Warning:  The  following  contains information that will help you
solve  Fallout. Please, DO NOT READ FROM START TO FINISH. You'll spoil
the  game  and ruin any chance of ever becoming a good, decent person.
So go ahead and cheat, you derelict.

FALLOUT Walkthrough 

SECTION I. Vault 13 Cave Entrance. 

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

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

SECTION II. Shady Sands. 

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

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

SECTION III. Radscorpion caves. 

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

SECTION IV. Shady Sands (revisited). 

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

SECTION V. Vault 15. 

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

SECTION VI. Junktown. 

     Find  Killian  Darkwater,  the mayor of Junktown. Talk to him. In
the middle of the conversation there will be the assassination attempt
on Darkwater. Kill the assassin and get back to chatting with Killian.
He  will  propose you to talk the confession out of Gizmo, local Mafia
boss.  Accept  his  proposal  and  visit  Gizmo. Talk to him about the
failed  assassination  attempt  and  offer yourself as the man for the
job. Then Gizmo will confess that he wants Darkwater's head. It's just
what  you  need.  Return to Killian and give him the tape with Gizmo's

     Accept  his  offer  to participate in Gizmo's accusal. Of course,
Gizmo  will  fight  and, of course, you will have to kill him and Izo,
his  bodyguard.  After  you're  done talk to the guard captain. He has
another  task for you. You are to bust Skulz, the gang that originally
worked  for  Gizmo.  Visit  Scum  Pitt  at  20:00 and you will see the
bartender  killing the Skulz member. Steal the urn on the bar and show
it  to Vinnie, Skulz leader. He can be found in the back room of Crash
House. Vinnie will accept you in his gang and offer you to take a part
in the bartender's murder. At this point you can either join him right
away  or  run  for the guard captain. In any case, once you are in the
bar, kill all the Skulz members and return the urn to the bartender.

     That's  it.  Leave Junktown for Hub. On your way out you may want
to help Philip out with the dog that doesn't let him in his apartment.
You  can  plainly  kill it (no dog - no problem) but better give it an
iguana-on-a-stick, it's worth more experience.


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

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

     Next,  you  might  want  to  find  out  the  cause of the trading
caravans  disappearing (talk to merchants, they will complain about it
eventually; along with it you will be informed of Necropolis, Boneyard
and Brotherhood of Steel locations).

     Talk  to  Butch, the leader of Far Go Traders, he will ensign you
on  a  job of finding the lost caravans. Ask him about the Death Claw,
then go talk to Beth -she runs the weapons shop here in Hub. After you
do it visit some madman in Old Town, he's always by the house in which
Harold  the mutant lives. The madman will refuse to help you until you
talk  to Harold. Then he will take you to the Death Claw cave. Take it
out.  If  you  have  difficulties  let it live for now and return here
after  you  visit Necropolis. In the cave you will find a dying mutant
who will give you the holodisc. Show it to Butch for some money.

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

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

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

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

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

SECTION VIII. Shady Sands (revisited). 

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

SECTION IX. Raiders. 

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

SECTION X. Necropolis. 

     You will enter Necropolis in the area called the Hotel. Your task
is  to  get  to  the  Watershed  using the sewers. Eventually you will
encounter  the  group of peaceful ghouls who live underground. Talk to
their leader and share your problems with him. You will know that they
do  have  a  water  chip  in Necropolis and are using it because their
water  pump  is broken. Agree to find the parts for the water pump and
fix  it.  In the center of Necropolis lives Set, the head of the city.
He  is  sick  and will get killed later on in the game by the invading
super  mutants,  so  why  not kill him now? Besides, he has some quite
valuable  items.  Before  you kill him he may tell you that a bunch of
huge  mutants  is causing him problems at the Watershed. Go there. You
will  see,  yes,  you  guessed it, a bunch of huge mutants. Find their
boss,  Harry. He will talk to you. You will get two options - agree to
follow  him  to the Lieutenant, and it will be very, very hard for you
to  survive there, or refuse, which will cause Harry to attack you. He
has a laser rifle, so make sure he dies fast.

     Other  super  mutants  will also attack you. One of them is armed
with a flamer and that makes him even more dangerous than Harry. After
you dispose of them descent to the sewers where Larry the super mutant
stood.  There  you  will find some junk parts. Return with them to the
peaceful  ghoul  and  he  will give you three books on electronics. Go
back  to  the  house  where you encountered Harry and REPAIR the water
pump. Descent into the sewers in the southern part of the house. There
is  a  vault  here.  Find  the water chip and leave Necropolis for the
Brotherhood of Steel.

SECTION XI. Brotherhood of Steel. 

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

SECTION XII. Boneyard. 

     Boneyard  consists  of  four  main  parts: the downtown where the
Blades reside, Boneyard Adytum, the library, home for the Followers of
the  Apocalypse  and the fortress of the Gun Runners. Go to Adytum and
talk to Miles, their chemist and Zimmerman, their mayor.

     Zimmerman wants the leader of the Blades dead blaming her for the
death  of his son, and Miles wants you to get him the parts to fix the
hydroponic  farm.  Go  to the night club where the Blades are. Talk to
their  leader. She will prove her innocence by giving you the holodisc
with   the   Regulators  transmission.  Hmm,  it's  obvious  that  the
Regulators are much more than just the guards for Adytum. Head back to
Zimmerman and show him the disc. He will get killed and you will get a
full-scale  war  with  the  Regulators. You have no choice but to kill
them.   Now  visit  Nicole,  the  founder  of  the  Followers  of  the
Apocalypse.  She  will  tell  you to find out what is happening in the
Cathedral.  She  is sure something sinister is going on there. Let her
know  you  will  look into it. Now for the Gun Runners. To get to them
one has to deal with the Death Claws. Once you entered the Gun Runners
fortress talk to Gabriel, their leader! and agree to destroy all Death
Claws so the Gun Runners could move out. Gabriel isn't very happy with
the situation in Boneyard - his only clients are the Regulators and he
cannot  move  out  because of the Death Claws. Return to where you saw
the Death Claws, kill them on the surface and proceed to the basement.

     There you will find the Mother Death Claw and the eggs. Take care
of  them  and return to Gabriel. He will decide not to move out as you
eliminated  both  the Death Claws and the Regulators. Pick up the junk
parts lying where the Death Claws were and take them to Miles, then to
Smitty and then again to Miles. That's it. Leave Boneyard and head for
the  Glow.  Make  sure  you have a rope and two packs of Rad-X in your


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

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

SECTION XIV. Brotherhood of Steel (revisited). 

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

SECTION XV. Boneyard (revisited). 

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

SECTION XVI. Vault 13. 

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

SECTION XVII. The Military Base. 

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

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

SECTION XVIII. The Cathedral. 

     In  the  Cathedral  you  will  be  accompanied  by  the  group of
Followers  scouts.  Find  the woman Nicole told you about and tell her
"red  rider". She will tell you about the secret door the key to which
only Morpheus has. Find Morpheus (take stairs up). In any case it will
all end up by fighting him and the Nightkins.

     Take  the  key from Morpheus' body, get back to the ground floor,
open the secret door and descent.

     In the basement find the strange wall near the bookcases which is
marked  on  your automap as a passage. Eventually it will open and you
will  encounter  another servant of the cult. The simplest way to deal
with him is to kill him.

     Behind  the  secret  passage is a vault entrance. From there make
your way to the third level, find another secret passage and enter the
corridor  of flesh. You will get damage advancing this passage and may
finally have your eyes poked with some bone or alike. In that case use
your  DOCTOR  skill  to restore your vision before the battle with the
Master. Come close to the Master and he will talk to you.

     Don't  take  his  offer  to  join him. He will attack. Take cover
behind  one  of the columns and shoot him periodically with your turbo
plasma  rifle. It'll take about from four to six shots. Once per three
turns  the  corridor  will  spawn a super mutant but when you kill the
Master  it'll  be  over.  The  Master's  death initiates self-destruct
sequence  on  the  nuclear ware! ad that's on the fourth level. Escape
the Cathedral and that's it you've completed Fallout.

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Автор: ALEX
Величайшая игра всех времён и народов, которую до сих пор никому не удалось не то что превзойти, даже скопировать. Погружение в атмосферу тотальной разрухи, хаоса и насилия с головой выполнено просто великолепно. Fallout - это не игра. ЭТО ЦЕЛАЯ ЖИЗНЬ!

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