Fallout.txt: ============ Me: === Stats: Skills: Perks: ST 6 Small Guns Small Frame PE 9 Lockpick Finesse EN 1 Speech CH 1 Awareness IN 9 Bonus Move AG 8 Bonus Rate of Fire LK 6 Better Criticals Action Boy Action Boy Action Boy Leveling up gives a new perk every 3 levels (lvl 3, 6, 9, 12, 15, 18, 21) Starting hp = 15 + ST + EN + EN Armor Class = AG Sequence = PE x 2 Critical Chance = LK Poison resistance = EN x 5 Radiation resistance = EN x 2 You will not get better bonuses by temporarily boosting your stats when leveling up. stat Carry Melee Hp/lvl Heal Skillpts AP 10 275 5 3 25 10 9 250 4 3 23 9 8 225 3 2 9 7 200 2 2 8 6 175 1 2 8 5 150 1 1 7 4 125 1 1 7 3 100 1 3 1 6 2 75 1 3 1 6 1 50 1 2 1 5 Lvl 1: 0 - 999 xp Lvl 2: 1000 - 2999 xp Lvl 3: 3000 - 5999 xp Lvl 4: 6000 - 9999 xp Lvl 5: 10000 - 14999 xp Lvl 6: 15000 - 20999 xp Lvl 7: 21000 - 27999 xp Lvl 8: 28000 - 35999 xp Lvl 9: 36000 - 44999 xp Lvl 10: 45000 - 54999 xp Lvl 11: 55000 - 65999 xp Lvl 12: 66000 - 77999 xp Lvl 13: 78000 - 90999 xp Lvl 14: 91000 - 104999 xp Lvl 15: 105000 - 119999 xp Lvl 16: 120000 - 135999 xp Lvl 17: 136000 - 152999 xp Lvl 18: 153000 - 170999 xp Lvl 19: 171000 - 189999 xp Lvl 20: 190000 - 209999 xp Lvl 21: 210000 Stealing gives more xp the more items you steal/plant before collecting: 1 item gives 10 xp 2 gives 30 xp 3 gives 60 4 gives 100 5 gives 150 6 gives 210 7 gives 280 8 gives 360 9 gives 450 10 gives 11 gives 12 gives 780 Reading a book takes 2 hours with IN 9. Skill increase depends on current skill level. Skill Bonus 1-10 ? 11-19 8 20-26 ? 27-29 7 30-35 ? 36-40 6 41-50 5 51-60 4 61-70 3 71-80 2 81-90 1 91+ 0 Perks available at lvl 3: Steps Requirements Awareness See hp, armor, weapon & ammo on opponents 1 PE 9 Bonus HtH Damage +2 unarmed damage 2+ ST 5-6 Earlier Sequence Sequence +2 2+ AG 9 Healer 2-5 extra hp using First Aid or Doctor 2+ First Aid 40% Night Vision Darkness level -10% 2+ PE 4-9 Quick Pockets -1 AP cost to access inventory in combat 2+ AG 9 Scout World map vision +1 1 PE 4-9 Smooth Talker IN +1, in dialogues 2+ IN 4-9 Swift Learner +5% xp gain 2+ IN 4-9 Perks available at lvl 6: Bonus HtH Attacks Unarmed attacks cost 1 AP less 1 Bonus Move Can move 2 extra steps each round 3+ Bonus Ranged Damage +2 damage with ranged weapons 2+ (possibly available at lvl 3) Educated +2 skill points per level 2+ IN 4-9 Empathy Can see reaction level when talking 1 PE or IN 4-9 Faster Healing +1 Healing Rate 2+ EN 6-7 (possibly available at lvl 3) Friendly Foe Team members are highlighted green 1 PE or IN 4-9 Heave Ho! ST +1 determining thrown weapon range 2+ More Criticals +5% Critical chance 2+ Rad Resistance +10% Radiation Resistance 2+ EN 6-7 (possibly available at lvl 3) Ranger Lowered risk for hostile random encounters 2+ PE or IN 4-9 Sharpshooter PE +2 determining range when shooting 2+ PE 4-9 Silent Running Can sneak when running 1 Sneak 30% - 50% Snakeeater +25% poison resistance 1 EN 3 Strong Back +50 Carry Capacity 2+ ST 9-10 (possibly available at lvl 3) Toughness +10 General Damage Resistance 2+ EN 6-7 (possibly available at lvl 3) Perks available at lvl 9: Animal Friend Animals won't attack you unprovoked 1 Better Criticals 20% bonus on the crit table 1 Bonus Rate of Fire -1 AP cost for ranged weapons 1 Dodger +5 AC 2+ Explorer Better chance to find special places/people 1 Flower Child Halved chem craving risk & downtime 1 EN 5 Mutate! Switch a trait for another one 1 Pathfinder Travel time reduced by 25% 2+ EN 6-7 Survivalist +20% Outdoorsman (for survival) 2+ EN 6-7 Perks available at lvl 12: Action Boy +1 AP 3+ Cult of Personality Your rep is always positive to others 1 CH 10 Lifegiver +4 hp 2+ EN 3-5 Master Thief +10% Sneak, Lockpick, Steal & Traps 1 Medic +20% First Aid & Doctor 1 Mr. Fixit +20% Repair & Science 1 Mysterious Stranger Some stranger helps out now & then 1 Presence +10% to first impressions 2+ CH 6 Speaker +20% Speech & Barter 1 Tag! Pick a 4:th tag skill (+20% and +2/point) 1 Perks available at lvl 15: Master Trader 25% discount when buying items 1 CH 7, Barter 60% (possibly available at lower level) Mental Block Tune out any outside mental interference 1 Perks available at lvl 18: Ghost +20% Sneak in darkness or shadow 1 Sneak 60% Slayer All Hand-to-Hand hits are critical hits 1 Sniper Ranged hit + luck roll => critical hit 1 Perks available at lvl 21: --- The perk is lost if not spent before you get a new one. Sharpshooter helps even if you have PE 10 and even if standing next to target. Health: Unhurt Wounded Severely Wounded Almost Dead Dead Val ARMOR Weight AC Normal Laser Fire Plasma Explode 90 Robes 10 5 0/20% 0/25% 0/10% 0/10% 0/20% Good disguise at Military base and Cathedral 300 Leather Jacket 5 8 0/20% 0/20% 0/10% 0/10% 0/20% 800 Leather Armor 8 15 2/25% 0/20% 0/20% 0/10% 0/20% 1100 Metal Armor 35 10 4/30% 6/75% 4/10% 4/20% 4/25% 4000 Brotherhood Armor 25 20 8/40% 8/70% 7/50% 7/60% 8/40% 4500 Tesla Armor 35 15 4/20% 19/90% 4/10% 10/80% 4/20% 6500 Combat Armor 20 20 5/40% 8/60% 4/30% 4/50% 6/40% 12500 Powered Armor 85 25 12/40% 18/80% 12/60% 10/40% 20/50%, +3 str 15000 Hardened Power Armor 100 25 13/50% 19/90% 14/70% 13/50% 20/60%, +3 str Val WEAPON Weight MinST Damage AP Range Ammo 0 Unarmed 0 1 1- 3 3 1- 3 with ST 4-6, 1- 5 with ST 8, 1- 7 with ST 10 40 Brass Knuckles ? (unarmed) 250 Spiked Knuckles 1 1 4-11 3 (unarmed) 4-11 with ST 6 2200 Power Fist 7+3 1 12-29 3 25: Small Energy Cell 12-26 with ST 7, 12-29 with ST 10 30 Club 3 3 1- 7 3 1- 7 with ST 4-6, 1- 9 with ST 8, 1-11 with ST 10 40 Knife 1 2 1- 7 3 1- 7 with ST 4-6, 1- 9 with ST 8, 1-11 with ST 10 165 Combat Knife 2 2 3-11 3 3-11 with ST 6 65 Crowbar 5 5 3-11 4 600 Cattle Prod 3+3 4 12-21 4 20: Small energy cell 12-21 with ST 4-6, 12-23 with ST 8, 12-25 with ST 10 900 Ripper 2+3 4 15-37 4 30: Small Energy Cell 15-34 with ST 7, 15-37 with ST 10 80 Spear 4 4 3-11 4 2 Can be thrown for +2 AP 3-11 with ST 6, 3-13 with ST 8, 3-15 with ST 10 120 Sledgehammer 12 6 4-10 4 2 Can thrust for +1 AP 3750 Super Sledge 12 5 18-37 3 2 Can thrust for +1 AP 2000 Flamer 18+10 6 45-90 6 5 5: Flamethrower Fuel 100 Throwing Knife 1 3 3- 6 4 12-16 Can be thrown for +1 AP 50 Molotov Cocktail 1 3 8-20 5 12 800 Shotgun 5+1 4 12-22 5 14 2: 12 ga. Shotgun Shells 150 Grenade (Frag) 1 3 20-35 4 15 300 Grenade (Plasma) 1 4 40-90 4 15 250 Grenade (Pulse) 1 4 100-150 4 15 2750 Plasma Pistol 4+3 4 15-35 5 20 16: Small Energy Cell 200 Red Ryder BB Gun 5+10 3 1-3 5 22 100: BB's 1500 9mm Mauser 3+2 3 5-10 4 22 7: 9mm ball 2750 Combat Shotgun 10+1 5 15-25 5 22 12: 12 ga. Shotgun Shells 1100 14mm Pistol 4+1 4 12-22 5 24 6: 14mm 800 Desert Eagle .44 4+1 4 10-16 5 25 8: .44 magnum 1000 10mm SMG 5+1 4 5-12 5 25 30: 10mm Burst-option 250 10mm Pistol 3+1 3 5-12 5 25 12: 10mm 4000 Plasma Rifle 12+5 6 30-65 5 25 10: Micro Fusion Cell 3500 .223 Pistol 5+2 5 20-30 5 30 5: .223 3800 Minigun 28+3 7 7-11 6 35 120: 5mm Burst-only (40 rounds) 1400 Laser Pistol 4+3 3 10-22 5 35 12: Small Energy Cell 6000 Turbo Plasma Rifle 14+5 6 35-70 4 35 10: Micro Fusion Cell 1000 Hunting Rifle 9+2 5 8-20 5 40 10: .223 7500 Gatling Laser 24+5 6 20-40 6 40 30: Micro Fusion Cell Burst-only (10 rounds) 2300 Rocket Launcher 15+3 6 35-100 5 40 1: Rocket AP/Explosive Rocket 1300 Assault Rifle 7+1 5 8-16 5 45 24: 5mm 5000 Laser Rifle 12+5 6 25-50 5 45 12: Micro Fusion Cell 2200 Sniper Rifle 8+2 5 14-34 6 50 6: .223 Val AMMO Weight 200 .223 FMJ 2/50 50 .44 magnum FMJ 2/20 50 .44 magnum JHP 1/20 100 10mm AP 1/24 75 10mm JHP 1/24 225 12 ga. Shotgun Shells 1/20 150 14mm AP 1/30 120 5mm AP 1/50 100 5mm JHP 1/50 100 9mm ball 2/20 20 BB's 2/20 250 Flamethrower Fuel 10/10 1000 Micro Fusion Cell 5/50 400 Rocket AP 3/ 1 200 Explosive Rocket 3/ 1 400 Small Energy Cell 3/40 Val ITEM W Use 100 Stimpak - Heals minor wounds 225 Super Stimpak 1 Heals major wounds 35 Flare 1 Light 150 Lock Picks 1 Improves Lock Picking chance 375 Electronic Lock Pick 2 Improves Lock Picking chance 1 Bottle Caps - Money 25 Rope 10 200 Buffout - ST+2, EN+3, AG+1 (or more) for ? minutes? 200 Mentats - PE+1 (or more), CH+1, IN+1 (or more) for ? minutes? 200 First Aid Kit 2 500 Dynamite 5 Timed explosion 850 Plastic Explosives 4 Timed explosion 300 Doctor's Bag 5 50 Antidote 1 10 Booze 1 PE-1 5 Beer - PE-1 10 Fruit 1 3 Nuke-Cola - 350 Radio 6 50 You Have No Idea 1 20 Small Dusty Box... 2 8 Iguana-on-a-stick 1 Food 20 Iguana-on-a-stick 1 Food 35 Box of Noodles 1 25 Bag 3 Container 100 Back Pack 5 Container 100 Lighter - 300 Rad-X - +50% Radiation Resistance for ? minutes? Water Chip 2 400 Psycho - AG+1 (or more), IN-3, Damage Resistance +50 4 Key Ring - 200 Tool 1 800 Motion Sensor 7 Supposed to improve your map 500 RadAway - Removes 25 points of radiation. More after a while. 650 Geiger Counter 4 Check radiation level 80 Tape Recorder 5 Quest item 40 Yellow Pass Key - For elevator access 10 Red Pass Key - For elevator access 10 Blue Pass Key - For elevator access 50 Bug 2 Quest item 700 Necklace 2 Quest item Systolic Motivator Quest item 40 Junk 12 Quest item 70 Brotherhood Tape 1 Quest item. PIP data 125 Mutant Transmissions 1 Quest item. PIP data 200 FEV Disk 1 PIP data 50 Alpha Experiment Disk 1 PIP data 50 Delta Experiment Disk 1 PIP data 5 Flower 1 12 COC badge 5 A key? Psychic Nullifier 3 Protects against mind attacks? 1800 Stealth Boy 3 Stealth bonus. Limited charges (but quite many) 425 Guns and Bullets 2 book: Small Guns 200 Scout Handbook 3 book: Outdoorsman 175 First Aid Book 2 book: First Aid 130 Deans Electronics 2 book: Repair 400 Big Book of Science 5 book: Science Xp Creature hp items 25 Cave Rat 6 --- 40-60 Desert Raider (5) 14-33 45 Neal (4) 42 14mm Pistol 50 Pig Rat 9 --- 50 Gwen (5) 15 50 Diana (5) 50 50 Alya (5) 15 55 Water Thief (1) 25 Water Flask 60 Raider Guard (5) 33 60 Flash (4) 33 Leather Armor 60 Cougar (4) 33 Leather Armor 60 Ghoul (6) 42 65 Lesser Mole Rat 22 --- 65 Petrox (5) 33 65 Talya (5) 33 65 Victor (4) 65 Zombie Guard 36 --- 75 Glowing ghoul (6) 35 --- 80 Raider (7) 30 110 Radscorpion 26 Scorpion Tail 120 Greater Mole Rat 26 --- 120 Pet dog 50 --- 125 Izo (4) 50 --- 145 Glowing ghoul (6) 60 --- 150 Tycho (4) 60 Shotgun 160 Gretch (4) 50 10mm SMG 175 Sentry Robot (10) 40 --- 190 Darrel (8) 70 Minigun 190 Cabbot (8) 60 Minigun Darrel + Cabbot = 380 xp 250 Doc Morbid (4) 60 First Aid Kit 250 Kenji (4) 48 Hunting Rifle 250 Barry (6) 40 --- 250 Gary (6) 40 --- 250 Sally (6) 40 --- 250 Larry (6) 40 --- 250 Terry (6) 40 --- 275 Garl (5) 80 Metal Armor, 300 Gizmo (4) 70 9mm Mauser 300 Harry (6) 120 Laser Rifle 300 Sentry Robot (10) 80 Sniper Rifle 1000 Deathclaw (7, 11) 225 --- 1000 Morpheus (12) 60 1500 Mother Deathclaw (11) 320 --- Master 500 1 Vault 13: You start the 5:th of December, 2161, at 07.20. Loot the corpse outside and kill the rat. Wait a day and then you can move back in. Floor 2, north part: Convince Theresa to not move out: 750 xp Floor 3, west part: 2 computers that can be scienced: 2 x 350 xp Floor 3, talk to the guard: Why would there be a locked door in the Vault? Who has access? It sounds like only people with need have access. Well, I have need. Please open the door. ...and succeed with a speech check => Door unlocked. When you have the chip: Talk to Lyle at lvl 2, then go to lvl 3 and sneak in the water room. Rest until 00.36. Once the shady figure starts messing with the boxes, talk to him and demand to see his pockets. If unlucky he'll attack and you get 500 xp for killing him. If lucky, he'll confess and you get 1000 xp. Give the Chip to the overseer: 7500 xp 3 Shady Sands: Books: Scout Handbook Garden, north house, bookshelf Scout Handbook Town Hall, nw house, bookshelf First Aid Book Town Hall, sw house, bookshelf Talk thoroughly with Katrina: 250 xp Suggest improved farming methods: 500 xp Clear out Radscorpion Cave: 500 xp Help Razlo make an antidote: 250 xp + antidote Heal Jarvis: 400 xp Free Tandi (from Raiders): 500 xp Quest is available a couple of days after arriving. Returning Tandi: 400 xp + 500 caps from Aradesh 2 Vault 15: Need a rope Figure out water chip is not here: 500 xp Leather Jacket, 10mm SMG, Hunting Rifle? 1 book: First Aid Book 5 Raiders: Loads of raiders. Aggressive if you are wielding a weapon. Leather Armor & Desert Eagle .44. Garl has a Metal Armor. Freeing slave (automatic when killing some raiders): 200 xp (x 2) 4 Junktown: Help Killian fight assassin: 400 xp Crack Killian's safe: 500 xp Rescue Sinthia: 1000 xp Sleep in Hotel to get the quest. 400 xp if you must use violence. Help Phil with dog problem: 100 xp + dog Use an Iguana stick from hotel Securing Gizmo's confession: 500 xp + 1 of: Shotgun + 100 shells (best value) Leather Armor Doctor's Bag 5 stimpaks Take down Gizmo: 600 xp + 500 caps Clean up in the Hospital: Standard kill xp. Talk to Tycho in the Bar: Outdoorsman +5% Get Tycho in the Bar to join you: 300 xp Talk to Ismarc in the Bar: Learn some new locations Bust the Skulz gang: 500 xp Talk to Sherry. Convince her to get out. Talk to her again the next day and convince her to rat on them. Then talk to Lars. Books: Scout Handbook Crash House, General Store, safe Guns and Bullets Casino, Gizmo's place, bookhelf 6 Necropolis: Enter sewers Sewers, se part: Cattle Prod Talk to Ghoul leader and offer to get the pump parts. The first ladder up, east from the leader, leads to town hall surroundings. The second ladder up, ne from the leader, enters into the Town hall. In the Town hall, two hidden, trapped doors can get you further. Assault rifle in east room box. Guns and Bullets in east room desk. Talk to Seth and agree to kill off some mutants. Farther east are two mole rats and a corpse with a plasma pistol. The third ladder up, north part of sewers, leads to the water pump area. Go down some other manhole and get the junk in the ne part. If low repair skill, go back to Ghoul leader to get 3 Deans Electronics books Assault rifle in shelf next to Harry. Also 2 Rocket AP and Flamethrower Fuel. Flamer on a mutant near Harry. Use the junk on the Broken water pump: 1000 xp Free the ghoul prisoner: 500 xp The cell next to the prisoner has a manhole leading to a vault. Second floor has a locker in nw with 2 Rad-X. Get the chip: 2500 xp Kill the six mutants and then talk to Seth. Finally talk to the Ghoul leader. Books: Guns and Bullets Casino, Hall, Box east part of town hall Deans Electronics Sewers, Ghoul leader 8 Brotherhood: Ground: Talk to Cabbot outside to get quest to fetch something from the glow. Bring Brotherhood Tape: 2000 xp, initiate Lvl 1: Watch in training hall: 500 xp and +5 skill in Melee Weapons and Unarmed Combat Talos: Gives you ok to check out a Brotherhood Armor & 3 batches of ammo Rescue prisoner: 1500 xp + Rocket Launcher, Laser Pistol, Super Sledgehammer or Powered Armor. Guards in th nw room have Gatling Lasers. Talus has a Minigun. Scribe room with boxes ??? Rhombus: ??? Lvl 2: Doctor improving your stats: ST: 2000 caps, 21 days PE: 4000 caps, 7 days EN: 3000 caps, 7 days IN: 6000 caps, 21 days AG: 5000 caps, 21 days Lvl 3: Vree: Has Vree's Experiment Disk (100 xp to upload it). Gives +15 xp in Science Hint to ask knights for weapon info Sophia: Brotherhood History Disk (100 xp to upload it). Knight: Offers Powered Armor if you get a Systolic Motivator (get from Michael at lvl 1. Probably need high IN & speech) Give it to him to get a Deans Electronics book. Then repair the armor to get it, plus 500 xp. Paul: Has some unfinished laser pistol. Lvl 4: Maxson: Asks you to scout the north. Has a disk with Maxon's History (100 xp). Finding the base and reporting back: 1500 xp and a meeting with the elder. Convincing them to help: 1500 xp. Mathia: Gives you one of: Sniper Rifle, Rocket Launcher, Laser Pistol, Power Fist, Ripper 7 The Hub: Entrance | Heights - Downtown - Old Town | Merchants Entrance: Combat Knife on officer by Deputy Fry at Entrance Downtown: Talk to Lemmy to get recommendation for Vance in Old Town. Join the Crimson Caravan: Going the 3:rd and 17:th each month. Help Irwin regain his farm: .223 Pistol (Metal Armor, Spiked Knuckles & Psycho at the farm) Lorenzo always has money (steal from him and sell his stuff back, until you mess with Kane). Rob Lorenzo: 15 Flamethrower fuel, 2 Grenades (Plasma), 2 Grenades (Frag), 2k caps,... Mitch, General Store: Has several interesting items (super stimpak, rope, books, ...) Stapleton, Library: Has books for sale. Unlimited. Beth, Weapon Shop: Sells weapons and armors. Blackmail Bob: 500 xp (and money every 5 days) Find out what happened to the missing caravans: Get job at Far Go Traders, talk to Beth about deathclaw to get directed to Harold in Old Town. Talk to Harold, then to Slappy, to get to the Deathclaw: 800 xp Kill the Deathclaw: 1000 xp Talk to the mutant: Mutant Transmissions Talk to Butch, then Rutger: 1000 xp Kane - Agree to kill Mr Hightower: 500 caps Kill Daren Hightower: 600 xp + 2500 caps Agree to kill Jain: 1000 caps Kill Jain: 700 xp + 4000 caps Tell the police: 300 caps Help the police: 1400 xp + 1000 caps Books: Big Book of Science Downtown, Library & General Store Deans Electronics Downtown, Library & General Store Scout Handbook Downtown, Library & General Store First Aid Book Downtown, Library & General Store Guns and Bullets Downtown, Library Heights: Daren Hightower and guards. Plus a locker with a necklace. Old Town: Jacob has loads of interesting weapons including Combat Armor, Combat Shotgun, Sniper Rifle and Super Sledge. Vance has drugs of all kinds. Need recommendation or charms to buy. Join the Thieves' guild: 900 xp Fetch Necklace from Daren Hightower: 500 xp + 3000 caps + Electronic Lock Pick Rescue Brotherhood prisoner: Brotherhood reward. Merchants: Thorndyke in Hospital can heal you for free. Bookshelf in Hospital has lots of stuff, including robes. 10 The Glow: Outside: Put a rope around the beam (sw part) and climb down. Level 1: 1-2-3-elevator. A brotherhood corpse has the Brotherhood Tape and a Yellow Pass Key. Upload tape: 100 xp Level 2: 1-2-3-elevator. A corpse has Plastic Explosives. Another has a Red Pass Key. Level 3: 1-2-3-elevator. 3-4-6-elevator. Some ammo in lockers. Level 4: 3-4-6-elevator. 4-5-6-elevator. Some stuff in lockers. Corpse has Blue Pass Key. ZAX Computer with info. Use it to deactivate the robots. Level 5: 4-5-6-elevator. FEV Disk, Aplha Experiment Disk, Delta Experiment Disk, Combat Armor, Guns and Bullets, Plasma Rifle, Laser Pistol, Geiger Counter, Motion Sensor, Stealth Boy, Minigun, Ammo,... Upload disks: 3 x 100 xp Level 6: 3-4-6-elevator. 4-5-6-elevator. Plasma Pistol. Generator. Repair it: 1000 xp 11 Boneyard: Library - Downtown - Warehouse - Fortress | Adytum Adytum. Tine: Sells explosives. Adytum. Miles: Needs junk (Warehouse) to fix the hydrophonic farms. Bring to Miles, then Smitty, then Miles: 250 caps + 6 stimpaks After fixing the farms, have a Powered Armor and talk to Miles. Then get books from Librarian in the Hub and bring back -> Hardened Power Armor Adytum. Zimmermann: Wants you to kill the leader of the Blades. Adytum. Chuck: LK+1 if you let him read you a few times. Adytum. Smitty: After fixing the farms, have a Plasma Rifle and talk to Smitty -> Turbo Plasma Rifle Downtown. Razor: Needs help clearing out Deathclaws. Then Regulators: 2000 xp. Library. Katja: Can be recruited - 200 xp. Library. Nicole: Wants evidence that the Children of the Cathedral is evil. Laura there can help. Library. Talius: Downstairs. Warehouse: 3 deathclaws. Respawn after an hour unless Mother Deathclaw is killed. Dead merchant with junk (for Miles) Below is the Mother Deathclaw Fortress. Gabriel: Clear out Deathclaws. 1000 xp & Weapons for Razor. Zack: Sells weapons and stuff. 9 Military Base: Helps to bring a robe here. Entrance: Tape with code. Lvl 1: Computer on right side that isn't Mach IV: Use science to start it, then hand until you win blackjack, then science to turn off some of the forcefields: 800 xp. Computer on left side that isn't Mach IV: Use science to start it, then Lvl 2: Mutants and loads of lockers with stuff Lvl 3: Mutants & Sarah (gets pissed if you kill her mutie bf) Lvl 4: Getting here without alarm going off gives 2000 xp (need robes). Lieutenant in east part. Sneak to overhear the conversation and get 1000 xp. Locker has key. Lieutenant has Cryption Encoder Disk. Vat room with robed people in nw. Use science on the Vats Control Computer and then hand. Tell it to display security codes, then pick the 31914-one. And then run like hell! => 10000 xp 12 Cathedral: Tower lvl 1: Laura: Has info if you've talked with Nicole in Boneyard. Shopkeeper: Sells stuff, including Flower. Francis, Ton, Dr. Wu, Lasher: Has COC badge. Tower lvl 2: Dane and two agg nightkins. Tower lvl 3: Two agg nightkins. Tower lvl 4: Three agg nightkins and Morpheus. Morpheus has 2 different COC badges. Also Electronic Lockpick, Powerfist and Tesla Armor Lair lvl 1: Computer giving location for Military base (and 1250 xp) Lair lvl 2: Gideon has Psychic Nullifier. Make him give one to you: 1000 xp Prisoners south. Release them using the terminal outside: 2000 xp Lair lvl 3: Elevator nw leading to level 4 with a nuclear bomb. Door on east side leading to the Master. |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | 9| | | | | | | | | | | | | 1| | | | | 3| | | | 2| | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | | | | | 5| | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww| | | | | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww| | | | | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww|ww| | | | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | |ww| | | | | | | | | | | 8| | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | |ww|ww| | | | | | | | | | | | | | | 4| | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | |ww|ww| | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | |ww| | | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | |ww|ww| | | | | | | | | | | | | | | | | | 6| | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | |ww| | | | | | | | | | | | | 7| | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | |ww| | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | |ww| | | | | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | |ww|ww|ww|ww|ww|ww| | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | |ww|ww| | | | |11| | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | |ww|ww|ww|ww| | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | |ww| |12| | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | |ww| | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | |ww|ww|ww|ww| | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | |ww|ww| | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | |ww|ww| | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | |ww|ww| | | | |10| | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | |ww| | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | |ww|ww| | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | | |ww| | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| | | | | | | | | | | | | | | | | | | | | |ww| | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|