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Contents |
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)
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.
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.
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
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
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
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
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
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
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
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.
| Item | Selling price | Use | First seen |
|---|---|---|---|
| Rope | $25 | 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. | Shady Sands has one in one of the houses in the farm. You can also buy one from Seth. |
| Tool | $200 | Use it whenever you are repairing things to get an increase of 25% to the 'Repair' skill. | You start out with one if you have enough repair skill. Killian has one in his store. |
| Lockpicks | $150 | Use it whenever you are picking conventional locks for an increase to the 'Lockpick' skill. | You start out with them, or you can get them from the fridge in the Raiders base. |
| Electronic Lockpicks | $375 | Use it whenever you are picking electronic locks for an increase in the 'Lockpick' skill. | 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. |
| Radio | $350 | 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. | I traded some caps and flares for it from Lars at Junktown. |
| Flares | $35 | Twist the cap and drop the flare for an increase in brightness in an area. Not too great. | You start out with them. |
| Dynamite | $500 | Set the timer and the explosives will blow. Good for destroying forcefields, disabling locks on locked doors, and killing immobile foes (i.e, Master). | Vault 15 lockers, third floor |
| Plastic Explosives | $850 | Same as Dynamite, but a bit more powerful. | 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. |
| First Aid Kit | $200 | Increases 'First Aid' skill if you use this item. | You start out with one. |
| Doctor's Bag | $300 | Increases 'Doctor' skill if you use this item. | There is one in Razlo's bookcase. |
| Motion Sensor for Pip-Boy | $800 | Lets you see all of the critters on the Pip-Boy automap. | Random encounter (police box) or buy from the Hub. |
| Geiger Counter | $650 | Lets you see how much radiation is in your system. | Killian has one. |
| Stealth-Boy | $1800 | Makes you slightly invisible and increases chances using the 'Sneak' skill. | Random encounter (footprint) or kill the Nightkin at the Cathedral. |
| Vats Control Computer Key | $40 | Operates the Vats Control Computer at the Military Base. | The Cathedral tech standing by the Vats Control Computer has one. |
| Military Base Key | $25 | Arms the nuclear bomb at the Cathedral. | It's in the locker where the lieutenant is nearby. |
| Tape Recorder | $80 | Records Gizmo's confession for Killian so that he has evidence to kill him. | |
| Wire Tap (Bug) | $50 | You can plant it on Gizmo's desk to give Killian the evidence | He needs to kill Gizmo. |
| Backpacks, Bags | Less than $100 | It holds items. It's there to better organize your inventory at the expense of carrying weight. | ??? |
| Systolic Motivator | $150 | It's required to repair the Power Armor suit on Level 3 of the Brotherhood of Steel. | ??? |
| Psychic Nullifier | $1000 | Use it to "nullify" the Master's psychic attacks. | ??? |
Holodisks can sell for an average of $100 and can be read with the Pip-Boy. They give out information on various subjects.
| Name | Effect | Can be sold |
|---|---|---|
| Beer | lose one perception | No |
| Booze | lose one perception | No |
| Nuke-A-Cola | you can get addicted to it | No |
| Lighter | unknown | Yes |
| Box of Noodles | Yes | |
| TV Dinner | Yes | |
| Cat's Paw Magazine / You Have No Idea | Yes | |
| T-51b Repair Manual | it's in the locked storage room at the Brotherhood | No |
| Flower | unknown | Yes |
| Keys in Killian's store | unknown | No |