Fallout 3 Skill/Equipment/Collectible Guide


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 FALLOUT 3 Comprehensive Guide
 
 
 FAQ/Walkthrough
 Author: ShadowsDieAway
         Mike Merin
 Email: TeamObsessed at hotmail dot com
        (if you want to email me, replace at with @ and dot with .
        this is so bots do not send me any unwanted emails)
 
 
 
 
 Website: www.RBFgaming.com
 
 Would you kindly visit our site
 
 
 
 
 FAQ first posted on 10/31/08
 Updates:
 11/01/08: Radio Stations, Behemoths Locations added
 11/02/08: Zones added
 
 ================================================================================
 
 This is a list of just about everything useful in the Fallout 3 universe.
 It includes collectibles, weapons, armor, statistics, perks, followers,
 basically everything you need to help you survive the Wasteland.
 
 
 ********READ FIRST********
 
 For the collectibles and the unique items, the format of those sections contain:
 the Type, Zone, Latitude/Longitude, Location, and Specifics about the location.
 
 On the map, there is a latitude and longitude, and the way the map is set up:
 if you look on the edges on the map, there are 51 ticks on each end, going from
 -30 to 20 for the Latitude, and -20 to 30 for the Longitude.
 
 For each location, there is a specific zone number that goes along with the
 location's name, which is located on Fallout's official maps, however, I think
 that finding the lat/lon is easier since you can calculate where you are and
 what direction you need to go. Please use my map to pinpoint the locations.
 
 To find a certain section you want, just search for the Roman Numeral in the
 brackets. As an example, for the Vault-Tec Bobbleheads, search: [4.V]
 
 Please use the zones secion (part 5) in tandem with my Fallout 3 map.
 
 ================================================================================
 
 Table of Contents:
 
 Part 1: Skills, Stats, Perks, Karma, and Experience
 
 [1.I] Skill names and attributes
 [1.II] Leveling Charts and Perks
 [1.III] Attributes, Perks and Skills Explanations
 [1.IV] Quest-Related Perks
 [1.V] What Karma Does
 [1.VI] Experience Points and Leveling Up with Karma
 [1.VII] Gaining Experience Points
 
 Part 2: Followers and Enemies
 
 [2.I] The Followers
 [2.II] Bestiary
 [2.III] Super Mutant Behemoths
 
 Part 3: Weapons, Armor and Items
 
 [3.I] Checklist
 [3.II] Weapons
 [3.III] Clothing
 [3.IV] Items, Alcohol and Chems
 [3.V] Unique Items
 
 Part 4: Collectibles
 
 [4.I] Fat Men
 [4.II] Fat Man: Mini-Nukes
 [4.III] Holotapes: Keller and The Replicated Man
 [4.IV] Schematics for Custom Weapons
 [4.V] Vault-Tec Bobbleheads
 [4.VI] Radio Stations
 
 
 Part 5: Zones
 
 [5.I] The Zones and Their Locations
 
 ================================================================================
 
 Part 1: Skills, Stats, Perks, Karma, and Experience
 
 --------------------------------------------------------------------------------
 
 In Fallout, there are 7 types of skills you can level up in the game, along with
 what abilities come with each upgrade. Every skill has 10 levels, and with each
 level comes a different modifier to your base abilities. Also, leveling up
 certain skills to different levels gains you certain perks. It is called the
 "Special" system.
 
    Strength
    Perception
    Endurance          All spell out:
    Charisma           S.P.E.C.I.A.L.
    Intelligence
    Agility
    Luck
 
 I also included what role Karma has in the Fallout world and how it affects
 yourself and the people around you, as well as how to level up to get the perks.
 
 ================================================================================
 
 [1.I] Skill Names and Attributes
 
 --------------------------------------------------------------------------------
 
 Skill Name         Attribute Affected       Skills Modified
 
 1. Agility         Action Points            Small Guns, Sneak
 2. Charisma        Disposition              Barter, Speech
 3. Endurance       Health, Resistances      Big Guns, Unarmed
 4. Intelligence    Skill Points per Level   Medicine, Repair, Science
 5, Luck            Critical Chance          All Skills
 6. Perception      Compass Markers          Energy Weapons, Explosives, Lockpick
 7. Strength        Carry Weight             Melee Weapons
 
 ================================================================================
 
 [1.II] Leveling Charts and Perks
 
 --------------------------------------------------------------------------------
 
 These charts will have the abilities and attributes gained at each level, and
 for the perk charts, they will label each perk gained, along with what your
 minimum level of your character as well as the minimum level of the specific
 skill needed to gain that ability.
 
 --------------------------------------------------------------------------------
 
          Agility - A measure of your quickness and dexterity. Agility affects
                    your total number of Action Points, which are used to
                    perform specialized combat actions in V.A.T.S mode (use AP
                    to attack enemies until your AP run out).
 
 --------------------------------------------------------------------------------
 
 Abilities affected: Small Guns, Sneak
 
 
    Level    Action Points       Skill Modifiers (%)
 
      1           67             Small Guns +2, Sneak +2
      2           69             Small Guns +4, Sneak +4
      3           71             Small Guns +6, Sneak +6
      4           73             Small Guns +8, Sneak +8
      5           75             Small Guns +10, Sneak +10
      6           77             Small Guns +12, Sneak +12
      7           79             Small Guns +14, Sneak +14
      8           81             Small Guns +16, Sneak +16
      9           83             Small Guns +18, Sneak +18
      10          85             Small Guns +20, Sneak +20
 
 
    Perks          Minimum Agility Needed     Level Available
 
    Gun Nut                  4                      2
    Thief                    4                      2
    Silent Running           6                      12
    Sniper                   6                      12
    Light Step               6                      14
    Action Boy               6                      16
 
 --------------------------------------------------------------------------------
 
          Charisma - Your overall attractiveness and likeability. Having a high
                     Charisma will improve people's disposition toward you,
                     although it can't overcome a particularly high or low Karma.
 
 --------------------------------------------------------------------------------
 
 Abilities affected: Barter, Speech, Disposition
 
    Level         Skill Modifiers (%)
 
      1           Barter +2, Speech +2
      2           Barter +4, Speech +4
      3           Barter +6, Speech +6
      4           Barter +8, Speech +8
      5           Barter +10, Speech +10
      6           Barter +12, Speech +12
      7           Barter +14, Speech +14
      8           Barter +16, Speech +16
      9           Barter +18, Speech +18
      10          Barter +20, Speech +20
 
 
    Perks          Minimum Charisma Needed    Level Available
 
    Scoundrel                4                      4
    Child at Heart           4                      4
    Impartial Meditation     5                      8
    Animal Friend            6                      10
    Master Trader            6                      14
 
 --------------------------------------------------------------------------------
 
          Endurance - Your health and overall physical fitness. The higher your
                      Endurance, the better your Health, Poison Resistance and
                      Radiation Resistance are.
 
 --------------------------------------------------------------------------------
 
 Abilities affected: Poison Resistance, Radiation Resistance, Big Guns, Unarmed
 
 
    Level    Initial Health      Skill Modifiers (%)
 
      1           120            Big Guns +2, Unarmed +2, PR 0, RR 0
      2           140            Big Guns +4, Unarmed +4, PR 5%, RR 2%
      3           160            Big Guns +6, Unarmed +6, PR 10%, RR 4%
      4           180            Big Guns +8, Unarmed +8, PR 15%, RR 6%
      5           200            Big Guns +10, Unarmed +10, PR 20%, RR 8%
      6           220            Big Guns +12, Unarmed +12, PR 25%, RR 10%
      7           240            Big Guns +14, Unarmed +14, PR 30%, RR 12%
      8           260            Big Guns +16, Unarmed +16, PR 35%, RR 14%
      9           280            Big Guns +18, Unarmed +18, PR 40%, RR 16%
      10          300            Big Guns +20, Unarmed +20, PR 45%, RR 18%
 
 
    Perks          Minimum Endurance Needed     Level Available
 
    Toughness                5                      6
    Lead Belly               5                      6
    Strong Back              5                      8
    Bad Resistance           5                      8
    Size Matters             5                      8
    Life Giver               6                      12
    Solar Powered            7                      20
 
 --------------------------------------------------------------------------------
 
          Intelligence - Measures your basic intellect, curiosity in the world,
                         and adeptness at critical thinking. The higher your
                         Intelligence, the more skill points you can distribute
                         when you level up.
 
 *note* this is the skill you should level up first if you want big bonuses later
 
 --------------------------------------------------------------------------------
 
 Abilities affected: Medicine, Repair, Science, Skill Points per Level Up
 
 
    Level    Skill Points        Skill Modifiers (%)
 
      1           11             Medicine +2, Repair +2, Science +2
      2           12             Medicine +4, Repair +4, Science +4
      3           13             Medicine +6, Repair +6, Science +6
      4           14             Medicine +8, Repair +8, Science +8
      5           15             Medicine +10, Repair +10, Science +10
      6           16             Medicine +12, Repair +12, Science +12
      7           17             Medicine +14, Repair +14, Science +14
      8           18             Medicine +16, Repair +16, Science +16
      9           19             Medicine +18, Repair +18, Science +18
      10          20             Medicine +20, Repair +20, Science +20
 
 
    Perks          Minimum Intelligence Needed     Level Available
 
    Swift Learner            4                         2
    Gun Nut                  4                         2
    Daddy's Boy              4                         2
    Educated                 4                         4
    Entomologist             4                         4
 
    Comprehension            4                         4
    Nerd Rage!               5                         10
    Computer Whiz            7                         18
 
 --------------------------------------------------------------------------------
 
          Luck - Affects every other skill; raising your Luck raises all of your
                 skill values by a small amount. Having a high Luck will also
                 improve your chance of a critical hit.
 
 --------------------------------------------------------------------------------
 
 Abilities affected: Critical Hit Chance
 
 
    Level         Skill Modifiers (%)
 
      1           Critical 1%, All Skills +1
      2           Critical 2%, All Skills +1
      3           Critical 3%, All Skills +2
      4           Critical 4%, All Skills +2
      5           Critical 5%, All Skills +3
      6           Critical 6%, All Skills +3
      7           Critical 7%, All Skills +4
      8           Critical 8%, All Skills +4
      9           Critical 9%, All Skills +5
      10          Critical 10%, All Skills +5
 
 
    Perks          Minimum Luck Needed    Level Available
 
    Fortune Finder           5                   6
    Scrounger                5                   8
    Finesse                  6                   10
    Mysterious Stranger      6                   10
    Better Criticals         6                   16
 
 --------------------------------------------------------------------------------
 
          Perception - Determines how well you use your five senses, and also
                       pertains to an almost superhuman "sixth sense." The higher
                       your Perception, the sooner the compass markings appear
                       on your compass to indicate a threat.
 
 --------------------------------------------------------------------------------
 
 Abilities affected: Detecting Enemies, Energy Weapons, Explosives, Lockpicking
 
 
    Level         Skill Modifiers (%)
 
      1           Energy Weapons +2, Explosives +2, Lockpick +2
      2           Energy Weapons +4, Explosives +4, Lockpick +4
      3           Energy Weapons +6, Explosives +6, Lockpick +6
      4           Energy Weapons +8, Explosives +8, Lockpick +8
      5           Energy Weapons +10, Explosives +10, Lockpick +10
      6           Energy Weapons +12, Explosives +12, Lockpick +12
      7           Energy Weapons +14, Explosives +14, Lockpick +14
      8           Energy Weapons +16, Explosives +16, Lockpick +16
      9           Energy Weapons +18, Explosives +18, Lockpick +18
      10          Energy Weapons +20, Explosives +20, Lockpick +20
 
 
    Perks          Minimum Perception Needed    Level Available
 
    Thief                    4                        2
    Sniper                   6                        12
    Light Step               6                        14
    Contract Killer          6                        14
    Lawbringer               6                        14
    Better Criticals         6                        16
    Infiltrator              7                        18
 
 --------------------------------------------------------------------------------
 
          Strength - A measure of your raw physical strength. It determines how
                     much you can carry, and the extra damage done in unarmed
                     combat.
 
 --------------------------------------------------------------------------------
 
 Abilities affected: Melee Weapons, Carry Weight
 
 
    Level    Carry Weight (LBS)   Melee Damage (HP)    Skill Modifiers (%)
 
      1           160                  0.5             Melee Weapons +2
      2           170                  1               Melee Weapons +4
      3           180                  1.5             Melee Weapons +6
      4           190                  2               Melee Weapons +8
      5           200                  2.5             Melee Weapons +10
      6           210                  3               Melee Weapons +12
      7           220                  3.5             Melee Weapons +14
      8           230                  4               Melee Weapons +16
      9           240                  4.5             Melee Weapons +18
      10          250                  5               Melee Weapons +20
 
 
    Perks          Minimum Strength Needed     Level Available
 
    Little Leaguer           4                      2
    Iron Fist                4                      4
    Strong Back              5                      8
 
 ================================================================================
 
 [1.III] Attributes, Perks and Skills Explanations
 
 --------------------------------------------------------------------------------
 
 Here's the perks list, in order of what level your character has to be in order
 to gain the perk. Certain perks have multiple ranks, which you can level up.
 
 --------------------------------------------------------------------------------
 
                                             Level 2 Perks
 
 Intense Training
 
    Ranks: 10
    Requirements: none
 
       A great perk if there's no other perk that you like, since you can put a
       single point into any of your S.P.E.C.I.A.L. abilities. Use this to buff
       a certain stat or balance them out. It's also good if you're just short
       of a requirement for getting another perk (your endurance is 5 but you
       need 6 for the Life Giver perk).
 
 Black Widow/Lady Killer
 
    Ranks: 1
    Requirements: none
 
       BW is for female players, LK is for male players. Inflicts an extra 10%
       damage to all NPCs of the opposite gender and gains access to special
       dialog options with them.
 
 Daddy's Boy/Daddy's Girl
 
    Ranks: 3
    Requirements: Intelligence 4+
 
       Gain an additional 5% to both Science and Medicine skills.
 
          Rank 1: +5 Science skill increase, +5 Medicine skill increase
          Rank 2: +10 Science skill increase, +10 Medicine skill increase
          Rank 3: +15 Science skill increase, +15 Medicine skill increase
 
 Gun Nut
 
    Ranks: 3
    Requirements: Agility 4+, Intelligence 4+
 
       Gain an additional 5% to both Small Guns and Repair skills.
 
          Rank 1: +5 Small Guns skill increase, +5 Repair skill increase
          Rank 2: +10 Small Guns skill increase, +10 Repair skill increase
          Rank 3: +15 Small Guns skill increase, +15 Repair skill increase
 
 Little Leaguer
 
    Ranks: 3
    Requirements: Strength 4+
 
       Gain an additional 5% to both Melee and Explosives skills.
 
          Rank 1: +5 Melee skill increase, +5 Explosives skill increase
          Rank 2: +10 Melee skill increase, +10 Explosives skill increase
          Rank 3: +15 Melee skill increase, +15 Explosives skill increase
 
 Swift Learner
 
    Ranks: 3
    Requirements: Intelligence 4+
 
       Gain an additional 10% experience points whenever they are earned.
 
          Rank 1: Experience +10%
          Rank 2: Experience +20%
          Rank 3: Experience +30%
 
 Thief
 
    Ranks: 3
    Requirements: Agility 4+, Perception 4+
 
       Gain a one-time bonus of 5% bonus to the Sneak and Lockpick skills.
 
          Rank 1: +5 Sneak skill increase, +5 Lockpick skill increase
          Rank 2: +10 Sneak skill increase, +10 Lockpick skill increase
          Rank 3: +15 Sneak skill increase, +15 Lockpick skill increase
 
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 4 Perks
 
 Child at Heart
 
    Ranks: 1
    Requirements: Charisma 4+
 
       More likely to receive a friendly greeting when dealing with children,
       and opens more dialogue options when dealing with them.
 
 Comprehension
 
    Ranks: 1
    Requirements: Intelligence 4+
 
       Gain one additional Skill point bonus when reading Skill Books. There are
       324 total books, a possible of 648 skill points rather than 324, a must
       have. There are 13 different skills, with 25 books for each skill (with
       the exception of Barter that has 24 books).
 
 Educated
 
    Ranks: 1
    Requirements: Intelligence 4+
 
       Gain +3 more skill points every time you advance in level (you should take
       this at Level 4).
 
 Entomologist
 
    Ranks: 1
    Requirements: Intelligence 4+, Science 40+
 
       Inflict an additional 50% damage every time you attack an insect.
 
 Iron Fist
 
    Ranks: 3
    Requirements: Strength 4+
 
       Inflict an additional 5 points of Unarmed damage.
 
          Rank 1: +5 Unarmed damage 
          Rank 2: +10 Unarmed damage
          Rank 3: +15 Unarmed damage
 
 Scoundrel
 
    Ranks: 3
    Requirements: Charisma 4+
 
       Gain an additional 5% to both Speech and Barter skills.
 
          Rank 1: +5 Speech skill increase, +5 Barter skill increase
          Rank 2: +10 Speech skill increase, +10 Barter skill increase
          Rank 3: +15 Speech skill increase, +15 Barter skill increase
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 6 Perks
 
 Bloody Mess
 
    Ranks: 1
    Requirements: none
 
       Inflict an extra 5% damage with any weapon to any opponent, and explode
       them spectacularly upon death.
 
 Demolition Expert
 
    Ranks: 3
    Requirements: Explosives 50+
 
       Mines, Grenades and Missile Launcher inflicts +20% damage
 
          Rank 1: +20% damage
          Rank 2: +40% damage
          Rank 3: +60% damage
 
 Fortune Finder
 
    Ranks: 1
    Requirements: Luck 5+
 
       Gain a keen sense of locating Nuka-Cola Caps.
 
 Gunslinger
 
    Ranks: 1
    Requirements: None
 
       Gain a 25% better chance to hit in V.A.T.S. with any one-handed ranged
       weapon.
 
 Lead Belly
 
    Ranks: 1
    Requirements: Endurance 5+
 
       Take 50% less radiation poisoning when drinking from an irradiated water
       source.
 
 Toughness
 
    Ranks: 1
    Requirements: Endurance 5+
 
       Gain +10 to overall Damage Resistance (max of 85).
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 8 Perks
 
 Commando
 
    Ranks: 1
    Requirements: none
 
       Gain a 25% better chance to hit in V.A.T.S. with any rifle.
 
 Impartial Meditation
 
    Ranks: 1
    Requirements: Charisma 5+
 
       Gain an extra 30% to Speech as long as you maintain a neutral Karma.
 
 Rad Resistance
 
    Ranks: 1
    Requirements: Endurance 5+
 
       Gain an extra 25% to Radiation Resistance.
 
 Scrounger
 
    Ranks: 1
    Requirements: Luck 5+
 
       Grants more access to ammunition from safes, desks, cabinets, etc.
 
 Size Matters
 
    Ranks: 3
    Requirements: Endurance 5+
 
       Gain +15 to the Big Guns skill.
 
          Rank 1: Big Guns +15
          Rank 2: Big Guns +30
          Rank 3: Big Guns +45
 
 Strong Back
 
    Ranks: 1
    Requirements: Strength 5+, Endurance 5+
 
       Carry 50 more pounds of equipment.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 10 Perks
 
 Animal Friend
 
    Ranks: 2
    Requirements: Charisma 6+
 
       Never have to worry about being attacked by an animal.
 
          Rank 1: Animals won't attack unless provoked
          Rank 2: Animals attack your non-animal enemies.
 
 Finesse
 
    Ranks: 1
    Requirements: Luck 6+
 
       Have a higher chance to score a critical hit in combat by 5%.
 
 Here and Now
 
    Ranks: 1
    Requirements: none
 
       Grants you an additional experience level.
 
 Mister Sandman
 
    Ranks: 1
    Requirements: Sneak 60+
 
       Can instantly kill any adult human you encounter while they're sleeping.
 
 Mysterious Stranger
 
    Ranks: 1
    Requirements: Luck 6+
 
       During V.A.T.S. a mysterious stranger sometimes appears and kills an
       opponent. If the opponent has less than 150 points of health, there is
       a 10% chance that the mysterious stranger will show up and finish him off.
 
 Nerd Rage!
 
    Ranks: 1
    Requirements: Intelligence 5+, Science 50+
 
       When your health drops to 20% or less, your Strength is raised to 10, and
       you gain +50  to Damage Resistance.
 
 Night Person
 
    Ranks: 1
    Requirements: none
 
       Gain +2 to Intelligence and +2 to Perception when the sun is down, which
       is between 6PM and 6AM in the game (use the Pip-Boy's Clock for the time).
 
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 12 Perks
 
 Cannibal
 
    Ranks: 1
    Requirements: none
 
       Can feed on corpses to regain health (must be Sneaking to do so). However,
       every time you feed, you lose Karma. For each corpse: Health +25, Karma -1
 
 Fast Metabolism
 
    Ranks: 1
    Requirements: none
 
       Receive 20% more healing when using a Stimpak.
 
 Life Giver
 
    Ranks: 1
    Requirements: Endurance 6+
 
       Gain an additional 30 Health.
 
 Pyromaniac
 
    Ranks: 1
    Requirements: Explosives 60+
 
       Inflict 50% more damage with fire-based weapons.
 
 Robotics Expert
 
    Ranks: 1
    Requirements: Science 50+
 
       Gain 25% damage against any robot. Also, if you Sneak up on a robot, you
       can permanently shut down that robot.
 
 Silent Running
 
    Ranks: 1
    Requirements: Agility 6+, Sneak 50+
 
       Speed no longer factors into a successful Sneak attempt. You also gain
       +10% to Sneak.
 
 Sniper
 
    Ranks: 1
    Requirements: Perception 6+, Agility 6+
 
       Increases your chance of getting a headshot by 25% in V.A.T.S. mode.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 14 Perks
 
 Adamantium Skeleton
 
    Ranks: 1
    Requirements: none
 
       Your limbs receive only 50% of the damage they normally would.
 
 Chemist
 
    Ranks: 1
    Requirements: Medicine 60%+
 
       Any Chems you take last twice as long.
 
 Contract Killer
 
    Ranks: 1
    Requirements: none
 
       You can loot an ear from the corpse of any good character, and sell it
       to an "evil" vendor for Caps (5 Caps per ear).
 
 Cyborg
 
    Ranks: 1
    Requirements: Science 60%+, Medicine 60%+
 
       Instantly adds +10% to Damage Resistance, Poison Resistance, Radiation
       Resistance, and the Energy Weapons skill.
 
 Lawbringer
 
    Ranks: 1
    Requirements: none
 
       Can loot a finger from the corpse of any defeated evil character and
       sell it to a "good" vendor for Caps (5 Caps per finger).
 
 Light Step
 
    Ranks: 1
    Requirements: Agility 6+, Perception 6+
 
       Never set off enemy Mines or Traps.
 
 Master Trader
 
    Ranks: 1
    Requirements: Charisma 6+, Barter 60+
 
       Prices of all bought items from vendors are reduced by 25%.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 16 Perks
 
 Action Boy/Action Girl
 
    Ranks: 1
    Requirements: Agility 6+
 
       Gain an additional 25 Action Points that can be used in V.A.T.S.
 
 Better Criticals
 
    Ranks: 1
    Requirements: Perception 6+, Luck 6+
 
       Critical hits do 50% more damage.
 
 Chem Resistant
 
    Ranks: 1
    Requirements: Medicine 60+
 
       You are 50% less likely to get addicted to Chems.
 
 Tag!
 
    Ranks: 1
    Requirements: none
 
       Allows you to select a fourth skill to be a "Tag skill", which instantly
       raises it by 15 points.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 18 Perks
 
 Computer Whiz
 
    Ranks: 1
    Requirements: Intelligence 7+, Science 70%+
 
       Receive a special bonus whenever hacking a computer. If you are locked
       out of a computer, you can attempt to hack it one more time.
 
 Concentrated Fire
 
    Ranks: 1
    Requirements: Small Guns 60+, Energy Weapons 60+
 
       Gain an automatic +5% chance to hit a body part, and when that body part
       is targeted again, your hit chances are further increased.
 
          Targeting 1st time: normal %
          Targeting 2nd time: +5%
          Targeting 3rd time: +10%     etc.
 
 Infiltrator
 
    Ranks: 1
    Requirements: Perception 7+, Lockpick 70+
 
       Gain a special bonus whenever you pick a lock. If a lock is broken, and
       can't normally be picked again, you can attempt to pick it one more time.
 
 Paralyzing Palm
 
    Ranks: 1
    Requirements: Unarmed 70+
 
       Can access a special unarmed V.A.T.S. palm strike, which paralyzes the
       opponent for 30 seconds. Must be completely unarmed to perform, but can
       have Brass Knuckles or a Deathclaw equipped. Note: equipping yourself
       after the palm strike does not un-paralyze them.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                             Level 20 Perks
 
 
 Explorer
 
    Ranks: 1
    Requirements: none
 
       Every Primary Location on your World Map is revealed, and you can Fast
       Travel to it.
 
 Ninja
 
    Ranks: 1
    Requirements: Sneak 80+, Melee Weapons 80+
 
       When attacking with either Melee or Unarmed, you gain a +15% critical
       chance on every strike, and criticals do 25% more damage than normal.
 
 Grim Reaper's Sprint
 
    Ranks: 1
    Requirements: none
 
       Slaying a target in V.A.T.S. mode restores all your Action Points when
       you exit.
 
 Solar Powered
 
    Ranks: 1
    Requirements: Endurance +7
 
       Gain an additional 2 points of strength when in direct sunlight, and you
       slowly regain Health.
 
 ================================================================================
 
 [1.IV] Quest-Related Perks
 
 --------------------------------------------------------------------------------
 
 This is a list of all perks gained once you've succeeded or failed in a quest.
 
 The format looks like this:
 
 ----------------------------
 Perk Name: Quest Title
 
    Requirements
 
       Explanation
 ----------------------------
 
 *note* All these have 1 rank.
 
 ================================================================================
 
                                            Main Quests:
 
 
 Power Armor Training: Picking up the Trail
 
    Learn the subtleties of Power Armor maneuvering from Paladin Gunny at the
    Citadel.
 
       You are now skilled in Power Armor, and can wear the following Armor
       types: Outcast Power Armor, Brotherhood Recon Armor, Brotherhood Power
       Armor, Enclave Power Armor, Tesla Armor, and any unique variants of these
       items.
 
 
 
 
                                            Miscellaneous Quests:
 
 Dream Crusher: The Wasteland Survival Guide
 
    Convince Moira Brown to stop writing her survival guide
 
       No high-minded ideal or frivolous dream can stand before your cold,
       unfeeling logic. The road to Hell may be paved with good intentions, but
       the express lane is paved with ruthless efficiency.
 
       -Enemy attackers' critical hit chances are reduced by 50%
       -You get a 30% discount on Moira's trade items.
 
 Rad Limb Healing: The Wasteland Survival Guide
 
    Achieve critical rad poisoning during one of your research chapter field
    studies.
 
       Something Moira did during the operation changed you. When suffering from
       advanced radiation poisoning (600+), crippled limbs automatically
       regenerate.
 
 Junior Survivor: The Wasteland Survival Guide
 
    Complete fewer than 5 bonus objectives in this quest. Answer Moira's
    questions in one of five different ways to obtain one of the five different
    variants to this perk. You gain +2% Poison Resistance and +2% Radiation
    Resistance in every answer, and extra for these answers:
 
       Standard: +5 Health      
       Smart: +2 Medicine, +2 Science
       Tough: +2 Damage Resistance
       Sly: +2 Sneak, +2 Speech
       Snide: +1% Critical Chance
 
 Survivor Expert: The Wasteland Survival Guide
 
    Complete between 5 and 8 bonus objectives in this quest. Answer Moira's
    questions in one of five different ways to obtain one of the five different
    variants to this perk. You gain +4% Poison Resistance and +4% Radiation
    Resistance in every answer, and extra for these answers:
 
       Standard: +10 Health      
       Smart: +4 Medicine, +4 Science
       Tough: +4 Damage Resistance
       Sly: +4 Sneak, +4 Speech
       Snide: +2% Critical Chance
 
 Survivor Guru: The Wasteland Survival Guide
 
    Complete 9 or more bonus objectives in this quest. Answer Moira's questions
    in one of five different ways to obtain one of the five different variants
    to this perk. You gain +6% Poison Resistance and +6% Radiation Resistance
    in every answer, and extra for these answers:
 
       Standard: +15 Health      
       Smart: +6 Medicine, +6 Science
       Tough: +6 Damage Resistance
       Sly: +6 Sneak, +6 Speech
       Snide: +3% Critical Chance
 
 Ant Might: Those!
 
    Choose this from Doctor Lesko upon successful completion of this quest.
 
       Your body has been genetically enhanced with the strength and flame
       resistance of the Grayditch Fire Ants! Your Strength has increased by
       1 and you are now 25% resistant to fire.
 
 Ant Sight: Those!
 
    Choose this from Doctor Lesko upon successful completion of this quest.
 
       Your body has been genetically enhanced with the perception and flame
       resistance of the Grayditch Fire Ants! Your Perception has increased
       by 1 and you are now 25% resistant to fire.
 
 
 Wired Reflexes: The Replicated Man
 
    Rewarded by Doctor Zimmer for siding with him during this quest.
 
       Advanced technology from the Commonwealth has increased your reaction
       speed, giving you a higher chance to hit in a V.A.T.S. Your chance to hit
       is now 10% higher.
 
 Hematophagy: Blood Ties
 
    Learn the ways of the Family under the tutelage of Vance.
 
       Allows you to regain 20 Health (instead of 1) by consuming Blood Packs.
 
 Barkskin: Oasis
 
    Shoot an exposed heart in an underground cavern so it sprays on you.
 
       You've been infected by Harold's strain of F.E.V. and your skin is now as
       hard as a tree bark. Your Damage Resistance is now +10 and Endurance is +1
 
 ================================================================================
 
 [1.V] What Karma Does
 
 --------------------------------------------------------------------------------
 
     Karma does four things to you:
 
 1. Modifies the reactions and dialogue options of certain individuals you meet.
 2. Determines what locations you can access.
 3. If you are either Very Good or Very Evil, you can be attacked by enemies
    that are on the opposite side of the Karma spectrum.
 4. Determines the type of ending you receive.
 
 There are achievements for reaching level 8, 14, and 20 with either Good,
 Neutral or Evil Karma, AKA you must do three playthroughs to get all of them.
 Now that necessarily isn't a bad thing as there's so much to do in this
 universe and the game changes completely depending on your Karma, especially the
 type of ending you receive.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
     What happens when you have Evil Karma (-250 Karma or less):
 
 Have access to Paradise Falls and its services
 Have the ability to hire two evil followers: Jericho and Clover
 Easier Speech with evil characters
 General characters you talk to may react to you during conversations.
 
 
     What happens when you have Neutral Karma (-250 to +250):
 
 Have the ability to hire two neutral followers: Butch and Sergeant RL-3
 Raiders will always attack you
 Will never be attacked by a "good" or "evil" hit squad
 
 
     What happens when you have Good Karma (+250 Karma or more):
 
 Have the ability to hire two good followers: Fawkes and Star Paladin Cross
 More difficult Speech with evil characters
 General characters you talk to may react to you during conversations.
 Raiders will always attack you
 Have access to gifts given by good characters (Caps, Ammo, Food, etc.)
 
 
 As for what the Karma Values are:
 
 
 -1000 to -750   Very Evil
 -749  to -250   Evil
 -249  to +249   Neutral
 +250  to +749   Good
 +750  to +1000  Very Good
 
 
 You begin with 0 Karma; -1,000 is "True Evil" and +1,000 is "Absolute Saint"
 You can't check your Karma values, but can only see what it is by your "title,"
 which you can check in section [VI] Experience Points and Leveling Up with
 Karma. As for what actually effects your Karma:
 
 
 
 Negative Karma Effect:
 
 -5   - Stealing from a Neutral or Good character (per item)
 -25  - Murdering a Neutral or Good creature
 -50  - Performing an evil action in a Freeform Quest
 -100 - Murdering a Neutral or Good character
 
 
 Neutral Karma Effect:
 
 0    - Killing an Evil character/creature
 
 
 Positive Karma Effect:
 
 +"x" - Donating Caps to any church, where the more you donate, the better Karma
 +50  - Performing a good action in a Freeform Quest
 +100 - Killing a Very Evil character/creature
 
 ================================================================================
 
 [1.VI] Experience Points and Leveling Up with Karma
 
 --------------------------------------------------------------------------------
 
 Here's the characters titles for each level.
 
 --------------------------------------------------------------------------------
 |Lvl |   XP  |     Evil Karma      |    Neutral Karma     |     Good Karma     |
 |------------------------------------------------------------------------------|
 |  1 |     0 | Vault Delinquent    | Vault Dweller        | Vault Guardian     |
 |  2 |   200 | Vault Outlaw        | Vault Renegade       | Vault Martyr       |
 |  3 |   550 | Opportunist         | Seeker               | Sentinel           |
 |  4 |  1050 | Plunderer           | Wanderer             | Defender           |
 |  5 |  1700 | Fat Cat             | Citizen              | Dignitary          |
 |  6 |  2500 | Marauder            | Adventurer           | Peacekeeper        |
 |  7 |  3450 | Pirate              | Vagabond             | Ranger             |
 |  8 |  4550 | Reaver              | Mercenary            | Protector          |
 |  9 |  5800 | Urban Invader       | Urban Ranger         | Urban Avenger      |
 | 10 |  7200 | Ne'er-do-well       | Observer             | Exemplar           |
 | 11 |  8750 | Capital Crimelord   | Capital Councilor    | Capital Crusader   |
 | 12 | 10450 | Defiler             | Keeper               | Paladin            |
 | 13 | 12300 | Vault Boogeyman     | Vault Descendant     | Vault Legend       |
 | 14 | 14300 | Harbinger of War    | Pinnacle of Survival | Ambasador of Peace |
 | 15 | 16450 | Urban Superstition  | Urban Myth           | Urban Legend       |
 | 16 | 18750 | Villain             | Strider              | Hero               |
 | 17 | 21200 | Fiend               | Beholder             | Paragon            |
 | 18 | 23800 | Wasteland Destroyer | Wasteland Watcher    | Wasteland Savior   |
 | 19 | 26550 | Evil Incarnate      | Super-Human          | Saint              |
 | 20 | 29450 | Scourge of Humanity | Paradigm of Humanity | Last, Best Hope    |
 --------------------------------------------------------------------------------
 
 Again, when you reach levels 8, 14, and 20 with a certain Karma type, you'll get
 an achievement based on what that is (the achievement name is also your title).
 
 
 ================================================================================
 
 [1.VII] Gaining Experience Points
 
 --------------------------------------------------------------------------------
 
   When you gain XP, it will appear on your HUD, and you may view your total XP
 in your Pip-Boy screen. You can go from level 1 to level 20. Here are the things
 you can do to get XP:
 
 
 Completing Main Quests
 Completing Miscellaneous Quests
 Completing Freeform Quests
 Locating Map Markers
 Killing enemies and NPCs
 Picking Locks
 Hacking Computers
 Completing a Speech Challenge
 
 
 Going through them all: there are 17 Miscellaneous Quests, and you'll gain
 around 300 XP from each for a total of 5,100 XP. From the Main quests, you'll
 gain a total of 7,700 XP with this rundown:
 
 -----------------------------------------
 |           Quest             | XP Given|
 -----------------------------------------
 | Baby Steps                  |      0  |
 | Growing Up Fast             |      0  |
 | Future Imperfect            |      0  |
 | Escape!                     |    300  |
 | Following in His Footsteps  |    200  |
 | Galaxy News Radio           |    400  |
 | Scientific Pursuits         |    500  |
 | Tranquility Lane            |    600  |
 | The Waters of Life          |    700  |
 | Picking up the Trail        |    800  |
 | Rescue from Paradise        |    900  |
 | Finding the Garden of Eden  |  1,000  |
 | The American Dream          |  1,100  |
 | Take It Back!               |  1,200  |
 -----------------------------------------
 
 
 These are the Miscellaneous Quests (300 XP each upon completion):
 
 Agatha's Song
 Big Trouble in Big Town
 Blood Ties
 Head of State
 Oasis
 Reilly's Rangers
 Stealing Independence
 Strictly Business
 Tenpenny Tower
 The Nuka-Cola Challenge
 The Power of the Atom
 The Replicated Man
 The Superhuman Gambit
 The Wasteland Survival Guide
 Those!
 Trouble on the Homefront
 You Gotta Shoot 'Em in the Head
 
 
 With Freeform Quests, you gain a very small amount of XP, and most likely will
 gain that same amount of XP by killing a few enemies.
 
 Locating Map Markers hooks you 10 XP per location, which tallies up very well.
 
 Killing enemies nets you from 1 XP up to 50 XP per normal enemy. As for picking
 Locks, hacking Computers, and completing Speech Challenges:
 
 --------------------------
 | Action Difficulty | XP |
 --------------------------
 |    Very Easy      |  0 |
 |    Easy           | 10 |
 |    Average        | 20 |
 |    Hard           | 30 |
 |    Very Hard      | 50 |
 --------------------------
 
 This also applies for enemies, with Very Easy enemies gaining 1XP rather than 0.
 There are also experience point bonuses, such as:
 
 
 Higher Difficulty Bonus
 Well-Rested Bonus
 Swift Learner Bonus
 
 
 Setting the game to a higher difficulty gives you more XP for how hard the game
 gets, which is a multiple of a certain amount per base XP. The Well-Rested bonus
 gives you +10% XP for 12 hours after you sleep in a bed. And finally, the Swift
 Learner perk gives you a permanent 10% XP increase (20% and 30% if you level up
 the perk).
 
 ================================================================================
 
 Part 2: Followers and Enemies
 
 --------------------------------------------------------------------------------
 
 In the Fallout world, you'll come across a slew of characters, friends and foes,
 good and evil, and any mix of any type. In this part, you'll find those who will
 follow you around, those you will fight, and where you'll find five of the
 biggest enemies to take on.
 
 ================================================================================
 
 [2.I] The Followers
 
 --------------------------------------------------------------------------------
 
 There are 8 total followers that have the potential to, well, follow you. They
 act as your bodyguard, support you, help you in fights, scavenge for items, and
 can use your weapons/armor/items to help you out. Basically, they have some very
 good uses and can help you get through the game easier. You can have one
 follower at a time, so if you hire a second follower, the other one will leave.
 
 There are 6 followers that follow you based on your Karma (2 for Evil, 2 for
 Neutral, and 2 for Good), one follower for buying his contract, and another
 follower for finding "him" (you'll see).
 
 [2.I.a] The Followers
 [2.I.b] What to do to get them
 [2.I.c] Special tricks you can use them for
 
 --------------------------------------------------------------------------------
 
 [2.I.a] The Followers
 
                               Evil Followers:
 
 Jericho
 
   He's a Raider, and a combat veteran, who mopes around Megaton whining about
   the "good 'ol days of killing." He also likes the lightly threaten the patrons
   of Moriarty's Saloon. He's a good help in combat and will work well with you
   when you decide to take people out for fun.
 
 Clover
 
   She's a near-brainwashed companion of Eulogy Jones. For those who have seen
   Firefly know exactly what companion means in this type of universe. She
   resides in Paradise Falls, which means you must be evil to even see what she
   looks like. She'll do anything for you, including helping you get past any
   threat, and fighting for your cause.
 
 
                               Neutral Followers:
 
 Butch
 
   That's right, the snot-nosed kid that you grew up with in Vault 101 gets to
   give you the name of "Butch" in a sense. Mr. Serpent King of the Tunnel 
   Snakes himself will join up with you and for once, fight side by side with
   you for a change rather than just cause trouble.
 
 Sergeant RL-3
 
   He looks a lot like Andy the robot from Vault 101, with the exception that
   RL-3 is a combat marvel. He's a soldier who, though is a robot, has some
   conscience and because of that, will do what you want only if you're neither
   good nor evil.
 
 
                               Good Followers:
 
 Fawkes
 
   He's your typical Mr. Giant: a towering guy with muscles galore and a presence
   that might make people run away, but in reality he's a very nice guy to be
   around. That, and when you're in battle, his giant hammer does the talking,
   but you know, that's just on the side. He's a super-mutant, and despite his
   cherub-like demeanor, he likes destruction quite a bit, and will love any
   chance to destroy your enemies.
 
 Star Paladin Cross
 
   She's a Citadel warrior who only sides with Good and those who believe in
   doing things in the name of justice. She's an old family friend who is a
   goddess in combat. As long as you keep your honor, she will fight with you.
 
 
                               Other Followers:
 
 Charon
 
   Not your normal follower as you are human and he... isn't. He's a Ghoul whose
   name is signed on a contract with someone in the Underworld, which is ironic
   since Charon is the name of the mythical Ferryman of Souls for Hades. Once
   you get him, he can be your best chance for taking on enemies as he'll fight
   for you no matter what your Karma is. Oh, and there's also the fact that he
   seems to be an all-around killing machine that will finish the job at all
   costs.
 
 Dogmeat
 
   As with Charon, Dogmeat's not human, but is a little bit more normal to have
   as a follower, as he's "Man's Best Friend." Dogmeat the dog, who is, sorry for
   the pun, a beast when it comes to attacking other people. He's your best bet
   for tearing apart raiders, and especially useful for when you want him to find
   you items, including items that restore health. Even better, no matter if
   you're Evil, Neutral, or Good, he'll remain loyal to you. Also, even if you
   have another follower, you can have Dogmeat as a second follower, 2-for-1! As
   a note, if you send him out for something and it seems like he's lost, just go
   to the Vault 101 entrance and he'll be waiting for you.
 
 ================================================================================
 
 [2.I.b] What to do to get them
 
 --------------------------------------------------------------------------------
 
 Jericho
 
   Karma: Evil
   Location: Megaton (zone 8.03)
   Requirement: Talk him into resuming his previous career as a warmonger. You
                must give him 1,000 Caps to recruit him.
   Summary: The very high cost to get him might make him not a good choice for a
            companion; he's alright in battle, just not 1,000 Caps good.
 
 
 
 Clover
 
   Karma: Evil
   Location: Paradise Falls (zone 2.08)
   Requirement: Speak to Eulogy Jones and he'll offer to sell Clover to you.
   Summary: She is an absolute maniac in battle and will rip your enemies to
            shreds. Get her ASAP.
 
 
 
 Butch
 
   Karma: Neutral
   Location: Rivet City (zone 9.15)
   Requirement: Assuming that you didn't go through with your urge to kill him in
                Vault 101, you'll find him during the Miscellaneous Quest:
                Trouble On The Homefront. Make sure he's alive, the Overseer is
                not in power (either stepped down or dead), and you've sabotaged
                the Vault, go to the Muddy Rudder bar in Rivet City and convince
                him (shouldn't be hard at all) to join you.
   Summary: He's alright in battle; basically more of a "nostalgic" feel to fight
            with as he's the one you grew up with.
 
 
 
 Sergeant RL-3
 
   Karma: Neutral
   Location: Wasteland near RobCo Factory (near zone 7.10)
   Requirement: There's a traveling robot salesman named Mister Tinker (or Tinker
                Joe) that's roaming the Wastelands near the RobCo Factory that
                you can buy him from.
   Summary: He's pretty good in combat and will take a lot of damage so you won't
            have to. Also, he's very accurate.
 
 
 
 Fawkes
 
   Karma: Good
   Location: Vault 87 (zone 4.06)
   Requirement: He won't join you immediately, but after you visit Vault 87,
                he'll be waiting for you.
   Summary: Very, very good in battle. He'll take out enemies quickly and you
            can have fun sitting back and watching him have his "fun."
 
 
 
 Star Paladin Cross
 
   Karma: Good
   Location: The Citadel (zone 9.11)
   Requirement: Speak to her and she'll agree to accompany you on a detachment
                mission as long as you keep your Good Karma.
   Summary: She's alright, a good fighter, but since you have Good Karma, it'd
            be better to have Fawkes as your follower.
 
 
 
 Charon
 
   Karma: Any
   Location: Museum of History: Underworld (zone 17.07B)
   Requirement: This is a Freeform Quest: Hired Help. Go to the Ninth Circle, and
                Ahzrukhal will be there with his bodyguard Charon. You can do one
                of two things to get his contract. First, you can buy his
                contract for 2,000 Caps (1,000 if you're skilled in Bartering).
                Second, you can agree to kill one of Ahzrukhal's rivals named
                Greta, who is located in Carol's place.
   Summary: Definitely a great get. He's an all-around killing machine that is
            very good at killing your enemies. Plus he looks awesome.
 
 
 
 Dogmeat
 
   Karma: Any
   Location: NNE of Megaton in the Scrapyard (6.03)
   Requirement: From Megaton, go north past the river and you'll find the Meresti
                Trainyard. From there go east and you'll find a Scrapyard guarded
                by Raiders. He'll be there mourning his previous master. Approach
                him and he'll join you.
   Summary: Get him get him get him. Aside from the fact that you can have him as
            a second follower, he's great in combat against other humans, as
            would be expected from an attack dog. Also, him scavenging for items
            is a huge plus.
 
 ================================================================================
 
 [2.I.c] Special tricks you can use them for
 
 --------------------------------------------------------------------------------
 
 Other than what is mentioned above, there are a few other special "perks" to
 having followers around.
 
 You can use your follower to tag on some of your baggage. That's right, use his
 or her or its strength to your advantage by giving the follower some of your
 inventory! Don't worry, they won't steal it from you, after all you're their
 master in a way. If you're getting close to being "over-encumbered," then shed
 some of that encumbrance onto your follower. This is especially useful if you
 want to go out looting and want to rake in a heavier profit.
 
 If you can't wear Power Armor yet and don't have enough skill points, then just
 give it to your follower to wear! It makes sure that your follower can help you
 for a longer time, and because s/he's wearing it, it literally lightens your
 load and just like explained above, will let you have more stuff in your
 inventory.
 
 ================================================================================
 
 [2.II] Bestiary
 
 --------------------------------------------------------------------------------
 
 There are an extensive amount of enemies in the game. Here are the different
 factions, and who are a part of them.
 
 [2.II.a] The Factions
 [2.II.b] Enemy List
 
 --------------------------------------------------------------------------------
 
 ***Coming Soon***
 
 ================================================================================
 
 [2.III] Super Mutant Behemoths
 
 --------------------------------------------------------------------------------
 
 There are a total of 5 Super Mutant Behemoths that you have to take down, well,
 have to in the sense of getting an achievement. Here's where they're located:
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
    Zone:      7.04
    Lat/Lon:   -18/-07
    Location:  Evergreen Mills
    Specifics: He's outside in a cage above the Slave Pens; not hard to miss
               considering his size. You can shoot him down while he's stuck in
               the cage, or let him out and fight him on the battlefield. That
               is, after he goes on a rampage against some Raiders first.
 
 
    Zone:      8.A
    Lat/Lon:   -13/-04
    Location:  Galaxy News Radio Plaza
    Specifics: After completing Mini-Encounter 004: Searching for Cheryl, search
               for a container or shoping cart cage. Be careful, because as soon
               as you take out the teddy bear, the Behemoth will be charging
               down a hill directly behind you.
 
 
    Zone:      10.F
    Lat/Lon:   N/A
    Location:  Galaxy News Radio Plaza
    Specifics: During Main Quest: Galaxy News Radio, you'll battle this one
               alongside the Brotherhood of Steel in the Plaza.
 
 
    Zone:      13.03
    Lat/Lon:   N/A
    Location:  Takoma Motors Auto Shop
    Specifics: In the parking lot in front of the Factory. Make sure that you're
               alone when you fight the Behemoth as there are other Super Mutants
               in the area that can make your fight a whole lot harder.
 
 
    Zone:      17.14
    Lat/Lon:   N/A
    Location:  Capitol Building West Entrance
    Specifics: Follow the Talon mercenaries, either by trailing them or killing
               and following the bodies, and you'll end up in a huge circular
               room. There will be a few more Talon mercenaries trying to battle
               it and failing; feel free to finish the job.
 
 ================================================================================
 
 Part 3: Weapons, Armor and Items
 
 --------------------------------------------------------------------------------
 
 This is a list of all weapons, armor, and items in the Fallout universe.
 
 For the Weapons section:
 
   Value: price sold for
   Weight: in lbs
   Clip: how much in your magazine
   Ammo: what type of ammo the gun takes
   AP: Action Points (used in V.A.T.S.)
   Damage: damage given per bullet/shot/etc.
   Auto: automatic fire
   Rate of Fire: self-explanatory
   Spread: the size of the firing zone
   Critical % Multiplier: the multiplies your chance of getting a critical hit
   Critical Damage: how much damage is added on if there is a critical hit
   Specifics: if the weapon does something special
   Rarity: if the weapon is unique or not
 
 For the Clothing section:
 
   Health: how much more health the outfit gives you
   DR: damage resistance, how much damage the outfit takes away
   Effects: what specialties the clothing has
 
 For the Items, Alcohol and Chems section:
 
   Quest: if the item is obtained through a quest
   Addiction: if there is a chance of getting addicted to the item
 
 Note that all weapons and armor show their damage/resistance as their base
 stats, which is if they're at 100% condition, and is also before your skills
 affect them (big guns, strength, etc.).
 
 ================================================================================
 
 [3.I] Checklist
 
 --------------------------------------------------------------------------------
 
                                      Weapons
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Big Guns
 
   Flamer
   Burnmaster Flamer
   Gatling Laser
   Vengeance Gatling Laser
   Minigun
   Eugene Minigun
   Fat Man
   Experimental MIRV Fatman
   Missile Launcher
   Miss Launcher Missile Launcher
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Energy Weapons
 
   Alien Blaster
   Firelance Alien Blaster
   Laser Pistol
   Colonel Autumn's Laser Pistol
   Protectron's Gaze Laser Pistol
   Smuggler's End Laser Pistol
   Mesmetron
   Plasma Pistol
   Laser Rifle
   Wazer Wifle Laser Rifle
   Plasma Rifle
   A3-21's Plasma Rifle
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Grenades/Mines
 
   Frag Grenade
   Plasma Grenade
   Pulse Grenade
   Frag Mine
   Plasma Mine
   Pulse Mine
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Melee Weapons
 
   Police Baton
   Chinese Officer's Sword
   Vampire's Edge Chinese Officer's Sword
   Combat Knife
   Occam's Razor Combat Knife
   Stabhappy Combat Knife
   Lead Pipe
   Ripper
   Jack Ripper
   Rolling Pin
   Knife
   Ant's Sting Knife
   Switchblade
   Butch's Toothpick Switchblade
   Tire Iron
   Highwayman's Friend Tire Iron
   Repellent Stick
   Baseball Bat
   Nail Board
   Board of Education Nail Board
   Pool Cue
   The Break Pool Cue
   Sledgehammer
   The Tenderizer Sledgehammer
   Super Sledge
   Fawkes' Super Sledge
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Small Guns
 
   10mm Pistol
   Colonel Autumn's 10mm Pistol
   Silenced 10mm Pistol
   10mm Submachine Gun
   Sydney's 10mm Ultra SMG
   .32 Pistol
   Scoped .44 Magnum
   Blackhawk Scoped .44 Magnum
   Chinese Pistol
   Zhu-Rong v418 Chinese Pistol
   Sawed-Off Shotgun
   The Kneecapper Sawed-Off Shotgun
   Chinese Assault Rifle
   Xuanlong Assault Rifle
   Assault Rifle
   BB GUn
   Combat Shotgun
   The Terrible Shotgun
   Hunting Rifle
   Ol' Painless Hunting Rifle
   Lincoln's Repeater
   Sniper Rifle
   Reservist's Rifle Sniper Rifle
   Victory Rifle Sniper Rifle
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Unarmed Weapons
 
   Brass Knuckles
   Power Fist
   Fisto! Power Fist
   The Shocker Power Fist
   Spiked Knuckles
   Plunkett's Valid Points Spiked Knuckles
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Custom Weapons
 
   Rock-It Launcher
   Nuka-Grenade
   Bottlecap Mine
   Shishkebab
   Dart Gun
   Railway Rifle
   Deathclaw Gauntlet
 
 --------------------------------------------------------------------------------
 
                                      Clothing
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Armor
 
   Advanced Radiation Suit
   Armored Vault 101 Jumpsuit
   Combat Armor
   Combat Armor, Talon
   Enclave Power Armor
   Leather Armor
   Linden's Outcast Power Armor
   Mercenary Adventurer Outfit
   Mercenary Charmer Outfit
   Mercenary Cruiser Outfit
   Mercenary Grunt Outfit
   Mercenary Troublemaker Outfit
   Mercenary Veteran Outfit
   Metal Armor
   Outcast Recon Armor
   Power Armor
   Prototype Medic Power Armor
   Radiation Suit
   Raider Armor, Badlands
   Raider Armor, Blastmaster
   Raider Armor, Painspike
   Raider Armor, Sadist
   Ranger Battle Armor
   Recon Armor
   Rivet City Security Armor
   T-51b Power Armor
   Tenpenny Security Uniform
   Tesla Armor
   The AntAgonizer's Costume
   The Mechanist's Costume
   Vault 101 Security Armor
   Wanderer's Leather Armor
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Helmets
 
   Boogeyman's Hood
   Combat Helmet
   Combat Helmet, Talon
   Crow's Eyebot Helmet
   Enclave Power Helmet
   Eyebot Helmet
   Hockey Mask
   Ledoux's Hockey Mask
   Metal Helmet
   Motorcycle Helmet
   Outcast Recon Helmet
   Power Helmet
   Raider Helmet, Archlight
   Raider Helmet, Blastmaster
   Raider Helmet, Psycho-Tic
   Raider Helmet, Wastehound
   Ranger Battle Helmet
   Recon Armor Helmet
   Rivet City Security Helmet
   T-51b Power Helmet
   Tenpenny Security Helmet
   Tesla Helmet
   The AntAgonizer's Helmet
   The Mechanist's Helmet
   Torcher's Mask
   Vault 101 Security Helmet
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Clothing
 
   Brahmin-Skin Outfit
   Brotherhood Scribe Robe
   Chinese Jumpsuit
   Colonel Autumn's Uniform
   Dirty Chinese Jumpsuit
   Dirty Pre-War Businesswear
   Dirty Pre-War Casualwear
   Dirty Pre-War Parkstroller Outfit
   Dirty Pre-War Relaxedwear
   Dirty Pre-War Spring Outfit
   Elder Lyons' Robe
   Enclave Officer Uniform
   Enclave Scientist Outfit
   Environment Suit
   Eulogy Jones' Suit
   Grimy Pre-War Businesswear
   Handyman Jumpsuit
   Lab Technician Outfit
   Lesko's Lab Coat
   Maple's Garb
   Modified Utility Jumpsuit
   Naughty Nightwear
   Negligee (1)
   Negligee (2)
   Oasis Robe
   Oasis Villager Robe
   Pre-War Casualwear
   Pre-War Parkstroller
   Pre-War Relaxedwear
   Pre-War Spring Outfit
   Red Racer Jumpsuit
   Red's Jumpsuit
   Regulator Duster
   RobCo Jumpsuit
   Roving Trader Outfit
   Scientist Outfit
   Sheriff's Duster
   Tenpenny's Suit
   The Surgeon's Lab Coat
   Tunnel Snake Outfit
   Vance's Longcoat Outfit
   Vault Jumpsuit
   Vault Lab Uniform
   Vault Utility Jumpsuit
   Wasteland Doctor Fatigues
   Wasteland Settler Outfit
   Wasteland Surgeon Outfit
   Wasteland Wanderer Outfit
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Hat
 
   Ballcap with Glasses
   Bandana
   Biker Goggles
   Button's Wig
   Chinese Commando Hat
   Enclave Officer Hat
   Eulogy Jones' Hat
   Ghoul Mask
   Lincoln's Hat
   Lucky Shades
   Makeshift Gas Mask
   Oasis Druid Head
   Poplar's Hood
   Pre-War Baseball Cap
   Pre-War Bonnet
   Pre-War Hat
   Red's Bandana
   Roving Trader Hat
   Shady Hat
   Sheriff's Hat
   Stormchaser Hat
   Surgical Mask
   Takoma Park Little Leaguer Cap
   Three Dog's Head Wrap
 
 --------------------------------------------------------------------------------
 
                                      Items, Alcohol and Chems
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Food
 
   Ant Meat
   Ant Nectar
   Blamco Mac and Cheese
   Bloatify Meat
   Blood Pack
   Brahmin Steak
   Bubblegum
   Cave Fungus
   Cram
   Crispy Squirrel Bits
   Crunchy Mutfruit
   Dandy Boy Apples
   Dirty Water
   Dog Meat
   Fancy Lads Snack Cakes
   Fire Ant Nectar
   Fresh Apple
   Fresh Carrot
   Fresh Pear
   Fresh Potato
   Gum Drops
   Hatchling Mirelurk Meat
   Human Flesh
   Ice Cold Nuka-Cola
   Iguana Bits
   Iguana on a Stick
   InstaMash
   Junk Food
   Mirelurk Cakes
   Mirelurk Meat
   Miss. Quantum Pie
   Mole Rat Meat
   Mole Rat Wonder Meat
   Mutfruit
   Noodles
   Nuka-Cola
   Nuka-Cola Quantum
   Nukalurk Meat
   Pork N' Beans
   Potato Crisps
   Purified Water
   Radroach Meat
   Salisbury Steak
   Softshell Mirelurk Meat
   Squirrel on a Stick
   Squirrel Stew
   Strange Meat
   Strange Meat Pie
   Sugar Bombs
   Yoo Guai Meat
   YumYum Deviled Eggs
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Alcohol
 
   Beer
   Scotch
   Vodka
   Whiskey
   Wine
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Chems
 
   Ant Queen Pheromones
   Buffout
   Jet
   Mentats
   Mentats, Berry
   Mentats, Grape
   Mentats, Orange
   Med-X
   Psycho
   RadAway
   Rad-X
   Stealth Boy
   Stimpak
   Ultrajet
 
 ================================================================================
 
 [3.II] Weapons
 
 --------------------------------------------------------------------------------
 
                                      Big Guns
 
   Flamer
 
     Value:        500
     Weight:       15
     Clip:         60
     Ammo:         Flamer Fuel
     AP:           50
     Damage:       16
     Auto:         Yes
     Rate of Fire: 8
     Spread:       0.5
     Critical %:   4
     Crit. Damage: 1
     Specifics:    Sets enemies on fire
     Rarity:       -
 
 
   Burnmaster Flamer
 
     Value:        500
     Weight:       15
     Clip:         60
     Ammo:         Flamer Fuel
     AP:           50
     Damage:       24
     Auto:         Yes
     Rate of Fire: 8
     Spread:       0.5
     Critical %:   4
     Crit. Damage: 1
     Specifics:    Sets enemies on fire
     Rarity:       Unique
 
   Gatling Laser
 
     Value:        2000
     Weight:       18
     Clip:         240
     Ammo:         Electron Charge Pack
     AP:           30
     Damage:       8
     Auto:         Yes
     Rate of Fire: 20
     Spread:       0.5
     Critical %:   1
     Crit. Damage: 6
     Specifics:    -
     Rarity:       -
 
 
   Vengeance Gatling Laser
 
     Value:        2400
     Weight:       18
     Clip:         240
     Ammo:         Electron Charge Pack
     AP:           30
     Damage:       11
     Auto:         Yes
     Rate of Fire: 20
     Spread:       0.5
     Critical %:   1
     Crit. Damage: 12
     Specifics:    -
     Rarity:       Unique
 
 
   Minigun
 
     Value:        1000
     Weight:       18
     Clip:         240
     Ammo:         5mm Round
     AP:           30
     Damage:       5
     Auto:         Yes
     Rate of Fire: 20
     Spread:       2
     Critical %:   1
     Crit. Damage: 5
     Specifics:    -
     Rarity:       Unique
 
 
   Eugene Minigun
 
     Value:        1500
     Weight:       18
     Clip:         240
     Ammo:         5mm Round
     AP:           30
     Damage:       7
     Auto:         Yes
     Rate of Fire: 20
     Spread:       2
     Critical %:   1
     Crit. Damage: 7
     Specifics:    -
     Rarity:       Unique
 
 
   Fat Man
 
     Value:        1000
     Weight:       30
     Clip:         1
     Ammo:         Mini Nuke
     AP:           65
     Damage:       10
     Auto:         No
     Rate of Fire: 4.5
     Spread:       2
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    -
     Rarity:       Collectible
 
 
   Experimental MIRV Fatman
 
     Value:        2500
     Weight:       30
     Clip:         8
     Ammo:         Mini Nuke
     AP:           65
     Damage:       10
     Auto:         No
     Rate of Fire: 4.5
     Spread:       13
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    Launches multiple nukes simultaneously
     Rarity:       Unique
 
 
   Missile Launcher
 
     Value:        500
     Weight:       20
     Clip:         1
     Ammo:         Missile
     AP:           55
     Damage:       20
     Auto:         No
     Rate of Fire: 5.5
     Spread:       0.5
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    -
     Rarity:       -
 
 
   Miss Launcher Missile Launcher
 
     Value:        400
     Weight:       15
     Clip:         1
     Ammo:         Missile
     AP:           55
     Damage:       20
     Auto:         No
     Rate of Fire: 5.5
     Spread:       0.5
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    Missiles arc like a grenade, explodes after three seconds
     Rarity:       Unique
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Energy Weapons
 
   Alien Blaster
 
     Value:        500
     Weight:       2
     Clip:         10
     Ammo:         Alien Power Cell
     AP:           20
     Damage:       100
     Auto:         No
     Rate of Fire: 3
     Spread:       0
     Critical %:   1
     Crit. Damage: 40
     Specifics:    Chance to Disintegrate on death
     Rarity:       -
 
 
   Firelance Alien Blaster
 
     Value:        750
     Weight:       2
     Clip:         10
     Ammo:         Alien Power Cell
     AP:           20
     Damage:       80
     Auto:         No
     Rate of Fire: 3
     Spread:       0
     Critical %:   3
     Crit. Damage: 40
     Specifics:    Chance to Disintegrate on death
     Rarity:       Unique
 
 
   Laser Pistol
 
     Value:        320
     Weight:       3
     Clip:         30
     Ammo:         Energy Cell
     AP:           17
     Damage:       12
     Auto:         No
     Rate of Fire: 6
     Spread:       0
     Critical %:   1.5
     Crit. Damage: 12
     Specifics:    -
     Rarity:       -
 
 
   Colonel Autumn's Laser Pistol
 
     Value:        420
     Weight:       2
     Clip:         20
     Ammo:         Energy Cell
     AP:           0
     Damage:       15
     Auto:         No
     Rate of Fire: 6
     Spread:       0
     Critical %:   1.5
     Crit. Damage: 18
     Specifics:    -
     Rarity:       Unique
 
 
   Protectron's Gaze Laser Pistol
 
     Value:        320
     Weight:       3
     Clip:         20
     Ammo:         Energy Cell
     AP:           17
     Damage:       24
     Auto:         No
     Rate of Fire: 3
     Spread:       2.5
     Critical %:   1
     Crit. Damage: 24
     Specifics:    Fires two shots at once
     Rarity:       Unique
 
 
   Smuggler's End Laser Pistol
 
     Value:        450
     Weight:       2
     Clip:         30
     Ammo:         Energy Cell
     AP:           17
     Damage:       18
     Auto:         No
     Rate of Fire: 6
     Spread:       0
     Critical %:   1.5
     Crit. Damage: 18
     Specifics:    -
     Rarity:       Unique
 
 
   Mesmetron
 
     Value:        500
     Weight:       2
     Clip:         5
     Ammo:         Mesmetron Power Cell
     AP:           65
     Damage:       1
     Auto:         No
     Rate of Fire: 1
     Spread:       0
     Critical %:   1
     Crit. Damage: 0
     Specifics:    Weapon and ammo from Grouse at Paradise Falls
     Rarity:       Unique
 
 
   Plasma Pistol
 
     Value:        360
     Weight:       3
     Clip:         16
     Ammo:         Energy Cell
     AP:           21
     Damage:       25
     Auto:         No
     Rate of Fire: 3
     Spread:       0.5
     Critical %:   2
     Crit. Damage: 25
     Specifics:    -
     Rarity:       -
 
 
   Laser Rifle
 
     Value:        1000
     Weight:       8
     Clip:         24
     Ammo:         Micro Fusion Cell
     AP:           17
     Damage:       23
     Auto:         No
     Rate of Fire: 2
     Spread:       0
     Critical %:   1.5
     Crit. Damage: 22
     Specifics:    -
     Rarity:       -
 
 
   Wazer Wifle Laser Rifle
 
     Value:        900
     Weight:       8
     Clip:         30
     Ammo:         Micro Fusion Cell
     AP:           17
     Damage:       28
     Auto:         No
     Rate of Fire: 2
     Spread:       0
     Critical %:   1.5
     Crit. Damage: 28
     Specifics:    -
     Rarity:       Unique
 
 
   Plasma Rifle
 
     Value:        1800
     Weight:       8
     Clip:         12
     Ammo:         Micro Fusion Cell
     AP:           25
     Damage:       45
     Auto:         No
     Rate of Fire: 4
     Spread:       0.2
     Critical %:   2
     Crit. Damage: 44
     Specifics:    -
     Rarity:       -
 
 
   A3-21's Plasma Rifle
 
     Value:        2200
     Weight:       8
     Clip:         12
     Ammo:         Micro Fusion Cell
     AP:           25
     Damage:       50
     Auto:         No
     Rate of Fire: 4
     Spread:       0.2
     Critical %:   2.5
     Crit. Damage: 50
     Specifics:    -
     Rarity:       Unique
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Grenades/Mines
 
   Frag Grenade
 
     Value:        25
     Weight:       0.5
     Clip:         -
     Ammo:         -
     AP:           24
     Damage:       100
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    20 foot radius
     Rarity:       -
 
 
   Plasma Grenade
 
     Value:        50
     Weight:       0.5
     Clip:         -
     Ammo:         -
     AP:           24
     Damage:       150
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    20 foot radius
     Rarity:       -
 
 
   Pulse Grenade
 
     Value:        40
     Weight:       0.5
     Clip:         -
     Ammo:         -
     AP:           24
     Damage:       10
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    20 foot radius, 200 damage to robots, 8 second disable
     Rarity:       -
 
 
   Frag Mine
 
     Value:        25
     Weight:       0.5
     Clip:         -
     Ammo:         -
     AP:           35
     Damage:       100
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    20 foot radius
     Rarity:       -
 
 
   Plasma Mine
 
     Value:        50
     Weight:       0.5
     Clip:         -
     Ammo:         -
     AP:           35
     Damage:       150
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    20 foot radius
     Rarity:       -
 
 
   Pulse Mine
 
     Value:        40
     Weight:       0.5
     Clip:         -
     Ammo:         -
     AP:           35
     Damage:       10
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    20 foot radius, 200 damage to robots, 8 second disable
     Rarity:       -
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Melee Weapons
 
   Police Baton
 
     Value:        70
     Weight:       2
     Clip:         -
     Ammo:         -
     AP:           25
     Damage:       4
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 4
     Specifics:    -
     Rarity:       -
 
 
   Chinese Officer's Sword
 
     Value:        75
     Weight:       3
     Clip:         -
     Ammo:         -
     AP:           28
     Damage:       10
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   2
     Crit. Damage: 15
     Specifics:    -
     Rarity:       -
 
 
   Vampire's Edge Chinese Officer's Sword
 
     Value:        400
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           28
     Damage:       15
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   3
     Crit. Damage: 20
     Specifics:    -
     Rarity:       Unique
 
 
   Combat Knife
 
     Value:        50
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           17
     Damage:       7
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   3
     Crit. Damage: 13
     Specifics:    -
     Rarity:       -
 
 
   Occam's Razor Combat Knife
 
     Value:        65
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           17
     Damage:       10
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   3
     Crit. Damage: 13
     Specifics:    -
     Rarity:       Unique
 
 
   Stabhappy Combat Knife
 
     Value:        65
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           17
     Damage:       10
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   4
     Crit. Damage: 15
     Specifics:    Slightly more damage to limbs
     Rarity:       Unique
 
 
   Lead Pipe
 
     Value:        75
     Weight:       3
     Clip:         -
     Ammo:         -
     AP:           24
     Damage:       9
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 18
     Specifics:    -
     Rarity:       -
 
 
   Ripper
 
     Value:        100
     Weight:       6
     Clip:         -
     Ammo:         -
     AP:           65
     Damage:       30
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    -
     Rarity:       -
 
 
   Jack Ripper
 
     Value:        200
     Weight:       6
     Clip:         -
     Ammo:         -
     AP:           65
     Damage:       30
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 15
     Specifics:    50% extra limb damage
     Rarity:       Unique
 
 
   Rolling Pin
 
     Value:        10
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           24
     Damage:       3
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    -
     Rarity:       -
 
 
   Knife
 
     Value:        20
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           20
     Damage:       4
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 4
     Specifics:    -
     Rarity:       -
 
 
   Ant's Sting Knife
 
     Value:        30
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           20
     Damage:       4
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 4
     Specifics:    Poisons enemies, 40 damage every 10 seconds
     Rarity:       Unique
 
 
   Switchblade
 
     Value:        35
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           18
     Damage:       5
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   2
     Crit. Damage: 9
     Specifics:    -
     Rarity:       -
 
 
   Butch's Toothpick Switchblade
 
     Value:        50
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           18
     Damage:       10
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   2.5
     Crit. Damage: 13
     Specifics:    -
     Rarity:       Unique
 
 
   Tire Iron
 
     Value:        40
     Weight:       3
     Clip:         -
     Ammo:         -
     AP:           27
     Damage:       6
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 6
     Specifics:    -
     Rarity:       -
 
 
   Highwayman's Friend Tire Iron
 
     Value:        75
     Weight:       5
     Clip:         -
     Ammo:         -
     AP:           27
     Damage:       10
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 10
     Specifics:    -
     Rarity:       Unique
 
 
   Repellent Stick
 
     Value:        120
     Weight:       3
     Clip:         -
     Ammo:         -
     AP:           40
     Damage:       1
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    Explodes Mole Rats after 5 seconds
     Rarity:       -
 
 
   Baseball Bat
 
     Value:        55
     Weight:       3
     Clip:         -
     Ammo:         -
     AP:           25
     Damage:       9
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 9
     Specifics:    -
     Rarity:       -
 
 
   Nail Board
 
     Value:        30
     Weight:       4
     Clip:         -
     Ammo:         -
     AP:           27
     Damage:       8
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    -
     Rarity:       -
 
 
   Board of Education Nail Board
 
     Value:        60
     Weight:       4
     Clip:         -
     Ammo:         -
     AP:           27
     Damage:       12
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 12
     Specifics:    -
     Rarity:       Unique
 
 
   Pool Cue
 
     Value:        15
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           27
     Damage:       3
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    -
     Rarity:       -
 
 
   The Break Pool Cue
 
     Value:        50
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           27
     Damage:       6
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 6
     Specifics:    -
     Rarity:       Unique
 
 
   Sledgehammer
 
     Value:        130
     Weight:       12
     Clip:         -
     Ammo:         -
     AP:           38
     Damage:       20
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 10
     Specifics:    -
     Rarity:       -
 
 
   The Tenderizer Sledgehammer
 
     Value:        230
     Weight:       12
     Clip:         -
     Ammo:         -
     AP:           38
     Damage:       30
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 15
     Specifics:    -
     Rarity:       Unique
 
 
   Super Sledge
 
     Value:        180
     Weight:       20
     Clip:         -
     Ammo:         -
     AP:           38
     Damage:       25
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 25
     Specifics:    -
     Rarity:       -
 
 
   Fawkes' Super Sledge
 
     Value:        300
     Weight:       18
     Clip:         -
     Ammo:         -
     AP:           38
     Damage:       32
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 32
     Specifics:    Attacks faster than regular Sledgehammer
     Rarity:       Unique
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Small Guns
 
   10mm Pistol
 
     Value:        225
     Weight:       3
     Clip:         12
     Ammo:         10mm Round
     AP:           17
     Damage:       9
     Auto:         No
     Rate of Fire: 6
     Spread:       0.5
     Critical %:   1
     Crit. Damage: 9
     Specifics:    -
     Rarity:       -
 
 
   Colonel Autumn's 10mm Pistol
 
     Value:        325
     Weight:       3
     Clip:         12
     Ammo:         10mm Round
     AP:           17
     Damage:       13
     Auto:         No
     Rate of Fire: 6
     Spread:       0.5
     Critical %:   1
     Crit. Damage: 13
     Specifics:    -
     Rarity:       Unique
 
 
   Silenced 10mm Pistol
 
     Value:        250
     Weight:       3
     Clip:         12
     Ammo:         10mm Round
     AP:           21
     Damage:       8
     Auto:         No
     Rate of Fire: 6
     Spread:       0.5
     Critical %:   2
     Crit. Damage: 5
     Specifics:    -
     Rarity:       -
 
 
   10mm Submachine Gun
 
     Value:        330
     Weight:       5
     Clip:         30
     Ammo:         10mm Round
     AP:           20
     Damage:       7
     Auto:         Yes
     Rate of Fire: 10
     Spread:       1.5
     Critical %:   1
     Crit. Damage: 7
     Specifics:    -
     Rarity:       -
 
 
   Sydney's 10mm Ultra SMG
 
     Value:        430
     Weight:       5
     Clip:         50
     Ammo:         10mm Round
     AP:           20
     Damage:       9
     Auto:         Yes
     Rate of Fire: 10
     Spread:       1.5
     Critical %:   1
     Crit. Damage: 9
     Specifics:    -
     Rarity:       Unique
 
 
   .32 Pistol
 
     Value:        110
     Weight:       2
     Clip:         5
     Ammo:         .32 Caliber Round
     AP:           20
     Damage:       6
     Auto:         No
     Rate of Fire: 6
     Spread:       0.5
     Critical %:   1
     Crit. Damage: 6
     Specifics:    -
     Rarity:       -
 
 
   Scoped .44 Magnum
 
     Value:        300
     Weight:       4
     Clip:         6
     Ammo:         .44 Round, Magnum
     AP:           32
     Damage:       35
     Auto:         No
     Rate of Fire: 2.25
     Spread:       0.3
     Critical %:   2
     Crit. Damage: 35
     Specifics:    Scoped
     Rarity:       -
 
 
   Blackhawk Scoped .44 Magnum
 
     Value:        500
     Weight:       4
     Clip:         6
     Ammo:         .44 Round, Magnum
     AP:           32
     Damage:       55
     Auto:         No
     Rate of Fire: 2.25
     Spread:       0.3
     Critical %:   2
     Crit. Damage: 45
     Specifics:    Scoped
     Rarity:       Unique
 
 
   Chinese Pistol
 
     Value:        190
     Weight:       2
     Clip:         10
     Ammo:         10mm Round
     AP:           17
     Damage:       4
     Auto:         No
     Rate of Fire: 6
     Spread:       1
     Critical %:   1
     Crit. Damage: 4
     Specifics:    -
     Rarity:       -
 
 
   Zhu-Rong v418 Chinese Pistol
 
     Value:        290
     Weight:       2
     Clip:         10
     Ammo:         10mm Round
     AP:           17
     Damage:       4
     Auto:         No
     Rate of Fire: 4.5
     Spread:       1
     Critical %:   2
     Crit. Damage: 4
     Specifics:    Chance of setting enemies on fire
     Rarity:       Unique
 
 
   Sawed-Off Shotgun
 
     Value:        150
     Weight:       4
     Clip:         2
     Ammo:         Shotgun Shell
     AP:           37
     Damage:       50
     Auto:         No
     Rate of Fire: 2.25
     Spread:       7
     Critical %:   N/A
     Crit. Damage: -
     Specifics:    -
     Rarity:       -
 
 
   The Kneecapper Sawed-Off Shotgun
 
     Value:        350
     Weight:       5
     Clip:         2
     Ammo:         Shotgun Shell
     AP:           37
     Damage:       75
     Auto:         No
     Rate of Fire: 1.9
     Spread:       4
     Critical %:   N/A
     Crit. Damage: -
     Specifics:    -
     Rarity:       Unique
 
 
   Chinese Assault Rifle
 
     Value:        500
     Weight:       7
     Clip:         24
     Ammo:         5.56mm Round
     AP:           23
     Damage:       11
     Auto:         Yes
     Rate of Fire: 8
     Spread:       1.5
     Critical %:   1
     Crit. Damage: 10
     Specifics:    -
     Rarity:       -
 
 
   Xuanlong Assault Rifle
 
     Value:        400
     Weight:       7
     Clip:         36
     Ammo:         5.56mm Round
     AP:           23
     Damage:       12
     Auto:         Yes
     Rate of Fire: 8
     Spread:       1.5
     Critical %:   1
     Crit. Damage: 12
     Specifics:    -
     Rarity:       Unique
 
 
   Assault Rifle
 
     Value:        300
     Weight:       7
     Clip:         24
     Ammo:         5.56mm Round
     AP:           23
     Damage:       8
     Auto:         Yes
     Rate of Fire: 8
     Spread:       1.5
     Critical %:   1
     Crit. Damage: 8
     Specifics:    -
     Rarity:       -
 
 
   BB GUn
 
     Value:        36
     Weight:       2
     Clip:         100
     Ammo:         BB
     AP:           28
     Damage:       4
     Auto:         No
     Rate of Fire: 0.75
     Spread:       0.5
     Critical %:   1
     Crit. Damage: 4
     Specifics:    -
     Rarity:       -
 
 
   Combat Shotgun
 
     Value:        200
     Weight:       7
     Clip:         12
     Ammo:         Shotgun Shell
     AP:           27
     Damage:       55
     Auto:         No
     Rate of Fire: 1.5
     Spread:       3
     Critical %:   1
     Crit. Damage: 27
     Specifics:    -
     Rarity:       -
 
 
   The Terrible Shotgun
 
     Value:        250
     Weight:       10
     Clip:         12
     Ammo:         Shotgun Shell
     AP:           27
     Damage:       80
     Auto:         No
     Rate of Fire: 1.5
     Spread:       6
     Critical %:   1
     Crit. Damage: 40
     Specifics:    -
     Rarity:       Unique
 
 
   Hunting Rifle
 
     Value:        150
     Weight:       6
     Clip:         5
     Ammo:         .32 Caliber Rifle
     AP:           25
     Damage:       25
     Auto:         No
     Rate of Fire: 0.75
     Spread:       0.3
     Critical %:   1
     Crit. Damage: 25
     Specifics:    -
     Rarity:       -
 
 
   Ol' Painless Hunting Rifle
 
     Value:        250
     Weight:       6
     Clip:         5
     Ammo:         .32 Caliber Rifle
     AP:           23
     Damage:       30
     Auto:         No
     Rate of Fire: 1.1
     Spread:       0
     Critical %:   1
     Crit. Damage: 30
     Specifics:    -
     Rarity:       Unique
 
 
   Lincoln's Repeater
 
     Value:        500
     Weight:       5
     Clip:         15
     Ammo:         .44 Round, Magnum
     AP:           25
     Damage:       50
     Auto:         No
     Rate of Fire: 0.75
     Spread:       0
     Critical %:   2
     Crit. Damage: 50
     Specifics:    -
     Rarity:       -
 
 
   Sniper Rifle
 
     Value:        300
     Weight:       10
     Clip:         5
     Ammo:         .308 Caliber Round
     AP:           38
     Damage:       40
     Auto:         No
     Rate of Fire: 1
     Spread:       0
     Critical %:   5
     Crit. Damage: 40
     Specifics:    Scoped
     Rarity:       -
 
 
   Reservist's Rifle Sniper Rifle
 
     Value:        500
     Weight:       10
     Clip:         3
     Ammo:         .308 Caliber Round
     AP:           32
     Damage:       40
     Auto:         No
     Rate of Fire: 1.6
     Spread:       0
     Critical %:   5
     Crit. Damage: 40
     Specifics:    Scoped
     Rarity:       Unique
 
 
   Victory Rifle Sniper Rifle
 
     Value:        450
     Weight:       10
     Clip:         5
     Ammo:         .308 Caliber Round
     AP:           38
     Damage:       40
     Auto:         No
     Rate of Fire: 1
     Spread:       0
     Critical %:   3
     Crit. Damage: 40
     Specifics:    Scoped, knocks enemy down on critical hit
     Rarity:       Unique
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Unarmed Weapons
 
   Brass Knuckles
 
     Value:        20
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           18
     Damage:       6
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 6
     Specifics:    -
     Rarity:       -
 
 
   Power Fist
 
     Value:        100
     Weight:       6
     Clip:         -
     Ammo:         -
     AP:           28
     Damage:       20
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 20
     Specifics:    -
     Rarity:       -
 
 
   Fisto! Power Fist
 
     Value:        100
     Weight:       6
     Clip:         -
     Ammo:         -
     AP:           25
     Damage:       25
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1.5
     Crit. Damage: 25
     Specifics:    -
     Rarity:       Unique
 
 
   The Shocker Power Fist
 
     Value:        150
     Weight:       6
     Clip:         -
     Ammo:         -
     AP:           25
     Damage:       20
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 20
     Specifics:    Additional 25 damage to robots
     Rarity:       Unique
 
 
   Spiked Knuckles
 
     Value:        25
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           19
     Damage:       9
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   1
     Crit. Damage: 9
     Specifics:    -
     Rarity:       -
 
 
   Plunkett's Valid Points Spiked Knuckles
 
     Value:        30
     Weight:       1
     Clip:         -
     Ammo:         -
     AP:           15
     Damage:       12
     Auto:         -
     Rate of Fire: -
     Spread:       -
     Critical %:   2
     Crit. Damage: 12
     Specifics:    -
     Rarity:       Unique
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Custom Weapons
 
   Rock-It Launcher
 
     Value:        200
     Weight:       8
     Clip:         12
     Ammo:         Misc. objects
     AP:           32
     Damage:       50
     Auto:         No
     Rate of Fire: 3.33
     Spread:       1
     Critical %:   1
     Crit. Damage: 25
     Specifics:    Big Guns
     Rarity:       -
 
 
   Nuka-Grenade
 
     Value:        50
     Weight:       0.5
     Clip:         -
     Ammo:         -
     AP:           24
     Damage:       500
     Auto:         -
     Rate of Fire: -
     Spread:       0
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    20 foot radius, Radiation and Fire
     Rarity:       
 
 
   Bottlecap Mine
 
     Value:        75
     Weight:       0.5
     Clip:         -
     Ammo:         -
     AP:           35
     Damage:       500
     Auto:         -
     Rate of Fire: -
     Spread:       1
     Critical %:   0
     Crit. Damage: N/A
     Specifics:    -
     Rarity:       -
 
 
   Shishkebab
 
     Value:        200
     Weight:       3
     Clip:         -
     Ammo:         -
     AP:           28
     Damage:       35
     Auto:         -
     Rate of Fire: -
     Spread:       0
     Critical %:   2
     Crit. Damage: 24
     Specifics:    Melee Weapon, Ignites target
     Rarity:       -
 
 
   Dart Gun
 
     Value:        500
     Weight:       3
     Clip:         1
     Ammo:         Dart
     AP:           25
     Damage:       6
     Auto:         No
     Rate of Fire: 8.33
     Spread:       0
     Critical %:   2.5
     Crit. Damage: 12
     Specifics:    Small Guns, Poison: 64 damage per 8 seconds & cripples legs
     Rarity:       -
 
 
   Railway Rifle
 
     Value:        200
     Weight:       9
     Clip:         8
     Ammo:         Railway Spikes
     AP:           24
     Damage:       30
     Auto:         No
     Rate of Fire: 2
     Spread:       0.75
     Critical %:   3
     Crit. Damage: 30
     Specifics:    Small Guns
     Rarity:       -
 
 
   Deathclaw Gauntlet
 
     Value:        150
     Weight:       10
     Clip:         -
     Ammo:         -
     AP:           26
     Damage:       20
     Auto:         -
     Rate of Fire: -
     Spread:       0
     Critical %:   5
     Crit. Damage: 30
     Specifics:    Unarmed weapon, Ignores damage resistance from armor
     Rarity:       -
 
 ================================================================================
 
 [3.III] Clothing
 
 --------------------------------------------------------------------------------
 
                                      Armor
 
   Advanced Radiation Suit
 
     Value:   100
     Powered: N
     Weight:  7
     Health:  25
     DR:      8
     Effects: Rad Resistance +40%
 
 
   Armored Vault 101 Jumpsuit
 
     Value:   180
     Powered: N
     Weight:  15
     Health:  100
     DR:      12
     Effects: Energy Weapons +5, Small Guns +5
 
 
   Combat Armor
 
     Value:   390
     Powered: N
     Weight:  25
     Health:  400
     DR:      32
     Effects: -
 
 
   Combat Armor, Talon
 
     Value:   275
     Powered: N
     Weight:  25
     Health:  300
     DR:      28
     Effects: -
 
 
   Enclave Power Armor
 
     Value:   780
     Powered: Y
     Weight:  45
     Health:  1200
     DR:      40
     Effects: Radiation Resistance +15%, Agility -1, Strength +1
 
 
   Leather Armor
 
     Value:   160
     Powered: N
     Weight:  15
     Health:  150
     DR:      24
     Effects: -
 
 
   Linden's Outcast Power Armor
 
     Value:   740
     Powered: Y
     Weight:  45
     Health:  1000
     DR:      40
     Effects: Radiation Resistance +10%, Agility -1, Strength +1, Big Guns +5
 
 
   Mercenary Adventurer Outfit
 
     Value:   50
     Powered: N
     Weight:  8
     Health:  100
     DR:      12
     Effects: Small Guns +2, Melee Weapons +2
 
 
   Mercenary Charmer Outfit
 
     Value:   50
     Powered: N
     Weight:  8
     Health:  100
     DR:      12
     Effects: Small Guns +2, Melee Weapons +2
 
 
   Mercenary Cruiser Outfit
 
     Value:   50
     Powered: N
     Weight:  8
     Health:  100
     DR:      12
     Effects: Small Guns +2, Melee Weapons +2
 
 
   Mercenary Grunt Outfit
 
     Value:   50
     Powered: N
     Weight:  8
     Health:  100
     DR:      12
     Effects: Small Guns +2, Melee Weapons +2
 
 
   Mercenary Troublemaker Outfit
 
     Value:   50
     Powered: N
     Weight:  8
     Health:  100
     DR:      12
     Effects: Small Guns +2, Melee Weapons +2
 
 
   Mercenary Veteran Outfit
 
     Value:   50
     Powered: N
     Weight:  8
     Health:  100
     DR:      12
     Effects: Small Guns +2, Melee Weapons +2
 
 
   Metal Armor
 
     Value:   460
     Powered: N
     Weight:  30
     Health:  500
     DR:      36
     Effects: Agility -1
 
 
   Outcast Recon Armor
 
     Value:   180
     Powered: N
     Weight:  20
     Health:  400
     DR:      28
     Effects: Sneak +5
 
 
   Power Armor
 
     Value:   740
     Powered: Y
     Weight:  45
     Health:  1000
     DR:      40
     Effects: Radiation Resistance +10%, Agility -2, Strength +2
 
 
   Prototype Medic Power Armor
 
     Value:   1000
     Powered: Y
     Weight:  45
     Health:  1000
     DR:      40
     Effects: Radiation Resistance +25%, Agility -1, Dispenses Med-X
 
 
   Radiation Suit
 
     Value:   60
     Powered: N
     Weight:  5
     Health:  15
     DR:      6
     Effects: Radiation Resistance +30%
 
 
   Raider Armor, Badlands
 
     Value:   180
     Powered: N
     Weight:  15
     Health:  100
     DR:      16
     Effects: -
 
 
   Raider Armor, Blastmaster
 
     Value:   180
     Powered: N
     Weight:  15
     Health:  100
     DR:      16
     Effects: -
 
 
   Raider Armor, Painspike
 
     Value:   180
     Powered: N
     Weight:  15
     Health:  100
     DR:      16
     Effects: -
 
 
   Raider Armor, Sadist
 
     Value:   180
     Powered: N
     Weight:  15
     Health:  100
     DR:      16
     Effects: -
 
 
   Ranger Battle Armor
 
     Value:   430
     Powered: N
     Weight:  27
     Health:  1100
     DR:      39
     Effects: Small Guns +10, AP +5, Luck +1
 
 
   Recon Armor
 
     Value:   180
     Powered: N
     Weight:  20
     Health:  400
     DR:      28
     Effects: Sneak +5
 
 
   Rivet City Security Armor
 
     Value:   330
     Powered: N
     Weight:  20
     Health:  100
     DR:      24
     Effects: Small Guns +5
 
 
   T-51b Power Armor
 
     Value:   1000
     Powered: Y
     Weight:  40
     Health:  2000
     DR:      50
     Effects: Radiation Resistance +25
 
 
   Tenpenny Security Uniform
 
     Value:   180
     Powered: N
     Weight:  20
     Health:  100
     DR:      24
     Effects: Small Guns +5
 
 
   Tesla Armor
 
     Value:   820
     Powered: Y
     Weight:  45
     Health:  1500
     DR:      43
     Effects: Radiation Resistance +20%, Energy Weapons +10
 
 
   The AntAgonizer's Costume
 
     Value:   120
     Powered: N
     Weight:  15
     Health:  100
     DR:      20
     Effects: Agility +1, Charisma -1
 
 
   The Mechanist's Costume
 
     Value:   30
     Powered: N
     Weight:  15
     Health:  100
     DR:      20
     Effects: Endurance +1, Charisma -1
 
 
   Vault 101 Security Armor
 
     Value:   70
     Powered: N
     Weight:  15
     Health:  100
     DR:      12
     Effects: -
 
 
   Wanderer's Leather Armor
 
     Value:   160
     Powered: N
     Weight:  15
     Health:  150
     DR:      24
     Effects: Small Guns +10
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Helmets
 
   Boogeyman's Hood
 
     Value:   110
     Powered: N
     Weight:  3
     Health:  100
     DR:      8
     Effects: -
 
 
   Combat Helmet
 
     Value:   50
     Powered: N
     Weight:  3
     Health:  50
     DR:      5
     Effects: -
 
 
   Combat Helmet, Talon
 
     Value:   60
     Powered: N
     Weight:  3
     Health:  40
     DR:      4
     Effects: -
 
 
   Crow's Eyebot Helmet
 
     Value:   20
     Powered: N
     Weight:  10
     Health:  25
     DR:      5
     Effects: Perception +1
 
 
   Enclave Power Helmet
 
     Value:   110
     Powered: Y
     Weight:  5
     Health:  75
     DR:      9
     Effects: Radiation Resistance +5%, Charisma -1
 
 
   Eyebot Helmet
 
     Value:   20
     Powered: N
     Weight:  3
     Health:  25
     DR:      5
     Effects: -
 
 
   Hockey Mask
 
     Value:   10
     Powered: N
     Weight:  1
     Health:  15
     DR:      3
     Effects: Unarmed +5
 
 
   Ledoux's Hockey Mask
 
     Value:   100
     Powered: N
     Weight:  1
     Health:  25
     DR:      4
     Effects: AP +25
 
 
   Metal Helmet
 
     Value:   70
     Powered: N
     Weight:  3
     Health:  50
     DR:      5
     Effects: -
 
 
   Motorcycle Helmet
 
     Value:   6
     Powered: N
     Weight:  1
     Health:  10
     DR:      5
     Effects: -
 
 
   Outcast Recon Helmet
 
     Value:   40
     Powered: N
     Weight:  3
     Health:  40
     DR:      4
     Effects: Perception +1
 
 
   Power Helmet
 
     Value:   110
     Powered: Y
     Weight:  5
     Health:  75
     DR:      8
     Effects: Radiation Resistance +3
 
 
   Raider Helmet, Archlight
 
     Value:   20
     Powered: N
     Weight:  3
     Health:  15
     DR:      2
     Effects: -
 
 
   Raider Helmet, Blastmaster
 
     Value:   20
     Powered: N
     Weight:  3
     Health:  15
     DR:      2
     Effects: Explosives +5, Big Guns +5
 
 
   Raider Helmet, Psycho-Tic
 
     Value:   20
     Powered: N
     Weight:  3
     Health:  15
     DR:      2
     Effects: -
 
 
   Raider Helmet, Wastehound
 
     Value:   20
     Powered: N
     Weight:  3
     Health:  15
     DR:      2
     Effects: -
 
 
   Ranger Battle Helmet
 
     Value:   60
     Powered: N
     Weight:  5
     Health:  50
     DR:      6
     Effects: -
 
 
   Recon Armor Helmet
 
     Value:   40
     Powered: N
     Weight:  3
     Health:  40
     DR:      4
     Effects: -
 
 
   Rivet City Security Helmet
 
     Value:   50
     Powered: N
     Weight:  3
     Health:  25
     DR:      4
     Effects: -
 
   T-51b Power Helmet
 
     Value:   120
     Powered: Y
     Weight:  4
     Health:  100
     DR:      10
     Effects: Radiation Resistance +8%, Charisma +1
 
 
   Tenpenny Security Helmet
 
     Value:   50
     Powered: N
     Weight:  1
     Health:  25
     DR:      4
     Effects: -
 
 
   Tesla Helmet
 
     Value:   120
     Powered: Y
     Weight:  5
     Health:  100
     DR:      9
     Effects: Radiation Resistance +5%, Charisma -1
 
 
   The AntAgonizer's Helmet
 
     Value:   60
     Powered: N
     Weight:  5
     Health:  50
     DR:      6
     Effects: -
 
 
   The Mechanist's Helmet
 
     Value:   60
     Powered: N
     Weight:  5
     Health:  50
     DR:      6
     Effects: -
 
 
   Torcher's Mask
 
     Value:   20
     Powered: N
     Weight:  3
     Health:  15
     DR:      2
     Effects: Explosives +5, Big Guns +5
 
 
   Vault 101 Security Helmet
 
     Value:   30
     Powered: N
     Weight:  3
     Health:  25
     DR:      3
     Effects: -
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Clothing
 
                          *note* none of these are powered
 
   Brahmin-Skin Outfit
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      2
     Effects: Endurance +1, Agility +1
 
 
   Brotherhood Scribe Robe
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      2
     Effects: -
 
 
   Chinese Jumpsuit
 
     Value:   10
     Weight:  2
     Health:  100
     DR:      6
     Effects: Small Guns +5
 
 
   Colonel Autumn's Uniform
 
     Value:   12
     Weight:  3
     Health:  100
     DR:      10
     Effects: Energy Weapons +5, Small Guns +5
 
 
   Dirty Chinese Jumpsuit
 
     Value:   6
     Weight:  2
     Health:  50
     DR:      6
     Effects: Small Guns +5
 
 
   Dirty Pre-War Businesswear
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: Speech +5
 
 
   Dirty Pre-War Casualwear
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      3
     Effects: Agility +1
 
 
   Dirty Pre-War Parkstroller Outfit
 
     Value:   5
     Weight:  10
     Health:  100
     DR:      3
     Effects: Agility +1
 
 
   Dirty Pre-War Relaxedwear
 
     Value:   6
     Weight:  5
     Health:  100
     DR:      3
     Effects: Agility +1
 
 
   Dirty Pre-War Spring Outfit
 
     Value:   5
     Weight:  2
     Health:  100
     DR:      3
     Effects: Agility +1
 
 
   Elder Lyons' Robe
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: -
 
 
   Enclave Officer Uniform
 
     Value:   8
     Weight:  3
     Health:  100
     DR:      5
     Effects: Energy Weapons +5, Small Guns +5
 
 
   Enclave Scientist Outfit
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: Science +5
 
 
   Environment Suit
 
     Value:   100
     Weight:  5
     Health:  25
     DR:      6
     Effects: Radiation Resistance +30%, Medicine +5
 
 
   Eulogy Jones' Suit
 
     Value:   6
     Weight:  3
     Health:  100
     DR:      2
     Effects: Charisma +1
 
 
   Grimy Pre-War Businesswear
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      3
     Effects: Speech +5
 
 
   Handyman Jumpsuit
 
     Value:   6
     Weight:  1
     Health:  100
     DR:      2
     Effects: Repair +5
 
 
   Lab Technician Outfit
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: Science +5
 
 
   Lesko's Lab Coat
 
     Value:   10
     Weight:  1
     Health:  100
     DR:      5
     Effects: Science +10, Radiation Resistance +20%
 
 
   Maple's Garb
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      4
     Effects: Perception +1, Agility +1
 
 
   Modified Utility Jumpsuit
 
     Value:   30
     Weight:  2
     Health:  100
     DR:      1
     Effects: Repair +5, Radiation Resistance +10, Luck +1
 
 
   Naughty Nightwear
 
     Value:   30
     Weight:  1
     Health:  100
     DR:      1
     Effects: Charisma +1, Luck +1, Speech +10
 
 
   Negligee (1)
 
     Value:   6
     Weight:  1
     Health:  100
     DR:      1
     Effects: Charisma +1
 
 
   Negligee (2)
 
     Value:   10
     Weight:  1
     Health:  100
     DR:      1
     Effects: Charisma +1
 
 
   Oasis Robe
 
     Value:   30
     Weight:  3
     Health:  100
     DR:      4
     Effects: -
 
 
   Oasis Villager Robe
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      4
     Effects: -
 
 
   Pre-War Casualwear
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: Agility +1
 
 
   Pre-War Parkstroller
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      3
     Effects: Agility +1
 
 
   Pre-War Relaxedwear
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: Agility +1
 
 
   Pre-War Spring Outfit
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: Agility +1
 
 
   Red Racer Jumpsuit
 
     Value:   6
     Weight:  1
     Health:  100
     DR:      2
     Effects: Repair +5
 
 
   Red's Jumpsuit
 
     Value:   40
     Weight:  1
     Health:  100
     DR:      3
     Effects: Small Guns +5
 
 
   Regulator Duster
 
     Value:   70
     Weight:  3
     Health:  150
     DR:      10
     Effects: Small Guns +5, Charisma +1
 
 
   RobCo Jumpsuit
 
     Value:   6
     Weight:  1
     Health:  100
     DR:      2
     Effects: Repair +5
 
 
   Roving Trader Outfit
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      2
     Effects: Barter +5
 
 
   Scientist Outfit
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: Science +5
 
 
   Sheriff's Duster
 
     Value:   35
     Weight:  3
     Health:  150
     DR:      5
     Effects: Small Guns +5, Charisma +1
 
 
   Tenpenny's Suit
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      3
     Effects: -
 
 
   The Surgeon's Lab Coat
 
     Value:   30
     Weight:  1
     Health:  100
     DR:      2
     Effects: Science +5, Medicine +10
 
 
   Tunnel Snake Outfit
 
     Value:   8
     Weight:  2
     Health:  100
     DR:      4
     Effects: Melee Weapons +5
 
 
   Vance's Longcoat Outfit
 
     Value:   100
     Weight:  4
     Health:  100
     DR:      10
     Effects: Small Guns +2, Melee Weapons +2
 
 
   Vault Jumpsuit
 
     Value:   10
     Weight:  1
     Health:  100
     DR:      1
     Effects: Repair +5, Lockpick +5
 
 
   Vault Lab Uniform
 
     Value:   6
     Weight:  1
     Health:  100
     DR:      2
     Effects: Science +5
 
 
   Vault Utility Jumpsuit
 
     Value:   10
     Weight:  1
     Health:  100
     DR:      1
     Effects: Repair +5, Lockpick +5
 
 
   Wasteland Doctor Fatigues
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      2
     Effects: Medicine +5
 
 
   Wasteland Settler Outfit
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      2
     Effects: Endurance +1, Agility +1
 
 
   Wasteland Surgeon Outfit
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      2
     Effects: Medicine +5
 
 
   Wasteland Wanderer Outfit
 
     Value:   6
     Weight:  2
     Health:  100
     DR:      2
     Effects: Endurance +1, Agility +1
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Hat
 
                          *note* none of these are powered
 
   Ballcap with Glasses
 
     Value:   6
     Weight:  1
     Health:  10
     DR:      1
     Effects: Perception +1
 
 
   Bandana
 
     Value:   6
     Weight:  1
     Health:  10
     DR:      2
     Effects: Perception +1
 
 
   Biker Goggles
 
     Value:   6
     Weight:  1
     Health:  10
     DR:      1
     Effects: -
 
 
   Button's Wig
 
     Value:   20
     Weight:  1
     Health:  100
     DR:      1
     Effects: Speech +10, Barter +5, Intelligence +1, Perception -1
 
 
   Chinese Commando Hat
 
     Value:   6
     Weight:  1
     Health:  15
     DR:      1
     Effects: Perception +1
 
 
   Enclave Officer Hat
 
     Value:   6
     Weight:  1
     Health:  15
     DR:      1
     Effects: Energy Weapons +5
 
 
   Eulogy Jones' Hat
 
     Value:   6
     Weight:  1
     Health:  15
     DR:      1
     Effects: Charisma +1
 
 
   Ghoul Mask
 
     Value:   50
     Weight:  1
     Health:  100
     DR:      3
     Effects: Causes Feral Ghouls to ignore you
 
 
   Lincoln's Hat
 
     Value:   40
     Weight:  1
     Health:  50
     DR:      1
     Effects: Speech +5, Intelligence +1
 
 
   Lucky Shades
 
     Value:   40
     Weight:  1
     Health:  150
     DR:      1
     Effects: Luck +1
 
 
   Makeshift Gas Mask
 
     Value:   40
     Weight:  2
     Health:  25
     DR:      3
     Effects: -
 
 
   Oasis Druid Head
 
     Value:   6
     Weight:  1
     Health:  10
     DR:      2
     Effects: -
 
 
   Poplar's Hood
 
     Value:   6
     Weight:  1
     Health:  25
     DR:      2
     Effects: Agility +1, Sneak +10
 
 
   Pre-War Baseball Cap
 
     Value:   8
     Weight:  1
     Health:  15
     DR:      1
     Effects: Perception +1
 
 
   Pre-War Bonnet
 
     Value:   8
     Weight:  1
     Health:  15
     DR:      1
     Effects: Perception +1
 
 
   Pre-War Hat
 
     Value:   8
     Weight:  1
     Health:  15
     DR:      1
     Effects: Perception +1
 
 
   Red's Bandana
 
     Value:   30
     Weight:  1
     Health:  10
     DR:      2
     Effects: Perception +1
 
 
   Roving Trader Hat
 
     Value:   6
     Weight:  1
     Health:  10
     DR:      1
     Effects: Barter +5
 
 
   Shady Hat
 
     Value:   40
     Powered: 1
     Weight:  50
     Health:  1
     DR:      Sneak +5, Perception +1
     Effects: 
 
 
   Sheriff's Hat
 
     Value:   35
     Weight:  1
     Health:  40
     DR:      1
     Effects: Perception +1
 
 
   Stormchaser Hat
 
     Value:   6
     Weight:  1
     Health:  10
     DR:      1
     Effects: Perception +1
 
 
   Surgical Mask
 
     Value:   6
     Weight:  1
     Health:  10
     DR:      1
     Effects: Medicine +5, Poison Resistance +5%, Radiation Resistance +5%
 
 
   Takoma Park Little Leaguer Cap
 
     Value:   60
     Weight:  1
     Health:  15
     DR:      1
     Effects: Melee Weapons +5, Explosives +5, Melee Damage +5
 
 
   Three Dog's Head Wrap
 
     Value:   200
     Weight:  0
     Health:  15
     DR:      2
     Effects: Charisma +1, Luck +1
 
 ================================================================================
 
 [3.IV] Items, Alcohol and Chems
 
 *note* many items have been left outside and collected radiation, and therefore
        when you eat them you will gain a little bit of exposure which you can
        track on your Pip-Boy. The effects are:
 
 0:     No effect
 200:   Endurance -1
 400:   Endurance -2, Agility -1
 600:   Endurance -3, Agility -2, Strength -1
 800:   Endurance -3, Agility -2, Strength -2
 1,000: Instant Death
 
 Under "Effects," Rads are the amount of exposure added
 
 Also, if there is an addiction, you will get withdrawal after a certain time and
 that will affect your stats. You can take an addictive Chem twice before there's
 a chance that you can get addicted, but you'll then have to wait 30 hours before
 you can take that Chem without having a chance of getting addicted.
 
 With Alcohol, there is always a 5% chance of addiction, and Scotch, Whiskey and
 Vodka always has a 10% chance of addiction.
 
 You can always cure addiction (and radiation) by going to a doctor.
 
 --------------------------------------------------------------------------------
 
                                      Food
 
   Ant Meat
 
     Weight:    1
     Cost:      4
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Ant Nectar
 
     Weight:    0.25
     Cost:      20
     Quest:     No
     Addiction: Yes
     Effects:   Intelligence +2, Charisma +2, Strength +4, lasts 4 minutes
 
 
   Blamco Mac and Cheese
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Bloatify Meat
 
     Weight:    1
     Cost:      4
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Blood Pack
 
     Weight:    1
     Cost:      5
     Quest:     Yes
     Addiction: No
     Effects:   Health +1 (+20 if you complete the Blood Ties Quest)
 
 
   Brahmin Steak
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Bubblegum
 
     Weight:    1
     Cost:      1
     Quest:     No
     Addiction: No
     Effects:   Health +1, Rads +1
 
 
   Cave Fungus
 
     Weight:    1
     Cost:      50
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +10
 
 
   Cram
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Crispy Squirrel Bits
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Crunchy Mutfruit
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Dandy Boy Apples
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Dirty Water
 
     Weight:    1
     Cost:      10
     Quest:     No
     Addiction: No
     Effects:   Health +10, Rads +6
 
 
   Dog Meat
 
     Weight:    1
     Cost:      4
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Fancy Lads Snack Cakes
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Fire Ant Nectar
 
     Weight:    1
     Cost:      20
     Quest:     Yes
     Addiction: No
     Effects:   Agility +4, Intelligence -3, Fire Resistance +25%, lasts 2 mins.
 
 
   Fresh Apple
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +10
 
 
   Fresh Carrot
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +10
 
 
   Fresh Pear
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +10
 
 
   Fresh Potato
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +10
 
 
   Gum Drops
 
     Weight:    1
     Cost:      2
     Quest:     No
     Addiction: No
     Effects:   Health +1, Rads +1
 
 
   Hatchling Mirelurk Meat
 
     Weight:    1
     Cost:      4
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Human Flesh
 
     Weight:    1
     Cost:      0
     Quest:     Yes
     Addiction: No
     Effects:   Health +25, Rads +10
 
 
   Ice Cold Nuka-Cola
 
     Weight:    1
     Cost:      20
     Quest:     Yes
     Addiction: No
     Effects:   Health +20, Rads +3
 
 
   Iguana Bits
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Iguana on a Stick
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   InstaMash
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Junk Food
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Mirelurk Cakes
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Mirelurk Meat
 
     Weight:    1
     Cost:      20
     Quest:     No
     Addiction: No
     Effects:   Health +20, Rads +3
 
 
   Miss. Quantum Pie
 
     Weight:    1
     Cost:      20
     Quest:     Yes
     Addiction: No
     Effects:   Strength +1, Intelligence -1, AP +20, Rads +5, lasts 4 minutes
 
 
   Mole Rat Meat
 
     Weight:    1
     Cost:      4
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Mole Rat Wonder Meat
 
     Weight:    1
     Cost:      20
     Quest:     Yes
     Addiction: No
     Effects:   Health +20, Rads +3
 
 
   Mutfruit
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Noodles
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Nuka-Cola
 
     Weight:    1
     Cost:      20
     Quest:     No
     Addiction: No
     Effects:   Health +10, Rads +3
 
 
   Nuka-Cola Quantum
 
     Weight:    1
     Cost:      30
     Quest:     Yes
     Addiction: Yes
     Effects:   AP +20, Rads +10, lasts 4 minutes
 
 
   Nukalurk Meat
 
     Weight:    1
     Cost:      7
     Quest:     Yes
     Addiction: No
     Effects:   Health +20, Rads +5, AP +10, lasts 4 minutes
 
 
   Pork N' Beans
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Potato Crisps
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Purified Water
 
     Weight:    1
     Cost:      20
     Quest:     No
     Addiction: No
     Effects:   Health +20
 
 
   Radroach Meat
 
     Weight:    1
     Cost:      4
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Salisbury Steak
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Softshell Mirelurk Meat
 
     Weight:    1
     Cost:      30
     Quest:     No
     Addiction: No
     Effects:   Health +3, Rads +3
 
 
   Squirrel on a Stick
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Squirrel Stew
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Strange Meat
 
     Weight:    1
     Cost:      2
     Quest:     Yes
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Strange Meat Pie
 
     Weight:    1
     Cost:      2
     Quest:     Yes
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Sugar Bombs
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 
   Yoo Guai Meat
 
     Weight:    1
     Cost:      30
     Quest:     No
     Addiction: No
     Effects:   Health +10, Rads +10, Damage +10%, lasts 2 minutes
 
 
   YumYum Deviled Eggs
 
     Weight:    1
     Cost:      5
     Quest:     No
     Addiction: No
     Effects:   Health +5, Rads +3
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Alcohol
 
   Beer
 
     Weight:    1
     Cost:      2
     Quest:     No
     Addiction: Yes
     Effects:   Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes
 
 
   Scotch
 
     Weight:    1
     Cost:      10
     Quest:     No
     Addiction: Yes
     Effects:   Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes
 
 
   Vodka
 
     Weight:    1
     Cost:      20
     Quest:     No
     Addiction: Yes
     Effects:   Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes
 
 
   Whiskey
 
     Weight:    1
     Cost:      10
     Quest:     No
     Addiction: Yes
     Effects:   Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes
 
 
   Wine
 
     Weight:    1
     Cost:      10
     Quest:     No
     Addiction: Yes
     Effects:   Intelligence -1, Strength +1, Charisma +1, lasts 4 minutes
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
                                      Chems
 
   Ant Queen Pheromones
 
     Weight:    1
     Cost:      75
     Quest:     Yes
     Addiction: No
     Effects:   Charisma +3, Intelligence -3, Perception -3, lasts 4 minutes
 
 
   Buffout
 
     Weight:    0
     Cost:      20
     Quest:     No
     Addiction: Yes
     Effects:   Strength +2, Endurance +3, Health +60, lasts 4 minutes
 
 
   Jet
 
     Weight:    0
     Cost:      20
     Quest:     No
     Addiction: Yes
     Effects:   AP +30, lasts 4 minutes
 
 
   Mentats
 
     Weight:    0
     Cost:      20
     Quest:     No
     Addiction: Yes
     Effects:   Intelligence +5, Perception +5, lasts 4 minutes
 
 
   Mentats, Berry
 
     Weight:    0
     Cost:      20
     Quest:     Yes
     Addiction: Yes
     Effects:   Intelligence +5, lasts 4 minutes
 
 
   Mentats, Grape
 
     Weight:    0
     Cost:      20
     Quest:     Yes
     Addiction: Yes
     Effects:   Charisma +5, lasts 4 minutes
 
 
   Mentats, Orange
 
     Weight:    0
     Cost:      20
     Quest:     Yes
     Addiction: Yes
     Effects:   Perception +5, lasts 4 minutes
 
 
   Med-X
 
     Weight:    0
     Cost:      20
     Quest:     No
     Addiction: Yes
     Effects:   Damage Resistance +25, lasts 4 minutes
 
 
   Psycho
 
     Weight:    0
     Cost:      20
     Quest:     No
     Addiction: Yes
     Effects:   Damage +25%, lasts 4 minutes
 
 
   RadAway
 
     Weight:    0
     Cost:      20
     Quest:     No
     Addiction: No
     Effects:   Restore Rads +50
 
 
   Rad-X
 
     Weight:    0
     Cost:      20
     Quest:     No
     Addiction: No
     Effects:   Radiation Resistance +25%
 
 
   Stealth Boy
 
     Weight:    1
     Cost:      100
     Quest:     No
     Addiction: No
     Effects:   Stealth Field, Sneak +100, lasts 2 minutes
 
 
   Stimpak
 
     Weight:    0
     Cost:      25
     Quest:     No
     Addiction: No
     Effects:   Health or Limb Condition +30
 
 
   Ultrajet
 
     Weight:    0
     Cost:      50
     Quest:     Yes
     Addiction: Yes
     Effects:   AP +40, lasts 4 minutes
 
 ================================================================================
 
 [3.V] Unique Items
 
 --------------------------------------------------------------------------------
 
 This is a list of all 89 unique items you can obtain in Fallout 3. Note that
 these items are part of the weapons/armor/items list above, and are not
 additional to that list; they just detail which items are unique and where to
 find all of them.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 [3.V.a] Item Checklist
 [3.V.b] Item locations
 
 ================================================================================
 
 [3.V.a] Checklist
 
 1. Crow's Eyebot Helmet
 2. Stabhappy Combat Knife
 3. Firelance Alien Blaster
 4. T-51b Power Armor
 5. T-51b Power Helmet
 6. Vengeance Gatling Laser
 7. Jack Ripper
 8. Reservist's Rifle Sniper Rifle
 9. Linden's Outcast Power Armor
 10. Maple's Garb
 11. Poplar's Hood
 12. Bear Charm
 13. BOard of Education Nail Board
 14. Mesmetron
 15. Vault 77 Jumpsuit
 16. The Break Pool Cue
 17. Eulogy Jones' Hat
 18. Eulogy Jones' Suit
 19. Boogeyman's Hood
 20. Fisto! Power Fist
 21. Soil Stradivarius
 22. Prototype Medic Power Armor
 23. Ol' Painless Hunting Rifle
 24. Torcher's Helmet
 25. Fawkes' Super Sledge
 26. Wazer Wifle Laser Rifle
 27. Occam's Razor Combat Knife
 28. Victory Rifle Sniper Rifle
 29. Vance's Longcoat Outfit
 30. Vampire's Edge Chinese Officer's Sword
 31. Blackhawk Scaped .44 Magnum
 32. Red's Bandana
 33. Timebomb's Lucky 8-Ball
 34. Makeshift Gas Mask
 35. Makeshift Gas Mask
 36. Xuanlong Assault Rifle
 37. Wanderer's Leather Armor
 38. Ant's Stink Knife
 39. The AntAgonizer's Costume
 40. The AntAgonizer's Helmet
 41. Highwayman's Friend Tire Iron
 42. The Mechanist's Costume
 43. The Mechanist's Helmet
 44. Protection's Gaze Laser Pistol
 45. Experimental MIRV Fat Man
 46. The Terrible Shotgun
 47. The Kneecapper Sawed-Off Shotgun
 48. Ghoul Mask
 49. Lucky Shades
 50. Butch's Toothpick Switchblade
 51. Sheriff's Duster
 52. Sheriff's Hat
 53. Armored Vault 101 Jumpsuit
 54. Shady Hat
 55. Miss Launcher Missile Launcher
 56. Goalie Ledoux's Hockey Mask
 57. Giant Teddy Bear
 58. The Surgeon's Lab Coat
 59. The Tenderizer Sledgehammer
 60. Elder Lyons' Robe
 61. Smuggler's End Laser Pistol
 62. Colonel Autum's 10mm Pistol
 63. Colonel Autum's Laser Pistol
 64. Colonel Autum's Uniform
 65. A3-21's Plasma Rifle
 66. Three Dog's Head Wrap
 67. Takoma Park Little Leaguer Cap
 68. Plunkett's Valid Points Spiked Knuckles
 69. Lincoln's Diary
 70. Action Abe Action Figure
 71. Lincoln's Hat
 72. John Wilkes Booth Wanted Poster
 73. Civil War Draft Poster
 74. Lincoln Memorial Poster
 75. Lincoln's Voice
 76. Lincoln's Repeater
 77. Antique Lincoln Coin Collection
 78. Bill of Rights
 79. Magna Carta
 80. Button's Wig
 81. Declaration of Independence
 82. [Fake] Declaration of Independence
 83. Sydney's 10mm Ultra SMG
 84. Ranger Battle Armor
 85. Eugene Minigun
 86. Zhu-Rong v418 Chinese Pistol
 87. Lesko's Lab Coat
 88. Burnmaster Flamer
 89. The Shocker Power Fist
 
 ================================================================================
 
 [3.V.b] Item Locations
 
      The format of this section will be as such:
 
      Type, Zone, Latitude/Longitude, Location, and Specifics about the location.
      On the map, there is a latitude and longitude, and for each location, there
      is a specific zone number that goes along with the location's name, AKA:
      Vault 106 is located in zone 5, section 12, so it is designated as 5.12.
 
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 1. Crow's Eyebot Helmet
 
    Type:      Outfit
    Zone:      0.00
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: Merchant Trader Caravan
    Specifics: Freeform Quest: Merchant Empire. Reward from Crow
 
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 2. Stabhappy Combat Knife
 
    Type:      Weapon
    Zone:      0.21
    Lat/Lon:   N/A
    Location:  Mini-Encounter
    Specifics: Any encounter involving Raiders; this might be dropped
 
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 3. Firelance Alien Blaster
 
    Type:      Weapon
    Zone:      0.17
    Lat/Lon:   N/A
    Location:  Mini-Encounter
    Specifics: Falls from the sky, after unknown explosion
 
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 4. T-51b Power Armor
 
    Type:      Outfit
    Zone:      1.04
    Lat/Lon:   -17/26
    Location:  Fort Constantine
    Specifics: Bomb storage, experimental chamber
 
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 5. T-51b Power Helmet
 
    Type:      Outfit
    Zone:      1.04
    Lat/Lon:   -17/26
    Location:  Fort Constantine
    Specifics: Bomb storage, experimental chamber
 
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 6. Vengeance Gatling Laser
 
    Type:      Weapon
    Zone:      1.07
    Lat/Lon:   -22/20
    Location:  Deathclaw Sanctuary
    Specifics: Innermost chamber, in blood grotto
 
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 7. Jack Ripper
 
    Type:      Weapon
    Zone:      1.07
    Lat/Lon:   -22/20
    Location:  Deathclaw Sanctuary
    Specifics: On the dead Enclave Soldier
 
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 8. Reservist's Rifle Sniper Rifle
 
    Type:      Weapon
    Zone:      1.08
    Lat/Lon:   -19/19
    Location:  Dickerson Tabernacle Chapel
    Specifics: Carried by the Drifter
 
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 9. Linden's Outcast Power Armor
 
    Type:      Outfit
    Zone:      2.01
    Lat/Lon:   -03/28
    Location:  Oasis
    Specifics: Miscellaneous Quest: Oasis. Possible reward
 
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 10. Maple's Garb
 
    Type:      Outfit
    Zone:      2.01
    Lat/Lon:   -03/28
    Location:  Oasis
    Specifics: Miscellaneous Quest: Oasis. Possible reward
 
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 11. Poplar's Hood
 
    Type:      Outfit
    Zone:      2.01
    Lat/Lon:   -03/28
    Location:  Oasis
    Specifics: Miscellaneous Quest: Oasis. Possible reward
 
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 12. Bear Charm
 
    Type:      Outfit
    Zone:      2.01
    Lat/Lon:   -03/28
    Location:  Oasis
    Specifics: Freeform Quest: Yew Got a New Friend. Possible reward
 
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 13. BOard of Education Nail Board
 
    Type:      Weapon
    Zone:      2.04
    Lat/Lon:   00/26
    Location:  Clifftop Shacks
    Specifics: Inside one of the shacks next to a nightstand; a skeleton's arm
               is outstretched for it
 
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 14. Mesmetron
 
    Type:      Weapon
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise falls
    Specifics: Miscellaneous Quest: Strickly Business; given by Grouse
 
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 15. Vault 77 Jumpsuit
 
    Type:      Outfit
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise falls
    Specifics: Located in the barracks
 
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 16. The Break Pool Cue
 
    Type:      Weapon
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise falls
    Specifics: On the pool table by the roasting Brahmin
 
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 17. Eulogy Jones' Hat
 
    Type:      Outfit
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise falls
    Specifics: On a table, inside Eulogy's Pad
 
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 18. Eulogy Jones' Suit
 
    Type:      Outfit
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise falls
    Specifics: Worn by Eulogy Jones
 
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 19. Boogeyman's Hood
 
    Type:      Outfit
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise falls
    Specifics: Freeform Quest: The Kid-Kidnapper. Reward from Eulogy Jones
 
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 20. Fisto! Power Fist
 
    Type:      Weapon
    Zone:      2.09
    Lat/Lon:   02/17
    Location:  MDPL-13 Power Station
    Specifics: Foreman's office
 
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 21. Soil Stradivarius
 
    Type:      Outfit
    Zone:      3.01
    Lat/Lon:   08/27
    Location:  Vault 92
    Specifics: Sound testing, in the sealed recording studio
 
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 22. Prototype Medic Power Armor
 
    Type:      Outfit
    Zone:      3.02
    Lat/Lon:   10/26
    Location:  Old Olney
    Specifics: On the body of the dead Brotherhood of Steel Initiate.
 
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 23. Ol' Painless Hunting Rifle
 
    Type:      Weapon
    Zone:      3.03
    Lat/Lon:   19/27
    Location:  The Republic of Dave
    Specifics: Carried by Dave
 
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 24. Torcher's Helmet
 
    Type:      Outfit
    Zone:      4.03
    Lat/Lon:   -17/10
    Location:  MDPL Mass Relay Station
    Specifics: Carried by Torcher
 
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 25. Fawkes' Super Sledge
 
    Type:      Weapon
    Zone:      4.06
    Lat/Lon:   -28/06
    Location:  Vault 87
    Specifics: Carried by Fawkes
 
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 26. Wazer Wifle Laser Rifle
 
    Type:      Weapon
    Zone:      4.08
    Lat/Lon:   -26/02
    Location:  Little Lamplight
    Specifics: Freeform Quest: Biwwy's Wazer Wifle
 
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 27. Occam's Razor Combat Knife
 
    Type:      Weapon
    Zone:      4.11
    Lat/Lon:   -18/-01
    Location:  Fort Bannister
    Specifics: Taken from Commander Jabsco
 
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 28. Victory Rifle Sniper Rifle
 
    Type:      Weapon
    Zone:      4.E
    Lat/Lon:   -23/08
    Location:  Abandoned Shack
    Specifics: In the shack locker, north of the Rockbreaker's Gas Station
 
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 29. Vance's Longcoat Outfit
 
    Type:      Outfit
    Zone:      5.05
    Lat/Lon:   -01/07
    Location:  Meresti Trainyard
    Specifics: Worn by Vance, leader of the Family
 
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 30. Vampire's Edge Chinese Officer's Sword
 
    Type:      Weapon
    Zone:      5.05
    Lat/Lon:   -01/07
    Location:  Meresti Trainyard
    Specifics: Miscellaneous Quest: Blood Ties: inside Vance's sword cabinet
 
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 31. Blackhawk Scaped .44 Magnum
 
    Type:      Weapon
    Zone:      5.06
    Lat/Lon:   01/08
    Location:  Agatha's House
    Specifics: Miscellaneous Quest: Agatha's Song. Possible reward
 
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 32. Red's Bandana
 
    Type:      Outfit
    Zone:      5.10
    Lat/Lon:   -04/03
    Location:  Big Town
    Specifics: Worn by Red
 
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 33. Timebomb's Lucky 8-Ball
 
    Type:      Outfit
    Zone:      5.10
    Lat/Lon:   -04/03
    Location:  Big Town
    Specifics: Given by Timebomb if you heal him and complete Miscellaneous
               Quest: Big Trouble in Big Town
 
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 34. Makeshift Gas Mask
 
    Type:      Outfit
    Zone:      5.12
    Lat/Lon:   -09/01
    Location:  Vault 106
    Specifics: Science Labs, in the small room across the hallway from the
               larger server room
 
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 35. Makeshift Gas Mask
 
    Type:      Outfit
    Zone:      5.12
    Lat/Lon:   -09/01
    Location:  Vault 106
    Specifics: Science Labs, on the west end in a small connecting room near the
               cave section.
 
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 36. Xuanlong Assault Rifle
 
    Type:      Weapon
    Zone:      5.13
    Lat/Lon:   -10/-03
    Location:  Jury Street Metro Station
    Specifics: On the body of Prime, in the diner
 
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 37. Wanderer's Leather Armor
 
    Type:      Outfit
    Zone:      5.A
    Lat/Lon:   -13/12
    Location:  Wrecked Vehicles
    Specifics: On a Wanderer, just north of the wrecked vehicles
 
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 38. Ant's Stink Knife
 
    Type:      Weapon
    Zone:      6.01
    Lat/Lon:   17/12
    Location:  AntAgonizer's Lair
    Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward
 
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 39. The AntAgonizer's Costume
 
    Type:      Outfit
    Zone:      6.01
    Lat/Lon:   17/12
    Location:  AntAgonizer's Lair
    Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward
 
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 40. The AntAgonizer's Helmet
 
    Type:      Outfit
    Zone:      6.01
    Lat/Lon:   17/12
    Location:  AntAgonizer's Lair
    Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward
 
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 41. Highwayman's Friend Tire Iron
 
    Type:      Weapon
    Zone:      6.02
    Lat/Lon:   18/11
    Location:  Canterbury Commons
    Specifics: In the garage
 
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 42. The Mechanist's Costume
 
    Type:      Outfit
    Zone:      6.02
    Lat/Lon:   18/11
    Location:  Canterbury Commons
    Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward
 
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 43. The Mechanist's Helmet
 
    Type:      Outfit
    Zone:      6.02
    Lat/Lon:   18/11
    Location:  Canterbury Commons
    Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward
 
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 44. Protection's Gaze Laser Pistol
 
    Type:      Weapon
    Zone:      6.02
    Lat/Lon:   18/11
    Location:  Canterbury Commons
    Specifics: Miscellaneous Quest: The Superhuman Gambit. Possible reward
 
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 45. Experimental MIRV Fat Man
 
    Type:      Weapon
    Zone:      6.11
    Lat/Lon:   18/-03
    Location:  National Guard Depot
    Specifics: Armory and Bunker: Inside armory, on table with Mini-Nukes.
 
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 46. The Terrible Shotgun
 
    Type:      Weapon
    Zone:      7.04
    Lat/Lon:   -18/-07
    Location:  Evergreen Mills
    Specifics: Bazaar, carried by Jack
 
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 47. The Kneecapper Sawed-Off Shotgun
 
    Type:      Weapon
    Zone:      7.05
    Lat/Lon:   -26/-11
    Location:  Girdershade
    Specifics: Carried by Ronald Laren
 
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 48. Ghoul Mask
 
    Type:      Outfit
    Zone:      7.14
    Lat/Lon:   -16/-17
    Location:  Tenpenny Tower
    Specifics: Miscellaneous Quest: Tenpenny Tower. Possible reward
 
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 49. Lucky Shades
 
    Type:      Outfit
    Zone:      7.R
    Lat/Lon:   -18/-20
    Location:  Lucky's Grocer
    Specifics: Inside the store
 
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 50. Butch's Toothpick Switchblade
 
    Type:      Weapon
    Zone:      8.01
    Lat/Lon:   -04/-04
    Location:  Vault 101
    Specifics: On the body of Butch
 
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 51. Sheriff's Duster
 
    Type:      Outfit
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Worn by Sheriff Lucas Simms
 
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 52. Sheriff's Hat
 
    Type:      Outfit
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Worn by Sheriff Lucas Simms
 
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 53. Armored Vault 101 Jumpsuit
 
    Type:      Outfit
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Miscellaneous Quest: The Wasteland Survival Guide. Reward from
               Moira.
 
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 54. Shady Hat
 
    Type:      Outfit
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Craterside Supplies: Awarded by Moira Brown. Miscellaneous Quest:
               The Wasteland Survival Guide
 
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 55. Miss Launcher Missile Launcher
 
    Type:      Weapon
    Zone:      8.04
    Lat/Lon:   -03-13
    Location:  Fort Independence
    Specifics: Small southwest room on the lower level, adjacent to the high
               galley area
 
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 56. Goalie Ledoux's Hockey Mask
 
    Type:      Outfit
    Zone:      8.08
    Lat/Lon:   02/-15
    Location:  Red Racer Factory
    Specifics: Just outside the factory, worn by the mercenary; accessed during
               Freeform Quest: Just for the Taste of It
 
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 57. Giant Teddy Bear
 
    Type:      Other
    Zone:      8.08
    Lat/Lon:   02/-15
    Location:  Red Racer Factory
    Specifics: Factory floor, souther conveyor belt room, riding tricycle,
               suspended from ceiling.
 
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 58. The Surgeon's Lab Coat
 
    Type:      Outfit
    Zone:      8.08
    Lat/Lon:   02/-15
    Location:  Red Racer Factory
    Specifics: Worn by the Surgeon
 
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 59. The Tenderizer Sledgehammer
 
    Type:      Weapon
    Zone:      9.06
    Lat/Lon:   10/-07
    Location:  Anchorage Memorial
    Specifics: Service entrance, sewers utility door. Repair or use Anchorage
               Stash Key to open
 
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 60. Elder Lyons' Robe
 
    Type:      Outfit
    Zone:      9.11
    Lat/Lon:   08/-14
    Location:  The Citadel
    Specifics: Worn by Elder Lyons
 
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 61. Smuggler's End Laser Pistol
 
    Type:      Weapon
    Zone:      9.11
    Lat/Lon:   08/-14
    Location:  The Citadel
    Specifics: B-Ring, in Elder Lyon's safe
 
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 62. Colonel Autum's 10mm Pistol
 
    Type:      Weapon
    Zone:      9.14
    Lat/Lon:   13/-17
    Location:  Jefferson Memorial
    Specifics: Main Quest: Take it Back! Rotunda, during final attack
 
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 63. Colonel Autum's Laser Pistol
 
    Type:      Weapon
    Zone:      9.14
    Lat/Lon:   13/-17
    Location:  Jefferson Memorial
    Specifics: Main Quest: Take it Back! Rotunda, during final attack
 
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 64. Colonel Autum's Uniform
 
    Type:      Outfit
    Zone:      9.14
    Lat/Lon:   13/-17
    Location:  Jefferson Memorial
    Specifics: Main Quest: Take it Back! Rotunda, during final attack 
 
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 65. A3-21's Plasma Rifle
 
    Type:      Weapon
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: Miscellaneous Quest: The Replicated Man. Reward from Harkness
 
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 66. Three Dog's Head Wrap
 
    Type:      Outfit
    Zone:      10.03
    Lat/Lon:   N/A
    Location:  Galaxy News Radio
    Specifics: Worn by Three Dog
 
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 67. Takoma Park Little Leaguer Cap
 
    Type:      Outfit
    Zone:      13.02
    Lat/Lon:   N/A
    Location:  NiftyThrifty
    Specifics: On hat-stand inside the store
 
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 68. Plunkett's Valid Points Spiked Knuckles
 
    Type:      Weapon
    Zone:      16.03
    Lat/Lon:   N/A
    Location:  Arlington House
    Specifics: Carried by Junders Plunkett
 
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 69. Lincoln's Diary
 
    Type:      Other
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History
    Specifics: Lower halls, upper floor, on a wrecked display (west)
 
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 70. Action Abe Action Figure
 
    Type:      Other
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History
    Specifics: Offices, southwest armory, on a desk
 
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 71. Lincoln's Hat
 
    Type:      Outfit
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History 
    Specifics: Offices, among the large rubble pile in the northwest room
 
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 72. John Wilkes Booth Wanted Poster
 
    Type:      Other
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History
    Specifics: Offices, southwest corner of archives
 
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 73. Civil War Draft Poster
 
    Type:      Other
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History
    Specifics: Offices, southeast corner of archives
 
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 74. Lincoln Memorial Poster
 
    Type:      Other
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History  
    Specifics: Offices, during Miscellaneous Quest: Head of State, on wall above
               upper floor desk in archives
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 75. Lincoln's Voice
 
    Type:      Other
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History  
    Specifics: Offices, on upper floor desk in archives
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 76. Lincoln's Repeater
 
    Type:      Weapon
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History
    Specifics: Offices, rear archives area, inside display case
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 77. Antique Lincoln Coin Collection
 
    Type:      Other
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History
    Specifics: Offices, west library room, on bookcase
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 78. Bill of Rights
 
    Type:      Other
    Zone:      7.11
    Lat/Lon:   N/A
    Location:  National Archives
    Specifics: Archives Secure Wing East, inside Secure Vault #1
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 79. Magna Carta
 
    Type:      Other
    Zone:      7.11
    Lat/Lon:   N/A
    Location:  National Archives
    Specifics: Archives Secure Wing East, inside Secure Vault #2
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 80. Button's Wig
 
    Type:      Outfit
    Zone:      7.11
    Lat/Lon:   N/A
    Location:  National Archives
    Specifics: Worn by Button Gwinett
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 81. Declaration of Independence
 
    Type:      Other
    Zone:      7.11
    Lat/Lon:   N/A
    Location:  National Archives
    Specifics: Archives Secure Wing East, inside Button's Secure Vault
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 82. [Fake] Declaration of Independence
 
    Type:      Other
    Zone:      7.11
    Lat/Lon:   N/A
    Location:  National Archives
    Specifics: Archives Secure Wing East, given by Button once Freeform Quest:
               An Ink to the Past is complete
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 83. Sydney's 10mm Ultra SMG
 
    Type:      Other
    Zone:      7.11
    Lat/Lon:   N/A
    Location:  National Archives
    Specifics: Miscellaneous Quest: Stealing Independence. Carried by Sydney
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 84. Ranger Battle Armor
 
    Type:      Outfit
    Zone:      18.05
    Lat/Lon:   N/A
    Location:  Reilly's Rangers Compound
    Specifics: Miscellaneous Quest: Reilly's Rangers. Possible reward
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 85. Eugene Minigun
 
    Type:      Weapon
    Zone:      18.05
    Lat/Lon:   N/A
    Location:  Reilly's Rangers Compound
    Specifics: Miscellaneous Quest: Reilly's Rangers. Possible reward
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 86. Zhu-Rong v418 Chinese Pistol
 
    Type:      Weapon
    Zone:      19.06
    Lat/Lon:   N/A
    Location:  L.O.B. Enterprises
    Specifics: East Wing, inside case in CEO's office
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 87. Lesko's Lab Coat
 
    Type:      Outfit
    Zone:      U16.A
    Lat/Lon:   N/A
    Location:  Marigold Station
    Specifics: Worn by Doctor Lesko
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 88. Burnmaster Flamer
 
    Type:      Weapon
    Zone:      U17.B
    Lat/Lon:   N/A
    Location:  Franklin Metro Utility
    Specifics: Irradiated and gutted subway car
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 89. The Shocker Power Fist
 
    Type:      Weapon
    Zone:      U19
    Lat/Lon:   N/A
    Location:  Flooded Metro
    Specifics: Inside the trap-filled storage chamber
 
 ================================================================================
 
 Part 4: Collectibles and Followers
 
 --------------------------------------------------------------------------------
 
 This is a list of the collectible items found in Fallout 3. So far I have 5
 different types of collectibles, including the Bobbleheads which you need for an
 achievement. Note that all lists are in order of what zone they appear in.
 
 ================================================================================
 
 [4.I] Fat Men
 
 --------------------------------------------------------------------------------
 
 This is a list of all 9 Fat Men. These are very deadly weapons that helps repair
 your main weapon, or can be sold for 1,000 Caps each. Note that the Unique
 "Experimental MIRV" is not listed here.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 1.
 
    Zone:      0.51
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: Dead Guy, Fat Man
    Specifics: A randomly found Wastelander with a Fat Man and Mini-Nuke
 
 2.
 
    Zone:      1.04
    Lat/Lon:   -17/26
    Location:  Fort Constantine
    Specifics: Bomb storage, experimental Chamber on table, near two Mini-Nukes
 
 3.
 
    Zone:      3.02
    Lat/Lon:   10/26
    Location:  Old Olney
    Specifics: Olney Sewers, southeastern safe storage room (the bloody
               sleeping quarters)
 
 4.
 
    Zone:      4.11
    Lat/Lon:   -18/-01
    Location:  Fort Bannister
    Specifics: Fort Bannister Man, locked [Average] storage room
 
 5.
 
    Zone:      5.01
    Lat/Lon:   -02/13
    Location:  Germantown Police Headquarters
    Specifics: Basement, in small storage room [Average] near firing range
 
 6.
 
    Zone:      7.04
    Lat/Lon:   -18/-07
    Location:  Evergreen Mills
    Specifics: Foundry, inside locked storage room [Average]
 
 7.
 
    Zone:      10.03
    Lat/Lon:   N/A
    Location:  Galaxy News Radio
    Specifics: Exterior plaza, on the body of the fallen Brotherhood Knight
 
 8.
 
    Zone:      15.02
    Lat/Lon:   N/A
    Location:  White House Utility Tunnel
    Specifics: White House crater, on concrete "island"
 
 9.
 
    Zone:      17.14
    Lat/Lon:   N/A
    Location:  Capitol Building West Entrance
    Specifics: Rotunda, on body of Talon Company Merc during Behemoth battle
 
 ================================================================================
 
 [4.II] Fat Man: Mini-Nukes
 
 --------------------------------------------------------------------------------
 
 This is a list of all 71 Mini-Nukes that help you out greatly in combat.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 1.
 
    Zone:      0.00
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: Merchant Trader Caravan
    Specifics: Sold by Lucky Harith
 
 2.
 
    Zone:      0.01
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: Searching for Cheryl
    Specifics: On the Behemoth corpse once you locate and fight it, near the
               Super Mutant Camp [8.A]
 
 3.
 
    Zone:      0.25
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: The Long Ranger
    Specifics: Near the Irradiated Metro [9.12] on Ranger, once Miscellaneous
               Quest: Reilly's Rangers is complete
 
 4.
 
    Zone:      0.51
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: Fat Man
    Specifics: A randomly found Wastelander with a Fat Man and Mini-Nuke
 
 5.
 
    Zone:      1.04
    Lat/Lon:   -17/26
    Location:  Fort Constantine
    Specifics: Bomb storage, experimental chamber on table, near Fat Man
 
 6.
 
    Zone:      1.04
    Lat/Lon:   -17/26
    Location:  Fort Constantine
    Specifics: Bomb storage, experimental chamber on table, near Fat Man
 
 7.
 
    Zone:      1.04
    Lat/Lon:   -17/26
    Location:  Fort Constantine
    Specifics: Bomb storage, upstairs office, on table
 
 8.
 
    Zone:      1.07
    Lat/Lon:   -22/20
    Location:  Deathclaw Sanctuary
    Specifics: Deathclaw Sanctuary, initial chamber, next to corpse pile
 
 9.
 
    Zone:      1.A
    Lat/Lon:   -24/25
    Location:  Raider Wharf
    Specifics: Base of bookcase, on the wharf
 
 10.
 
    Zone:      1.D
    Lat/Lon:   -26/20
    Location:  Jackknifed Truck (on Freeway)
    Specifics: Back of container truck, on table
 
 11.
 
    Zone:      1.E
    Lat/Lon:   -25/21
    Location:  Overlooked Raider Shack
    Specifics: Shack, in the bathtub
 
 12.
 
    Zone:      1.E
    Lat/Lon:   -25/21
    Location:  Overlooked Raider Shack
    Specifics: Rude skeleton, in the lone bathtub northeast of shack
 
 13.
 
    Zone:      2.01
    Lat/Lon:   -03/28
    Location:  Oasis
    Specifics: Sunken caverns, underwater in grotto
 
 14.
 
    Zone:      2.02
    Lat/Lon:   -13/25
    Location:  SatCom Array NN-03d
    Specifics: On Super Mutant mannequin, on top of the upper satellite dish
 
 15.
 
    Zone:      2.02
    Lat/Lon:   -13/25
    Location:  SatCom Array NN-03d
    Specifics: On Super Mutant mannequin, on top of the upper satellite dish
 
 16.
 
    Zone:      3.02
    Lat/Lon:   10/-26
    Location:  Old Olney
    Specifics: Olney Sewers, generator room, behind storage closet door [Very
               Hard]
 
 17.
 
    Zone:      3.D
    Lat/Lon:   06/27
    Location:  Ruinied Farmstead
    Specifics: Barn: on shelf inside the open tool cabinet
 
 18.
 
    Zone:      3.L
    Lat/Lon:   08/16
    Location:  The Roach King
    Specifics: Inside his "rocket throne"
 
 19.
 
    Zone:      4.02
    Lat/Lon:   -21/10
    Location:  Five Axles Rest Stop
    Specifics: Inside one of the truck containers
 
 20.
 
    Zone:      4.04
    Lat/Lon:   -26/09
    Location:  Broadcast Tower KT8
    Specifics: Drainage Chamber, under floor hatch, where Remnant skeletons lie
 
 21.
 
    Zone:      4.10
    Lat/Lon:   -14/03
    Location:  VAPL-58 Power Station
    Specifics: Interior. Look up, it's on top of the light fixture near the door
 
 22.
 
    Zone:      4.11
    Lat/Lon:   -18/-01
    Location:  Fort Bannister
    Specifics: Fort Bannister Main, locked [Average] storage room
 
 23.
 
    Zone:      4.J
    Lat/Lon:   -18/06
    Location:  Wasteland Gypsy Village
    Specifics: Inside the shack with tree stump left of the door
 
 24.
 
    Zone:      4.K
    Lat/Lon:   -14/05
    Location:  Wastelander Pylon
    Specifics: Among the items at the base of the pylon
 
 25.
 
    Zone:      5.03
    Lat/Lon:   -07/07
    Location:  Hamilton's Hideaway
    Specifics: Inside locked cell gate, part of Freeform Quest: Caching in with
               Three Dog
 
 26.
 
    Zone:      5.04
    Lat/Lon:   -04/09
    Location:  Hallowed Moors Cemetary
    Specifics: On the table with the ham radio
 
 27.
 
    Zone:      5.05
    Lat/Lon:   -01/07
    Location:  Meresti Trainyard
    Specifics: Metro Station(interior), lower mezzanine, northeast corner, on the
               inaccessible elevated platform roof, above the Work Bench
 
 28.
 
    Zone:      5.06
    Lat/Lon:   01/08
    Location:  Agatha's House
    Specifics: Inside Agatha's Locked Ammo Box
 
 29.
 
    Zone:      5.12
    Lat/Lon:   -09/01
    Location:  Vault 106
    Specifics: Science Labs, security vault
 
 30.
 
    Zone:      5.13
    Lat/Lon:   -10/-03
    Location:  Jury Street Metro Station
    Specifics: Gold Ribbon Grocers. Freeform Quest: Rube's Gold Ribbon
 
 31.
 
    Zone:      5.A
    Lat/Lon:   -13/12
    Location:  Wrecked Vehicles
    Specifics: Raider's Jetty north of vehicles
 
 32.
 
    Zone:      6.07
    Lat/Lon:   05/03
    Location:  Bethesda Ruins
    Specifics: Bethesda Offices West, top floor, under the cluster of tiny crates
               by the chest freezer
 
 33.
 
    Zone:      6.07
    Lat/Lon:   05/03
    Location:  Bethesda Ruins
    Specifics: Bethesda offices East, the room just inside the exit to the
               exterior balcony, to the north between the to filing cabinets, on
               a rubble pile
 
 34.
 
    Zone:      6.07
    Lat/Lon:   05/03
    Location:  Bethesda Ruins
    Specifics: Bethesda Underworks, storeroom with the pillar, under the tiny
               crate next to the Nuka-Cola Quantum on the shelf
 
 35.
 
    Zone:      6.11
    Lat/Lon:   18/-03
    Location:  National Guard Depot
    Specifics: Armory and bunker, inside armory, on the table with Fat Man
 
 36.
 
    Zone:      6.11
    Lat/Lon:   18/-03
    Location:  National Guard Depot
    Specifics: Armory and bunker, inside armory, on the table with Fat Man
 
 37.
 
    Zone:      6.11
    Lat/Lon:   18/-03
    Location:  National Guard Depot
    Specifics: Armory and bunker, inside armory, on the table with Fat Man
 
 38.
 
    Zone:      6.11
    Lat/Lon:   18/-03
    Location:  National Guard Depot
    Specifics: Armory and bunker, inside armory, on the table with Fat Man
 
 39.
 
    Zone:      6.11
    Lat/Lon:   18/-03
    Location:  National Guard Depot
    Specifics: Armory and bunker, inside armory, on the table with Fat Man
 
 40.
 
    Zone:      6.P
    Lat/Lon:   16/02
    Location:  Jackknifed Truck (under Monorail)
    Specifics: Inside tipped-over container of truck
 
 41.
 
    Zone:      6.AA
    Lat/Lon:   11/-03
    Location:  Super Mutant Bonfire
    Specifics: On the concrete ground, near the Health and Ammo stash
 
 42.
 
    Zone:      E6.07
    Lat/Lon:   09/-03
    Location:  Enclave Camp
    Specifics: Sometimes located with or on the Enclave troops dropped on the
               bridge by a Vertibird
 
 43.
 
    Zone:      7.06
    Lat/Lon:   -23/-14
    Location:  VAPL-66 Power Station
    Specifics: Interior, on the floor to the side of the desk
 
 44.
 
    Zone:      7.08
    Lat/Lon:   -15/-12
    Location:  VAPL-84 Power Station
    Specifics: In the container truck, outside
 
 45.
 
    Zone:      7.14
    Lat/Lon:   -16/-17
    Location:  Tenpenny Tower
    Specifics: Dashwood's Safe, Freeform Quest: A Manhandled Manservant
 
 46.
 
    Zone:      7.E
    Lat/Lon:   -14/-06
    Location:  Ruined Chapel
    Specifics: By the pulpit
 
 47.
 
    Zone:      7.M
    Lat/Lon:   -20/-13
    Location:  Drainage Chamber
    Specifics: Trap-filled, underground office
 
 48.
 
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Craterside Supplies, awarded by Moira Brown, Miscellaneous Quest:
               The Wasteland Survival Guide
 
 49.
 
    Zone:      8.04
    Lat/Lon:   -06/-13
    Location:  Fort Independence
    Specifics: Lower level, outcast weapons room [Hard door]
 
 50.
 
    Zone:      8.04
    Lat/Lon:   -06/-13
    Location:  Fort Independence
    Specifics: Lower level, outcast weapons room [Hard door]
 
 51.
 
    Zone:      8.06
    Lat/Lon:   -10/-17
    Location:  Cliffside Cavern
    Specifics: Raider Outpost, inside the tank
 
 52.
 
    Zone:      8.E
    Lat/Lon:   -06/-04
    Location:  Ruined Farmhouse
    Specifics: Shelf at the rear of the building
 
 53.
 
    Zone:      9.01
    Lat/Lon:   04/-04
    Location:  Super-Duper Mart
    Specifics: Inside locked storage room
 
 54.
 
    Zone:      9.1
    Lat/Lon:   04/-11
    Location:  Outpost
    Specifics: On a shelf, near a gun cabinet
 
 55.
 
    Zone:      10.03
    Lat/Lon:   N/A
    Location:  Galaxy News Radio
    Specifics: Exterior plaza, on the body of the fallen Brotherhood Knight
 
 56.
 
    Zone:      13.03
    Lat/Lon:   N/A
    Location:  Auto Shop
    Specifics: Exterior parking lot, on the body of the fallen Behemoth
 
 57.
 
    Zone:      14.08
    Lat/Lon:   N/A
    Location:  La Mansion Beauregard Lobby
    Specifics: Lobby, on the pool table
 
 58.
 
    Zone:      15.02
    Lat/Lon:   N/A
    Location:  White House Utility Vehicle
    Specifics: White House crater, on concrete "island"
 
 59.
 
    Zone:      15.02
    Lat/Lon:   N/A
    Location:  White House Utility Vehicle
    Specifics: White House crater, on concrete "island"
 
 60.
 
    Zone:      15.02
    Lat/Lon:   N/A
    Location:  White House Utility Vehicle
    Specifics: White House crater, on concrete "island"
 
 61.
 
    Zone:      17.11
    Lat/Lon:   N/A
    Location:  The National Archives
    Specifics: Archives sub-basement, tunnel junction, through gate [Very Hard]
 
 62.
 
    Zone:      17.14
    Lat/Lon:   N/A
    Location:  Capitol Building West Enterance
    Specifics: Rotunda, on body of Talon Company Merc during Behemoth battle
 
 63.
 
    Zone:      17.14
    Lat/Lon:   N/A
    Location:  Capitol Building West Enterance
    Specifics: Rotunda, on body of the fallen Behemoth
 
 64.
 
    Zone:      17.14
    Lat/Lon:   N/A
    Location:  Capitol Building West Enterance
    Specifics: Rotunda, weapon cache against the wall
 
 65.
 
    Zone:      18F
    Lat/Lon:   N/A
    Location:  Explosive Alley
    Specifics: Part of the explosive trap set up by the lunatic preacher
 
 66.
 
    Zone:      18F
    Lat/Lon:   N/A
    Location:  Explosive Alley
    Specifics: Part of the explosive trap set up by the lunatic preacher
 
 67.
 
    Zone:      18F
    Lat/Lon:   N/A
    Location:  Explosive Alley
    Specifics: Part of the explosive trap set up by the lunatic preacher
 
 68.
 
    Zone:      18F
    Lat/Lon:   N/A
    Location:  Explosive Alley
    Specifics: Part of the explosive trap set up by the lunatic preacher
 
 69.
 
    Zone:      18F
    Lat/Lon:   N/A
    Location:  Explosive Alley
    Specifics: Part of the explosive trap set up by the lunatic preacher
 
 70.
 
    Zone:      19.06
    Lat/Lon:   N/A
    Location:  L.O.B. Enterprises
    Specifics: East Wing, on top of the light fixture in the CEO's bathroom
 
 71.
 
    Zone:      U17.B
    Lat/Lon:   N/A
    Location:  Franklin Metro Utility
    Specifics: Flooded end tunnel, underwater
 
 ================================================================================
 
 [4.III] Holotapes: Keller and The Replicated Man
 
 --------------------------------------------------------------------------------
 
 This is a list of all 24 Keller and Replicated Man Holotapes. These help you in
 the Replicated Man quest, and discover more of what happened in the world of
 Fallout 3. Note that if a tape is in a someone's house, office, Clinic etc.,
 they might be on the person in question instead.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Keller Holotapes
 
 1.
 
    Zone:      3.07
    Lat/Lon:   13/20
    Location:  Grisley Diner
    Specifics: On a desk in the back yard, by the ruined concrete wall
 
 2.
 
    Zone:      4.E
    Lat/Lon:   -23/08
    Location:  Abandoned Shack
    Specifics: Inside the abandoned shack, with other debris
 
 3.
 
    Zone:      4.K
    Lat/Lon:   -14/05
    Location:  Wastelander Pylon
    Specifics: On a low bookase with other assorted junk
 
 4.
 
    Zone:      5.04
    Lat/Lon:   -04/09
    Location:  Hallowed Moors Cemetary
    Specifics: On the pulpit, along with Skill Book
 
 5.
 
    Zone:      9.G
    Lat/Lon:   10/-06
    Location:  Military Tent and Truck Defenses
    Specifics: Inside the tent with the Super Mutant captive
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Replicated Man Holotapes
 
 1.
 
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise Falls
    Specifics: Cutter's Clinic
 
 2.
 
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise Falls
    Specifics: On the floor by Grouse's sandbags
 
 3.
 
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise Falls
    Specifics: Inside Eulogy's Pad
 
 4.
 
    Zone:      4.08
    Lat/Lon:   -26/02
    Location:  Little Lamplight
    Specifics: Lucy's Clinic
 
 5.
 
    Zone:      4.08
    Lat/Lon:   -26/02
    Location:  Little Lamplight 
    Specifics: Knick Knack's Store
 
 6.
 
    Zone:      5.10
    Lat/Lon:   -04/03
    Location:  Big Town
    Specifics: In Red's Clinic
 
 7.
 
    Zone:      7.14
    Lat/Lon:   -16/-17
    Location:  Tenpenny Tower
    Specifics: Doctor Banfield's Clinic
 
 8.
 
    Zone:      7.14
    Lat/Lon:   -16/-17
    Location:  Tenpenny Tower
    Specifics: Herbert Dashwood's room
 
 9.
 
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Moira Brown's Craterside Supply Store
 
 10.
 
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Doc Church's Clinic
 
 11.
 
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Manya's residence
 
 12.
 
    Zone:      9.11
    Lat/Lon:   08/-14
    Location:  The Citadel
    Specifics: Scribe Bowditch's area
 
 13.
 
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: Doctor Preston's Clinic
 
 14.
 
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: Sister's room
 
 15.
 
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: Father Clifford's Church
 
 16.
 
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: Seagrave Holmes' Room
 
 17.
 
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History (Underworld)
    Specifics: Winthrop's room
 
 18.
 
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History (Underworld)
    Specifics: Doctor Barrow's Chop Shop
 
 19.
 
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History (Underworld)
    Specifics: Tulip's Underworld Outfitters
 
 ================================================================================
 
 [4.IV] Schematics for Custom Weapons
 
 --------------------------------------------------------------------------------
 
 This is a list of all 23 schematics to create the seven custom weapons.
 Basically, the more components you have when making a weapon, the stronger
 they'll become. To use the schematics, find a Work Bench and the components
 listed in the schematic, then put them together to make a better weapon! When
 you upgrade a weapon with a Schematic and you have another schematic, the new
 one will now say "v.2". Here's what the Schematics do (other than better damage)
 
 1 Schematic: Condition is 50% of your Repair skill
 2 Schematics: Condition is equal to your Repair skill
 3 Schematics: Condition is 125% of your Repair skill (up to 100%)
 
 As for what you need to fully upgrade each weapon:
 
 
   Bottlecap Mine
 
     Bottle Caps (10)
     Cherry Bomb
     Lunch Box
     Sensor Module
 
   Dart Gun
 
     Paint Gun
     Radscorpion Poison Gland
     Surgical Tubing
     Toy Car
 
   Deathclaw Gauntlet
 
     Deathclaw Hand
     Leather Belt
     Medical Brace
     Wonderglue
 
   Nuka-Grenade
 
     Abraxo Cleaner
     Nuka-Cola Quantum (1)
     Tin Can
     Turpentine
 
   Railway Rifle
 
     Crutch
     Fission Battery
     Pressure Cooker
     Steam Gauge Assembly
 
   Rock-It Launcher
 
     Conductor
     Firehose Nozzle
     Leaf Blower
     Vacuum Cleaner
 
   Shishkebab
 
     Lawnmower Blade
     Motorcycle Gas Tank
     Motorcycle Handbrake
     Pilot Light
 
 Now for where the Schematics are located:
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 1. #1 Rock-It Launcher
 
    Zone:      0.00
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: Merchant Trader Caravan
    Specifics: Sold by Crazy Wolfgang
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 2. #1 Nuka Grenade
 
    Zone:      0.00
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: Merchant Trader Caravan
    Specifics: Sold by Doc Hoff
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 3. #1 Shishkebab
 
    Zone:      0.00
    Lat/Lon:   N/A
    Location:  Wasteland Mini-Encounter: Merchant Trader Caravan
    Specifics: Sold by Lucky Harith
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 4. #1 Deathclaw Gauntlet
 
    Zone:      0.13
    Lat/Lon:   N/A
    Location:  Mini-Encounter: Wounded Deathclaw
    Specifics: On wounded Wastelander
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 5. #1 Dart Gun
 
    Zone:      1.02
    Lat/Lon:   -27/25
    Location:  MDPL-05 Power Station
    Specifics: On ground, near skeleton
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 6. #2 Shishkebab
 
    Zone:      1.B
    Lat/Lon:   -14/25
    Location:  Brotherhood Outcast Shack
    Specifics: On a table, near a Work Bench, close to SatCom Array NN-03d
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 7. #1 Railway Rifle
 
    Zone:      2.09
    Lat/Lon:   02/17
    Location:  MDPL-13 Power Station
    Specifics: Inside, on Work Bench
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 8. #2 Dart Gun
 
    Zone:      3.10
    Lat/Lon:   13/15
    Location:  Temple of the Union
    Specifics: Miscellaneous Quest: Head of State. Possible reward (usually given
               at 17.01 Lincoln Memorial)
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 9. #1 Bottlecap Mine
 
    Zone:      4.08
    Lat/Lon:   -26/02
    Location:  Little Lamplight
    Specifics: Sold by Knick Knock
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 10. #3 Shichkebab
 
    Zone:      5.05
    Lat/Lon:   -01/07
    Location:  Meresti Trainyard
    Specifics: Miscellaneous Quest: Blood Ties. Possible reward
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 11. #2 Nuka Grenade
 
    Zone:      7.05
    Lat/Lon:   -26/-11
    Location:  Girdershade
    Specifics: Miscellaneous Quest: The Nuka-Cola Challenge. Possible reward
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 12. #2 Bottlecap Mine
 
    Zone:      7.07
    Lat/Lon:   -22/-12
    Location:  Jocko's Pop & Gas Stop
    Specifics: On the Work Bench, inside the shack
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 13. #2 Deathclaw Gauntlet
 
    Zone:      7.09
    Lat/Lon:   -27/-15
    Location:  F. Scott Key Trail & Campground
    Specifics: In the caravan, in the picnic area
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 14. #3 Dart Gun
 
    Zone:      7.14
    Lat/Lon:   -16/-17
    Location:  Tenpenny Tower
    Specifics: Sold by Lydia Montenegro
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 15. #3 Bottlecap Mine
 
    Zone:      7.14
    Lat/Lon:   -16/-17  
    Location:  Tenpenny Tower
    Specifics: Freeform Quest: A Manhandled Manservant. Inside Dashwood's Safe
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 16. #2 Rock-It Launcher
 
    Zone:      8.01
    Lat/Lon:   -04/-04
    Location:  Vault 101
    Specifics: Miscellaneous Quest: Trouble on the Homefront. Behind your
               mother's favorite Bible verse plaque [Average].
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 17. #3 Rock-It Launcher
 
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Craterside Supplies, sold by Moira Brown
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 18. #4 Bottlecap Mine
 
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Craterside Supplies, awarded by Moira Brown. Miscellaneous Quest:
               The Wasteland Survival Guide
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 19. #3 Nuka Grenade
 
    Zone:      8.06
    Lat/Lon:   -10/-17
    Location:  Cliffside Cavern
    Specifics: Hidden inside the Yoo Guai Cave, follow the left wall, drop down,
               and look for the rock surrounded by skeletons
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 20. #4 Rock-It Launcher
 
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: In the bridge tower third-floor armory [Very Hard]
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 21. #3 Deathclaw Gauntlet
 
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: Freeform Quest: Council Seat. Possible reward (from Bannon)
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 22. #2 Railway Rifle
 
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: Miscellaneous Quest: Stealing Independance. Possible reward
               (from Abraham Washington)
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 23. #3 Railway Rifle
 
    Zone:      17.07
    Lat/Lon:   N/A
    Location:  Museum of History Entrance
    Specifics: Underworld Outfitters, sold by Tulip
 
 ================================================================================
 
 [4.V] Vault-Tec Bobbleheads
 
 --------------------------------------------------------------------------------
 
 This is a list of all 20 Vault-Tec Bobbleheads in order to get the achievement.
 Also, they add to your stats and skills. Basically, the Bobbleheads of the 7
 Primary Stats (Strength, Perception, etc.) give you one more point to those
 stats. The Bobbleheads of the 13 Skills add 10% to each skill.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 1. Energy Weapons
 
    Zone:      1.01
    Lat/Lon:   -28/28
    Location:  Raven Rock
    Specifics: Raven Rock Level 2, colonel Autumn's quarters, on table
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 2. Big Guns
 
    Zone:      1.04
    Lat/Lon:   -17/26
    Location:  Fort Constantine
    Specifics: CO quarters, inside open safe
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 3. Endurance
 
    Zone:      1.07
    Lat/Lon:   -22/20
    Location:  Deathclaw Sanctuary
    Specifics: Deathclaw Sanctuary, initial chamber, next to corpse pile
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 4. Explosives
 
    Zone:      1.11
    Lat/Lon:   -17/18
    Location:  WKML Broadcast Station
    Specifics: Sealed Cistern, next to ham radio
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 5. Speech
 
    Zone:      2.08
    Lat/Lon:   -09/16
    Location:  Paradise Falls
    Specifics: Eulogy's Pad, on table
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 6. Perception
 
    Zone:      3.03
    Lat/Lon:   19/27
    Location:  The Republic of Dave
    Specifics: Museum of Dave, bookcase
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 7. Agility
 
    Zone:      3.06
    Lat/Lon:   07/21
    Location:  Greener Pastures Disposal Site
    Specifics: Office, on table
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 8. Repair
 
    Zone:      5.07
    Lat/Lon:   -11/06
    Location:  Arefu
    Specifics: Evan King's House, on table
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 9. Science
 
    Zone:      5.12
    Lat/Lon:   -09/01
    Location:  Vault 106
    Specifics: Vault 106 living quarters, medical bay eastern wall, on shelves
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 10. Charisma
 
    Zone:      6.06
    Lat/Lon:   18/06
    Location:  Vault 108
    Specifics: Vault 108 Cloning Lab, on table
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 11. Lockpick
 
    Zone:      6.07
    Lat/Lon:   05/03
    Location:  Bethesda Ruins
    Specifics: Bethesda Offices East, top floor, on desk in central room
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 12. Small Guns
 
    Zone:      6.11
    Lat/Lon:   18/-03
    Location:  National Guard Depot
    Specifics: National Guard Armory, shelf in equipment storage
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 13. Sneak
 
    Zone:      7.01
    Lat/Lon:   -28/-04
    Location:  Yoo Guai Tunnel
    Specifics: Yoo Guai Den, on metal crate, eastern area of central cavern.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 14. Barter
 
    Zone:      7.04
    Lat/Lon:   -18/-07
    Location:  Evergreen Mills
    Specifics: Bazaar, Jack's northeast alcove; top right shelf behind the Work
               Bench.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 15. Melee Weapons
 
    Zone:      7.11
    Lat/Lon:   -26/-18
    Location:  Dunwich Building
    Specifics: Virulent Underchambers, mall maintenance room
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 16. Unarmed
 
    Zone:      7.C
    Lat/Lon:   -26/-07
    Location:  Rockopolis
    Specifics: Rockopolis, next to Argyle's body
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 17. Medicine
 
    Zone:      8.01
    Lat/Lon:   -04/-04
    Location:  Vault 101
    Specifics: Vault 101, Dad's clinic table
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 18. Strength
 
    Zone:      8.03
    Lat/Lon:   -01/-06
    Location:  Megaton
    Specifics: Lucas Simms' house, sheriff's bedroom on table
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 19. Intelligence
 
    Zone:      9.15
    Lat/Lon:   18/-17
    Location:  Rivet City
    Specifics: Science Lab, on table
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 20. Luck
 
    Zone:      16.03
    Lat/Lon:   N/A
    Location:  Arlington House
    Specifics: Arlington house, cellar shelves
 
 ================================================================================
 
 [4.VI] Radio Stations
 
 --------------------------------------------------------------------------------
 
 Not really a collectible, however, they are tracked in your Pip-Boy. Roaming
 around the wastelands just listening to the music and entertainment that they
 provide is just as much fun as searching for new towns, and when you unlock more
 radio stations, you'll have a bunch more stuff to listen to in all the corners
 of the wasteland.
 
 Remember, your Pip-Boy plays these radio stations, so if you're trying to stay
 hidden and steal or do something mischevious and not get caught, turn it off.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Chinese Radio Beacon
 
   Zone: 0.16
   Lat/Lon: N/A
   Location: Downed Chinese Pilot
   Specifics: A random encounter, you'll find a skeleton of a Chinese pilot.
 
 Recon Craft Theta Beacon
 
   Zone: 2.G
   Lat/Lon: 03/22
   Location: Crashed Anomaly
   Specifics: North of the MDPL-13 Power Station, emits garbled speech. You'll
              find a house with something crashed straight through it. That
              something is an Alien spacecraft; search it for an Alien Blaster!
 
 Agatha's Station
 
   Zone: 5.06
   Lat/Lon: 01/08
   Location: Agatha's House
   Specifics: Complete the Miscellaneous Quest: Agatha's Song to hear this
              broadcast along the entire Wasteland.
 
 Vault 101 Emergency Frequency
 
   Zone: 8.01
   Lat/Lon: -04/-04
   Location: Vault 101
   Specifics: Mostly offline, but during Miscellaneous Quest: Trouble on the
              Homefront, a signal will emerge...
 
 Galaxy News Radio
 
   Zone: 10.03
   Lat/Lon: N/A
   Location: Galaxy News Radio
   Specifics: You'll get this during the Main Quest: Following in his Footsteps.
              The signal can be increased in the next part of the quest.
 
 Ranger Emergency Frequency
 
   Zone: 12.08
   Lat/Lon: N/A
   Location: The Statesman Hotel
   Specifics: You can hear the signal in the Metro Junction and Freedom Street
              Station (Vernon Square Station). This is involved with the
              Miscellaneous Quest: Reilly's Rangers.
 
 People's Republic of America Radio
 
   Zone: 16.05
   Lat/Lon: N/A
   Location: Mama Dolce's Processed Foods
   Specifics: This is a Chinese Propaganda station from near the D.C. area.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 There are also 9 Radio Tower Signals. Each of these emits some sort of signal
 that lets you find another hidden place on the map that's nearby. This section
 will contain, in addition to the signals above, what type of Radio Signal the
 tower broadcasts, as well as where it is triangulating that signal.
 
   Zone: 1.06
   Lat/Lon: -23/20
   Location: Broadcast Tower KB5
   Radio Signal: Alfa Lima
   Specifics: Mast is on top of a large hill, emits morse code
   Triangulation: Drainage Channel (zone 1.G, Lat/Lon: -22/20)
 
   Zone: 1.11
   Lat/Lon: -17/18
   Location: WKML Broadcast Station
   Radio Signal: Kilo Bravo
   Specifics: Switch on the generators inside the tower
   Triangulation: Sealed Cistern
 
   Zone: 2.06
   Lat/Lon: -04/24
   Location: Broadcast Tower LP8
   Radio Signal: Echo Foxtrot
   Specifics: Southwest of the monorail, near Paradise Falls.
   Triangulation: Sealed Cistern, just below and slightly to the NE
 
   Zone: 3.08
   Lat/Lon: 15/20
   Location: Relay Tower KX-B8-11
   Radio Signal: Oscar Zulu
   Specifics: Emits a frantic message from Bob Anderstein
   Triangulation: Drainage Chamber (zone 3.K, Lat/Lon: 16/19)
 
   Zone: 4.04
   Lat/Lon: -26/09
   Location: Broadcast Tower KT8
   Radio Signal: Sierra Romeo
   Specifics: Watch out for attacks from Super Mutants, emits morse code
   Triangulation: Drainage Chamber, Sewer Entrance (zone 4.B, Lat/Lon: -26/10)
 
   Zone: 6.G
   Lat/Lon: 16/07
   Location: Radio Mast Yankee Bravo
   Radio Signal: Yankee Bravo
   Specifics: SW of Canterbury Commons, emits murmerings and growls.
   Triangulation: Drainage Channel to the WSW
 
   Zone: 7.A
   Lat/Lon: -24/-04
   Location: Broadcast Tower PN
   Radio Signal: Papa November
   Specifics: Nort from Smith Casey's Garage
   Triangulation: Drainage Chamber (zone 4.R, Lat/Lon: -24/-03)
 
   Zone: 7.L
   Lat/Lon: -20/-13
   Location: Broadcast Tower SV
   Radio Signal: Sierra Victor
   Specifics: On top of a rocky hillside, watch for gaps in the ground
   Triangulation: Drainage Chamber (zone 7.M, same latitude) just to the SE
 
   Zone: 8.B
   Lat/Lon: -11/-05
   Location: Radio Mast Oscar Tango and Hamlet
   Radio Signal: Oscar Tango
   Specifics: Southern part of Jury Street, watch for Raider attacks
   Triangulation: Drainage Chamber (zone 8.C, Lat/Lon: -11/-04)
 
 ================================================================================
 
 [5.I] The Zones and Their Locations
 
 --------------------------------------------------------------------------------
 
 For the map, here are the zones and their primary locations.
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Zone 1: Northwest Territories
     01. Raven Rock
     02. MDPL-05 Power Station
     03. SatCom Array NW-05a
     04. Fort Constantine
     05. SatCom Array NW-07c
     06. Broadcast Tower KB5
     07. Deathclaw Sanctuary
     08. Dickerson Tabernacle Chapel
     09. Mason Dixon Salvage
     10. Mount Mabel Campground
     11. WKML Broadcast Station
     12. The Silver Lining Drive-In
     13. Drowned Devil’s Crossing
     14. Abandoned Car Fort
     15. Faded Pomp Estates
     16. Roosevelt Academy
 
 Zone 2: Northern Mountains
     01. Oasis
     02. SatCom Array NN-03d
     03. MDPL-21 Power Station
     04. Clifftop Shacks
     05. Montgomery County Reservoir
     06. Broadcast Tower LP8
     07. Reclining Groves Resort Homes
     08. Paradise Falls
     09. MDPL-13 Power Station
 
 Zone 3: Northeast Territories
     01. Vault 92
     02. Old Olney
     03. The Republic of Dave
     04. Chaste Acres Dairy Farm
     05. MDPL-16 Power Station
     06. Greener Pastures Disposal Site
     07. Grisly Diner
     08. Relay Tower Kx-B8-11
     09. Minefield
     10. Temple of the Union
 
 Zone 4: Irradiated Western Plains
     01. Shalebridge
     02. Five Axles Rest Stop
     03. MDPL Mass Relay Station
     04. Broadcast Tower KT8
     05. Rockbreaker’s Last Gas
     06. Vault 87
     07. Everglow National Campground
     08. Little Lamplight
     09. Jalbert Brothers Waste Disposal
     10. VAPL-58 Power Station
     11. Fort Bannister
 
 Zone 5: Central Plains and Potomac
     01. Germantown Police Headquarters
     02. Northwest Seneca Station
     03. Hamilton’s Hideaway
     04. Hallowed Moors Cemetery
     05. Meresti Trainyard
     06. Agatha’s House
     07. Arefu
     08. Fordham Flash Memorial Field
     09. Moonbeam Outdoor Cinema
     10. Big Town
     11. Kaelyn’s Bed & Breakfast
     12. Vault 106
     13. Jury Street Metro Station
     14. Springvale School
 
 Zone 6: Eastern Hills and D.C. Outskirts
     01. AntAgonizer’s Lair
     02. Canterbury Commons
     03. Scrapyard
     04. Wheaton Armory
     05. Corvega Factory
     06. Vault 108
     07. Bethesda Ruins
     08. Chryslus Building
     09. Rock Creek Caverns
     10. Friendship Heights Metro Station
     11. National Guard Depot
 
 Zone 7: Southwest Territories
     01. Yoo Guai Tunnels
     02. Charnel House
     03. Smith Casey’s Garage
     04. Evergreen Mills
     05. Girdershade
     06. VAPL-66 Power Station
     07. Jacko’s Pop & Gas Stop
     08. VAPL-84 Power Station
     09. F. Scott Key Trail & Campground
     10. RobCo Facility
     11. Dunwich Building
     12. Warrington Trainyard
     13. Warrington Station
     14. Tenpenny Tower
 
 Zone 8: Southern Plains
     01. Vault 101
     02. Springvale
     03. Megaton
     04. Fort Independence
     05. Fairfax Ruins
     06. Cliffside Cavern
     07. Andale
     08. Red Racer Factory
     09. The Overlook Drive-In
     10. Nuka-Cola Plant
 
 Zone 9: Exterior D.C. Metropolitan Ruins
     01. Super-Duper Mart
     02. Farragut West Metro Station
     03. Sewer Waystation
     04. Wilhelm’s Wharf
     05. Flooded Metro
     06. Anchorage Memorial
     07. Tepid Sewers
     08. Dukov’s Place
     09. Grayditch
     10. Marigold Station
     11. The Citadel
     12. Irradiated Metro
     13. Alexandria Arms
     14. Jefferson memorial
     15. Rivet City
     16. Anacostia Crossing
     17. Flooded Metro
     18. Arlington Library
 
 Zones 10-21: Interior
 Z10: D.C. Metropolitan Ruins
 Z11: Dupont Circle
 Z12: Vernon Square
 Z13: Takoma Park
 Z14: Georgetown
 Z15: Pennsylvania Avenue
 Z16: Arlington National Cemetary
 Z17: The Mall
 Z18: Seward Square
 Z19: Falls Church
 Z20: Mason District
 Z21: L’Enfant Plaza
 
 ================================================================================
 
         Special Thanks
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 Tracy Lovett (Tarthus, GameFAQs) for help with the Schematics
 Will (adlibrium) for finding the mistake with the Comprehension perk
 Adam for finding the mistakes with the Action Boy and Finesse perks
 Mike Mirkin for noticing a missing perk on the list
 Martin (DigitalOverride) for help with the WKML Radio Tower Signal
 
 ================================================================================
         Closing Stuff
 ================================================================================
 
 I hope you found this guide useful.
 
 --------------------------------------------------------------------------------
 
            _____ __              __
           / ___// /_  ____  ____/ /_____      _______
           __ / __ / __ / __  / __  | /| / / ___/
          ___/ / / / / /_/ / /_/ / /_/ / |/ |/ /___ 
         /____/_/ /_/_________/____/|__/|__/_____/
            ___  _
           / _ (_)__     ______      ________   __
          / // / / _    / __  | /| / / __  | / /
         / // / /  __/  / /_/ / |/ |/ / /_/ / |/ /
        /____/_/___/   _______/|__/_____   /
                                            /  /
                                           /__/
 ShadowsDieAway
 
 --------------------------------------------------------------------------------
 
 This guide is free for distribution, but please don't leave out this part of the
   guide where credit is due, thank you and enjoy!
 
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