than 300 xp. This means you get 1250 xp if you just go in, blow up the place and leave, but killing the scorpions
first yields more xp. Beware that if you're caught on the wrong side when the wall caves in, you're dead.
a green star IN<4: You can't get Seth to take you back to the caves once you kill all the scorpions, so bring
the explosives right away if you want the bonus xp.
a blue star You set the timer on the explosives in your inventory and then drop it; time does not pass while
you're in the inventory interface, so don't panic. Even with a puny Traps skill you can set the timer to the
minimum of 10 seconds and run clear before the bomb goes off, whether you get the "explosive detonates
prematurely" message or not. You can open a lot of (wooden) doors and forcefields in the game using
explosives, but you shouldn't make a habit out of it.