Fallout: A Post Nuclear Role Playing Game: Complete Guide

A player's guide to the original 1997 Fallout: time limits, how to build a character that works, a route through the wasteland, the key quests and missables, and the fixes and mods that make it play well on a modern PC.

Researched September 2026 — current as of the Steam release (Bethesda, 2015 listing; original game 1997, patched to 1.1+). Live games change; check the linked sources if something differs.

Quick Start

  1. There's a clock. You have 150 days to find a replacement water chip for Vault 13. You can extend it by 100 days by paying the water merchants in the Hub to send caravans to the vault. Don't dawdle early.
  2. The water chip is in Necropolis. You can go straight for it, but a level-1 character will struggle. Grab some gear and levels first (Shady Sands, Junktown, the Hub).
  3. Intelligence and Agility matter most. Intelligence gives skill points every level, and Agility gives Action Points (AP) for combat. Don't dump either.
  4. Tag Small Guns. It's the most reliable combat skill in the game. Speech and one utility skill (Lockpick, Science or Repair) round out a strong trio.
  5. Save often, in multiple slots. Combat is swingy and some quests can break. Rotate saves.
  6. Aim for the eyes. Called shots (aimed attacks) at the eyes deal big critical damage at a to-hit penalty. They're devastating with high Luck and the right perks.
  7. Companions don't have a party limit. Ian, Dogmeat, Tycho and Katja can all join. Watch out for companions firing bursts through you.
  8. Talk to everyone. Many problems have talk, sneak or tech solutions, including the final boss.

Time Limits Explained

Deadline Details
Water chip 150 days from the start. Extend by 100 days with Hub water caravans
Mutant threat After the chip, the Master and the Military Base need dealing with. In the original 1.0 release this was a hard 500-day deadline (400 if you'd revealed the vault's location to the water merchants), after which the mutants invade Vault 13
Patch 1.1 Extended the mutant-attack deadline to 13 in-game years, so the pressure is effectively gone for a normal playthrough

Treat the water chip deadline as real, and everything after it as relaxed on the patched game.

Character Creation

S.P.E.C.I.A.L.

Stat What it does Target
Strength Carry weight, melee damage, weapon strength requirements 5–6 (power armor adds more)
Perception Ranged accuracy at distance, sequence, spotting 6–8 for gunfighters
Endurance Hit points, resistances 4–6
Charisma NPC reactions and some prices. Fallout 1 has no Charisma-based companion limit 2–4 is fine
Intelligence Skill points per level, dialogue options 7–9
Agility Action Points and Armor Class 8–10
Luck Critical chance and many hidden rolls 6+ for a crit build

Traits (pick up to two)

Skills to tag

Key perks

The level cap is 21, so plan your perks.

Combat Basics

Gear progression

Stage Weapons Armor
Early 10mm pistol, spear, hunting rifle Leather jacket, leather armor
Mid Desert Eagle, combat shotgun, assault rifle, sniper rifle Metal armor, combat armor
Late Laser rifle, plasma rifle, rocket launcher, miniguns Combat armor, Brotherhood/power armor

Suggested Route

  1. Vault 13 cave (tutorial): Kill rats, get your first XP, and head out.
  2. Vault 15: Needs rope for the ladders. You'll find mostly clues here, and it's dangerous early.
  3. Shady Sands: Recruit Ian (a very good early companion). Help with the radscorpions, and rescue Tandi from the Khans (missable if you leave too long or anger the Khans).
  4. Junktown: The Killian vs Gizmo conflict. Recruit Dogmeat (he takes to anyone wearing a leather jacket, like his old master). Good early trading.
  5. The Hub: The trade center. Pay the water merchants to send caravans and extend the water chip deadline, take caravan jobs, and pick up the deathclaw and Old Town quests.
  6. Necropolis: Ghoul city. The water chip is below, in the Vault 12 area. Returning it to the Overseer ends Act 1.
  7. Brotherhood of Steel (Lost Hills): Earn entry by retrieving a holodisk from the Glow (bring rope and plenty of Rad-X/RadAway). Their armory and tech are the best in the game.
  8. The Boneyard (Los Angeles): Adytum, the Blades, the Regulators, the Gun Runners and the Followers of the Apocalypse. There are many quests and recruits here (Katja). Tycho is found in Junktown.
  9. Mariposa Military Base: The FEV vats and the mutant army's source. Destroy the vats (explosives are the usual method) and get out.
  10. The Cathedral / the Master's Vault: Confront the Master.

Beating the Master

The Military Base and the Master are both needed for the good ending.

Missables and Consequences

Running It on Modern PCs (Mods and Fixes)

Tool What it does
High Resolution Patch Modern resolutions and windowed mode
Fallout Fixt Big community fix and restoration mod for Fallout 1, with bug fixes, restored content and optional tweaks
Fallout Community Edition Open-source reimplementation of the engine (needs your game files). Modern OS support, widescreen and quality-of-life fixes
Fallout Et Tu / Fallout 1in2 Community projects that run Fallout 1 content in the Fallout 2 engine, gaining its engine improvements

Pick one approach: a light fix (high-res patch) or a full overhaul (Fixt, Community Edition or a port). Back up your saves before switching.

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Fallout 1 still worth playing? Yes. The writing, choices and atmosphere hold up, and mods fix most technical issues.

Is there really a time limit? Yes, 150 days for the water chip (plus 100 from Hub caravans). The later mutant-invasion deadline was relaxed by patch 1.1.

Where is the water chip? In Necropolis, below the ghoul city.

Can I recruit Dogmeat? Yes, in Junktown. Wearing a leather jacket helps him warm to you.

What's the best build for beginners? Intelligence 7+, Agility 8+, Perception 6+, and tag Small Guns, Speech and Lockpick. Gifted and Small Frame (or Finesse) as traits.

Do I need Fallout 1 before Fallout 2? It's not required, but Fallout 2 is set decades later and references your Vault Dweller's legacy.

Sources