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{{Header Nav|game=Fallout}}
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   one and I got addicted. It's totally random.
   one and I got addicted. It's totally random.


===ITEMS & GADGETS===
==Items and gadgets==
{| {{prettytable}}
{| {{prettytable}}
!Item!!Selling price!!Use!!First seen
!Item!!Selling price!!Use!!First seen
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|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.
|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.
|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.
|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.
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|}
|}


====Holodisks====
===Holodisks===
Holodisks can sell for an average of $100 and can be read with the Pip-Boy. They give out information on various subjects.
Holodisks can sell for an average of $100 and can be read with the Pip-Boy. They give out information on various subjects.


;Here is a list of various holodiscs that I have found.
;Here is a list of various holodiscs
*Vault Locations: Mrs. Stapleton has this disc.
{| {{prettytable}}
*Mutant transmissions: The dying mutant has this disc.
!Holodisk name!!Selling price!!Use!!First seen
*Ancient Brotherhood tape: The dead paladin has one in the Glow.
|-
*Alpha/Delta/other holodiscs: Get them from the Glow.
|Vault Locations||100||Contains information on specific subject.||Mrs. Stapleton has this disc.
*Mutant autopsies: Vree has this disc. She has two copies of it.
|-
*Brotherhood history: Sophia has this disc.
|Mutant transmissions||100||Contains information on specific subject.||The dying mutant 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.
|Ancient Brotherhood tape||100||Contains information on specific subject.||The dead paladin has one in the Glow.  
*Zimmerman's son's death: Razor has this holodisc.
|-
|Alpha/Delta/other holodiscs||100||Contains information on specific subject.||Get them from the Glow.  
|-
|Mutant autopsies||100||Contains information on specific subject.||Vree has this disc. She has two copies of it.  
|-
|Brotherhood history||100||Contains information on specific subject.||Sophia has this disc.  
|-
|Maxson's Log||100||Contains information on specific subject.||Maxson has this disc.  
|-
|Combination key for Military Base||100||Contains information on specific subject.||The nightkin watching the entrance to the Military Base has it.  
|-
|Zimmerman's son's death||100||Contains information on specific subject.||Razor has this holodisc.
|}


====Key Cards====
===Keys===
*Selling price:$40 (Yellow), $10 (Red and Blue)
Most of the keys are a type of key card instead of a traditional metal key.
*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


====Books====
{| {{prettytable}}
*Selling prices:
!Item!!Selling price!!Use!!First seen
**Scout Handbook: $200
|-
**First Aid: $175
|Yellow Key Card||40||Open the elevators at the Glow.||Level 1, Brotherhood soldier
**Guns and Bullets: $425
|-
**Dean's Electronics: $130
|Red Key Card||10||Open the elevators at the Glow.|| Level 2, dead soldier with remains of a radioactive rat.
**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.
|Blue Key Card||10||Open the elevators at the Glow.|| Level 4, only dead body
*First seen:
|-
**Scout Handbook: Shady Sands
|Red Pass Key||12||Open the locked doors on the first floor of the Cathedral.||Lasher has one. You can barter them from Ton and Sister Francis.
**First Aid: Shady Sands
|-
**Guns and Bullets: Gizmo's bookcase
|Black Pass Key||400||Open the locked doors on the first floor of the Cathedral.||Morpheus has one.
**Dean's Electronics: Hub
|}
**Big Book of Science: Hub


====Cathedral Pass Keys====
===Books===
*selling price$12 (red), $400 (black)
{| {{prettytable}}
*Use: Open the locked doors on the first floor of the Cathedral.
!Item!!Selling price!!Use!!First seen
*First seen:
|-
**Red Pass Key: Lasher has one. You can barter them from Ton and Sister Francis.
|Scout Handbook||200||Increases Outdoors up to 91%.||Shady Sands
**Black Pass Key: Morpheus has one.
|-
|First Aid||175||Increases First Aid up to 91%.||Shady Sands
|-
|Guns and Bullets||425||Increases Small Guns up to 91%.||Gizmo's bookcase
|-
|Dean's Electronics||130||Increases Repair up to 91%.||Hub
|-
|Big Book of Science||400||Increases Science up to 91%.||Hub
|}


===Useless items===
==Useless items==
{| {{prettytable}}
{| {{prettytable}}
!Name!!Effect!!Can be sold
!Name!!Effect!!Can be sold
|-
|-
|Beer||lose one perception||{{no}}
|Beer||Lose one perception.||{{no}}
|-
|-
|Booze||lose one perception||{{no}}
|Booze||Lose one perception.||{{no}}
|-
|-
|Nuke-A-Cola||you can get addicted to it||{{no}}
|Nuke-A-Cola||You can become addicted to it.||{{no}}
|-
|-
|Lighter||unknown||{{yes}}
|Lighter||unknown||{{yes}}
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|Cat's Paw Magazine / You Have No Idea|| ||{{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}}
|T-51b Repair Manual||It's in the locked storage room at the Brotherhood.||{{no}}
|-
|-
|Flower||unknown||{{yes}}
|Flower||unknown||{{yes}}
|-
|-
|Keys in Killian's store||unknown||{{no}}
|Keys in Killian's store||Effect unknown.||{{no}}
|}
|}
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Revision as of 09:23, 4 October 2008

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This page is a work in progress. It has sections which are incomplete or currently under construction. If you have knowledge of this game or subject, you can either help by editing it to add to or improve the page, or discussing it on the talk page.

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

Items and gadgets

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

Holodisks can sell for an average of $100 and can be read with the Pip-Boy. They give out information on various subjects.

Here is a list of various holodiscs
Holodisk name Selling price Use First seen
Vault Locations 100 Contains information on specific subject. Mrs. Stapleton has this disc.
Mutant transmissions 100 Contains information on specific subject. The dying mutant has this disc.
Ancient Brotherhood tape 100 Contains information on specific subject. The dead paladin has one in the Glow.
Alpha/Delta/other holodiscs 100 Contains information on specific subject. Get them from the Glow.
Mutant autopsies 100 Contains information on specific subject. Vree has this disc. She has two copies of it.
Brotherhood history 100 Contains information on specific subject. Sophia has this disc.
Maxson's Log 100 Contains information on specific subject. Maxson has this disc.
Combination key for Military Base 100 Contains information on specific subject. The nightkin watching the entrance to the Military Base has it.
Zimmerman's son's death 100 Contains information on specific subject. Razor has this holodisc.

Keys

Most of the keys are a type of key card instead of a traditional metal key.

Item Selling price Use First seen
Yellow Key Card 40 Open the elevators at the Glow. Level 1, Brotherhood soldier
Red Key Card 10 Open the elevators at the Glow. Level 2, dead soldier with remains of a radioactive rat.
Blue Key Card 10 Open the elevators at the Glow. Level 4, only dead body
Red Pass Key 12 Open the locked doors on the first floor of the Cathedral. Lasher has one. You can barter them from Ton and Sister Francis.
Black Pass Key 400 Open the locked doors on the first floor of the Cathedral. Morpheus has one.

Books

Item Selling price Use First seen
Scout Handbook 200 Increases Outdoors up to 91%. Shady Sands
First Aid 175 Increases First Aid up to 91%. Shady Sands
Guns and Bullets 425 Increases Small Guns up to 91%. Gizmo's bookcase
Dean's Electronics 130 Increases Repair up to 91%. Hub
Big Book of Science 400 Increases Science up to 91%. Hub

Useless items

Name Effect Can be sold
Beer Lose one perception. No
Booze Lose one perception. No
Nuke-A-Cola You can become 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 Effect unknown. No