FFFFFFFFF A LLL LLL OOO UUU UUU TTTTTTTTT FFFFFFFFF AAA LLL LLL OOOOOOO UUU UUU TTTTTTTTT FFFFFFFFF AAAAA LLL LLL OOOO OOOO UUU UUU TTTTTTTTT FFF AAA AAA LLL LLL OOO OOO UUU UUU TTT FFF AAA AAA LLL LLL OOO OOO UUU UUU TTT FFF AAA AAA LLL LLL OOO OOO UUU UUU TTT FFFFFF AAAAAAAAA LLL LLL OOO OOO UUU UUU TTT FFFFFF AAAAAAAAA LLL LLL OOO OOO UUU UUU TTT FFFFFF AAA AAA LLL LLL OOO OOO UUU UUU TTT FFF AAA AAA LLL LLL OOO OOO UUU UUU TTT FFF AAA AAA LLL LLL OOO OOO UUU UUU TTT FFF AAA AAA LLL LLL OOO OOO UUU UUU TTT FFF AAA AAA LLLLLLLLL LLLLLLLLL OOOO OOOO UUUU UUUU TTT FFF AAA AAA LLLLLLLLL LLLLLLLLL OOOOOOO UUUUUUU TTT FFF AAA AAA LLLLLLLLL LLLLLLLLL OOO UUU TTT 33333333 333333333 333333333 333 333 333 3333333 3333333 3333333 333 333 333 333333333 333333333 33333333 FALLOUT 3 Comprehensive Guide FAQ/Walkthrough Author: ShadowsDieAway Mike Merin Email: TeamObsessed at hotmail dot com (if you want to email me, replace at with @ and dot with . this is so bots do not send me any unwanted emails) Website: www.RBFgaming.com Would you kindly visit our site FAQ first posted on 10/31/08 Updates: 11/01/08: Radio Stations, Behemoths Locations added 11/02/08: Zones added ================================================================================ This is a list of just about everything useful in the Fallout 3 universe. It includes collectibles, weapons, armor, statistics, perks, followers, basically everything you need to help you survive the Wasteland. ********READ FIRST******** For the collectibles and the unique items, the format of those sections contain: the Type, Zone, Latitude/Longitude, Location, and Specifics about the location. On the map, there is a latitude and longitude, and the way the map is set up: if you look on the edges on the map, there are 51 ticks on each end, going from -30 to 20 for the Latitude, and -20 to 30 for the Longitude. For each location, there is a specific zone number that goes along with the location's name, which is located on Fallout's official maps, however, I think that finding the lat/lon is easier since you can calculate where you are and what direction you need to go. Please use my map to pinpoint the locations. To find a certain section you want, just search for the Roman Numeral in the brackets. As an example, for the Vault-Tec Bobbleheads, search: [4.V] Please use the zones secion (part 5) in tandem with my Fallout 3 map. ================================================================================ Table of Contents: Part 1: Skills, Stats, Perks, Karma, and Experience [1.I] Skill names and attributes [1.II] Leveling Charts and Perks [1.III] Attributes, Perks and Skills Explanations [1.IV] Quest-Related Perks [1.V] What Karma Does [1.VI] Experience Points and Leveling Up with Karma [1.VII] Gaining Experience Points Part 2: Followers and Enemies [2.I] The Followers [2.II] Bestiary [2.III] Super Mutant Behemoths Part 3: Weapons, Armor and Items [3.I] Checklist [3.II] Weapons [3.III] Clothing [3.IV] Items, Alcohol and Chems [3.V] Unique Items Part 4: Collectibles [4.I] Fat Men [4.II] Fat Man: Mini-Nukes [4.III] Holotapes: Keller and The Replicated Man [4.IV] Schematics for Custom Weapons [4.V] Vault-Tec Bobbleheads [4.VI] Radio Stations Part 5: Zones [5.I] The Zones and Their Locations ================================================================================ Part 1: Skills, Stats, Perks, Karma, and Experience -------------------------------------------------------------------------------- In Fallout, there are 7 types of skills you can level up in the game, along with what abilities come with each upgrade. Every skill has 10 levels, and with each level comes a different modifier to your base abilities. Also, leveling up certain skills to different levels gains you certain perks. It is called the "Special" system. Strength Perception Endurance All spell out: Charisma S.P.E.C.I.A.L. Intelligence Agility Luck I also included what role Karma has in the Fallout world and how it affects yourself and the people around you, as well as how to level up to get the perks. ================================================================================ [1.I] Skill Names and Attributes -------------------------------------------------------------------------------- Skill Name Attribute Affected Skills Modified 1. Agility Action Points Small Guns, Sneak 2. Charisma Disposition Barter, Speech 3. Endurance Health, Resistances Big Guns, Unarmed 4. Intelligence Skill Points per Level Medicine, Repair, Science 5, Luck Critical Chance All Skills 6. Perception Compass Markers Energy Weapons, Explosives, Lockpick 7. Strength Carry Weight Melee Weapons ================================================================================ [1.II] Leveling Charts and Perks -------------------------------------------------------------------------------- These charts will have the abilities and attributes gained at each level, and for the perk charts, they will label each perk gained, along with what your minimum level of your character as well as the minimum level of the specific skill needed to gain that ability. -------------------------------------------------------------------------------- Agility - A measure of your quickness and dexterity. Agility affects your total number of Action Points, which are used to perform specialized combat actions in V.A.T.S mode (use AP to attack enemies until your AP run out). -------------------------------------------------------------------------------- Abilities affected: Small Guns, Sneak Level Action Points Skill Modifiers (%) 1 67 Small Guns +2, Sneak +2 2 69 Small Guns +4, Sneak +4 3 71 Small Guns +6, Sneak +6 4 73 Small Guns +8, Sneak +8 5 75 Small Guns +10, Sneak +10 6 77 Small Guns +12, Sneak +12 7 79 Small Guns +14, Sneak +14 8 81 Small Guns +16, Sneak +16 9 83 Small Guns +18, Sneak +18 10 85 Small Guns +20, Sneak +20 Perks Minimum Agility Needed Level Available Gun Nut 4 2 Thief 4 2 Silent Running 6 12 Sniper 6 12 Light Step 6 14 Action Boy 6 16 -------------------------------------------------------------------------------- Charisma - Your overall attractiveness and likeability. Having a high Charisma will improve people's disposition toward you, although it can't overcome a particularly high or low Karma. -------------------------------------------------------------------------------- Abilities affected: Barter, Speech, Disposition Level Skill Modifiers (%) 1 Barter +2, Speech +2 2 Barter +4, Speech +4 3 Barter +6, Speech +6 4 Barter +8, Speech +8 5 Barter +10, Speech +10 6 Barter +12, Speech +12 7 Barter +14, Speech +14 8 Barter +16, Speech +16 9 Barter +18, Speech +18 10 Barter +20, Speech +20 Perks Minimum Charisma Needed Level Available Scoundrel 4 4 Child at Heart 4 4 Impartial Meditation 5 8 Animal Friend 6 10 Master Trader 6 14 -------------------------------------------------------------------------------- Endurance - Your health and overall physical fitness. The higher your Endurance, the better your Health, Poison Resistance and Radiation Resistance are. -------------------------------------------------------------------------------- Abilities affected: Poison Resistance, Radiation Resistance, Big Guns, Unarmed Level Initial Health Skill Modifiers (%) 1 120 Big Guns +2, Unarmed +2, PR 0, RR 0 2 140 Big Guns +4, Unarmed +4, PR 5%, RR 2% 3 160 Big Guns +6, Unarmed +6, PR 10%, RR 4% 4 180 Big Guns +8, Unarmed +8, PR 15%, RR 6% 5 200 Big Guns +10, Unarmed +10, PR 20%, RR 8% 6 220 Big Guns +12, Unarmed +12, PR 25%, RR 10% 7 240 Big Guns +14, Unarmed +14, PR 30%, RR 12% 8 260 Big Guns +16, Unarmed +16, PR 35%, RR 14% 9 280 Big Guns +18, Unarmed +18, PR 40%, RR 16% 10 300 Big Guns +20, Unarmed +20, PR 45%, RR 18% Perks Minimum Endurance Needed Level Available Toughness 5 6 Lead Belly 5 6 Strong Back 5 8 Bad Resistance 5 8 Size Matters 5 8 Life Giver 6 12 Solar Powered 7 20 -------------------------------------------------------------------------------- Intelligence - 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. *note* this is the skill you should level up first if you want big bonuses later -------------------------------------------------------------------------------- Abilities affected: Medicine, Repair, Science, Skill Points per Level Up Level Skill Points Skill Modifiers (%) 1 11 Medicine +2, Repair +2, Science +2 2 12 Medicine +4, Repair +4, Science +4 3 13 Medicine +6, Repair +6, Science +6 4 14 Medicine +8, Repair +8, Science +8 5 15 Medicine +10, Repair +10, Science +10 6 16 Medicine +12, Repair +12, Science +12 7 17 Medicine +14, Repair +14, Science +14 8 18 Medicine +16, Repair +16, Science +16 9 19 Medicine +18, Repair +18, Science +18 10 20 Medicine +20, Repair +20, Science +20 Perks Minimum Intelligence Needed Level Available Swift Learner 4 2 Gun Nut 4 2 Daddy's Boy 4 2 Educated 4 4 Entomologist 4 4 Comprehension 4 4 Nerd Rage! 5 10 Computer Whiz 7 18 -------------------------------------------------------------------------------- Luck - Affects every other skill; raising your Luck raises all of your skill values by a small amount. Having a high Luck will also improve your chance of a critical hit. -------------------------------------------------------------------------------- Abilities affected: Critical Hit Chance Level Skill Modifiers (%) 1 Critical 1%, All Skills +1 2 Critical 2%, All Skills +1 3 Critical 3%, All Skills +2 4 Critical 4%, All Skills +2 5 Critical 5%, All Skills +3 6 Critical 6%, All Skills +3 7 Critical 7%, All Skills +4 8 Critical 8%, All Skills +4 9 Critical 9%, All Skills +5 10 Critical 10%, All Skills +5 Perks Minimum Luck Needed Level Available Fortune Finder 5 6 Scrounger 5 8 Finesse 6 10 Mysterious Stranger 6 10 Better Criticals 6 16 -------------------------------------------------------------------------------- Perception - 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. -------------------------------------------------------------------------------- Abilities affected: Detecting Enemies, Energy Weapons, Explosives, Lockpicking Level Skill Modifiers (%) 1 Energy Weapons +2, Explosives +2, Lockpick +2 2 Energy Weapons +4, Explosives +4, Lockpick +4 3 Energy Weapons +6, Explosives +6, Lockpick +6 4 Energy Weapons +8, Explosives +8, Lockpick +8 5 Energy Weapons +10, Explosives +10, Lockpick +10 6 Energy Weapons +12, Explosives +12, Lockpick +12 7 Energy Weapons +14, Explosives +14, Lockpick +14 8 Energy Weapons +16, Explosives +16, Lockpick +16 9 Energy Weapons +18, Explosives +18, Lockpick +18 10 Energy Weapons +20, Explosives +20, Lockpick +20 Perks Minimum Perception Needed Level Available Thief 4 2 Sniper 6 12 Light Step 6 14 Contract Killer 6 14 Lawbringer 6 14 Better Criticals 6 16 Infiltrator 7 18 -------------------------------------------------------------------------------- Strength - A measure of your raw physical strength. It determines how much you can carry, and the extra damage done in unarmed combat. -------------------------------------------------------------------------------- Abilities affected: Melee Weapons, Carry Weight Level Carry Weight (LBS) Melee Damage (HP) Skill Modifiers (%) 1 160 0.5 Melee Weapons +2 2 170 1 Melee Weapons +4 3 180 1.5 Melee Weapons +6 4 190 2 Melee Weapons +8 5 200 2.5 Melee Weapons +10 6 210 3 Melee Weapons +12 7 220 3.5 Melee Weapons +14 8 230 4 Melee Weapons +16 9 240 4.5 Melee Weapons +18 10 250 5 Melee Weapons +20 Perks Minimum Strength Needed Level Available Little Leaguer 4 2 Iron Fist 4 4 Strong Back 5 8 ================================================================================ [1.III] Attributes, Perks and Skills Explanations -------------------------------------------------------------------------------- Here's the perks list, in order of what level your character has to be in order to gain the perk. Certain perks have multiple ranks, which you can level up. -------------------------------------------------------------------------------- Level 2 Perks Intense Training Ranks: 10 Requirements: none A great perk if there's no other perk that you like, since you can put a single point into any of your S.P.E.C.I.A.L. abilities. Use this to buff a certain stat or balance them out. It's also good if you're just short of a requirement for getting another perk (your endurance is 5 but you need 6 for the Life Giver perk). Black Widow/Lady Killer Ranks: 1 Requirements: none BW is for female players, LK is for male players. Inflicts an extra 10% damage to all NPCs of the opposite gender and gains access to special dialog options with them. Daddy's Boy/Daddy's Girl Ranks: 3 Requirements: Intelligence 4+ Gain an additional 5% to both Science and Medicine skills. 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 Gun Nut Ranks: 3 Requirements: Agility 4+, Intelligence 4+ Gain an additional 5% to both Small Guns and Repair skills. Rank 1: +5 Small Guns skill increase, +5 Repair skill increase Rank 2: +10 Small Guns skill increase, +10 Repair skill increase Rank 3: +15 Small Guns skill increase, +15 Repair skill increase Little Leaguer Ranks: 3 Requirements: Strength 4+ Gain an additional 5% to both Melee and Explosives skills. Rank 1: +5 Melee skill increase, +5 Explosives skill increase Rank 2: +10 Melee skill increase, +10 Explosives skill increase Rank 3: +15 Melee skill increase, +15 Explosives skill increase Swift Learner Ranks: 3 Requirements: Intelligence 4+ Gain an additional 10% experience points whenever they are earned. Rank 1: Experience +10% Rank 2: Experience +20% Rank 3: Experience +30% Thief Ranks: 3 Requirements: Agility 4+, Perception 4+ Gain a one-time bonus of 5% bonus to the Sneak and Lockpick skills. Rank 1: +5 Sneak skill increase, +5 Lockpick skill increase Rank 2: +10 Sneak skill increase, +10 Lockpick skill increase Rank 3: +15 Sneak skill increase, +15 Lockpick skill increase - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 4 Perks Child at Heart Ranks: 1 Requirements: Charisma 4+ More likely to receive a friendly greeting when dealing with children, and opens more dialogue options when dealing with them. Comprehension Ranks: 1 Requirements: Intelligence 4+ Gain one additional Skill point bonus when reading Skill Books. There are 324 total books, a possible of 648 skill points rather than 324, a must have. There are 13 different skills, with 25 books for each skill (with the exception of Barter that has 24 books). Educated Ranks: 1 Requirements: Intelligence 4+ Gain +3 more skill points every time you advance in level (you should take this at Level 4). Entomologist Ranks: 1 Requirements: Intelligence 4+, Science 40+ Inflict an additional 50% damage every time you attack an insect. Iron Fist Ranks: 3 Requirements: Strength 4+ Inflict an additional 5 points of Unarmed damage. Rank 1: +5 Unarmed damage Rank 2: +10 Unarmed damage Rank 3: +15 Unarmed damage Scoundrel Ranks: 3 Requirements: Charisma 4+ Gain an additional 5% to both Speech and Barter skills. Rank 1: +5 Speech skill increase, +5 Barter skill increase Rank 2: +10 Speech skill increase, +10 Barter skill increase Rank 3: +15 Speech skill increase, +15 Barter skill increase - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 6 Perks Bloody Mess Ranks: 1 Requirements: none Inflict an extra 5% damage with any weapon to any opponent, and explode them spectacularly upon death. Demolition Expert Ranks: 3 Requirements: Explosives 50+ Mines, Grenades and Missile Launcher inflicts +20% damage Rank 1: +20% damage Rank 2: +40% damage Rank 3: +60% damage Fortune Finder Ranks: 1 Requirements: Luck 5+ Gain a keen sense of locating Nuka-Cola Caps. Gunslinger Ranks: 1 Requirements: None Gain a 25% better chance to hit in V.A.T.S. with any one-handed ranged weapon. Lead Belly Ranks: 1 Requirements: Endurance 5+ Take 50% less radiation poisoning when drinking from an irradiated water source. Toughness Ranks: 1 Requirements: Endurance 5+ Gain +10 to overall Damage Resistance (max of 85). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 8 Perks Commando Ranks: 1 Requirements: none Gain a 25% better chance to hit in V.A.T.S. with any rifle. Impartial Meditation Ranks: 1 Requirements: Charisma 5+ Gain an extra 30% to Speech as long as you maintain a neutral Karma. Rad Resistance Ranks: 1 Requirements: Endurance 5+ Gain an extra 25% to Radiation Resistance. Scrounger Ranks: 1 Requirements: Luck 5+ Grants more access to ammunition from safes, desks, cabinets, etc. Size Matters Ranks: 3 Requirements: Endurance 5+ Gain +15 to the Big Guns skill. Rank 1: Big Guns +15 Rank 2: Big Guns +30 Rank 3: Big Guns +45 Strong Back Ranks: 1 Requirements: Strength 5+, Endurance 5+ Carry 50 more pounds of equipment. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 10 Perks Animal Friend Ranks: 2 Requirements: Charisma 6+ Never have to worry about being attacked by an animal. Rank 1: Animals won't attack unless provoked Rank 2: Animals attack your non-animal enemies. Finesse Ranks: 1 Requirements: Luck 6+ Have a higher chance to score a critical hit in combat by 5%. Here and Now Ranks: 1 Requirements: none Grants you an additional experience level. Mister Sandman Ranks: 1 Requirements: Sneak 60+ Can instantly kill any adult human you encounter while they're sleeping. Mysterious Stranger Ranks: 1 Requirements: Luck 6+ During V.A.T.S. a mysterious stranger sometimes appears and kills an opponent. If the opponent has less than 150 points of health, there is a 10% chance that the mysterious stranger will show up and finish him off. Nerd Rage! Ranks: 1 Requirements: Intelligence 5+, Science 50+ When your health drops to 20% or less, your Strength is raised to 10, and you gain +50 to Damage Resistance. Night Person Ranks: 1 Requirements: none Gain +2 to Intelligence and +2 to Perception when the sun is down, which is between 6PM and 6AM in the game (use the Pip-Boy's Clock for the time). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 12 Perks Cannibal Ranks: 1 Requirements: none Can feed on corpses to regain health (must be Sneaking to do so). However, every time you feed, you lose Karma. For each corpse: Health +25, Karma -1 Fast Metabolism Ranks: 1 Requirements: none Receive 20% more healing when using a Stimpak. Life Giver Ranks: 1 Requirements: Endurance 6+ Gain an additional 30 Health. Pyromaniac Ranks: 1 Requirements: Explosives 60+ Inflict 50% more damage with fire-based weapons. Robotics Expert Ranks: 1 Requirements: Science 50+ Gain 25% damage against any robot. Also, if you Sneak up on a robot, you can permanently shut down that robot. Silent Running Ranks: 1 Requirements: Agility 6+, Sneak 50+ Speed no longer factors into a successful Sneak attempt. You also gain +10% to Sneak. Sniper Ranks: 1 Requirements: Perception 6+, Agility 6+ Increases your chance of getting a headshot by 25% in V.A.T.S. mode. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 14 Perks Adamantium Skeleton Ranks: 1 Requirements: none Your limbs receive only 50% of the damage they normally would. Chemist Ranks: 1 Requirements: Medicine 60%+ Any Chems you take last twice as long. Contract Killer Ranks: 1 Requirements: none You can loot an ear from the corpse of any good character, and sell it to an "evil" vendor for Caps (5 Caps per ear). Cyborg Ranks: 1 Requirements: Science 60%+, Medicine 60%+ Instantly adds +10% to Damage Resistance, Poison Resistance, Radiation Resistance, and the Energy Weapons skill. Lawbringer Ranks: 1 Requirements: none Can loot a finger from the corpse of any defeated evil character and sell it to a "good" vendor for Caps (5 Caps per finger). Light Step Ranks: 1 Requirements: Agility 6+, Perception 6+ Never set off enemy Mines or Traps. Master Trader Ranks: 1 Requirements: Charisma 6+, Barter 60+ Prices of all bought items from vendors are reduced by 25%. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 16 Perks Action Boy/Action Girl Ranks: 1 Requirements: Agility 6+ Gain an additional 25 Action Points that can be used in V.A.T.S. Better Criticals Ranks: 1 Requirements: Perception 6+, Luck 6+ Critical hits do 50% more damage. Chem Resistant Ranks: 1 Requirements: Medicine 60+ You are 50% less likely to get addicted to Chems. Tag! Ranks: 1 Requirements: none Allows you to select a fourth skill to be a "Tag skill", which instantly raises it by 15 points. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 18 Perks Computer Whiz Ranks: 1 Requirements: Intelligence 7+, Science 70%+ Receive a special bonus whenever hacking a computer. If you are locked out of a computer, you can attempt to hack it one more time. Concentrated Fire Ranks: 1 Requirements: Small Guns 60+, Energy Weapons 60+ Gain an automatic +5% chance to hit a body part, and when that body part is targeted again, your hit chances are further increased. Targeting 1st time: normal % Targeting 2nd time: +5% Targeting 3rd time: +10% etc. Infiltrator Ranks: 1 Requirements: Perception 7+, Lockpick 70+ Gain a special bonus whenever you pick a lock. If a lock is broken, and can't normally be picked again, you can attempt to pick it one more time. Paralyzing Palm Ranks: 1 Requirements: Unarmed 70+ Can access a special unarmed V.A.T.S. palm strike, which paralyzes the opponent for 30 seconds. Must be completely unarmed to perform, but can have Brass Knuckles or a Deathclaw equipped. Note: equipping yourself after the palm strike does not un-paralyze them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level 20 Perks Explorer Ranks: 1 Requirements: none Every Primary Location on your World Map is revealed, and you can Fast Travel to it. Ninja Ranks: 1 Requirements: Sneak 80+, Melee Weapons 80+ When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike, and criticals do 25% more damage than normal. Grim Reaper's Sprint Ranks: 1 Requirements: none Slaying a target in V.A.T.S. mode restores all your Action Points when you exit. Solar Powered Ranks: 1 Requirements: Endurance +7 Gain an additional 2 points of strength when in direct sunlight, and you slowly regain Health. ================================================================================ [1.IV] Quest-Related Perks -------------------------------------------------------------------------------- This is a list of all perks gained once you've succeeded or failed in a quest. The format looks like this: ---------------------------- Perk Name: Quest Title Requirements Explanation ---------------------------- *note* All these have 1 rank. ================================================================================ Main Quests: Power Armor Training: Picking up the Trail Learn the subtleties of Power Armor maneuvering from Paladin Gunny at the Citadel. You are now skilled in Power Armor, and can wear the following Armor types: Outcast Power Armor, Brotherhood Recon Armor, Brotherhood Power Armor, Enclave Power Armor, Tesla Armor, and any unique variants of these items. Miscellaneous Quests: Dream Crusher: The Wasteland Survival Guide Convince Moira Brown to stop writing her survival guide No high-minded ideal or frivolous dream can stand before your cold, unfeeling logic. The road to Hell may be paved with good intentions, but the express lane is paved with ruthless efficiency. -Enemy attackers' critical hit chances are reduced by 50% -You get a 30% discount on Moira's trade items. Rad Limb Healing: The Wasteland Survival Guide Achieve critical rad poisoning during one of your research chapter field studies. Something Moira did during the operation changed you. When suffering from advanced radiation poisoning (600+), crippled limbs automatically regenerate. Junior Survivor: The Wasteland Survival Guide Complete fewer than 5 bonus objectives in this quest. Answer Moira's questions in one of five different ways to obtain one of the five different variants to this perk. You gain +2% Poison Resistance and +2% Radiation Resistance in every answer, and extra for these answers: Standard: +5 Health Smart: +2 Medicine, +2 Science Tough: +2 Damage Resistance Sly: +2 Sneak, +2 Speech Snide: +1% Critical Chance Survivor Expert: The Wasteland Survival Guide Complete between 5 and 8 bonus objectives in this quest. Answer Moira's questions in one of five different ways to obtain one of the five different variants to this perk. You gain +4% Poison Resistance and +4% Radiation Resistance in every answer, and extra for these answers: Standard: +10 Health Smart: +4 Medicine, +4 Science Tough: +4 Damage Resistance Sly: +4 Sneak, +4 Speech Snide: +2% Critical Chance Survivor Guru: The Wasteland Survival Guide Complete 9 or more bonus objectives in this quest. Answer Moira's questions in one of five different ways to obtain one of the five different variants to this perk. You gain +6% Poison Resistance and +6% Radiation Resistance in every answer, and extra for these answers: Standard: +15 Health Smart: +6 Medicine, +6 Science Tough: +6 Damage Resistance Sly: +6 Sneak, +6 Speech Snide: +3% Critical Chance Ant Might: Those! Choose this from Doctor Lesko upon successful completion of this quest. Your body has been genetically enhanced with the strength and flame resistance of the Grayditch Fire Ants! Your Strength has increased by 1 and you are now 25% resistant to fire. Ant Sight: Those! Choose this from Doctor Lesko upon successful completion of this quest. Your body has been genetically enhanced with the perception and flame resistance of the Grayditch Fire Ants! Your Perception has increased by 1 and you are now 25% resistant to fire. Wired Reflexes: The Replicated Man Rewarded by Doctor Zimmer for siding with him during this quest. Advanced technology from the Commonwealth has increased your reaction speed, giving you a higher chance to hit in a V.A.T.S. Your chance to hit is now 10% higher. Hematophagy: Blood Ties Learn the ways of the Family under the tutelage of Vance. Allows you to regain 20 Health (instead of 1) by consuming Blood Packs. Barkskin: Oasis Shoot an exposed heart in an underground cavern so it sprays on you. You've been infected by Harold's strain of F.E.V. and your skin is now as hard as a tree bark. Your Damage Resistance is now +10 and Endurance is +1 ================================================================================ [1.V] What Karma Does -------------------------------------------------------------------------------- Karma does four things to you: 1. Modifies the reactions and dialogue options of certain individuals you meet. 2. Determines what locations you can access. 3. If you are either Very Good or Very Evil, you can be attacked by enemies that are on the opposite side of the Karma spectrum. 4. Determines the type of ending you receive. There are achievements for reaching level 8, 14, and 20 with either Good, Neutral or Evil Karma, AKA you must do three playthroughs to get all of them. Now that necessarily isn't a bad thing as there's so much to do in this universe and the game changes completely depending on your Karma, especially the type of ending you receive. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - What happens when you have Evil Karma (-250 Karma or less): Have access to Paradise Falls and its services Have the ability to hire two evil followers: Jericho and Clover Easier Speech with evil characters General characters you talk to may react to you during conversations. What happens when you have Neutral Karma (-250 to +250): Have the ability to hire two neutral followers: Butch and Sergeant RL-3 Raiders will always attack you Will never be attacked by a "good" or "evil" hit squad What happens when you have Good Karma (+250 Karma or more): Have the ability to hire two good followers: Fawkes and Star Paladin Cross More difficult Speech with evil characters General characters you talk to may react to you during conversations. Raiders will always attack you Have access to gifts given by good characters (Caps, Ammo, Food, etc.) As for what the Karma Values are: -1000 to -750 Very Evil -749 to -250 Evil -249 to +249 Neutral +250 to +749 Good +750 to +1000 Very Good You begin with 0 Karma; -1,000 is "True Evil" and +1,000 is "Absolute Saint" You can't check your Karma values, but can only see what it is by your "title," which you can check in section [VI] Experience Points and Leveling Up with Karma. As for what actually effects your Karma: Negative Karma Effect: -5 - Stealing from a Neutral or Good character (per item) -25 - Murdering a Neutral or Good creature -50 - Performing an evil action in a Freeform Quest -100 - Murdering a Neutral or Good character Neutral Karma Effect: 0 - Killing an Evil character/creature Positive Karma Effect: +"x" - Donating Caps to any church, where the more you donate, the better Karma +50 - Performing a good action in a Freeform Quest +100 - Killing a Very Evil character/creature ================================================================================ [1.VI] Experience Points and Leveling Up with Karma -------------------------------------------------------------------------------- Here's the characters titles for each level. -------------------------------------------------------------------------------- |Lvl | XP | Evil Karma | Neutral Karma | Good Karma | |------------------------------------------------------------------------------| | 1 | 0 | Vault Delinquent | Vault Dweller | Vault Guardian | | 2 | 200 | Vault Outlaw | Vault Renegade | Vault Martyr | | 3 | 550 | Opportunist | Seeker | Sentinel | | 4 | 1050 | Plunderer | Wanderer | Defender | | 5 | 1700 | Fat Cat | Citizen | Dignitary | | 6 | 2500 | Marauder | Adventurer | Peacekeeper | | 7 | 3450 | Pirate | Vagabond | Ranger | | 8 | 4550 | Reaver | Mercenary | Protector | | 9 | 5800 | Urban Invader | Urban Ranger | Urban Avenger | | 10 | 7200 | Ne'er-do-well | Observer | Exemplar | | 11 | 8750 | Capital Crimelord | Capital Councilor | Capital Crusader | | 12 | 10450 | Defiler | Keeper | Paladin | | 13 | 12300 | Vault Boogeyman | Vault Descendant | Vault Legend | | 14 | 14300 | Harbinger of War | Pinnacle of Survival | Ambasador of Peace | | 15 | 16450 | Urban Superstition | Urban Myth | Urban Legend | | 16 | 18750 | Villain | Strider | Hero | | 17 | 21200 | Fiend | Beholder | Paragon | | 18 | 23800 | Wasteland Destroyer | Wasteland Watcher | Wasteland Savior | | 19 | 26550 | Evil Incarnate | Super-Human | Saint | | 20 | 29450 | Scourge of Humanity | Paradigm of Humanity | Last, Best Hope | -------------------------------------------------------------------------------- Again, when you reach levels 8, 14, and 20 with a certain Karma type, you'll get an achievement based on what that is (the achievement name is also your title). ================================================================================ [1.VII] Gaining Experience Points -------------------------------------------------------------------------------- When you gain XP, it will appear on your HUD, and you may view your total XP in your Pip-Boy screen. You can go from level 1 to level 20. Here are the things you can do to get XP: Completing Main Quests Completing Miscellaneous Quests Completing Freeform Quests Locating Map Markers Killing enemies and NPCs Picking Locks Hacking Computers Completing a Speech Challenge Going through them all: there are 17 Miscellaneous Quests, and you'll gain around 300 XP from each for a total of 5,100 XP. From the Main quests, you'll gain a total of 7,700 XP with this rundown: ----------------------------------------- | Quest | XP Given| ----------------------------------------- | Baby Steps | 0 | | Growing Up Fast | 0 | | Future Imperfect | 0 | | Escape! | 300 | | Following in His Footsteps | 200 | | Galaxy News Radio | 400 | | Scientific Pursuits | 500 | | Tranquility Lane | 600 | | The Waters of Life | 700 | | Picking up the Trail | 800 | | Rescue from Paradise | 900 | | Finding the Garden of Eden | 1,000 | | The American Dream | 1,100 | | Take It Back! | 1,200 | ----------------------------------------- These are the Miscellaneous Quests (300 XP each upon completion): Agatha's Song Big Trouble in Big Town Blood Ties Head of State Oasis Reilly's Rangers Stealing Independence Strictly Business Tenpenny Tower The Nuka-Cola Challenge The Power of the Atom The Replicated Man The Superhuman Gambit The Wasteland Survival Guide Those! Trouble on the Homefront You Gotta Shoot 'Em in the Head With Freeform Quests, you gain a very small amount of XP, and most likely will gain that same amount of XP by killing a few enemies. Locating Map Markers hooks you 10 XP per location, which tallies up very well. Killing enemies nets you from 1 XP up to 50 XP per normal enemy. As for picking Locks, hacking Computers, and completing Speech Challenges: -------------------------- | Action Difficulty | XP | -------------------------- | Very Easy | 0 | | Easy | 10 | | Average | 20 | | Hard | 30 | | Very Hard | 50 | -------------------------- This also applies for enemies, with Very Easy enemies gaining 1XP rather than 0. There are also experience point bonuses, such as: Higher Difficulty Bonus Well-Rested Bonus Swift Learner Bonus Setting the game to a higher difficulty gives you more XP for how hard the game gets, which is a multiple of a certain amount per base XP. The Well-Rested bonus gives you +10% XP for 12 hours after you sleep in a bed. And finally, the Swift Learner perk gives you a permanent 10% XP increase (20% and 30% if you level up the perk). ================================================================================ Part 2: Followers and Enemies -------------------------------------------------------------------------------- In the Fallout world, you'll come across a slew of characters, friends and foes, good and evil, and any mix of any type. In this part, you'll find those who will follow you around, those you will fight, and where you'll find five of the biggest enemies to take on. ================================================================================ [2.I] The Followers -------------------------------------------------------------------------------- There are 8 total followers that have the potential to, well, follow you. They act as your bodyguard, support you, help you in fights, scavenge for items, and can use your weapons/armor/items to help you out. Basically, they have some very good uses and can help you get through the game easier. You can have one follower at a time, so if you hire a second follower, the other one will leave. There are 6 followers that follow you based on your Karma (2 for Evil, 2 for Neutral, and 2 for Good), one follower for buying his contract, and another follower for finding "him" (you'll see). [2.I.a] The Followers [2.I.b] What to do to get them [2.I.c] Special tricks you can use them for -------------------------------------------------------------------------------- [2.I.a] The Followers Evil Followers: Jericho He's a Raider, and a combat veteran, who mopes around Megaton whining about the "good 'ol days of killing." He also likes the lightly threaten the patrons of Moriarty's Saloon. He's a good help in combat and will work well with you when you decide to take people out for fun. Clover She's a near-brainwashed companion of Eulogy Jones. For those who have seen Firefly know exactly what companion means in this type of universe. She resides in Paradise Falls, which means you must be evil to even see what she looks like. She'll do anything for you, including helping you get past any threat, and fighting for your cause. Neutral Followers: Butch That's right, the snot-nosed kid that you grew up with in Vault 101 gets to give you the name of "Butch" in a sense. Mr. Serpent King of the Tunnel Snakes himself will join up with you and for once, fight side by side with you for a change rather than just cause trouble. Sergeant RL-3 He looks a lot like Andy the robot from Vault 101, with the exception that RL-3 is a combat marvel. He's a soldier who, though is a robot, has some conscience and because of that, will do what you want only if you're neither good nor evil. Good Followers: Fawkes He's your typical Mr. Giant: a towering guy with muscles galore and a presence that might make people run away, but in reality he's a very nice guy to be around. That, and when you're in battle, his giant hammer does the talking, but you know, that's just on the side. He's a super-mutant, and despite his cherub-like demeanor, he likes destruction quite a bit, and will love any chance to destroy your enemies. Star Paladin Cross She's a Citadel warrior who only sides with Good and those who believe in doing things in the name of justice. She's an old family friend who is a goddess in combat. As long as you keep your honor, she will fight with you. Other Followers: Charon Not your normal follower as you are human and he... isn't. He's a Ghoul whose name is signed on a contract with someone in the Underworld, which is ironic since Charon is the name of the mythical Ferryman of Souls for Hades. Once you get him, he can be your best chance for taking on enemies as he'll fight for you no matter what your Karma is. Oh, and there's also the fact that he seems to be an all-around killing machine that will finish the job at all costs. Dogmeat As with Charon, Dogmeat's not human, but is a little bit more normal to have as a follower, as he's "Man's Best Friend." Dogmeat the dog, who is, sorry for the pun, a beast when it comes to attacking other people. He's your best bet for tearing apart raiders, and especially useful for when you want him to find you items, including items that restore health. Even better, no matter if you're Evil, Neutral, or Good, he'll remain loyal to you. Also, even if you have another follower, you can have Dogmeat as a second follower, 2-for-1! As a note, if you send him out for something and it seems like he's lost, just go to the Vault 101 entrance and he'll be waiting for you. ================================================================================ [2.I.b] What to do to get them -------------------------------------------------------------------------------- Jericho Karma: Evil Location: Megaton (zone 8.03) Requirement: Talk him into resuming his previous career as a warmonger. You must give him 1,000 Caps to recruit him. Summary: The very high cost to get him might make him not a good choice for a companion; he's alright in battle, just not 1,000 Caps good. Clover Karma: Evil Location: Paradise Falls (zone 2.08) Requirement: Speak to Eulogy Jones and he'll offer to sell Clover to you. Summary: She is an absolute maniac in battle and will rip your enemies to shreds. Get her ASAP. Butch Karma: Neutral Location: Rivet City (zone 9.15) Requirement: Assuming that you didn't go through with your urge to kill him in Vault 101, you'll find him during the Miscellaneous Quest: Trouble On The Homefront. Make sure he's alive, the Overseer is not in power (either stepped down or dead), and you've sabotaged the Vault, go to the Muddy Rudder bar in Rivet City and convince him (shouldn't be hard at all) to join you. Summary: He's alright in battle; basically more of a "nostalgic" feel to fight with as he's the one you grew up with. Sergeant RL-3 Karma: Neutral Location: Wasteland near RobCo Factory (near zone 7.10) Requirement: There's a traveling robot salesman named Mister Tinker (or Tinker Joe) that's roaming the Wastelands near the RobCo Factory that you can buy him from. Summary: He's pretty good in combat and will take a lot of damage so you won't have to. Also, he's very accurate. Fawkes Karma: Good Location: Vault 87 (zone 4.06) Requirement: He won't join you immediately, but after you visit Vault 87, he'll be waiting for you. Summary: Very, very good in battle. He'll take out enemies quickly and you can have fun sitting back and watching him have his "fun." Star Paladin Cross Karma: Good Location: The Citadel (zone 9.11) Requirement: Speak to her and she'll agree to accompany you on a detachment mission as long as you keep your Good Karma. Summary: She's alright, a good fighter, but since you have Good Karma, it'd be better to have Fawkes as your follower. Charon Karma: Any Location: Museum of History: Underworld (zone 17.07B) Requirement: This is a Freeform Quest: Hired Help. Go to the Ninth Circle, and Ahzrukhal will be there with his bodyguard Charon. You can do one of two things to get his contract. First, you can buy his contract for 2,000 Caps (1,000 if you're skilled in Bartering). Second, you can agree to kill one of Ahzrukhal's rivals named Greta, who is located in Carol's place. Summary: Definitely a great get. He's an all-around killing machine that is very good at killing your enemies. Plus he looks awesome. Dogmeat Karma: Any Location: NNE of Megaton in the Scrapyard (6.03) Requirement: From Megaton, go north past the river and you'll find the Meresti Trainyard. From there go east and you'll find a Scrapyard guarded by Raiders. He'll be there mourning his previous master. Approach him and he'll join you. Summary: Get him get him get him. Aside from the fact that you can have him as a second follower, he's great in combat against other humans, as would be expected from an attack dog. Also, him scavenging for items is a huge plus. ================================================================================ [2.I.c] Special tricks you can use them for -------------------------------------------------------------------------------- Other than what is mentioned above, there are a few other special "perks" to having followers around. You can use your follower to tag on some of your baggage. That's right, use his or her or its strength to your advantage by giving the follower some of your inventory! Don't worry, they won't steal it from you, after all you're their master in a way. If you're getting close to being "over-encumbered," then shed some of that encumbrance onto your follower. This is especially useful if you want to go out looting and want to rake in a heavier profit. If you can't wear Power Armor yet and don't have enough skill points, then just give it to your follower to wear! It makes sure that your follower can help you for a longer time, and because s/he's wearing it, it literally lightens your load and just like explained above, will let you have more stuff in your inventory. ================================================================================ [2.II] Bestiary -------------------------------------------------------------------------------- There are an extensive amount of enemies in the game. Here are the different factions, and who are a part of them. [2.II.a] The Factions [2.II.b] Enemy List -------------------------------------------------------------------------------- ***Coming Soon*** ================================================================================ [2.III] Super Mutant Behemoths -------------------------------------------------------------------------------- There are a total of 5 Super Mutant Behemoths that you have to take down, well, have to in the sense of getting an achievement. Here's where they're located: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Zone: 7.04 Lat/Lon: -18/-07 Location: Evergreen Mills Specifics: He's outside in a cage above the Slave Pens; not hard to miss considering his size. You can shoot him down while he's stuck in the cage, or let him out and fight him on the battlefield. That is, after he goes on a rampage against some Raiders first. Zone: 8.A Lat/Lon: -13/-04 Location: Galaxy News Radio Plaza Specifics: After completing Mini-Encounter 004: Searching for Cheryl, search for a container or shoping cart cage. Be careful, because as soon as you take out the teddy bear, the Behemoth will be charging down a hill directly behind you. Zone: 10.F Lat/Lon: N/A Location: Galaxy News Radio Plaza Specifics: During Main Quest: Galaxy News Radio, you'll battle this one alongside the Brotherhood of Steel in the Plaza. Zone: 13.03 Lat/Lon: N/A Location: Takoma Motors Auto Shop Specifics: In the parking lot in front of the Factory. Make sure that you're alone when you fight the Behemoth as there are other Super Mutants in the area that can make your fight a whole lot harder. Zone: 17.14 Lat/Lon: N/A Location: Capitol Building West Entrance Specifics: Follow the Talon mercenaries, either by trailing them or killing and following the bodies, and you'll end up in a huge circular room. There will be a few more Talon mercenaries trying to battle it and failing; feel free to finish the job. ================================================================================ Part 3: Weapons, Armor and Items -------------------------------------------------------------------------------- This is a list of all weapons, armor, and items in the Fallout universe. For the Weapons section: Value: price sold for Weight: in lbs Clip: how much in your magazine Ammo: what type of ammo the gun takes AP: Action Points (used in V.A.T.S.) Damage: damage given per bullet/shot/etc. Auto: automatic fire Rate of Fire: self-explanatory Spread: the size of the firing zone Critical % Multiplier: the multiplies your chance of getting a critical hit Critical Damage: how much damage is added on if there is a critical hit Specifics: if the weapon does something special Rarity: if the weapon is unique or not For the Clothing section: Health: how much more health the outfit gives you DR: damage resistance, how much damage the outfit takes away Effects: what specialties the clothing has For the Items, Alcohol and Chems section: Quest: if the item is obtained through a quest Addiction: if there is a chance of getting addicted to the item Note that all weapons and armor show their damage/resistance as their base stats, which is if they're at 100% condition, and is also before your skills affect them (big guns, strength, etc.). ================================================================================ [3.I] Checklist -------------------------------------------------------------------------------- Weapons - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Big Guns Flamer Burnmaster Flamer Gatling Laser Vengeance Gatling Laser Minigun Eugene Minigun Fat Man Experimental MIRV Fatman Missile Launcher Miss Launcher Missile Launcher - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Energy Weapons Alien Blaster Firelance Alien Blaster Laser Pistol Colonel Autumn's Laser Pistol Protectron's Gaze Laser Pistol Smuggler's End Laser Pistol Mesmetron Plasma Pistol Laser Rifle Wazer Wifle Laser Rifle Plasma Rifle A3-21's Plasma Rifle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Grenades/Mines Frag Grenade Plasma Grenade Pulse Grenade Frag Mine Plasma Mine Pulse Mine - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Melee Weapons Police Baton Chinese Officer's Sword Vampire's Edge Chinese Officer's Sword Combat Knife Occam's Razor Combat Knife Stabhappy Combat Knife Lead Pipe Ripper Jack Ripper Rolling Pin Knife Ant's Sting Knife Switchblade Butch's Toothpick Switchblade Tire Iron Highwayman's Friend Tire Iron Repellent Stick Baseball Bat Nail Board Board of Education Nail Board Pool Cue The Break Pool Cue Sledgehammer The Tenderizer Sledgehammer Super Sledge Fawkes' Super Sledge - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Small Guns 10mm Pistol Colonel Autumn's 10mm Pistol Silenced 10mm Pistol 10mm Submachine Gun Sydney's 10mm Ultra SMG .32 Pistol Scoped .44 Magnum Blackhawk Scoped .44 Magnum Chinese Pistol Zhu-Rong v418 Chinese Pistol Sawed-Off Shotgun The Kneecapper Sawed-Off Shotgun Chinese Assault Rifle Xuanlong Assault Rifle Assault Rifle BB GUn Combat Shotgun The Terrible Shotgun Hunting Rifle Ol' Painless Hunting Rifle Lincoln's Repeater Sniper Rifle Reservist's Rifle Sniper Rifle Victory Rifle Sniper Rifle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Unarmed Weapons Brass Knuckles Power Fist Fisto! Power Fist The Shocker Power Fist Spiked Knuckles Plunkett's Valid Points Spiked Knuckles - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Custom Weapons Rock-It Launcher Nuka-Grenade Bottlecap Mine Shishkebab Dart Gun Railway Rifle Deathclaw Gauntlet -------------------------------------------------------------------------------- Clothing - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Armor Advanced Radiation Suit Armored Vault 101 Jumpsuit Combat Armor Combat Armor, Talon Enclave Power Armor Leather Armor Linden's Outcast Power Armor Mercenary Adventurer Outfit Mercenary Charmer Outfit Mercenary Cruiser Outfit Mercenary Grunt Outfit Mercenary Troublemaker Outfit Mercenary Veteran Outfit Metal Armor Outcast Recon Armor Power Armor Prototype Medic Power Armor Radiation Suit Raider Armor, Badlands Raider Armor, Blastmaster Raider Armor, Painspike Raider Armor, Sadist Ranger Battle Armor Recon Armor Rivet City Security Armor T-51b Power Armor Tenpenny Security Uniform Tesla Armor The AntAgonizer's Costume The Mechanist's Costume Vault 101 Security Armor Wanderer's Leather Armor - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Helmets Boogeyman's Hood Combat Helmet Combat Helmet, Talon Crow's Eyebot Helmet Enclave Power Helmet Eyebot Helmet Hockey Mask Ledoux's Hockey Mask Metal Helmet Motorcycle Helmet Outcast Recon Helmet Power Helmet Raider Helmet, Archlight Raider Helmet, Blastmaster Raider Helmet, Psycho-Tic Raider Helmet, Wastehound Ranger Battle Helmet Recon Armor Helmet Rivet City Security Helmet T-51b Power Helmet Tenpenny Security Helmet Tesla Helmet The AntAgonizer's Helmet The Mechanist's Helmet Torcher's Mask Vault 101 Security Helmet - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Clothing Brahmin-Skin Outfit Brotherhood Scribe Robe Chinese Jumpsuit Colonel Autumn's Uniform Dirty Chinese Jumpsuit Dirty Pre-War Businesswear Dirty Pre-War Casualwear Dirty Pre-War Parkstroller Outfit Dirty Pre-War Relaxedwear Dirty Pre-War Spring Outfit Elder Lyons' Robe Enclave Officer Uniform Enclave Scientist Outfit Environment Suit Eulogy Jones' Suit Grimy Pre-War Businesswear Handyman Jumpsuit Lab Technician Outfit Lesko's Lab Coat Maple's Garb Modified Utility Jumpsuit Naughty Nightwear Negligee (1) Negligee (2) Oasis Robe Oasis Villager Robe Pre-War Casualwear Pre-War Parkstroller Pre-War Relaxedwear Pre-War Spring Outfit Red Racer Jumpsuit Red's Jumpsuit Regulator Duster RobCo Jumpsuit Roving Trader Outfit Scientist Outfit Sheriff's Duster Tenpenny's Suit The Surgeon's Lab Coat Tunnel Snake Outfit Vance's Longcoat Outfit Vault Jumpsuit Vault Lab Uniform Vault Utility Jumpsuit Wasteland Doctor Fatigues Wasteland Settler Outfit Wasteland Surgeon Outfit Wasteland Wanderer Outfit - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hat Ballcap with Glasses Bandana Biker Goggles Button's Wig Chinese Commando Hat Enclave Officer Hat Eulogy Jones' Hat Ghoul Mask Lincoln's Hat Lucky Shades Makeshift Gas Mask Oasis Druid Head Poplar's Hood Pre-War Baseball Cap Pre-War Bonnet Pre-War Hat Red's Bandana Roving Trader Hat Shady Hat Sheriff's Hat Stormchaser Hat Surgical Mask Takoma Park Little Leaguer Cap Three Dog's Head Wrap -------------------------------------------------------------------------------- Items, Alcohol and Chems - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Food Ant Meat Ant Nectar Blamco Mac and Cheese Bloatify Meat Blood Pack Brahmin Steak Bubblegum Cave Fungus Cram Crispy Squirrel Bits Crunchy Mutfruit Dandy Boy Apples Dirty Water Dog Meat Fancy Lads Snack Cakes Fire Ant Nectar Fresh Apple Fresh Carrot Fresh Pear Fresh Potato Gum Drops Hatchling Mirelurk Meat Human Flesh Ice Cold Nuka-Cola Iguana Bits Iguana on a Stick InstaMash Junk Food Mirelurk Cakes Mirelurk Meat Miss. Quantum Pie Mole Rat Meat Mole Rat Wonder Meat Mutfruit Noodles Nuka-Cola Nuka-Cola Quantum Nukalurk Meat Pork N' Beans Potato Crisps Purified Water Radroach Meat Salisbury Steak Softshell Mirelurk Meat Squirrel on a Stick Squirrel Stew Strange Meat Strange Meat Pie Sugar Bombs Yoo Guai Meat YumYum Deviled Eggs - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Alcohol Beer Scotch Vodka Whiskey Wine - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chems Ant Queen Pheromones Buffout Jet Mentats Mentats, Berry Mentats, Grape Mentats, Orange Med-X Psycho RadAway Rad-X Stealth Boy Stimpak Ultrajet ================================================================================ [3.II] Weapons -------------------------------------------------------------------------------- Big Guns Flamer Value: 500 Weight: 15 Clip: 60 Ammo: Flamer Fuel AP: 50 Damage: 16 Auto: Yes Rate of Fire: 8 Spread: 0.5 Critical %: 4 Crit. Damage: 1 Specifics: Sets enemies on fire Rarity: - Burnmaster Flamer Value: 500 Weight: 15 Clip: 60 Ammo: Flamer Fuel AP: 50 Damage: 24 Auto: Yes Rate of Fire: 8 Spread: 0.5 Critical %: 4 Crit. Damage: 1 Specifics: Sets enemies on fire Rarity: Unique Gatling Laser Value: 2000 Weight: 18 Clip: 240 Ammo: Electron Charge Pack AP: 30 Damage: 8 Auto: Yes Rate of Fire: 20 Spread: 0.5 Critical %: 1 Crit. Damage: 6 Specifics: - Rarity: - Vengeance Gatling Laser Value: 2400 Weight: 18 Clip: 240 Ammo: Electron Charge Pack AP: 30 Damage: 11 Auto: Yes Rate of Fire: 20 Spread: 0.5 Critical %: 1 Crit. Damage: 12 Specifics: - Rarity: Unique Minigun Value: 1000 Weight: 18 Clip: 240 Ammo: 5mm Round AP: 30 Damage: 5 Auto: Yes Rate of Fire: 20 Spread: 2 Critical %: 1 Crit. Damage: 5 Specifics: - Rarity: Unique Eugene Minigun Value: 1500 Weight: 18 Clip: 240 Ammo: 5mm Round AP: 30 Damage: 7 Auto: Yes Rate of Fire: 20 Spread: 2 Critical %: 1 Crit. Damage: 7 Specifics: - Rarity: Unique Fat Man Value: 1000 Weight: 30 Clip: 1 Ammo: Mini Nuke AP: 65 Damage: 10 Auto: No Rate of Fire: 4.5 Spread: 2 Critical %: 0 Crit. Damage: N/A Specifics: - Rarity: Collectible Experimental MIRV Fatman Value: 2500 Weight: 30 Clip: 8 Ammo: Mini Nuke AP: 65 Damage: 10 Auto: No Rate of Fire: 4.5 Spread: 13 Critical %: 0 Crit. Damage: N/A Specifics: Launches multiple nukes simultaneously Rarity: Unique Missile Launcher Value: 500 Weight: 20 Clip: 1 Ammo: Missile AP: 55 Damage: 20 Auto: No Rate of Fire: 5.5 Spread: 0.5 Critical %: 0 Crit. Damage: N/A Specifics: - Rarity: - Miss Launcher Missile Launcher Value: 400 Weight: 15 Clip: 1 Ammo: Missile AP: 55 Damage: 20 Auto: No Rate of Fire: 5.5 Spread: 0.5 Critical %: 0 Crit. Damage: N/A Specifics: Missiles arc like a grenade, explodes after three seconds Rarity: Unique - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Energy Weapons Alien Blaster Value: 500 Weight: 2 Clip: 10 Ammo: Alien Power Cell AP: 20 Damage: 100 Auto: No Rate of Fire: 3 Spread: 0 Critical %: 1 Crit. Damage: 40 Specifics: Chance to Disintegrate on death Rarity: - Firelance Alien Blaster Value: 750 Weight: 2 Clip: 10 Ammo: Alien Power Cell AP: 20 Damage: 80 Auto: No Rate of Fire: 3 Spread: 0 Critical %: 3 Crit. Damage: 40 Specifics: Chance to Disintegrate on death Rarity: Unique Laser Pistol Value: 320 Weight: 3 Clip: 30 Ammo: Energy Cell AP: 17 Damage: 12 Auto: No Rate of Fire: 6 Spread: 0 Critical %: 1.5 Crit. Damage: 12 Specifics: - Rarity: - Colonel Autumn's Laser Pistol Value: 420 Weight: 2 Clip: 20 Ammo: Energy Cell AP: 0 Damage: 15 Auto: No Rate of Fire: 6 Spread: 0 Critical %: 1.5 Crit. Damage: 18 Specifics: - Rarity: Unique Protectron's Gaze Laser Pistol Value: 320 Weight: 3 Clip: 20 Ammo: Energy Cell AP: 17 Damage: 24 Auto: No Rate of Fire: 3 Spread: 2.5 Critical %: 1 Crit. Damage: 24 Specifics: Fires two shots at once Rarity: Unique Smuggler's End Laser Pistol Value: 450 Weight: 2 Clip: 30 Ammo: Energy Cell AP: 17 Damage: 18 Auto: No Rate of Fire: 6 Spread: 0 Critical %: 1.5 Crit. Damage: 18 Specifics: - Rarity: Unique Mesmetron Value: 500 Weight: 2 Clip: 5 Ammo: Mesmetron Power Cell AP: 65 Damage: 1 Auto: No Rate of Fire: 1 Spread: 0 Critical %: 1 Crit. Damage: 0 Specifics: Weapon and ammo from Grouse at Paradise Falls Rarity: Unique Plasma Pistol Value: 360 Weight: 3 Clip: 16 Ammo: Energy Cell AP: 21 Damage: 25 Auto: No Rate of Fire: 3 Spread: 0.5 Critical %: 2 Crit. Damage: 25 Specifics: - Rarity: - Laser Rifle Value: 1000 Weight: 8 Clip: 24 Ammo: Micro Fusion Cell AP: 17 Damage: 23 Auto: No Rate of Fire: 2 Spread: 0 Critical %: 1.5 Crit. Damage: 22 Specifics: - Rarity: - Wazer Wifle Laser Rifle Value: 900 Weight: 8 Clip: 30 Ammo: Micro Fusion Cell AP: 17 Damage: 28 Auto: No Rate of Fire: 2 Spread: 0 Critical %: 1.5 Crit. Damage: 28 Specifics: - Rarity: Unique Plasma Rifle Value: 1800 Weight: 8 Clip: 12 Ammo: Micro Fusion Cell AP: 25 Damage: 45 Auto: No Rate of Fire: 4 Spread: 0.2 Critical %: 2 Crit. Damage: 44 Specifics: - Rarity: - A3-21's Plasma Rifle Value: 2200 Weight: 8 Clip: 12 Ammo: Micro Fusion Cell AP: 25 Damage: 50 Auto: No Rate of Fire: 4 Spread: 0.2 Critical %: 2.5 Crit. Damage: 50 Specifics: - Rarity: Unique - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Grenades/Mines Frag Grenade Value: 25 Weight: 0.5 Clip: - Ammo: - AP: 24 Damage: 100 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: 20 foot radius Rarity: - Plasma Grenade Value: 50 Weight: 0.5 Clip: - Ammo: - AP: 24 Damage: 150 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: 20 foot radius Rarity: - Pulse Grenade Value: 40 Weight: 0.5 Clip: - Ammo: - AP: 24 Damage: 10 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: 20 foot radius, 200 damage to robots, 8 second disable Rarity: - Frag Mine Value: 25 Weight: 0.5 Clip: - Ammo: - AP: 35 Damage: 100 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: 20 foot radius Rarity: - Plasma Mine Value: 50 Weight: 0.5 Clip: - Ammo: - AP: 35 Damage: 150 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: 20 foot radius Rarity: - Pulse Mine Value: 40 Weight: 0.5 Clip: - Ammo: - AP: 35 Damage: 10 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: 20 foot radius, 200 damage to robots, 8 second disable Rarity: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Melee Weapons Police Baton Value: 70 Weight: 2 Clip: - Ammo: - AP: 25 Damage: 4 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 4 Specifics: - Rarity: - Chinese Officer's Sword Value: 75 Weight: 3 Clip: - Ammo: - AP: 28 Damage: 10 Auto: - Rate of Fire: - Spread: - Critical %: 2 Crit. Damage: 15 Specifics: - Rarity: - Vampire's Edge Chinese Officer's Sword Value: 400 Weight: 1 Clip: - Ammo: - AP: 28 Damage: 15 Auto: - Rate of Fire: - Spread: - Critical %: 3 Crit. Damage: 20 Specifics: - Rarity: Unique Combat Knife Value: 50 Weight: 1 Clip: - Ammo: - AP: 17 Damage: 7 Auto: - Rate of Fire: - Spread: - Critical %: 3 Crit. Damage: 13 Specifics: - Rarity: - Occam's Razor Combat Knife Value: 65 Weight: 1 Clip: - Ammo: - AP: 17 Damage: 10 Auto: - Rate of Fire: - Spread: - Critical %: 3 Crit. Damage: 13 Specifics: - Rarity: Unique Stabhappy Combat Knife Value: 65 Weight: 1 Clip: - Ammo: - AP: 17 Damage: 10 Auto: - Rate of Fire: - Spread: - Critical %: 4 Crit. Damage: 15 Specifics: Slightly more damage to limbs Rarity: Unique Lead Pipe Value: 75 Weight: 3 Clip: - Ammo: - AP: 24 Damage: 9 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 18 Specifics: - Rarity: - Ripper Value: 100 Weight: 6 Clip: - Ammo: - AP: 65 Damage: 30 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: - Rarity: - Jack Ripper Value: 200 Weight: 6 Clip: - Ammo: - AP: 65 Damage: 30 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 15 Specifics: 50% extra limb damage Rarity: Unique Rolling Pin Value: 10 Weight: 1 Clip: - Ammo: - AP: 24 Damage: 3 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: - Rarity: - Knife Value: 20 Weight: 1 Clip: - Ammo: - AP: 20 Damage: 4 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 4 Specifics: - Rarity: - Ant's Sting Knife Value: 30 Weight: 1 Clip: - Ammo: - AP: 20 Damage: 4 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 4 Specifics: Poisons enemies, 40 damage every 10 seconds Rarity: Unique Switchblade Value: 35 Weight: 1 Clip: - Ammo: - AP: 18 Damage: 5 Auto: - Rate of Fire: - Spread: - Critical %: 2 Crit. Damage: 9 Specifics: - Rarity: - Butch's Toothpick Switchblade Value: 50 Weight: 1 Clip: - Ammo: - AP: 18 Damage: 10 Auto: - Rate of Fire: - Spread: - Critical %: 2.5 Crit. Damage: 13 Specifics: - Rarity: Unique Tire Iron Value: 40 Weight: 3 Clip: - Ammo: - AP: 27 Damage: 6 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 6 Specifics: - Rarity: - Highwayman's Friend Tire Iron Value: 75 Weight: 5 Clip: - Ammo: - AP: 27 Damage: 10 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 10 Specifics: - Rarity: Unique Repellent Stick Value: 120 Weight: 3 Clip: - Ammo: - AP: 40 Damage: 1 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: Explodes Mole Rats after 5 seconds Rarity: - Baseball Bat Value: 55 Weight: 3 Clip: - Ammo: - AP: 25 Damage: 9 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 9 Specifics: - Rarity: - Nail Board Value: 30 Weight: 4 Clip: - Ammo: - AP: 27 Damage: 8 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: - Rarity: - Board of Education Nail Board Value: 60 Weight: 4 Clip: - Ammo: - AP: 27 Damage: 12 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 12 Specifics: - Rarity: Unique Pool Cue Value: 15 Weight: 1 Clip: - Ammo: - AP: 27 Damage: 3 Auto: - Rate of Fire: - Spread: - Critical %: 0 Crit. Damage: N/A Specifics: - Rarity: - The Break Pool Cue Value: 50 Weight: 1 Clip: - Ammo: - AP: 27 Damage: 6 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 6 Specifics: - Rarity: Unique Sledgehammer Value: 130 Weight: 12 Clip: - Ammo: - AP: 38 Damage: 20 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 10 Specifics: - Rarity: - The Tenderizer Sledgehammer Value: 230 Weight: 12 Clip: - Ammo: - AP: 38 Damage: 30 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 15 Specifics: - Rarity: Unique Super Sledge Value: 180 Weight: 20 Clip: - Ammo: - AP: 38 Damage: 25 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 25 Specifics: - Rarity: - Fawkes' Super Sledge Value: 300 Weight: 18 Clip: - Ammo: - AP: 38 Damage: 32 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 32 Specifics: Attacks faster than regular Sledgehammer Rarity: Unique - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Small Guns 10mm Pistol Value: 225 Weight: 3 Clip: 12 Ammo: 10mm Round AP: 17 Damage: 9 Auto: No Rate of Fire: 6 Spread: 0.5 Critical %: 1 Crit. Damage: 9 Specifics: - Rarity: - Colonel Autumn's 10mm Pistol Value: 325 Weight: 3 Clip: 12 Ammo: 10mm Round AP: 17 Damage: 13 Auto: No Rate of Fire: 6 Spread: 0.5 Critical %: 1 Crit. Damage: 13 Specifics: - Rarity: Unique Silenced 10mm Pistol Value: 250 Weight: 3 Clip: 12 Ammo: 10mm Round AP: 21 Damage: 8 Auto: No Rate of Fire: 6 Spread: 0.5 Critical %: 2 Crit. Damage: 5 Specifics: - Rarity: - 10mm Submachine Gun Value: 330 Weight: 5 Clip: 30 Ammo: 10mm Round AP: 20 Damage: 7 Auto: Yes Rate of Fire: 10 Spread: 1.5 Critical %: 1 Crit. Damage: 7 Specifics: - Rarity: - Sydney's 10mm Ultra SMG Value: 430 Weight: 5 Clip: 50 Ammo: 10mm Round AP: 20 Damage: 9 Auto: Yes Rate of Fire: 10 Spread: 1.5 Critical %: 1 Crit. Damage: 9 Specifics: - Rarity: Unique .32 Pistol Value: 110 Weight: 2 Clip: 5 Ammo: .32 Caliber Round AP: 20 Damage: 6 Auto: No Rate of Fire: 6 Spread: 0.5 Critical %: 1 Crit. Damage: 6 Specifics: - Rarity: - Scoped .44 Magnum Value: 300 Weight: 4 Clip: 6 Ammo: .44 Round, Magnum AP: 32 Damage: 35 Auto: No Rate of Fire: 2.25 Spread: 0.3 Critical %: 2 Crit. Damage: 35 Specifics: Scoped Rarity: - Blackhawk Scoped .44 Magnum Value: 500 Weight: 4 Clip: 6 Ammo: .44 Round, Magnum AP: 32 Damage: 55 Auto: No Rate of Fire: 2.25 Spread: 0.3 Critical %: 2 Crit. Damage: 45 Specifics: Scoped Rarity: Unique Chinese Pistol Value: 190 Weight: 2 Clip: 10 Ammo: 10mm Round AP: 17 Damage: 4 Auto: No Rate of Fire: 6 Spread: 1 Critical %: 1 Crit. Damage: 4 Specifics: - Rarity: - Zhu-Rong v418 Chinese Pistol Value: 290 Weight: 2 Clip: 10 Ammo: 10mm Round AP: 17 Damage: 4 Auto: No Rate of Fire: 4.5 Spread: 1 Critical %: 2 Crit. Damage: 4 Specifics: Chance of setting enemies on fire Rarity: Unique Sawed-Off Shotgun Value: 150 Weight: 4 Clip: 2 Ammo: Shotgun Shell AP: 37 Damage: 50 Auto: No Rate of Fire: 2.25 Spread: 7 Critical %: N/A Crit. Damage: - Specifics: - Rarity: - The Kneecapper Sawed-Off Shotgun Value: 350 Weight: 5 Clip: 2 Ammo: Shotgun Shell AP: 37 Damage: 75 Auto: No Rate of Fire: 1.9 Spread: 4 Critical %: N/A Crit. Damage: - Specifics: - Rarity: Unique Chinese Assault Rifle Value: 500 Weight: 7 Clip: 24 Ammo: 5.56mm Round AP: 23 Damage: 11 Auto: Yes Rate of Fire: 8 Spread: 1.5 Critical %: 1 Crit. Damage: 10 Specifics: - Rarity: - Xuanlong Assault Rifle Value: 400 Weight: 7 Clip: 36 Ammo: 5.56mm Round AP: 23 Damage: 12 Auto: Yes Rate of Fire: 8 Spread: 1.5 Critical %: 1 Crit. Damage: 12 Specifics: - Rarity: Unique Assault Rifle Value: 300 Weight: 7 Clip: 24 Ammo: 5.56mm Round AP: 23 Damage: 8 Auto: Yes Rate of Fire: 8 Spread: 1.5 Critical %: 1 Crit. Damage: 8 Specifics: - Rarity: - BB GUn Value: 36 Weight: 2 Clip: 100 Ammo: BB AP: 28 Damage: 4 Auto: No Rate of Fire: 0.75 Spread: 0.5 Critical %: 1 Crit. Damage: 4 Specifics: - Rarity: - Combat Shotgun Value: 200 Weight: 7 Clip: 12 Ammo: Shotgun Shell AP: 27 Damage: 55 Auto: No Rate of Fire: 1.5 Spread: 3 Critical %: 1 Crit. Damage: 27 Specifics: - Rarity: - The Terrible Shotgun Value: 250 Weight: 10 Clip: 12 Ammo: Shotgun Shell AP: 27 Damage: 80 Auto: No Rate of Fire: 1.5 Spread: 6 Critical %: 1 Crit. Damage: 40 Specifics: - Rarity: Unique Hunting Rifle Value: 150 Weight: 6 Clip: 5 Ammo: .32 Caliber Rifle AP: 25 Damage: 25 Auto: No Rate of Fire: 0.75 Spread: 0.3 Critical %: 1 Crit. Damage: 25 Specifics: - Rarity: - Ol' Painless Hunting Rifle Value: 250 Weight: 6 Clip: 5 Ammo: .32 Caliber Rifle AP: 23 Damage: 30 Auto: No Rate of Fire: 1.1 Spread: 0 Critical %: 1 Crit. Damage: 30 Specifics: - Rarity: Unique Lincoln's Repeater Value: 500 Weight: 5 Clip: 15 Ammo: .44 Round, Magnum AP: 25 Damage: 50 Auto: No Rate of Fire: 0.75 Spread: 0 Critical %: 2 Crit. Damage: 50 Specifics: - Rarity: - Sniper Rifle Value: 300 Weight: 10 Clip: 5 Ammo: .308 Caliber Round AP: 38 Damage: 40 Auto: No Rate of Fire: 1 Spread: 0 Critical %: 5 Crit. Damage: 40 Specifics: Scoped Rarity: - Reservist's Rifle Sniper Rifle Value: 500 Weight: 10 Clip: 3 Ammo: .308 Caliber Round AP: 32 Damage: 40 Auto: No Rate of Fire: 1.6 Spread: 0 Critical %: 5 Crit. Damage: 40 Specifics: Scoped Rarity: Unique Victory Rifle Sniper Rifle Value: 450 Weight: 10 Clip: 5 Ammo: .308 Caliber Round AP: 38 Damage: 40 Auto: No Rate of Fire: 1 Spread: 0 Critical %: 3 Crit. Damage: 40 Specifics: Scoped, knocks enemy down on critical hit Rarity: Unique - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Unarmed Weapons Brass Knuckles Value: 20 Weight: 1 Clip: - Ammo: - AP: 18 Damage: 6 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 6 Specifics: - Rarity: - Power Fist Value: 100 Weight: 6 Clip: - Ammo: - AP: 28 Damage: 20 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 20 Specifics: - Rarity: - Fisto! Power Fist Value: 100 Weight: 6 Clip: - Ammo: - AP: 25 Damage: 25 Auto: - Rate of Fire: - Spread: - Critical %: 1.5 Crit. Damage: 25 Specifics: - Rarity: Unique The Shocker Power Fist Value: 150 Weight: 6 Clip: - Ammo: - AP: 25 Damage: 20 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 20 Specifics: Additional 25 damage to robots Rarity: Unique Spiked Knuckles Value: 25 Weight: 1 Clip: - Ammo: - AP: 19 Damage: 9 Auto: - Rate of Fire: - Spread: - Critical %: 1 Crit. Damage: 9 Specifics: - Rarity: - Plunkett's Valid Points Spiked Knuckles Value: 30 Weight: 1 Clip: - Ammo: - AP: 15 Damage: 12 Auto: - Rate of Fire: - Spread: - Critical %: 2 Crit. Damage: 12 Specifics: - Rarity: Unique - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Custom Weapons Rock-It Launcher Value: 200 Weight: 8 Clip: 12 Ammo: Misc. objects AP: 32 Damage: 50 Auto: No Rate of Fire: 3.33 Spread: 1 Critical %: 1 Crit. Damage: 25 Specifics: Big Guns Rarity: - Nuka-Grenade Value: 50 Weight: 0.5 Clip: - Ammo: - AP: 24 Damage: 500 Auto: - Rate of Fire: - Spread: 0 Critical %: 0 Crit. Damage: N/A Specifics: 20 foot radius, Radiation and Fire Rarity: Bottlecap Mine Value: 75 Weight: 0.5 Clip: - Ammo: - AP: 35 Damage: 500 Auto: - Rate of Fire: - Spread: 1 Critical %: 0 Crit. Damage: N/A Specifics: - Rarity: - Shishkebab Value: 200 Weight: 3 Clip: - Ammo: - AP: 28 Damage: 35 Auto: - Rate of Fire: - Spread: 0 Critical %: 2 Crit. Damage: 24 Specifics: Melee Weapon, Ignites target Rarity: - Dart Gun Value: 500 Weight: 3 Clip: 1 Ammo: Dart AP: 25 Damage: 6 Auto: No Rate of Fire: 8.33 Spread: 0 Critical %: 2.5 Crit. Damage: 12 Specifics: Small Guns, Poison: 64 damage per 8 seconds & cripples legs Rarity: - Railway Rifle Value: 200 Weight: 9 Clip: 8 Ammo: Railway Spikes AP: 24 Damage: 30 Auto: No Rate of Fire: 2 Spread: 0.75 Critical %: 3 Crit. Damage: 30 Specifics: Small Guns Rarity: - Deathclaw Gauntlet Value: 150 Weight: 10 Clip: - Ammo: - AP: 26 Damage: 20 Auto: - Rate of Fire: - Spread: 0 Critical %: 5 Crit. Damage: 30 Specifics: Unarmed weapon, Ignores damage resistance from armor Rarity: - ================================================================================ [3.III] Clothing -------------------------------------------------------------------------------- Armor Advanced Radiation Suit Value: 100 Powered: N Weight: 7 Health: 25 DR: 8 Effects: Rad Resistance +40% Armored Vault 101 Jumpsuit Value: 180 Powered: N Weight: 15 Health: 100 DR: 12 Effects: Energy Weapons +5, Small Guns +5 Combat Armor Value: 390 Powered: N Weight: 25 Health: 400 DR: 32 Effects: - Combat Armor, Talon Value: 275 Powered: N Weight: 25 Health: 300 DR: 28 Effects: - Enclave Power Armor Value: 780 Powered: Y Weight: 45 Health: 1200 DR: 40 Effects: Radiation Resistance +15%, Agility -1, Strength +1 Leather Armor Value: 160 Powered: N Weight: 15 Health: 150 DR: 24 Effects: - Linden's Outcast Power Armor Value: 740 Powered: Y Weight: 45 Health: 1000 DR: 40 Effects: Radiation Resistance +10%, Agility -1, Strength +1, Big Guns +5 Mercenary Adventurer Outfit Value: 50 Powered: N Weight: 8 Health: 100 DR: 12 Effects: Small Guns +2, Melee Weapons +2 Mercenary Charmer Outfit Value: 50 Powered: N Weight: 8 Health: 100 DR: 12 Effects: Small Guns +2, Melee Weapons +2 Mercenary Cruiser Outfit Value: 50 Powered: N Weight: 8 Health: 100 DR: 12 Effects: Small Guns +2, Melee Weapons +2 Mercenary Grunt Outfit Value: 50 Powered: N Weight: 8 Health: 100 DR: 12 Effects: Small Guns +2, Melee Weapons +2 Mercenary Troublemaker Outfit Value: 50 Powered: N Weight: 8 Health: 100 DR: 12 Effects: Small Guns +2, Melee Weapons +2 Mercenary Veteran Outfit Value: 50 Powered: N Weight: 8 Health: 100 DR: 12 Effects: Small Guns +2, Melee Weapons +2 Metal Armor Value: 460 Powered: N Weight: 30 Health: 500 DR: 36 Effects: Agility -1 Outcast Recon Armor Value: 180 Powered: N Weight: 20 Health: 400 DR: 28 Effects: Sneak +5 Power Armor Value: 740 Powered: Y Weight: 45 Health: 1000 DR: 40 Effects: Radiation Resistance +10%, Agility -2, Strength +2 Prototype Medic Power Armor Value: 1000 Powered: Y Weight: 45 Health: 1000 DR: 40 Effects: Radiation Resistance +25%, Agility -1, Dispenses Med-X Radiation Suit Value: 60 Powered: N Weight: 5 Health: 15 DR: 6 Effects: Radiation Resistance +30% Raider Armor, Badlands Value: 180 Powered: N Weight: 15 Health: 100 DR: 16 Effects: - Raider Armor, Blastmaster Value: 180 Powered: N Weight: 15 Health: 100 DR: 16 Effects: - Raider Armor, Painspike Value: 180 Powered: N Weight: 15 Health: 100 DR: 16 Effects: - Raider Armor, Sadist Value: 180 Powered: N Weight: 15 Health: 100 DR: 16 Effects: - Ranger Battle Armor Value: 430 Powered: N Weight: 27 Health: 1100 DR: 39 Effects: Small Guns +10, AP +5, Luck +1 Recon Armor Value: 180 Powered: N Weight: 20 Health: 400 DR: 28 Effects: Sneak +5 Rivet City Security Armor Value: 330 Powered: N Weight: 20 Health: 100 DR: 24 Effects: Small Guns +5 T-51b Power Armor Value: 1000 Powered: Y Weight: 40 Health: 2000 DR: 50 Effects: Radiation Resistance +25 Tenpenny Security Uniform Value: 180 Powered: N Weight: 20 Health: 100 DR: 24 Effects: Small Guns +5 Tesla Armor Value: 820 Powered: Y Weight: 45 Health: 1500 DR: 43 Effects: Radiation Resistance +20%, Energy Weapons +10 The AntAgonizer's Costume Value: 120 Powered: N Weight: 15 Health: 100 DR: 20 Effects: Agility +1, Charisma -1 The Mechanist's Costume Value: 30 Powered: N Weight: 15 Health: 100 DR: 20 Effects: Endurance +1, Charisma -1 Vault 101 Security Armor Value: 70 Powered: N Weight: 15 Health: 100 DR: 12 Effects: - Wanderer's Leather Armor Value: 160 Powered: N Weight: 15 Health: 150 DR: 24 Effects: Small Guns +10 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Helmets Boogeyman's Hood Value: 110 Powered: N Weight: 3 Health: 100 DR: 8 Effects: - Combat Helmet Value: 50 Powered: N Weight: 3 Health: 50 DR: 5 Effects: - Combat Helmet, Talon Value: 60 Powered: N Weight: 3 Health: 40 DR: 4 Effects: - Crow's Eyebot Helmet Value: 20 Powered: N Weight: 10 Health: 25 DR: 5 Effects: Perception +1 Enclave Power Helmet Value: 110 Powered: Y Weight: 5 Health: 75 DR: 9 Effects: Radiation Resistance +5%, Charisma -1 Eyebot Helmet Value: 20 Powered: N Weight: 3 Health: 25 DR: 5 Effects: - Hockey Mask Value: 10 Powered: N Weight: 1 Health: 15 DR: 3 Effects: Unarmed +5 Ledoux's Hockey Mask Value: 100 Powered: N Weight: 1 Health: 25 DR: 4 Effects: AP +25 Metal Helmet Value: 70 Powered: N Weight: 3 Health: 50 DR: 5 Effects: - Motorcycle Helmet Value: 6 Powered: N Weight: 1 Health: 10 DR: 5 Effects: - Outcast Recon Helmet Value: 40 Powered: N Weight: 3 Health: 40 DR: 4 Effects: Perception +1 Power Helmet Value: 110 Powered: Y Weight: 5 Health: 75 DR: 8 Effects: Radiation Resistance +3 Raider Helmet, Archlight Value: 20 Powered: N Weight: 3 Health: 15 DR: 2 Effects: - Raider Helmet, Blastmaster Value: 20 Powered: N Weight: 3 Health: 15 DR: 2 Effects: Explosives +5, Big Guns +5 Raider Helmet, Psycho-Tic Value: 20 Powered: N Weight: 3 Health: 15 DR: 2 Effects: - Raider Helmet, Wastehound Value: 20 Powered: N Weight: 3 Health: 15 DR: 2 Effects: - Ranger Battle Helmet Value: 60 Powered: N Weight: 5 Health: 50 DR: 6 Effects: - Recon Armor Helmet Value: 40 Powered: N Weight: 3 Health: 40 DR: 4 Effects: - Rivet City Security Helmet Value: 50 Powered: N Weight: 3 Health: 25 DR: 4 Effects: - T-51b Power Helmet Value: 120 Powered: Y Weight: 4 Health: 100 DR: 10 Effects: Radiation Resistance +8%, Charisma +1 Tenpenny Security Helmet Value: 50 Powered: N Weight: 1 Health: 25 DR: 4 Effects: - Tesla Helmet Value: 120 Powered: Y Weight: 5 Health: 100 DR: 9 Effects: Radiation Resistance +5%, Charisma -1 The AntAgonizer's Helmet Value: 60 Powered: N Weight: 5 Health: 50 DR: 6 Effects: - The Mechanist's Helmet Value: 60 Powered: N Weight: 5 Health: 50 DR: 6 Effects: - Torcher's Mask Value: 20 Powered: N Weight: 3 Health: 15 DR: 2 Effects: Explosives +5, Big Guns +5 Vault 101 Security Helmet Value: 30 Powered: N Weight: 3 Health: 25 DR: 3 Effects: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Clothing *note* none of these are powered Brahmin-Skin Outfit Value: 6 Weight: 2 Health: 100 DR: 2 Effects: Endurance +1, Agility +1 Brotherhood Scribe Robe Value: 6 Weight: 2 Health: 100 DR: 2 Effects: - Chinese Jumpsuit Value: 10 Weight: 2 Health: 100 DR: 6 Effects: Small Guns +5 Colonel Autumn's Uniform Value: 12 Weight: 3 Health: 100 DR: 10 Effects: Energy Weapons +5, Small Guns +5 Dirty Chinese Jumpsuit Value: 6 Weight: 2 Health: 50 DR: 6 Effects: Small Guns +5 Dirty Pre-War Businesswear Value: 8 Weight: 2 Health: 100 DR: 3 Effects: Speech +5 Dirty Pre-War Casualwear Value: 6 Weight: 2 Health: 100 DR: 3 Effects: Agility +1 Dirty Pre-War Parkstroller Outfit Value: 5 Weight: 10 Health: 100 DR: 3 Effects: Agility +1 Dirty Pre-War Relaxedwear Value: 6 Weight: 5 Health: 100 DR: 3 Effects: Agility +1 Dirty Pre-War Spring Outfit Value: 5 Weight: 2 Health: 100 DR: 3 Effects: Agility +1 Elder Lyons' Robe Value: 8 Weight: 2 Health: 100 DR: 3 Effects: - Enclave Officer Uniform Value: 8 Weight: 3 Health: 100 DR: 5 Effects: Energy Weapons +5, Small Guns +5 Enclave Scientist Outfit Value: 8 Weight: 2 Health: 100 DR: 3 Effects: Science +5 Environment Suit Value: 100 Weight: 5 Health: 25 DR: 6 Effects: Radiation Resistance +30%, Medicine +5 Eulogy Jones' Suit Value: 6 Weight: 3 Health: 100 DR: 2 Effects: Charisma +1 Grimy Pre-War Businesswear Value: 6 Weight: 2 Health: 100 DR: 3 Effects: Speech +5 Handyman Jumpsuit Value: 6 Weight: 1 Health: 100 DR: 2 Effects: Repair +5 Lab Technician Outfit Value: 8 Weight: 2 Health: 100 DR: 3 Effects: Science +5 Lesko's Lab Coat Value: 10 Weight: 1 Health: 100 DR: 5 Effects: Science +10, Radiation Resistance +20% Maple's Garb Value: 6 Weight: 2 Health: 100 DR: 4 Effects: Perception +1, Agility +1 Modified Utility Jumpsuit Value: 30 Weight: 2 Health: 100 DR: 1 Effects: Repair +5, Radiation Resistance +10, Luck +1 Naughty Nightwear Value: 30 Weight: 1 Health: 100 DR: 1 Effects: Charisma +1, Luck +1, Speech +10 Negligee (1) Value: 6 Weight: 1 Health: 100 DR: 1 Effects: Charisma +1 Negligee (2) Value: 10 Weight: 1 Health: 100 DR: 1 Effects: Charisma +1 Oasis Robe Value: 30 Weight: 3 Health: 100 DR: 4 Effects: - Oasis Villager Robe Value: 6 Weight: 2 Health: 100 DR: 4 Effects: - Pre-War Casualwear Value: 8 Weight: 2 Health: 100 DR: 3 Effects: Agility +1 Pre-War Parkstroller Value: 6 Weight: 2 Health: 100 DR: 3 Effects: Agility +1 Pre-War Relaxedwear Value: 8 Weight: 2 Health: 100 DR: 3 Effects: Agility +1 Pre-War Spring Outfit Value: 8 Weight: 2 Health: 100 DR: 3 Effects: Agility +1 Red Racer Jumpsuit Value: 6 Weight: 1 Health: 100 DR: 2 Effects: Repair +5 Red's Jumpsuit Value: 40 Weight: 1 Health: 100 DR: 3 Effects: Small Guns +5 Regulator Duster Value: 70 Weight: 3 Health: 150 DR: 10 Effects: Small Guns +5, Charisma +1 RobCo Jumpsuit Value: 6 Weight: 1 Health: 100 DR: 2 Effects: Repair +5 Roving Trader Outfit Value: 6 Weight: 2 Health: 100 DR: 2 Effects: Barter +5 Scientist Outfit Value: 8 Weight: 2 Health: 100 DR: 3 Effects: Science +5 Sheriff's Duster Value: 35 Weight: 3 Health: 150 DR: 5 Effects: Small Guns +5, Charisma +1 Tenpenny's Suit Value: 8 Weight: 2 Health: 100 DR: 3 Effects: - The Surgeon's Lab Coat Value: 30 Weight: 1 Health: 100 DR: 2 Effects: Science +5, Medicine +10 Tunnel Snake Outfit Value: 8 Weight: 2 Health: 100 DR: 4 Effects: Melee Weapons +5 Vance's Longcoat Outfit Value: 100 Weight: 4 Health: 100 DR: 10 Effects: Small Guns +2, Melee Weapons +2 Vault Jumpsuit Value: 10 Weight: 1 Health: 100 DR: 1 Effects: Repair +5, Lockpick +5 Vault Lab Uniform Value: 6 Weight: 1 Health: 100 DR: 2 Effects: Science +5 Vault Utility Jumpsuit Value: 10 Weight: 1 Health: 100 DR: 1 Effects: Repair +5, Lockpick +5 Wasteland Doctor Fatigues Value: 6 Weight: 2 Health: 100 DR: 2 Effects: Medicine +5 Wasteland Settler Outfit Value: 6 Weight: 2 Health: 100 DR: 2 Effects: Endurance +1, Agility +1 Wasteland Surgeon Outfit Value: 6 Weight: 2 Health: 100 DR: 2 Effects: Medicine +5 Wasteland Wanderer Outfit Value: 6 Weight: 2 Health: 100 DR: 2 Effects: Endurance +1, Agility +1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hat *note* none of these are powered Ballcap with Glasses Value: 6 Weight: 1 Health: 10 DR: 1 Effects: Perception +1 Bandana Value: 6 Weight: 1 Health: 10 DR: 2 Effects: Perception +1 Biker Goggles Value: 6 Weight: 1 Health: 10 DR: 1 Effects: - Button's Wig Value: 20 Weight: 1 Health: 100 DR: 1 Effects: Speech +10, Barter +5, Intelligence +1, Perception -1 Chinese Commando Hat Value: 6 Weight: 1 Health: 15 DR: 1 Effects: Perception +1 Enclave Officer Hat Value: 6 Weight: 1 Health: 15 DR: 1 Effects: Energy Weapons +5 Eulogy Jones' Hat Value: 6 Weight: 1 Health: 15 DR: 1 Effects: Charisma +1 Ghoul Mask Value: 50 Weight: 1 Health: 100 DR: 3 Effects: Causes Feral Ghouls to ignore you Lincoln's Hat Value: 40 Weight: 1 Health: 50 DR: 1 Effects: Speech +5, Intelligence +1 Lucky Shades Value: 40 Weight: 1 Health: 150 DR: 1 Effects: Luck +1 Makeshift Gas Mask Value: 40 Weight: 2 Health: 25 DR: 3 Effects: - Oasis Druid Head Value: 6 Weight: 1 Health: 10 DR: 2 Effects: - Poplar's Hood Value: 6 Weight: 1 Health: 25 DR: 2 Effects: Agility +1, Sneak +10 Pre-War Baseball Cap Value: 8 Weight: 1 Health: 15 DR: 1 Effects: Perception +1 Pre-War Bonnet Value: 8 Weight: 1 Health: 15 DR: 1 Effects: Perception +1 Pre-War Hat Value: 8 Weight: 1 Health: 15 DR: 1 Effects: Perception +1 Red's Bandana Value: 30 Weight: 1 Health: 10 DR: 2 Effects: Perception +1 Roving Trader Hat Value: 6 Weight: 1 Health: 10 DR: 1 Effects: Barter +5 Shady Hat Value: 40 Powered: 1 Weight: 50 Health: 1 DR: Sneak +5, Perception +1 Effects: Sheriff's Hat Value: 35 Weight: 1 Health: 40 DR: 1 Effects: Perception +1 Stormchaser Hat Value: 6 Weight: 1 Health: 10 DR: 1 Effects: Perception +1 Surgical Mask Value: 6 Weight: 1 Health: 10 DR: 1 Effects: Medicine +5, Poison Resistance +5%, Radiation Resistance +5% Takoma Park Little Leaguer Cap Value: 60 Weight: 1 Health: 15 DR: 1 Effects: Melee Weapons +5, Explosives +5, Melee Damage +5 Three Dog's Head Wrap Value: 200 Weight: 0 Health: 15 DR: 2 Effects: Charisma +1, Luck +1 ================================================================================ [3.IV] Items, Alcohol and Chems *note* many items have been left outside and collected radiation, and therefore when you eat them you will gain a little bit of exposure which you can track on your Pip-Boy. The effects are: 0: No effect 200: Endurance -1 400: Endurance -2, Agility -1 600: Endurance -3, Agility -2, Strength -1 800: Endurance -3, Agility -2, Strength -2 1,000: Instant Death Under "Effects," Rads are the amount of exposure added Also, if there is an addiction, you will get withdrawal after a certain time and that will affect your stats. You can take an addictive Chem twice before there's a chance that you can get addicted, but you'll then have to wait 30 hours before you can take that Chem without having a chance of getting addicted. With Alcohol, there is always a 5% chance of addiction, and Scotch, Whiskey and Vodka always has a 10% chance of addiction. You can always cure addiction (and radiation) by going to a doctor. -------------------------------------------------------------------------------- Food Ant Meat Weight: 1 Cost: 4 Quest: No Addiction: No Effects: Health +5, Rads +3 Ant Nectar Weight: 0.25 Cost: 20 Quest: No Addiction: Yes Effects: Intelligence +2, Charisma +2, Strength +4, lasts 4 minutes Blamco Mac and Cheese Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Bloatify Meat Weight: 1 Cost: 4 Quest: No Addiction: No Effects: Health +5, Rads +3 Blood Pack Weight: 1 Cost: 5 Quest: Yes Addiction: No Effects: Health +1 (+20 if you complete the Blood Ties Quest) Brahmin Steak Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Bubblegum Weight: 1 Cost: 1 Quest: No Addiction: No Effects: Health +1, Rads +1 Cave Fungus Weight: 1 Cost: 50 Quest: No Addiction: No Effects: Health +5, Rads +10 Cram Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Crispy Squirrel Bits Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Crunchy Mutfruit Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Dandy Boy Apples Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Dirty Water Weight: 1 Cost: 10 Quest: No Addiction: No Effects: Health +10, Rads +6 Dog Meat Weight: 1 Cost: 4 Quest: No Addiction: No Effects: Health +5, Rads +3 Fancy Lads Snack Cakes Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Fire Ant Nectar Weight: 1 Cost: 20 Quest: Yes Addiction: No Effects: Agility +4, Intelligence -3, Fire Resistance +25%, lasts 2 mins. Fresh Apple Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +10 Fresh Carrot Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +10 Fresh Pear Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +10 Fresh Potato Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +10 Gum Drops Weight: 1 Cost: 2 Quest: No Addiction: No Effects: Health +1, Rads +1 Hatchling Mirelurk Meat Weight: 1 Cost: 4 Quest: No Addiction: No Effects: Health +5, Rads +3 Human Flesh Weight: 1 Cost: 0 Quest: Yes Addiction: No Effects: Health +25, Rads +10 Ice Cold Nuka-Cola Weight: 1 Cost: 20 Quest: Yes Addiction: No Effects: Health +20, Rads +3 Iguana Bits Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Iguana on a Stick Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 InstaMash Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Junk Food Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Mirelurk Cakes Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Mirelurk Meat Weight: 1 Cost: 20 Quest: No Addiction: No Effects: Health +20, Rads +3 Miss. Quantum Pie Weight: 1 Cost: 20 Quest: Yes Addiction: No Effects: Strength +1, Intelligence -1, AP +20, Rads +5, lasts 4 minutes Mole Rat Meat Weight: 1 Cost: 4 Quest: No Addiction: No Effects: Health +5, Rads +3 Mole Rat Wonder Meat Weight: 1 Cost: 20 Quest: Yes Addiction: No Effects: Health +20, Rads +3 Mutfruit Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Noodles Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Nuka-Cola Weight: 1 Cost: 20 Quest: No Addiction: No Effects: Health +10, Rads +3 Nuka-Cola Quantum Weight: 1 Cost: 30 Quest: Yes Addiction: Yes Effects: AP +20, Rads +10, lasts 4 minutes Nukalurk Meat Weight: 1 Cost: 7 Quest: Yes Addiction: No Effects: Health +20, Rads +5, AP +10, lasts 4 minutes Pork N' Beans Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Potato Crisps Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Purified Water Weight: 1 Cost: 20 Quest: No Addiction: No Effects: Health +20 Radroach Meat Weight: 1 Cost: 4 Quest: No Addiction: No Effects: Health +5, Rads +3 Salisbury Steak Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Softshell Mirelurk Meat Weight: 1 Cost: 30 Quest: No Addiction: No Effects: Health +3, Rads +3 Squirrel on a Stick Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Squirrel Stew Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Strange Meat Weight: 1 Cost: 2 Quest: Yes Addiction: No Effects: Health +5, Rads +3 Strange Meat Pie Weight: 1 Cost: 2 Quest: Yes Addiction: No Effects: Health +5, Rads +3 Sugar Bombs Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 Yoo Guai Meat Weight: 1 Cost: 30 Quest: No Addiction: No Effects: Health +10, Rads +10, Damage +10%, lasts 2 minutes YumYum Deviled Eggs Weight: 1 Cost: 5 Quest: No Addiction: No Effects: Health +5, Rads +3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Alcohol Beer Weight: 1 Cost: 2 Quest: No Addiction: Yes Effects: Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes Scotch Weight: 1 Cost: 10 Quest: No Addiction: Yes Effects: Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes Vodka Weight: 1 Cost: 20 Quest: No Addiction: Yes Effects: Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes Whiskey Weight: 1 Cost: 10 Quest: No Addiction: Yes Effects: Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes Wine Weight: 1 Cost: 10 Quest: No Addiction: Yes Effects: Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chems Ant Queen Pheromones Weight: 1 Cost: 75 Quest: Yes Addiction: No Effects: Charisma +3, Intelligence -3, Perception -3, lasts 4 minutes Buffout Weight: 0 Cost: 20 Quest: No Addiction: Yes Effects: Strength +2, Endurance +3, Health +60, lasts 4 minutes Jet Weight: 0 Cost: 20 Quest: No Addiction: Yes Effects: AP +30, lasts 4 minutes Mentats Weight: 0 Cost: 20 Quest: No Addiction: Yes Effects: Intelligence +5, Perception +5, lasts 4 minutes Mentats, Berry Weight: 0 Cost: 20 Quest: Yes Addiction: Yes Effects: Intelligence +5, lasts 4 minutes Mentats, Grape Weight: 0 Cost: 20 Quest: Yes Addiction: Yes Effects: Charisma +5, lasts 4 minutes Mentats, Orange Weight: 0 Cost: 20 Quest: Yes Addiction: Yes Effects: Perception +5, lasts 4 minutes Med-X Weight: 0 Cost: 20 Quest: No Addiction: Yes Effects: Damage Resistance +25, lasts 4 minutes Psycho Weight: 0 Cost: 20 Quest: No Addiction: Yes Effects: Damage +25%, lasts 4 minutes RadAway Weight: 0 Cost: 20 Quest: No Addiction: No Effects: Restore Rads +50 Rad-X Weight: 0 Cost: 20 Quest: No Addiction: No Effects: Radiation Resistance +25% Stealth Boy Weight: 1 Cost: 100 Quest: No Addiction: No Effects: Stealth Field, Sneak +100, lasts 2 minutes Stimpak Weight: 0 Cost: 25 Quest: No Addiction: No Effects: Health or Limb Condition +30 Ultrajet Weight: 0 Cost: 50 Quest: Yes Addiction: Yes Effects: AP +40, lasts 4 minutes ================================================================================ [3.V] Unique Items -------------------------------------------------------------------------------- This is a list of all 89 unique items you can obtain in Fallout 3. Note that these items are part of the weapons/armor/items list above, and are not additional to that list; they just detail which items are unique and where to find all of them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [3.V.a] Item Checklist [3.V.b] Item locations ================================================================================ [3.V.a] Checklist 1. Crow's Eyebot Helmet 2. Stabhappy Combat Knife 3. Firelance Alien Blaster 4. T-51b Power Armor 5. T-51b Power Helmet 6. Vengeance Gatling Laser 7. Jack Ripper 8. Reservist's Rifle Sniper Rifle 9. Linden's Outcast Power Armor 10. Maple's Garb 11. Poplar's Hood 12. Bear Charm 13. BOard of Education Nail Board 14. Mesmetron 15. Vault 77 Jumpsuit 16. The Break Pool Cue 17. Eulogy Jones' Hat 18. Eulogy Jones' Suit 19. Boogeyman's Hood 20. Fisto! Power Fist 21. Soil Stradivarius 22. Prototype Medic Power Armor 23. Ol' Painless Hunting Rifle 24. Torcher's Helmet 25. Fawkes' Super Sledge 26. Wazer Wifle Laser Rifle 27. Occam's Razor Combat Knife 28. Victory Rifle Sniper Rifle 29. Vance's Longcoat Outfit 30. Vampire's Edge Chinese Officer's Sword 31. Blackhawk Scaped .44 Magnum 32. Red's Bandana 33. Timebomb's Lucky 8-Ball 34. Makeshift Gas Mask 35. Makeshift Gas Mask 36. Xuanlong Assault Rifle 37. Wanderer's Leather Armor 38. Ant's Stink Knife 39. The AntAgonizer's Costume 40. The AntAgonizer's Helmet 41. Highwayman's Friend Tire Iron 42. The Mechanist's Costume 43. The Mechanist's Helmet 44. Protection's Gaze Laser Pistol 45. Experimental MIRV Fat Man 46. The Terrible Shotgun 47. The Kneecapper Sawed-Off Shotgun 48. Ghoul Mask 49. Lucky Shades 50. Butch's Toothpick Switchblade 51. Sheriff's Duster 52. Sheriff's Hat 53. Armored Vault 101 Jumpsuit 54. Shady Hat 55. Miss Launcher Missile Launcher 56. Goalie Ledoux's Hockey Mask 57. Giant Teddy Bear 58. The Surgeon's Lab Coat 59. The Tenderizer Sledgehammer 60. Elder Lyons' Robe 61. Smuggler's End Laser Pistol 62. Colonel Autum's 10mm Pistol 63. Colonel Autum's Laser Pistol 64. Colonel Autum's Uniform 65. A3-21's Plasma Rifle 66. Three Dog's Head Wrap 67. Takoma Park Little Leaguer Cap 68. Plunkett's Valid Points Spiked Knuckles 69. Lincoln's Diary 70. Action Abe Action Figure 71. Lincoln's Hat 72. John Wilkes Booth Wanted Poster 73. Civil War Draft Poster 74. Lincoln Memorial Poster 75. Lincoln's Voice 76. Lincoln's Repeater 77. Antique Lincoln Coin Collection 78. Bill of Rights 79. Magna Carta 80. Button's Wig 81. Declaration of Independence 82. [Fake] Declaration of Independence 83. Sydney's 10mm Ultra SMG 84. Ranger Battle Armor 85. Eugene Minigun 86. Zhu-Rong v418 Chinese Pistol 87. Lesko's Lab Coat 88. Burnmaster Flamer 89. The Shocker Power Fist ================================================================================ [3.V.b] Item Locations The format of this section will be as such: Type, Zone, Latitude/Longitude, Location, and Specifics about the location. On the map, there is a latitude and longitude, and for each location, there is a specific zone number that goes along with the location's name, AKA: Vault 106 is located in zone 5, section 12, so it is designated as 5.12. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. Crow's Eyebot Helmet Type: Outfit Zone: 0.00 Lat/Lon: N/A Location: Wasteland Mini-Encounter: Merchant Trader Caravan Specifics: Freeform Quest: Merchant Empire. Reward from Crow - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2. Stabhappy Combat Knife Type: Weapon Zone: 0.21 Lat/Lon: N/A Location: Mini-Encounter Specifics: Any encounter involving Raiders; this might be dropped - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3. Firelance Alien Blaster Type: Weapon Zone: 0.17 Lat/Lon: N/A Location: Mini-Encounter Specifics: Falls from the sky, after unknown explosion - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4. T-51b Power Armor Type: Outfit Zone: 1.04 Lat/Lon: -17/26 Location: Fort Constantine Specifics: Bomb storage, experimental chamber - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5. T-51b Power Helmet Type: Outfit Zone: 1.04 Lat/Lon: -17/26 Location: Fort Constantine Specifics: Bomb storage, experimental chamber - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6. Vengeance Gatling Laser Type: Weapon Zone: 1.07 Lat/Lon: -22/20 Location: Deathclaw Sanctuary Specifics: Innermost chamber, in blood grotto - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7. Jack Ripper Type: Weapon Zone: 1.07 Lat/Lon: -22/20 Location: Deathclaw Sanctuary Specifics: On the dead Enclave Soldier - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8. Reservist's Rifle Sniper Rifle Type: Weapon Zone: 1.08 Lat/Lon: -19/19 Location: Dickerson Tabernacle Chapel Specifics: Carried by the Drifter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9. Linden's Outcast Power Armor Type: Outfit Zone: 2.01 Lat/Lon: -03/28 Location: Oasis Specifics: Miscellaneous Quest: Oasis. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10. Maple's Garb Type: Outfit Zone: 2.01 Lat/Lon: -03/28 Location: Oasis Specifics: Miscellaneous Quest: Oasis. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11. Poplar's Hood Type: Outfit Zone: 2.01 Lat/Lon: -03/28 Location: Oasis Specifics: Miscellaneous Quest: Oasis. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12. Bear Charm Type: Outfit Zone: 2.01 Lat/Lon: -03/28 Location: Oasis Specifics: Freeform Quest: Yew Got a New Friend. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13. BOard of Education Nail Board Type: Weapon Zone: 2.04 Lat/Lon: 00/26 Location: Clifftop Shacks Specifics: Inside one of the shacks next to a nightstand; a skeleton's arm is outstretched for it - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 14. Mesmetron Type: Weapon Zone: 2.08 Lat/Lon: -09/16 Location: Paradise falls Specifics: Miscellaneous Quest: Strickly Business; given by Grouse - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 15. Vault 77 Jumpsuit Type: Outfit Zone: 2.08 Lat/Lon: -09/16 Location: Paradise falls Specifics: Located in the barracks - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 16. The Break Pool Cue Type: Weapon Zone: 2.08 Lat/Lon: -09/16 Location: Paradise falls Specifics: On the pool table by the roasting Brahmin - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 17. Eulogy Jones' Hat Type: Outfit Zone: 2.08 Lat/Lon: -09/16 Location: Paradise falls Specifics: On a table, inside Eulogy's Pad - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 18. Eulogy Jones' Suit Type: Outfit Zone: 2.08 Lat/Lon: -09/16 Location: Paradise falls Specifics: Worn by Eulogy Jones - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 19. Boogeyman's Hood Type: Outfit Zone: 2.08 Lat/Lon: -09/16 Location: Paradise falls Specifics: Freeform Quest: The Kid-Kidnapper. Reward from Eulogy Jones - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 20. Fisto! Power Fist Type: Weapon Zone: 2.09 Lat/Lon: 02/17 Location: MDPL-13 Power Station Specifics: Foreman's office - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 21. Soil Stradivarius Type: Outfit Zone: 3.01 Lat/Lon: 08/27 Location: Vault 92 Specifics: Sound testing, in the sealed recording studio - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 22. Prototype Medic Power Armor Type: Outfit Zone: 3.02 Lat/Lon: 10/26 Location: Old Olney Specifics: On the body of the dead Brotherhood of Steel Initiate. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 23. Ol' Painless Hunting Rifle Type: Weapon Zone: 3.03 Lat/Lon: 19/27 Location: The Republic of Dave Specifics: Carried by Dave - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 24. Torcher's Helmet Type: Outfit Zone: 4.03 Lat/Lon: -17/10 Location: MDPL Mass Relay Station Specifics: Carried by Torcher - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 25. Fawkes' Super Sledge Type: Weapon Zone: 4.06 Lat/Lon: -28/06 Location: Vault 87 Specifics: Carried by Fawkes - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 26. Wazer Wifle Laser Rifle Type: Weapon Zone: 4.08 Lat/Lon: -26/02 Location: Little Lamplight Specifics: Freeform Quest: Biwwy's Wazer Wifle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 27. Occam's Razor Combat Knife Type: Weapon Zone: 4.11 Lat/Lon: -18/-01 Location: Fort Bannister Specifics: Taken from Commander Jabsco - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 28. Victory Rifle Sniper Rifle Type: Weapon Zone: 4.E Lat/Lon: -23/08 Location: Abandoned Shack Specifics: In the shack locker, north of the Rockbreaker's Gas Station - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 29. Vance's Longcoat Outfit Type: Outfit Zone: 5.05 Lat/Lon: -01/07 Location: Meresti Trainyard Specifics: Worn by Vance, leader of the Family - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 30. Vampire's Edge Chinese Officer's Sword Type: Weapon Zone: 5.05 Lat/Lon: -01/07 Location: Meresti Trainyard Specifics: Miscellaneous Quest: Blood Ties: inside Vance's sword cabinet - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 31. Blackhawk Scaped .44 Magnum Type: Weapon Zone: 5.06 Lat/Lon: 01/08 Location: Agatha's House Specifics: Miscellaneous Quest: Agatha's Song. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 32. Red's Bandana Type: Outfit Zone: 5.10 Lat/Lon: -04/03 Location: Big Town Specifics: Worn by Red - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 33. Timebomb's Lucky 8-Ball Type: Outfit Zone: 5.10 Lat/Lon: -04/03 Location: Big Town Specifics: Given by Timebomb if you heal him and complete Miscellaneous Quest: Big Trouble in Big Town - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 34. Makeshift Gas Mask Type: Outfit Zone: 5.12 Lat/Lon: -09/01 Location: Vault 106 Specifics: Science Labs, in the small room across the hallway from the larger server room - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 35. Makeshift Gas Mask Type: Outfit Zone: 5.12 Lat/Lon: -09/01 Location: Vault 106 Specifics: Science Labs, on the west end in a small connecting room near the cave section. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 36. Xuanlong Assault Rifle Type: Weapon Zone: 5.13 Lat/Lon: -10/-03 Location: Jury Street Metro Station Specifics: On the body of Prime, in the diner - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 37. Wanderer's Leather Armor Type: Outfit Zone: 5.A Lat/Lon: -13/12 Location: Wrecked Vehicles Specifics: On a Wanderer, just north of the wrecked vehicles - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 38. Ant's Stink Knife Type: Weapon Zone: 6.01 Lat/Lon: 17/12 Location: AntAgonizer's Lair Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 39. The AntAgonizer's Costume Type: Outfit Zone: 6.01 Lat/Lon: 17/12 Location: AntAgonizer's Lair Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 40. The AntAgonizer's Helmet Type: Outfit Zone: 6.01 Lat/Lon: 17/12 Location: AntAgonizer's Lair Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 41. Highwayman's Friend Tire Iron Type: Weapon Zone: 6.02 Lat/Lon: 18/11 Location: Canterbury Commons Specifics: In the garage - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 42. The Mechanist's Costume Type: Outfit Zone: 6.02 Lat/Lon: 18/11 Location: Canterbury Commons Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 43. The Mechanist's Helmet Type: Outfit Zone: 6.02 Lat/Lon: 18/11 Location: Canterbury Commons Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 44. Protection's Gaze Laser Pistol Type: Weapon Zone: 6.02 Lat/Lon: 18/11 Location: Canterbury Commons Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 45. Experimental MIRV Fat Man Type: Weapon Zone: 6.11 Lat/Lon: 18/-03 Location: National Guard Depot Specifics: Armory and Bunker: Inside armory, on table with Mini-Nukes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 46. The Terrible Shotgun Type: Weapon Zone: 7.04 Lat/Lon: -18/-07 Location: Evergreen Mills Specifics: Bazaar, carried by Jack - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 47. The Kneecapper Sawed-Off Shotgun Type: Weapon Zone: 7.05 Lat/Lon: -26/-11 Location: Girdershade Specifics: Carried by Ronald Laren - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 48. Ghoul Mask Type: Outfit Zone: 7.14 Lat/Lon: -16/-17 Location: Tenpenny Tower Specifics: Miscellaneous Quest: Tenpenny Tower. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 49. Lucky Shades Type: Outfit Zone: 7.R Lat/Lon: -18/-20 Location: Lucky's Grocer Specifics: Inside the store - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 50. Butch's Toothpick Switchblade Type: Weapon Zone: 8.01 Lat/Lon: -04/-04 Location: Vault 101 Specifics: On the body of Butch - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 51. Sheriff's Duster Type: Outfit Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Worn by Sheriff Lucas Simms - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 52. Sheriff's Hat Type: Outfit Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Worn by Sheriff Lucas Simms - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 53. Armored Vault 101 Jumpsuit Type: Outfit Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Miscellaneous Quest: The Wasteland Survival Guide. Reward from Moira. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 54. Shady Hat Type: Outfit Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Craterside Supplies: Awarded by Moira Brown. Miscellaneous Quest: The Wasteland Survival Guide - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 55. Miss Launcher Missile Launcher Type: Weapon Zone: 8.04 Lat/Lon: -03-13 Location: Fort Independence Specifics: Small southwest room on the lower level, adjacent to the high galley area - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 56. Goalie Ledoux's Hockey Mask Type: Outfit Zone: 8.08 Lat/Lon: 02/-15 Location: Red Racer Factory Specifics: Just outside the factory, worn by the mercenary; accessed during Freeform Quest: Just for the Taste of It - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 57. Giant Teddy Bear Type: Other Zone: 8.08 Lat/Lon: 02/-15 Location: Red Racer Factory Specifics: Factory floor, souther conveyor belt room, riding tricycle, suspended from ceiling. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 58. The Surgeon's Lab Coat Type: Outfit Zone: 8.08 Lat/Lon: 02/-15 Location: Red Racer Factory Specifics: Worn by the Surgeon - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 59. The Tenderizer Sledgehammer Type: Weapon Zone: 9.06 Lat/Lon: 10/-07 Location: Anchorage Memorial Specifics: Service entrance, sewers utility door. Repair or use Anchorage Stash Key to open - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 60. Elder Lyons' Robe Type: Outfit Zone: 9.11 Lat/Lon: 08/-14 Location: The Citadel Specifics: Worn by Elder Lyons - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 61. Smuggler's End Laser Pistol Type: Weapon Zone: 9.11 Lat/Lon: 08/-14 Location: The Citadel Specifics: B-Ring, in Elder Lyon's safe - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 62. Colonel Autum's 10mm Pistol Type: Weapon Zone: 9.14 Lat/Lon: 13/-17 Location: Jefferson Memorial Specifics: Main Quest: Take it Back! Rotunda, during final attack - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 63. Colonel Autum's Laser Pistol Type: Weapon Zone: 9.14 Lat/Lon: 13/-17 Location: Jefferson Memorial Specifics: Main Quest: Take it Back! Rotunda, during final attack - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 64. Colonel Autum's Uniform Type: Outfit Zone: 9.14 Lat/Lon: 13/-17 Location: Jefferson Memorial Specifics: Main Quest: Take it Back! Rotunda, during final attack - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 65. A3-21's Plasma Rifle Type: Weapon Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: Miscellaneous Quest: The Replicated Man. Reward from Harkness - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 66. Three Dog's Head Wrap Type: Outfit Zone: 10.03 Lat/Lon: N/A Location: Galaxy News Radio Specifics: Worn by Three Dog - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 67. Takoma Park Little Leaguer Cap Type: Outfit Zone: 13.02 Lat/Lon: N/A Location: NiftyThrifty Specifics: On hat-stand inside the store - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 68. Plunkett's Valid Points Spiked Knuckles Type: Weapon Zone: 16.03 Lat/Lon: N/A Location: Arlington House Specifics: Carried by Junders Plunkett - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 69. Lincoln's Diary Type: Other Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Lower halls, upper floor, on a wrecked display (west) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 70. Action Abe Action Figure Type: Other Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Offices, southwest armory, on a desk - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 71. Lincoln's Hat Type: Outfit Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Offices, among the large rubble pile in the northwest room - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 72. John Wilkes Booth Wanted Poster Type: Other Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Offices, southwest corner of archives - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 73. Civil War Draft Poster Type: Other Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Offices, southeast corner of archives - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 74. Lincoln Memorial Poster Type: Other Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Offices, during Miscellaneous Quest: Head of State, on wall above upper floor desk in archives - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 75. Lincoln's Voice Type: Other Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Offices, on upper floor desk in archives - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 76. Lincoln's Repeater Type: Weapon Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Offices, rear archives area, inside display case - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 77. Antique Lincoln Coin Collection Type: Other Zone: 17.07 Lat/Lon: N/A Location: Museum of History Specifics: Offices, west library room, on bookcase - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 78. Bill of Rights Type: Other Zone: 7.11 Lat/Lon: N/A Location: National Archives Specifics: Archives Secure Wing East, inside Secure Vault #1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 79. Magna Carta Type: Other Zone: 7.11 Lat/Lon: N/A Location: National Archives Specifics: Archives Secure Wing East, inside Secure Vault #2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 80. Button's Wig Type: Outfit Zone: 7.11 Lat/Lon: N/A Location: National Archives Specifics: Worn by Button Gwinett - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 81. Declaration of Independence Type: Other Zone: 7.11 Lat/Lon: N/A Location: National Archives Specifics: Archives Secure Wing East, inside Button's Secure Vault - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 82. [Fake] Declaration of Independence Type: Other Zone: 7.11 Lat/Lon: N/A Location: National Archives Specifics: Archives Secure Wing East, given by Button once Freeform Quest: An Ink to the Past is complete - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 83. Sydney's 10mm Ultra SMG Type: Other Zone: 7.11 Lat/Lon: N/A Location: National Archives Specifics: Miscellaneous Quest: Stealing Independence. Carried by Sydney - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 84. Ranger Battle Armor Type: Outfit Zone: 18.05 Lat/Lon: N/A Location: Reilly's Rangers Compound Specifics: Miscellaneous Quest: Reilly's Rangers. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 85. Eugene Minigun Type: Weapon Zone: 18.05 Lat/Lon: N/A Location: Reilly's Rangers Compound Specifics: Miscellaneous Quest: Reilly's Rangers. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 86. Zhu-Rong v418 Chinese Pistol Type: Weapon Zone: 19.06 Lat/Lon: N/A Location: L.O.B. Enterprises Specifics: East Wing, inside case in CEO's office - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 87. Lesko's Lab Coat Type: Outfit Zone: U16.A Lat/Lon: N/A Location: Marigold Station Specifics: Worn by Doctor Lesko - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 88. Burnmaster Flamer Type: Weapon Zone: U17.B Lat/Lon: N/A Location: Franklin Metro Utility Specifics: Irradiated and gutted subway car - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 89. The Shocker Power Fist Type: Weapon Zone: U19 Lat/Lon: N/A Location: Flooded Metro Specifics: Inside the trap-filled storage chamber ================================================================================ Part 4: Collectibles and Followers -------------------------------------------------------------------------------- This is a list of the collectible items found in Fallout 3. So far I have 5 different types of collectibles, including the Bobbleheads which you need for an achievement. Note that all lists are in order of what zone they appear in. ================================================================================ [4.I] Fat Men -------------------------------------------------------------------------------- This is a list of all 9 Fat Men. These are very deadly weapons that helps repair your main weapon, or can be sold for 1,000 Caps each. Note that the Unique "Experimental MIRV" is not listed here. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. Zone: 0.51 Lat/Lon: N/A Location: Wasteland Mini-Encounter: Dead Guy, Fat Man Specifics: A randomly found Wastelander with a Fat Man and Mini-Nuke 2. Zone: 1.04 Lat/Lon: -17/26 Location: Fort Constantine Specifics: Bomb storage, experimental Chamber on table, near two Mini-Nukes 3. Zone: 3.02 Lat/Lon: 10/26 Location: Old Olney Specifics: Olney Sewers, southeastern safe storage room (the bloody sleeping quarters) 4. Zone: 4.11 Lat/Lon: -18/-01 Location: Fort Bannister Specifics: Fort Bannister Man, locked [Average] storage room 5. Zone: 5.01 Lat/Lon: -02/13 Location: Germantown Police Headquarters Specifics: Basement, in small storage room [Average] near firing range 6. Zone: 7.04 Lat/Lon: -18/-07 Location: Evergreen Mills Specifics: Foundry, inside locked storage room [Average] 7. Zone: 10.03 Lat/Lon: N/A Location: Galaxy News Radio Specifics: Exterior plaza, on the body of the fallen Brotherhood Knight 8. Zone: 15.02 Lat/Lon: N/A Location: White House Utility Tunnel Specifics: White House crater, on concrete "island" 9. Zone: 17.14 Lat/Lon: N/A Location: Capitol Building West Entrance Specifics: Rotunda, on body of Talon Company Merc during Behemoth battle ================================================================================ [4.II] Fat Man: Mini-Nukes -------------------------------------------------------------------------------- This is a list of all 71 Mini-Nukes that help you out greatly in combat. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. Zone: 0.00 Lat/Lon: N/A Location: Wasteland Mini-Encounter: Merchant Trader Caravan Specifics: Sold by Lucky Harith 2. Zone: 0.01 Lat/Lon: N/A Location: Wasteland Mini-Encounter: Searching for Cheryl Specifics: On the Behemoth corpse once you locate and fight it, near the Super Mutant Camp [8.A] 3. Zone: 0.25 Lat/Lon: N/A Location: Wasteland Mini-Encounter: The Long Ranger Specifics: Near the Irradiated Metro [9.12] on Ranger, once Miscellaneous Quest: Reilly's Rangers is complete 4. Zone: 0.51 Lat/Lon: N/A Location: Wasteland Mini-Encounter: Fat Man Specifics: A randomly found Wastelander with a Fat Man and Mini-Nuke 5. Zone: 1.04 Lat/Lon: -17/26 Location: Fort Constantine Specifics: Bomb storage, experimental chamber on table, near Fat Man 6. Zone: 1.04 Lat/Lon: -17/26 Location: Fort Constantine Specifics: Bomb storage, experimental chamber on table, near Fat Man 7. Zone: 1.04 Lat/Lon: -17/26 Location: Fort Constantine Specifics: Bomb storage, upstairs office, on table 8. Zone: 1.07 Lat/Lon: -22/20 Location: Deathclaw Sanctuary Specifics: Deathclaw Sanctuary, initial chamber, next to corpse pile 9. Zone: 1.A Lat/Lon: -24/25 Location: Raider Wharf Specifics: Base of bookcase, on the wharf 10. Zone: 1.D Lat/Lon: -26/20 Location: Jackknifed Truck (on Freeway) Specifics: Back of container truck, on table 11. Zone: 1.E Lat/Lon: -25/21 Location: Overlooked Raider Shack Specifics: Shack, in the bathtub 12. Zone: 1.E Lat/Lon: -25/21 Location: Overlooked Raider Shack Specifics: Rude skeleton, in the lone bathtub northeast of shack 13. Zone: 2.01 Lat/Lon: -03/28 Location: Oasis Specifics: Sunken caverns, underwater in grotto 14. Zone: 2.02 Lat/Lon: -13/25 Location: SatCom Array NN-03d Specifics: On Super Mutant mannequin, on top of the upper satellite dish 15. Zone: 2.02 Lat/Lon: -13/25 Location: SatCom Array NN-03d Specifics: On Super Mutant mannequin, on top of the upper satellite dish 16. Zone: 3.02 Lat/Lon: 10/-26 Location: Old Olney Specifics: Olney Sewers, generator room, behind storage closet door [Very Hard] 17. Zone: 3.D Lat/Lon: 06/27 Location: Ruinied Farmstead Specifics: Barn: on shelf inside the open tool cabinet 18. Zone: 3.L Lat/Lon: 08/16 Location: The Roach King Specifics: Inside his "rocket throne" 19. Zone: 4.02 Lat/Lon: -21/10 Location: Five Axles Rest Stop Specifics: Inside one of the truck containers 20. Zone: 4.04 Lat/Lon: -26/09 Location: Broadcast Tower KT8 Specifics: Drainage Chamber, under floor hatch, where Remnant skeletons lie 21. Zone: 4.10 Lat/Lon: -14/03 Location: VAPL-58 Power Station Specifics: Interior. Look up, it's on top of the light fixture near the door 22. Zone: 4.11 Lat/Lon: -18/-01 Location: Fort Bannister Specifics: Fort Bannister Main, locked [Average] storage room 23. Zone: 4.J Lat/Lon: -18/06 Location: Wasteland Gypsy Village Specifics: Inside the shack with tree stump left of the door 24. Zone: 4.K Lat/Lon: -14/05 Location: Wastelander Pylon Specifics: Among the items at the base of the pylon 25. Zone: 5.03 Lat/Lon: -07/07 Location: Hamilton's Hideaway Specifics: Inside locked cell gate, part of Freeform Quest: Caching in with Three Dog 26. Zone: 5.04 Lat/Lon: -04/09 Location: Hallowed Moors Cemetary Specifics: On the table with the ham radio 27. Zone: 5.05 Lat/Lon: -01/07 Location: Meresti Trainyard Specifics: Metro Station(interior), lower mezzanine, northeast corner, on the inaccessible elevated platform roof, above the Work Bench 28. Zone: 5.06 Lat/Lon: 01/08 Location: Agatha's House Specifics: Inside Agatha's Locked Ammo Box 29. Zone: 5.12 Lat/Lon: -09/01 Location: Vault 106 Specifics: Science Labs, security vault 30. Zone: 5.13 Lat/Lon: -10/-03 Location: Jury Street Metro Station Specifics: Gold Ribbon Grocers. Freeform Quest: Rube's Gold Ribbon 31. Zone: 5.A Lat/Lon: -13/12 Location: Wrecked Vehicles Specifics: Raider's Jetty north of vehicles 32. Zone: 6.07 Lat/Lon: 05/03 Location: Bethesda Ruins Specifics: Bethesda Offices West, top floor, under the cluster of tiny crates by the chest freezer 33. Zone: 6.07 Lat/Lon: 05/03 Location: Bethesda Ruins Specifics: Bethesda offices East, the room just inside the exit to the exterior balcony, to the north between the to filing cabinets, on a rubble pile 34. Zone: 6.07 Lat/Lon: 05/03 Location: Bethesda Ruins Specifics: Bethesda Underworks, storeroom with the pillar, under the tiny crate next to the Nuka-Cola Quantum on the shelf 35. Zone: 6.11 Lat/Lon: 18/-03 Location: National Guard Depot Specifics: Armory and bunker, inside armory, on the table with Fat Man 36. Zone: 6.11 Lat/Lon: 18/-03 Location: National Guard Depot Specifics: Armory and bunker, inside armory, on the table with Fat Man 37. Zone: 6.11 Lat/Lon: 18/-03 Location: National Guard Depot Specifics: Armory and bunker, inside armory, on the table with Fat Man 38. Zone: 6.11 Lat/Lon: 18/-03 Location: National Guard Depot Specifics: Armory and bunker, inside armory, on the table with Fat Man 39. Zone: 6.11 Lat/Lon: 18/-03 Location: National Guard Depot Specifics: Armory and bunker, inside armory, on the table with Fat Man 40. Zone: 6.P Lat/Lon: 16/02 Location: Jackknifed Truck (under Monorail) Specifics: Inside tipped-over container of truck 41. Zone: 6.AA Lat/Lon: 11/-03 Location: Super Mutant Bonfire Specifics: On the concrete ground, near the Health and Ammo stash 42. Zone: E6.07 Lat/Lon: 09/-03 Location: Enclave Camp Specifics: Sometimes located with or on the Enclave troops dropped on the bridge by a Vertibird 43. Zone: 7.06 Lat/Lon: -23/-14 Location: VAPL-66 Power Station Specifics: Interior, on the floor to the side of the desk 44. Zone: 7.08 Lat/Lon: -15/-12 Location: VAPL-84 Power Station Specifics: In the container truck, outside 45. Zone: 7.14 Lat/Lon: -16/-17 Location: Tenpenny Tower Specifics: Dashwood's Safe, Freeform Quest: A Manhandled Manservant 46. Zone: 7.E Lat/Lon: -14/-06 Location: Ruined Chapel Specifics: By the pulpit 47. Zone: 7.M Lat/Lon: -20/-13 Location: Drainage Chamber Specifics: Trap-filled, underground office 48. Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Craterside Supplies, awarded by Moira Brown, Miscellaneous Quest: The Wasteland Survival Guide 49. Zone: 8.04 Lat/Lon: -06/-13 Location: Fort Independence Specifics: Lower level, outcast weapons room [Hard door] 50. Zone: 8.04 Lat/Lon: -06/-13 Location: Fort Independence Specifics: Lower level, outcast weapons room [Hard door] 51. Zone: 8.06 Lat/Lon: -10/-17 Location: Cliffside Cavern Specifics: Raider Outpost, inside the tank 52. Zone: 8.E Lat/Lon: -06/-04 Location: Ruined Farmhouse Specifics: Shelf at the rear of the building 53. Zone: 9.01 Lat/Lon: 04/-04 Location: Super-Duper Mart Specifics: Inside locked storage room 54. Zone: 9.1 Lat/Lon: 04/-11 Location: Outpost Specifics: On a shelf, near a gun cabinet 55. Zone: 10.03 Lat/Lon: N/A Location: Galaxy News Radio Specifics: Exterior plaza, on the body of the fallen Brotherhood Knight 56. Zone: 13.03 Lat/Lon: N/A Location: Auto Shop Specifics: Exterior parking lot, on the body of the fallen Behemoth 57. Zone: 14.08 Lat/Lon: N/A Location: La Mansion Beauregard Lobby Specifics: Lobby, on the pool table 58. Zone: 15.02 Lat/Lon: N/A Location: White House Utility Vehicle Specifics: White House crater, on concrete "island" 59. Zone: 15.02 Lat/Lon: N/A Location: White House Utility Vehicle Specifics: White House crater, on concrete "island" 60. Zone: 15.02 Lat/Lon: N/A Location: White House Utility Vehicle Specifics: White House crater, on concrete "island" 61. Zone: 17.11 Lat/Lon: N/A Location: The National Archives Specifics: Archives sub-basement, tunnel junction, through gate [Very Hard] 62. Zone: 17.14 Lat/Lon: N/A Location: Capitol Building West Enterance Specifics: Rotunda, on body of Talon Company Merc during Behemoth battle 63. Zone: 17.14 Lat/Lon: N/A Location: Capitol Building West Enterance Specifics: Rotunda, on body of the fallen Behemoth 64. Zone: 17.14 Lat/Lon: N/A Location: Capitol Building West Enterance Specifics: Rotunda, weapon cache against the wall 65. Zone: 18F Lat/Lon: N/A Location: Explosive Alley Specifics: Part of the explosive trap set up by the lunatic preacher 66. Zone: 18F Lat/Lon: N/A Location: Explosive Alley Specifics: Part of the explosive trap set up by the lunatic preacher 67. Zone: 18F Lat/Lon: N/A Location: Explosive Alley Specifics: Part of the explosive trap set up by the lunatic preacher 68. Zone: 18F Lat/Lon: N/A Location: Explosive Alley Specifics: Part of the explosive trap set up by the lunatic preacher 69. Zone: 18F Lat/Lon: N/A Location: Explosive Alley Specifics: Part of the explosive trap set up by the lunatic preacher 70. Zone: 19.06 Lat/Lon: N/A Location: L.O.B. Enterprises Specifics: East Wing, on top of the light fixture in the CEO's bathroom 71. Zone: U17.B Lat/Lon: N/A Location: Franklin Metro Utility Specifics: Flooded end tunnel, underwater ================================================================================ [4.III] Holotapes: Keller and The Replicated Man -------------------------------------------------------------------------------- This is a list of all 24 Keller and Replicated Man Holotapes. These help you in the Replicated Man quest, and discover more of what happened in the world of Fallout 3. Note that if a tape is in a someone's house, office, Clinic etc., they might be on the person in question instead. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Keller Holotapes 1. Zone: 3.07 Lat/Lon: 13/20 Location: Grisley Diner Specifics: On a desk in the back yard, by the ruined concrete wall 2. Zone: 4.E Lat/Lon: -23/08 Location: Abandoned Shack Specifics: Inside the abandoned shack, with other debris 3. Zone: 4.K Lat/Lon: -14/05 Location: Wastelander Pylon Specifics: On a low bookase with other assorted junk 4. Zone: 5.04 Lat/Lon: -04/09 Location: Hallowed Moors Cemetary Specifics: On the pulpit, along with Skill Book 5. Zone: 9.G Lat/Lon: 10/-06 Location: Military Tent and Truck Defenses Specifics: Inside the tent with the Super Mutant captive - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replicated Man Holotapes 1. Zone: 2.08 Lat/Lon: -09/16 Location: Paradise Falls Specifics: Cutter's Clinic 2. Zone: 2.08 Lat/Lon: -09/16 Location: Paradise Falls Specifics: On the floor by Grouse's sandbags 3. Zone: 2.08 Lat/Lon: -09/16 Location: Paradise Falls Specifics: Inside Eulogy's Pad 4. Zone: 4.08 Lat/Lon: -26/02 Location: Little Lamplight Specifics: Lucy's Clinic 5. Zone: 4.08 Lat/Lon: -26/02 Location: Little Lamplight Specifics: Knick Knack's Store 6. Zone: 5.10 Lat/Lon: -04/03 Location: Big Town Specifics: In Red's Clinic 7. Zone: 7.14 Lat/Lon: -16/-17 Location: Tenpenny Tower Specifics: Doctor Banfield's Clinic 8. Zone: 7.14 Lat/Lon: -16/-17 Location: Tenpenny Tower Specifics: Herbert Dashwood's room 9. Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Moira Brown's Craterside Supply Store 10. Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Doc Church's Clinic 11. Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Manya's residence 12. Zone: 9.11 Lat/Lon: 08/-14 Location: The Citadel Specifics: Scribe Bowditch's area 13. Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: Doctor Preston's Clinic 14. Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: Sister's room 15. Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: Father Clifford's Church 16. Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: Seagrave Holmes' Room 17. Zone: 17.07 Lat/Lon: N/A Location: Museum of History (Underworld) Specifics: Winthrop's room 18. Zone: 17.07 Lat/Lon: N/A Location: Museum of History (Underworld) Specifics: Doctor Barrow's Chop Shop 19. Zone: 17.07 Lat/Lon: N/A Location: Museum of History (Underworld) Specifics: Tulip's Underworld Outfitters ================================================================================ [4.IV] Schematics for Custom Weapons -------------------------------------------------------------------------------- This is a list of all 23 schematics to create the seven custom weapons. Basically, the more components you have when making a weapon, the stronger they'll become. To use the schematics, find a Work Bench and the components listed in the schematic, then put them together to make a better weapon! When you upgrade a weapon with a Schematic and you have another schematic, the new one will now say "v.2". Here's what the Schematics do (other than better damage) 1 Schematic: Condition is 50% of your Repair skill 2 Schematics: Condition is equal to your Repair skill 3 Schematics: Condition is 125% of your Repair skill (up to 100%) As for what you need to fully upgrade each weapon: Bottlecap Mine Bottle Caps (10) Cherry Bomb Lunch Box Sensor Module Dart Gun Paint Gun Radscorpion Poison Gland Surgical Tubing Toy Car Deathclaw Gauntlet Deathclaw Hand Leather Belt Medical Brace Wonderglue Nuka-Grenade Abraxo Cleaner Nuka-Cola Quantum (1) Tin Can Turpentine Railway Rifle Crutch Fission Battery Pressure Cooker Steam Gauge Assembly Rock-It Launcher Conductor Firehose Nozzle Leaf Blower Vacuum Cleaner Shishkebab Lawnmower Blade Motorcycle Gas Tank Motorcycle Handbrake Pilot Light Now for where the Schematics are located: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. #1 Rock-It Launcher Zone: 0.00 Lat/Lon: N/A Location: Wasteland Mini-Encounter: Merchant Trader Caravan Specifics: Sold by Crazy Wolfgang - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2. #1 Nuka Grenade Zone: 0.00 Lat/Lon: N/A Location: Wasteland Mini-Encounter: Merchant Trader Caravan Specifics: Sold by Doc Hoff - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3. #1 Shishkebab Zone: 0.00 Lat/Lon: N/A Location: Wasteland Mini-Encounter: Merchant Trader Caravan Specifics: Sold by Lucky Harith - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4. #1 Deathclaw Gauntlet Zone: 0.13 Lat/Lon: N/A Location: Mini-Encounter: Wounded Deathclaw Specifics: On wounded Wastelander - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5. #1 Dart Gun Zone: 1.02 Lat/Lon: -27/25 Location: MDPL-05 Power Station Specifics: On ground, near skeleton - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6. #2 Shishkebab Zone: 1.B Lat/Lon: -14/25 Location: Brotherhood Outcast Shack Specifics: On a table, near a Work Bench, close to SatCom Array NN-03d - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7. #1 Railway Rifle Zone: 2.09 Lat/Lon: 02/17 Location: MDPL-13 Power Station Specifics: Inside, on Work Bench - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8. #2 Dart Gun Zone: 3.10 Lat/Lon: 13/15 Location: Temple of the Union Specifics: Miscellaneous Quest: Head of State. Possible reward (usually given at 17.01 Lincoln Memorial) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9. #1 Bottlecap Mine Zone: 4.08 Lat/Lon: -26/02 Location: Little Lamplight Specifics: Sold by Knick Knock - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10. #3 Shichkebab Zone: 5.05 Lat/Lon: -01/07 Location: Meresti Trainyard Specifics: Miscellaneous Quest: Blood Ties. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11. #2 Nuka Grenade Zone: 7.05 Lat/Lon: -26/-11 Location: Girdershade Specifics: Miscellaneous Quest: The Nuka-Cola Challenge. Possible reward - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12. #2 Bottlecap Mine Zone: 7.07 Lat/Lon: -22/-12 Location: Jocko's Pop & Gas Stop Specifics: On the Work Bench, inside the shack - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13. #2 Deathclaw Gauntlet Zone: 7.09 Lat/Lon: -27/-15 Location: F. Scott Key Trail & Campground Specifics: In the caravan, in the picnic area - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 14. #3 Dart Gun Zone: 7.14 Lat/Lon: -16/-17 Location: Tenpenny Tower Specifics: Sold by Lydia Montenegro - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 15. #3 Bottlecap Mine Zone: 7.14 Lat/Lon: -16/-17 Location: Tenpenny Tower Specifics: Freeform Quest: A Manhandled Manservant. Inside Dashwood's Safe - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 16. #2 Rock-It Launcher Zone: 8.01 Lat/Lon: -04/-04 Location: Vault 101 Specifics: Miscellaneous Quest: Trouble on the Homefront. Behind your mother's favorite Bible verse plaque [Average]. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 17. #3 Rock-It Launcher Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Craterside Supplies, sold by Moira Brown - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 18. #4 Bottlecap Mine Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Craterside Supplies, awarded by Moira Brown. Miscellaneous Quest: The Wasteland Survival Guide - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 19. #3 Nuka Grenade Zone: 8.06 Lat/Lon: -10/-17 Location: Cliffside Cavern Specifics: Hidden inside the Yoo Guai Cave, follow the left wall, drop down, and look for the rock surrounded by skeletons - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 20. #4 Rock-It Launcher Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: In the bridge tower third-floor armory [Very Hard] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 21. #3 Deathclaw Gauntlet Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: Freeform Quest: Council Seat. Possible reward (from Bannon) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 22. #2 Railway Rifle Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: Miscellaneous Quest: Stealing Independance. Possible reward (from Abraham Washington) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 23. #3 Railway Rifle Zone: 17.07 Lat/Lon: N/A Location: Museum of History Entrance Specifics: Underworld Outfitters, sold by Tulip ================================================================================ [4.V] Vault-Tec Bobbleheads -------------------------------------------------------------------------------- This is a list of all 20 Vault-Tec Bobbleheads in order to get the achievement. Also, they add to your stats and skills. Basically, the Bobbleheads of the 7 Primary Stats (Strength, Perception, etc.) give you one more point to those stats. The Bobbleheads of the 13 Skills add 10% to each skill. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. Energy Weapons Zone: 1.01 Lat/Lon: -28/28 Location: Raven Rock Specifics: Raven Rock Level 2, colonel Autumn's quarters, on table - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2. Big Guns Zone: 1.04 Lat/Lon: -17/26 Location: Fort Constantine Specifics: CO quarters, inside open safe - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3. Endurance Zone: 1.07 Lat/Lon: -22/20 Location: Deathclaw Sanctuary Specifics: Deathclaw Sanctuary, initial chamber, next to corpse pile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4. Explosives Zone: 1.11 Lat/Lon: -17/18 Location: WKML Broadcast Station Specifics: Sealed Cistern, next to ham radio - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5. Speech Zone: 2.08 Lat/Lon: -09/16 Location: Paradise Falls Specifics: Eulogy's Pad, on table - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6. Perception Zone: 3.03 Lat/Lon: 19/27 Location: The Republic of Dave Specifics: Museum of Dave, bookcase - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7. Agility Zone: 3.06 Lat/Lon: 07/21 Location: Greener Pastures Disposal Site Specifics: Office, on table - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8. Repair Zone: 5.07 Lat/Lon: -11/06 Location: Arefu Specifics: Evan King's House, on table - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9. Science Zone: 5.12 Lat/Lon: -09/01 Location: Vault 106 Specifics: Vault 106 living quarters, medical bay eastern wall, on shelves - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10. Charisma Zone: 6.06 Lat/Lon: 18/06 Location: Vault 108 Specifics: Vault 108 Cloning Lab, on table - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11. Lockpick Zone: 6.07 Lat/Lon: 05/03 Location: Bethesda Ruins Specifics: Bethesda Offices East, top floor, on desk in central room - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12. Small Guns Zone: 6.11 Lat/Lon: 18/-03 Location: National Guard Depot Specifics: National Guard Armory, shelf in equipment storage - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13. Sneak Zone: 7.01 Lat/Lon: -28/-04 Location: Yoo Guai Tunnel Specifics: Yoo Guai Den, on metal crate, eastern area of central cavern. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 14. Barter Zone: 7.04 Lat/Lon: -18/-07 Location: Evergreen Mills Specifics: Bazaar, Jack's northeast alcove; top right shelf behind the Work Bench. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 15. Melee Weapons Zone: 7.11 Lat/Lon: -26/-18 Location: Dunwich Building Specifics: Virulent Underchambers, mall maintenance room - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 16. Unarmed Zone: 7.C Lat/Lon: -26/-07 Location: Rockopolis Specifics: Rockopolis, next to Argyle's body - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 17. Medicine Zone: 8.01 Lat/Lon: -04/-04 Location: Vault 101 Specifics: Vault 101, Dad's clinic table - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 18. Strength Zone: 8.03 Lat/Lon: -01/-06 Location: Megaton Specifics: Lucas Simms' house, sheriff's bedroom on table - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 19. Intelligence Zone: 9.15 Lat/Lon: 18/-17 Location: Rivet City Specifics: Science Lab, on table - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 20. Luck Zone: 16.03 Lat/Lon: N/A Location: Arlington House Specifics: Arlington house, cellar shelves ================================================================================ [4.VI] Radio Stations -------------------------------------------------------------------------------- Not really a collectible, however, they are tracked in your Pip-Boy. Roaming around the wastelands just listening to the music and entertainment that they provide is just as much fun as searching for new towns, and when you unlock more radio stations, you'll have a bunch more stuff to listen to in all the corners of the wasteland. Remember, your Pip-Boy plays these radio stations, so if you're trying to stay hidden and steal or do something mischevious and not get caught, turn it off. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chinese Radio Beacon Zone: 0.16 Lat/Lon: N/A Location: Downed Chinese Pilot Specifics: A random encounter, you'll find a skeleton of a Chinese pilot. Recon Craft Theta Beacon Zone: 2.G Lat/Lon: 03/22 Location: Crashed Anomaly Specifics: North of the MDPL-13 Power Station, emits garbled speech. You'll find a house with something crashed straight through it. That something is an Alien spacecraft; search it for an Alien Blaster! Agatha's Station Zone: 5.06 Lat/Lon: 01/08 Location: Agatha's House Specifics: Complete the Miscellaneous Quest: Agatha's Song to hear this broadcast along the entire Wasteland. Vault 101 Emergency Frequency Zone: 8.01 Lat/Lon: -04/-04 Location: Vault 101 Specifics: Mostly offline, but during Miscellaneous Quest: Trouble on the Homefront, a signal will emerge... Galaxy News Radio Zone: 10.03 Lat/Lon: N/A Location: Galaxy News Radio Specifics: You'll get this during the Main Quest: Following in his Footsteps. The signal can be increased in the next part of the quest. Ranger Emergency Frequency Zone: 12.08 Lat/Lon: N/A Location: The Statesman Hotel Specifics: You can hear the signal in the Metro Junction and Freedom Street Station (Vernon Square Station). This is involved with the Miscellaneous Quest: Reilly's Rangers. People's Republic of America Radio Zone: 16.05 Lat/Lon: N/A Location: Mama Dolce's Processed Foods Specifics: This is a Chinese Propaganda station from near the D.C. area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There are also 9 Radio Tower Signals. Each of these emits some sort of signal that lets you find another hidden place on the map that's nearby. This section will contain, in addition to the signals above, what type of Radio Signal the tower broadcasts, as well as where it is triangulating that signal. Zone: 1.06 Lat/Lon: -23/20 Location: Broadcast Tower KB5 Radio Signal: Alfa Lima Specifics: Mast is on top of a large hill, emits morse code Triangulation: Drainage Channel (zone 1.G, Lat/Lon: -22/20) Zone: 1.11 Lat/Lon: -17/18 Location: WKML Broadcast Station Radio Signal: Kilo Bravo Specifics: Switch on the generators inside the tower Triangulation: Sealed Cistern Zone: 2.06 Lat/Lon: -04/24 Location: Broadcast Tower LP8 Radio Signal: Echo Foxtrot Specifics: Southwest of the monorail, near Paradise Falls. Triangulation: Sealed Cistern, just below and slightly to the NE Zone: 3.08 Lat/Lon: 15/20 Location: Relay Tower KX-B8-11 Radio Signal: Oscar Zulu Specifics: Emits a frantic message from Bob Anderstein Triangulation: Drainage Chamber (zone 3.K, Lat/Lon: 16/19) Zone: 4.04 Lat/Lon: -26/09 Location: Broadcast Tower KT8 Radio Signal: Sierra Romeo Specifics: Watch out for attacks from Super Mutants, emits morse code Triangulation: Drainage Chamber, Sewer Entrance (zone 4.B, Lat/Lon: -26/10) Zone: 6.G Lat/Lon: 16/07 Location: Radio Mast Yankee Bravo Radio Signal: Yankee Bravo Specifics: SW of Canterbury Commons, emits murmerings and growls. Triangulation: Drainage Channel to the WSW Zone: 7.A Lat/Lon: -24/-04 Location: Broadcast Tower PN Radio Signal: Papa November Specifics: Nort from Smith Casey's Garage Triangulation: Drainage Chamber (zone 4.R, Lat/Lon: -24/-03) Zone: 7.L Lat/Lon: -20/-13 Location: Broadcast Tower SV Radio Signal: Sierra Victor Specifics: On top of a rocky hillside, watch for gaps in the ground Triangulation: Drainage Chamber (zone 7.M, same latitude) just to the SE Zone: 8.B Lat/Lon: -11/-05 Location: Radio Mast Oscar Tango and Hamlet Radio Signal: Oscar Tango Specifics: Southern part of Jury Street, watch for Raider attacks Triangulation: Drainage Chamber (zone 8.C, Lat/Lon: -11/-04) ================================================================================ [5.I] The Zones and Their Locations -------------------------------------------------------------------------------- For the map, here are the zones and their primary locations. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Zone 1: Northwest Territories 01. Raven Rock 02. MDPL-05 Power Station 03. SatCom Array NW-05a 04. Fort Constantine 05. SatCom Array NW-07c 06. Broadcast Tower KB5 07. Deathclaw Sanctuary 08. Dickerson Tabernacle Chapel 09. Mason Dixon Salvage 10. Mount Mabel Campground 11. WKML Broadcast Station 12. The Silver Lining Drive-In 13. Drowned Devil’s Crossing 14. Abandoned Car Fort 15. Faded Pomp Estates 16. Roosevelt Academy Zone 2: Northern Mountains 01. Oasis 02. SatCom Array NN-03d 03. MDPL-21 Power Station 04. Clifftop Shacks 05. Montgomery County Reservoir 06. Broadcast Tower LP8 07. Reclining Groves Resort Homes 08. Paradise Falls 09. MDPL-13 Power Station Zone 3: Northeast Territories 01. Vault 92 02. Old Olney 03. The Republic of Dave 04. Chaste Acres Dairy Farm 05. MDPL-16 Power Station 06. Greener Pastures Disposal Site 07. Grisly Diner 08. Relay Tower Kx-B8-11 09. Minefield 10. Temple of the Union Zone 4: Irradiated Western Plains 01. Shalebridge 02. Five Axles Rest Stop 03. MDPL Mass Relay Station 04. Broadcast Tower KT8 05. Rockbreaker’s Last Gas 06. Vault 87 07. Everglow National Campground 08. Little Lamplight 09. Jalbert Brothers Waste Disposal 10. VAPL-58 Power Station 11. Fort Bannister Zone 5: Central Plains and Potomac 01. Germantown Police Headquarters 02. Northwest Seneca Station 03. Hamilton’s Hideaway 04. Hallowed Moors Cemetery 05. Meresti Trainyard 06. Agatha’s House 07. Arefu 08. Fordham Flash Memorial Field 09. Moonbeam Outdoor Cinema 10. Big Town 11. Kaelyn’s Bed & Breakfast 12. Vault 106 13. Jury Street Metro Station 14. Springvale School Zone 6: Eastern Hills and D.C. Outskirts 01. AntAgonizer’s Lair 02. Canterbury Commons 03. Scrapyard 04. Wheaton Armory 05. Corvega Factory 06. Vault 108 07. Bethesda Ruins 08. Chryslus Building 09. Rock Creek Caverns 10. Friendship Heights Metro Station 11. National Guard Depot Zone 7: Southwest Territories 01. Yoo Guai Tunnels 02. Charnel House 03. Smith Casey’s Garage 04. Evergreen Mills 05. Girdershade 06. VAPL-66 Power Station 07. Jacko’s Pop & Gas Stop 08. VAPL-84 Power Station 09. F. Scott Key Trail & Campground 10. RobCo Facility 11. Dunwich Building 12. Warrington Trainyard 13. Warrington Station 14. Tenpenny Tower Zone 8: Southern Plains 01. Vault 101 02. Springvale 03. Megaton 04. Fort Independence 05. Fairfax Ruins 06. Cliffside Cavern 07. Andale 08. Red Racer Factory 09. The Overlook Drive-In 10. Nuka-Cola Plant Zone 9: Exterior D.C. Metropolitan Ruins 01. Super-Duper Mart 02. Farragut West Metro Station 03. Sewer Waystation 04. Wilhelm’s Wharf 05. Flooded Metro 06. Anchorage Memorial 07. Tepid Sewers 08. Dukov’s Place 09. Grayditch 10. Marigold Station 11. The Citadel 12. Irradiated Metro 13. Alexandria Arms 14. Jefferson memorial 15. Rivet City 16. Anacostia Crossing 17. Flooded Metro 18. Arlington Library Zones 10-21: Interior Z10: D.C. Metropolitan Ruins Z11: Dupont Circle Z12: Vernon Square Z13: Takoma Park Z14: Georgetown Z15: Pennsylvania Avenue Z16: Arlington National Cemetary Z17: The Mall Z18: Seward Square Z19: Falls Church Z20: Mason District Z21: L’Enfant Plaza ================================================================================ Special Thanks - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Tracy Lovett (Tarthus, GameFAQs) for help with the Schematics Will (adlibrium) for finding the mistake with the Comprehension perk Adam for finding the mistakes with the Action Boy and Finesse perks Mike Mirkin for noticing a missing perk on the list Martin (DigitalOverride) for help with the WKML Radio Tower Signal ================================================================================ Closing Stuff ================================================================================ I hope you found this guide useful. -------------------------------------------------------------------------------- _____ __ __ / ___// /_ ____ ____/ /_____ _______ __ / __ / __ / __ / __ | /| / / ___/ ___/ / / / / /_/ / /_/ / /_/ / |/ |/ /___ /____/_/ /_/_________/____/|__/|__/_____/ ___ _ / _ (_)__ ______ ________ __ / // / / _ / __ | /| / / __ | / / / // / / __/ / /_/ / |/ |/ / /_/ / |/ / /____/_/___/ _______/|__/_____ / / / /__/ ShadowsDieAway -------------------------------------------------------------------------------- This guide is free for distribution, but please don't leave out this part of the guide where credit is due, thank you and enjoy!
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