Fallout: Brotherhood of Steel Official Strategy Guide/Vault

A transcript of the "Vault" section in the Fallout: Brotherhood of Steel Official Strategy Guide.

<!-- (58) Vault: Residence Vault: Residence Descending into the cavernous fallout vault, you are taken aback by the sterile paradise the Vault-Tec employees tried to craft for themselves. Lush, hanging gardens provide fresh air, libraries maintain the human record (or what's left of it), and gathering spaces offer social interaction for the survivors.

But something's not right. There's something down here. Something the mutants want enough to mercilessly slaughter everything in their path to get. And if you want to halt the advance of the mutant species, and ensure that humans stay at the top of the food chain, you better find it first.

(59) PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

58 As soon as you step into the vault, use the save game console.

Kill the mutant and activate the control column in the corner. [2] Make your way back to the main hallway and pass through the deac-tivated laser gate.

Kill every mutant you find traveling through the residence areas, even the one in the toilet. Leave no mutant behind.

Mutants and Robots are in the middle of a fierce struggle. Wait for them to whittle down their numbers, then finish off the rest. Broken Security Robots often leave behind computer parts. Collect them.

Head north until the passage spills into a large room. Use the save console in the southeast corner. Start clearing out this room and head for the northern wall.

Use the northern door to enter Residence Two. [6]

Use the console in the northeast corner [1] to open the doors. Press both the left and right buttons. Use the door to west, then head north.

A laser gate halts further

progress, so cut down the corridor to the right. Continue down the passageway and enter the room with the open door.

Continue until you reach the park, noted for its greenery in an other-wise sterile, techno environment. A swarm of mutant Roaches has taken over the place. Exterminate them, then head south, as you cannot yet open the door to the north. [3]

Use the unlocked door. [4] This sector of the residence area is alive with mutants and Security Robots. After you cut them all down, follow the corridor until you reach the crossroad. [5]

(60) Vault: Residence Residence Two Use the save game console here [1] before taking the door to the north. Several mutant Roaches have nested in the second residence block, so be on the lookout for anything that moves.

You'll soon stumble on a large table. [2] Check the table for a clipboard, and read the message about the system malfunction in the residence library.

Pass the table. Several data tape shelves block your route. Use the console, and push the left and right buttons to move the shelves.

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PRIMA’S OFFICIAL STRATEGY GUIDE

60 Malfunctioning shelves block your path here. Use the console, but press the middle button first. Then press the right button to clear the way.

Look for the blue-hued room to the north of these blocked rooms. Check the body here for another clipboard. [4]

With the keycard, open the door to the west and return to Residence One. Head northeast to yet another

series of data tape shelves. [5] Activate all of the shelves, so they're at the bottom of the screen, to open the one of the smaller rooms to the south.

Run to the newly opened room and collect the keycard. [7] If you like, you can open the other two rooms and search for sup-plies. Retract all of the shelves to open the next room.

To open the final room, imagine the shelves as binary code. Arrange them in this sequence, from left to right:

110100100. (1 is extended, 0 is retracted.)

Follow the long corridor, fighting Roaches as you go, until you come to another series of shelves. Use the console and press the C button, then D.

You're now standing in the library. There are three rooms to the southwest, all blocked by data tape shelves. [3]

Residence One Head down the corridor to another park, which is occupied by mutants and a Super-Mutant Lieutenant. Take them out, then head north to reach the third residence block. Return to the central park. Head for the locked door to the north and open it with the keycard. [7] There are some bugs waiting for you.

(62) Vault: Residence The lights are low in here, because a malfunction is affecting the power. Several of the doors are locked, too, affected by the energy problem.

There are several mutants along the way. Cut them down and start heading southwest.

The room here is locked, but you need to use the control panel behind the door. [2]

Residence Three Continue east through a series of chambers, use the save console [3], then turn north. You'll head west, past a locked door with a horde of Security Robots behind it. Keep mov-ing down this corridor until you reach a room full of computer equipment.

Check the ring of consoles. Zero in on the flashing red light and activate the button. [4] This restores power to the facility.

Before heading back the way you came, check the small room to the northwest for supplies.

Use the save point in the next room [1], then head east.

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PRIMA’S OFFICIAL STRATEGY GUIDE

62 Head back down the corridor, but be ready for the Security Robots. Restoring the power unlocked the door holding them back.

You must get back to the room with the control panel that was locked. But the hallways are now booby trapped. Laser gates criss-cross the passageways. If you touch one, it will kill you instantly. [5]

Fortunately, the laser gates aren't yet fully functional. They blink on and off, so you must time your movements to safely slip through. Also look for gates that don't completely turn off. Sometimes, the lower laser is always active, so you must jump over it.

After you pass the laser gates, unlock the small room. Use the control panel in here to activate a tiny Robot. [6]

You now have full control over this little Robot, but be careful–it can't take much of a beating. Should the Robot get wrecked, a new one will spawn where the original one started.

Scoot the little Robot under the laser gates you just came through.

Head for the room directly across from the one that contained the mass of Security Robots. [7] Head west and zip under the unblinking laser gate.

Watch out, there's a mutant right there. However, he's pretty stupid, so just lead him into the laser gate. There are a few more mutants around that will fall victim to the same ruse.

Once the mutants are gone, head down the corridor to a small room full of computer banks.

Look for the flashing red light. [8] Zoom over to that bank and press the action button to deacti-vate all of the laser gates. Control then returns to your character.

Take off for the spot where your little Robot buddy deactivat-ed the laser gates. Pass the Robot, then head for the room to the north.

(64) Use the control column here [9] and backtrack along the corridor. When you reach the room with the deactivated, single laser gate, turn north.

Check the black control podium behind you. [10] If you activated all the control columns, the plat-form is low enough for you to jump on. Hit the switch here and enter the hub. [11]

Vault: Residence Residence Hub There's blood everywhere. [1] Save your game, then take the passageway to the north. You enter a large room, full of com-puter terminals. Another black control podium sits in the center of the room. Walk around the podium to meet Attis. [2] Work your way through the series

of rooms here, clearing out mutants and Security Robots. The final door spills out into the residence hub, but it's locked.

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PRIMA’S OFFICIAL STRATEGY GUIDE

64 Attis is a mutant General, and he packs enough firepower that he doesn't need the army he's got with him. Attis isn't terribly dif-ficult to defeat, but the peanut gallery isn't helping the situa-tion. Look for the control console [3] in the northeast corner of the room. Press the button to repro-gram the Security Robots to fight on your side. To unleash a Robot, use the terminal to the south.

Just when you think you've beaten Attis, he starts playing dirty. His mutant thugs overtake you and Attis lops off one of your arms to keep as a souvenir. He then hurls you into the abyss. [4]

Multiplayer Tips There are a couple rooms within the Vault that require two people to open. On each side of the door is a switch that must be thrown. One person cannot do it, so if you want to get your hands on the booty behind the door, you're going to need a second body.

Several Mutants are waiting within. Deal with the savages accordingly and make for the treasure. Your reward for team-work is a few thousand caps, which will go a long way to that Laser Rifle you had your eye on. The first two-switch room is in the far corner of Residence Three. Have each player grab a switch and throw them at the same time. The door will now open.

(66) Vault: Garden Vault: Garden Attis just hurled you into the dark ruins, which are overrun by Radscorpions, with only one arm and a severely bleeding gash wound. Fortunately, a little girl named Mary, happens upon your body and agrees to lead you to the last bastion of humanity in the vault.

The Ruins You must follow Mary through the maze of ruins. Because of your injuries, you're incredibly slow and steadily losing health. Mary gives you some Stimpaks to help, but you'll need more than her stash to survive.

Mary takes off, but if she gets too far ahead, she waits for you.

There is a Shop-Tec in the next room where you can buy Stimpaks for the journey.

As if the wound isn't enough to slow you down, Radscorpions attack from every angle. Smash them and contin-ue following Mary until you reach the last door.

Medical Bay When you wake up, you're feeling much better. The humans have completely healed you–and they've grafted a brand new arm on to your body.

Talk to Patty in the corner [1] to learn about their plight. She knows the mutants are coming, and she asks you to help them escape before it's too late. She needs you to escort a technician to the system that con-trols the vault's ventilation shafts. She gives you her access card to get you started.

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PRIMA’S OFFICIAL STRATEGY GUIDE

66 Head north from the medical bay to meet Ching Tsun, the vault's weapons engineer. [2] Stock up on supplies and ammo, and buy any special weapons he may have.

Medical Bay If you speak to Ching again, he'll ask you to collect computer parts. Sell him any parts you may have for some extra caps.

Next to Ching is Calix, the vault's cen-tral computer system. [3] Calix is more than happy to answer your questions about the vault.

Exit the room and head west until you reach an airlock. Open the lock and enter the garden.

Take the passageway to the northeast until you reach another airlock. Pass through this door to enter the facilities. [4]

Multiplayer Tips The Garden is sort of your last break, your final respite before diving into the foulest depths of the Vault. Make sure you talk to everybody, get the required keycards to use the doors in the park plaza, and clean out any remaining Mutant infestation.

Be sure to stop by Tsun to wheel and deal for sweet weapon upgrades. If one player has col-lected way more caps than the other, this is a good time to share. Buy whatever Stimpaks and weapons you can afford and split them evenly as the road ahead is the one of most resistance.

(68) Vault: Facilities Vault: Facilities Vault-Tec certainly had security as priority one when they built this vault. Security Robots and laser gates were designed to slow down intruders, and if you want to get the technician to the computer room with all limbs intact, you'll need to successfully navigate the treacherous hallways.

Facilities One The technician is waiting for you. [1] Use the nearby save console, then open the door.

A spark-spitting Tesla Robot is patrolling the next room; take it out before it can attack the technician.

Should the technician meet an unfortunate end, a replacement technician will be waiting for you where you met the first one.

The technician sticks to you like glue, so pace yourself.Eventually, you reach a laser gate. [2]

Apparently, the technician is not into finding alternate routes, as he asks you to deactivate the laser gate.

Take the narrow hallway to the north and follow it until you reach a small room with a com-puter console. Use the door here and head east. Robots are every-where. Because the technician will walk through here, you must take out all of them.

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PRIMA’S OFFICIAL STRATEGY GUIDE

68 The technician finally deactivates the Security Robots via the comput-er and unlocks the door to the east, which leads to Facilities Two. [7]

Facilities Two The technician alerts you that you must find two circuit breakers if you want free passage through the rest of the facilities. Deactivate the laser gate and rejoin

the technician. More Security Robots arrive–take them out quickly before they hurt the technician. [5] Head for the large room.

Follow the service corridor to east, jumping over steam bursts. You'll reach a huge room full of Security Robots. This is one of the Robot factories.

Find the fabrication console in the center of the room. [4] Shut down the factory by turning off the three active consoles, then finish off any remaining Robots. Take the door to the southeast.

Follow the technician to the door to the north of the room. [6] Open the door, destroy any Robots, then continue on with the technician.

The technician will begin his work. You must keep the Robots at bay while he works on the computer consoles. Always stay close to the technician, never stray too far to chase a Security Robot. Chances are, another unseen Robot will swoop in and hurt the technician.

Head to the other side of the laser gate and deactivate the beams. The technician will then join you, at least until you reach the next laser gate. [3] Double back and take the door in the southern wall of the passage. Take out the Robots here.

Try opening the door to the west. [1] It's locked, but the technician thinks he can open it for you. Get ready to start blasting, because there are Robots on the other side. Continue west until you reach another door. Open it and use the save console.

(70) Vault: Facilities Head west and open the door. The northern door is locked, but the technician unlocks it for you. Watch out for the Robots in this room.

Take the narrow passage north, then head northeast. [2]

Four cannons, just like the guns that guarded the vault doors, immediately spring into action. [3] Smash the cannons

When the lights come back on, a Security Robot is next to you. Destroy it, and the rest of its kind, before going though the door to the north.

You'll reach a T-junction. [4] Head east, but be ready for the Security Robots to emerge from their produc-tion bays. Take a few out as you go, but to solve the problem, you must shut down the production facility at the end of the corridor.

Double back and knock out any remaining Security Robots, then con-tinue west. Open the door.

Use the control consoles in here to fix the first circuit breaker. [5] Now, backtrack to the room with the four cannons.

Facilities Two and head east until you reach another door.

As soon as you enter the next area, the lights fail. The technician says he's on it.

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PRIMA’S OFFICIAL STRATEGY GUIDE

70 Backtrack to the room where the technician is. Use the door to enter Facilities Three.

Take the corridor to the east. It leads you to more Security Robots and a cannon. The next door is locked. [2]

Look for the computer core to the northwest. [3] Activate it. Congrats, you just switched on all the laser gates.

Facilities Three Use the computer console in the room to deactivate the next laser gate. [4]. Electricity crackles through the

air in here. [6] Carefully avoid the blue bolts and fix the second cir-cuit breaker. [7] Now that you've helped out the technician, back-track to the beginning of this level, and exit into Facilities One. Exit through the unlocked door, and start moving north. Pass through the sets of doors, then turn east.

Use the first save game console you see. There's a broken Shop-Tec vending machine to the east. [1] If you locate the spare parts on this level, you can fix it.

(72) Vault: Facilities Use the computer console in the next room to deactivate the laser gate here. [5]

Head to that room and use the computer console. Return to the side pocket and use the western console, then activate the east-ern console. This shorts out the laser gate to the west.

Take the passageway to the north until you get trapped between two red laser gates. Security Robots start filing down the hall-way. Once you destroy all the Robots, the beams shut down.

Head northwest until you reach a series of green lasers. [8] They're malfunctioning, blink-ing on and off. Time your move-ments through the laser to avoid any unwanted Security Robots. However, the lasers will shut off if the beams are bro-ken several times.

Use the console in the next room to deactivate the laser gate.

Enter this side pocket [7] and use the eastern console, shut-ting down the gate to the locked room to the east.

Eventually, you reach a new kind of laser gate. Touching one of these green beams signals a Security Robot to rush to the area. Enter this area and activate the console to the east to shut down the laser gate blocking the west passage. Head down that corridor.

Continue north and use the next console to switch off the laser gate.

Look for the console in the next room that deactivates the next laser gate. Move east until you find a small area. Use the console to deactivate the laser gate.

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PRIMA’S OFFICIAL STRATEGY GUIDE

72 If you collected any computer parts, take them to Ching Tsun. Head to Patty near the medical bay and tell her you opened the vents. She tells you that mutants are headed for the laboratory. You need to stop them, but you can only access the lab with a special keycard. And where is that keycard? A scientist lost in the ruins has it.

You must get to the central computer in this room, but a laser gate blocks access to the middle of the horseshoe-shaped console. The console to the south deactivates the laser gate. Enter the central comput-er bay and deactivate the lascomput-er gate to the southeast.

Head down the now-open corridor. Four more cannons are trained on you the moment you enter the room. Smash the cannons and pass through the door to reach the facilities mainframe. [11]

You need to access the com-mand console in the center of the room to open the ventilation system, but a special breed of mutants, called Nightkin, will make it difficult.

Nightkin have a unique cloaking ability, rendering them tem-porarily invisible. Track the transparent Nightkin by looking for telltale blurring on the floor. The Nightkin are armed with traditional guns and elec-tricity weapons.

Mainframe Use the save point at the end of this corridor. The next laser gate is malfunctioning. Crouch and slip under the gate when the low beam flickers off. [10] The parts to repair the Shop-Tec are in here. [9] (If you want, backtrack to the beginning to fix the Shop-Tec and buy supplies, then return to this point.)

As soon as you finish off all the Nightkin–and make several trips around the room to verify you didn't miss one hiding in the corner–activate the mainframe.

Now, return to the garden through the door to the west.

Garden Before heading to the ruins, stop by Mary. [6] She asks you to keep an eye out for her mother's lost ring.

Now, head to the central garden park and use Patty's keycard to open the door to the west. [7]

(74) Garden Multiplayer Tips The Vault is protected by Security Robots and laser gates. Touching a laser equals instant death, so watch your step and time your movements carefully.

Hallways full of laser fences can be tricky to navigate with two players. Stick close together so the person in front can complete a full jump or have enough room to slip to safety before a laser goes active again.

The Nightkin are probably the toughest enemies in the waste-land, as their cloaking devices mean you likely won't see them until it's too late. In areas infested with Nightkin, don’t stick close together. Since Nightkin become visible just before they attack, there's a good chance you can get in an attack when they appear to swat your partner.

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PRIMA’S OFFICIAL STRATEGY GUIDE

74 Vault: Ruins Vault: Ruins The ruins stretch out in every conceivable direction, dark passages spinning into the depths of the earth. The wreckage of lost humans is everywhere, a reminder that there is still much danger ahead.

Ruins One The first block of ruins is a labyrinth. We've traced the path you need to follow on this map, starting from the entrance. [1] The exit to the second ruins area is in the northwest corner. [2]

If you want to find Mary's ring, it's to the east in this room [3]. Once you have the ring, take it back to Mary for a reward of caps and experi-ence points.

(76) Vault: Ruins Once you deal with the huge Deathclaw monsters, look for the wall of windows. There is a bank of computers on the other side. [3] The switch for the locked door is next to the computer bank. Use your ranged weapon to flip the switch.

Try to exit the room. The door is jammed. There's a power box along the north wall. [4] Bash it with your melee weapon a few times. Starting from the door from the

garden [1], head northwest

through two doors. There are many monsters in these hallways, so be ready for them.There's a third set of doors, but they're locked from the other side. [2] Enter the room to the west.

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PRIMA’S OFFICIAL STRATEGY GUIDE

76 Follow the corridor until you reach a save console. Pass through the door

here and head for the crater. [7] From the entrance [1], head north-east until you reach the Deathclaw nest. Take out the Deathclaw Babies and continue on until you reach the crater edge. [2]

Ruins Three Walk through the open door and enter the next room. The door to the east is locked [5], but bashing the Super Computer 1B in the north-west corner opens it. [6]

As a result of your quick fix, the lights fail and red emergency lights kick in. Exit the room through the eastern door.

This area is infested with mutant bugs. Take care of them, then move west to find the door out of this area. [8]

(78) Vault: Ruins This looks like a decidedly unwel-come place to be. And, of course, it's where Dubois, the scientist, is standing. [1] Begin talking to Dubois, but your conversation is cut short when the Mother Deathclaw swoops in and swal-lows him whole. That means the keycard Patty sent you to find is now in the belly of the beast.

Scientist Found Once you take care of the Deathclaws, take the exit to the west. [5]

Eventually, you'll reach two radioactive pools, guarded by Deathclaws.

You'll pass through an area where several humans died. Take whatever supplies you can find, then continue south.

The Mother Deathclaw is not pleased to see you. Take her out, then head northwest, past another nest, until you're in the corner of the cave. [3] Turn east. Stop at the save point and then head south. [4]

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PRIMA’S OFFICIAL STRATEGY GUIDE

78 The Mother Deathclaw is fast and vicious. She can heal herself by sitting in one of the radioactive pools. [2] Keep on her, striking with your melee weapon. When she heads for one of the pools, shoot at her to lead her back into the fray.

Once you've defeated the Mother Deathclaw, scoop up the keycard. Exit back into Ruins Three and backtrack all the way to Ruins Two.

Look to the east for the door, next to a save game console, that leads back to the gardens. [11]

Ruins Two Follow the path back to the exit into Ruins One. Unfortunately, the door is stuck. The alternate route is to the east.

Open the door leading north. [9] When you reach the edge, look for the pipes crossing the ravine. Cross the short pipes jutting out diagonally [10] and continue along the edge of the crater until you reach the next set of rooms.

(80) Uh-oh. Looks like the mutants found a way into the garden. Follow the cow pens around until you reach the park.

Defeat the mutants in the park. Try not to get held up in the water–these mutants are fast.

Head for the door to the laboratory against the south wall. [8]

Multiplayer Tips The Ruins are full of massive Mutants and destructive Deathclaws, all with a singular purpose in life: kill. Many of the Mutants are packing serious fire-power, so if you want a better chance for survival, you need to cooperate.

The second two-switch room is in Ruins Two, just to the left of the exit. Position one player at each switch and thrown 'em together.

There is another two-switch door here. The spoils are in the footlocker in the corner of the room. Not only will you find caps and rocket ammo, but two pieces of Power Armor–the best, most powerful armor in the entire game.

Vault: Ruins Garden There are no Mutants in this room, but the present threat is just as deadly. There is a series of laser fences that will instantly kill you if you touch them. Fortunately, just the bottom beam is active, meaning you can jump over them. But the space between each laser is tight, so be precise with your jumps.

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PRIMA’S OFFICIAL STRATEGY GUIDE

80 As soon as you enter the lab, save your game at the nearby console. There is a laser gate to the west. Use the computer console [1] to shut off the gate and pass through.

Head north through another door until you reach a small room with a door to the north and one to the east.

The door opens into a massive underground monorail terminal. Enter the terminal and head west. Pass a huge console and open the door to proceed farther into the terminal. [3]

The door to the east leads to a tiny room full of supplies. Collect the supplies, then take the door to the north. [2]

Nightkin lurk in the shadows here, but look for blurring to find them. Follow the hallway until you reach another door heading north.

Vault: Lab Vault: Lab You're close to discovering the terrible secret of the vault,hidden somewhere in the sprawling science complex.The network of labs reveals the results of horrible experiments,the sort of science that lead to the Great War.You know Attis is down here somewhere,one step ahead of you in the search to uncover the ultimate weapon in the fight between humans and mutants.

(82) Vault: LaB Turn southwest and follow the edge of the terminal platform, past a save console,and to an exit leading to Lab Two. [4] The door is

programmed to only open for scietists,which you aren't. Perhaps you can fool the retinal scanner?

The nearby mutant seems to have recently come into some human scientist eyeballs. Smash the mutant and use the eyes to unlock to door.

Use the save console inside the door and follow the hallway. Pass through the two doors. [1]

Open the door to the north. Use the next door in the northeast corner.

Open the northern door here and follow the passageway until you reach a save point. [3]

Take the door to the west and use the computer console [2] to remotely control a security cannon in the next room. Mow down the neighboring mutants with the security cannon.

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PRIMA’S OFFICIAL STRATEGY GUIDE

82 Head southwest, killing bugs and mutants along the way, until you find the door to Lab Three. [5] Enter the room to the north. Look for the door to the east, but beware of the radioactive vats in the floor. They spawn mutant Roaches.

Follow the path until you find three laser gates holding back Deathclaws. Two nearby mutants deactivate the lasers, releasing the monsters. [4]

Return to the corr idor. The Deathclaws and mutants are tear-ing each other apart. By all means, let them.

Head back to the Deathclaw pens. Enter the room south of then pens. Look for the computer console with the dead body draped over it. Lift the wedding ring off the corpse. [6] (The date inscribed on the ring: 9-2-9-2-0-0-1.)

Turn south. When you enter the room, you'll see a mutant getting thrashed by a Deathclaw

in the next area. Activate the com-puter console [7] here to release a nerve agent into the area with the Deathclaw. This weakens the beast.

Take the door to the south and finish off the Deathclaw. Inside the Deathclaw's belly is a half-digested scientist. Swipe the keycard from the body.

Head back to the door to Lab Three. Use the keycard with the console. At the prompt, enter the numbers from the ring. 9-2-9. This unlocks the door.

(84) Vault: LaB Head to the save game console. There's a Shop-Tec vending machine to the north, against a pillar.

Open the west door [1] and follow the hallway until you reach a computer console.

Access the computer console to open a robot fabrication program. If you have enough caps, the com-puter will provide you with a robot helper in the next room. (It's full of mutants.)

Enter the next room. The doors lock behind you. To escape, you must kill all of the mutants in here. This is when your robot helper comes in handy—these mutants are fast and angry.

After you dispatch the mutants, the door locks release. Take the door to the east [2] and follow it around until you reach the next door. There's another computer console here. You can buy another robot helper for the next room.

Again, the door locks as soon as you enter. Wipe out the mutants to unlock the doors. Head east to reach another room like this. [3] Follow the same drill, but look for some raised crates in the southern edge of the room. [4] They contain weapons and supplies.

As soon as the mutants are dead and the doors open, head north. [5] Enter the next room (complete with self-locking doors) and clear out the Nightkin.

When the doors open, take the eastern hallway. On the way to the exit, look for supply crates. [6] One of them contains a Mini-Nuke Grenade, which will prove useful very soon.

Lab Core Save your game using the console here. Open the next door and enter the Lab Core.

Cross behind the large computer console in the center of the room to meet Attis again.

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PRIMA’S OFFICIAL STRATEGY GUIDE

84 Attis is carrying a large energy cannon that does a great deal of damage, but is easy to dodge. What makes him difficult is the cloaking device he lifted from the Nightkin. Use the Mini-Nuke Grenade to take Attis down to 50 percent of his health.

It looks like all you did was make him angry. Attis falls to the floor and begins to mutate and grow even more. When he stands,he's carrying a deadly gun that shears away half of your health with one shot. Keep those Stimpaks at the ready.

Stay on him. When you cut Attis down to 10 percent of his health, he falls victim to his accelerated mutations. He explodes, covering the lab in pieces of glowing, throbbing bio-mass.

Get out of this room. Head back to the door you entered through. The way is blocked by a giant eyeball, pulsing in the heart of a gelati-nous mass. Tentacles erupt from the ground. Take them out, then turn your attention on the eye. You can only damage the eye when it ’s open. Get used to it peeking at you –it reappears a couple of times.

Once the eyes are gone, head for the door. Not so fast. Attis' massive, mutant mouth is blocking the way out. The only way to destroy it is to shoot it when it's open. If you get too close, it will swallow you whole. Sure, it'll spit you out,but with little health left. When you've finished with the mouth, head through the door to Lab Three.

Lab THREE Attis'pieces are still spreading. Head west,then take the corridor south.

There's another mouth here, block-ing the exit. Follow the same pattern here, shooting the mouth when it's open. As soon as you destroy the mouth, save your game and head through the door.

Lab Four Lab Four is also seething with Attis' twisted forms. Poor Patty has been captured by some of the blob. Talk to Patty, who tells you about the decontamination center. Activating the center will initiate a self-destruct sequence.

(86) Vault: LaB Monorail terminal Unfortunately, it's too late to save Patty. Honor her final wish, that you put her out of her misery.

Activate the system and get ready to run. A countdown slowly ticks away as the vault prepares itself for self-annihilation.

Head north and use the keycard to open the door. More of Attis' biomass is guarding the decontamination unit in the center of the room. Finish off the brute once and for all.

You need to take the monorail out of the vault. Head north to enter the terminal.

As soon as you enter the terminal [1], you see that the clock is still ticking. Head south, then start moving east.

(87) PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

86 You'll find mutants galore on this level. Take out only those that are absolutely in your way, as time is of the essence.

There's a train waiting for you at the far east ide of the terminal. [2] Hop aboard and pray that you make it to safety before the base is vaporized in a nuclear explosion. Some congratulations are in order, as you just saved the last of humankind from Attis'mad plan to increase mutant domination via mass reproduction. A second Armageddon has been successfully avoided…for now.

Multiplayer Tips Once you defeat Attis, at least his normal form, you still have to get out of the Vault. This is made quite difficult by the mutating blobs of bio-matter that enshroud doors and block passageways. With two play-ers, though, getting to the surface before the entire Vault goes up in a mushroom cloud is much easier.

The eye blobs aren't terribly troublesome, they just low you down. Quickly slash the tentacles and then turn your attention on the eyeball when it opens. With two guns a-blazin', you should be able to take down the eye.

The blob mouth, though, is a much different story. You can only score damage when the mouth opens up, so one player is going to have to sacrifice themselves for the greater good. One player must run in front of the mouth so it opens. When that player is caught in the mouth's inhalation, the other should open fire. This system will bring the chompers down quickly.-->