Fallout/Items

ARMOR, WEAPONS, ITEMS
AC: Armor Class (the higher it is, the less likely the enemy will                score a successful hit) Normal (N), Laser (L), Fire (F), Plasma (P), Concussion (E)

AMMO
JHP - Jacketed Hollow Point AP - Armor Piercing FMJ - Full Metal Jacket 12S - 12 Gauge Shell MFC - Micro Fusion Cell SEC - Small Energy Cell

The type of ammunition used will change the amount of damage dealt to the target. JHP is always the superior choice, followed by FMJ. Forget AP ammo. AP is, in the first place, more expensive, and although it does penetrate a bit more than JHP ammo, it deals very little damage. It's useless against anything - JHP is always superior. Shotgun Shells deal good damage regardless of the target used, and FMJ is like a 'neutral' ammo - it works okay on both armored and non-armored targets. It doesn't suffer nearly the damage penalty of AP ammo, but it penetrates far better than JHP.

As for energy weapons, their real effectiveness depends on the type of weapon used. For instance, laser weapons aren't as effective as plasma weapons on armored targets. Plasma is good against anything except for Tesla armor. The Alien Blaster uses a different technology (and from the death animations seen from Fallout and Fallout 2, I think pulse) which is goes through any type of armor. The cells themselves don't serve as damage modifiers, but are merely power units.

ARMOR
Consider combat armor, which has a damage threshold of 8 hit points and a damage resistance of 60% against laser attacks. (8 hp/60%)

The way armor works is like this: if you are wearing combat armor and somebody hits you with a laser rifle, you will receive x amount less. Say that if you're wearing the Vault 13 jumper, which has no protection whatsoever, and the enemy uses the laser rifle and hits you for 42 hit points of damage.

Take the same situation with combat armor on. The armor will naturally deflect 8 hit points of damage because of the damage threshold. Now only 34 hit points remain. The armor can resist 60% of that damage. Multiplying 34 by 60% will give you 20.4, and rounding that down will give you 20. You'll only take 20 hit points of damage with the armor instead of 42.

1. Pressed Vault 13 Jumper (starting) - NO DAMAGE THRESHOLD / RESISTANCE MODIFIERS -

2. Leather Jacket N- 0 hp / 20% P- 0 hp / 10% L- 0 hp / 20% E- 0 hp / 20% F- 0 hp / 10% AC- 8 points First seen : Vault 15 in locker on 2nd floor Selling price : $300 Weight: 5 lbs. First seen: Vault 15, locker in the living quarters to the south Merchants: 1) Killian, General Store in Junktown             2) Beth, Gun Store in Hub Downtown Special attributes: If you are a male and are wearing this, at the Raiders' camp, many people will think you are Death Hand. Adds several interesting conversation options.

3. Leather Armor N- 2 hp / 25% P- 0 hp / 20% L- 0 hp / 20% E- 0 hp / 10% F- 0 hp / 20% AC- 15 points Selling price : $800 Weight : 8 lbs. First seen: Raider camp, standard issue for other Raiders Merchants: 1) Killian, General Store in Junktown             2) Beth, Gun Store in Hub Downtown Special attributes: None

4. Metal Armor N- 4 hp / 30% P- 4 hp / 20% L- 6 hp / 75% E- 4 hp / 25% F- 4 hp / 10% AC- 10 points Selling price : $1000-1670 Weight : 35 lbs. First seen: Raider camp, Garl is wearing it  Merchants: 1) Beth, Gun Store in Hub Downtown              2) Jake, Jake's Weapons in Hub Old Town 3) Gun Runners, LA Boneyards  Special attributes: None

5. Tesla Armor N- 4 hp / 20% P- 10 hp / 80% L- 19 hp / 90% E- 4 hp / 10% F- 4 hp / 20% AC- 15 points Selling price: $4500 Weight: 35 lbs. First seen: Cathedral, Tower level 4 Merchants: None Special attributes: None

6. Combat Armor N- 5 hp / 40% P- 4 hp / 50% L- 8 hp / 60% E- 6 hp / 40% F- 4 hp / 30% AC- 20 points Selling price: $6000 Weight: 25 lbs. First seen: Hub, available for purchase (or you can kill the guards              and swipe the armor). Merchants: 1) Jake, Jake's Weapons in Hub Old Town             2) Gun Runners, LA Boneyards Special attributes: None

7. Brotherhood Armor N- 8 hp / 70% P- 7 hp / 60% L- 8 hp / 70% E - 8 hp / 40% F- 7 hp / 50% AC- 20 points Selling price: Slightly less than standard issue combat armor Weight: 25 lbs. First seen: Brotherhood of Steel; anyone in that building who look like they have combat armor on. Merchants: None, just ask Talus and he'll give you one for free Special attributes: None

8. Power Armor N- 12 hp / 40% P- 10 hp / 40% L- 18 hp / 80% E- 20 hp / 50% F- 12 hp / 60% AC- 25 points Selling price : Not sold, but you can sell it for $12500. Weight: 85 lbs. First seen: Brotherhood of Steel door guards; Darrell is only one wearing airtight helmet Merchants: None, repair it from Kyle or get the suit after completing the quest from Talus. Special attributes: Adds 3 to strength, cannot be taken from dead wearing power armor, special dialogue options from people in Hub

9. Hardened Power Armor N- 13 hp / 50% P- 13 hp / 50% L- 19 hp / 90% E- 20 hp / 60% F- 12 hp / 60% AC- 25 points Selling price : $15000 Weight: 100 lbs. First seen: Nobody is wearing it, but looks the same as standard power armor. Merchants: None, but Miles can harden the regular Power Armor for you in the Adytown in the LA Boneyards if you fix his hydroponic farm. Special attributes: Adds 3 to strength. None other than that.

10. Children of the Cathedral (COC) Robes Selling price : $90 Weight: 10 lbs. First seen: Jain is wearing them, pick them up from the Church armory in the Hub. Merchants: None Special attributes : You can completing the entire Military Base level (required to beat the game) while in the robes by                        bullshitting all of the mutant guards by saying that you are a member of the Children. Those buggers will believe you. Ditto for the Cathedral.

PISTOLS
1. 10 mm Pistol Selling price: $450 First seen: You start out with it  Required strength: 5 Damage: 5-12 hp, normal Range: 25 hexes Ammo usage: single shot only, can be aimed Ammo type: AP or JHP 10 mm bullets Ammo capacity: 12 bullets Action points used: 5 for single, 6 for aimed

2. 14 mm Pistol Selling price: $1000-1400 First seen: Buy from Jake in Old Town, located in the Hub. You can also get it from killing the guards in the Heights. Required strength: 4 Damage: 12-22 hp, normal Range: 24 hexes Ammo usage: single shot only, can be aimed Ammo type: AP 14 mm ammo cartridge Ammo capacity: 6 bullets in cartridge Action points used: 5 for single, 6 for aimed

3. Desert Eagle .44 Selling price: $800 First seen: Swipe from Raiders Required strength: 4 Damage: 10-16 hp, normal Range: 22 hexes Ammo usage: single shot only, can be aimed Ammo type: .44 caliber JHP or FMJ bullet Ammo capacity: 8 bullets Action points used: 5 for single, 6 for aimed

4. Mauser 9 mm  Selling price: $2000 First seen: Kill Gizmo to get it  Required strength: 4 Damage: 6-10 hp, normal Range: 22 hexes Ammo usage: single shot only, can be aimed Ammo type: 9 mm parabellum Ammo capacity: 7 rounds Action points used: 5 for single, 6 for aimed

5. .223 Pistol Selling price: $4000 First seen: Solve Irwin's quest and he'll give it to you Required strength: 5 Damage: 20-30 hp, normal Range: 30 hexes Ammo usage: single shot only, can be aimed Ammo type: .223 FMJ cartridge Ammo capacity: 5 rounds Action points used: 5 for single, 6 for aimed

LARGE WEAPONS & SUB-MACHINE GUNS
1. MP9 Sub-Machine Gun Selling price: $1000 First seen: Vault 15, locker on 3rd floor Required strength: 5 Damage: 5-12 hp per bullet, normal Range: 25 hexes Ammo usage: single shot, can be aimed, burst shot of 10 bullets Ammo type: 10 mm JHP or AP bullets Ammo capacity: 30 bullets Action points used: 5 for single, 6 for aimed, 6 for burst

2. Minigun Selling price : $3800 First seen: Buy from Gun Runners, or pick it from the Super Mutants. Required strength: 7 Damage: 4-10 per bullet, normal Range: 35 hexes Ammo usage: burst shot of 40 bullets Ammo type: 5 mm JHP or AP bullets Ammo capacity: 120 bullets Action points used: 6 for burst

3. Rocket Launcher Selling price: $6000 First seen: Buy from Old Town in the Hub. Required strength: 6 Damage: 35-100 hp, explosive Range: 40 hexes Ammo usage: single rocket Ammo type: Explosive or Anti-Armor rockets Ammo capacity: one rocket Action points used: 6 for single

4. Flamethrower Selling price: $2000 First seen: Buy from Old Town in the Hub. Required strength: 6 Damage: 30-60 hp, fire Range: 5 hexes Ammo usage: burst of flames Ammo type: Flame Fuel Ammo capacity: Enough fuel for 5 shots Action points used: 6 for burst

RIFLES & SHOTGUNS
1. Hunting Rifle Selling price: $900 First seen: Random encounter or swipe from Kenji when he attacks Killan in Junktown. (Kenji is the would-be assassin for Killian) Required strength: 5 Damage: 8-20 hp, normal Range: 40 hexes Ammo usage: Single, can be aimed Ammo type: .223 FMJ Ammo capacity: 10 rounds Action points used: 5 for single, 6 for aimed

2. Assault Rifle Selling price: $1300 First seen: Hub, Old Town Required strength: 5 Damage: 8-16 hp per bullet, normal Range: 45 hexes Ammo usage: Single, can be aimed, burst fire of 8 bullets Ammo type: 5 mm JHP or AP bullets Ammo capacity: 24 bullets Action points used: 5 for single, 6 for aimed, 6 for burst

3. Sniper Rifle Selling price: $2200 First seen: Hub, Old Town Required strength: 5 Damage: 14-34 hp, normal Range: 50 hexes Ammo usage: Single, can be aimed Ammo type: .223 FMJ Ammo capacity: 6 rounds Action points used: 6 for single, 7 for aimed

4. Shotgun Selling price: $800 First seen: Raiders Base, it is in the fridge Required strength: 4 Damage: 12-22 hp, normal Range: 14 hexes Ammo usage: Single, can be aimed Ammo type: 12 gauge shells Ammo capacity: 2 shells Action points used: 5 for single, 6 for aimed

5. Combat Shotgun Selling price: $2750 First seen: Hub, Old Town. Either buy it from Jake or kill the thugs holding the Brotherhood initiate captive. Required strength: 5 Damage: 15-25 hp per shell, normal Range: 22 hexes Ammo usage: Single, can be aimed, burst of 3 shells Ammo type: 12 gauge shells Ammo capacity: 12 shells Action points used: 5 for single, 6 for aimed

6. Red Ryder BB Gun Selling price: $200 First seen: Killian's General Store, in the locked storage room Required strength: 3 Damage: 1-3 hp per pellet, normal Range: 22 hexes Ammo usage: Single, can be aimed Ammo capacity: 100 BB pellets Action points used: 5 for single, 6 for aimed

7. Red Ryder LE BB Gun Selling price: $3500 First seen: Random Encounter (Bob's Used Cars) Required strength: 3 Damage: 25 hp per pellet, normal Range: 32 hexes Ammo usage: Single, can be aimed Ammo capacity: 100 BB pellets Action points used: 4 for single, 5 for aimed

ENERGY WEAPONS
1. Laser Pistol Selling price: $1600 First seen: You can get it from the Brotherhood, or kill COC techs and take it from them. Required strength: 3 Damage: 10-22 hp, laser Range: 35 hexes Ammo usage: Single, can be aimed Ammo type: Small Energy Cells Ammo capacity: 12 cells Action points used: 5 for single, 6 for aimed

2. Plasma Pistol Selling price: $2750 First seen: I found it in the sewers of Necropolis, but you can also buy it at the Gun Runners or find it at the Glow. Required strength: 4 Damage: 16-35 hp, plasma Range: 20 hexes Ammo usage: Single, can be aimed Ammo type: Small Energy Cells Ammo capacity: 16 cells Action points used: 5 for single, 6 for aimed

3. Laser Rifle Selling price: $5000 First seen: Harry has one, and you can get one from the mutants at the Cathedral/Military Base. Required strength: 6 Damage: 25-50 hp, laser Range: 45 hexes Ammo usage: Single, can be aimed Ammo type: Micro Fusion Cells Ammo capacity: 12 cells Action points used: 5 for single, 6 for aimed

4. Plasma Rifle Selling price: $4000 ($6000) First seen: Again, you can buy it from the Gun Runners, pick it up from the nightkin guards in the 2nd-4th levels of the Cathedral, or get one real early from the 5th level of the Glow, if you decide to go there. Required strength: 6 Damage: 30-65 hp (35-70 hp), plasma Range: 25 hexes (35 hexes) Ammo usage: Single, can be aimed Ammo type: Micro Fusion Cells Ammo capacity: 10 cells Action points used: 5 for single, 6 for aimed (4 for single, 5 for aimed) Upgrade: Turbo Plasma Rifle! Ask Smitty in the Boneyard. The upgrade lowers the AP cost as well as slightly increasing damage and greatly increasing range. This is the best weapon in the game.

5. Gatling Laser Selling price: $7500 First seen: You can kill Brotherhood guards to get it, but your karma will go way down. The lone Nightkin guarding the entrance to the basement in the Cathedral has the only Gatling Laser which you can get peacefully (BTW, all of the Brotherhood               guards will be after you.) The lieutenant also has one, but he is encountered too late in the game. Required strength: 6 Damage: 20-40 hp per cell used, laser Range: 40 hexes Ammo usage : Burst of laser rays using 10 cells Ammo type : Micro Fusion Cells Ammo capacity : 30 cells for 3 laser ray bursts Action points used: 6 for burst

6. Alien Blaster Selling price: ??? First seen: Available in a special random encounter with two dead aliens. Only is available to characters with extremely high luck. Required strength: 2 Damage: 30-90 hp, pulse (good against any armor) Range: 10 hexes Ammo type: Small Energy Cells Ammo capacity: 30 cells for 30 shots

UNARMED WEAPONS
On all unarmed weapons, you can hit single or aim an attack. The single costs 3 action points, and the aimed costs 4 action points. All items require one Strength and do normal damage.

1. Brass Knuckles Selling price: $60 First seen: You might start out with them, but you can get a pair from Junktown. Damage: 2-10 hp

2. Spiked Knuckles Selling price: $250 First seen: You can pick them up from Kane once you confess to the Police about Decker in the Hub. Some of the mutant patrols at the military base have them. Damage: 4-15 hp

3. Power Fist Selling price: $2200 First seen: I know for sure you can get this at the Brotherhood, or you can buy one at the Gun Runners or possibly find one at the Glow. There is one in the footlocker on the top level of the Cathedral, the one next to Morpheus' Room. Damage: 12-29 hp  Ammo capacity: 25 small energy cells Ammo usage: 1 cell per punch

4. Rock Selling price: $0 First seen: Shady Sands, the shelf in Aradesh's house/building Damage: 1-4 hp

MELEE WEAPONS
All melee weapons cause normal damage. The maximum damage value might vary as it is a direct result of your melee damage bonus.

1. Knife Selling price: $40 First seen: You start out with one. There is another one to the bones of              another vault dweller to your right. (Or your character's              left.) Required strength: 2 Damage: 2-10 hp  Attack methods: Swing or thrust Action points used: 3 for swing or thrust, 4 for aimed swing or thrust

2. Combat Knife Selling price: $160 First seen: I saw it at Beth's store; you might be able to get one from the raiders at Irwin's house. Required strength: 2 Damage: 3-11 hp  Attack methods: Swing or thrust Action points used: 3 for swing or thrust, 4 for aimed swing or thrust

3. Throwing Knife Selling price: $100 First seen: Raiders Required strength: 3 Damage: 3-6 hp  Attack methods: Swing Action points used: 3 for swing, 4 for aimed swing

4. Sledgehammer Selling price: $120 First seen: It's in the room to the east of the farm in Shady Sands. Required strength: 6 Damage: 4-10 hp  Attack methods: Swing or thrust Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for aimed thrust Special: You can hit people from two hexes away.

5. Super Sledgehammer Selling price: $3750 First seen: Jake at Old Town sells it. Required strength: 5 Damage: 14-39 hp  Attack methods: Swing or thrust Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for aimed thrust Special: You can hit people from two hexes away.

6. Spear Selling price: $80 First seen: Aradesh gives it to you when you tell him that you will find Tandi. Required strength: 4 Damage: 3-13 hp   Attack methods: Thrust Action points used: 5 for thrust, 6 for aimed thrust Special: You can hit people from two hexes away.

7. Club/Police Baton Selling price: $30 First seen: Beth sells them. Required strength: 3 Damage: 1-7 hp  Attack methods: Swing Action points used: 3 for swing, 4 for aimed swing

8. Crowbar Selling price: $50 First seen: Vault 15 Required strength: 5 Damage: 3-13 hp  Attack methods: Swing Action points used: 4 for swing, 5 for aimed swing

9. Viroblade Ripper Selling price: $900 First seen: The Gun Runners sell them. Required strength: 4 Damage: 15-35 hp  Attack methods: Swing or thrust Action points used: 4 for swing or thrust, 5 for aimed swing or thrust Ammo capacity: 30 Small Energy Cells

10.Cattle Prod Selling price: $600 First seen: True to his name, Lasher has one. You can buy one at the Gun Runners. Required strength: 4 Damage: 12-23 hp  Attack methods: Swing or thrust Action points used: 4 for swing or thrust, 5 for aimed swing or thrust

THROWING WEAPONS
1. Spear Selling price: $80 First seen: Aradesh gives it to you when you tell him that you will find Tandi. Required strength: 4 Damage: 3-13 hp, normal Range: 8 hexes Action points used: 6 for throw, 7 for aimed throw

2. Throwing Knife Selling price: $100 First seen: Raiders Required strength: 3 Damage: 3-6 hp, normal Range: 16 hexes Action points used: 4 for throw

3. Molotov Cocktail Selling price: $50 First seen: Raiders Base Required strength: 3 Damage: 8-20, fire Range: 12 hexes Action points used: 5 for throw

4. Fragmentation Grenade Selling price: $150 First seen: There are a couple in the Vault 15 lockers Required strength: 3 Damage: 20-35 hp, explosive Range: 15 hexes Action points used: 4 for throw

5. Plasma Grenade Selling price: $300 First seen: Glow or Gun Runners Required strength: 4 Damage: 40-90 hp, plasma Range: 15 hexes Action points used: 4 for throw

6. Pulse Grenade Selling price: $250 First seen: Jake sells them at Old Town in the Hub Required strength: 4 Damage: 100-150 hp, electromagnetic pulse Range: 15 hexes Action points used: 4 for throw Special: Only affects robots.

7. Rock Selling price: $0 First seen: Shady Sands, the shelf in Aradesh's house/building Required strength: 1 Damage: 1-4 hp, normal Action points used: 4 for throw, 5 for aimed throw

CHEMICALS
1. Stimpack Selling price: $100 What it does: Heals you - 10-20 hp gained. Addiction rate: 0%

2. Super Stimpack Selling price: $250 What it does: Heals you, up to 75 hp gained. You lose 9 hp due to the powerful nature of the chemicals. Addiction rate: 0%

3. Buffout Selling price: $200 What it does: Increases strength by two and endurance by three for six hours. The withdrawal effect is losing four strength and endurance as                well as four agility for twelve hours. Addiction rate: 50% (33%-100%)

4. Mentats Selling price: $280 What it does: Increases intelligence and perception by two and charisma by one for one day. The withdrawal effect is losing four intelligence and perception as well as three charisma for four days. Addiction rate: 50% (33%-100%)

5. RadX Selling price: $300 What it does: Increases radiation resistance by 50% for one day. You lose 25% radiation resistance after that day and then lose 25% the next day. RadX has no withdrawal effects. Addiction rate: 0%

6. RadAway Selling price: $500 What it does: Removes radiation poisoning, 25 rems. Addiction rate: 10% (10%-25%)

7. Psycho Selling price: $400 What it does: Increases damage resistance by 50% and decreases intelligence by three. After six hours, your intelligence increases by 1 and damage resistance decreases by 25%. After an additional six hours, your intelligence increases by two and damage resistance decreases by 25%. Addiction rate: 50%

8. Antidote Selling price: $50 What it does: Removes poisoning damage, 25 points. Addiction rate: 0%

Psycho's and still not get addicted, but on the other hand, I took one and I got addicted. It's totally random.
 * Addiction rates are really variable. Sometimes I could take two

ITEMS & GADGETS
1. Rope Selling price: $25 Use: In Vault 15, you will need it to descend down the elevator shafts. In the Glow, you'll need to attach the rope to the beam and descend down the crater. First seen: Shady Sands has one in one of the houses in the farm. You can also buy one from Seth.

2. Tool Selling price: $200 Use: Use it whenever you are repairing things to get an increase of 25% to       the 'Repair' skill. First seen: You start out with one if you have enough repair skill. Killian has one in his store.

3. Lockpicks Selling price: $150 Use: Use it whenever you are picking conventional locks for an increase to the 'Lockpick' skill. First seen: You start out with them, or you can get them from the fridge in              the Raiders base.

4. Electronic Lockpicks Selling price: $375 Use: Use it whenever you are picking electronic locks for an increase in       the 'Lockpick' skill. First seen: You must give the necklace that Hightower owns to Loxley. He'll send you to Jasmine, who will give you a set of              electronic lockpicks.

5. Radio Selling price: $350 Use: Use it to draw off the mutants in the military base, and it can also be used to remotely toggle the computer in the base. First seen: I traded some caps and flares for it from Lars at Junktown.

6. Flares Selling price: $35 Use: Twist the cap and drop the flare for an increase in brightness in an       area. Not too great. First seen: You start out with them.

7. Dynamite Selling price: $500 Use: Set the timer and the explosives will blow. Good for destroying forcefields, disabling locks on locked doors, and killing immobile foes (i.e, Master). First seen: Vault 15 lockers, third floor

8. Plastic Explosives Selling price: $850 Use: Same as Dynamite, but a bit more powerful. First seen: Tyne sells it. He is a merchant in Adytum; to get to his store, head on to the left and enter the small shack and descend down the ladder. Or if you've visited the Military Base, some pieces are in a locker in the fourth floor.

9. First Aid Kit Selling price: $200 Use: Increases 'First Aid' skill if you use this item. First seen: You start out with one.

10.Doctor's Bag Selling price: $300 Use: Increases 'Doctor' skill if you use this item. First seen: There is one in Razlo's bookcase.

11.Motion Sensor for Pip-Boy Selling price: $800 Use: Lets you see all of the critters on the Pip-Boy automap. First seen: Random encounter (police box) or buy from the Hub.

12.Geiger Counter Selling price: $650 Use: Lets you see how much radiation is in your system. First seen: Killian has one.

13.Stealth-Boy Selling price: $1800 Use: Makes you slightly invisible and increases chances using the 'Sneak' skill. First seen: Random encounter (footprint) or kill the Nightkin at              the Cathedral.

14.Books Selling prices: Scout Handbook: $200 First Aid: $175 Guns and Bullets: $425 Dean's Electronics: $130 Big Book of Science: $400 Use: Increases your skills, up to 91%. Guns and Bullets increases Small Guns, the Scout Handbook increases Outdoors, the First Aid book increases First Aid, Dean's Electronics increases Repair, and the Big Book of Science increases Science. First seen: Scout Handbook: Shady Sands First Aid: Shady Sands Guns and Bullets: Gizmo's bookcase Dean's Electronics: Hub Big Book of Science: Hub

15.Holodisks Selling price: variable, average is $100 Use: You can read them in the Pip-Boy. Gives out information. First seen: Here is a list of various holodiscs that I have found. Vault Locations: Mrs. Stapleton has this disc. Mutant transmissions: The dying mutant has this disc. Ancient Brotherhood tape: The dead paladin has one in                                        the Glow. Alpha/Delta/other holodiscs: Get them from the Glow. Mutant autopsies: Vree has this disc. She has two copies of it. Brotherhood history: Sophia has this disc. Maxson's Log: Maxson has this disc. Combination key for Military Base: The nightkin watching the entrance to the Military Base has it. Zimmerman's son's death: Razor has this holodisc.

16.Key Cards Selling price: $40 (Yellow), $10 (Red and Blue) Use: Open the elevators at the Glow. First seen: Yellow Key Card: Level 1, Brotherhood soldier Red Key Card: Level 2, dead soldier with remains of                               a radioactive rat. Blue Key Card: Level 4, only dead body

17.Cathedral Pass Keys Selling price: $12 (red), $400 (black) Use: Open the locked doors on the first floor of the Cathedral. First seen:  Red Pass Key: Lasher has one. You can barter them from Ton and Sister Francis. Black Pass Key: Morpheus has one.

18.Vats Control Computer Key Selling price: $40 Use: Operates the Vats Control Computer at the Military Base. First seen: The Cathedral tech standing by the Vats Control Computer has one.

19.Military Base Key Selling price: $25 Use: Arms the nuclear bomb at the Cathedral. First Seen: It's in the locker where the lieutenant is nearby.

20.Tape Recorder Selling price: $80 Use: Records Gizmo's confession for Killian so that he has evidence to kill him.

21.Wire Tap (Bug) Selling price: $50 Use: You can plant it on Gizmo's desk to give Killian the evidence he needs to kill Gizmo.

22.Backpacks, Bags Selling price: Less than $100 Use: It holds items. It's there to better organize your inventory at       the expense of carrying weight.

23.Systolic Motivator Selling price: $150 Use: It's required to repair the Power Armor suit on Level 3 of       the Brotherhood of Steel.

24.Psychic Nullifier Selling price: $1000 Use: Use it to "nullify" the Master's psychic attacks.

USELESS ITEMS
1. Beer (lose one perception) 2. Booze (lose one perception) 3. Nuke-A-Cola (you can get addicted to it) 4. Lighter (unknown, but you can sell it) 5. Box of Noodles (you can sell it) 6. TV Dinner (you can sell it) 7. Cat's Paw Magazine / You Have No Idea (you can sell it) 8. T-51b Repair Manual (it's in the locked storage room at the Brotherhood) 9. Flower (unknown, but you can sell it) 10. Keys in Killian's store (unknown)