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Point Lookout
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Point Lookout
unmarked.
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Point Lookout
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Point Lookout
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Point Lookout
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Random Encounters
Karma-related
Title Type Locations
Regulator Hit Squad repeatable A& B
Talon Company Hit Squad repeatable A& B
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Random Encounters
Ghoul-Friends repeatable A
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Random Encounters
Super Mutant vs
repeatable B
Wastelanders
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Random Encounters
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Random Encounters
Karma-related
Description Found
Regulators attack if you are evil. "Bounty Notice" note on them.
Talon Company attack if you are good. "Private Contract" note on them.
Quest-related
Description Found
After "Trouble on the Homefront" (if you forced residents out of the vault): Amata is
questioned by Enclave soldiers. They will ask her where she obtained her Pip-Boy.
After she tells them the Officer will order the troops to open fire on her. You can save
her for no reward, and she will only say "this is all your fault".
After "Tenpenny Tower": Ghouls on their way to Tenpenny Tower to live there or take
revenge for Roy Phillips, depending on your actions. "Ghoul Note" on them.
While "Those!" is active: fire ants may attack you at random.
After "Big Trouble in Big Town" (if you saved town): Scavenger headed there to trade.
His dialogue depends on the option you chose to save the town.
After "Big Trouble in Big Town" (if you abandoned Big Town): Scavenger headed
there to loot the town because it was destroyed.
After "Stealing Independence" (if Sydney still alive and did not join the player or you
double-crossed her): Sydney and Emaline attack the player.
Before starting "Those!": Wastelander fleeing from Grayditch gives its location.
Before starting "Oasis": Wastelanders wearing merc outfits, planning to raid Oasis. If
you and ask them what they're discussing, they will reveal the location of Oasis and
turn hostile. If you act like it's none of your business, they'll just leave.
After "Trouble on the Homefront" (if you made Amata the overseer): Encounter Susie
Mack, who will tell you the Vault is doing fine and gives you purified water.
Before or during "The Nuka-Cola Challenge": Scavenger with a pack brahmin and
possibly a pet says he is headed to Girdershade. The scavenger offers to sell the player
a Nuka-Cola Quantum and provides the location of Girdershade.
After "The Superhuman Gambit" (if wearing superhero armor): A child will walk up to
you and ask for your autograph.
After "The Wasteland Survival Guide" (if Moira published the book): Wastelander
hunting a mole rat or mirelurk. Dialog differs depending on whether or not the player
completed all bonus objectives. If you say you helped with the book, they will respond
positively or negatively depending on its quality. If you say you never heard of the
guide, they will provide a copy. Can also kill them for a copy.
After "Reilly's Rangers" (if Donovan survived): Donovan fighting three super mutants.
Save him for a mini nuke.
Before starting "Oasis": Wasteland Merchant talks about the Great One. Then he dies.
Find the "Wasteland Merchant Note" on his body. May already be dead
After "Trouble on the Homefront" (if you drove the residents out of the vault): Find
the following former Vault 101 occupants dead (if they survived your visit): Freddie
Gomez, Pepper Gomez, Herman Gomez.
After "The Power of the Atom" (if bomb detonated): Megaton Refugees attack.
After "The Power of the Atom" (if bomb disarmed): Mr. Burke's hitmen attack.
After "The Superhuman Gambit" (if AntAgonizer survived): AntAgonizer and ants
attacking wastelanders.
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Random Encounters
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Random Encounters
Three Brotherhood Outcasts (or two Outcasts and a robot) fighting raiders.
Two or three Outcasts fighting three Enclave soldiers (or 2 Enclave soldiers and an
Enclave-controlled deathclaw).
A Brotherhood Outcast being chased by one or more deathclaws; two additional
Outcasts rush to aid the first Outcast.
Enclave eyebot on patrol. After The Waters of Life, attacking it may cause a VB-02
Vertibird to appear and investigate.
Three Enclave soldiers fighting four Talon Company mercs.
2-3 Enclave soldiers with 0-1 Enclave-controlled deathclaw.
3-5 Talon Company mercs on patrol. Occurs only if player's level is at least 8.
2-5 Talon Company mercs, depending on your level.
Vertibird landing, dropping off a combination of Enclave soldiers and/or sentry bots,
and then flying away. In certain areas, will repeat over and over again.
Super Mutants
Description Found
A group of super mutants has set up camp with a couple of captives. Occurs only at
"group A" locations in the vicinity of Germantown Police HQ and Vault 87.
Three wastelanders fighting a super mutant or centaur. If at least one survives, they'll
thank the player and hand over an item. Occurs only at "group B" locations in the
vicinity of Vault 87 or Germantown Police HQ.
Uncle Leo, a friendly super mutant. If you tell him you're going to rob him, he'll give
you a dirty pre-War businesswear as a present. If you attack him he'll run away instead
of fighting.
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Random Encounters
One to four giant ants around a toxic barrel with one being bigger than the others.
2-5 brahmins.
A pack of dogs guarding a corpse.
A pack of vicious dogs on patrol.
Mad brahmin attack anyone in the vicinity. Animal Friend perk makes them friendly. If
not attacking you, they can be tipped like most brahmin.
2-7 radroaches around a dead wastelander. The wastelander is carrying lots of food.
Occurs only at night (between 20:00 and 05:00).
A wounded deathclaw stalking a wastelander. The wastelander carries schematics -
deathclaw gauntlet, and is dead when you get to him.
Other
Description Found
You receive the signal of a Chinese Radio Beacon and find a dead Chinese commando
at the spawning point.
Five frag mines placed in a square shape, with one in the center. Initially they cannot
be disarmed but after fast traveling away and coming back you can disarm them.
Five raiders with four of them beating the fifth one (with baseball bats), who is in
undergarments. It seems to be an initiation. If you sneak up and listen closely, you will
hear what they are saying as they're beating the one without clothing.
Exploding UFO overhead, leaving Firelance and 24 alien power cells scattered on the
ground
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Random Encounters
Yellow dots = A points, Red dots = B points (lines are patrol routes), Green dots = Outcast patrol spawn points
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Random Encounters
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Random Encounters
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Random Encounters
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Behemoths
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Best Weapons
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Best Weapons
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Best Weapons
Notes (items ordered by DPS from highest to lowest; doesn't include explosive weapons like Fat Man, missile launcher, and gr
FWE only. Random. May be found on super mutants, possibly only at high levels or late in game. Highest DPS of any weapon in game.
Dropped during UFO encounter (not Mothership Zeta, but a random UFO flyover).
Find it in or near the pool of blood.
Can only be found in the large armory inside the mobile platform at the end of Broken Steel. Better criticals than Vengeance.
Find it by the crashed UFO in the wasteland (with DLC will probably get transported up before you can grab it, so don't forget it when you
Highest dmg/shot of any weapon of this caliber. Can obtain as a reward for Reilly's Rangers, or you can pickpocket/kill Brick for it.
Highest dmg/shot of any weapon of this caliber. FWE only. Can find in the armory or possibly on Super Mutants.
FWE only. Random. May be found on super mutants or as random loot.
Can find in National Guard depot, Wheaton Armory, Hubris Comics (wielded by Mad Johnny Wes). Fort Independence, on The Roach Kin
EVE only. Display case on 2nd floor overlooking the lander. Often has fallen through the case, so can only get with TCL.
Highest dmg/shot of any weapon of this caliber. FWE only. Random. May be found on super mutants or as random loot.
Find it on a shelf in the shooting range after space walk. Fully automatic version of the alien disintegrator.
There is a lot of radiation and feral ghouls in here so be prepared. At end of hallway with radioactive barrels. With FWE it benefits from Py
FWE only. Random. May be found on super mutants or as random loot.
Highest dmg/shot of any weapon of this caliber. Mothership Zeta only. In cargo area. Find the terminal to unlock the safe. Safe is in the j
FWE only. Can find in the armory or possibly on Super Mutants.
Broken Steel only; facility is south of mobile platform. Fires faster than flamer. Doesn't use up ammo as fast as Slo-burn Flamer (technicall
FWE only. Random. May be found on super mutants. Less dmg/shot than L86, but more DPS.
FWE only. Random. May be found on super mutants or as random loot.
FWE only. Can be bought in the Citadel or found on Super Mutants. More dmg/shot than Steyr AUG, but less DPS.
FWE only. Random. May be found on super mutants. Less damage per shot than Victory Rifle or Reservist's Rifle, but much higher refire r
Highest dmg/shot of any weapon of this caliber. FWE only. Random. Only holds two shells and fires them both simultaneously. More po
FWE only. Found in the armory or as random loot.
Only obtainable from his body during "Waters Of Life" and only if he falls near the door. May be impossible to obtain normally.
Carried by Ronald Laren. Can get it by killing him or sending him to the Nuka Cola plant with Black Widow perk (will have to follow him
FWE only. Can find in the armory or possibly on Super Mutants.
Get it from her as a reward for "Stealing Independence" if you give her "A note from Little Moonbeam's father" found in Statesman Hotel (
Highest dmg/shot of any weapon of this caliber. Find it in the Zane house with FWE or on the Drifter at Dickerson Tabernacle Chapel. B
On Prime's corpse after "Jiggs' Loot." Wanda, a similar weapon that was originally cut from the game, may be somewhere in the wasteland
Rifle is another, similar to Wanda. Overall this rifle is the best though, espeically with high critical chance.
Highest dmg/shot of any weapon of this caliber. Found on the captain at the end of Mothership Zeta.
High level super mutants (like Overlords), some mercs, etc. may carry this.
FWE only. Although the pistol exists in the original game files, it wasn't placed anywhere. FWE puts it in the HQ.
FWE only. Random.
The Pitt only. Find it on Wild Bill's corpse near Wernher's Hideout.
FWE only. Can find in the armory or possibly on Super Mutants.
#1: buy from Moira. #2: locked armory in Rivet City. #3: buy from Crazy Wolfgang. #4: behind framed quote in Vault 101 clinic (during "T
FWE only. Random. May not appear at all.
Can get it as a reward from A3-21 or by pickpocketing/killing him.
FWE only. May also be found as random loot. Only holds two shells. Not as powerful as Beretta 470 but better on ammo.
Highest dmg/shot of any weapon of this caliber. Broken Steel only. Safe in ruins of Citadel if you destroy it. Blackhawk (obtained from A
Highest dmg/shot of any weapon of this caliber. The Pitt only. Get it from Everett after turning in 50 ingots.
Easiest schematic to find is at F. Scott Key Trail & Campground. #2 is found by completing "Council Seat" in Bannon's favor. #3 is on was
Easiest schematic to find is bought from Tulip in Underworld. #2 is on a workbench inside MDPL-13 power station. #3 is reward from Abr
Highest dmg/shot of any weapon of this caliber. Find at the end of Operation: Anchorage in the locked armory.
Highest dmg/shot of any weapon of this caliber. Find at the end of Operation: Anchorage in the locked armory or as random loot.
Easiest schematic to find is bought from Boutique Le Chic in Tenpenny Tower. #2 is reward from Hannibal Hamlin for "Head of State." #3
#1 schematic is reward from Vance for "Blood Ties." #2: bought from Lucky Harith. #3: in a red Brotherhood Outcast shack, directly west
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Best Weapons
Highest dmg/shot of any weapon of this caliber. FWE only. Normally found at high levels; found them on Talon Company troops at Fort
Highest dmg/shot of any weapon of this caliber. Point Lookout only. By the time you get here (usually at higher levels) this weapon will
Find on Junders Plunkett who is at the Arlington House if you have Lawbringer perk. Possibly more useful than Deathclaw Gauntlet in VAT
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Best Weapons
Found
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Best Weapons
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Companions
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Companions
Notes
Karma requirement isn't as strict with FWE. Just don't be good.
You may find him elsewhere. He won't die with FWE after recruitment (can die before). If he dies "Puppies" perk le
Karma requirement isn't as strict with FWE. Just don't be extreme one way or the other. Will go to Canterbury Comm
Karma requirement isn't as strict with FWE. Just don't be good. Karma doesn't matter if you dismiss and rehire her.
Although no karma is required to buy his contract he may get upset if you are overly evil and attack if you dismiss h
Karma requirement isn't as strict with FWE. Just don't be extreme one way or the other. He will be in the Muddy Ru
Karma requirement isn't as strict with FWE. Just don't be evil. Can only recruit her after gaining access to Citadel.
Karma requirement isn't as strict with FWE. Just don't be evil. Can only recruit during/after "Finding the Garden of
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Companions
Recruited
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