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{{Header Nav|game=Fallout}}
{{Header Nav|game=Fallout}}
 
Listed below are the various types of items you will be able to find in '''Fallout'''.
==AMMO==
==Gadgets==
{| {{prettytable|notwide=1|float=right}}
|+Abbreviation key
|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.
 
==Weapons==
===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==
{| {{prettytable}}
{| {{prettytable}}
!Item!!Selling price!!Use!!First seen
!Item!!Selling price!!Use!!First seen
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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.


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|}
|}


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


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|}
|}


===Books===
==Books==
{| {{prettytable}}
{| {{prettytable}}
!Item!!Selling price!!Use!!First seen
!Item!!Selling price!!Use!!First seen
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==Useless items==
==Useless items==
{| {{prettytable}}
{| {{prettytable}}
!Name!!Effect!!Can be sold
!Name!!Effect!!Can be sold!!Selling price
|-
|-
|Beer||Lose one perception.||{{no}}
|Beer||Lose one perception.||{{no}}||{{n/a}}
|-
|-
|Booze||Lose one perception.||{{no}}
|Booze||Lose one perception.||{{no}}||{{n/a}}
|-
|-
|Nuke-A-Cola||You can become addicted to it.||{{no}}
|Nuke-A-Cola||You can become addicted to it.||{{no}}||{{n/a}}
|-
|-
|Lighter||unknown||{{yes}}
|Lighter||unknown||{{yes}}||???
|-
|-
|Box of Noodles|| ||{{yes}}
|Box of Noodles|| ||{{yes}}||???
|-
|-
|TV Dinner|| ||{{yes}}
|TV Dinner|| ||{{yes}}||???
|-
|-
|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}}||{{n/a}}
|-
|-
|Flower||unknown||{{yes}}
|Flower||unknown||{{yes}}||???
|-
|-
|Keys in Killian's store||Effect unknown.||{{no}}
|Keys in Killian's store||Effect unknown.||{{no}}||{{n/a}}
|}
|}


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Latest revision as of 01:17, 18 January 2010

Listed below are the various types of items you will be able to find in Fallout.

Gadgets[edit]

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[edit]

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[edit]

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[edit]

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[edit]

Name Effect Can be sold Selling price
Beer Lose one perception. No N/A
Booze Lose one perception. No N/A
Nuke-A-Cola You can become addicted to it. No N/A
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 N/A
Flower unknown Yes ???
Keys in Killian's store Effect unknown. No N/A