Fallout is a non-linear game so you can solve this game in a different order than I have shown here. I have attempted to supply you with the optimum order so that you don't attempt difficult areas before your characters have acquired the skills to tackle those areas. I am assuming that you are familiar with the user interface.
I have provided some of the maps (annotated with places and names of people) which are more difficult to navigate.
Start a new game. After the opening sequence you find yourself outside the vault entrance in a cave. Search the dead body and take the saber and bullets. Load the gun with the bullets. Arm yourself with a saber and the gun. Search out the twenty cave rats and kill them. Use the doctor and first aid skills to recover some hit points as this will also boost your badly needed experience points. Reload the gun as needed. Leave the cave via the exit to the west. You enter the outside world for the first time in your life . . .
Leave the cave and you will see a very incomplete map. Head for vault 15. You may be stopped by encounters with other characters or monsters, usually combat encounters, on the way. As you travel east, you should stop at the first green circle you come too.
Talk to Seth, to find out what you can but do not have him take you to the Radscorpion cave yet. Talk to Katrina to get some general knowledge and experience points. Go into the first house you see and talk to the guy in blue pants. This is your first companion: Ian. Chat him up so he will join you. If you don't succeed at first, try again.
Now go into the building immediately to the south and talk to Aradesh. He will advise you to speak to Razlo. Go to the building to the east and slightly south and talk to Razlo about the Radscorpion problem.
So this is your first quest: Eradicate the Radscorpions and bring back a sample of poison to Razlo. You have Ian to help you. In fact you will find Ian does most of the work! Return to Seth and have him show you the Radscorpion cave.
Arm yourself with the saber and gun. Enter the cave and kill all the Radscorpions. Collect as many tails as you can carry. There is also some ammo lying around to pick up. You will get a bonus for killing all the Radscorpions so then you can leave.
Return to the entrance of the cave and return to Shady Sands. Put away your weapon. Barter with Seth. Buy the rope with two Radscopions tails and get the balance owed in cash from Seth.
Visit Razlo. Offer him the Radscorpion poison sample and you will receive the antidote and experience.
Leave Shady Sands and resume your trip to Vault 15.
Go inside the shack and down the ladder. Kill all the vermin in the cave and on the first level of the vault. Open any lockers to collect more supplies.
Find the elevator shaft and use the rope to climb down to level two. Explore thoroughly as before. When you find some armor use it to increase your armor class and hence damage resistance. You should also find a rope. Use this on the other elevator shaft to climb down to level three.
In the south-east area of level three you will determine that there is no water chip here.
Ask Ian about Junktown and Hub. These places will now be available on your map.
Leave Vault 15 the way you entered and go to Junktown.
Put your weapons away before entering the town. Talk to the guard at the gates. Then talk to the guard sergeant. Offer to help him out.
Visit the hospital. Talk to, Flash, Cougar and Doctor Morbid. Don't ask for Doctor Morbid's help. Then go down to the basement. Talk to Gretch and pretend you are picking up the shipment. You will find out human body parts are being marketed as iguana meat. Yuck! The locker here is locked and trapped. I was never able to open it. As much as you hate to, take an iguana-on-a stick. Return to the surface and kill Flash and Cougar, then Dr. Morbid.
Leave the hospital and exit to the north to the Crash Hotel area. Go into Darkwater's store. Make sure neither you nor Ian are in the line of fire between the storekeeper and the door. Talk to Killian Darkwater, mayor and storekeeper in Junktown. While you are in the store, there will be an assassination attempt on Killian. Kill the assassin. Resume the conversation with Killian and he will propose you talk to Gizmo, the chief baddie in Junktown and tape Gizmo admitting to the plot to kill Killian. Agree to this and you will be given a wire tap and tape recorder. Put both of these in the "in use" slots where you normally put your in-use weapons.
Leave the store and exit to the north. Visit Gizmo's. Make your way to the back of the casino and talk to Gizmo. Make him think you are offering your services as assassin and agree to kill Killian for him. Leave the nightclub. While you are in this area, you should come across Phil and his canine problem. Offer the dog an iguana-on-a-stick and he will become your second companion. Dogmeat is a viscous fighter and extremely useful in combat.
Return to Darkwater's and report on Gizmo's confession to Killian. Agree to take part in the confrontation with Gizmo's. Get prepared for a fight then go to Lars, the guard sergeant, and tell him you are ready to take on Gizmo. Kill Gizmo & Izo.
After the fight you will end up back at the guard station. Return to the casino and ransack the place for supplies and equipment.
You have a lot more to do in Junktown! Visit the guard sergeant near the entrance and agree to help bust the Skulz gang if you have not done so already.
Visit the Scumm Pitt in the evening (when it is open), and ask Neal, the bar tender, about the trophy on the bar. It is an urn containing ashes. This triggers an incident in the bar, and Neal kills one of the Skulz gang members. Save and attempt to steal the urn. This may take several attempts, restoring and attempting to steal the urn until you succeed without being caught. You must be completely successful. If you are not absolutely certain you have succeeded keep trying until you get a successful response in the display monitor.
Once you have the urn and are sure you weren't seen stealing it, take it to the back entrance in the Crash Hotel. This is where the Skulz gang hang out. Talk to Vinnie, the Skulz leader (he looks like Ian) and tell him you have stolen the urn. Agree to take part in Neal's murder but say you have something to do first.
Leave and go to the guard sergeant at the entrance. Save. Tell him the Skulz Gang's plot and you will be part of a big fight at the Scumm Pitt. Make sure you target only Skulz gang members. Do not target the good guys. Also make sure Neal isn't killed. Protect him and/or use Stimpacks on him. When the fight is over return the urn to Neal.
That's it for Junktown. Check in with the Lars on the way out.
Return to Shady Sands and talk to Seth. Tandi has been kidnapped by the raiders. Go to Aradesh and he will ask you to rescue Tandi.
Head for the Raiders. Save. Go to Garl, the leader of the Khan and challenge him to a one on one fight for Tandi. You will be fighting barehanded and may find this difficult to win. Alternatively, barter for Tandi. You should have enough surplus equipment to pay for her.
Once you have Tandi, return to Shady Sands and collect your reward from Aradesh.
Return to the Raiders. Save. Kill them all! Pick up what you can , but you probably hit your maximum capacity doing this. I recommend making a couple of trips to Junktown and storing your extra equipment in the Hospital bookcases. Then go to the Hub.
Head straight down the street to the exit grid to Downtown. Find the east exit grid to the Old Town. Go into the Old Town and find the building with several rooms and stairs down to a basement. Keep to your character's right in the basement to avoid the traps here. Use your lock-picking skill on each door until you reach the inhabited rooms. Talk to Loxley, ask to join the Circle and agree to take the test. Talk to Jasmine for more information.
Return to Downtown and find the west exit grid to the Heights. Stay on the Downtown side of the exit grid. Rest until midnight then save.
At midnight, go into the Heights. A guard will immediately confront you. Agree to leave - but don't. Make your way to the south of the large residence, then around the corner of the building. Stop before turning the next corner and watch the guard outside the door to the residence. The map shows the route. After a few seconds he will leave. Immediately run to the door of the residence, open it and go inside. Make sure you are not in the line of sight from the door. One of the guards will resume position outside the door while you are inside. Go into the first room on the right and then into the room adjacent to it. The chest is trapped and locked. Use your trap skill until you have both found and disarmed the trap. Then use your lock-picking skill to unlock the chest. Open it and take the necklace. Phew! But it is not over yet. Save.
Watch the guard outside the door. When he leaves, immediately run outside and return the same way you came. Go directly to the exit grid without encountering the guard.
Back in Downtown you may wish to rest until 6:10 so that you can see. Return to the Circle HQ and show Loxley the necklace. Talk to Jasmine. You only need basic equipment for now. Keep your best gun, appropriate ammo, best melee weapon, basic lock-picks and stim-packs. Make sure Ian is suitably equipped. Leave everything else in the bookcase at Circle HQ. Fetch the equipment from the Hospital bookcases and store it here instead. Now add to your inventory anything that you really can't use, like duplicate armor. We are going to barter this equipment so make sure it is stuff you don't need. Keep all the throwing knives.
Go to Jake's in the Old Town and ask to see his selection of weapons. Then ask if he has something with more punch. Then ask to see his selection again. Now he will have a Super Sledge. You want to buy that very expensive weapon with your disposable inventory items.
You now have the location of Boneyard. Make sure you have the knives with
you. Leave Hub the way you came in and go to Boneyard.
You arrive in Adytum. Take the exit grid to Downtown. Head up the street to the very large building and go to the west exit grid to the library. Go inside and talk to Katya. She will become your third companion if you ask her to join you. Give Katya the throwing knives.
OK, now we have our complete combat team together we'll return to Hub. The quests in Boneyard are too difficult to take on yet.
I think the next easiest quest in Hub is Irwin's quest. Irwin is located in a broken down building immediately south-west of Bob's Iguana Bit's. Talk to Irwin and offer to help him. Your team arrives outside of Irwin's home. Inside are a gang that you have to dispose of. Get ready for a difficult fight. Save. Open the door and combat begins. When you have won the fight, grab all the equipment and exit to the Hub. Tell Irwin he can return to his home. He will give you a great pistol.
While we are in the vicinity tackle Bob about his Iguana meat!
Head north to the Far Go Traders. Talk to Butch and ask for a job then ask more about it. Find out he suspects a Deathclaw is attacking the caravans. Butch should direct you to Beth. Beth's Weapon's Store is south-west of the Far Go Traders. Ask Beth about the Deathclaw. She should tell you about some people in the Old Town who know more about the Deathclaw.
Go into the Old Town and find the old man, Sloppy, who walks around a building in the eastern area. Ask him about the Deathclaw. He will ask you to talk to Harold first. Harold is the mutant inside the building Sloppy walks around. Talk to Harold. Save. Talk to Sloppy and ask him to take you to the Deathclaw cave.
Go into the cave, save, and find the Deathclaw. Kill her. Talk to the dying mutant and he will give you a holotape.
Return to the Far Go Traders and tell Rutger you have figured out what has been happening to the caravans. Tell Butch that it is the mutants. Return to Rutger for your reward and show him the holotape. You can now work for Far Go Traders by talking to their caravan driver who is standing near Rutger. I don't advise this yet as you are under a time limit to find the water chip. Plus there is plenty of experience to be gained in Hub.
First buy some ammo from Beth for the .223 pistol Irwin gave you. This is probably your most powerful gun right now. Find the most eastern building in Old Town and confront the thugs here.
Now lets tackle a bigger band of thugs in the building next to the exit grid. Save before confronting these guys.When they are all dead, rescue their prisoner. You will have to use your lock-picking skill to open the door. He will ask you tell Talus at the Brotherhood of Steel that he is OK. Pick up all the thugs' equipment and take back what you don't need to Circle HQ.
Now you should be ready to take on the Downtown underworld. Go to Downtown, save, and talk to Lorenzo in the FLC. You want him to share rumors with you, but sometimes he refuses and then initiates combat if you persist. If this happens restore and try again. Eventually, persistance will pay off and he will tell you to find work with Decker.
Enter the nightclub, the Maltese Falcon, across the street and talk to Kane about a job. He will take you down to meet Decker. Cooperate and accept the job. Leave the night club and find the police station to the west. Report the crime and say you will help. Make sure you are prepared for a really tough fight. Save then tell the Sheriff you are ready. The Sheriff and Deputy will be there too. Don't let both of then get killed, preferably neither. Once you have succeeded you will return to the Police Station. Talk to the Sheriff (or Deputy if the Sheriff died) to receive your reward. Return to Decker's Hideout and pick up the equipment. There is more storage space here so I suggest you move your equipment from Circle HQ to here permanently.
There is one last place to visit in Hub, and that is to follow up on the water chip, of course! By now you will have been nagged by your PIPBoy 2000. Head for the south exit grid from Downtown and go into the Water Merchants area. Find the Water Merchants in the middle and don't take up there offer of shipping water to your vault. You now know to investigate Necropolis.
There is a Hospital here near the exit grid. Visit and get into an argument with any of the people acting in charge here. You want to kill off these guys. Unfortunately the game makes the patients enemies too. All the more experience though! Search the place thoroughly for supplies, especially those beyond the locked door. You must take and keep the Rad-X capsules for later on.
Return to Downtown. Store the extra supplies is your cache at Decker's Hideout.
Let's follow up the Necropolis lead for the water chip. Leave Hub and go to Necropolis.
You arrive in an area called Hotel. Find the manhole nearby, remove the cover and go down to the sewers.
Head north and seek out a group of peaceful ghouls who live in the sewers and do not get along with the other ghouls that live in Necropolis. Ask these ghouls about the water chip and offer to help them fix the water pump. You need to find some missing parts that are under the Water Shed.
Continue north and if you go up the first ladder you come to you will arrive next to a trapped wall. This will explode and open up a way through to the Hall. Here you will meet Set, leader of the ghouls. Flatter him carefully if you don't want a fight yet and offer to investigate the Water Shed area for him.
Go back down to the sewer and head north again. Find another ladder and go up it. This time you come up in the Water Shed area. Save!
Leave the building and head north. There is another manhole next to where a super mutant stands. Ignore the mutant and he will ignore you. Open the manhole cover and go into the sewer. In this sewer area you will have to kill a few animals where the pump parts are lying around. They look like junk. Retrace your steps back to the peaceful ghouls without stopping in at Set. Tell the peaceful ghouls that you have the missing parts. They will give you three books on repairing electronics. Read them all.
Return to the Water Shed area where you saw the mutant standing. Save. Go into the building a little to the north. Here you will encounter Harry, the super mutant boss around here. If you want to take a look at mutant HQ agree to meet the Lieutenant but don't expect to survive. In any case, after you've experienced the different endings, restore to this point. Kill Harry and all the other super mutants here. They have some powerful energy weapons on them. Go along the corridor to the broken pump. Repair the water pump with the missing parts. Now go past the water vats and rescue the ghoul locked in a cell. He will tell you there is a manhole next door. Go down this manhole.
Kill the glowing ghouls and go into the vault. There is nothing much on the first or second levels so take the elevator to the third level. Find the functional computer and take the water chip.
Return to Set. Kill him and his ghouls and collect the spoils. Return through the sewers to the Hotel area. Leave Necropolis and head for your home vault, Vault 13.
When you arrive at Vault 13, select the Command Center. Find the Overseer in the east of the Command Center. Go over to the base of his pedestal to talk to him. He will be very grateful for the water chip. He asks you to enter your report in the library. After this return to the overseer and talk to him again. He gives you two more tasks: Find the source of the mutants and destroy their leader.
Find the storage lockers and take some of the water, about ten units should be more than sufficient.
Where to go now? First port of call is Necropolis.
When you arrive in Necropolis you find invasion mutants have killed all the ghouls here. Kill all the invasion mutants in all three areas.
Return to Hub to stash your excess equipment. The two combat missions in Boneyard are very tough. Get prepared and head for Boneyard.
Start off in Adytum and talk to Miles, the chemist and Zimmerman, the mayor. Miles wants you to find some hydroponics parts and Zimmerman wants you to kill the leader of the Blades. Talk to Sammael, in the tent near Miles, to find out more about the hydroponics parts.
Go to the Night Club area where the Blades live and talk to their leader, Razor. She will give you a holotape which proves her innocence. Return to Zimmerman. Save. Show the holotape to him. The Regulator kills Zimmerman and you have a full scale war on your hands. Kill all the Regulators. Pick up all the equipment and store it at Zimmerman's house for now. Return to Razor to collect your reward.
Go into the Deathclaws area but avoid them and go to the Fortress area where the Gun Runners work. Talk to Gabriel inside the building and agree to kill all the Deathclaws.
If you have listened to all the info about the Deathclaws you will realize they are multiplying faster than anyone can kill them off.
Save. Enter the Warehouse area and try to go down the stairs to the Mother Deathclaw first. Kill her. Smash all four Deathclaw eggs. Save, then kill all the Deathclaws on ground level. The Deathclaws will multiply until you kill the mother and the eggs.
Above ground find the missing parts right by the warehouse building on the Fortress exit grid side.
Return to the Gun Runners and tell them the Deathclaws are cleaned out and you will have access to their stores! Pick up some great equipment including a plasma rifle.
Take the missing parts to Miles. He asks you to take them to Smitty, also in Adytum. Do so, then return to Miles. Miles then tells you that he and Smitty can work wonders with certain armor and weapons. Go back to Smitty and talk to him about upgrading the plasma rifle. You will now have the most powerful distance weapon you need for the rest of the game.
One more area to visit: The Followers of the Apocalypse in the library where you picked up Katya. Talk to Nicole and she will ask you to find out what is happening at the Cathedral. Talias, a partial mutant, is also an interesting conversationalist.
You will now have to decide whether to move your equipment from Boneyard to Hub. I suggest you do so you can select the best of what you have collected for the final assaults later on. For now pack the following: the usual combat equipment, stim-packs and lock-picks plus radiation management equipment: a Geiger counter, and at least two packs of Rad-X and two packs of Rad-Away. You will also need a rope.
Head across country or with one of the caravans to the Brotherhood.
Talk to both guards, Cabbot and Darrol, ask to join the order and accept the Glow quest. Go across country again but stop before getting to the Glow. Stop in the square immediately north or north-west of the Glow. Take Rad-X until your radiation resistance is 100%. Go to the Glow.
Go to the main crater and attach the rope to the metal beam. Climb down the rope into the crater. Explore thoroughly and search all the dead bodies. You will likely need more Rad-X. On the first level you should find the dead Paladin. Search his body and you will find a holotape and a yellow access card.
Use the yellow access card on the elevator door to turn off the electric field. Take the elevator to level two. Explore throughly, and find the red access card. Destroy any inactive robots.
Return to the elevator and use the yellow access card on it. Take the elevator to level three. Continue exploring and searching. Destroy any inactive robots.
Find the other elevator and use the red access card on it. Take the elevator to level four. Continue exploring and searching. Destroy any inactive robots. Find the blue access card. Check out the computer. Try using it. You need to get the primary power up.
Return to the elevator, use the red access card on it and take it down to level six. Find the generator. Repair it, then reinitialize the primary power at the computer terminal.
Use the blue access card on the elevator you have not used yet. Go back up to level four and return to the main computer, Zax. Go into the Security commands and disable the sentry robots. Accessing the computer warns Zax you don't have authorization, but it decides that the integrity of the site has been compromised so disables the security. This should disable the traps on level one.
Return to the level four, five, six elevator and go to level five. Destroy the inactive sentry robots. Explore thoroughly. When you have opened every locker and collected everything useful, return via the elevators to level one.
Climb back up the rope to the surface and leave the vicinity of the Glow by traveling to the next square on the map.
You are probably radiated. Save, and use the Geiger counter. Take Rad-Away. If you become addicted restore and try again. Resume your journey and return to the Hub. Check the Geiger counter to make sure your radiation poisoning has returned to zero. Don't worry if you feel nausea.
Drop off everything except your basic combat and survival equipment at Decker's Hideout. Make sure you have the holotape the Brotherhood wanted you to retrieve in your inventory.
Return to the Brotherhood.
Talk to Cabbot and agree to hand over what you found at the Glow. This will make you an initiate. Cabbot will open the door. Go into the elevator and go down to level one. Take the first left then right (from your character's perspective) and talk to Talus. Because you rescued an initiate in Hub you will be offered a piece of equipment. Select the Power Armor. Collect the armor from Michael who is standing at the end of the corridor right behind you. You can also ask Talus to authorize you to collect some more basic equipment. Talk to Michael to pick it up.
Explore and take the other elevator down to level two. Find the doctor and ask about the operations. I didn't opt for any of these. But you should be able to afford most of them by now. There is some useful stuff in the lockers here.
Find your room and talk to Jerry.
Return the elevator and go down to level three. Talk to Sophia and Vree. They should both give you holotapes with more info.
Go back to the elevator and go down to level four. Talk to Mathia and Maxson. You should find Maxson is very concerned about the mutant invasion. You have first hand evidence of this. Agree to look in the north for the source of these mutants. Then go to the council of elders and you will be asked to investigate the north again. Agree.
Return to the surface via the elevators.
Once on the map go directly north-west and you will find the mutant's base. Take a look at it but don't get close enough to start a fight.
Return to the Brotherhood, go directly to level four and tell Maxson then the Elder in the conference room. Talk them into attacking the Military Base. They should allot three Paladins to help you.
Leave the Brotherhood and go to Boneyard.
Go to Adytum and visit Miles wearing the Power Armor. He will ask you to fetch some chemistry journals from the library in Hub. Go to Hub.
Visit the library and ask Mrs Stapleton for the journals. Go to Decker's Hideout and dump your excess baggage and load up on the most powerful weapons and survival equipment. Also take the electronic lock-pick and a radio. Return to Boneyard.
Hand the journals over to Miles and he will upgrade your Power Armor. Leave Boneyard and head for the Military Base.
You should find three Brotherhood Paladins meet you outside. Kill the mutants outside then search their bodies. You should find a holotape that has a code on it. Save, and unlock the door. If you do not find the code then use the electronic lock-pick to unlock the door. Do not go inside yet. Use the radio and say you are being attacked by an unknown enemy.
Your companions are not going to survive inside so ask Ian and Katya to leave. They will wait for you here. You have no choice about Dogmeat as he follows you everywhere, so I hope you are not too attached to him. He will not be coming out with you! The three Paladins will not follow you which is annoying!
Once inside, kill everything, and I mean everything, that moves. If you succeed, the Military Base and everything in it is going to be destroyed so you might as well get experience for killing everyone first. More to the point, you don't want anyone getting in your way when you are on your way out. You will find red and green force fields. The red fields usually cause slight damage when you pass through them. The green fields can be disabled temporarily by using your repair skill on the emitters.
Make your way to level four via the elevators. Avoid the Lieutenant until he is more or less alone. Kill all the Children of the Cathedral technicians in the room with many computers terminals. Use your science skill on the computer until you have found the user interface. Don't try the security codes yet, but do browse the info. Then kill everyone else including the Lieutenant.
Return to the computer you used before and hack into the security codes. When you succeed set the self-destruct to three minutes to give yourself plenty of time to get out. Take the elevator from level four to level three. Go to the other elevator and go straight down to level one. Leave the building, pick up your companions and exit the area immediately.
You will see a video of the Military Base being destroyed.
You can return to the Brotherhood but there is not much of a reception and no more experience for doing so. So go to the Hub and sort out your equipment and regroup for the next assault. This is going to be even more difficult!
You have only one other location to visit and every clue leads here: The Cathedral. Leave the Hub and go to the Cathedral.
Some Followers of the Apocalypse will join you outside the Cathedral. They try to help you but they are not very strong fighters as Katya warned you.
Go into the Cathedral and find Laura. Talk to her about Nicole and mention "red rider". Follow her to a room where she will talk at greater length. Ask her about everything you can and have her show you the stairs up to the tower and the locked door. Laura will then leave the Cathedral.
Return to the nave and kill off all the Children of the Cathedral on the ground floor. Tell, Ian and Katya to leave. Go upstairs and kill the mutants on the first level. Repeat for each level of the tower. At the top you will find Morpheus. Kill him and search his remains for the brown COC badge. This is the key to the locked door.
Return to the locked door on the ground level and use the COC badge to unlock the door. Pick up Katya and Ian, go through to the corridor and take the stairs down to the basement. Look on your map and you will find a secret passage behind the book cases. Follow the passage. Kill all the monsters, mutants and the cult member. Do not agree to leave. You will find yet another vault. You may want to leave Ian and Katya somewhere safe while you kill the occupants of this vault. Clear out the first, second and fourth levels. Rescue the prisoners from their cells on level two by clicking on the computer terminal nearest them. Take a look at the nuclear war head on level four. Return to level three, clear it out and look for another secret passage to a corridor where you will receive damage to your eyes. Use your Doctor skill to recover. Save. Approach the Master and he will talk to you. Don't accept his offer to join his cult. Attack. Mutants periodically appear miraculously out of the corridor walls to attack you. This is where Katya and Ian can help out and distract the mutants so you can focus on killing the Master.
When the Master is dead, the self-destruct on the war-head is initiated. You have three minutes to get out of the Cathedral and exit to the map.
Congratulations you have completed Fallout! Enjoy the closing sequences.
This walkthrough is copyright © 1998 by Diana Griffiths (email: firstname.lastname@example.org). All rights reserved. Not to be distributed without permission.