Sean Meskill discovered a way to rest anywhere: "When you have enough status entries (names of locations) that they start to physically appear in the space where the alarm clock entries appear, then you can do the trick. Talk to Smitty with a suit of Powered Armor and he'll ask for some Chemistry Journals from the Hub. If you approach with a weapon ready Kalnor will tell you to put it away and turn hostile if you don't. Join either gang and agree to go scout the others out. In the vast majority of cases neither approval nor disapproval has any tangible consequences. The "Death" encounter area is (as far as I can tell) located slightly to the northwest of the Hub, and apparently represents the deathclaw's hunting grounds. Joshua Jansen points out that Dogmeat, being a dog, cannot open doors, which can be used as a general method of keeping him safe: "Find yourself a safe point for Dogmeat, in a side room, a corridor with doors, or even inside an elevator, and simply trap him inside by closing the door on him. If you asked Nicole for help there'll also be four warriors from the Followers milling about. If you take the northern one you'll find yourself in a passage connecting two trapped hidden doors. Unless that one is Small Guns, choose one of the following according to preference (one of these would probably be a tag skill instead of Speech in a stupid game): Your number of available skill points are capped at 99 when you level up. Tested Builds: Fallout 4 Mini Nuke Kit, Part 1. Excessive looting is pointless since there's little to invest in (excessive looting should always be rewarded). Also look for items on the ground. (Amusingly, you can escape into the elevator to level 1 and wait for him to appear there, and he won't remember anything.) If you try to enter the room with the bookcase, the guard will stop you. Another way to get in is to talk to the mutants (put away your weapon) and agree to meet their boss, which will teleport you to the Lieutenant. Sign-in to your Escapist account to enter contest, post comments, and simply be more awesome. Nab one from Shady Sands. Reading a book takes from 1 to 10 hours depending on your Intelligence (i.e. A typical minigun shoots 40 bullets, each of which has 20% chance for insta-kill. $ 65+(5+5)/2=70\% $ The best NPC. Blowing up the control computer with Dynamite will trigger the countdown (300 seconds), but also the alarm. You can open a lot of (wooden) doors and forcefields in the game using explosives, but you shouldn't make a habit out of it. "How about you and I... well, you know... get together." as diversions go it's pretty awful), but you can't get one without the other. Don't do that. Go there and pick up the Brotherhood Tape, return and give it to Cabbot for 2000 xp and access to the Brotherhood. Make sure she doesn't get blocked as she goes to the learning terminal, or you won't be able to use it. In the control room, use Science or a Security Card (steal it off the technicians) on the control computer to gain access to some logs and self-destruct sequences. Otherwise, kill him and you'll gain a black COC Badge and 1000 xp as well. After your first conversation with Razlo he will refuse to speak with you if you are a Childkiller or Berserker. If you kill Gizmo on your own you get 600 xp for it and the guards won't turn hostile, but Lars won't talk to you afterwards which could affect quest 3. Special: A dog. Wonderfully flexible as the SPECIAL system is, some characters are bigger than others. If you already destroyed the base Harry will know and not try to take you there. If you're thinking of playing the game again (of course you should), here are a few suggestions: You always get the first bit about the Master being killed, the vats destroyed and the mutant army driven east. Use aimed blows to the head and try to knock him out; when you succeed, take his Robes and Security Card. The values within parentheses are the ones I arrived at statistically (150 uses) before I knew you can use FIME to find the proper ones. In v1.0 there was a bug with the Stealth Boy, where if you saved the game while using it the Stealth Boy could turn into a Geiger Counter, leaving you in permanent stealth mode. The first person I talked to in the whole game was Katrina. If you don't finish this quest within 100 days the rebel faction will indeed disappear from the vault. Dogmeat: Found on Phil's doorstep in Junktown. HA! If you carry a Water Flask you'll be safe from the mildly delaying and/or damaging effects of dehydration, at the cost of every Water Flask in your inventory disappearing when you get such an encounter. This one will be crossed out after you free the prisoner in the Hub even if you didn't get it yet. Caravans leave on the 3rd and 17th to Junktown, Necropolis, the Brotherhood and the Boneyard, and the pay is $600. If you spot typos, have something to contribute or want to complain that my inclusion criteria are arbitrary, please mail me. If you press and hold the A key as the game is loading a new area (such as when you get a random encounter on the world map), you'll enter combat mode and get the first turn before any monsters can react. You can also open a door to a room with monsters and hit A while the door opens, thus getting the first shot. The other party always gets to initiate combat - that is, unless you hold the A key as you leave dialogue. near your victim." You get 2500 xp for this minus 250 xp for each of the six super mutant guards you already killed. You get twice that amount if the skill is tagged. Then go and tell Lars, and you'll earn 500 xp. Thirdly you can tell Razor you want to talk to Zimmerman before the attack. A demo for Fallout was released containing something resembling a prototype Junktown, offering a different experience even for those who have played the full game. Harry is the only one who'll react to your presence. However, you can circumvent this effect by leaving the map before the explosive goes off, or at least running pretty far away from anyone who's allied with the victim. This is not strictly a walkthrough in the "do this, then do that" sense, but there's enough information and general advice that you should be able to figure out how to do stuff, and have more fun in the process. Made numerous minor additions and clarifications, cleared up many uncertainties, added some details regarding Killian, added a section on the demo in Addenda, added NPC notes for Tandi and Tycho, added a considerable number of bugs in Addenda, added a few notes and comments in Combat (e.g. When you're fed up with killing deathclaws for xp (you'd have to kill more than eighty just to get from level 12 to level 18; a middle way might be to advance to a point (say, level 15) where you can expect to reach level 18 before the game is over), go down and kill the deathclaw mother and all the eggs (important). It doesn't do anything, but it might be fun to know it's the only line in Fallout with that requirement. You can actually go and talk to Theresa at any time and convince her the Overseer is right for 750 xp. Take the Rope and use it on the other elevator shaft. Failing that, just go for Melee, with high Strength/Agility/Endurance. Wait there for a day and they'll let you out again. (Of course it may also happen that you realize only afterwards that you've done something wrong and wish you had not saved...) I'd also recommend keeping a save game slot for each time you enter a new major location (town etc.). You can't use Super Stimpaks or other chems on them, and as far as I know they don't use them on their own. This is made easier by the fact that unlike in Fallout 2 you can reap the effects of any number of doses at once. In this case, or if you provoke Shark to attack you, you can't ask Vinnie about joining the Skulz. The more decent-like option is to say you need time to prepare and go tell Lars what's up. Usually you can't rest very long doing this, but you can do it as many times as you want. 1 unused pt. When I loaded he was hostile, apparently thinking he had given me a warning and time to back away. Tests indicate that the difference is not as great as it should be (which could mean that ammo behaviour is not fully understood), but you should be safe sticking to the "AP sucks" rule. The raiders won't be aggressive when you first come here unless you flash weapons around. Tandi works a bit differently because she's not a regular NPC; see the Shady Sands section. You can get two rescue kits from Razlo by talking to him before and after 19.00. There's no way of getting it crossed out. After that, credits. (In fact I didn't find any guide that didn't contain various incorrect statements, many of which have obviously been passed on or even ripped verbatim from one walkthrough to another.). Michal Burger chimes in: "Later, when you talk to Harold about what has happened to him, he mentions some guy that went with him to the Military Base, but was wounded and sent back to the surface. Razlo in the house to the southwest will tell you to stay away from his bookcase o' stuff. 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