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Fallout Tactics: Xkcons Ultimate Ripoff Mod - Walkthrough + General Guide (Forums : PC Gaming : Fallout Tactics: Xkcons Ultimate Ripoff Mod - Walkthrough + General Guide) Post Reply
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Apr 7 2024 Anchor

Well, after scouring the internet for any thing resembling a helpful walkthrough or guide, not finding much other than some very old posts from No Mutants Allowed, which DOES have an incomplete guide, I've decided to put one of my own together. For the time being I'm going to basically plop bits of information in this thread as I find them, it won't be very organized to start, and once I'm "done" I'll tidy it up. I'm already a fair ways into the game right now, so after I finish this playthrough I'll start a new game and play through my own guide and fill in any thing I've missed.

Big shout out to Xkcon for making this mod, it's absolutely great, and I look forward to exploring as much of this as possible. Big shout out to "futurephdwriter" for starting a walkthrough at No Mutants Allowed, pretty much any reference to "another walkthrough mentioned..." is reference to that thread. Every one else who contributed to any forum posts at NMA about this mod, I don't think I would've made it without reading their discussions, thanks every body for leaving your traces and clues behind.

THIS IS A WORK IN PROGRESS. IT IS NOT IN CHRONILOGICAL ORDER, OR ANY ORDER REALLY. IT DOES NOT FOLLOW DIRECT PLOT OR QUESTLINES. THERE IS LOTS OF RAMBLING AND INCOMPLETE SECTIONS AS IM ESSENTIALLY WRITING THIS GUIDE AS IM PLAYING THE MOD, SO IT JUMPS AROUND QUITE A BIT. IVE BOLDED THE CITY/LOCATION NAMES IF YOU WANT TO SKIP TO ANY PARTICULAR ONE.

There's going to be a few things I skip, like the very beginning when you're in the recruitment camp, you can find relevant information about that at NMA under Xkcons mod thread. I also won't be doing any work concerning the actual Brotherhood campaign unless it's comparably different than the vanilla version, as some maps have extra and/or harder enemies, Xkcon's own comments confirm he didn't mess with standard Brotherhood missions other than beefing them up a bit. Some maps also have additional loot, some of which is pretty decent considering how early you get it (I think I found a laser rifle in Quincy?). If for whatever reason this is somehow the first time you're playing Fallout Tactics: Brotherhood of Steel, and this is the first walkthrough you've found, as far as I can tell there are no additional objectives or mission related items, so if you follow any regular walkthrough for the Brotherhood campaign you should do fine...

Also note that for whatever reason, none of the new locations in the mod have names on the map, or the map list after I installed, so it took me quite some time to figure out what each location is ACTUALLY called, pretty sure this is a me problem, I haven't read about it happening to any one else. I also used graph paper and hand-drew my own map that's roughly to scale and I've been adding names to locations as I find out what they are. Greenville for example was labeled "Zombie Town" on paper until very recently because I'd never encountered any dialogue that actually mentions it by name. Same with Clip and Chili Town.

As of beginning this walkthrough, my squad is overall at level 13. Lockpicking of 130 seems to open lots of stuff initially, still lots of doors/safes that I can't open in various towns. Right now my lockpick is 210~ unless otherwise stated with electronic lockpick MK2, I'm going to return to some previous areas and see if I can get into some places I couldn't before. In the Brotherhood campaign, I just finished Quincy, in the URO campaign, I just left Fortress City to start the "Rescue Ace from Bounty Hunters" mission, which as far as I can tell requires you to rescue you him from Quartz, and complete the first mission for "yellow squad" of the BOS in Fertile Fields (I think?). The area Ace is found in (after you get him out of jail and leave Quartz) is west of Quincy/Mardin. For whatever reason I haven't been able to unlock Fortress City until now, the guy at Bunker Beta just gave me the alliance papers after finishing Quincy, but in my previous play through it was unlocked much earlier. I'm not sure what the trigger is, he mentioned how I "dealt with the raiders", but I'm not sure if he's referring to the raider attack in Fertile Fields (2nd quest for the brotherhood guys, "yellow squad?"), one of the early Brotherhood campaign missions involving raiders, or if it's tied to a global static raider kill count, as I'd just returned to the bunker (beta) after a long time of just farting around in the wastelands and drawing my map.

Having said that, I feel like Fortress City is supposed to be one of the first 2 or 3 towns you visit, and having gotten there so late and after discovering other areas on the map I feel like I've missed some plotlines or something. This is just a hunch. In my previous playthrough I never picked up the workers pass, left before really doing any thing else and couldn't get back in because I didn't pick up the workers pass. Once I got the humvee from Macomb I also drove across the entire map, uncovering every single tile to see what area's are available without a quest or plotline trigger. You can find Quartz, Jackson City, Infected Village, Gargantua (north of village), Forbidden Zone, Greenville, south of Greenville is a small location I've named "Factory". West of all that, staying north, is also some kind of possible temple or shrine, further west is something involving a cloning facility I think. The exit for that location bugged out on me and I couldn't leave. Much further south of Greenville is a gas station. I would recommend you do not interact with the lockers in this area until you've bailed out Ace from Quartz, and also found his rescue encounter, you might break the plotline. Further south of the gas station is a mostly empty bunker. East of that you'll find 3 locations along a north/south running river. Although you can enter these areas and complete the objectives, if you want to stay true to the plotline, start these area's out of Jackson City. Using Quincy as a reference point, you'll find Fertile Fields if you head south to the bottom of the map. Head east from there and north a little bit and you'll find Road House(?), and South Lake City. North east of them is Fortress City and Ridgeway. Going to the north eastern most corner of the map has two locations that I do not know the names of, and haven't given them names. I found these spots fairly early, don't remember why but I didn't do any thing in these places and don't remember whats in them. When I get around to it I'll update as neccessary. Please for the love of god if you're currently reading this while I'm still writing it, tell me what the names of the goddamned towns and locations are according to the actual list on the map. Trying to write this walkthrough missing the names is like walking through a hay maze blindfolded and on fire.

So just for reference, I've completed Quartz, most of Jackson City, cleared Infected Village, haven't killed Gargantua yet, cleared out Greenville but haven't returned yet. I've cleared out the streets in Forbidden Zone, located the room with the Necrobook thing but can't find the key to the room, and have not yet entered the twin towers. I read in some one else's walkthrough the key is in the map some where, he emphasized searching EVERY BUILDING. I thought I was pretty thorough except the twin towers and didn't find it. I guess the key is in there, or I missed it.

I've been to Ridgeway, Road House, South Lake City and completed the majority of available quests.

I just fixed up Carl in the hospital in Fortress City, the nurse quest that wants you to fill out an application seems to be broken, I've picked up the application, got rid of my squad, but the manager is stuck on the initial dialogue. I didn't try exiting to map and returning, that may fix it. Any ways, good news - you don't need to sign up to get Carl out of the hospital! Just heal him up and he'll meet you in the Cat's House, and then you can talk to him about the Apocalypse bunker.

Not really sure were to start because I'm already a ways into the game... so I've randomly selected...

JACKSON CITY:

Talk to Joey inside the busted up building directly infront of you, he'll tell you to talk to some dude (Mace) in the Motel who is on the top floor. This will initiate a questline to start working for the Mob (involves those three area's I mentioned that run along the north/south river on the travel map)

There is a book of poetry next to a lady under the stair case, pick this up and hold on to it. You'll need it in South Lake City. Keep your eyes out for a 2nd one, I don't know if its even in this city, or some where else... like many quest items in this mod... it's somewhere.

Upstairs theres a lady behind a locked door (Mrs. Mathews?), this will start 8mm quest. Continues in South Lake City. Theres some ruffians you can kill on the 2nd floor, not much else going on here.

MOTEL:

1st floor, not much going on.

2nd floor, give Jackie drugs, she'll join BOS if you're evil-ish. Jack Wilson is looking for his kids, don't remember their names, one's in Ridgeway (Pete?). Don't have a clue where the other's are. Another walkthrough mentions "Clip Town" and/or "Clap Town" and "Chili Town". I have no idea where these places are supposed to be or what triggers the locations to be available on the map. The other rooms are empty, nothing to loot.

3rd floor, this is where I believe Roy Capcom is (Crimson Caravan quest), behind a blueish coloured locked door. My lockpicking skill is 203 and I can't open it. Seems weird when it's a fairly early quest with a fairly garbage reward... More empty rooms, zero loot.

4th floor, you will find Guage, who asks to be freed from her husband the mob Boss Salvino. As far as I know the only option is to kill the mob boss. I would highly recommend doing all the mob missions first, you won't be able to if you go on a killing spree. You won't stand much of a chance taking them on early in the game any way. There's some loot in her room, don't remember what it is. There's some "wiseguys" in the other room across the hall. Pick the lock, skill under 120~ should be fine and kill them, loot. Doesn't trigger any other hostiles.

5th floor, talk to Mace, he'll send you on the first mission for the mob. If you want to keep every thing linear, return after you're done and he'll let you talk to Zach, who sends you out on another mission, continue doing this to get the final mission, and become a made man. I went ahead and just did all 3 missions at the same time while I was out that way instead of returning each time. As far as I can tell being "made" does nothing, and doesn't open up any other quests/missions/areas. He says he pays you $30k, but I got $25k in the briefcase. Says he might have work for you if you come back. I've gone off and done a bunch of other stuff and returned, nothing so far. NOTE: I also completed all of these quests before ever talking to the mob or Joey in a previous play through, and when I went to talk to them it just stream lined me straight to the mob boss, who said something like "wow I didn't expect you to survive all that, you're way too dangerous to keep around, guess we have to kill you now" and all the mobsters went hostile. I killed them all (not an easy fight), and rescued Guage, I think she ends up in the recruit pool. There's a room with 2 safes in it on the top floor, I couldn't pick the locks with about 140 skill, went back with 200, there is significant cash, nothing else special). It's a bit weird that when I followed the proper plotline he made me a Capo, but when I did those missions without being prompted, although still rewarded, he ends up going hostile. I think there's a 4th mission I've somehow missed. I'll return after getting further in the Brotherhood campaign and at a higher level. Might be karma related, when he went hostile I had scourge of the wastes status, in my current playthrough I'm a defender(?) of the wastes. I returned here after I’d found all the necrodomigon books and spent significant time in the wastelands, and going as far as the 3rd mission in Bunker Gamma for the Brotherhood campaign, and didn't get another job from Boss Salvino.

CRIMSON CARAVAN:

If you enter sneak mode before you enter and then become discovered they kind of panic, and the guard blocking the hole in the floor will move. There is loot down there. Another walkthrough mentions the game crashing when they get to the "2nd floor", but seeing as this building doesn't have a 2nd floor, it has a basement, I'm assuming they mean basement. Or maybe I have the towns mixed up. Game didn't crash for me. Tried multiple times.

Mission1: Find Roy Capcom - I believe he's in 3rd floor room in the Motel, as I've searched every other building and almost every other town. Can't pick the lock to his room with 203 skill. The reward is only 2000 cash. This is information from another walkthrough. If I recall FOT doesn't let you blow up or bash doors like Fallout 1/2. I also keep forgetting to try, or don't have any explosives on me when I do remember. Eventually I returned with 216 skill, which did open the door. I got a 200 bonus for being “quick”, even though it took me several weeks if not months to get my lockpicking skill high enough to open the door. The reward dialogue might not trigger, leaving the area and returning seems to help.

Mission2: Find Nick – He’s in Quartz, crouching alone in a building between the western edge merchant stalls and the southern "high end merchant".

Barter/trade, you can try stealing, I haven't had any luck with 100 steal. For the record, unless otherwise stated, all theft attempts are made with 100~ stealing skill. At some point later I will increase it to some other standard % and retry a bunch of thefts in various places.

GUN STORE:

Female characters can simply walk between the counters. The sneak/scare trick might work here too, haven't tried. There's a safe under the staircase, should be able to pick it with 120~ skill. Upstairs has a locked room with 2 safes, bookshelves, crates, etc. Lockpick skill of 203 doesn't get me in. Tried again later with 224, again didn't get in.

GENERIC APT BUILDING (directly next to Boris Balkans Books)

Not much going on here. 2nd floor has some Nuka Cola's if you're like me and collect every single one you can find. Other room has some afterburner gum and booze and some dudes on the floor.

BORIS BALKANS BOOKS:

You get the quest to find the Necrodomigon series. One is in Ridgeway, one is in the Forbidden Zone, one is in Greenville. He has a "Necro Disk" that offers some less than great clues, Brewster you'll find in Greenville. I've yet to find the key to open the room where I believe the last book is in Forbidden Zone, though I haven't searched the Twin Towers yet either. The amount of infected deathclaws really don't inspire my sense of exploration there. Another walkthrough says after returning with the series you get paid, and he "turns creepy", whatever that means, but mentions they don't know where to find the "pyramid" - this may be the "Temple" location I referred to which is a pretty far location west of Forbidden Zone/Greenville. Although it doesn't look like a pyramid, there's just a bunch of stones arranged in a circle around a rug and has a weird interactable object that looks like some kind of rod or something on the ground. I'll try to get the last book sooner than later so I can update this, it seems like a pretty major plotline in URO. Reading some of Xkcons comments, I believe it also has something to do with the cloning facility I found that's even further west than the Temple location. I would avoid these 2 area's until they naturally unlock, as I've had exit grid problems with both of these locations and haven't been able to leave, after accomplishing absolutely nothing and resulting in having to restart my entire campaign.

You can pick the lock to get behind the counter with about 120~ skill. Upstairs has 3 books that increase your doctor skill, which is really handy considering how often I critically hit my squaddies in the head and concuss them or they cripple each other. I've found 3 more, and I can't remember where, but they're definitely somewhere. I think it may have been the cloning facility (please don't go there yet), or something to do with Brewster in Greenville. Or the "Factory" location. One of the caravan/trading posts?

GYM:

Not a big fan of solo quests, haven't done any thing here. Other walkthroughs seem to hint that it's basically just being a boxer/prize fighter for money, and ties into other gyms in different towns. Sounds pretty boring. I don't think it has any major plotline triggers, so I've been putting this aside to deal with other quests and trying to get a more general walkthrough complete. I'll get back to it eventually, but it's not a priority for me at the moment. Reading other information from at the NMA forums tells me you should start your boxing career here first, and not Fortress City; I haven't done any boxing, in any town or city, don't have any thing else to add.

GENERAL STORE:

There's a crate behind the counter next to the staircase. Upstairs has some junk. Trade/barter. Not much going on here.

BLOWN OUT MOB BUILDING - 4 STOREYS:

I haven't found a quest to naturally follow a plotline into this building so far... You can steal the key from one of the door guards with under 100 steal. Bottom floor has some decent loot. You can go up to the drug lab, loot all the tables for drugs. There's a safe, should open with 120~ skill I think, but it might be more. It takes less than 180 skill though. Top floor there is a single infected, I killed it. Nothing happened that I can tell. Even after being made a Capo for the mob, there's nothing new going on here either, if you get bored, or Boss Salvino went hostile after his last mission, kill everybody I guess (they'll be hostile if Boss Salvino is dead any way). Tough fight, decent loot. Some of the first browning M2's I encountered.

That pretty much wraps up Jackson City currently...

Now we're off to South Lake City, refer to my mentions of my vague but sort of scaled hand drawn map with missing names for directions or, if you head to the south eastern most corner of the travel map you'll probably find it eventually. I'd really suggest getting the Scout perk so you can see farther on the map. You can put it on one of your squaddies if you want to save a perk slot for your main instead. I really wished I had of thought of that before I began my mapping plan/idea Also, having the humvee is going to come in handy ALOT with all the extra travel URO adds. So if you didn't get one at the recruitment camp (I didn't, even though I think I should have, according to Xkcons own thread and the incomplete walkthrough at NMA), atleast finish the Macomb mission for the Brotherhood.

Alternatively you can get the hummer in Quartz, but if you're early level (like pre-Macomb early) you might have some serious challenges getting through that location because you can't leave until you finish the main mission, which involves a pretty tough stronghold attack and a hostage situation. Also note that I've had play through's where the hummer doesn't even get fixed regardless. Not sure what variables might change the outcome. There's another hummer in Fertile Fields that needs a starter motor, which I found in my first play through, but I never figured out what it was for, until my second play through, and I cannot for the life of me remember where I found it. Might be near a southern lake... or in a garage... But it's definitely... somewhere.

Ok, NOW we're off to South Lake City.

Would you like to encounter:

Drug runners?

Just kidding, but seriously; I would highly recommend doing early random encounters with drug runners. The FN FAL's, sniper rifles, and SAWs you find, along with the stimpacks, drugs, and occasional Brotherhood script (I usually call it cash, I'll mention ringpulls specifically but otherwise assume I'm talking about script/cash) will make early Brotherhood campaign a walk in the park. Potential spoiler/glitch: There's an interesting clicky trick with the mouse when you loot these guys, I won't tell you how to do it, or what it does, but there's definitely something going on for me, and its not just the ones in random encounters.

SOUTH LAKE CITY

General notes: This map is fairly big, so I'll be going over each individual building, starting in the south west corner, moving east along each block according to the N symbol in the pipboy map (hotkey M). I'll probably continue this method while I'm writing the walkthrough and may or may not format it differently in the future. You can bring your vehicle here, but the roads are conveniently blocked off after the Hotel, so you can't actually drive around to save yourself any time or haul all your stuff around. I'd also like to note that in another incomplete walkthrough on NMA it mentions several quests starting at (this?) Hotel, which I think involves the Zians.

ADDED NOTE AFTER FINISHING NIELS QUESTS UP TO BANK ROBBERY: The Zianist is hanging out on the south-west corner of the Hotel, he wasn’t here before. But this quest actually starts when you meet the Zianists in Fortress City, I’ve already killed the Alkida’s in their safehouse, so the Zianist at the corner just repeats his initial dialogue, I think you have to return to Fortress City to actually turn in the quest. Also the dude that wants to have sex is in the room with the golden door now. Take the after burner and lay down next to him to earn a whopping $400, I believe this is repeatable with a time delay. Personally I couldn’t think of a slower way to make cash, but the world is your oyster.

HOTEL:

The behind the Innkeeper you'll see a purple door, he sells the key for a little over $400,000 with 100~ barter. I have yet to accumulate that much money, so I don't know what's up there, steal attempts have failed. Doing some scummy wall-scanning, it looks like a safe, lockers, shelves, etc. On the second floor of the hotel rooms portion from the parking there's some bad guys in the furthest room. When I first got to town they wiped the floor with me, I returned at a much higher level and returned the favor, hard to kill them without prostitutes dying in cross fire if you're worried about karma/reputation. Nothing of note. I'd recommend opening locked back door that connects to the parking lot, where you'll generally be leaving your vehicle, to save yourself some walking/pathfinding time in the long run... you'll be in and out of South Lake City many times.

GENERIC BUSTED APT BUILDINGS:

First one is empty. Head to the second one and there is a room full of excrement (did not notice this the first time I played, not sure if it's recently spawned, or I wasn't paying attention), in the left most corner of the room there is a staircase down, you'll be practicing your "where the fuck is this thing" skill with your mouse quite a bit in URO, get used to it. I found small cockroaches, a dead dog, a dead prostitute with basic loot. Might involve a future quest.

Across the street there's a brick building with the southern wall collapsed. There's some junk upstairs.

NIELS SAFEHOUSE:

Empty, (theres junk in the garage?) eventually you'll find Niel here after meeting him at the Road House in another town which may or not actually be called Road House because none of the locations have names on my map.

Now we're going to move north one block, and we'll be going east to west across town on this stretch.

APT BUILDINGS:

The eastern one is mostly demolished, haven't found any thing in there, feel free to spend your own time mousing around. Right next to it is a 2 story building, on the second floor I found two brothers and their sister, I can't remember their names, they all start with D. They'll talk about a book written in ancient languages they're looking for. The guy on the bottom floor has nazi flags on the wall, and says you can stay there for free, something about a mess... His door is locked, and requires a key. I found a book called "Mind Camp" some where else (Ramuk in Fortress City?) which I think is a reference to Mein Kampf, considering the nazi flags in his room this may be relevant. I've also found 5 pages called "Strange Letters" from various locations, and loot, that appear to be jibberish, that may be a reference to the ancient language. I've brought both of these things back to this building, the 3 siblings on the top floor are no where to be found when I returned some time later, and the guy on the first floor's door is still locked. I'll update if I find out more.

GANGER STRONGHOLD - 3 STOREYS

I haven't found any legitimate or plotline related way of getting inside, but in the spirit of progress, overall lack of general direction and desire for wanton killing, I forced my way in anyway! Should be able to pick the lock with 130~ skill if my memory of my first attempt is correct (I went inside and got slaughtered, after leaving town for the wastelands for a while, this is the second attempt), but currently my skill is 203. Every one in the building will immediately turn hostile (including prostitutes, so if you're trying to maintain a good karma/reputation, killing them will lower it).

These guys are packing some heavy gear in here. You'll be fighting about 20 guys in the building with multiple pancor jackhammers and slugs, at least 3 browning M2s, sniper rifles with 7.62 AP, M14E, and the upgraded colt .45 pistol. Two guys are unarmed and weirdly dangerous if they actually close the distance to you. They are tough, and armored. Basically I lined up my squad away from the front doors in a line so they don't hit each other, 2 pancors and browning M2 up front, with laser rifle and sniper MK2 behind, pumped every one full of voodoo, had one character pick the lock, enter, and immediately run up the first stair case equipped with just that character with a pancor to avoid friendly fire, once up there I cleared out that floor, stimpac'd as necessary, and ran a second squad member up. Even with pretty good gear, pumped full of voodoo and the best pre-power armor I can find, this took multiple attempts.

Send both squaddies with pancors up the next level, clear out those rooms. In one room with the safe on the top floor you'll find the Ganger Queen, interesting plot going on, you can read all about that in the game. Across from her locked in a room is Danielle, who I think is one of the 3 siblings from the Apt building across the street that I couldn't remember the name of. Make sure to double check all the rooms for extra guards, I missed several of them the first time I managed to successfully fight my way in, and did not manage to make it out. Several of them are sleeping. Enjoy (carrying to your vehicle) your new browning M2s and .50 cal. Personally I've been stockpiling .50 cal and don't use it very much. This was I think my second fight I've actually brought out a browning M2 to play with so far, after this battle my M2 browning count is 6 so far, game-wide. Fun battle.

Turns out Danielle does in fact live in the apt building across the street. And the text saying I can stay the night as long as I don't mind (or make) a mess(? whatever) actually belongs to her, not the dude behind the door as I originally thought, as far as I can tell. Tried turning in Mind Camp book and the Strange Papers but nothing happens. This concludes what I know so far of the apt buildings and the ganger stronghold. I will update if I find out more. Moving down the street west...

THE PIT BAR

Here we find Sisko, who mentions looking for his colleague who has a piece of technology with them and to tell them Sisko and Worf are looking for them. I've been to a whole lot of places and have yet to find any one meeting this description. Considering this is probably going to be a star trek reference, I've been looking for star trek names or clues but haven't found any thing... There is a knife called "DakTarg" I think some beast lords have at some point in the Brotherhood campaign, that's the only star trek reference I can think of. Up stairs you'll find Worf who will turn hostile if he sees you leave the immediate landing from the staircase. You can run down the western hallway to unlock that door, there's some loot there and in the safe. This /may/ have been where I found the other 3 doctors books I mentioned earlier. No promises. You can also run down the south hallway and do some looting, but I don't recall any thing great there. Be careful that Worf doesn't see you. I use a second squaddie on the landing to keep track of where he is because his patrol pattern isn't immediately obvious or predictable from my observations. Moving directly north one block takes us to...

CRAWFORDS GENERAL STORE / CRAWFORDS MERCHANTILE:

This is your standard barter/trade place. Sonny in the power armor here is not to be fucked with unless you have some serious firepower and the ST 9 to use it. Also, police in power armor show up if you try to rob them, atleast they did for me. Later on Niel (after you meet him at the Road House, different town) will tell you to surveil the place as his first quest. I had zero luck with that mission, and nothing I did would trigger a completion. The only thing I can think of is you need the awareness perk to see what kind of guns they're using? Other walkthrough's have mentioned more missions after Niels first mission so obviously it's do-able, I really don't understand what I'm doing wrong.

I've since abandoned Niels mission with it still "active", but the Crawfords are now permanently hostile for reasons that are beyond my comprehension, so returning to some old habits, I'm going to shoot my way in and see what's up… And when I ran in there, it “completed” Niels mission, so I reloaded a save and went in sneak, undetected, avoided conflict and mission completed. They’re still hostile though.

GUNS AND AMMO STORE:

Standard barter/trade shop. You can pick the backdoors, and if you’ve got sneak and lockpick on the same character, you can pick the lock that leads to a ladder to the basement. I had 200+ lockpick at this point, might be able to do it with less. If I go any further than that I get detected. There is a massive stash of ammo and armor down there. For the sake of this walkthrough’s completion, I slaughtered the guards and went upstairs and into the basement. Lots of drugs, cash, books etc. Spoiler: Knocking off this store would be very game changing, almost cheating considering some of the gear in here, so I’ll leave it to your discretion. If you want to go with the standard flow of the game, I’d avoid robbing the place, but if you really want all the stuff, go for it. Moving east…

ABANDONED BUILDING/LIBRARY?:

Nothing on the first floor, the basement has a guy(kid?) named Timmy who’s afraid of the Gangers. Even after wiping out the Ganger Queen he repeats the same dialogue. Will update if that changes. Across the hall there is a crate, this may have been where I found those other 3 doctors books I mentioned previously, I don’t remember. Top floor has at least one book (scouting?) on the floor where the wall is blown off. Moving east again…

THE OLD SCRAPYARD:

You’ll find two buildings, one is empty, the one to the north is locked. I needed 200+ lockpick to get in, there’s a civilian and some booze on the floor. Nothing much else going on here. This is where you’ll drop off Niel after the Merchantile heist. Spoiler: The car will still be here after you finish the questline for Niel, so you’ll finally have some wheels to get around in town and haul your gear around. Note there is a "Car bomb" explosive in the vehicles inventory, so this may be related to Niels heist quests, might not want to mess with it. Another walkthrough mentions finding a “fencing foil” for the girl (Piper) in this area who also wants the poetry books (one of which you’ll have found in Jackson City near the staircase of the first building in that town). The other book according to that walkthrough is in South Lake City somewhere, I haven’t found it yet, and I've searched the city 3x over, very thoroughly. Not saying it's not there, but I did not find it. Moving north one block.

BOWLING ALLEY:

Here you’ll find Piper, who wants your poetry book. She also wants another one, I don’t know where it is yet. The third item she wants is a Fencing Foil from other forum posts I've read. Nothing much else going on here. Moving west…

BANK:

Now I’ve read other people have robbed the bank without going through Niel, I haven’t tried. I did it through Niel, and the key to the vault is on the Bank Executive in the far room. The vaults/rooms hold about 47k cash and 2 cash satchels worth between 90-100k+ depending on your barter. If you’ve completed Niels bank heist, you’ll notice the doors are barricaded now. I’ll explore that later on, right now I want to finish the South Lake City guide. Moving west.

ABANDONED BUILDINGS 2x:

There’s a junkie in one, and nothing of note in either buildings, I searched pretty thoroughly and didn’t find any secrets. That’s it for this block, moving north.

SHERIFFS OFFICE:

Sheriff just says to stay out of trouble. You might be able to barter with him, can’t remember. After I finished Niels bank heist here he wasn’t there any more. I’ve tried to kill the officers and get further into the building but their backup arrives in power armor and wipes me out. I’ll try again when I’m higher leveled and geared. Moving east. (I have since returned later and found the sheriff way over at Niels safehouse for whatever reason.)

CARAVAN:

The Caravan Boss will give you the location of the Caravan “town” or "camp", not sure what it’s actually called. It’s right between South Lake City and the Road House. That location has a Brotherhood recruiter where you can swap out squaddies. There’s some junk upstairs here. Can’t trade or barter. East again.

KWIK-E-MART:

Generic low-tier merchant. Maybe this is where the mysterious, unfindable Starter Motor is. Maybe it isn't.

ABANDONED APARTMENTS:

3 Gangers, 1 is sleeping in a room. Didn’t find any loot. These Gangers will turn hostile after taking out the Ganger Queen.

ALKIDA SAFEHOUSE:

If you haven’t spoken to the Zianists in Fortress City yet, there’s nothing to do here. If you have, you’ll find about a dozen or so Akilda in and around the building, there’s 3 or 4 of them on the barricaded roof. Enter through the side door of the second building, there’s a ladder in the western room that requires some mousing to find. Head down the tunnel, kill every one, loot, up the stairs, clear the building. Up the ladder again, take out who ever might be left on the roof. Getting back down is tricky, I couldn’t find the actual ladder to click on again but if you mouse around eventually you will climb back down. I believe returning to the Zianists in Fortress City will complete this quest, I haven’t been back there yet, but good news, that’s where we’re going next! Or maybe the Road House, as that’s closer and yet to be walked through. If you side with Alkida, as far as I know you'll be defending this area instead of attacking. I don't know any thing about that plot line yet.

NOTE: As we’re leaving I’d like to re-cap any outstanding quests that may be still running... partially for my own memory. Still figuring out what the deal is with Danielle and the nazi dude in the locked room at the apartments across from the Ganger stronghold, and still looking for Piper’s second poetry book. After killing the last 3 Gangers, I checked on Timmy in the basement, no change. Also, with all the cash I made doing Niels heists, and trading in about 300+ assorted drugs I could afford the purple key to the Innkeeper’s locked door at the Hotel. Feel free to do that yourself I don’t want to ruin the surprise. Crawfords are still hostile. I have searched high and low, carefully mousing all the buildings and did not find the second poetry book. Let me know if you find it here. And off to Fortress City… err.. the road house first.


THE ROAD HOUSE:

First building is another KWIK-E-MART run by Chuck. Chuck, like many merchants, has a browning M2, I wouldn’t recommend robbing him. There’s some ammo, notably about 400x .50 cal available for sale. Generic armor and other goods. Precious Nuka Cola. He has a garage next to the store. East of that is the Road House bar.

ROAD HOUSE BAR:

This is where you’ll eventually meet Niel- one of his crew - Nate, and eventually Bo who you can recruit – you’ll first find her on the stage at some point, and then she’ll be on the roof afterwards. After you’ve “laid low” for whatever amount of time after the bank heist, Nate will give you a pass to Fortress City to meet Niel again, even if you already have one. Currently I have 2. He also has another pass on him you might be able to steal making for a potential of 3 total, I haven’t tried. He also still has the package from the Merchantile heist, which may be worth some cash but I didn’t try stealing it (I did in fact later steal it and it is not worth any thing). I don’t recall any thing of note on the top floor but go ahead and loot the shelves. He has a back room that requires a key, eventually during Niels heists you’ll be invited down there and given some gifts. There are two additional safes but they will go hostile if you try to rob them. There isn’t any thing significant in them, but if you absolutely need to open every single safe… go for it, sneaking might work, I haven’t tried.

HOTEL:

Talk to the Innkeeper and he’ll ask you to check on Tiffany behind the pink door. Kill the lurker who murdered her and turn in the quest. Head over to the Road House and meet Niel for the first time. The other room with a green(?) door will be where Niel sends you for his test, sneak in the room and steal the item, return to Niel. I don’t recall any thing of note in the upstairs of the building, but take another look for loot.

FORTRESS CITY:

There’s two ways of getting into Fortress City for the first time, one is through the Brotherhood (starts at one of the first few bunkers), who will send you with alliance papers, and the other is getting a pass from Nate (Niel heists that start in South Lake City) if you’ve finished his quests up to this point.

Immediately to your left is the gate guard who will open the doors for you if you have your papers, if you’ve lost them while in the city somehow, there is a switch on the top floor of the building to open the gate. If you leave fortress city without a pass you will not be able to get back in, unless you complete Niels heists.

Immediately to your right you’ll find the Register to drop the alliance papers off for a workers pass. It will drop on the floor or counter, take a good look for it. You can also buy or steal the marriage license. Across the street are a bunch of merchants, Nuka Cola for sale and some other general wares. You can buy/steal wedding rings from the civilian. If you leave town right away and come back after talking to the Register, the building directly east with yellowish bricks will become the new Brotherhood outpost, there’s a recruiter in the basement to drop off/swap squaddies.

Most of the entire southern block running east has nothing in it, you can get up to the roof which will eventually take you to a stair case, eventually leading to a key-locked door leading to a ladder into a basement or tunnel. I know for sure that the key for the red door you get during the 8mm quest/local murder plot isn’t the one. Honey is just off a street corner, not sure where that leads quest wise. I’ve been in the room with the red door, nothing happens. Returning several times after various lengths of time hasn’t opened any thing up with Honey either.

CAT HOUSE:

In here you’ll find Cage, who works for Gino, who owns the place. Angel is up on stage doing her thing, there’s a quest involved somehow, not sure what yet, I think you can sleep with her. Eventually you’ll find Carl Hawkins here after you heal him in the Hospital. I’ll fill in more as I complete some quests here. Upstairs are two hookers you can sleep with if you buy some condoms off Cage, I didn’t bother, maybe you can recruit them. Top floor might have some junk, I don’t remember, there also a locked door with a bunch of lockers and someone in there, I couldn’t pick the lock with 210, using electronic lockpick MK2. Niel will send you here to scope it out, but even after running around all over the place it didn't trigger a mission complete, so there must be some other stuff I need to do as well.

Outside is Sport and Brandy, Sport wants you to escort her to the Zianists, do that, return to Cat House to talk to Cage. He’ll tell you to come back in a while to hook you up with Gino, which you’ll eventually need with Niels plotline. You’ll need to leave town for a while. After you return, Cage will let you meet Gino on the third floor. Talk to him, sleep with one or more of the girls, and talk to Cage. He’ll tell you there isn’t any work yet, come back later. I went to talk to Niel after this, who says to continue working your way into the Cat House hierarchy. You should be able to do some more Hospital work and do more videos at the porn studio for cash if you want, some other quests might have opened up, I didn’t go looking yet. Go do something else for a while.

Eventually Cage will get you to escort Vando to the Baxter Business Building. Deliver her there. Return to Cat house. You can attempt to “rescue” her if you feel like it. Probably won’t be the result you’d expect, it’s an option, but might end the questline, I didn’t explore that possibility further. I think he paid me in fucking ringpulls? There’s a lot more with Cage and Gino. When Lucie runs away, make sure you talk to Cage again before going to the casino. I forgot the first time, and the keycard didn’t spawn. If you’re doing Niel’s quests, make sure you meet Kelso in one of the casino hotel rooms, conveniently located directly across the stairs on the second level. There’s a timer that starts when you meet Cage at the casino, I don’t know what its for or how long it lasts, but it ends when you return the key to Cage. Go back to the Cat House and talk to Cage (who I think pays you in fucking ringpulls again) and Gino, they’ll tell you to lay low. You can go talk to the sheriff now if you want to, nothing happened for me. Talk to Niel and he’ll sneak you out of town. Go do something else for a while. After you return (I spent a few days and revisited other towns to see if any other work was available), Gino finds out he’s been robbed. I decided to side with Cage to become the boss of the Cat House. Don’t know what happens if you side with Gino. As far as I can tell this is the end of the plotline. Return to Cage every few weeks, I’ve been getting 16k, $12k so far.

NIELS SAFE HOUSE/ABANDONED APTS/JUNK YARD AREA

If you’ve done Niels heists so far, you’ll meet him here, and he’ll send you back to the Cat House, and tell you to look for escape routes out of the city also. Working on that now.

The apartments are empty. Across the street south you’ll see a building with a junk yard, if you get close to the building, you’ll see a staircase (the staircase on the roof I mentioned earlier), which leads to another key-locked door and presumably a ladder down. Don’t know whats down there yet. Possible escape route?

HOSPITAL:

The Nurse will say she’s short staffed, my first attempt at this seemed bugged, there is a pile of 5x applications on the desk, I think you’re only supposed to take 1, because when I took all 5 the personel manager on the 2nd floor just kept telling me to leave my squad behind, even though I did. You can just go heal Carl in the east room and he’ll meet you at the Cat House, later on you can purchase some houses from him which range from 100k-430k. I’ve since left for the wastelands for a while, returned with my whole squad, and using a single application, can now heal the other 3 people on the 2nd floor for some cash. Third floor has a guard with a Gauss rifle, and can detect you even if you’re sneaking. There is a bunch of stuff in the locked rooms, the game crashes when I open the first door around the corner. I’ve also been spotted by the guard who is now hostile. This may affect future quests, we’ll find out. There isn’t much to loot any where except the 3rd floor, and I wouldn’t recommend you try, it's quest related and may interfere later on. There's a nurse who checks for STD's, I believe that's related to the Cage/Gino plotline.

JOES TAVERN:

Divine is up on stage doing their thing, you can probably sleep with them at some point. I think Romak is where I got Mind Camp book from that I think the brothers from South Lake City were looking for, I’ve returned to South Lake City but they were gone, as was their sister, who you rescue from the Ganger stronghold. So, not sure what’s going on yet, I might have done that backwards somehow. There’s a dude in the bathroom who wants a blowjob, talk to him again and the doorman blocking the basement moves. Head down there if you want to, I think you can recruit him. I think there’s some kinky stuff involving the porn studio and the Zianists or maybe Cage/Gino or the 8mm quest from Jackson City later but haven’t opened that up yet. Moving east up the block…

APARTMENT BUILDINGS:

Angela is outside, give her booze, drugs, and buy a ticket off her for a few hundred cash to sleep with her. You might need her later. There’s a guy named George on the second floor that you can’t interact with yet, maybe quest related. I strongly recommend keeping Angela available as a hooker later, I think she’s the only one you can bring to Waingro if you betray Niel.

The building directly east of that one has a red door, I picked it with 210 skill, might take less. There’s a staircase in the left most corner of the room leading downstairs to a basement, which has 2 key-locked doors. Probably quest stuff, find out later. Nothing else in the building, 2nd storey has another locked door, nothing in it. Moving north one block…

Spoiler: When the doorman asks you to put your inventory in the crate, what I did was put $1 in the crate, and dropped everything else on the floor. I could then proceed into the other rooms with my “actress”. I did this because when I put everything in the crate and continued the quest, you never get your stuff back after. But I’ll give you a clue, it’s in the southern apartment buildings. So, unless you use my scummy little trick or drop your stuff off somewhere else or in your vehicle, you’ll have to go find it later. Extra Spoiler: Dino never mentions what race the female needs to be *cough* hope you didn’t *cough* kill the matriarch *cough* in the beast lord’s lair *cough*. Or if you should pump them full of voodoo or combat stims ahead of time. He also doesn’t mention the traps skill might come in handy, and speaking of hands, the unarmed skill. He also doesn’t mention that you might need Angela later, so don’t take her into the dungeon if you are planning on using her.

BARRICADED COMPOUND:

There’s no way in here from the immediate outside, doing some wall-scanning reveals a ladder going down and a staircase going up to 2nd floor. Moving west from here…

GUN STORE:

Max here is the owner, he has many guards, and they have power armor and browning M2s. Feel free to try to rob the place, I haven’t had much success, I also didn’t try very hard or many times. He’s got some 7.62mm AP for sale, lots of shotgun shells, and other low-mid-tier gear. Good place to get a few suits of titanium armor if you don’t have any yet or need some more. You’ll notice the store has a backdoor, I think I attempted to pick it the first time I came to Fortress City with lockpick between 130-160 and couldn’t get in. Spoiler: Skill of 210 got me in and unlocked every thing else in the basement. Remember the ladder we saw at the compound? Hmmm… Lots of loot, but nothing amazing. All the flags remind me of the guy in South Lake City, might be connected? One of the few Sniper Rifle MK2’s is down there, but bear in mind simply walking into the room with the staircase will turn the gunshop hostile, sneaking doesn’t help, doesn't matter if they see you or not. So if you plan on trading with them at all in the future, breaking in the back door will end that. I believe there’s some connection to the Zians, the nazi landlord in South Lake City, sheriff Hanna and maybe the 8mm quest somehow. West from here.

POLICE STATION:

There’s Hannah the Sheriff(?) I guess, barter some stuff. The two police hummers outside are technically stealable, but turns cops and city guards hostile. They also only have 10 hit points, so they probably wouldn't make great escape vehicles if you rob the bank. I have not made any attempts at trying to get them out of town, I imagine you’d have to fight your way out, and need to use that top floor gate switch, as the gate guard I’m assuming will be hostile. I haven’t tried to get past the guard blocking the way into the other rooms, I’ll update further when I get around to it. At some point in the 8mm quest you’ll need to bring the “Bloody Mary” holodisk to sheriff Hannah, there are other interactions I’ve read about that never initialized for me. Moving west again.

KWIK-E-MART:

Has a generic merchant, sells drugs and some other low tier stuff. Not much else. Moving north one block.

WASTELAND CENTRAL BANK:

Not much to do here yet, the locker in the north eastern corner near the stairs is empty, nothing on the 2nd floor. I imagine the blue door leads to vault rooms to rob either with or without Niel, I haven’t attempted to rob it either way yet. I’ll update when I get to it. Moving east now…

BAXTER BUSINESS BUILDING:

Nothing going on here yet, nobody of note, no loot upstairs. Theres a locked door out to the parking garage that I can’t pick with 210 skill but is accessible from the outside. Seems redundant at the moment but who knows. Cage mission will send you here again later. East again.

MOTEL:

The Innkeeper doesn’t have any vacant rooms, has no keys for sale or to steal, there’s nothing to loot. I picked all the locks except the coloured ones with 210 skill, the others are too difficult and one needs a key. As is tradition there’s a room full of junkies with a prostitute that go hostile if you enter. If you decide to betray Niel at some point, this is where you’ll find Waingro. Going north to the next block.

APARTMENT BUILDINGS:

The eastern most one has a green locked door in it, I got in with 210 skill. Theres nothing in here. Later on I believe one of the missions for Cage involves collecting money from someone here. The western building on the bottom floor will have Alter Boy’s mom in there at some point, I think you need to go to the church first and poke around. At some point “Bloody Mary” - a holodisk - on the floor is found in the room with the red door, I found it after I’d already killed Dino, which seemed to glitch the ending for 8mm. Unfortunately, I didn’t have a recent save to go back to and find it earlier, I think you’re supposed to find it after talking to Nix. Going west now.

CHURCH:

This is where you can get married, you’ll need the rings and marriage license. When I tried to do it with Demon Spawn reputation, someone came in at the last second to protest the marriage and suicide bombed the church ruining the wedding, so I guess you need a positive reputation. I’ll try that out eventually. Note that the first time I tried getting married was very far into URO campaign, with Niel’s quests done and almost all of Fortress City completed, and all of Jackson City and areas near it, South Lake City and surrounding areas completed.

Talk to Pastor/Father Gaygin (upstairs?), you might need to be alone at this point, I don’t remember. When you leave you should see an Alter Boy crying outside, talk to him and he’ll run off to his mom in the previous apartment building. Talk to them, ditch your squad, come back and you find out Gaygin has a bit of a problem keeping his hands to himself. Talk to the sheriff… There are a few ways of completing this quest, in the interest of maintaining what I feel is correct Brotherhood of Steel procedure given the circumstances, I killed him, which makes everyone satisfied with the result. There’s a possibility that if you let him live you may end up running into him later or somewhere else. This is totally just a guess. I didn’t explore any other options, but there may be other potential quests involved somehow. Moving west again.

ZIAN ESTATES:

You should be able to talk to the guard at the stairs and he’ll let you up. I can’t remember what you might need to do beforehand, if anything. Also note that I skipped the first little encounter you get after the very first campaign mission, with the Alkida and Zians and instead went straight to bunker alpha. So, keep that in mind. The leader will tell you to go to South Lake City, it’s actually the north EASTERN most building in SLC, I think the dialogue says north western. I’m pretty sure you’re supposed to talk to their buddy outside the western side of the Hotel in South Lake City, I missed that part, and just killed them all at their safehouse. This seems to have created some problems, as I can’t proceed further with the Zians at this time and can’t turn in the quest. I'll try again later after doing some other stuff. Moving one block north. There’s a bunch of stuff on the roof with a key-locked door, don’t know whats in there. There’s plenty of stuff to loot in the other rooms with sufficient lockpick%.

EXQISID VIDEOS:

You’ll see Olga in the front room, talk to her about filming. She’ll say something like “your squad needs to stay here”, don’t take that to mean you need to swap out your squaddies, just leave them outside the building. Down the west hall in the first room is Jeremy, note that my main character is female with 8 chr, so I got $8000 per scene with $9000 bonus. Go into the next room and talk to the next guy, dump all your stuff in the locker, pick up the contract that’s sitting on the edge of the sink next to the locker. Give it to the guy, move on to the next room, talk to every one, get on the bed prone, wait, get paid. You can return later to continue this thread a few times.

The bottom floor is similar but all the doors are key-locked, I think this is where you do male/male recording? Top floor there’s a dude who’s too busy to talk to you, Eddie? Probably quest related later on, maybe related to the Gino/Cage missions out of the Cat House.

CASINO:

Its not immediately clear what to accomplish here without first being introduced to Gino(?) perhaps, bottom floor has two guys you can do contract/prize fighting with. Most of the doors on almost all the levels are pickable with 200+ skill. In the basement theres a small locked room with a locker, skill 200+ got me in, it has two unnamed clipboards. I took them, don’t know what they’re for. There’s also a green locked door in the basement you can pick, stair way doesn’t go any where (one of the escape routes Niel might be talking about? I’ve noticed a lot of locked green doors in Fortress City). There’s a room on the 3rd/4th(?) floor where people shout to get rid of your guns and equipment, I unequipped my whole squad and nothing happened. I think this involves the 8mm quest eventually. Might have to be alone. Every one else in the hotel rooms asks you to leave or becomes hostile if you linger in rooms. One room has a desk that has $267 in it. This is part of Waingro’s crime spree if you decide to betray Niel in Fortress City. There’s gotta be more to this so I’m going to do some other exploring that might trigger more quests, I think every thing so far requires needs me to leave and return… I’m going to head north to Clip Town just to continue writing the walkthrough.

CLIP TOWN:

There’s a KWIK-E-MART with a basic merchant, and another guy to talk to (John Wilson?), they both send you to the pub to talk to Mr. Anderson, who says his daughters are missing. There isn’t anything of value to loot anywhere on the map. Exit and head off to Chili Town which should be marked on your travel map, its north if it isn’t for whatever reason. I’ve noticed since I left Fortress City I’ve lost 1 attribute to each of my SPECIAL points, as if my Gifted trait is broken on my main character, not in withdrawal, don’t know what happened. Hopefully its just a temporary glitch?

CHILI TOWN:

There’s a hitch hiker and a guy called Choptop, talk to them. Go over and talk to Pa, decide if you want to buy a ticket in or not. Save your game in a new slot so you can try out the various paths here. There is a secret entrance to the east in the mountains if you want to sneak in, rather than going through processing with Pa, but everyone will go hostile if you get discovered. This is the fastest solution, but you miss out on a lot of dialogue and interactions. I would highly recommend buying the ticket to explore the different ways of going about this area just for fun, but I’d suggest leaving your gear, other than armor/weapons/ammo/stims in the vehicle if you do. You’ll find out why later. I’m not really going to explain much here, I don't want to ruin the story, there’s not much to loot, but lots of… interesting things going on. Regardless, you can’t really lose here, all paths lead to killing all the cannibals, literally every one on the map, and rescuing at least one daughter, which I think depends on your reputation. Lots of caves, lots of ladders. Have fun. Note that you need to manually walk the daughter(s) back to the exit grid as they temporarily join your squad, they won’t run by themselves. Return to Clip Town for 3k cash reward. Mr. Anderson says to come back later for more work. Gonna head back to Fortress City and see if any jobs for Cage or Niel are active now. If you’ve already progressed there, then next up will be Fertile Fields.

FERTILE FIELDS:

When you enter this town you’ll find the bar, general store and motel all in one building just ahead of you. Talk to Hank a few times to get some local gossip. Merchant has low-tier stuff to trade. Talk to the Innkeeper to rent a room, I’ve never actually done that (anywhere), I always pick the locks. Theres nothing in them. The purple room needs a higher level lockpick skill than the rest. Eventually you’ll need to return here to heal some wounded Warriors for the Brotherhood.

Lets head west from here to the gas station/garage. You’ll find Aaliyah(?) who mentions being busy fixing a hummer and something about the Brotherhood. You need to do atleast one mission for Randy before getting further with her. Also has shotgun shells for sale. From here head north to Ugly’s camp and talk to Noreen, she’ll have some gossip about the Black family. Their house is located further north along the same road. But first head north east a bit to the Yellow Squad outfit of the Brotherhood. Talk to Randy, if you accept the mission take aggressive positions to deal with a deathclaw assault from east side of the map in the fields. After that head back to the motel and heal up the warriors on the top floor.

You can return later to do another mission involving a raider attack on the town coming from the north eastern most building of the map. Finishing the second mission allows you to return to Aaliyah, who doesn’t need the hummer any more, it just needs the ever elusive Starter Motor (which if you haven’t been paying attention, is in a garage next to a gas station in a small town that maybe has a KWIK-E-MART in it) and she’ll fix and hand it over to you. I was disappointed that the hummer from Yellow Squad was not actually yellow. Any ways... I’ve left this area and returned several weeks later and Randy from Yellow Squad didn’t have any additional missions ready at the time. Maybe it takes longer, maybe that’s the end of the questline. We’ll find out.

On the east side of the map there’s some drug runners and raiders. Nothing else of note. Further north along the east side is a husband and wife who aren’t getting along. The husband wants to fist fight you alone. I haven’t done that yet. West of that is a green locked door, cant get in. There’s two guys standing beside the well next to the white stone house, Black family home. Talk to Bill, talk to Eve, talk to Bill, give him the note, might have to do this more than once. Eventually Eve will come over to Bills room. Eve goes for a run, follow her up the road where she’s very clearly cheating on her husband. Catch her in the act, she’ll make you an offer. If you kill Bill, Eve will give you the location of her husbands secret farmers bunker and claims she’ll meet you at a BOS bunker. If you let him live, he gives you 5k cash and (as far as I know – but maybe not) you never see him again. No secret farmers bunker. Choose wisely. I’m not going to tell you what’s in the bunker. Figure that out by yourself. But it’s not power armor or vindicator miniguns, or secret keycards or strange devices.

That pretty much wraps up Fertile Fields other than fist fighting the sad/angry old man, getting the Starter Motor for the hummer, and checking back in with Yellow Squad if there’s another mission later on.

Spoiler: When you do the raider attack mission for yellow squad, place your squad (-1 member you need to talk to Randy with to begin) up at the north easternmost building, surrounding it at the windows and front door with burst weapons. The entire attack force of 20+ raiders spawns in this building. Lots of guns and ammo for loot. Flechette shotgun and burst weapons will make very quick work of this. Also, if you have a poison syringe, you can use that to kill Bill, which shouldn't have a negative impact on your reputation. You can use poison syringes to kill a lot of people actually, but bear in mind they are rare. I believe I’ve found about 8 so far in the entire regular campaign plus URO mod. I’ve used them on police/guards etc in various towns and its not as stealthy as you’d think it would be, they tend to go hostile. It usually takes 2 of them to kill any one who isn’t basically a civilian.

SECRET FARMERS BUNKER:

Not telling you anything.

FORBIDDEN CITY/SATELLITE COMPOUND:

(I don’t know what the name of the Satellite Compound actually is, as I mentioned earlier when I installed URO, all the map names were missing, but its near Greenville)

Go immediately west down the street (Forbidden City), clear out infected. Head north from there to the building marked on the map. There’s a generator in the basement, not sure what it does yet, can’t repair it, science doesn’t work. There’s a fax letter on a desk in the building hinting at the location of the chip. Clear out the rest of the map, saving the twin towers for last. Plenty of loot, but nothing critical until the courthouse. There are infected deathclaws in this location, so prepare accordingly: Extra ammo, your favourite combat drugs, doctor bags, and stimpacks. Bring your best shooters, this is not the place for melee. One of the Necrodomigons is in the courthouse, the key is in one of the towers. There are A LOT of infected, and infected deathclaws in the building. This is going to be a struggle even if you are well equipped. I left my hummer at the entrance to the underground parking lot, and when I came back out after clearing the towers it was destroyed, so maybe find a safer place to park the hummer, although you can get atleast 2 more that I’m aware of. If it does get destroyed, your stuff in the vehicle will be there if you want to go get another hummer to haul your stuff out. The part you find here (Twin Towers) will be needed for activating the satellite in the compound that’s just southish of Greenville. If this is your last Necrobook to find, go bring it back to Balkins Books in Jackson City, and you’ll get paid 375k. Bring several repair kits with you when you go to the compound to activate the satellites as well as the controller parts and E91-OCX chip. I’m not gonna walk you through the process. Figure it out. If you do it right, you’ll find a new location. I’m going to finish more of the walkthrough in other cities and towns before exploring this plotline.

QUARTZ:

In Quartz, once you enter the city it starts a mission with the Brotherhood (unofficially), and you will not be able to leave until you rescue the Paladin (Corrigan?) that was taken hostage. I ended up doing this quest almost completely backwards the first time, because it is unintuitive. Basically, annihilating Ugly's stronghold first and coincidentally completing what were supposed to be previous quests afterwards.

But if you want to maintain the plotline, go to the bar first, talk to bartender, find Ellen walking around in the bar, go to cemetery, retrieve the flowers which are next to a gravestone, you don’t need to kill the ghouls or mutant, just sneak, they don’t have much on them anyway, grab the cash out of the crate. Give the flowers to Ellen, meet her sister at the motel, fight off the bandits raiding the mayors office, (he's hiding in the northeast room of the top floor if you can't find him, I was expecting him to be in his office.)

This will open the next questline to head into Ugyl's stronghold. After the raid of the mayor’s office, someone drops or gives you a blue key (Ellens sister?), this will open the front doors of the stronghold (pretty sure it's also called "Front door key"). There's also a guy on a bed on the western market which opens the backdoor, he will give it to you after you rescue the mayor. Either way you'll end up fighting every one so I don't think there's much difference. Rescuing the mayors wife or daughter or whatever can be a bit tricky, any kind of burst weapons/explosives/grenades will set off the remote detonation trap and kill her, I went in with a pancor jackhammer, ran into the room right above where the 3 guards are, got super lucky burst took them all out and didn't kill her or hit the explosives, immediately move that character into the next room while the rest of your squad comes in with single shot weapons and cleans up. There's some other random little quests to do in town, bailing Ace out of jail (he’ll be involved in a rescue mission later on in a different location near Fertile Fields) most quests revolve around the motel, sheriff’s office, and bar. If you get the dude in the bar a VISA card he gives you a note to turn in, I’ve never found the person named in the note.

Also note, for Ellen to accept the flowers, she needs to be in her position closest to the bar, she won't take them when she's walking around in the room. On my second playthrough, the humvee was fixed after I'd completed the mission in Quartz but was still broken the first time I did it. The only difference I can tell is the first time I completed it, I rescued his wife, the second time she died.

Ace’s loot stash is in the gas station, there’s a ladder in the left corner. Next to the chest in the basement is a hidden pathway, go prone and click around till you get in, you’ll find two more footlockers. There are a few other stashes around the town, they’re not hard to find. When you’re in Ace’s underground stash, if you sort of glitch out the walls and look around while you’re underground, you’ll see underground sewers that run north/south on the eastern most road in town… I see ladders, which go up to the sewer grates on the road but can’t figure out how to open or move them. I’ve tried explosives and grenades. There’s also a well near the northeastern corner that is interactable but I’m not sure what that does either. I tried using rope, nothing.

You can use a poison syringe if you have one on the deputy guarding the staircase in the sherrifs office if you really want to get up there. I don’t think it’s worth it but do as you please. That pretty much wraps up Quartz. I’ve returned several times to see if any merchants have new inventory, they don’t. No new quests either.

RAIDER BASE/GARGANTUA :

This is pretty straightforward. There are two key-locked doors along the way, pretty sure you’ll find them both on raider corpses as you clear the map. You can’t exit this location without completing the mission, so keep that in mind.

ACE RESCUE MISSION (NOT QUARTZ BAIL MISSION)

SAVE YOUR GAME in a new slot before entering this area, although you "can" leave the map without completing it, but want to leave because its too hard, you probably will not be able to reach the exit grid alive if it is. You will not have your vehicle. So if you get here and it seems way too rough, load up your save and go level + gear up. I made this mistake my first play through, and could not get Ace out alive. I even left him behind, but not in enough cover apparently, as by the time I got to the exit grid I realized some stray burst from a SAW killed him after I'd already saved multiple times.

While in the Ace rescue mission, the bounty hunters are tough, and numerous (I was level 12ish). There's some afterburner gum, and 2 rifles laying on the ground which lead to where you find Ace hiding behind a bunch of junk. He will join your squad, and having done this mission several times (all unsuccessfully), its best to leave him behind cover where he is. I could not for the life of me keep him alive with him any where near my squad. There's an icechest partially hidden just to the north with stuff, and about 20 bounty hunters directly behind that wall. The vast majority of them are using FN FALs, some sniper rifles and a few SAW's along the way. Lots of ammo, cash, stims and drugs to loot. It'll probably take you longer to loot the corpses than actually wipe the map if you're geared and leveled. I'm not going to bother pointing out where the enemies are, or what direction you should move, just clear out the map any way you see fit. They're pretty much everywhere. I would strongly encourage being atleast level 12, with metal MK2/titanium/envirosuit MK2 armor. Voodoo is your friend. All of my squad uses a sniper rifle main, 2 of them have the MK2 (apparently there are atleast 6 to find), with either pancor jackhammer or SAW as burst weapons.

Ace himself has some mid-low-tier equipment you can loot off him while he's in your squad, assuming you slay your way across the map, it'll probably be a downgrade compared to whatever you're currently using, if his stuff is better than yours, you're going to have a less than great time here. Any ways, proceed to the exit grid. NOTE: Let Ace leave by himself first, if you leave while he's still in your squad, the Vault 16 mission will not trigger when you get to Bunker Beta (he mentions Bunker Delta as well, I haven't gotten that far in the brotherhood campaign yet), even if you dump him into the recruit pool and take him out again. Also, if you want Ace to keep his gear for the Vault 16 mission, remove it from him before he leaves, as when you recruit him from the bunker he'll have nothing but a few dozen stimpacks. He's pretty average overall, but some people might want to take advantage of his 111% gambling skill. Probably has some potential to build, but I like my squad the way it is.

VAULT 16 - GAS STATION

After you've got him from the recruit pool, he'll mark the gas station on your map, it's a fair distance west from the bunker, and there isn't any thing close by for trade/gear, prepare accordingly. Your vehicle cannot enter the map. Once at location follow the road south, or go east to clear out some deathclaws. There are plenty of them in this small map, bring ammo, there's none here. If you follow the road south, you will get ambushed near the broken down truck and rock piles. There's another sizable group of death claws in the gas station. The map is in the lockers, exit grid is further down the road to the south. Nothing much else here.

VAULT 16 - VAULT

Vehicle cannot enter map. Head up the road, through the fence, find the path into the mountains. There will be some glowing rats, a little tougher than usual but shouldn't be too hard. Head into the vault, look around for 3 different pages on the various levels for clues to the cave. Bottom floor has a bunch of medical/ammo. Not much else going on in here. Head back to the entrance of the cave, not the vault, and north of that is a pathway you need to prone to get into. Crawl in there, read the note, get the GECK. You can climb the wall of the cave to get out, but there's a really big possibility that Fallout Tactics pathfinding is not going to like it at all and you will get stuck. You can unstuck yourself, but it's infuriating to do so, although it takes an extra minute to crawl back out, it's probably faster than messing around with the janky climb up the wall. NOTE and possible SPOILER: Here's where things get weird for me. Ace at this point never mentions any thing about his buyer, but that may be because I actually found the map and Vault 16 long before I ever rescued Ace from the bounty hunters, when I was drawing my locations map earlier. So his buyer may trigger if you follow the quest line properly, I may have f'ed myself. If you do this according to the plotline and get a different result, please let me know or leave a comment here.

So after this point, I have no idea what to do with the GECK. It's worth 35-40k for barter. I keep it on me incase I run into some thing/place that may trigger.

RIDGEWAY:

This area has some merchants to the south down the road. The gate guard won’t let you in unless you rescue the ghouls in Quincy for the Brotherhood Campaign. So hopefully if you’ve done Quincy already you managed to save them. He also has the gate switch on him, so you can technically kill him or try to steal the key, but that’ll turn every one hostile and kind of ruins this area, but you’ll still be able to retrieve one of the Necronomigons here.

Jay Granger mentions he used to have a Necrodomigon, you’ll find that under the outhouse in the cliffs. I also found a Red Security Keypass on a desk/work table in his garage, which may or may not have been there before or after I finished Skilling’s quest. I don’t know what door this is for. I’ve kept it on me for a while and I haven’t found a door for it.

Skillings says he used to be a Surgeon for the Brotherhood, if you follow his quest and complete it you should get some books that increase your doctors skill (Pretty sure this is where the other 3 doctors books came from). The crate you need to move for him is 300lbs, so keep that in mind.

Pete says he likes farming here. I think this is one of Mr. Wilsons sons that we met in Jackson City. His brother John Wilson is in Clip Town to the north.

Judy asks you to clear out some deathclaws. Their den is in a hidden cavern directly to the east of where you first enter this area in the rock face.

NIEL HEISTS (South Lake City):

Note: I've been reading Xkcons comments at No Mutants Allowed under his mod thread, and there are betrayal plot twists available if you rip Niel off during one of the heists (not sure which one, but my hunch is Crawfords Merchantile/Store, but it might be any job where you’re supposed to deliver a cash satchel or other item), and don't return the money/package there is a questline with Waingro apparently in Fortress City at the motel.

You’ll meet Niels at the Road House after completing the quest for the Innkeeper at the Hotel, he’ll tell you to meet him at his safe house in South Lake City after his little test or whatever, go alone, no vehicle. You can dump your hummer in the wastelands, it'll create a location for the hummer on the travel map you can return to. From there you get a mission to “scout” out Crawfords Merchantile. Don’t know why, but they’re all hostile. Initially I thought this quest was bugged and couldn’t complete it. I went back after doing some other stuff and snuck into the main lobby of Crawfords to test some theories, which triggered a mission completed when I just ran straight into the lobby. So, just sneak into the lobby for a few seconds undetected and it should work. Forum comments I’ve read seem to point out several other people have issues with this mission, so keep a saved game and mess around a bit. Back to the safehouse, talk, then back to Crawfords, Niel will pick the western back door, where there will also be the getaway car. Try to avoid getting to close to the windows if they're hostile, killing them can trigger the police reinforcements. Follow them around in the basement, there’s nothing to loot. Waingro kills a little girl, I don't think you can prevent this, also haven't tried. Maybe a poison syringe would work? Hop into the car and wait for them to get in. There’s a car bomb in the vehicle, don’t mind that, pretty sure its for another mission later, or maybe you could rig it to betray Niel and take the money? This mod is full of surprises. Drive to the old Scrapyard, pull into the back near the totem pole. Get out, and head back to the safehouse, talk. Exit the map, head to Niels safehouse in the Road House location. Head to the Road House after, collect your money, back to the safehouse, talk, back to Road House, talk. Exit the map, pick up 2-3 squad members. Back to Road House, talk, pick up the package off the BAR, exit the map and head to the airport, just south east of you.

There’s some mentats sitting on a washing machine at the airport, titanium armor, and a chest with some basic loot. There’s some text that says you should put a sniper on the roof. Do whatever you want, you’ll get ambushed after you talk to Hugh in the airfield, Gangers spawn in the building behind him. Kill them all, loot, pick up the package, and return to the Road House. Talk to Nate, head to caravan bunker and ditch your squad, or take one with lockpicking if your main doesn’t have it. You'll want someone with steal skill also if you want to avoid killing the bank manager/executive. Back to South Lake City, talk to Niel in his safehouse.

BANK ROBBERY (South Lake City):

You need the key that the Bank Executive (Niel calls him a “Manager”), it’s the one who says “You’re not supposed to be back here” in the back room. You might be able to steal it, I couldn’t, my lockpicker isn’t any good at theft, so shotgun to the face it is. This didn’t trigger any hostiles, so I ran immediately over to the nearest guard and burst him with pancor, again didn’t trigger any hostiles, go around the corner and take out the last guard, again no more hostiles. The guards are carrying 300 7.62mm AP each, if you’ve got extra carry weight, I’d grab it. Niel says you’ll only have time to hit one room, he’s full of shit. You should be able to hit both safes and the shelf in the furthest room, making off with about 47k cash, 2 money bags and some jewels, I had about 20 seconds left on the clock, might take more than one attempt if your lockpick sucks. Head directly east up the street, that’s the fastest way out of town. This will weigh about 40lbs total, closer to 55lbs if you picked up the guards ammo.

When I went back to the Road House, Niel wasn’t there, and Nate was stuck on his “go meet Niel with one character with lockpick” dialogue. I spent a few days walking around the wastelands, which seemed to fix that. Nate tells you to meet Niel at his safehouse. He’s in the kitchen, not the living room like he usually is. When I first opened the door I didn’t see him, and ended up killing a few more days out in the wastelands, but I don’t think you need to do that again. Any ways, he’ll split up the cash and leave your take on the table. I ended up with about 90k cash including what I took from the bank, he only takes one of the cash satchels, leaving you with the other. It sells for about 90k at a merchant with lower barter skill, so its probably worth more if you have a dedicated barter squaddie. All in all you’ll end up with about 180k (assuming you can find some one with 90k cash to trade… Brotherhood bunkers? Plus jewels ($4-5k) He tells you to lay low and avoid South Lake City for a while. I did not lay low, nor avoided South Lake City. I went straight back to continue the walkthrough for that area and didn't have any problems. (or so I thought at the time).


NIEL (only in Fortress City):

Once you’ve returned, talk to Cage, who will introduce you to Gino on the roof. Sleep with one or more of the women on the 2nd floor (They’ll eventually be recruits) on the way down to talk to Cage again, who will tell you to come back later for work. Head over to Neil and he’ll tell you to keep working for Cage and Gino. After you’ve robbed the casino you’ll meet Nate at the Roadhouse Bar, where you’ll get Zeus and Apollo, dog companions. If you leave them at a recruit master in one of your houses, they will patrol the property. They also gain perks every 2 levels. After that they’ll tell you to meet them in Fortress City safe house, I’ve done that but Kelso just says “…” and nothing happens. I’ve gone alone, left and returned, and Kelso’s dialogue doesn’t change, Nate and Niel arent there… (I figured this out when I angrily killed Kelso and wasn’t sure what to do and talked to Waingro. They’re at the Casino. At this point you could kill Kelso then Waingro will be available at the Motel with the green door in the corner. He says to go steal the money from the widow in the room with a red door and money in the desk in the Casino, but Niel and Nate will be there and will be hostile, I had to kill her, but Niel and Nate killed me the first try, I’ll explore this later... aaand... I’ve reloaded a save and I’m going to finish the bank heist plot first. I think I did it wrong, but I stole the key from the bank guard before talking to Niel in the bank, killed the two guards and no one else went hostile. The timer never started, so I opened all the rooms and safes, and got the three bags upstairs. They weigh 115lbs each. Then I talked to Niel and the robbery actually “started”, walk to them at the doors, then it triggers the escape. Carrito will die, I took his bag. I had two bags when I fought my way down the street to the secret escape route. This was quite a bit of fun as one of my two squaddies was encumbered with the bag so it was a slow walking shoot out to get out of town. I managed to use one of the hummers for almost a block before it was destroyed, they only have 10 hit points. Note that initially they say to meet at the Roadhouse after, instead, go to the safehouse right in Fortress City. If you go past the Brotherhood outpost in Fortress City the Warriors might be hostile. I avoided them and when I returned later every thing was fine... Then the heist crew split up, Niel says he has some business to take care of with Waingro, I went to the motel at this point and neither Niel nor Waingro was there though. When I used the secret escape it then started the conflict between them and the Sherrif. Niel dies so does Waingro, I left for the Road House. The game crashed when I talked to Nate. Reloaded a save and it worked, the crew retires, some fitting music plays. I returned to Fortress City, Sheriff Hannah isn’t there, and there’s no bodies from the fight at the motel. That’s pretty much the end of that series as far as I can tell. I really enjoyed this HEAT plot, its one of my favorite bank heist movies of all time. Nice job Xkcon!


WAINGRO/NIEL BETRAYAL:

I’m starting this while being partially engaged with Niels crew during the Fortress City bank heist, so (I think) I killed Kelso and the other guy (Carrito?). Neil and Nate should be hostile in the casino while you’re robbing the widow for Waingro. I’m going to try and sneak past them and see how far I can get with Waingro, keeping Niel and Nate alive. I’ll also do another run killing them instead and see if there’s a difference. Turns out Nate and Niel aren’t hostile, they were the first time I tried this. Second mission for Waingro is bringing him a prostitute, but since I swapped Angela into the recruit pool and swapped her for someone else to help kill Dino and the Machine in the 8mm quest I can’t use her, there is Honey down by the Cat House and Brotherhood building, she asks for drugs, I’ve used voodoo and kush, different booze, afterburner on her and she just keeps asking for more drugs or overdoses. I tried taking Angela out of the recruit pool but she counts as a squad member now so that didn’t work. So far any one from the recruit pool will make Waingro tell you to ditch your squad. There are no girls left to hire in town at this point. I tried all the prostitutes that you can interact with that I could find. There’s one in the basement of the Casino in a red dress who asks for a drink in blue text, I tried doing that but it didn’t work either. I think you need to use Angela, so don’t take her into the 8mm basement during that quest or recruit her as I think she’s the only one you can bring to Waingro. I haven’t tried bringing a prostitute that follows you from another city yet, if there are any. Maybe you could possibly use Vando somehow if you can line up that quest at the same time, and instead bring her to Waingro instead of delivering her to the Baxter Building. That could mess up the Cage/Gino quests at the Cat House though, don’t know. That’s as far as I got in this playthrough with Waingro so far, I’ll update it if I figure something out while traveling the wastelands… Tried Lucie at Ridgeway, no luck. Didn’t find anyone in South Lake City either. Tried Jackson City… Jackie returns her to bunker Alpha, and killing mob boss Salvino to free Guage also sends her to the bunker recruit pool.


TEMPLE OF AGARAPICHU:

Although I’ve used the satellites that I activated near Greenville, turned in the three Necrodomigon books to Boris, and it said my pipboy was updated with the location, I’m not sure where it is, unless it’s the location with the rock formation around a rug in the middle and the little stick or rod on the ground that you “can” interact with but nothing happens. I think this area also involves the “strange papers” you might have been finding along your journey. I’ve found 6 so far, plus another one that says it’s instructions for martyrdom. Not sure what I need here, but I haven’t been back in a while either.

SLEEPER CELL/CLONING FACILITY:

I have not returned to this area since the first time I played URO and the exit grid didn’t work, causing significant frustration and having to start a new campaign. I’m going to go explore it again at some point.

APOCALYPSE + RANDOM ENCOUNTER SWITCH:

The ancient relic you need to find is in Brahmin Wood. Take it to the basement in Bunker Alpha and give it to the merchant. Although I have the relic, I haven’t activated either switch yet as I’ve been trying to complete the walkthrough in its natural state. I’ll update this eventually.


RAnDoM NOteS

Feel free to distribute, cross post or otherwise disseminate this walkthrough/guide anywhere. And add to it.

There is quite a bit of purchasable shotgun ammo in URO, and its probably 5x more abundant than vanilla version, it's still rare to find in encounters, compared to the workhorse that is 7.62mm. My first playthrough before I got stuck I had over 40,000 7.62mm, compared to about 3500-4000 shotgun shells. You will come across a decent amount of 7.62mm AP, this stuff is absolutely great, but I would recommend saving it for robots, heavy mutants, or situations where you regular 7.62 just isn't going to cut it. You will not find enough of it to equip more than maybe 2 squaddies with it, and it will run out quickly if you're putting it in any thing other than a sniper rifle or similar single shot weapons on a regular basis.

Don't bother buying drugs unless you really need some for whatever reason, you will find tons along the way, especially doing the Mob jobs out of Jackson City. Same goes for stimpacks. Personally, I do tend to stock up on first aid and doctor equipment, as using those gives you XP, and being crippled some where with no doctors bag really sucks.

The pair of dogs, Apollo and Zeus that you get from Nate and Niel during the heist plot are really cool. I’m not sure if you found the suicide vests in Fertile Fields but it’s interesting if you equip them with it. Personally, I use them to carry around all the satchels of money and jewels I’ve nicked off the heists. They can also steal. And read books and do other stuff. Might even be able to marry one. Bear in mind that they cannot climb ladders, so don’t go places where you need to use ladders to get to an exit grid, for example missions for Niel that tell you to use the secret escape route in Fortress City. If you dump them at a recruit master in one of the houses you purchase from Carl in Fortress City they will patrol the fence line. You can add them back to your squad after, you won’t lose them.

I ignored the initial meeting with the Zians and Alkida in the ruins when I started this walkthrough, so pretty much every thing regarding those quests is absent right now. Pretty sure that messed up the quests involving the nazis in South Lake City in the apartment building, and Max at the gun shop in Fortress City. I’ll have to start a new campaign and pick a side to further explore those missions.

I bought the first two Apocalypse bunker/houses. The third, most expensive one wasn’t for sale, and Carl has since disappeared from the Cat House. The bunker with the lake has a recruit master, not sure if I did something to get him there if he just comes with the place. I haven’t tried leaving any of the women I’ve rescued here, nor a wife/partner.

Pretty sure you need a positive reputation to get married (successfully) in Fortress City.

I really messed up the plotline for the 8mm quest beginning with Mrs Mathews in Jackson City by not finding the “Bloody Mary” holodisk when I should have. Although I did end up technically completing the quest, I never got past getting the initial 25k from sheriff Hanna, which I think also messed up the plot involving the nazis.

I’ve never found the other two Wilson brothers; I did find Pete (Ridgeway) and John (Clip Town). When I went back to Mr. Wilson with a bad reputation he got scared and gave me a crate full of stuff, didn’t acknowledge I found two of his sons.

None of the “come back later for work” spots have new work after 2-3 missions with them. Niel heist is probably the longest running plotline along with Gino/Cage in Fortress City. None of the caravans ever seem to have work either.

Don’t know what to do with the GECK from vault 16. Never found anyone to use the Meth recipe, don’t know where Chief Chatanooga or whatever his name is might be found, after you give a VISA card to the guy at the bar in Quartz and get that note. I’ve never found another use for the VISA card. I never found the second poetry book, or the fencing foil to add Piper from South Lake City to your recruit pool.

Look in the lockers, chests, crates etc in various Brotherhood Bunkers within the normal campaign. Lots of little goodies along the way.

There are tons of things hidden behind walls, on tables, desk or left on the ground. Use your “where the fuck is this thing” skills to find them. Xkcon likes to hide things. Search for them.

Female characters can get between a lot of spaces and debris on various maps, I'd really suggest having at least one in your party just so you don't miss out on any thing. It also lends it self to better overall pathfinding in the game using female characters, and there are plenty of decent ones to build up and add to your squad. Slicer definitely comes to mind, Eva's not bad either.

There are TONS of BOOKS to find, so USE THEM (except the poetry book, that crashes my game, don't know why) usually books stop being effective around 120-130 skill, so its really easy to get low level recruits into atleast the first 100%'s for skills. I've found books for the doctor skill, and heavy weapons as well which are new. I also found a science book about weapons of mass destruction but I've been holding on to it.

Refer to your Dialogue notes in your PIPBOY if you can't remember instructions. Keep in mind that you need to be in the location/town/city the dialogue originally happened in order to access it.


Most notably, I had a fucking blast playing this mod. Thanks Xkcon, and everyone who’s ever left a forum post online about this mod over at No Mutants Allowed, and beyond.

~~~~~~~~~~~~

That’s it for now, I’ll start another playthrough in a while, still going to do some experimenting on this run, and update as I go.

Edited by: Constar

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