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Fallout (PC)

Print Cheats For Fallout On The PC
Fallout cheats:


In this walkthrough I will try to cover the essentials for
completing FALLOUT
along with the quests and actions determined by and determining
the plot.


Well, you start off by choosing your character. The
pre-created characters
pretty suck though, so I recommend you create your own hero. I
completed the
game with this one:

Strength: 7

Perception: 5

Endurance: 8

Charisma: 2

Inelligence:10

Agility: 8

Luck: 7


Traits: Finesse and Gifted.


Primary skills : Energy Weapons, Melee Weapons and Lockpicks.


This character had no problems fighting monsters and frankly
speaking that was a
cakewalk.


SECTION I. Vault 13 Cave Entrance.


Search the corpse near the vault entrance and equip yourself.
Kill all rats in
the area (there are twenty of them). That should give you 500
experience points.
In most cases you will get hurt by the rats. At this point in the
game it's
good, because you get a chance to use your First Aid and Doctor
skills. While
your character is 1-5 level, do it whenever you can as it earns
you experience.


Now it's time for the wastes. The exit from the caves is in
its western part.
Once you're out head for the Vault 15.


SECTION II. Shady Sands.


On your way to another vault you will eventually discover
another green circle
on the map. That's the village of Shady Sands. Drop in.


First of all, holster your weapon. Most of the NPCs will not
conversate with you
until you do. Talk to Seth, the guard at the gate. He will tell
you of the
Radscorpions' problem and offer to take you to Radscorpion caves.


SECTION III. Radscorpion caves.


This area is pretty straightforward. Just kill all of the
Radscorpions and be
sure to collect at least one of their tails. Exit the caves.


SECTION IV. Shady Sands (revisited).


Later on you will need a rope. Seth has one. Trade it for
something you don't
actually need (Radscorpion tails, for example). Visit local
healer and give him
a Radscorpion tail for the antidote and some experience. Find the
traveling
merchant (he's in the house near the village gate, the one in
blue pants) and
ask him about Junktown and Hub. They will appear on your world
map. Exit the
village.


SECTION V. Vault 15.


Descent into the vault, find the elevator shaft and use the
rope on it. You will
gain access to Vault 15 levels 2 and 3. Make your way to level 3
and head for
the south-eastern corner. There you will get some experience and
will be
informed that you won't get the water chip here. Exit the vault.
Head for
Junktown.


SECTION VI. Junktown.


Find Killian Darkwater, the mayor of Junktown. Talk to him. In
the middle of the
conversation there will be the assassination attempt on
Darkwater. Kill the
assassin and get back to chatting with Killian. He will propose
you to talk the
confession out of Gizmo, local maphia boss. Accept his proosal
and visit Gizmo.
Talk to him about the failed assassination attempt and offer
yourself as the man
for the job. Then Gizmo will confess that he wants Darkwater's
head. It's just
what you need. Return to Killian and give him the tape with
Gizmo's confession.
Accept his offer to participate in Gizmo's accusal. Of course,
Gizmo will fight
and, of course, you will have to kill him and Izo, his bodyguard.
After you're
done talk to the guard captain. He has another task for you. You
are to bust
Skulz, the gang that originally worked for Gizmo. Visit Scum Pitt
at 20:00 and
you will see the bartender killing the Skulz member. Steal the
urn on the bar
and show it to Vinnie, Skulz leader. He c!
an be found in the back room of Crash House. Vinnie will accept
you in his gang
and offer you to take a part in the bartender's murder. At this
point you can
either join him right away or run for the guard captain. In any
case, once you
are in the bar, kill all the Skulz members and return the urn to
the bartender.
That's it. Leave Junktown for Hub. On your way out you may want
to help Philip
out with the dog that doesn't let him in his apartment. You can
plainly kill it
(no dog - no problem) but better give it an iguana-on-a-stick,
it's worth more
experience.


SECTION VII. Hub.


There is much to explore in Hub. I'll just cover some of the
more interesting
things.


First, the weapons merchant in Old Town has the most powerful
melee weapon in
the game - the super sledge. To get it, browse his selection and
then ask for
something that has more punch.


Next, you might want to find out the cause of the trading
caravans disappearing
(talk to merchants, they will complain about it eventually; along
with it you
will be informed of Necropolis, Boneyard and Brotherhood of Steel
locations).
Talk to Butch, the leader of Far Go Traders, he will ensign you
on a job of
finding the lost caravans. Ask him about the Death Claw, then go
talk to Beth -
she runs the weapons shop here in Hub. After you do it visit some
madman in Old
Town, he's always by the house in which Harold the mutant lives.
The madman will
refuse to help you until you talk to Harold. Then he will take
you to the Death
Claw cave. Take it out. If you have difficulties let it live for
now and return
here after you visit Necropolis. In the cave you will find a
dying mutant who
will give you the holodisc. Show it to Butch for some money.


Then talk to the guy who runs FLC. He will advise you to seek
work with Dekker,
the underground leader. Go to the night club which is across the
street and
persuade Kayne to let you in. Dekker will offer to dispose of a
merchant who
lives in the Heights. Accept and frame Dekker telling the Sheriff
about the job.
You will be asked to join the Dekker's arrest. Agree when you are
ready and kill
Dekker and all of his gang. The Sheriff and the deputy are not
much of
assistance. Now that's a good place to store your supplies. Don't
forget to
visit the police station for the rest of your reward.


You may also wish to join the thieves' circle located in the
basement of one of
the houses in Old Town. Talk to their leader, he will ask you to
steal the
necklace from the merchant living in the Heights (it seems that
everyone has a
knife into the poor guy). To enter the merchant's house you will
need to wait
till it's dark and SNEAK into it during the guards change. There
find the chest
containing the necklace, grab it and get out. When you give it to
the thieves'
circle leader you will be presented with electronic lockpicks.


In Old Town there is a group of thugs holding a Brotherhood of
Steel initiate as
a prisoner. Kill them (the nasty one's armed with a combat
shotgun) and release
the prisoner.


Talk to the water merchants (they can be found in the southern
part of Hub)
about the water chip. Refuse their offer to supply your vault
with water for 100
days - you have plenty of time. What is more important they will
tell you that
the ghouls of Necropolis refused to trade with them. That means
they have a
stabile source of water. Could this be a water chip?


There is an opportunity for you to take a job of guarding the
caravans. It pays,
though not much, and usually it's worth some experience. But I,
for myself,
consider that job a waste of time.


Now it's time to return to Shady Sands. Something's happening
there.


SECTION VIII. Shady Sands (revisited).


Seth will tell you that Tandi, the daughter of the village
elder was kidnapped
by Khans, a group of raiders. Go talk to the elder. He will give
you the quest
to return Tandi, a spear and his blessings. Now visit Khans.


SECTION IX. Raiders.


Go straight to Garl, the Khans leader. Tell him that you're
taking the girl and
challenge him. You will fight bare-handed. Kill him. If you
aren't strong
enough, the best tactic is to strike for his legs and, once he's
down, for his
eyes. After you defeat Garl take Tandi to her father for the
reward and return
here. You are not finished with the raiders yet. Kill 'em all.
Now you are
finished. Head for Necropolis.


SECTION X. Necropolis.


You will enter Necropolis in the area called the Hotel. Your
task is to get to
the Watershed using the sewers. Eventually you will encounter the
group of
peaceful ghouls who live underground. Talk to their leader and
share your
problems with him. You will know that they do have a water chip
in Necropolis
and are using it because their water pump is broken. Agree to
find the parts for
the water pump and fix it. In the center of Necropolis lives Set,
the head of
the city. He is sicko and will get killed later on in the game by
the invading
super mutants, so why not kill him now? Besides, he has some
quite valuable
items. Before you kill him he may tell you that a bunch of huge
mutants is
causing him problems at the Watershed. Go there. You will see,
yes, you guessed
it, a bunch of huge mutants. Find their boss, Harry. He will talk
to you. You
will get two options - agree to follow him to the Lieutenant, and
it will be
very, very hard for you to survive there, or refuse, which wi!
ll cause Harry to attack you. He has a laser rifle, so make sure
he dies fast.
Other super mutants will also attack you. One of them is armed
with a flamer and
that makes him even more dangerous than Harry. After you dispose
of them descent
to the sewers where Larry the super mutant stood. There you will
find some junk
parts. Return with them to the peaceful ghoul and he will give
you three books
on electronics. Go back to the house where you encountered Harry
and REPAIR the
water pump. Descent into the sewers in the southern part of the
house. There is
a vault here. Find the water chip and leave Necropolis for the
Brotherhood os
Steel.


SECTION XI. Brotherhood of Steel.


Talk to the guards. One of them will charge you with the quest
to bring them
something from the Ancient Order AKA Glow. Accept the quest and
leave the
hospitable Brotherhood. Before you go to the Ancient Order it
would not hurt to
wander into Boneyard.


SECTION XII. Boneyard.


Boneyard consists of four main parts: the downtown where the
Blades reside,
Boneyard Adytum, the library, home for the Followers of the
Apocalypse and the
fortress of the Gun Runners.


Go to Adytum and talk to Miles, their chemist and Zimmerman,
their mayor.
Zimmerman wants the leader of the Blades dead blaming her for the
death of his
son, and Miles wants you to get hime the parts to fix the
hydroponic farm. Go to
the night club where the Blades are. Talk to their leader. She
will prove her
innocense by giving you the holodisc with the Regulators
transmission. Hmm, it's
obvious that the Regulators are much more than just the guards
for Adytum. Head
back to Zimmerman and show him the disc. He will get killed and
you will get a
full-scale war with the Regulators. You have no choice but to
kill them. Now
visit Nicole, the founder of the Followers of the Apocalypse. She
will tell you
to find out what is happenng in the Cathedral. She is sure
something sinister is
going on there. Let her know you will look into it. Now for the
Gun Runners. To
get to them one has to deal with the Death Claws. Once you
entered the Gun
Runners fortress talk to Gabriel, their leader!
and agree to destroy all Death Claws so the Gun Runners could
move out. Gabriel
isn't very happy with the situation in Boneyard - his only
clients are the
Regulators and he cannot move out because of the Death Claws.
Return to where
you saw the Death Claws, kill them on the surface and proceed to
the basement.
There you will find the Mother Death Claw and the eggs. Take care
of them and
return to Gabriel. He will decide not to move out as you
eliminated both the
Death Claws and the Regulators. Pick up the junk parts lying
where the Death
Claws were and take them to Miles, then to Smitty and then again
to Miles.
That's it. Leave Boneyard and head for the Glow. Make sure you
have a rope and
two packs of Rad-X in your inventory.


SECTION XIII. The Glow.


Stop in the square next to the Glow and take Rad-X until your
radiation
resistance is 100%. Without it you might get fried. Now go to the
Crater, find a
beam and tie your rope around it. Descent to the crater via the
rope.


Your taks here is simple. All you need to do is find the
corpse of the paladin
(the one in power armor) and get the holodisc from him. He is
lying somewhere on
the first level. But the Glow is much more interesting than that.
In total you
will need to collect three access cards which will give you
access to different
elevators, REPAIR the power generators on level six, get to level
five, dispose
of the sentry robots and collect the stuff. There is also a very
advanced
computer from which you may know what are the super mutants and
where they come
from. Return to the Brotherhood.


SECTION XIV. Brotherhood of Steel (revisited).


Now the astonished guards will let you in. On the first level
make sure to visit
the trainig facility and talk to the paladin there. He will thank
you for saving
the initiate in Hub and offer you an item of your choosing as a
reward. I
recomment taking the power armor. Get it from Michael, the guy in
combat armor
near the supply room. On the second-third floors there are a
workshop, a library
and a medic who can make operations permanently increasing your
stats. In the
workshop you may talk to the guy who's repairing a suit of power
armor. If you
get him a systolic motivator from Michael or steal one from
Rhombus, the head
paladin and REPAIR that armor you can have it, but do you really
nned it if you
already have one? On the fourth level the Council of the Elders
and the leader
of the Brotherhood are. Talk to them. They will confess that
there are rumors
about some army from north and ask you to investigate the
northern regions.
Accept the quest and leave the Brotherhood. It !
will be useful now to visit Boneyard Adytum.


SECTION XV. Boneyard (revisited).


When you're there go talk to Miles about your power armor. He
will ask you to
bring him some magazines on chemistry from the librarian in Hub.
Once you're
back he will make your armor even more powerful. By this time you
should have a
plasma rifle. Bring it to Smitty and he will upgrade it to Turbo
Plasma Rifle,
the one and true energy weapon, nearly as good as an alien
blaster which doesn't
look so good. Now you're ready to take on the military base which
is situated in
the north-western corner of your world map.


SECTION XVI. Vault 13.


Aren't we forgetting something? Ahh, yes! The chip. By this
time you should have
at least thirty days before the deadline which is more than
enough to get to
Vault 13 from any point on your world map. Well, bring the chip
back to your
vault Overseer. He will get worried about the mutants and ask you
no less than
to destroy the source of the mutations and the mutants leader.
Depart for the
military base.


SECTION XVII. The Military Base.


Once you find the military base and see the guards you may
return to the
Brotherhood of Steel and persuade the Council of the Elders to
assign three
paladins to help you but since they don't follow you into the
base building
anyway that would be a waste of time. So, dispose of the guards.
Take a radio
from one of them scream in it that you're being attacked by the
unknown enemy.
You will get some experience for that. Enter the building.


The military base itself is pretty straightforward. Just kill
everything that
moves, you have no friends here. As for the force fields, plainly
go through the
red ones, you will take some damage but no much, and REPAIR the
force field
emitters for the green ones.On the final level you will encounter
the Lieutenant
and VanHaagen, the guy from the Cathedral. Yes, you can kill them
too. On that
very level find the room with lots of computers and exploding
technicians. You
can prevent them from exploding by shooting them. Use your
SCIENCE skill on the
main computer and initiate self-destruct sequence. Get out of the
base before it
blows up. Now, what was that guy from the Cathedral doing there?


SECTION XVIII. The Cathedral.


In the Cathedral you will be accompanied by the group of
Followers scouts. Find
the woman Nicole told you about and tell her "red
rider". She will tell you
about the secret door the key to which only Morheus has. Find
Morpheus (take
stairs up). In any case it will all end up by fighting him and
the Nightkins.
Take the key from Morpheus' body, get back to the ground floor,
open the secret
door and descent.


In the basement find the strange wall near the bookcases whick
is marked on your
automap as a passage. Eventually it will open and you will
encounter another
servant of the cult. The simplest way to deal with him is to kill
him. Behind
the secret passage is a vault entrance. From there make your way
to the third
level, find another secret passage and enter the corridor of
flesh. You will get
damage advancing this passage and may finally have your eyes
poked with some
bone or alike. In that case use your DOCTOR skill to restore your
vision before
the battle with the Master. Come close to the Master and he will
talk to you.
Don't take his offer to join him. He will attack. Take cover
behind one of the
columns and shoot him periodically with your turbo plasma rifle.
It'll take
about from four to six shots. Once per three turns the corridor
will spawn a
super mutant but when you kill the Master it'll be over. The
Master's death
initiates self-destruct sequence on the nuclear warhe!
ad that's on the fourth level. Escape the Cathedral and that's it
you've
completed Fallout.


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