GetDotted Domains

Retro Game Walkthroughs For
"Fallout 3"
(Xbox 360)

This game is also available on PS3 and PC.

Retro Game Walkthroughs for Fallout 3 (Xbox 360)
Submitted By: jubbamhc
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

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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

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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

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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

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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

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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

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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

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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

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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

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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: -

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[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

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3. #1 Shishkebab

Zone: 0.00
Lat/Lon: N/A
Location: Wasteland Mini-Encounter: Merchant Trader Caravan
Specifics: Sold by Lucky Harith

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4. #1 Deathclaw Gauntlet

Zone: 0.13
Lat/Lon: N/A
Location: Mini-Encounter: Wounded Deathclaw
Specifics: On wounded Wastelander

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5. #1 Dart Gun

Zone: 1.02
Lat/Lon: -27/25
Location: MDPL-05 Power Station
Specifics: On ground, near skeleton

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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

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7. #1 Railway Rifle

Zone: 2.09
Lat/Lon: 02/17
Location: MDPL-13 Power Station
Specifics: Inside, on Work Bench

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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)

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9. #1 Bottlecap Mine

Zone: 4.08
Lat/Lon: -26/02
Location: Little Lamplight
Specifics: Sold by Knick Knock

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10. #3 Shichkebab

Zone: 5.05
Lat/Lon: -01/07
Location: Meresti Trainyard
Specifics: Miscellaneous Quest: Blood Ties. Possible reward

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11. #2 Nuka Grenade

Zone: 7.05
Lat/Lon: -26/-11
Location: Girdershade
Specifics: Miscellaneous Quest: The Nuka-Cola Challenge. Possible reward

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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

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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

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15. #3 Bottlecap Mine

Zone: 7.14
Lat/Lon: -16/-17
Location: Tenpenny Tower
Specifics: Freeform Quest: A Manhandled Manservant. Inside Dashwood's Safe

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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].

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17. #3 Rock-It Launcher

Zone: 8.03
Lat/Lon: -01/-06
Location: Megaton
Specifics: Craterside Supplies, sold by Moira Brown

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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

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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

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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)

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22. #2 Railway Rifle

Zone: 9.15
Lat/Lon: 18/-17
Location: Rivet City
Specifics: Miscellaneous Quest: Stealing Independance. Possible reward
(from Abraham Washington)

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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

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2. Big Guns

Zone: 1.04
Lat/Lon: -17/26
Location: Fort Constantine
Specifics: CO quarters, inside open safe

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3. Endurance

Zone: 1.07
Lat/Lon: -22/20
Location: Deathclaw Sanctuary
Specifics: Deathclaw Sanctuary, initial chamber, next to corpse pile

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4. Explosives

Zone: 1.11
Lat/Lon: -17/18
Location: WKML Broadcast Station
Specifics: Sealed Cistern, next to ham radio

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5. Speech

Zone: 2.08
Lat/Lon: -09/16
Location: Paradise Falls
Specifics: Eulogy's Pad, on table

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6. Perception

Zone: 3.03
Lat/Lon: 19/27
Location: The Republic of Dave
Specifics: Museum of Dave, bookcase

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7. Agility

Zone: 3.06
Lat/Lon: 07/21
Location: Greener Pastures Disposal Site
Specifics: Office, on table

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8. Repair

Zone: 5.07
Lat/Lon: -11/06
Location: Arefu
Specifics: Evan King's House, on table

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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

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11. Lockpick

Zone: 6.07
Lat/Lon: 05/03
Location: Bethesda Ruins
Specifics: Bethesda Offices East, top floor, on desk in central room

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12. Small Guns

Zone: 6.11
Lat/Lon: 18/-03
Location: National Guard Depot
Specifics: National Guard Armory, shelf in equipment storage

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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.

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15. Melee Weapons

Zone: 7.11
Lat/Lon: -26/-18
Location: Dunwich Building
Specifics: Virulent Underchambers, mall maintenance room

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16. Unarmed

Zone: 7.C
Lat/Lon: -26/-07
Location: Rockopolis
Specifics: Rockopolis, next to Argyle's body

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17. Medicine

Zone: 8.01
Lat/Lon: -04/-04
Location: Vault 101
Specifics: Vault 101, Dad's clinic table

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18. Strength

Zone: 8.03
Lat/Lon: -01/-06
Location: Megaton
Specifics: Lucas Simms' house, sheriff's bedroom on table

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19. Intelligence

Zone: 9.15
Lat/Lon: 18/-17
Location: Rivet City
Specifics: Science Lab, on table

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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

--------------------------------------------------------------------------------

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