Fallout: Brotherhood of Steel Official Strategy Guide/Carbon

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

Transcript
<!-- CARBON: Mosey into Town Every adventure has to start somewhere, and yours begins in the absolute armpit of what's left of America post-apocalypse: Carbon. The bombed-out burg has seen better days (such as, before everything started glowing), but now an army of killers, known only as the Raiders, have taken control. Answering only to their dominatrix queen bee, the Matron, the Raiders terrorize Carbon's citizens.

Carbon's only hope is the Brotherhood of Steel. But they're nowhere to be found. That leaves the salvation of Carbon up to you and you alone. Scavenge whatever weapons and supplies you can find as you explore the town, because the Raiders are legion, and lady luck took the first train out of town.

Meet and Greet Take a moment to see the sightsbefore jumping right into saving mankind. Walk the perimeter of the town square, and check every alley. You'll find boxes and lock-ers that you can break open. If you're lucky, you'll find supplies. Once you've taken the dime tour, follow the road north to meet the first of Carbon's colorful charac-ters, Jesse the Trader. His

Winnebago of weapons will be your first stop after you manage to scrounge up some cash. So, until then, keep on moving north until you reach the Atomic Diner. [1]

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PRIMA’S OFFICIAL STRATEGY GUIDE

8 Now, enter the diner to start roughing up Raiders.

Ruby, the local entertainer, is standing out front, offering her, uh, wares. Chat her up and you'll receive your first quest–clear the drunken Raiders out of the diner. As soon as you tire of Ruby's scintillating conversa-tion, bid adieu, and equip your paladin-to-be with the Iron Gloves and Home-Made Pistol in your inventory.

Armpit, the aptly-named bar-tender, is getting harassed by a few drunk and disorderly Raiders. Perhaps if you clean house, he'll do you a favor in return.

Head for the center of the bar, and start laying Raiders out with your fists. You can stand back and shoot them, but it's better to con-serve ammo right now. You'll have plenty of opportunities to test out your bang-bang soon enough. The Diner The Diner Now that the joint is empty, go talk to Armpit. He'll tell you about the Mayor of Carbon, who is now standing just around the corner of the diner's entry.

The Diner Favor for the Mayor You can find Richard, the Mayor, just north of the diner. [2] He's standing next to a save game con-sole, which you should definitely make good use of. Talk to the Mayor, who will regale you with the town's sad tale. Be sure to ask him about the Brotherhood Paladins. He knows where they are, but he wants you do something for him before telling you.

Apparently, the Raiders aren't Carbon's only problem. Giant, mutated insects, called

Radscorpions, have infested the town's warehouse and Richard wants you to play exterminator. He'll give you the key to the warehouse, and point you in the right direction.

Dr. Feelgood Dr. Feelgood Before heading to the warehouse, which is east of the crossroads, stop by the local doctor, Vidya. She's just around the corner from the diner entrance, behind the over-turned cars. [3]

Vidya also has a favor to ask. She needs medical supplies to help the citizens of Carbon, but they're inside the warehouse. Agree to grab them for her, and if the Raiders in the bar busted you up at all, Vidya will heal you, free of change. Once you finish the Raiders in the

center, clear out the rooms surround-ing the bar, keepsurround-ing an eye open for boxes that may contain supplies.

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CARBON: Mosey into Town Now, make for the warehouse. It's south of the Mayor's office. [4]

The Warehouse The first area is a big, open room. Several Radscorpions and rats make their home in here. They're not shy about attacking you, just use your pistol to deal a little damage from afar, then move in and finish them off with your fists.

Once you've eliminated the pests, check out the two rooms against the wall of the warehouse entrance. There are supplies in the lockers. Also, be sure to pick up any Radscorpion tails you find. Armpit will pay ten caps for each of them.

Just inside the warehouse is a save game console. [1] Be sure to save your progress often, as the bugs you've been asked to stomp are tougher than the mob of drunk Raiders.

As you attack the Radscorpions, snag their tails for extra cash!

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PRIMA’S OFFICIAL STRATEGY GUIDE

10 Make your way northwest, carefully stepping around the green toxic waste. Search the shelves along the wall to find bullets and Stimpaks. Pass through the garage door. [2]

Clear out this area, and use the next door. Head southeast and fight down the short corridor to reach the second part of the area. In the southeast corner, you'll find additional sup-plies, but you must fight the rats for them first.

There are more supplies in the southeast corner of this room, beyond the boxes. Keep beating on Radscorpions until a message says there are none left. Then exit through the door in the northwest corner.[3]

More Bugs Look to the right. [1] That's a big box–and it's blocking your way. Unfortunately, you can't move it just yet. Besides, there are plenty of Radscorpions in the new area that need to be dealt with.

(12) CARBON: Mosey into Town Once you clear this room, follow the corridor to the southeast. A massive, glowing Radscorpion is in your way. [2] Use your gun to take it out, as it can give you radiation poisoning just by touching you.

You'll find a citizen under siege from Radscorpions. If you act quickly, you can save the poor guy and get a reward.

Now walk down the corridor, past the blocked office, until you find a discolored patch in the wall. Use your fists to break through the weak spot. Kill the

Radscorpions in the office.

Follow the corridor farther down to another blocked-off office. However, be ready for a swarm of rats to pour out of the pipe behind you. Retreat to the main room, and use

the door in the northwest corner. [3]

The next office is full of

Radscorpions. Clear them out, then use the door to enter the next office. Use the save game console past

the toxins.

Inside, you'll find a new breed of Radscorpion. This green meanie spits toxins at you, so dodge its attacks and pump it full of lead. Once the spitter is finished, use the stairs to reach the second floor of the warehouse. [4]

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Fortunately, there are no surpris-es waiting for you at the top of the stairs. Wait here to heal up, and rummage through the lockers to find supplies. [1]

Head west, down a dead-end corridor to find more supplies, guarded by a Radscorpion. Head back east and you'll find yourself on a catwalk looking over the first floor of the warehouse.

Make for the orange crane and activate it. [2] This will remove the giant crate that was blocking your way earlier.

The entire area is swarming with rats of all sizes. Watch out for the large, fleshy

variety, as their bites deal far greater damage than the smaller mutant mice.

Go through the next door. A spitting Radscorpion makes whacking the regular Radscorpions a chore, so kill it first, then bash the regular bugs.

Keep an eye on the red, explo-sive containers. They can go off when shot, doing damage to any-thing nearby–and if you're not careful, that will include you.

(14) CARBON: Mosey into Town Basement You're not alone here. There's one last Radscorpion you must deal with to honor your bargain with the Mayor. And it's the biggest B-movie of a scorpion you've ever seen. This is one raw deal that keeps getting rawer, doesn't it?

Your gun is useless at first. The colos-sal Radscorpion can block bullets with its claws, so you'll have to get in close. Wait for it to open its claws wide, then rush in and smack it in the face. The Radscorpion will shield its face with its claws, allowing you to work them over with your melee weapons. Keep this up until both claws have been destroyed.

Town Square While you're here, check the nearby locker for supplies. Move west to find a second crane. Turn it on, and it will drop the crate it's holding up. Now, start heading back to the first floor, mopping up any Radscorpions you may have left behind.

In the remains of the dropped crate, you'll find supplies. Equip any new weapons and armor.

First Floor First Floor Rats have replaced Radscorpions as the annoyance du jour. Head back through the hallway until you reach the southwest corner of the area.

Backtrack to the room where the massive crate blocked the door. Kill off the remaining Radscorpion, and head through the new door.

As soon as you close the door on the warehouse, head for Vidya. Give her the medical supplies and, in return, she'll give you experience points and a few caps. (If you'd rather have the cash, take the medical supplies to Jesse. He'll pay top dollar for the drugs, but offer no experience.)

Head for the diner, and talk to Armpit. He'll pay you two caps per Radscorpion tail.

Now, break out the pistol and start shooting. The Radscorpion still has full use of its deadly tail, so keep your distance and never stay in one spot. Pick away at its health until the beast goes down.

As soon as you've beaten the brute, backtrack to the first floor, then head for the door where you entered the warehouse. Be sure to save along the way.

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14 One of you should be armed with a ranged weapon in order to take pot shots whenever possible. The Radscorpion's armor is strong, but every sliver of health you can shave off is critical.

Now, it's time to collect from the Mayor. Tell him you did his dirty work, now it's time to cough up the 411 on the Brotherhood. The Mayor informs you they went into the crater just outside of town, and gives you the key to the old elevator that will take you to the bottom of the crater. The elevator is just to the north.

Before dropping into the big divot, visit Jesse and buy whatever supplies and armor you need. And use a save game console.

The best strategy with two players is to have one run interference while the other pounds away on the massive Radscorpion. While the Radscorpion is distracted by easy bait, you can rush in and bust up those deadly pincers.

Before going to the Mayor, have a chat with Ruby in the southwest corner of the bar. She has a favor to ask you. Apparently, her pretty kitty has gone missing, and she'd really like it back. Take the quest.

Head for the elevator, and get ready for a bad situation to turn worse.

Multiplayer Tips Clearing out the infested ware-house is considerably easier with a helping hand. When rats and Radscorpions try to surround you, one player can clear an escape route while the other blasts incoming creepie-crawlies.

But a wing man is never more useful in the warehouse than when it comes time to take on the big Radscorpion in the base-ment. With two wide-reaching claws that cause mega-damage to a relatively un-armored paladin, this brute takes effort and nim-ble fingers to defeat.

On your way out of this greasy spoon, have a chat with the stranger standing in the north-east corner, the Wasteland Wanderer. If this isn't your first visit to the realm of

Fallout, he should look mighty familiar.

(16) Carbon: The Pit Much like the hell of Dante's Inferno, the deeper into the earth you go, the worse things become. Lowering yourself into the abyss outside of town, into a crater carved by man's ultimate expression of his true nature, you will meet the worst of humankind. In a world where monsters hunt the survivors of the great war, you would expect people to band together. But down here, in the shadow of the surface, people turn on each other, desperately trying to hold on to their own.

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PRIMA’S OFFICIAL STRATEGY GUIDE

You must jump across freestanding pillars of rock, resting only when you reach the largest one on the center. Open the footlockerto find supplies. [2]

You'll pass an overturned truck, drilled into the side of a cliff.

Keep going until you reach the edge. Below is nothing but blackness.

As you walk into town, cross behind the first building on your left. The crates back there hold caps and a Stimpak.

Travel east and you'll find yourself in the sorry remains of the unlucky side of Carbon, the part that was blasted into oblivion. [3] Beware of a new enemy: swarms of mutant Roaches. The skittish beasts are fast and furious, and you'll need to use melee weapons to take them out. As you step off the elevator, quickly survey your surroundings for sup-plies. [1] Check the boxes. Then jump the fence and head northwest.

Continue along the main road, keeping an eye out for an over-turned truck. To the north of the truck is another pickup with a footlocker in the back.

Backtrack to the main road, and prepare for a horde of Roaches by the water pools. Keep on top of them, smashing them with your melee weapons.

Check inside the collapsed building here for the body of Mr. Pussy, Ruby's poor kitty. [4]

Also look for a rusted-out car. The trunk contains supplies. Jump back to solid ground, and

contin-ue east. When glowing Radscorpions cross your path, take them out with your ranged weapons.

(18) Use the overturned car as a bridge to the other side. [5] Jump over the final gap, and save your game.

Turn east, and you'll get back to the street.

Ravines Ravines Take time to explore the shelled-out Carbon. Supplies are hidden everywhere–in crates and boxes and behind walls.

Check the back of the pickup and the trunk of the pink car to the west for supplies.

To the north is the town's cross-roads [6], and a half-burnt house is to the northwest.

Carbon: The Pit Head north until the road ends.

Start west and you'll reach a house. Actually, half of a house. The other half is on the other side of the chasm.

The alleyway between the two houses is blocked by a couple of crates. Break them open and enter the next house.

To make matters worse, spitting Radscorpions hound your every move. Use your ranged weapons to take them out, or just keep moving.

Follow the cliff wall, and you'll reach a save game console and the entrance to the next level. [8]

Continue north. Eventually, you'll reach a series of deep ravines. Residents have been using cars as make-shift bridges to get across the ravines, but sometimes you must jump to reach the next rock outcropping. Enter the house, and clear out the rooms. You'll find an exit on the opposite side. [7]

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PRIMA’S OFFICIAL STRATEGY GUIDE

The Caves The Caves The dark network of caverns is home to a dangerous bunch of bugs, but this first grotto is fairly safe.

Step over the remains of a mam-moth Radscorpion [1] and you'll find a freezer with supplies. Save your game at the nearby console and walk east.

Ghost Town Ghost Town You'll soon find yourself back in Carbon. [2] More supplies are strewn about town, such as the goodies in the freezer to the south. This treasure hunt is not all giggles, either.

Walk gingerly, though, as you'll find yourself in the middle of a Radscorpion nest. The bubbling pods are ready to burst, spilling forth their poison-tailed con-tents, so hug the walls.

Keep an eye out for supplies in the corners.

(20) Carbon: The Pit Mutant Roaches are everywhere and must be dealt with quickly or their bites will eat away at your health. Also, be wary of the radioactive puddles. Should you step in one, use a Stimpak to stop the pain.

Fight your way southeast, and you'll soon leave Carbon behind. [3]

Caverns Caverns Travel west. The narrow passage here [4] is lousy with radiation, so jump from pipe to pipe, moving south.

Turn east and you'll see the light at the end of the tunnel. [5]Use the save game console and exit the caverns.

Meet the Mayor, Part 2 Meet the Mayor, Part 2 As you step in the grotto, you're treated to the revelation that, even in far-flung alternate uni-verses, politicians are crooked. The Mayor has been helping the Raiders all along, and knows that you know his little secret, he's not about to let you leave the crater alive.

The Mayor is a crafty opponent. He has a limitless supply of Frag Grenades that do heavy damage to your weakly armored body, so keep moving to avoid the blast zone. The Mayor also uses the upturned cars as shields, so you'll have to be nimble with your trigger finger to nail him while he's darting between them.

First, take care of the

Raiders working for the Mayor. If you leave them alive, they'll make dealing with the Mayor near impossible. Once the Raiders are gone, concentrate your fire on the Mayor.

Now, you can use his Frag Grenades against him. If you time your dodging right, you can trick the Mayor into throwing a grenade against one of the cars. It will bounce back on him, and take a huge chunk out of his health. And, should the Mayor venture too close, don't be afraid to dash out and smack him with a melee weapon.

Plenty of radiation remains in this corner of the crater. Giant pools of glowing sludge are everywhere. Toxin-spitting Radscorpions nest in every corner. You'll use a few Stimpacks here to combat the effects of radiation, but you can replenish your supply by looking inside boxes.

Soon, you'll stumble upon a lake of radioactive goop, so keep to the edges and maneuver around it.

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PRIMA’S OFFICIAL STRATEGY GUIDE

Should you run low on Stimpaks, head for the corners of the grotto. Bullets and Stimpaks are there for the taking. Once the Mayor is done for, scoop up all the spare Frag Grenades and exit the way you came in.

Back in the Caves Back in the Caves The Mayor's grenades have started a cave in, and you better run as fast as you can to avoid falling rocks. Getting caught under a rock slide does enormous damage.

But the real showstopper is the giant Radscorpion that has returned to her nest. She's pretty displeased about the way you left things, and immediately starts attacking you. Dispatch her the same way you defeated the boss scorpion in the warehouse.

Continue through the collapsed portions of the town, squeezing rounds into the remaining Raiders, and take the elevator back up to

the surface.

Multiplayer Tips When you fought the momma Radscorpion, you had only one target. But the battle with the Mayor at the end of the crater is more troublesome, as he has Raider soldiers running around the grotto, inflicting slow, steady hurt.

You can split the duties and have one player worry about taking down the Mayor while the other picks off the Raiders. Or, if you have plenty of Stimpaks, you can just concentrate on plugging the Mayor.

The Mayor's Frag Grenades are extremely lethal. Thankfully, there are supplies of Stimpaks in the corners of the grotto. Again, sharing is important. If one player gets greedy with the Stimpaks and the other dies, there is no way to resurrect the dead in this area. And the Mayor is tougher to handle alone.

You need to run all the way to the elevator shaft in the very beginning of the crater, avoiding rocks and a minor army of Raiders sent to finish you off.

(22) Carbon: Raidin' Raiders Carbon: Raidin' Raiders Welcome back to Carbon. It feels like you've made zero progress. Helping the Mayor was supposed to hook you up with your brother paladins, but the turncoat did you dirt, and now you're back to square one: this hole of a town. But the place has experienced a bit of a population boom while you were away.

The Raider Matron and her minions have overrun the place. You happen to catch them putting the screws to poor Armpit, effectively cutting off your Radscorpion tail distribution deal. She then leaves behind enough troops to terrorize the townsfolk, and get rid of the nuisance she's heard so much about.

After you leave Armpit, talk to Vidya. She's holed up in the ware-house [1], and refuses to open the door until you do something about the Raiders tearing up the town. If you rescue the unfortu-nate stragglers who are unable to reach the sanctuary and clear out the Raiders, she'll let you inside.

Street Cleaning The Raiders here are much tougher than the mindless thugs in the caves–especially the ones with Flamethrowers. The gas tanks on their backs are flammable (duh), and often explode when you kill the Raiders holding them. So, keep your distance and use ranged weapons on these creeps.

(23) To the west is another gate, but it won't open.

PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

22 From here, just start hitting the Raiders with everything you have. Every citizen you save from the Raiders rewards you with Caps, so hurry it up.

When all of the Raiders are gone, visit Jesse to stock up on weapons and supplies, and then use the key to open the western gate. [2]

As soon as you step through the gate, a group of helpless citizens rushes you. [1] Raiders are behind them. Take out the Raiders and save the townsfolk.

(24) To the left of the gate is a house. [2]

Inside, Raiders are making small talk. Crash the party, and clean house.

Follow the path north and contin-ue emptying the buildings of Raiders. Keep heading north. When you reach the metal fence, follow it until you reach the save game console. [3]Use it, and continue north.

Jump out to the freezer chest on the rock outcropping and check it for supplies. Return to solid ground, then move along the other side of the fence.

You'll reach a wide road, littered with burned-out vehicles and old tires. Raiders are everywhere, using the debris as defensive outposts. Use your ranged weapons to prove there's no hiding from you.

Move south, fending off Raiders and radioactive dogs. Be careful here, as the burning buildings are ready to go up at any given moment.

At the end of this path is a cross-road. [5] Clear out the Raiders here, then retreat north.

Carbon: Raidin' Raiders The flooded area here is overrun with Raiders. [4] Wipe them out,

and then keep moving east. Along the way, keep an eye out for the gas station. Directly opposite of the station is a small alleyway. Dart down the alley to find a chest. [6] Open it up and enjoy your new Flamethrower. Time to fight fire with fire.

Continue north, bashing Raiders along the way. At the north end of the road is a train car and a save game console. Use the console, then enter the train car. [7]

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PRIMA’S OFFICIAL STRATEGY GUIDE

Return the way you came, heading east, and continue along the train tracks. There are two bridges crossing the abyss here [2], but they have been seriously neglected by the city planner's office.

Jump up into the bombed-out boxcar. [3] Beware of the two explosive red barrels in the car. While you're up here, whip out the rifle (you do have a rifle, don't you?) and start picking off the Raiders below.

Try the track on the right. You can make that jump. (But, just in case, use the nearby save point.)

There's a helpless citizen out at the end of the series of rock pillars. Help him out and then return to the bridge. Cross to the bridge on the left to reach the other side of the ravine.

24 This is one train that has long since left the station. The tracks here are completely ruined, twisted beyond recognition. [1]

Follow the train tracks and dis-patch the Raiders. Eventually, the tracks end at a cul-de-sac, where several citizens are trying to fight off a band of Raiders. Come to their rescue, and the survivors will reward you with Stimpaks.

(26) Hop down from the car, and mow down the rest of the Raiders in the eastern corner. Return to the car, and then walk around the other side to reach the ruined bridge. Now, head east and exit the area. [4]

Carbon: Raidin' Raiders East Side There is a save game console right here. [1] Use it and then move south. You'll encounter a group of Raiders "enjoying" a vicious dog fight. Punish them for their deeds and head for the alley to the west.

Inside the house, a citizen is being terrorized by a couple of Raiders. [2] The door is locked, but your presence cues one of them to check outside. As soon as he opens the door, stuff him and rush inside. Waste the Raider inside and save the woman.

Open the next set of doors, leap over the flames, and make your way through the rest of the house, knocking down Raiders the whole way.

Exit the house and continue south. Raiders are harassing citi-zens here, so take the time to help them out. The cowering townsfolk will reward you. Doubleback and take the alley to reach the main road. [3]

Follow the road north. You'll reach another gate.

Off the Raider standing guard over the gate switch [4], and use the gate. Raiders are everywhere in here. Dodge their attacks and deal with them individually.

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26 When you come across footlockers and freezerchests full of goods, take a moment to decide how you want to share the booty. Maybe you alternate treasure piles, or you hand out weapons based on each character's strengths. For example, should Cyrus find some dual pistols, he should give them up to Nadia.

Navigating the minefields by yourself is tricky. With another player in tow, it can be down-right disastrous. Because you must always remain on-screen together, it's easy to trap the slower player in the rear. In the minefield, try to calculate your moves so you don’t activate a mine that will explode seconds later when the other player crosses the same spot.

Multiplayer Tips Carbon is full of two things

– Raiders and treasure. While it's easy to share the demolition duties, it's usually tougher to split up the spoils of war. To the south is an alley. [5] Head down the alley, but watch out, as the burning buildings can cause serious damage when they blow.

Raiders and supplies await you at the end of the alleyway.

Backtrack to the gate and head west. There's another gate here, and the switch is just to the right of it. [6]

Deal with the insurgence, then use the gate to reach the town square.

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Carbon: The Matron The Raiders have been routed–but their wicked queen, the Matron, still lives. Until she has been dealt with in an appropriately violent fashion, the people of Carbon can't come out of hiding. If you want to rid the town of the Raider menace once and for all, you must challenge the Matron to a duel.

The Warehouse Vidya makes good on her promise to let you back into the warehouse. Find her against the eastern wall. Vidya charges you with one final mission: defeat the Raider Matron. She's running her nefarious operation from the heart of the old sawmill just outside the city limits.

Talk to the other Carbon regulars before leaving. Ruby will be happy to get her kitty back, even if the little fella isn't in tip-top shape. Talk to Ruby again to pick up a new quest.

Jesse's trailer is to the south. Do whatever trading you need to do–such as stocking up on Stimpaks–then follow his advice to exit out the garage door behind him.

(29) At the end of this passage is another gate, but it's locked. [4]Wipe out the Raiders here. None of them have the key, so you need to keep moving.

PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

To the north is a battered boxcar. [5] Jump into the car and then cross over to the other side of the fence. Keep an eye out for Ruby's necklace in this area. One of the Raiders here has it.

Keep moving north, following the old rail line until you reach the entry to the Raider's storage compound. [6] Use the save game console before venturing inside.

28 Rail Yard Rail Yard Head west and you'll come across another fenced in area. This is the edge of the old rail yard. Clean out the Raiders, but pay particu-lar attention to the Raider making a break for the dog pen. If he makes it, he'll release the hounds. Cut him down before he reaches the cage.

You step into the northern edge of town. [1] A pack of rabid Raider Dogs is attacking one of those two-headed cows you've seen all over town.

Whip the dogs, check for nearby supplies, and head for alleyway in the northwest corner. [2]

The alley opens into a wide road. The Raiders have peppered the ground with landmines, so watch your step. Setting off one mine

Travel east on this road until you reach a picket fence. Hop over the fence and continue on until you reach the impromptu cow pen. [3]

Dispatch the Raiders guarding the mutant cattle, then head north. can cause a small chain reaction, resulting in devastating damage to your health. Try to stick to the edge of the road, and hop over any mines you come across. (30) The Raider by the barrel has the key you need to open the gate you saw earlier. Rummage through his corpse once you've flattened him.

Save your Stimpaks by leaping up on the gray pallets, and crossing the minefield from a safe height. Once you've cleared the maze, hop down and start whacking Raiders.

Take the key, and head through the chain-link fence to the south. [7]

Carbon: The Matron The compound is a labyrinth of crates and boxes. The passage-ways are lined with landmines. But the journey south doesn't have to be a painful one.

Storage Compound Storage Compound Scoot back the way you came, go to the southeast, and open the gate to move on to the mill.

The Sawmill You begin this level on the out-skirts of a run down sawmill. [1]

As you close in on the Matron's hide-out, the Raiders bring out the heavy artillery. Here the Raiders are packing Shotguns and home-made Machine Guns. Start wiping the floor with these guys, then head west.

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PRIMA’S OFFICIAL STRATEGY GUIDE

Enter the first building, clear out the Raiders, and pick up whatever supplies you can find.

Empty the house of Raider riff-raff. There are plenty of broken walls and windows to snipe Raiders outside on the road. Once you've removed the Raiders, exit the way you came in and move north.

The next crossroads plays host to a deathmatch ring hastily put togeth-er by some Raidtogeth-ers. [4] Inside the ring, citizens are getting tortured by Raider Dogs. Correct this injus-tice. Sneak behind the otherwise-engaged Raiders, and start handing out beatdowns. The dogs will escape, but a few cracks will put them down.

Before leaving the deathmatch ring, be sure to check out the two lampposts. The Raiders have strung up a pair of unlucky citi-zens. If you thwack the lamppost a few times, items will fall from the victims' pockets. Gruesome, yes. But this is survival of the fittest. And you're not the one hanging 20 feet in the air.

Another minefield spills westward. Hug the left wall, and scoot free of harm's way. There's an alley lead-ing away from the minefield here. Follow the path until you reach a door you can open.

You can see the Raider on the other side of the door, but not so obvious is the landmine right next to him. [3] Watch for the little patch of gray–that's the mine.

30 Now, follow the road east, to another minefield. At the end of the field is a collection of wrecked vehicles, loaded with explosives. [5] Three Raiders are ready to stop you from getting any closer to the Matron. Use your ranged weapons to put them out of their misery. Pass through the gate. [6]

Eventually, you'll encounter another gate that you can't open. Head north [2], toward a group of bombed-out buildings.

(32) Carbon: The Matron Parking Lot Immediately save your game at the console. [1] (You don't want to cross those minefields all over again, do you?)

Jesse and his Winnebago are in the center of the parking lot. Jesse informs you cannot enter the Mill grinding area just yet. [2] The mill's security system is still functional, so you must find an alternative way into the facility.

Look around the area for sup-plies, then exit to the west into the storage area. [3]

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PRIMA’S OFFICIAL STRATEGY GUIDE

32 Storage Area There are several more groups of Raiders here, many practicing better ways to kill you. Show them how it's done firsthand and keep moving.

Hop over to the other side of the depot [3], and work your way back down the other side of the old boxcars.

Depot Office Depot Office At the end of the passage is a set of blue doors. [4] They're locked. You'll come back to them, so remember where they are.

Next to the blue doors is a wooden door leading into the office. You can see Raiders on the other side. Follow the wall until you reach the entrance [5], and step inside.

There are several Raiders wait-ing for you, but you should be able to mow them down.

A small platoon of Raiders guards the area. [1] Take them out as you head for the northeast corner. [2] Follow the corridor here to the decrepit train depot.

Move into the room with Raiders in it that you saw just a moment ago. Finish off the Raiders, then flip the switch [6] to open the blue doors.

(34) Carbon: The Matron Don't leave the room without opening the nearby footlocker–it contains supplies and the Vault 13 Flask, which you can give to the Wasteland Wanderer when you get back to town. Ifyou get back to town.

Go back to the blue doors and be ready for Raiders to rush through.

Garage Garage Follow the corridor on the other side of the blue doors. Look for the discolored patch on the wall. [7] Break it down to collect supplies, and then continue on to the garage. [8]

Just beyond the chain-link fence area is a bunch of boxes. They look promis-ing, but beware. They're full of radioactive Roaches. Take them out for the experience points. Use the save game console at the edge of the garage and exit through the set of blue doors. [10]

The old, rusty trucks dictate your path in here. More Raiders guard the area, including another canine lover that makes a break for the nearby dog cage. [9] Take him out first.

Step through the security doors [1] and follow the catwalk past the smaller generators. Heavily armed Raiders are milling about everywhere, so be ready with the trigger finger.

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PRIMA’S OFFICIAL STRATEGY GUIDE

34 The catwalk leads to another set of doors, and yet another catwalk on the other side. The walkway you're on has collapsed, but the catwalk running parallel to it is fine. In fact, it's able to support several Raiders.

Take them out with your ranged weapons and use the twin pipes to cross to the other catwalk. [2]

The security door to the east leads to a Raider compound. It's a dead-end, but you need to clear out the Raiders within to get an important item. Step through the doors and unload into the marauders.

Rummage through the pile of garbage by the door. [3] You'll unearth a key.

Retreat through the doors and head back across the catwalk. Pass through another room, and then you'll emerge on another catwalk.

There's a locked door at the end, and you can't open it. [4] Wait for the Raiders on the other side of the door to finish their con-versation. One of the guards will open the door. Jump him and also wipe out the other Raider in the room.

Continue through the rooms. There is a door at the end of the hall, but it's locked. The only way to open the door is by turning the generator on, overriding the security system.

There's a switch [5] at the other end of the room that opens the door. A Raider will come out–take care of him.

Follow the path to the east to get to the inner ring of the catwalk system.

Circle around until you reach the switchbox for the generator beneath you. [6] Take care of the Raider here, then flip the switch and pray.

(36) Carbon: The Matron Garage Power Surge The generator roars into action, overloading the security systems in the mill. Run back around the inner catwalk, but before you leave, head to the outer rim and clear out the Raiders standing in the corners.

Check all of the footlockers for supplies. Circle back around, and exit the way you came into this area. Head through the previously locked door.

The excess juice from the generator is spilling out of circuit breakers in this room. [7] Be careful of the blue sparks that zap your health away. Carefully slink between the static discharges, and then head out to the gantry.

Two Raiders are standing guard. You can take them on yourself, or you can use the steam valve next to you to boil them alive. If you opt for the steam route, be careful not to walk into the super-heated gas yourself.

Head around the steam bursts. The next area is blocked by more static discharges, so enter the office opposite of you. [8]

Use the control panel to shut off the power. Hurry through the hall. Another walkway leads to a small corridor. The door to the west can be unlocked with the key you found in the trash.

Take everything not nailed down in this room. [9] Move along the gantry and enter the office. [10]

Office Space Save your game with the nearby console. [1] Check for supplies. Cracked steam pipes are spurt-ing heated gas, so walk carefully.

(37) PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

36 Move back down the hallway until you come across the steam bursts. [3] They alternate, so time your passage through the area.

Next, head around the corner. Use the steam valve to shut off the pipes and enter the bathroom. [2] Check the toilets. The middle one contains a stash of caps.

Turn down a side corridor marked by a giant skull on the ground [4], and get rid of the Raider hurling Grenades everywhere.

Farther down the corridor is a hub of transformers. A Raider will fire on you, and blast the transformer.

Take the next hallway. The bro-ken transformer unleashed a series of electrical discharges in this corridor. [6] Carefully move down the hallway, but watch out for Raiders trying to off you while you're busy dealing with the voltage problem.

There is another office complex at the eastern end of this hall-way. Move down there and start clearing out the Raiders. Try not to get caught in the crossfire as Raiders take pot shots from broken windows.

Head southwest to find a door that leads to the storage area. Pass through the storage area, and work your way back to the parking lot.

Take a moment to stop by Jesse's trailer and stock up on armor and Stimpaks. Buy whatever you can afford. Head north and save before going through the door.

(38) Carbon: The Matron Showdown It looks like the deal the Matron made with the Mutant General has gone sour, and he leaves her to deal with you. Speak to the Raider queen, as she'll tell you a little bit about what's really happening around here.

No matter how hard you try, the Matron isn't about to make nice. This is going to end very badly for one of you. If you stay sharp, you'll come out on top.

The Matron wields dual Berettas that can cut into you, no matter how tough your armor is.

When she can't get a good shot at you, she'll start blasting the electrical system, which unleash-es deadly arcs of electricity. Keep an eye out for these.

The best weapon to use here is the Submachine Gun. Never let the Matron out of your sight, and keep

pumping yourself full of Stimpaks. Use the lock-on to keep tabs on her, and fire as quickly as you can. She may look tough, but she can't take many direct assaults from your Submachine Gun.

Once you've taken care of the Matron, lift her guns (she won't be needing them anymore) and exit the way you came in. Talk to Jesse, who is overjoyed that the Matron is dead. Travel back to Carbon with Jesse.

Make sure you talk to everybody before leaving town. If you found Ruby's necklace, give it back to her. Vidya will heal you up one last time. Get any last-minute trading done with Jesse.

The Wasteland Wanderer is wait-ing for you in the northwest cor-ner of the town square. The Wanderer will tell you about Los, the ghoul city over the mountains. If you press him about it, he'll provide you with a map. Before you leave, make sure you give the Wanderer the Vault 13 Flask.

Goodbye Carbon Multiplayer Tips The Raider Matron is one hard lady. Packing twin Berettas and a potty mouth, she can dish out some serious hurt before you even realize your health bar is half-empty.

Consider using the same tactic here as you did with the momma Radscorpion. One player tries to distract the Matron, while the other pops her from a distance. Or both of you can run and bash her with melee weapons, hoping the odds are in your favor.

While Matron may have zero guards, she has positioned herself in a room with plenty of deadly environmental

hazards–namely, the malfunction-ing breakers that spit electrical bolts. Because both players must be on the screen together, work together so one player is not

helplessly trapped behind a box

when lightning strikes.

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PRIMA’S OFFICIAL STRATEGY GUIDE

Los: The Bridge Los: The Bridge Welcome to Los, population: decreasing. The once thriving, sun-soaked metropolis is now an ashen canyon of crumbling buildings and bombed-out bridges. The Ghouls have taken control of the city, seeking to establish a "paradise" free of humans and mutants, where they can rot in peace.

Most Ghouls don't take too kindly to strangers, especially those training to enter the Brotherhood of Steel. Surprisingly, these undead horrors have managed to arm themselves much better than the Raiders, brandishing laser pistols and bombs. Where they got these weapons is just part of the mystery that must be solved before leaving Los.

Apparently, the Ghouls are no fans of the mutants, either. You overhear two gossips say that mutant encroachers have been detected at the docks. That's where you need to go, but first, enjoy the hospitality of the few Ghouls that don't want to stain their hands with your blood.

(40) Los: The Bridge Southeast of Harold, next to a tent, is Hieronymus, the local merchant. [3] He has far superior wares than Jesse ever dreamed of stocking, and if you're low on caps to enjoy the finer things, consider Hieronymus' offer to engage in a little bloodsport.

Walk to the northern side of the bridge. Use the save game con-sole [5] and open the gate to the east. [6]

Just to the north of the tollbooth [1], where you step through, is Harold, an old-timer Ghoul. [2] He'll give you the lowdown on Los, as well as request you keep an eye out for, well, his eye. The old man has been going to pieces, and would like as many of those pieces you can find.

The merchant is running a thriving gladiator business and if you're game, he'll enter you in the next competition. The reward for clear-ing out the monsters he's

released in his makeshift arena grows with each successful game, but so do the dangers. The first round is just a handful of Radscorpions, but soon humans will attack you. If you can survive long enough, toxic Ghouls and Deathclaws will come out to play.

Once you've earned some caps and stocked up on supplies, go east to find Giese. [4] Giese is a former engineer who still enjoys tinkering with junk. He'll offer to make you some "custom hard-ware," if you bring him junk and a few caps.

(41) PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

40 Follow the collapsed bridge to the edge, then look for the small alley leading north. [2] Hop the sewage pipe, and head east. Step through the next toll booth. [1] From here on, few Ghouls are interested in chatting. You're in enemy territory, so be ready for anything.

Bridge Town Continue east until a truck blocks your way. Look to the left of the truck for a pipe that stretches over the gaping maw. [3] Your expert platforming skills are about to be put to good use. Tread to the end of the pipe. Now, jump to the other pipe.

(42) Los: The Bridge Ghouls are everywhere, taking potshots at you. Keep an eye out for supplies in the corners, hid-den behind Ghoul outposts.

Eventually, a fence stops you. Follow the fence to the south and jump over the sewage pipe to head east. [5] Use the save

console here before trying to cross the huge hole punched through the bridge.

Follow this until you reach a longer pipe, but be on the look-out for a trigger-happy Ghoul stationed on top of a red car. Use your ranged weapon to cut him down. Keep moving and jump the overturned barrels.

Use the network of pipes to cross the collapsed section of bridge.

Take a breather at the small island [4], then collect some sup-plies and head back to the bridge.

Use the save point here. Follow the path west and get ready to take the bridge by inches.

Carefully jump from pipe to pipe [6], working your way across the maw, and occasionally hop on to the bridge to take out Ghouls and pick up supplies, from discarded footlockers.

Once safely on the other side, go west and clear out the rest of the savage Ghouls. Backtrack to the south side of the bridge.

The stairs to the docks are right here [7], as well as a save con-sole. Save your game, but before rushing down to the waterfront test your faith.

(43) PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

Leap over the barrels and start smashing Ghouls.

If you did it correctly, you're now hov-ering in midair. The invisible path is quite narrow, so use your map and compass to guide you directly east. Try to line it up perfectly, or you'll take a flying belly flop into oblivion.

42 A piece of the bridge will appear to the east. Head for it. Follow the bridge to another save game con-sole, then get ready to jump the pipes again. On the other side of the pipes is an island full of Ghouls.

There are a few stragglers by the rusted truck in the corner, guard-ing a footlocker. [9] Clear out those Ghouls, and open the locker. Jackpot!

Backtrack to the main bridge, save your game, then take the stairs to the docks.

Multiplayer Tips Should one player croak, restore them by using a save game console.

Taking on Hieronymous' gladiator pit alone can get hairy after a few levels, especially when the toxic Ghouls come out to play. With two players, you can rack up extra experience points and level up much faster–and without using as many Stimpaks.

Cross the pipes spanning the gaps together. If one player lags behind, there's a chance the player in front won't be able to complete their jump causing them to plummet into the abyss; and then you have to backtrack to the last save game console for a quick undead fix.

There's a secret area to the east of the bridge, but the path to it is invisible. The hidden bridge is to the east of the save game console. (Save before attempting this.) Stand at the edge of the bridge, then jump beyond the save point. [8]

Leap of Faith If you thought picking off malicious Ghouls in Los was fun alone, wait until you try it with a second set of hands. While you cross the creaky bridge, the other player can use a Rifle to pop the Ghouls that volley shots at you from asphalt islands. Play fair when it comes to sharing the caps and weapons found on the bridge.

(44) Los: The DOCKS Los: The DOCKS Downtown Los, the city where the dead don't stay buried, spiders come out into the darkness, with packs of bloodthirsty Ghouls hiding in the shadows, waiting for their prey. In such hopeless times, even Ghouls need something to believe in, and the docks play host to their spiritual center–a bizarre faith built on the belief that death is hardly the worst thing life can throw at you.

(45) PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

44 To the west, behind the massive crate, is an ice chest full of supplies.

Use the nearby save console [1], then attack the few Ghouls in the immediate area. To the north are some supplies. Start out south-ward, moving around the bridge's support columns.

Break open the crate beneath the hanging man for more goodies.

Continue south. Loot the old ice chest to the south of the two derailed train carriages. [2]

From here, you can look down at the lower docks. Start moving west.

Upper Docks Upper Docks The upper docks are crawling with Ghouls. Head south until you reach some giant crates. [3] Bash them to pieces, but expect a Ghoul attack.

Follow the path as it curves north, and break down the next set of crates. [4]

Use the rail lines as your guide. Follow them north until you reach a fence. There's a section missing, likely melted away by the toxic waste that spills out everywhere.

Before heading into the radioac-tive swamp [5], turn opposite of the fence. Go down the small alley and, after you dispense with the sole Ghoul, open the chest to find Harold's missing arm. [6]

(46) Los: The Docks Toxic Swamp Toxic Swamp Pass through the hole in the fence and start moving north-west, hopping from one island to the next. Make sure you don't dip even a toe in the waste.

You'll reach the backside of a building, adorned with a pair of red doors. [7] Pass through the doors, then through another set of doors.

Before entering the next building, break open the crates to uncover supplies. Enter then building. Save your game, then exit through the doors opposite of the console.

Start heading southeast. Ghouls spring up from the toxic pools, so be ready with a Stimpak and your melee weapon. On the other side of the swamp, pass through the next set of red doors.

Enter the room where the Ghouls are torturing a couple of humans and take them out. [8] Pass through the doors on the wall, next to the hanged man.

Trudge northwest, back across the toxic spills, until you reach another save point. [9] From here, head south until you reach the rail line.

Travel along the lines. They first lead west, then turn south. Take out the Ghouls as you go, and look for sup-plies hidden in corners and chests.

The rail line ends at an old turnstile, the entrance to the Warehouse District. [10]

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PRIMA’S OFFICIAL STRATEGY GUIDE

46 Once you save your game [1], start moving west.

Be wary of the long puddle of toxic waste. Giant rats will leap out of it with no notice. They're easy to kill, but coming in contact with them poisons you.

Turn northbound at the corner and jump over the pathetic barricade [2] the Ghouls erected to slow you down. Start bashing the Ghouls in this area, then dart down the alley to the west.

(48) Los: The Docks An overturned car blocks your way, so move down the eastbound alley. [6] Enter the next building. As you pass between the buildings,

watch out for attackers.

Another long puddle of toxic waste. Head north, past the sludge, and hop over the next barricade.

Move from room to room–passing the first set of red doors you see–until you reach the locked red doors. The Ghouls on the other side will open the door for you. This is your first encounter with laser-bearing Ghouls, so take them out quickly. Lasers do far worse dam-Use the next save game console [3], then go for the building to the south-east. Pass through the red doors. [4]

Try to open the locked doors to the east. This will prompt the Ghouls inside to open them for you. Wipe them out and take their supplies.

The Church The Church Head into the large room to the north, the main hall of the Ghouls' makeshift church. Dodge the Ghouls' laser beams, and clear the room out, pew by pew.

The altar at the front of the room, behind the statue, is really the switch to open the doors to the north.

Exit the church and scoot down the alley to the right. The foot-locker at the end contains Harold's missing toe.

Use the exit to the west [7] to reach the Holding Pens. Double back to the red doors you

passed. [5] Exit the building and use the save point. Take the narrow alley to the north.

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PRIMA’S OFFICIAL STRATEGY GUIDE

48 Take the package and backtrack to the main bridge via the stairwell you passed earlier. While you're up there, return Harold's missing pieces. Harold rewards you with caps, which you can use to buy supplies from Hieronymus.

Give Hieronymus the package. He rewards you with caps and expe-rience points. Don't trade with him, though. You're about to get a better deal elsewhere. Return to Salieri's shop below.

Use the save console [1] before talking to Salieri [2], the trader Ghoul. He'll do business with you, as well as offer you another chance at the gladiator games. It's a good way to earn caps, and by now you should have far better weapons.

Talk to Salieri about how familiar he looks, as he will give you a package to take to Hieronymus, his brother on the surface.

Holding Pens Trader Ghoul Trader Ghoul Salieri is pleased you delivered the package for him and finally cops to the contents of the package. It was a bomb. With Hieronymus out of the way, Salieri is now the sole proprietor of weapons and ammo in Los. As a reward, he offers you a discount on all of his goods. (50) Los: The Docks The gates are locked. Turn south and approach the huge crate. A small pack of Ghouls is holed up here. Take them all out. One of them has the key to the pens. [3]

Holding Pens Holding Pens Leave Salieri and head north to reach the pens, where the Ghouls are keeping humans captive. You need to free these poor people. Not only is it the right thing to do, but each freed human is also worth experience points.

Start opening the pens. Enter each cell and talk to the people to let them know they can safely leave.

There is another locked gate to the north. [4] One of the nearby Ghouls has the key, so mow them down until you find it.

Nail the two Ghouls guarding the switch in the corner, then head into the next zone.

As you step through, Ghoul guards will open fire on you from the sides. Take them out quickly. More humans are incar-cerated to the west, but the key is to the east. [5]

Strike down every Ghoul by the toxic puddles to get the key.

One of the monsters also has the key for the exit gate, so don't stop smashing Ghouls until you have both.

Return to the pens in the west and start freeing prisoners. The guards are well armed, so take them out before they can kill any humans.

Once you free all of the cap-tives, head to the west. Smash the crate here to get the junk Giese needs to make you a weapon.

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PRIMA’S OFFICIAL STRATEGY GUIDE

50 Continue north, blasting Ghouls as you go. Zap all of the Ghouls here, take the key, and exit through the gate. [6]

One of your brother paladins is being held captive in the Church ahead by Blake, the Ghoul Priest. Helping him might cement your entry into the Brotherhood.

Head north to the church doors [7], passing the toxic waste pools.

Enter the church [1] and go to the paladin's aid. [2] The knight, Rhombus, tells you that Blake has the key to his chains. That's Blake's cue to enter, center stage. [3]

(52) Los: The Docks Blake speaks loudly and carries a big stick. Once you finish jabbering with him, he starts taking swings at you. Fortunately, he's slow. Back off and lock-on to him. Start pumping him full of lead or lasers, avoiding his strikes. While fleeing from his attacks, be careful not to step in the puddles of toxins.

Rhombus Get the key to free Rhombus. Talk to the old knight, who is grateful for your help. The paladin knows the way into the Vault-Tec ware-house in the center of town. The key opens the vault.

The paladin can't just tell you where the key is hidden, though. He must lead you to it, so follow Rhombus as he runs down alleys. The old man still has plenty of kick, but you must keep the Ghouls off him.

Finally, Rhombus reaches the secret stash. Too bad a suicidal Ghoul followed you here. It blows itself up next to Rhombus, fatally injuring the knight. Rhombus gives you the key and

Several Ghouls are getting

thumped by massive mutants here, so blast them all.

Use Rhombus' key on the door to the east. Enter the warehouse, if you dare.

Multiplayer Tips Blake, the leader of the Ghoul cult, is one tough hombre. With that massive stick, he can knock you on your rear end without batting an eyelash (Provided he has any left.). Take advantage of having a second player to bring the Ghoul down quicker. Work smarter, not harder.

One player needs to volunteer to be the bait for Blake's ire. Run around the Ghoul, daring him to lash out with his stick. The other player just needs to dart behind Blake and open fire. Using the tag team method will bring him down quickly.

One of Rhombus' rare patient moments. Try to keep up with the old man as he takes damage from ghouls just like you do. Stick together, because if one player lags behind, Rhombus can get too far ahead and find himself cut down by a Ghoul ambush.

charges you with entering the vault. Take the key and backtrack to the bridge so you can talk to Giese. Along the way, more Kamikaze Ghouls will attack you. Cut them down as they run for you.

Giese Find Giese in the corner of the bridge area. Apparently, the engineer has been keeping a secret. He used to live in the Vault. Flash him the key, and he'll tell you how to enter the Vault-Tec warehouse.

Return to the docks via the stairwell.

Warehouse Start moving southeast to reach the Vault-Tec warehouse, marked by the shiny letters "VT" on the side.

Use the alley to the east to reach a small courtyard. It turns out Giese's secret entrance isn't much of a secret.

(53) PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

52 Entrance Entrance As soon as you step into the warehouse, save at the console. [1] There are no enemies here to contend with, so break open the crates for supplies, and equip any new weapons you find.

When you're ready, open the large door to the north. Just beyond, several Ghouls are trying to hold off some Mutants. Take advantage of the chaos to take them all out.

Two towering Mutants are ready to stomp on you when you pass through the next door. Keep back and bring them down with your ranged weapon.

Los: Vault-Tec Warehouse Los: Vault-Tec Warehouse Welcome to Vault-Tec, the nation's leading provider of fallout shelters and home appliances. The Vault-Tec warehouse leads into one of the largest subterranean vaults in the world. But before you can reach the so-called safety of the world below, you must battle your way past Ghouls and an army of mutants that are taking a keen interest in the vault.

Garage Garage (54) Los: Vault-Tec Warehouse After you beat them, take the door to the west.

Check the southeast corner for supplies, but be ready to deal with Roaches, too.

Pass through the door, then move north until you reach the other rolling garage door.

Glowing Ghouls are in the room to the left. Be careful of them, as one touch is toxic. Instead of rushing in, shoot the Ghouls throw the windows. When all that's left of the Ghouls is a pile of glowing bodies, enter the room and check the cabinets for supplies.

Just past the explosive barrels is a weak spot in the wall. Blow the bar-rels and pass through the opening. [7] Use the save point in this room and exit through the next set of doors.

The next area is crawling with Roaches. Some are out in the open, but many are hiding in crates.

Head north until the way is com-pletely blocked by crates and pal-lets. [3] Along the way, Mutants will assault you. Finish them off, then check all of the crates for weapon upgrades. Open all the lockers, then head back to the first garage area. Take the other door. [4]

Beware. As soon as you pass through this door, the Mutants on the other side of the window bay will start unloading their guns at you. [5] Run as fast as you can to the left.

There's a door right there. Open it, and return the favor to the Mutants inside. Check the room for any gear, then move out.

A giant mutant is stationed at the end of the corridor. The room next to it is brimming with glowing Ghouls. Take care of the mutant first, then mow down the Ghouls.

Look for the discolored spot on the west wall. [8] Break it down and take care of the mutants waiting for you.

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PRIMA’S OFFICIAL STRATEGY GUIDE

54 Work your way to the northern wall and use the door. [3] More mutants and mines are on the other side. The mutants fire at you from behind the windows, so hurry past at try to shoot at them from an angle. Use the save game console at the end of the corridor. Open the rolling door and step through.

Mutants and Mines Mutants and Mines The next area offers a potent cocktail of landmines and crazed mutants. Be careful where you walk, and have that ranged weapon ready to keep monsters at bay.

The queen of the Roaches is waiting for you. She's not very strong, so cut her down with your melee weapon.

To the west is another set of doors, and past that is the revolutionary new Shop-Tec system.

If you're low on cash, seek out the nearby Mutants. They usually carry some spare caps.

The motorized trader lets you buy and sell supplies, so stock up on Stimpaks. You're going to go through a lot of them a few rooms down the hall.

Offices When you walk into the warehouse offices, you see a Mutant not play-ing well with others. The object of his irritation? A generator. [1] Smash the Mutant before he does permanent damage to the power supply, then pass through the door.

Once the Roaches have carved a safe path through the minefield, cross it. Save your game at the console to the south, then head through the rolling door. [2]

Walk down the hall until you reach another rolling door. The next room is infested by Roaches, but the lit-tle critters are actually useful this time. The Ghouls have heavily mined the area, and the skittering bugs have a tendency to set them off. Enter the area, then stand back and allow the Roaches to do the dirty work.

(56) Head back to the previous room. You could use the elevator at the northern end of the room to reach the vault [4], but the power is off. You need to find the generator. Go through the rolling door to the east.

Enter the first room on the right. Hit the Mutants hard and fast, then head east.

The next room holds the back-up generator, but it's also home to a

Los: Vault-Tec Warehouse Bang-Bang Head back to the elevator, which is now operational. A swarm of Roaches try to stop you from escaping. Keep pumping yourself full of Stimpaks and swat the bugs with your melee weapon. Once the bugs are gone, the elevator returns–listen for a “ping,” then ride it down to the basement. bunch of bugs. [5] Take out the Roaches, then activate the back-up generator.

(57) PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S OFFICIAL STRATEGY GUIDE

56 You're almost to the vault. There's a save game console just outside the elevator shaft. Use it. [1]

The vault entrance is just on the other side of the next room [2], but there's a small matter of eight

machine gun cannons–all aimed at you.

There are eight cannons lining the walls of this room. The vault door won't open while the cannons are functional, so you must deactivate all eight.

The rocket launcher is a great way to stop them, but if you're out of rockets, you can use your guns. It will take a long time to blast them, and you'll go through lots of Stimpaks.

There is another way to disable the cannons. Break the windows along the walls. Fire at the gen-erators on the other side of the wall. [3] If you fill them with enough lead or laser beams, the cannons will shut down.

As soon as you disable the can-nons, the vault locks disengage, and you can safely pass into Vault-Tec's industrial-strength fallout shelter.

Multiplayer Tips The Vault-Tec Warehouse is a danger-ous place to be alone. With Mutants and Roaches everywhere, it's good to use the buddy system.

Somebody spread mines in some of the darker passages in the warehouse. Fortunately, the erratic nature of the Roaches means they'll set off most of them. However, this can also start a chain reaction, detonating mines until the ones at your feet go off, too.

The turrets that guard the entrance of the Vault can cut you down in an instant. If one player has more health than the other, send them in first and try to take out the power generators behind the windows. While the guns are turned on the stronger player, the weaker character can try to take a few shots at the turrets.

(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.

(61) PRIMA’S OFFICIAL STRATEGY GUIDE

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.

(63) PRIMA’S OFFICIAL STRATEGY GUIDE

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.

(65) PRIMA’S OFFICIAL STRATEGY GUIDE

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.

(67) PRIMA’S OFFICIAL STRATEGY GUIDE

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.

(69) PRIMA’S OFFICIAL STRATEGY GUIDE

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.

(71) PRIMA’S OFFICIAL STRATEGY GUIDE

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.

(77) PRIMA’S OFFICIAL STRATEGY GUIDE

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.-->