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Fallout New Vegas: Ultimate Edition





1,120 Results
For MESG:DESC

NumberEDIDText
1AbilityWellRestedEndMsgYou are no longer Well Rested.
2AbilityWellRestedStartMsgYou are now Well Rested!
3AddictionRemovalMsgAddictions Removed
4AprilMartimerDeadApril Martimer has died!
5AtomicWranglerSlotsMsgSorry, but you have reached the jackpot limit, but feel free to explore the other services here at the Atomic Wrangler!
6AWMDoorOpenedRepairHighMsgYou use your Repair skill to determine that someone has removed a vital component for the door's operation, but you manage to repair the door anyway. (Repair %.0f passed)
7AWMDoorOpenedRepairLowMsgYou use your Repair skill to insert the missing part into the broken door. (Repair %.0f passed)
8AWMHighPerceptionPassFridgeMsgYou notice that the freezer is a little smaller than all of the others. After closer inspection, you find that there is a secret compartment in the back. Unfortunately, it is locked and you are unable to pick it. There must be a key to open this lock. (Perception %.0f passed)
9AWMStashFridgeKeyMsgYou use the key to unlock the secret compartment in the back of the freezer.
10AWMStashNoteFridgeMsgYou see a secret compartment in the back of the freezer, just like the note said. However, you don't have the key to open the compartment. It must be back on the shelf of the storage room.
11BCTrooperHostageMsgFDespite her situation, Private Gilbert remains sullen and defiant. She's tied up to Private Ackerman - freeing one will free them both.
12BCTrooperHostageMsgMPrivate Ackerman looks battered and bruised. He's tied up to Private Gilbert - freeing one will free them both.
13BigSalDeadBig Sal has died!
14BisonElevatorMessageThe elevator is broken, but it looks as though it could be repaired. (Repair 35 or higher required)
15BMDebugOutputNumber%.2f
16BMGetRightOnItMsgRaul: Sigh.
17BMGivePasswordMsgRaul: Yes, they'd have a 1 in 739452466138 chance of guessing it. But we both know that will never happen.
18BMHutRadioBroadcastPathMsgYour voice echoes somewhere below you. A moment later, the equipment around you loses power.
19BMHutRadioBroadcastSummitMsgYou voice echoes from somewhere above, further along the road. A moment later, the equipment around you loses power.
20BMHutRadioBroadcastVillageMsgYou hear your voice clearly just outside the building. A moment later, the equipment around you loses power.
21BMHutRadioDeadMsgThe transceiver is now dead. The connection must have been cut from the other side.
22BMHutRadioExamineMsgA thorough examination of the nearby machinery reveals that the radio is directly linked to another system somewhere in the area, but isn't connected to the overall broadcast hub. It would be relatively simple to patch it into the speakers that dot the area.
23BMHutRadioMsgThe radio appears to be connected to a series of nearby machines. The microphone hooked into it has a blinking button on the side.
24BMHutRadioPatchedMsgIt looks like you can only connect it to one part of the system at a time. Judging from the wires leading from the system, you have a general idea of where your broadcast will be heard. You guess that wherever your voice is heard, an armed response will shortly follow.
25BMHutRadioPatchedStartMsgThe radio remains patched to the broadcast system.
26BMHutRadioPressButtonMsgA second after you press the button, a harsh voice comes over the radio's speaker.
27BMNotDumbMsgLeader: So tru- Hey, that number was the same as the password. What are the odds of that?
28BMPrisonLockedMsgLeader: Good luck getting that door open. It will only open if you know the password, which you'll never guess!
29BMRadioBMDish1MsgTabitha: Fine! You want the equipment here so badly!? Here, I'll let you have a piece!
30BMRadioBMDish2MsgTabitha: I'm not screwing around here. I'm prepared to blow this whole place to hell if I have to.
31BMRadioBMDish3MsgRaul: But you only had me place the one explosive...
32BMRadioBMDish4MsgTabitha: Not now, Raul!
33BMRadioBMStation1MsgTabitha: I know what you're here for! You think you're the first to try to take over this array!? Well guess where the ones who came before you are?
34BMRadioBMStation2MsgTabitha: Dead! That's where they are.
35BMRadioBMStation3MsgRaul: Dead's not a place. You can't go *to* Dead. No one vacations in Dead.
36BMRadioBMStation4MsgTabitha: Shut - up - Raul!
37BMRadioDishHutGetHimThere's an intruder in the dish hut! Get him, you fools!
38BMRadioHelloMsgYou're listening to Black Mountain Radio.
39BMRadioMusicIntroMsgNow, MUSIC!
40BMRadioMusicMsg
41BMRadioOffMsgAs you flip the switch, the radio station goes silent. Only static plays over the speakers.
42BMRadioSegment01a[Rhonda] You're listening to Radio Free Utobitha, bringing truth to Utobithians 24 hours a day! Welcome!
43BMRadioSegment01b[Tabitha] I am in control here!
44BMRadioSegment01c[Rhonda] That was today's and every day's extra special guest, Best Friend Tabitha, supreme commander of Utobitha and Wearer of the True Eyes!
45BMRadioSegment01d[Tabitha] I still miss you, Rhonda. After all these years...
46BMRadioSegment01e[Rhonda] Also joining us from his locked cell is Raul Tejada, master mechanic who can be executed at any time! Hello, Raul. Or should that be "Hola?"
47BMRadioSegment01f[Raul] Uh, either one works.
48BMRadioSegment01g[Tabitha] Today you die, Raul! I command it!
49BMRadioSegment01h[Rhonda] Ooooh, Raul. Supreme commander Tabitha says you die today. Any reaction.
50BMRadioSegment01i[Raul] I going to obey supreme Tabitha, claro, whatever she say. Just I feel so bad I die before I fix her special robot.
51BMRadioSegment01j[Silence.]
52BMRadioSegment01k[Tabitha]
53BMRadioSegment01l[Rhonda] We'll be right back after this musical interlude! Enjoy!
54BMRadioSegment02a[Rhonda] You're listening to UNC - the Utobithian News Channel - with breaking news!
55BMRadioSegment02b[Rhonda] The execution of master mechanic Raul Tajeda has again been commuted for a period of 24 hours to allow time for important repairs.
56BMRadioSegment02c[Tabitha] This time you will get it done, Raul!
57BMRadioSegment02d[Rhonda] Joining us from his cell to comment on the situation is Raul Tejada. Raul?
58BMRadioSegment02e[Raul] Hi, Tab - Rhonda.
59BMRadioSegment02f[Rhonda] What's your take on the situation?
60BMRadioSegment02g[Raul] All I want is to make that special robot work again, you know? I give it my best.
61BMRadioSegment02h[Rhonda] We'll be right back after this word from our sponsor during which Raul will contemplate how lucky he is to be alive.
62BMRadioSegment03a[Tabitha] Are you tired of getting chased because you're bigger than humans, and scaring them?
63BMRadioSegment03b[Tabitha] Did you kill some and they overreacted? Are two-head-bear people shooting at you, and battle cattle mooing? Beware the battle cattle...
64BMRadioSegment03c[Rhonda] "Leave the fear behind."
65BMRadioSegment03d[Tabitha] Leave the Fear Behind. Meet at the Mountain Top! Enjoy life in a state of Utobitha - Free, Safe, Secure!
66BMRadioSegment03e[Rhonda] Freedom limited to following the commands of Best Friend Tabitha...
67BMRadioSegment03f[Rhonda] Safety not guaranteed against siege or assault by two-head-bear people or battle cattles.
68BMRadioSegment03g[Rhonda] Many infractions are punishable by death, no allowances for dumb-dumb "misunderstandings".
69BMRadioSegment03h[Tabitha] Utobitha! Come feel the difference!
70BMRadioSegment04a[Rhonda] Welcome back, Utobitha. It's time!
71BMRadioSegment04b[Tabitha] Time for what, Rhonda?
72BMRadioSegment04c[Rhonda] True Eye Seeing Time!
73BMRadioSegment04d[Applause track.]
74BMRadioSegment04e[Rhonda] I see that you're already wearing the True Eyes, Best Friend Tabitha, along with your head of True Hair. What do you see?
75BMRadioSegment04f[Tabitha] Uh... I see Neil...
76BMRadioSegment04g[Rhonda] First-generation Neil from down the mountain? And what is he up to?
77BMRadioSegment04h[Tabitha] Standing outside his shack down there.
78BMRadioSegment04i[Rhonda] In the same spot as before, or has he moved?
79BMRadioSegment04j[Tabitha] A little.
80BMRadioSegment04k[Rhonda] Wow! It must be so exciting to see and know all. What a powerful reminder of your ultimate authority and power for our listeners!
81BMRadioSegment04l[Tabitha] I see Moe...
82BMRadioSegment04m[Rhonda] Moe, the Centaur? Favorite Centaur Moe? What's he up to?
83BMRadioSegment04n[Tabitha] Licking the gate. Wants out of the pen.
84BMRadioSegment04o[Rhonda] Now, I'm almost afraid to ask, but do you see any - you know - threats out there?
85BMRadioSegment04p[Tabitha] Threats all around us... converging... like a noose, tightening! Two-head-bear people astride battle cattles!
86BMRadioSegment04q[Rhonda] Not the dreaded battle cattle training to hunt mutants?
87BMRadioSegment04r[Rhonda] Would it be going too far to say that your gift of True Eyesight is the only thing saving our community from annihilation?
88BMRadioSegment04s[Rhonda] Because I think it's so important for everyone - even the dumb-dumbs - how impossible it is to sneak up on us! More after this!
89BMRadioStaticThe radio immediately cuts to static.
90BMRhondaBrokenMsgThe robot lies inert on the table, giving no indication of having worked recently, or ever. A nameplate on part of the surface is scratched and mostly faded, but you can still make out the faint word "Rhonda".
91BMRhondaBrokenNoSkillMsgThe robot lies inert on the table, giving no indication of having worked recently, or ever. A nameplate on part of the surface is scratched and mostly faded, but you can still make out the faint word "Rhonda". If you knew more about how robots function, you might be able to get it working again. (Science 60 required)
92BMRhondaFixMsgYou quickly ascertain that the robot's current AI state is set to hibernate, likely a self-defense mechanism after the unit suffered catastrophic damage. Whoever repaired it probably didn't know how to reset its AI. After flipping the right switch, the robot jumps to life.
93BMTabithaPrefight1MsgTabitha: Ooooh! No one touches the equipment around here except me!
94BMTabithaPrefight2MsgTabitha: You see that! *I* get to do that! *You* don't!
95BMWarningNoteMessageThe tattered message paper looks hastily scrawled by a shaky hand. It reads: "If you can read this, please know that you are in great danger if you continue on this path. If you value you life, turn back now. If you must proceed, I implore you to head west past the gate, which will take you to my dwelling. Take the trails rather than the roads, and you may live long enough for us to meet face to face. Neil"
96BobbleheadAGLBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Never be afraid to dodge the sensitive issues." Your Agility has been permanently increased by 1.
97BobbleheadAGLMessage"Never be afraid to dodge the sensitive issues."
98BobbleheadBARTBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Never forget to walk away with more than you've brought." Your Barter skill has been permanently increased by 10 points.
99BobbleheadBARTMessage"Never forget to walk away with more than you've brought."
100BobbleheadBGUNBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "The best way to win an argument is to be the loudest." Your Big Guns skill has been permanently increased by 10 points.
101BobbleheadBGUNMessage"The best way to win an argument is to be the loudest."
102BobbleheadCHABuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Nothing says pizzazz like a winning smile." Your Charisma has been permanently increased by 1.
103BobbleheadCHAMessage"Nothing says pizzazz like a winning smile."
104BobbleheadENDBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Always be ready to take one for the team." Your Endurance has been permanently increased by 1.
105BobbleheadENDMessage"Always be ready to take one for the team."
106BobbleheadERGWBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Arrive at peaceful resolutions by using superior firepower." Your Energy Weapons skill has been permanently increased by 10 points.
107BobbleheadERGWMessage"Arrive at peaceful resolutions by using superior firepower."
108BobbleheadEXPLBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "The best way to solve a problem is to make it go away." Your Explosives skill has been permanently increased by 10 points.
109BobbleheadEXPLMessage"The best way to solve a problem is to make it go away."
110BobbleheadINTBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "It takes the smartest individuals to realize there's always more to learn." Your Intelligence has been permanently increased by 1.
111BobbleheadINTMessage"It takes the smartest individuals to realize there's always more to learn."
112BobbleheadLOCKBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Always strive for the unobtainable." Your Lockpick skill has been permanently increased by 10 points.
113BobbleheadLOCKMessage"Always strive for the unobtainable."
114BobbleheadLUKBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "There's only one way to give 110%%." Your Luck has been permanently increased by 1.
115BobbleheadLUKMessage"There's only one way to give 110%%."
116BobbleheadMEDIBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "The smart man knows a bandage only hides his wounds." Your Medicine skill has been permanently increased by 10 points.
117BobbleheadMEDIMessage"The smart man knows a bandage only hides his wounds."
118BobbleheadMELEBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "It's important to do business up close and personal." Your Melee Weapons skill has been permanently increased by 10 points.
119BobbleheadMELEMessage"It's important to do business up close and personal."
120BobbleheadNoneYou have no Bobbleheads in your inventory.
121BobbleheadPERBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Only through observation will you perceive weakness." Your Perception has been permanently increased by 1.
122BobbleheadPERMessage"Only through observation will you perceive weakness."
123BobbleheadREPRBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Why go down with the ship when you can try to fix it?" Your Repair skill has been permanently increased by 10 points.
124BobbleheadREPRMessage"Why go down with the ship when you can try to fix it?"
125BobbleheadSCNCBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Always be prepared to explain the hows and the whys." Your Science skill has been permanently increased by 10 points.
126BobbleheadSCNCMessage"Always be prepared to explain the hows and the whys."
127BobbleheadSGUNBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Because it's easier to have courage from a safe distance away." Your Small Guns skill has been permanently increased by 10 points.
128BobbleheadSGUNMessage"Because it's easier to have courage from a safe distance away."
129BobbleheadSNEKBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "The safest distance between two points is a shadowy line." Your Sneak skill has been permanently increased by 10 points.
130BobbleheadSNEKMessage"The safest distance between two points is a shadowy line."
131BobbleheadSPCHBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "Let your words be your weapon." Your Speech skill has been permanently increased by 10 points.
132BobbleheadSPCHMessage"Let your words be your weapon."
133BobbleheadSTRBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "It's essential to give your arguments impact." Your Strength has been permanently increased by 1.
134BobbleheadSTRMessage"It's essential to give your arguments impact."
135BobbleheadUARMBuffMessageYou've found a Vault-Tec Limited Edition Bobblehead! The inscription on the base reads "When words fail, there's always fists." Your Unarmed skill has been permanently increased by 10 points.
136BobbleheadUARMMessage"When words fail, there's always fists."
137BoSFactionOutfitWarningYou are now dressed as a member of the Brotherhood Of Steel.
138BoSFactionOutfitWarningOffYou are no longer dressed as a member of the Brotherhood Of Steel.
139BoulderCityMsg"We're cut off from the rest of the platoon, and there are legionnaires all over the place. There's no chance we can get out of here before they blow the town, so we're going to hold out against them as along as we can. If anyone ever gets this, I'd like to make sure that Private Jeffery Hui and Corporal Marcus Christensen are commended for their valor and sacrifice. Both have upheld the ideals and honor of the New California Republic with distinction. Ranger Teresa Lutz, out."
140BrahminNameMsgBrahmin
141CachinoDeadCachino has died!
142CaesarDeathMsgCaesar has died.
143CaesarsLegionFactionOutfitWarningYou are now dressed as a member of Caesar's Legion.
144CaesarsLegionFactionOutfitWarningOffYou are no longer dressed as a member of Caesar's Legion.
145CG02DinerDoorMsgYou should stay and enjoy your birthday party.
146CG03GoatQuestion01You are approached by a frenzied vault scientist, who yells, "I'm going to put my quantum harmonizer in your photonic resonation chamber!" What's your response?
147CG03GoatQuestion02While working as an intern in the clinic, a patient with a strange infection in his foot stumbles through the door. The infection is spreading at an alarming rate, but the doctor has stepped out for a while. What do you?
148CG03GoatQuestion03You discover a young boy lost in the lower levels of the vault. He�s hungry and frightened, but also appears to be in possession of stolen property. What do you do?
149CG03GoatQuestion04Congratulations! You�ve made one of the Vault 101 baseball teams. Which position do you prefer?
150CG03GoatQuestion05Your grandmother invites you to tea, but you�re surprised when she gives you a pistol, and orders you to kill another vault resident. What do you do?
151CG03GoatQuestion06Old Mister Abernathy has locked himself in his quarters again, and you�ve been ordered to get him out. How do you proceed?
152CG03GoatQuestion07Oh no! You�ve been exposed to radiation, and a mutated hand has grown out of your stomach! What�s the best course of treatment?
153CG03GoatQuestion08A fellow Vault 101 resident is in possession of a Grognak the Barbarian comic book, issue number 1. You want it. What�s the best way to obtain it?
154CG03GoatQuestion09You decide it would be fun to play a prank on your father. You enter his private restroom when no one is looking, and...
155CG03GoatQuestion10Who is, indisputably, the most important person in Vault 101, he who shelters us from the harshness of the atomic Wasteland, and to whom we owe everything we have, including our lives?
156CG04ButchBadKarmaMsgButch's mom is dead. -50 karma.
157CG04ButchGoodKarmaMsgYou helped save Butch's mom from the radroaches. +100 karma.
158CG04LockedDoorLockBrokenMsgYou broke the lock while trying to force it. Now you'll need a key to open it. Maybe the Overseer keeps a key hidden somewhere in his bedroom.
159CG04LockedDoorNoLockpicksMsgYou don't have any bobby pins to pick the lock. Maybe the Overseer keeps a key hidden somewhere in his bedroom.
160CG04Vault101ControlPodMsgThis control pod is locked.
161CG04Vault101DoorTerminalMsgThe terminal is dark. It appears to have no power.
162CG04VaultExitMessageBefore you leave Vault 101 forever, you may revise your character.
163CGQuestTargetThe flashing arrow on your compass shows the location of your objective.
164CGTutorialAccessHelpPCFor more information, press ESC and select Help.
165CGTutorialAccessHelpXBoxFor more information, press START and select Help.
166CGTutorialAddictionYou have become addicted to a drug. Take more of the drug to alleviate the side effects, or visit a doctor to be cured.
167CGTutorialCrippleYou are crippled. Use a Stimpak, sleep, or find a doctor.
168CGTutorialCrippleHardcoreYou are crippled. Use a Doctor's Bag or find a doctor.
169CGTutorialFastTravelYou have discovered several locations. You can fast travel back to discovered locations using the World Map in your Pip-Boy.
170CGTutorialFireWeaponTo fire your weapon, &sUActnUse;.
171CGTutorialFireWeapon2To aim, &sUActnBlock;. This increases your accuracy.
172CGTutorialGrabTo grab a toy from the toy box, look at it and &sUActnGrab;.
173CGTutorialGrabSuccessGood job! Now &sUActnGrab; again to let go of the toy.
174CGTutorialHealYour health is low. You may want to use a Stimpak or find some water to drink.
175CGTutorialJumpTo jump up on the chair, &sUActnJump;.
176CGTutorialMovementUse &-sUActnForward;&-sUActnSldleft;&-sUActnBack;&-sUActnSldright; to move. The mouse turns you.
177CGTutorialMovementRunTo toggle between run and walk, &sUActnToggleRun;.
178CGTutorialMovementXBoxUse the left stick to move around. The right stick turns you.
179CGTutorialPickUpYou should get your stuff from your desk before you leave.
180CGTutorialPickUpReminderYou should get your stuff from your desk before you leave.
181CGTutorialPipboyTo bring up your Pip-Boy, &sUActnMenumode;.
182CGTutorialPipboyLightPress and hold &-sUActnMenumode; to activate your Pip-Boy light.
183CGTutorialRadiationYou now have radiation poisoning. Visit a doctor or take RadAway to lower your radiation level. You can also protect yourself ahead of time by taking Rad-X, which increases your Radiation Resistance.
184CGTutorialReleaseNow you know how to grab and release objects. Now grab the toy again and take it to the play mat.
185CGTutorialRepairYour weapon is in poor condition and can do more damage if repaired. You can repair items in your Pip-Boy or by visiting a vendor. To repair it yourself, you�ll need to use parts from a similar weapon.
186CGTutorialSneakTo sneak or crouch, &sUActnCrouch;.
187CGTutorialTerminalLockedYou are now locked out of the terminal. You'll have to find the password somewhere.
188CGTutorialTest1To jump up on the chair, &sUActnJump;.
189CGTutorialTest2To move forward, &sUActnForward;, &sUActnBack; to move back. To move left, &sUActnSldleft;. To move right, &sUActnSldright;. The mouse turns you. To run, &sUActnRun;.
190CGTutorialVATSTo enter VATS, &sUActnVats;.
191ChallengeMessageAbominableYou have gained the Abominable perk (Rank %.0f)
192ChallengeMessageAnimalControlYou have gained the Animal Control perk (Rank %.0f)
193ChallengeMessageBugStomperYou have gained the Bug Stomper perk (Rank %.0f)
194ChallengeMessageDayTripperYou have gained the Day Tripper perk.
195ChallengeMessageDineYou have gained the Dine and Dash perk.
196ChallengeMessageFastTimesYou have gained the Fast Times perk.
197ChallengeMessageFreeRadicalYou have gained the Free Radical perk.
198ChallengeMessageFriendlyHelpYou have gained the Friendly Help perk.
199ChallengeMessageLordDeathYou have gained the Lord Death perk.
200ChallengeMessageMachineYou have gained the Machine Head perk (Rank %.0f)
201ChallengeMessageMeleeYou have gained the Melee Hacker perk (Rank %.0f)
202ChallengeMessageMutantYou have gained the Mutant Massacrer perk (Rank %.0f)
203ChallengeMessageToughGuyYou have gained the Tough Guy perk.
204ChallengeMessageUnarmedYou have earned the Beautiful Beatdown perk.
205ChallengeMessageWaterYou have gained the Camel of the Mojave perk.
206ChrisHaversamDeadChris Haversam has died!
207ClandenDeadClanden has died!
208CompanionFactionArmorMsgYour companion is unable to wear that faction armor.
209CookCookMessageCook-Cook becomes frenzied at the death of his favorite brahmin.
210DCWorld11GeneratorLowSkillMsg[Repair, 20] It would be possible to repair this generator if you were more skilled.
211DCWorld11GeneratorMsgMinor repairs could restore power to this old generator.
212DCWorld11GeneratorRepairMsgYou repair the generator.
213DefaultBusyTalkingMsgThat person is busy talking to someone else at the moment.
214DefaultDebugIncrement01
215DefaultDebugIncrement05
216DefaultDebugIncrement10
217DefaultDebugMSG %.0f
218DonationKarmaPositiveMsgYour donations to the church have raised your Karma
219DoorOpenedScienceMsgYou use your Science skill to find and fix the faulty capacitor in the door release mechanism. (Science %.0f passed)
220DoorOpenFailedRepairHighMsgYour Repair skill is not high enough to fix this broken door, but it seems to have been tampered with. (Repair %.0f or higher required)
221DoorOpenFailedRepairMsgYour Repair skill is not high enough to fix this broken door. (Repair %.0f or higher required)
222DoorOpenFailedScienceMsgYour Science skill is not high enough to fix this broken door. (Science %.0f or higher required)
223EastPumpStationTermMsgSome sort of data corruption has made the user interface illegible. The damage doesn't seem to go any deeper than that since the pump station is still online. [Science of 50 or greater required to repair.]
224EastPumpStationTermRepairedMsgYou restored the pump station's network connection.
225EDECombatMessageYou can't focus on that while you are in combat.
226EDERepair00This is an advanced model robot with a reinforced frame. It is well weathered and appears to have seen a good bit of action. There is very little in the way of serious damage.
227EDERepair01Some servos and gyroscopes need to be recalibrated and replaced, but it looks as though the robot can be repaired. (Repair 65 or higher required)
228EDERepair02A few of the primary electronic systems seem to be fully functional, and the redundant systems are all working. If you bypass some of the primary systems the secondary systems should compensate and make some of the repairs easier. (Science 55 or higher required)
229EDERepair03With the redundant systems compensating for the damaged primary circuitry many of the gyscopes begin spinning, the repair doesn't look like it'll be too complicated now. (Repair 35 or higher required)
230EDERepair04It looks as though the damaged servos and gyroscopes could be replaced with the correct components (Requires 3 Pieces of Scrap Metal, 2 Sensor Modules, and some Scrap Electronics)
231ElReyMotelThreatMsgThe note reads: "Your debt still remains unpaid. We have warned you twice. There will not be a third warning, only consequences. You have one day."
232EndingBink1Introduction Bink for Ending Sequence
233EndingBink10Player Lives Bink for Ending Sequence (Plays if Sarah Lyons sacrifices herself in the Project Purity chamber instead of the player.)
234EndingBink11Player Dies (Evil) Bink for Ending Sequence (Plays if the player lets Project Purity blow up before the purifier is started)
235EndingBink12Player Didn't Side With Eden Bink 1 for Ending Sequence (Plays if the player didn't poison the FEV as Eden wished, but Eden and Raven Rock weren't destroyed by the player.)
236EndingBink13Player Didn't Side With Eden Bink 2 for Ending Sequence (Plays if the player didn't poison the FEV as Eden wished, and also destroyed Raven Rock and President Eden.)
237EndingBink14Player Sided With Eden Bink for Ending Sequence (Plays if the player DID poison the FEV as Eden wished)
238EndingBink15Closing Bink for Ending Sequence
239EndingBink2High Karma Bink 1 for Ending Sequence
240EndingBink3High Karma Bink 2 for Ending Sequence
241EndingBink4High Karma Bink 3 for Ending Sequence
242EndingBink5Low Karma Bink 1 for Ending Sequence
243EndingBink6Low Karma Bink 2 for Ending Sequence
244EndingBink7Low Karma Bink 3 for Ending Sequence
245EndingBink8Neutral Karma Bink for Ending Sequence
246EndingBink9Player Dies (Good) Bink for Ending Sequence (Plays if the player sacrifices himself/herself in the Project Purity chamber)
247ETBDEBUGAddGoHomeAdd Go Home
248ETBDEBUGAddPathToPCAdd PathToPC
249ETBDEBUGAddTalkToPCAdd TalkToPC
250ETBDEBUGRemovePathToPCRemove PathToPC
251ETBDEBUGRemoveTalkToPCRemove TalkToPC
252ETBDEBUGStopQuestStop Quest
253FactionReminderBoomerYou are still dressed as a member of the Boomers.
254FactionReminderBrotherhoodYou are still dressed as a member of the Brotherhood of Steel.
255FactionReminderCaesarsLegionYou are still dressed as a member of Caesar's Legion.
256FactionReminderFollowersYou are still dressed as a member of the Followers of the Apocalypse.
257FactionReminderGreatKhansYou are still dressed as a member of the Great Khans.
258FactionReminderNCRYou are still dressed as a member of the NCR.
259FactionReminderPowderGangerYou are still dressed as a member of the Powder Gangers.
260FactionReminderWhiteGloveSocietyYou are still dressed as a member of the White Glove Society.
261FFCitadelSawbonesDamageMessageSawbones has damaged you.
262FFDCzDCint11bNoteOn the skeleton, you find a note that reads: "Dear World, Fuck you. Love, JE"
263FFEDebugMsgChanceRepeating encounter chance: %.0f
264FFEDebugMsgDogmeatDogmeat!
265FFEDebugMsgInitTrigger zone initialized.
266FFEDebugMsgInvalidInvalid encounter -- keep rolling.
267FFEDebugMsgNoEncountersNo encounters currently available in this set -- resetting trigger zone.
268FFEDebugMsgRepeatEncounterRollRepeatable encounter %.0f
269FFEDebugMsgRepeatFinishAFinished all repeatable encounters in set A -- starting over with encounter %.0f
270FFEDebugMsgRepeatFinishBFinished all repeatable encounters in set B -- starting over with encounter %.0f
271FFEDebugMsgRepeatRoll%.0f: Picked repeating
272FFEDebugMsgUniqueEncounterRollUnique encounter %.0f
273FFEDebugMsgUniqueRoll%.0f: Picked unique
274FFESupermutantCaptiveMessageBoxFThe Super Mutants have bound the captive for transportation. The ropes are digging into her wrists. She's obviously suffered from their abuse.
275FFESupermutantCaptiveMessageBoxMThe Super Mutants have bound the captive for transportation. The ropes are digging into his wrists. He's obviously suffered from their abuse.
276FFEU10RobotDestroyHighSkillMsgYou remove every transistor related to "basic operations." This robot will never be fixed now.
277FFEU10RobotDestroyMsgYou destroy the robot's delicate circuitry.
278FFEU10RobotFixMsgThis robot is stuck in a diagnostic loop. A little maintenance work should fix it.
279FFEU10RobotLowSkillMsgYou must have a Repair skill of at least 40 to try and fix this robot.
280FFEU10RobotRepairedMsgYou reset the circuitry inside the robot. It should behave normally now.
281FFRadioSignal01msgRestoring power to this broadcast station has amplified a faint signal being transmitted from somewhere in the nearby area.
282FFSupermutantCaptiveNoActivateMessageYou cannot help the captive while in combat.
283FixerDizzyMsgYou are a little woozy.
284FollowerMessageArcadeUpgradeGiveArmorArcade has chosen to give you the customized Tesla armor of his father for the upcoming battle against Caesar's Legion.
285FollowerMessageArcadeUpgradeKeepArmorArcade has chosen to don the customized Tesla armor of his father for the upcoming battle against Caesar's Legion.
286FollowerMessageBooneUpgradeAssaultBoone now has 1st Recon Assault Armor, designed to provide snipers with maximal protection while deployed on aggressive missions in hotly contested zones. It will not count against his carrying capacity.
287FollowerMessageBooneUpgradeSurvivalBoone now has 1st Recon Survival Armor, fitted with extra features and storage designed to help a sniper and his comrades survive the harsh desert environment. It will not count against his carrying capacity.
288FollowerMessageDeadYour follower has died.
289FollowerMessageDeadArcadeArcade has died.
290FollowerMessageDeadBooneBoone has died!
291FollowerMessageDeadButchButch has died!
292FollowerMessageDeadCassCass has died.
293FollowerMessageDeadCharonCharon has died!
294FollowerMessageDeadCloverClover has died!
295FollowerMessageDeadDogmeatDogmeat has died.
296FollowerMessageDeadEDEED-E has died.
297FollowerMessageDeadFawkesFawkes has died!
298FollowerMessageDeadJerichoJericho has died!
299FollowerMessageDeadLilyLily has died.
300FollowerMessageDeadRaulRaul has died.
301FollowerMessageDeadRexRex has died.
302FollowerMessageDeadRL3RL3 has been destroyed!
303FollowerMessageDeadStarPaladinCrossStar Paladin Cross has died!
304FollowerMessageDeadVeronicaVeronica has died!
305FollowerMessageEDEUpgrade1Lily will now take her medicine every time she is supposed to. She will no longer suffer psychotic breaks, but her combat effectiveness will be reduced.
306FollowerMessageHighKarmaYour Karma is too high to acquire this follower.
307FollowerMessageLeaveArcadeArcade has returned to Freeside.
308FollowerMessageLeaveArcade38Arcade has gone to the Lucky 38.
309FollowerMessageLeaveBooneBoone has returned to Novac.
310FollowerMessageLeaveBoone38Boone has gone to the Lucky 38.
311FollowerMessageLeaveCassCass has returned to the Mojave Outpost.
312FollowerMessageLeaveCass38Cass has gone... reluctantly... to the Lucky 38.
313FollowerMessageLeaveEDEED-E has returned to Primm.
314FollowerMessageLeaveEDE38ED-E has gone to the Lucky 38.
315FollowerMessageLeaveLilyLily has returned to Jacobstown.
316FollowerMessageLeaveLily38Lily has gone to the Lucky 38.
317FollowerMessageLeaveRaulRaul has returned to his shack.
318FollowerMessageLeaveRaul38Raul has gone to the Lucky 38.
319FollowerMessageLeaveRexRex has returned to Freeside.
320FollowerMessageLeaveRex38Rex has gone to the Lucky 38.
321FollowerMessageLeaveVeronicaVeronica has returned to the 188 Trading Post.
322FollowerMessageLeaveVeronica38Veronica has returned to the Lucky 38.
323FollowerMessageLilyBreakLily has suffered a psychotic break. She will remain in an aggressive state and will not respond to your commands until the break ends.
324FollowerMessageLilyUpgrade1Lily will now take her medicine every time she is supposed to. She will no longer suffer psychotic breaks, but her combat effectiveness will be reduced.
325FollowerMessageLilyUpgrade2Lily will continue to take her medicine half as often as she is supposed to. She will still suffer psychotic breaks if her health reaches one quarter, but she will break off combat if you begin Sneaking.
326FollowerMessageLilyUpgrade3Lily will no longer take her medicine at all. She will suffer psychotic breaks if her health reaches one-half, but her combat abilities are significantly improved.
327FollowerMessageLowKarmaYour Karma is too low to acquire this follower.
328FollowerMessageOneFollowerYou can only have one follower at a time.
329FollowerMessagePerkArcadeAddArcade has given you the Better Healing perk.
330FollowerMessagePerkArcadeRemoveYou have lost Arcade's Better Healing perk.
331FollowerMessagePerkBooneAddBoone has given you the Spotter perk.
332FollowerMessagePerkBooneRemoveYou have lost Boone's Spotter perk.
333FollowerMessagePerkCassAddCass has given you the Whiskey Rose perk.
334FollowerMessagePerkCassRemoveYou have lost Cass' Whiskey Rose perk.
335FollowerMessagePerkEDEAddED-E has given you the Enhanced Sensors perk.
336FollowerMessagePerkEDERemoveYou have lost ED-E's Enhanced Sensors perk.
337FollowerMessagePerkLilyAddLily has given you the Stealth Girl perk.
338FollowerMessagePerkLilyRemoveYou have lost Lily's Stealth Girl perk.
339FollowerMessagePerkRaulAddRaul has given you the Regular Maintenance perk.
340FollowerMessagePerkRaulAddUpgradeRaul has given you the Full Maintenance perk.
341FollowerMessagePerkRaulOldVaqueroRaul has gained the Old Vaquero perk, which increases his rate of fire with revolvers and lever-action firearms by 33 percent.
342FollowerMessagePerkRaulRemoveYou have lost Raul's Regular Maintenance perk.
343FollowerMessagePerkRaulRemoveUpgradeYou have lost Raul's Full Maintenance perk.
344FollowerMessagePerkRexAddRex has given you the Search and Mark perk.
345FollowerMessagePerkRexRemoveYou have lost Rex's Search and Mark perk.
346FollowerMessagePerkVeronicaAddVeronica has given you the Scribe Assistant perk.
347FollowerMessagePerkVeronicaRemoveYou have lost Veronica's Scribe Assistant perk.
348FollowerMessageUpgradeCassCalmHeartCass has gained the Calm Heart perk, giving her a permanent Health bonus.
349FollowerMessageUpgradeCassHandofVengeanceCass has gained the Hand of Vengeance perk, giving her a bonus to damage with Guns.
350FollowerMessageUpgradeRaulFullMaintenanceRaul has given you the Full Maintenance perk (this replaces the Regular Maintenance perk).
351FollowerMessageVeronicaUpgradeArmorVeronica has received the Bonds of Steel perk, substantially increasing her armor.
352FollowerMessageVeronicaUpgradeUnarmedVeronica has received the Causeless Rebel perk, which boosts her unarmed attack rate.
353FortArenaEquipmentMsgWith the duel concluded, your regular equipment has been returned to you.
354FortCaesarChanceNoneWith your current medical skill, there's no chance that Caesar would survive the surgery.
355FortCaesarComaMsgCaesar is in a coma and is near death. Only an operation to remove the tumor from his brain will save him. You have both a set of Surgical Tools and a Doctor's Bag. Whether it'll be enough to save Caesar's life, however, remains to be seen. (Medicine of 75 or greater required.)
356FortCaesarComaNoBagMsgCaesar is in a coma and is near death. Only an operation to remove the tumor from his brain will save him. You already have a set of Surgical Tools, but you will need a Doctor's Bag before you can perform the operation.
357FortCaesarComaNoToolsMsgCaesar is in a coma and is near death. Only an operation to remove the tumor from his brain will save him. You already have a Doctor's Bag, but you will need a set of Surgical Tools before you can perform the operation.
358FortCaesarComaNoToolsNoBagMsgCaesar is in a coma and is near death. Only an operation to remove the tumor from his brain will save him. You will need a Doctor's Bag and a set of Surgical Tools before you can perform the operation.
359FortCaesarSurgeryDeathCaesar died during the surgery.
360FortCaesarSurgerySuccessYou successfully removed the tumor from Caesar's brain.
361FortCrucifiedFemaleMsgThis woman appears to be near death. She doesn't seem to notice you.
362FortCrucifiedMaleMsgThis man appears to be near death. He doesn't seem to notice you.
363FortDogBowlMsgMeat intended for the Legion's mongrels is usually dropped onto this plate.
364FortEquipmentRestoredMsgYou retrieved your confiscated equipment on your way out of the Fort.
365FortGateMsgThe trail beyond the gate leads back down the barge which took you across the river.
366FortHowitzerMsgWithout a replacement firing mechanism, this howitzer is useless.
367FortHowitzerRepairedYou repaired the howitzer. The NCR will be in for a surprise.
368FortNoExitMessageYou've been prevented from leaving the Fort until you've carried out Caesar's will in the Securitron Vault.
369FortPotMsgThis pot contains ingredients for the Legionaries' stew.
370FortShellsCreatedYou created several white phosphorous artillery shells.
371GECKActivate01Are you sure you want to activate the G.E.C.K.?
372GECKActivate02The G.E.C.K. will collapse all of the matter within its given radius and recombine it to form a living, breathing, fertile virgin landscape and allow life to begin anew. Are you certain you want to do this?
373GECKStartYou've found the Vault 87 Garden of Eden Construction Kit (or G.E.C.K.). What do you want to do?
374GenericDebugMsgIn Script Block
375GenericDoorActivatedElsewhereMsgThis door is activated elsewhere.
376GenericGasValveLowSkillMsgYou cannot figure out how to repair the gas valve. (Repair %.0f or higher required).
377GenericGasValveRepairMsgYou successfully repair the gas valve. It can now be operated.
378GenericGasValveSkillMsgYou examine the the broken gas valve and conclude that it is possible to repair it. Do you wish to repair it?
379GenericIntercomNoResponseMsgThere's no response from the intercom.
380GenericMarkerUpdatedCompass marker updated.
381GomorraElevatorMessageWhat floor would you like to go to?
382GomorrahFloorManagerMsgGomorrah's Manager is coming to speak with you.
383GSBrokenRadioMsgAn examination of the radio's internal components reveals that several parts and connections were popped loose when the radio hit the floor. It should be a fairly simple repair job to get it working again. [Repair of 20 or greater required.]
384GSBrokenSMGMsgThis 9mm submachine gun is broken but can possibly be restored to a fully functioning weapon. [Repair of 25 or greater required.]
385GSChemistrySetMsgThere appears to be enough chemical components available to create a small quantity of chems - assuming one has the knowledge to do such a thing. [Science of 25 or greater required.]
386GSDynamiteBoxMsgThe dynamite contained within this box is very old and unstable. Only someone skilled with explosives could hope to salvage any of the dynamite. [Explosives of 25 or greater required.]
387GSFixedRadioMsgYou fixed the Prospector Saloon's radio.
388GSVictorDisabledMsgIt seems like the robot's artificial intelligence is offline.
389HD00DebugExploreMessageWasteland Explorer Theme Added to House
390HD00DebugRaidMessageRaider Theme Added to House
391HD00DebugScienceMessageScience Theme Added to House
392HD00DebugVaultMessageVault Theme Added to House
393HD00DebugWarMessagePre-War Theme Added to House
394HD00InfirmaryHealMessageHealth fully restored.
395HD00InfirmaryLimbsMessageAll disabled body parts fully restored.
396HD00InfirmaryMessageWhat would you like to do with your My First Infirmary?
397HD00InfirmaryRadsMessageAll radiation removed.
398HD00LabMessageWhat would you like to do with your My First Laboratory?
399HD00LabMessage01The My First Laboratory is currently brewing a new compound which should take about a day. Detoxify is not available until it's completed.
400HD00LabMessage02The My First Laboratory has completed a compound.
401HD00NukaMachineWithWhat would you like to do with your Nuka-Cola Machine?
402HD00NukaMachineWithoutWhat would you like to do with your Nuka-Cola Machine?
403HDLabDetoxifyYou have been fully detoxified.
404HelpAmmoAmmunition is used by almost all Guns and Energy Weapons but is sometimes used by other weapon types. Basic ammo types have no special effects, but ammo subtypes may increase damage, reduce an enemy's Damage Threshold, or even decrease a weapon's spread. Effects are listed on the ammo submenu when the ammo is highlighted. Most weapons can use any ammo subtype that starts with the same name as the base ammo. Common ammo subtypes include: * Armor Piercing: Ignores a large portion of the enemy's Damage Threshold, does slightly more damage. * Hollow Point: Does much more damage, but is easily blocked by armor. * Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly. * Slug: Used by shotguns, slugs replace buckshot with a single, large bullet that is more accurate. To switch ammo subtypes, equip them on this menu. Outside of the Pip-Boy, press 2 to cycle through ammo subtypes for your currently equipped weapon.
405HelpAmmoXboxAmmunition is used by almost all Guns and Energy Weapons but is sometimes used by other weapon types. Basic ammo types have no special effects, but ammo subtypes may increase damage, reduce an enemy's Damage Threshold, or even decrease spread. Effects are listed on the ammo submenu when the ammo is highlighted. Most weapons can use any ammo subtype that starts with the same name as the base ammo. Common ammo subtypes include: * Armor Piercing: Ignores a large portion of the enemy's Damage Threshold, does slightly more damage. * Hollow Point: Does much more damage, but is easily blocked by armor. * Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly. * Slug: Used by shotguns, slugs replace buckshot with a single, large bullet that is more accurate. To switch ammo subtypes, equip them on this menu. Outside of the Pip-Boy, press &sXBDPadUp; to cycle through ammo subtypes for your currently equipped weapon.
406HelpApparelApparel can consist of many different types of gear ranging from clothing and armor to sunglasses and hats. * DT: Some apparel grants Damage Threshold (DT) to the wearer. Your DT is the sum of all DT for currently equipped apparel plus any bonuses from perks or chems. DT is directly subtracted from incoming damage, so a higher DT provides superior protection. Though a small percentage of damage can get through even the thickest armor, a high DT is quite valuable. * CND: Apparel's Condition (CND) affects how much protection it provides. Apparel above 50% CND provides maximum protection and only needs to be maintained. * Light/Medium/Heavy: Medium and Heavy apparel will slow characters down when equipped. * Repair: This option opens the Repair submenu, which allows apparel to be repaired by salvaging parts from similar items.
407HelpBarterThe Barter screen allows you to trade, buy or sell items. The types of items that can be traded, bought, or sold depend on the person you're trading with. The prices you get for buying or selling depend on your Barter skill. To Barter, simply select an item and move it from your inventory into the other person's (if you want to sell or trade one of your own items) or from the other person's inventory into your own (if you want to buy or trade for one of their items). As items are moved back and forth, caps will also be automatically moved between both parties. This is represented by the large "caps" arrow in the middle. If the arrow is darkened, it means one of you doesn't have enough caps to complete the transaction. You cannot accept the barter if you don't have enough caps. But you can accept it if the other person doesn't have enough, but at this point, you are giving items away for free.
408HelpBlackjackBlackjack is a game played with one more standard decks of playing cards. In Fallout: New Vegas, it is played between the Courier and a casino dealer. The goal is to play a hand of two or more cards up to, but not exceeding, a combined value of 21 points. The value of each hand is determined by adding together the values of each individual card. Cards 2-10 are worth their listed value. Face cards (Jack, Queen, King) are worth 10 points. Aces are worth either 1 or 11 points, whichever is more advantageous. A hand that exceeds 21 in total value is considered a "bust" and immediately loses. After the initial bet is made, the player and dealer are both dealt two cards. Based on the Courier's current hand, the player has different options: * Hit - Add a new card to the Courier's hand. The player must accept the value of this card, though aces provide whatever value is most advantageous at any given time. * Stay - Courier's hand is effectively "locked" and the dealer will deal cards into his or her own hand until his or her hand is at least 17. Note: at some casinos, dealers will continue to hit on a "soft" 17 that contains an ace. In either case, the dealer has no decision-making process and will always follow the listed rule. * Double Down - The Courier's bet is doubled but the dealer will give the Courier's hand only a single additional card. * Split - If the Courier's initial hand is a pair, the player may double his or her bet and split the pair into two separate hands that are played individually. * Surrender - This option is only available immediately after the first cards are dealt. It offers the player the option to sacrifice half of his or her bet and immediately fold. It is typically only done when the player's hand is particularly bad and the dealer is showing a very strong hand (for example, an ace). Once the dealer has completed dealing into his or her own hand following the player's choice to stay, the values of the Courier's hand and the dealer's hand are compared. Assuming neither party has busted (gone over 21), the higher value wins. In the case of a tie, the hand is considered a push. If the dealer has "blackjack" (an ace and a ten-value card), he or she automatically wins unless the Courier also has blackjack. In that case, the hand is considered a push. Individual casinos use different numbers of card decks, pay out natural blackjack hands at different odds, and shuffle their decks with varying frequency. Pay close attention to these details to develop advanced playing strategies.
409HelpCaravanBettingCaravan players begin the game by establishing a mutual bet. There is only one betting phase per game. Since Caravan has its roots in merchant caravans, players are allowed to use any common currency available, regardless of its origins. Though bottle caps are common, players may also offer NCR dollars or Legion coins. Once a bet is established, players move on to deck building.
410HelpCaravanContractWarMost game play in Caravan occurs during the Contract War. In this phase, both players are attempting to build their caravans and get them signed. To do this, their caravan must be neither light (below 21) or burdened (over 26). They must also compete with their opponent on the same track to prevent being outbid within the legal range. On each of the three tracks, a caravan is considered signed if its value is from 21 to 26 and it is higher than the opponent's caravan on the same track. If two caravans are tied, neither is signed until the tie is broken. The game ends when all three tracks have signed contracts. Note: it is possible for a player to win while signing only two of the three contracts (the third going to the opponent). In such cases, all winnings still go to the overall victor. Players have the following options on their turn: * Play one card and draw a new card from his or her deck. * Discard one card from his or her hand and draw a new card to replace it. * Remove one of his or her own caravans from the table, discarding all cards in it. Caravans are primarily built with numbered cards and aces, which can be placed in the player's caravans according to the following rules. Caravans with more than one card have a direction (ascending or descending) and a suit. Direction is determined by the last two cards in a caravan, suit by the last card in a caravan. All subsequent cards must continue in the same direction OR they must match suit. Cards of the same numerical value cannot be played in sequence, regardless of suit. Face cards can be attached to numbered cards and aces in any player or opponent caravan. Face cards affect numbered cards and aces in various ways: * Joker - Played against A, 2-10. Effects change based on whether it is an ace or numbered card (see below). Multiple jokers may be played on the same card. * Ace - Value of 1. Jokers played on aces remove all other non-face cards of the ace's suit from the table. E.g. a joker played on an ace of spades removes all spades (except face cards and that card, specifically) from the table. * 2-10 - Listed value. Jokers played on these cards remove all other cards of this value from the table. E.g. a joker played on a 4 of hearts removes all 4s (other than that card, specifically) from the table. * Jack - Played against A, 2-10. Removes that card, along with any face cards attached to it. * Queen - Played against A, 2-10. Reverses the current direction of the hand, changes the current suit of the hand. Multiple queens may be played on the same card. * King - Played against A, 2-10. Multplies the value of the card upon which it is played. Multiple kings on the same card will have a multiplicative effect. E.g. one king on a 3 = 6. Two kings on a 3 = 12.
411HelpCaravanDeckBuildingTo play Caravan, you must assemble a deck that consists of at least 30 cards. Cards may be found in the world or purchased from vendors. You may assemble any arrangement of cards, but certain deck compositions will have strengths and weaknesses against any given opponent. Once you have selected a satisfactory deck, you may proceed to game play. This interface will always remember the last Caravan deck you assembled, allowing for easy modifcation on subsequent games.
412HelpCaravanStartingCaravansThe first phase of Caravan game play involves each player drawing eight cards from his or her deck. From this hand, each player, in turn, lays down one numbered card or ace per "track" on the three caravans. A player's three caravans are competing for contracts with their opponent's caravans opposite them on the same track. If a player has no numbered cards or aces in his or her hand, or if he or she is unhappy with any given card currently in hand, the player may discard and draw from his or her own deck. However, discarded cards are out of play for the current game and a smaller deck increases the player's odds that they will be forced to forfeit the game through exhaustion.
413HelpChargenRaceUNUSED
414HelpChargenTagSkillsUNUSED
415HelpCompassIn addition to showing the direction you are currently facing, your compass displays several other useful pieces of information. If you have an active quest, any quest targets will be displayed on your compass as arrows. A quest target will flash faster and faster as you get closer to it. If you have placed your own marker on the map, this will be displayed as a transparent arrow. People and creatures that you perceive are displayed on the compass as vertical bars. Red bars indicate enemies. Out in the Wasteland, the compass also indicates nearby locations as small triangles.
416HelpContainerUNUSED
417HelpCraftingThree basic types of objects in the world can launch the crafting interface: Campfires, Workbenches, and Reloading Benches. Each station allows the creation of a subset of items. Though many recipes are visible at any time in the game, some recipes will only appear when the player completes a quest or finds a special item. You may also find that certain companions or special locations can open special crafting interfaces for the player. Recipes have skill and ingredient requirements that must be met to proceed. If any requirement is darkened, that requirement has not been met. Any recipe that has all of its requirements fulfilled will appear fully lit. After using a recipe, the product(s) of the recipe will all immediately be available in your inventory.
418HelpCrimeCrimes are divided into two categories: major and minor. Minor crimes cause only the victim to become hostile to you: * Theft: If the owner sees you steal something that she owns, she will try to take it back from you. If you try to escape, or persist in stealing from her, she will attack you (or run for help). If you fight back, you are now committing a major crime (Assault, see below). * Trespass: If the owner sees you open a locked door, container, or computer, he will immediately attack you. Major crimes cause the victim and the victim's friends to become hostile to you: * Assault: Attacking someone without provocation, or fighting back when someone attacks you for a minor crime. * Murder: If there are witnesses who care about the victim, they will become hostile to you. If a fight starts that you did not intend, you can attempt to yield by holstering your weapon. This may or may not be successful depending on how the attacker feels about you.
419HelpCripplingThe effects of being crippled depend on the limb. These effects apply to you as well as to your enemies. * Head: Reduced perception, concussion effect. * Arms: Reduced aiming ability. Enemies will be disarmed at the moment their arm is crippled. * Chest: Higher chance to be staggered when taking damage. * Legs: Reduced run speed. Enemies cannot perform leaping or charging attacks. Some enemies have Antennae or a Combat Inhibitor. Crippling that will cause them to frenzy, attacking anything near them.
420HelpDialogueWhen in dialogue with a character, simply select the response that seems most appropriate to the situation... and be prepared for the character you're talking with to react accordingly. Occasionally, you will be presented with a Speech Challenge. A Speech Challenge is a response preceded by the word "Speech" and the percentage chance of success; the higher your Speech skill, the greater the chance of success. Succeed in a Speech Challenge, and you'll achieve the results indicated by the response. Fail a Speech Challenge, and future Speech Challenges with that character will be lowered. You may also be presented with responses preceded by a certain Attribute or Skill, like [Strength] or [Science]. These responses are only visible if you have the minimum required value in the Attribute or Skill. So, there is never a percentage associated with these responses, because there is no way to "fail" them -- selecting a special Attribute or Skill response is always to your benefit.
421HelpDrugsEach time you take a chem or drink alcohol, your chance of becoming addicted to it goes up. If you stop using the drug for a while, this chance will drop. Each drug has its own addiction chance, so using one type will not increase your chance of becoming addicted to another. Addiction will hurt some of your S.P.E.C.I.A.L. attributes. These penalties go away temporarily if you take that drug again. A doctor can cure you of any addiction, for a price. You cannot become addicted to Stimpaks, Rad-X or RadAway.
422HelpGeneral&-sUActnForward;: Move forward &-sUActnBack;: Move backward &-sUActnSldleft;: Strafe left &-sUActnSldright;: Strafe right &sDeviceMouse;: Look around &-sUActnUse;: Attack &-sUActnBlock;: Aim/Block &-sUActnActivate;: Activate Objects &-sUActnRdyitem;: Reload Weapon (Hold to holster) &-sUActnMenumode;: Pip-Boy 3000 &-sUActnJump;: Jump &-sUActnRun;: Run (Toggle) &-sUActnCrouch;: Sneak (Toggle) &-sUActnGrab;: Grab &-sUActnTogglepov;: View Switch (Hold to adjust) &-sUActnVats;: Vault-Tec Assisted Targeting System (Hold to scan)
423HelpGeneralXBox&sXBLStick;: Move around &sXBRStick;: Look around &-sUActnUse;: Attack &-sUActnBlock;: Aim/Block &-sUActnActivate;: Activate Objects &-sUActnRdyitem;: Reload Weapon (Hold to holster) &-sUActnMenumode;: Pip-Boy 3000 &-sUActnJump;: Jump &-sUActnCrouch;: Sneak (Toggle) &-sUActnGrab;: Grab &-sUActnTogglepov;: View Switch (Hold to adjust) &-sUActnVats;: Vault-Tec Assisted Targeting System (Hold to scan)
424HelpGlossary* AG: Agility * AP: Action Points * Caps: Bottlecaps * CH: Charisma * CND: Condition * DR: Damage Resistance * EFF: Effects * EN: Endurance * HP: Hit Points * HR: Healing Rate * IN: Intelligence * LU: Luck * LVL: Level * PE: Perception * RAD: Radiation * RADS: Your Accumulated Radiation * Rad Poison: Radiation Poisoning * Rad Resist: Radiation Resistance * ST: Strength * VAL: Value * WG: Weight * XP: Experience Points
425HelpHackingSome terminals are protected, and can't be accessed without a password. If your Science skill is high enough, you can attempt to hack the terminal. Selecting the correct password will grant you access. If your guess is incorrect, you will be shown how many letters match the correct password, and in the correct location. You have 4 tries to guess correctly. If you fail, the terminal will remain inaccessible until you own the password. You can exit hacking at any time and try again. However, exiting the terminal will force its security to reset, delaying your ability to start hacking again.
426HelpHardcoreNeedsWelcome to Hardcore Mode! There are three basic needs that Hardcore Mode requires you to monitor: dehydration (H2O), starvation (FOD), and sleep deprivation (SLP). Each of these needs must be monitored and kept in check or you will suffer penalties and, in extreme cases, death. Your needs are continually ticking away and can be monitored on the Status screen of your Pip-Boy. When you start to suffer ill-effects from neglected needs, your HUD will display the corresponding code for that need. Be aware that waiting, sleeping, and Fast Travel will also affect your needs. If performing any of these activities would result in death, you will be prevented from doing so. * Dehydration (H20) - Dehydration increases at a faster pace than starvation or sleep deprivation. It can be relieved by drinking water or eating certain types of food. Some drinks, such as alcohol and soda, can increase dehydration, so be careful! * Starvation (FOD) - The onset of starvation is slower than dehydration, but quicker than sleep deprivation. It can be relieved by eating food. * Sleep Deprivation (SLP) - Sleep deprivation is the most low-maintenance of the basic needs. Though a few chems and drinks can help offset sleep deprivation, nothing beats sleep itself.
427HelpHardcoreNeedsJoshWelcome to Hardcore Mode! There are three basic needs that Hardcore Mode requires you to monitor: dehydration (H2O), starvation (FOD), and sleep deprivation (SLP). Each of these needs must be monitored and kept in check or you will suffer penalties and, in extreme cases, death. Your needs are continually ticking away and can be monitored on the Status screen of your Pip-Boy. When you start to suffer ill-effects from neglected needs, your HUD will display the corresponding code for that need. Be aware that waiting, sleeping, and Fast Travel will also affect your needs. If performing any of these activities would result in death, you will be prevented from doing so. * Dehydration (H20) - Dehydration increases at a faster pace than starvation or sleep deprivation. It can be relieved by drinking water or eating certain types of food. Some drinks, such as alcohol and soda, can increase dehydration, so be careful! * Starvation (FOD) - The onset of starvation is slower than dehydration, but quicker than sleep deprivation. It can be relieved by eating food. * Sleep Deprivation (SLP) - Sleep deprivation is the most low-maintenance of the basic needs. Though a few chems and drinks can help offset sleep deprivation, nothing beats sleep itself.
428HelpHealingLimbs
In order to heal a crippled limb, you have three choices: sleep in a bed, find a doctor, or use a Stimpak to heal yourself. In Hardcore Mode, you may only heal crippled limbs by using Doctor's Bags or by visiting a doctor for medical care.

Stimpaks can be used for general healing (which will also slightly heal crippling damage), or they can be applied directly to a limb to heal crippling damage.

To heal a crippled limb directly using a Stimpak, navigate to the Stats screen in your Pip-Boy, then left-click on a limb to use a Stimpak on that limb.

429HelpHealingLimbsXBox
In order to heal a crippled limb, you have three choices: sleep in a bed, find a doctor, or use a Stimpak to heal yourself. In Hardcore Mode, you may only heal crippled limbs by using Doctor's Bags or by visiting a doctor for medical care.

Stimpaks can be used for general healing (which will also slightly heal crippling damage), or they can be applied directly to a limb to heal crippling damage.

To heal a crippled limb directly using a Stimpak, navigate to the Stats screen in your Pip-Boy, then press &sXBXBtn; to switch to Limb mode. Now you can use &sXBLStick; to select a limb, and &sXBABtn; to use a Stimpak on the selected limb.

In Hardcore Mode, you may only heal crippled limbs by using Doctor's Bags or by visiting a doctor for medical care.

430HelpHotkeysYou can hotkey inventory items and then use or equip them without accessing your Pip-Boy. To hotkey an item, hold a number key (1-8) and then left-click on an item in your Pip-Boy. Now when the Pip-Boy is closed, you can use or equip that item simply by pressing the corresponding number key. Holding down any number key will display all of your current hotkey assignments.
431HelpHotkeysXBoxYou can hotkey inventory items and then use or equip them without accessing your Pip-Boy. To hotkey an item in your Pip-Boy, hold &sXBRBumper; and use the &sXBDPad; to select a hotkey slot. Now when the Pip-Boy is closed, you can use or equip that item simply by pressing the corresponding &sXBDPad;. Holding down the &sXBDPad; will display all of your current hotkey assignments.
432HelpKarmaKarma is an overall indication of your sense of good, evil... or neutrality. Your Karma starts at Neutral, and changes based on your actions. It can go up to Good or Very Good, or down to Evil or Very Evil. Kind or self-sacrificing acts will net you good Karma. Selfish and malicious acts will earn evil Karma. Sometimes, killing a particularly saintly or terrible enemy will modify your Karma as well. Though some people in the world react to Karma, most base their opinons off of Reputation. Karma is simply the universe's way of tracking your good and bad deeds in the world.
433HelpLevelingWhen you reach the required number of Experience Points, you will level up automatically, so long as you're not in combat. Every time you level up, your Health increases, and you gain Skill Points to assign to your skills. You will also gain a new perk every other level.
434HelpLockpicking&-sUActnForward;&-sUActnBack;&-sUActnSldleft;&-sUActnSldright;: Apply torque with the screwdriver Mouse: Rotate the bobby pin &sKBF;: Force Lock When torque is applied, the closer the bobby pin is to the correct position, or "sweet spot," the more the lock will rotate before the bobby pin breaks. Only when the bobby pin is in the correct position will the lock rotate fully, and open. You can also try to open a lock by forcing it, but if you fail the lock will be permanently broken and can only be opened with a key.
435HelpLockpickingXBox&sXBRStick;: Apply torque with the screwdriver &sXBLStick;: Rotate the bobby pin &sXBXBtn;: Force Lock When torque is applied, the closer the bobby pin is to the correct position, or "sweet spot," the more the lock will rotate before the bobby pin breaks. Only when the bobby pin is in the correct position will the lock rotate fully, and open. You can also try to open a lock by forcing it, but if you fail the lock will be permanently broken and can only be opened with a key.
436HelpPipBoyDataThe Maps are located in your Pip-Boy's Data section. The Local Map displays an overhead map of your current location, as well as any nearby doors. The World Map shows an overhead map of the entire Mojave Wasteland area, and markers for any places that have been discovered during the course of your adventures. You can even fast travel directly to any place you have previously visited. You can zoom the maps in and out, or place (or move, or delete) a custom map marker. If your active quest has any quest targets, these will be displayed on both the Local and World Maps. On the World Map, your path to a quest target is indicated by a dotted line. In some cases, you may need to take a route through different areas, and the dotted line will reflect that.
437HelpPipBoyItemsAn item's condition affects how well the item works, as well as its value. Weapons of lower condition will do less damage, and jam more frequently. Armor of lower condition will offer less Damage Resistance. You can repair items in your Pip-Boy by selecting Repair on the item. You can only do this if you have similar items to use for parts. Whatever item you choose to repair with will be scrapped completely. The degree to which damaged items can be repaired is dependent on your Repair skill.
438HelpPipBoyQuestThe quest screen in your Pip-Boy's Data section tracks your progress in every quest you have undertaken. To the left is a list of quests: those with bright text are active; those with darkened text have been completed or somehow failed. Your active quest is marked by a small box. On the right-hand side of the screen are the objectives for each quest. The active objectives have bright text and are on the top of the list; the completed or failed objectives have darkened text and are at the bottom of the list. Some objectives are marked as "(Optional)," and their completion is not necessary to successfully finishing the quest. You can select any quest as the currently "active" one, or immediately view the location of the active quest's current target on the World Map (if the location is known). Quest Targets are show on your compass and maps for the active quest only.
439HelpPipBoyRepairUNUSED
440HelpPipBoyStatsWhen you are hurt, there are several ways to restore your health: * Visit a doctor and pay for healing. * Use a Stimpak. * Eat food or drink water. * Sleep in a bed.
441HelpRadiationYou can be exposed to radiation either directly from the environment, or by ingesting irradiated food or water. A small amount of radiation will not hurt you, but as your accumulated exposure goes up, you will begin to suffer ill effects, including death, eventually. Radiation Poisoning Effects: * 200 rads: -1 EN * 400 rads: -2 EN, -1 AG * 600 rads: -3 EN, -2 AG, -1 ST * 800 rads: -3 EN, -2 AG, -2 ST * 1000 rads: Death! Radiation Poisoning does not wear off, but can be healed by a doctor, or by taking RadAway. You can also protect yourself ahead of time by taking Rad-X, which increases your Radiation Resistance. Your accumulated radiation exposure is displayed in your Pip-Boy, in the Status section of the Stats tab.
442HelpRadioAll the radio signals you have discovered are listed on the Radio screen in the Data tab of your Pip-Boy. Signals listed in bright text are within range, and can be listened to. Signals listed in darkened text have been discovered, but you are no longer within range -- in order to listen to one of these stations, you have to move back into the signal's receiving range.
443HelpRecipeThree basic types of objects in the world can launch the crafting interface: Campfires, Workbenches, and Reloading Benches. Each station allows the creation of a subset of items. Though many recipes are visible at any time in the game, some recipes will only appear when the player completes a quest or finds a special item. You may also find that certain companions or special locations can open special crafting interfaces for the player. Recipes have skill and ingredient requirements that must be met to proceed. If any requirement is darkened, that requirement has not been met. Any recipe that has all of its requirements fulfilled will appear fully lit. After using a recipe, the product(s) of the recipe will all immediately be available in your inventory.
444HelpRepairWeapons and apparel with low Condition suffer from decreased Damage and Damage Threshold, respectively. There are two primary ways to repair low Condition equipment: self-repair and repair vendors. * Self-Repair: In your Pip-Boy, the Repair menu shows any equipment you currently have that can be used to repair the selected piece of equipment. Highlight the piece of equipment you would like to sacrifice to make the repair. The efficiency of your repair is affected by your character's Repair skill. * Repair Vendors: Some characters in the world have the ability to repair equipment in exchange for caps. Though they require no special gear to perform the repair, they are limited by their own skill. Extremely talented repair vendors may be able to restore a weapon or piece of apparel to almost perfect condition, but it may be expensive. Once a weapon is above 75% Condition or piece of apparel is above 50% Condition, it is functioning as well as it can. Repairs made above that Condition are simply maintaining the equipment to keep it at peak performance for a longer period of time.
445HelpReputationYou have established a reputation with a group of people in the wasteland! Whether that reputation is good or bad, you're finally somebody, and people associated with that group will start to react to what you've done. There are many different factions in the wasteland, and you can develop a distinct reputation with each one. As you perform actions that benefit a group, you will gain Fame. If you peform actions that harm a group, you will gain Infamy. Your reputation with any given group is a measure of the combined total of Fame and Infamy that you have earned. The benefits and drawbacks of any given reputation depend on the group itself. You may receive discounts with merchants, provoke attacks from hired thugs, or simply be treated differently. Though you will initially start out with a Neutral reputation with any given faction, your Fame and Infamy will eventually push your reputation in different directions. You can see all of your current reputations under the General section of your Pip-Boy. Good Reputations: * Smiling Troublemaker - Some good, a little bad. * Good Natured Rascal - Good, a little bad. * Accepted - Some good. * Liked - Definitely good. * Idolized - Most good. Mixed Reputations: * Soft-Hearted Devil - More bad than good. * Dark Hero - More good than bad. * Mixed - Some good, some bad. * Unpredictable - Good and bad. * Wild Child - Most good, most bad. Bad Reputations: * Sneering Punk - Some bad, a little good. * Merciful Thug - Bad, a little good. * Shunned - Some bad. * Hated - Definitely bad. * Vilified - Most bad.
446HelpReputationJoshYou have established a reputation with a group of people in the wasteland! Whether that reputation is good or bad, you're finally somebody, and people associated with that group will start to react to what you've done. There are many different factions in the wasteland, and you can develop a distinct reputation with each one. As you perform actions that benefit a group, you will gain Fame. If you peform actions that harm a group, you will gain Infamy. Your reputation with any given group is a measure of the combined total of Fame and Infamy that you have earned. The benefits and drawbacks of any given reputation depend on the group itself. You may receive discounts with merchants, provoke attacks from hired thugs, or simply be treated differently. Though you will initially start out with a Neutral reputation with any given faction, your Fame and Infamy will eventually push your reputation in different directions. You can see all of your current reputations under the General section of your Pip-Boy. Good Reputations: * Smiling Troublemaker - Some good, a little bad. * Good Natured Rascal - Good, a little bad. * Accepted - Some good. * Liked - Definitely good. * Idolized - Most good. Mixed Reputations: * Soft-Hearted Devil - More bad than good. * Dark Hero - More good than bad. * Mixed - Some good, some bad. * Unpredictable - Good and bad. * Wild Child - Most good, most bad. Bad Reputations: * Sneering Punk - Some bad, a little good. * Merciful Thug - Bad, a little good. * Shunned - Some bad. * Hated - Definitely bad. * Vilified - Most bad.
447HelpRouletteRoulette is a game of chance in which a ball is spun on a spinning wheel marked with 38 colored and numbered pockets. As the ball loses momentum, it eventually drops into one of the pockets. Before the ball is spun, players place bets on individual numbers or groups of numbers, the colors red or black, or whether the number will be odd or even. If the ball lands in a pocket covered by one of the player's bets, he or she receives a reward proportional to the odds of his or her bet. Player bets fall into two categories: inside bets and outside bets. Inside Bets - Inside bets are placed on the numbered sections of the board or on the outside edges. * Straight-Up - A single number. The chip is entirely inside the square. * Split - Two adjoining numbers. The chip is placed on the line between the numbers. * Street - Three numbers in a horizontal line. The chip is placed at the edge of a line. * Six Line - Two adjoining streets. The chip is placed at the edge between two streets. * Corner - Four numbers in a square. The chip is placed at the intersection of the four numbers. * Basket - 0, 1, and 2; 0, 00, and 2; or 00, 2, and 3. The chip is placed at the intersection between the three numbers. * Top Line - 0, 00, 1, 2, and 3. The chip is placed at the corner of 0 and 1. Outside Bets - Outside bets are played off of the main numbered section of the board and never include 0 or 00. * 1-18, 19-36 - The first and second halves of the numbered board. * Red, Black - Red and black numbers. * Even, Odd - Even and odd numbers. * 1st, 2nd, 3rd Dozen - The first (1-12), second (13-24) or third (25-36) set of numbers. * 1st, 2nd, 3rd Column - A bet on an entire vertical column of numbers. The chip is placed at the base of the column.
448HelpSlotsSlots are casino gambling machines that have three or more reels that spin when a button is pushed or lever is pulled. Each reel randomly stops on or between one of many symbols on the reel. Depending on the combination of symbols that comes up, the player will either lose his or her bet or receive a payout based on the odds of the combination coming up. Different slot machines have different numbers of symbols and correspondingly different payout odds. You can check the payout odds from within the game at any time.
449HelpStealthYour stealth state is displayed when you crouch (&-sUActnCrouch;). [HIDDEN] means nobody detects you. [CAUTION] means someone is searching for you. [DANGER] means you have been detected by an enemy. How stealthy you are is affected by many factors: * Sneak skill: Your Sneak skill only helps you when you are crouching. The higher your Sneak skill, the easier it is to remain undetected, steal an item, or pick someone's pocket. * Line of sight: An enemy is much less likely to detect you if he can't see you. * Light level: You are harder to see in darker areas. * Movement: You are hardest to detect when motionless, easiest to detect when running. * Apparel weight: Heavier apparel makes more noise when moving. * Sound: Most melee weapons make very little noise; bigger guns make a lot of noise. Attacking while undetected gives you an automatic "sneak" critical.
450HelpTerminalUNUSED
451HelpVATSWelcome to the Vault-Tec Assisted Targeting System, or V.A.T.S. V.A.T.S. displays the chance you will hit, along with the condition of each body part. &sMouseLeftButton;: Attack your target &sMouseRightButton;: Cancel an attack &sKBE;: Accept your actions Left click on the left or right arrows to switch to a new target. The number of attacks you can make is limited by your Action Points.
452HelpVATS2The Vault-Tec Assisted Targeting System, or V.A.T.S., allows you to pause the game, assess any combat situation tactically, and target the specific body parts of any enemies onscreen. Pressing and holding &-sUActnVats; will pause the game and scan the area of targets; arrows to the left and right indicate threats that are currently offscreen. To zoom in on an enemy, simply select it and release &-sUActnVats;. You are now able to target the individual body parts of that enemy. The percentage value next to a body part indicates the chance to hit that body part with each shot. The small bar next to the body part indicates its condition; when the condition of a body part is completely reduced, that body part is crippled, and the targeted enemy will suffer the obvious ill effects -- crippling the legs reduces movement speed and any lunging attacks; crippling the arms affects accuracy, etc. When using a melee weapon or unarmed combat, you will need to be close to have a chance to hit. Both melee and grenades are "full body" attacks, and you cannot specify a specific body part. As you raise your Melee Weapons or Unarmed skill, you will gain the ability to perform special attacks with weapons using those skills. Every attack on a body part uses up Action Points. Generally, the smaller a weapon, the fewer Action Points are required for every shot. Keep in mind that you're not limited to shooting at just one target -- at any time, you can switch available targets, and attack them as well, so long as you have remaining Action Points. When you've used up all of your Action Points, and are ready to leave V.A.T.S., press &sKBSpace;.
453HelpVATS2XBoxThe Vault-Tec Assisted Targeting System, or V.A.T.S., allows you to pause the game, assess any combat situation tactically, and target the specific body parts of any enemies onscreen. Pressing and holding &-sUActnVats; will pause the game and scan the area of targets. To zoom in on an enemy, simply select it and release &-sUActnVats;. You are now able to target the individual body parts of that enemy. The percentage value next to a body part indicates the chance to hit that body part with each shot. The small bar next to the body part indicates its condition; when the condition of a body part is completely reduced, that body part is crippled, and the targeted enemy will suffer the obvious ill effects -- crippling the legs reduces movement speed and any lunging attacks; crippling the arms affects accuracy, etc. When using a melee weapon or unarmed combat, you will need to be close to have a chance to hit. Both melee and grenades are "full body" attacks, and you cannot specify a specific body part. As you raise your Melee Weapons or Unarmed skill, you will gain the ability to perform special attacks with weapons using those skills. Every attack on a body part uses up Action Points. Generally, the smaller a weapon, the fewer Action Points are required for every shot. Keep in mind that you're not limited to shooting at just one target -- at any time, you can switch available targets, and attack them as well, so long as you have remaining Action Points. When you've used up all of your Action Points, and are ready to leave V.A.T.S., press &sXBABtn;.
454HelpVATSXBoxWelcome to the Vault-Tec Assisted Targeting System, or V.A.T.S. V.A.T.S. displays the chance you will hit, along with the condition of each body part. &-sUActnUse;: Attack your target &sXBLStick;: Change body parts &sXBRStick;: Change targets &sXBBBtn;: Cancel an attack &sXBABtn;: Accept your actions The number of attacks you can make is limited by your Action Points.
455HelpWeaponsAll weapons fall under a weapon skill category that determines how effective the weapon is: Guns, Energy Weapons, Explosives, Melee Weapons, or Unarmed. Compare the small icon below and to the left of the weapon's icon to the icon shown on the Pip-Boy's skill menu. * DAM/DPS: These indicate the base Damage and Damage Per Second, respectively. Weapons with a low DAM have difficulty penetrating armor. If you hit a target's Damage Threshold, switch to a weapon with a higher DAM or use ammo that reduces the target's Damage Threshold (e.g. Armor Piercing). * STR and Skill: Many weapons have a Strength and/or skill requirement. If your character does not meet the Strength or skill requirement for the weapon, its aim will wobble (if a firearm) or it will attack more slowly (if a hand-to-hand weapon). * CND: A weapon's Condition affects the amount of damage is does. At 75% Condition or higher, a weapon does maximum damage and only needs to be maintained. A weapon with low Condition will do less damage and may jam when reloaded. * Repair / Mod: These options take you to the Repair and Mod submenus, where you may repair damaged equipment or attach weapon modifications, respectively.
456HVBeepWarningThe collar has begun to emit a high-pitched beeping noise.
457HVDatastoreElectricalSwitchMainMsgOpening the box you find a series of breakers that appear to correspond to the terminals nearby.
458HVDatastoreElectricalSwitchNoSkillMsgOpening the box you find a series of breakers that appear to correspond to the terminals nearby. If you knew more about electronics you could probably cut the power to some of the terminals nearby. (Repair 60 required)
459HVDatastoreElectricalSwitchPowerCutMsgAs you flip the breakers, you hear the terminals around the room power down one by one.
460HVDatastoreElectricalSwitchPowerOffMsgOpening the box you find a series of breakers that appear to correspond to the terminals nearby. Most of them appear to have their power cut.
461HVDatastoreElectricalSwitchPowerUpMsgAs you flip the breakers, you hear the terminals around the room powering up one by one.
462HVElderHardinMsgElder Hardin
463HVFastBeepWarningYour collar has begun beeping more insistently.
464HVGameScoreMessageCurrent # of Kills: %g
465HVHeadPaladinRamosMsgHead Paladin Ramos
466HVJoiningConsoleInstalledMsgYou quickly install the device as directed. Immediately a small green light on it begins pulsing, indicating that it has begun transmitting.
467HVJoiningConsoleMainMsgThis console appears to connect to radar and other detection systems.
468HVKnightMcNamaraMsgKnight McNamara
469HVRadioDestroyedYou smash the radio violently, destroying it beyond the possibility of repair.
470HVRadioMsgThe radio appears to be broken.
471HVRadioSabotagedYou cleverly rearrange the radio's inner workings to provide an explosive surprise for the next person who uses it.
472HVRadioUnknownThe radio appears to be broken.
473HVRangerJournalFirst"This location looks like it might make a good safehouse. Warm, dry, and some sort of crazy natural phenomenon at night that should keep the predators away. I'd love to start getting set up, but there are a few nearby points of interest I need to gather intel on first. Not sure how long that'll take."
474HVRangerJournalFourth"This godforsaken radio still doesn't work. Damn it, I'm a scout, not an electrician. Must've got some sand in it or something. At least that crazy storm is good for keeping people away. This place wouldn't make much of a safehouse if other people were traipsing in and out all the time. I'd hate to have to find another location again, but if the supplies, and especially the equipment weren't safe, I guess I'd have to."
475HVRangerJournalSecond"Finally got started getting this place in order. Put out enough supplies to last a while, swept up some. Gonna hit the hay and continue tomorrow."
476HVRangerJournalThird"Found a nice little spot to scout the prison from. Place has been pretty active recently. Those thrice-damned powder gangers have been spreading out, so I need to be careful to avoid them. It doesn't help that I have to get back early each night or risk getting blinded by the sand."
477ImplantEnduranceMessageYou need to have a higher Endurance before your body can accept any more implants.
478InjuredBoomer2LowSkillMsg2You begin to operate on the patient's leg, and things quickly start to go bad. You manage to tourniquet the wound to staunch the bleeding, but it is clear that the leg will never be fully functional again.
479InjuredBoomer2MsgThis man's leg is seriously injured. It may require amputation to save him. Are you sure to want to attempt the operation? (Medicine 50 or higher Required)
480InjuredBoomer3LowSkillMsg2Thinking the patient has an infection, you administer a large dose of antibiotics. The patient suffers a severe allergic reaction and slips into a deep coma.
481InjuredBoomer3MsgThis man appears to be severely injured. Swelling around his face and neck is interfering with his breathing. Are you sure to want to treat him? (Medicine 60 or higher Required)
482InjuredBoomerHeal2MsgUpon further examination after cleaning the leg, you realize it can be saved. You carefully remove the existing stitches, clean the wounds thoroughly, then re-stitch the wounds closed using a much more effective procedure.
483InjuredBoomerHeal2MsgLowIntYou pull out your blade and hack blindly at the leg. After a series of random and frenetic cuts you notice the leg is looking better. It looks like he'll be able to keep it after all.
484InjuredBoomerHeal3MsgAfter carefully considering treatment options, you realize the patient is merely having a strong allergic reaction. By cleaning all wounds of ant venom, and administering a steroid compound, you reduce the swelling and the patient's breathing returns to normal.
485InjuredBoomerHealMsgWith a combination of natural herbs, bandages, and some disinfectant, you are able to clean the wounds and help boost the patient's immune system enough that he'll survive.
486InjuredBoomerKill2MsgWithout examining the leg further, you decide it requires amputation. Before you even make it down to bone, you realize you might have skipped a few important steps... The patient quickly bleeds to death from a severed artery.
487InjuredBoomerKill3MsgYou decide you need to perform a tracheotomy to open up his air pathway. As you haphazardly stab the patient in the neck, a piece of your straw snaps off in his throat causing the patient to choke to death.
488InjuredBoomerKillMsgWith limited medical knowledge, you mistakenly administer a lethal dose of painkillers mixed with antibiotics. The patient lets out one last labored breath before succumbing to the overdose.
489InjuredBoomerLowSkill2MsgThis man's leg is seriously damaged and will require amputation. Improper treatment will kill him. Are you sure to want to attempt the operation? (Medicine 50 or higher Required)
490InjuredBoomerLowSkill3MsgThis man appears to be severely injured. Swelling around his face and neck is interfering with his breathing. Improper treatment will kill him. Are you sure to want to treat him? (Medicine 60 or higher Required)
491InjuredBoomerLowSkillMsgThis man looks like he has a serious infection. Improper treatment will kill him, would you like to treat him? (Medicine 40 or higher Required)
492InjuredBoomerLowSkillMsg2As you start to administer medications to the patient, his fever spikes and his breathing quickens. His sickness is well beyond your skill to treat.
493InjuredBoomerMsgThis man looks like he has a serious infection. Improper treatment will kill him, would you like to treat him? (Medicine 40 or higher Required)
494InjuredBoomerNeutralMsgYou have just enough skill to recognize that you are about to do more harm than good. You stop before causing any serious complications.
495InjuredBoomerNoOperateArgyll has revoked your operating privileges in his medical bay. You can no longer operate on any patients.
496InjuredBoomerNoOperateYetThis one of Argyll's patients. You should speak to him before you investigate them.
497InjuredBoomerWorseConditionThis patient's condition is worse, but still stable. There is nothing more for you to do here.
498JasonBrightSpeechMessage1Gather, all. Gather and hear my words. May the creator guide me and help me speak true...
499JasonBrightSpeechMessage2Our almighty creator has seen fit to answer our prayers. The time has come for us to board the rockets and begin the Great Journey. Soon shall we dwell in a promised land where hate and resentments are unknown.
500JasonBrightSpeechMessage3Though we believed that all humans despised us, the creator has seen fit to instruct us otherwise.
501JasonBrightSpeechMessage4The Journey ahead would have been impossible if not for the efforts of two human friends, one new, the other a long-abiding companion.
502JasonBrightSpeechMessage5To our new friend, we say thanks, and promise never to forget how he drove off the demons who sought to keep us from reaching the promised land.
503JasonBrightSpeechMessage6But to Chris, we owe more than thanks. To him, we owe our salvation. Chris, you have made the Great Journey a reality.
504JasonBrightSpeechMessage7From this moment forward, we shall each and every one of us revere you as the Saint of the Great Journey. We shall never forget you.
505JasonBrightSpeechMessage8We ask that you forgive us, Chris, and give us your blessing, as we bestow ours upon you. We are but humble servants of the creator's divine and mysterious will.
506JasonBrightSpeechMessage9It is your sacrifice that will bring us to the promised land. Seekers, board the rockets, take your seats. The Great Journey awaits! We go now to the Far Beyond!
507KhanFactionOutfitWarningYou are now dressed as a member of the Great Khans.
508KhanFactionOutfitWarningOffYou are no longer dressed as a member of the Great Khans.
509KnightLorenzoDeadSenior Knight Lorenzo has died!
510LDPrintingPressActivatedElsewhereMsgThis printing press is activated elsewhere.
511LDWonderMeatMakerFailMsgYou do not have the required items. (Molerat Meat, Wonder Glue)
512LDWonderMeatMakerFirstMsgWould you like to make Wonder Meat? (1 Mole Rat Meat, 1 Wonder Glue)
513LDWonderMeatMakerSuccessMsgYou have created some Wonder Meat!
514LegateCampMongrelGateBrokenMessageThese mongrels won't be leaving the cage any time soon.
515LegateCampMongrelGateMessageThis gate keeps the Legion Mongrels inside. It appears that the locking mechanism can be tampered to seal the gate shut. Also, you could try to slip a narcotic into the cage to knock the mongrels out. What would you like to do?
516LegateCampMongrelGateMessageFailYou don't have the skill necessary to seal this mechanism shut. What would you like to do?
517LoyalDeadMessageLoyal has died.
518Lucky38ElevatorMessageWhat floor would you like to go to?
519Lucky38ElevatorMessageLockedWhat floor would you like to go to?
520Lucky38ElevatorMessageVictorWhere to, Pardner?
521Lucky38MainframeActiveMsgThis network access point can be monitored by the Followers of the Apocalypse with some adjustments to data routing protocols. [Science of 50 or greater required to monitor the Lucky 38's data network.]
522Lucky38MrHouseUnplugMsgMr. House Interface.
523Lucky38ReactorActiveMsgPower the Substation.
524Lucky38ReactorInactiveMsgThe Reactor is inactive.
525Lucky38ReactorMsgThe Reactor is Active.
526McCarranFoodProcessorFailMsgYou do not have all of the required items.
527McCarranFoodProcessorFailRepairMsg[Failed] You lack the skill to jury-rig the machine. After digging through all of the broken parts you are overwhelmed and give up.
528McCarranFoodProcessorFirstMsgRepair the kitchen's food processor?
529McCarranFoodProcessorSuccessMsgYou have repaired the food processor!
530McCarranFoodProcessorSuccessRepairMsg[Success] Bypassing several broken redundant coprocessors using nothing more than bobby pins, tape, and a trooper's swiss army knife, you manage to get the machine running!
531MeatOfChampionsMessageYou have gained the Meat of Champions perk.
532MedicalClinicAutoDocMsgThis is an ancient and very obsolete Mark I Auto-Doc. Despite the similarities in appearance to more advanced models, it shares no compatible parts.
533MegatonBombArmedMsgThe bomb has been rigged to explode. Once detonated, it will surely destroy the entire town of Megaton.
534MegatonBombArmSuccessMsgBomb rigged to blow.
535MegatonBombDisarmedMsgThe bomb has been disarmed, and no longer poses a threat to the people of Megaton.
536MegatonBombDisarmSuccessMsgBomb disarmed.
537MegatonBombExamineHighSkillMsgThe bomb may be undetonated, but further examination reveals that it is still operational, and still quite dangerous.
538MegatonBombExamineHighSkillMsg2The bomb may be undetonated, but further examination reveals that it is still operational, and still quite dangerous. Do you wish to disarm the atomic bomb, and prevent it from ever being detonated?
539MegatonBombExamineHighSkillMsg3The bomb may be undetonated, but further examination reveals that it is still operational, and still quite dangerous. Do you wish to disarm the atomic bomb, leave it unmodified, or insert the Fusion Pluse Charge?
540MegatonBombExamineHighSkillMsg4The bomb may be undetonated, but further examination reveals that it is still operational, and still quite dangerous. Do you wish to disarm the atomic bomb, leave it unmodified, or insert the Fusion Pluse Charge?
541MegatonBombLeaveAloneMsgYou leave the bomb in its undetonated, but highly dangerous, state.
542MegatonBombLowSkillMsgYou lack the Explosives skill needed to interact with the bomb (Explosives %.0f or higher required).
543MegatonFFLeakyPipeActiveMessageThe pipe appears to be damaged, but the source of the leak isn't immediately clear. It'll take a master plumber to fix it. (Repair of 30 or higher required)
544MegatonFFLeakyPipeFixedMessageYou repaired the leaking pipe.
545MojaveOutpostPlaqueMessageIn the year 2271, the Desert Rangers of Nevada and rangers of the New California Republic met at this spot to sign the Ranger Unification Treaty. Under this treaty, the Desert Rangers agreed to be absorbed into the NCR in exchange for NCR's protection of Hoover Dam, New Vegas, and southern Nevada against the forces of Caesar's Legion.
546MQ02DishMessageThe communications dish on the Virgo II Lunar Lander appears to be easy to remove.
547MQ02GNRBackdoorMessageThe door is designed for one-way use and can't be opened from this side.
548MQ02MuseumPlanetariumDoorMsgShow in Progress. Please Take Your Seats. Thank You.
549MQ02MuseumPlaqueArmsMessage01The Type 1861 "Springfield" Rifle-Musket was the standard weapon for the infantry soldier in the American Civil War. It was a muzzle-loaded weapon which fired a .58 caliber "Minie Ball" using percussion caps instead of the traditional flintlock. Almost a million of these weapons were manufactured for the soldiers during the war. On loan from the International Ordnance Museum, these cases display the various types of weapons and ammunition used by the military in past conflicts all over the globe.
550MQ02MuseumPlaqueArmsMessage02Perhaps the most well-recognized weapon in the modern U.S. Military arsenal, the M199 earned its nickname "The Backtalker" from the unusual report the firing mechanism makes as it ejects a spent shell. Firing standard 5.56mm rounds, the M199 is still the official infantry weapon of the U.S. Army. On loan from the International Ordnance Museum, these cases display the various types of weapons and ammunition used by the military in past conflicts all over the globe.
551MQ02MuseumPlaqueArmsMessage03This is the only known prototype of the X277 "Viper" Magnetic Rail Cannon developed for the U.S. Military by West-Tek. Also commonly referred to as a "Railgun", the weapon uses energy cells to propel a depleted uranium round across a series of magnets discharging it at extremely high velocity. Deemed too costly to produce on a mass scale, the project was abandoned in 2044. On loan from the International Ordnance Museum, these cases display the various types of weapons and ammunition used by the military in past conflicts all over the globe.
552MQ02MuseumPlaqueFlagMessage01This flag was recovered from the wreck of the U.S.S. Ebon Atoll, a U.S. Navy Missile Cruiser, sunk off the coast of Alaska in 2066 with all hands lost. The cutting edge vessel's loss was due to a nuclear torpedo strike from the U.S. Navy Submarine, the U.S.S. Interference during the Anchorage Campaign. The submarine mistook the cruiser for an enemy vessel during radio silence and sunk it before obtaining visual confirmation. This ranks as one of the most tragic disasters in U.S. Naval History since World War II.
553MQ02MuseumPlaqueFlagMessage02This unusual flag was recovered from the surface of the moon by the very last manned flight to its surface in 2052. The flag is from the old "Valiant 12" Virgo III Lunar Lander that touched down November 14, 1969. Its remarkable condition can be attributed to its construction; the flag is actually made of special materials to withstand the harsh environment of space.
554MQ02MuseumPlaqueMedalsMessage01The medals in this case were typically awarded to American pilots in World War II. From left to right, top row to bottom: Medal of Honor, Distinguished Service Cross, Silver Star, Distinguished Flying Cross, Navy Cross, Air Medal, Bronze Star, and the Purple Heart.
555MQ02MuseumPlaquePortraitsMessage01These portraits created by the renown Contemporary Artist Lincoln Myers depict some of the more overlooked American Inventors. From top to bottom, left to right: Richard G. Drew (adhesive tape, 1925), James Ritty (cash register, 1879), Carl C. Magee (parking meter, 1935) and Mary Anderson (windshield wiper, 1903).
556MQ02MuseumPlaqueRenovationMessage01This exhibit is undergoing renovation and should return soon. Thanks!
557MQ02MuseumPlaqueRocketMessage01The Delta IX Rocket was donated by the United States Space Administration and by a grant from the United States Department of Antiquities.
558MQ02MuseumPlaqueSkeletonMessage01This is the actual skeleton of Captain Carl Bell who died on May 5, 1961 after his Space Capsule crash landed. Captain Bell is credited as being the first human in space on board the Space Capsule Defiance 7, but this has been constantly refuted by both the Soviet Union and China. Defiance 7's fight lasted for a total of 12 minutes and 7 seconds as it achieved one full revolution around the Earth. Donated by Edwina Bell.
559MQ02MuseumPlaqueSSuitMessage01This is the actual USSA Deep Space Suit worn by Captain Carl Bell on May 5, 1961. Captain Bell is credited as being the first human in space on board the Space Capsule Defiance 7, but this has been constantly refuted by both the Soviet Union and China. Defiance 7's flight lasted for a total of 12 minutes and 7 seconds as it achieved one full revolution around the Earth.
560MQ02MuseumPlaqueStealthBoyMessageThis is the RobCo "Stealth Boy" Model 3001 Personal Stealth Device. Developed by Robert Mayflower, the Stealth Boy generates a modulating field that transmits the reflected light from one side of an object to the other making the bearer almost invisible to the untrained eye.
561MQ02MuseumPlaqueVertibirdMessage01This is a scaled model of a prototype military transport vehicle being developed by the U.S. Military. The XVB02 "Vertibird" is a VTOL ("Vertical Take Off and Landing") craft with an extremely durable armored fuselage and can be armed with a variety of offensive weapons and defensive countermeasures. This is the most advanced aircraft of its kind ever developed, and the military hopes to press them into service by 2085.
562MQ02MuseumPlaqueVirgoIIMessage01On July 16, 1969, the Virgo II Lunar Lander "Valiant 11" became the very first manned space vehicle to touch down on the moon. The Valiant 11's crew consisted of Captain Richard Wade, Captain Mark Garris and Captain Michael Hagen of the USSA. We salute these brave and noble men who took the very first steps on a planetary body other than our own.
563MQ02MuseumPlaqueWrightMessageThe aircraft above is the original Wright Flyer I designed by Orville and Wilbur Wright. On December 17, 1903 in Kitty Hawk, North Carolina, the vehicle performed its maiden flight for a mere 12 seconds, covering a distance of only 120 feet . This historic event marked the first sustained and controlled heavier-than-air powered flight.
564MQ02QuestFailedMessageThree Dog has been killed.
565MQ02RelayAfterMessageThe Galaxy News Radio Relay is now running at full strength.
566MQ02RelayBeforeMessageYou've found the Galaxy News Radio Relay.
567MQ04BrochureMsgThis brochure promotes The Hoffman Training Academy, with the tagline 'Turning the Delinquents of Today into the Leaders of Tomorrow'.
568MQ04ChandelierAlreadyRiggedMessageThe chain supporting the chandelier has been tampered with. It might not be a good idea to walk underneath it.
569MQ04ChandelierRiggedMessageSeveral links in the chain snap, but the chandelier doesn't immediately fall. It does look very unstable...
570MQ04DeadNPCMessageThe simulation prevents you from tampering with the body.
571MQ04DiaryMessageI just don't know what to do anymore. When Roger�s not in that stupid basement, he�s outside sweet talking that hussy, Martha Simpson. He claims there's nothing between them, but I know it's all a lie. I found a woman's pendant once, on Roger�s workbench. But of course, I said nothing. That�s me, Janet Rockwell, prim and proper housewife, living a perfect life here on Tranquility Lane. Some days I wish I really had beat her to death with that rolling pin. Then Roger would know I'm the only girl in the world.
572MQ04FailsafeEnableMessageFailsafe terminal initialized.
573MQ04MabelChandelierMessageThis heavy iron chandelier is supported by an old metal chain. It looks like the chain could be broken, but that could be really dangerous...
574MQ04MabelNotNowMessageYou can't use this now.
575MQ04MabelOvenAlreadyRiggedMessageThe pilot light has been knocked loose on the oven. It probably shouldn't be turned on.
576MQ04MabelOvenMessageThis old gas oven could be tampered with to knock the pilot light fixture loose, but that could be really dangerous.
577MQ04MabelOvenRiggedMessageYou fiddle with the pilot light and the gas pipe. The smell of gas fills the air...
578MQ04MabelRollerskateMessageThis rollerskate is awfully close to the stairs. A simple push could put it in a very dangerous position.
579MQ04MabelRollerskateRiggedMessageYou give the skate a hearty push.
580MQ04OccupiedPodMessageThis Tranquility Lounger is occupied.
581MQ04PodNoAuthMessageYou are no longer authorized to use the Tranquility Loungers.
582MQ04PodNoSuitMessageOnly residents wearing Vault 112 suits may access this lounger.
583MQ04RockwellDeskNothingMsgYou have nothing interesting to place on the desk at this time.
584MQ04RockwellDeskUnderwearMsgYou place the underwear on the desk.
585MQ04RollerskateAlreadyRiggedMessageThe roller skate is in a precarious position at the edge of the stairs. Be careful...
586MQ05CantUseNowMessageYou cannot use this now.
587MQ05DoorLockedMessageThe door will not open. It feels as though it is blocked from the outside.
588MQ05EnclaveDoorMSGThis door locks from the other side
589MQ05MainframeDoorMessageThe door is not powered, and will not open.
590MQ05PipeControlDebugDEBUG: Pipe control activated
591MQ06BackDoorMessageThis door is locked, and must be unlocked remotely.
592MQ06LLTerminalMessageThe terminal is not powered.
593MQ07BoxLockedMessageThe Box is locked, and requires a key.
594MQ07JunctionBoxDoNothingMsgYou leave the Junction Box as you found it.
595MQ07JunctionBoxHighSkillMsgThe Junction Box has several damaged cables, and appears to be only partially powered. Do you wish to repair the damage, or leave it alone?
596MQ07JunctionBoxLowSkillMsgYou lack the repair skill necessary to interact with this object. ( Repair %.0f or higher required)
597MQ07JunctionBoxRepairedMsgThe junction box has been repaired, and is in good working order.
598MQ07JunctionBoxRepairMsgYou repair the damage to the Junction Box, and make sure all cables are properly connected.
599MQ08FawkesDeadFawkes has died.
600MQ08FireControlConsoleMessageYou've accessed the Vault 87 Medical Wing Fire Control Console. Once activated, the fire alarm can't be cancelled.
601MQ08FireControlConsoleMessage02The fire alarm can't be disabled.
602MQ08TempConcussionDebug until effect added - Concussion Grenade goes off.
603MQ09IntercomMessageThe intercom has been turned off.
604MQ11PPDoorMessageThe door has locked shut behind you. There is no exit.
605MQAPanelDoNothingMessageYou leave the panel alone.
606MQAPanelInsertVialMessageYou slide the vial into the panel.
607MQAPanelNoVialMessageThis panel allows for the input of additional filtration chemicals.
608MQAPanelVialChoiceMessageThis panel allows for the input of additional filtration chemicals. Do you wish to add any chemicals to the system?
609MS01LuckActiveMsgYour luck has increased!
610MS01LuckInactiveMsgYou don't feel quite as lucky anymore.
611MS01ProtectronMessageRepair robot?
612MS01QuestFailedMessageEveryone in Big Town is dead.
613MS01RedDiedRed has died.
614MS01ShortyDiedShorty has died.
615MS03DeamcrusherPerkMsgSomething about your presence dampens others' desires to exceed. Any enemy's chance of getting critical hits on you is now reduced by half.
616MS03FailedMsgMoira Brown has died, and her book will never be written.
617MS03MainframeBrokenMsgThe mainframe is not functioning.
618MS03MainframeChange0MsgYou leave the mainframe alone.
619MS03MainframeChange1MsgYou install the processor widget.
620MS03MainframeChangeMsgThe processor widget looks like it should fit neatly into this mainframe.
621MS03MirelurkKilledMsgOptional objective failed: you have killed a Mirelurk.
622MS03MirelurkObservation0MsgYou leave the spawning pod alone.
623MS03MirelurkObservation1MsgThe observer is hidden in the spawning pod.
624MS03MirelurkObservationMsgThe observer can easily be hidden in the mass of eggs.
625MS03MutationPerkMsgMoira's experiment had an unexpected side-effect. Now, when you suffer from Advanced Radiation Poisoning, crippled limbs automatically regenerate.
626MS03SanitizerActiveMsgSanitizer active. Food and drink improved.
627MS03SanitizerInactiveMsgSanitizer no longer active.
628MS03SurvivorPerkMsgAs a result of your painstaking research for the Wasteland Survival Guide, your survival skills have improved.
629MS04AntMightMessageYou've been granted the strength and flame resistance of the Grayditch Fire Ants. Your Strength has increased by 1 and you are now 25%% resistant to fire.
630MS04AntSightMessageYou've been granted the perception and flame resistance of the Grayditch Fire Ants. Your Perception has increased by 1 and you are now 25%% resistant to fire.
631MS05QuestFailedMessageSierra Petrovita has been killed.
632MS06QuestFailHannibal Hamlin and Leroy Walker are dead.
633MS06QuestFailCalebCaleb Smith is dead.
634MS06QuestFailHannibalHannibal Hamlin is dead.
635MS08AlreadyFoundMessageYou have already have a copy of this holotape.
636MS08PerkMessageAdvanced technology from the Commonwealth has increased your reaction speed, giving you a higher chance to hit in V.A.T.S.
637MS09CorpseMsg1You lack the skill needed to properly determine the cause of death (Medicine 30 or higher required).
638MS09CorpseMsg2The bodies of the Wests have bite marks on the neck area that go to the bone.
639MS09CorpseMsg3The bodies of the Wests have bite marks on the neck area that go to the bone. The lack of bloodstains on the sheets is strange, as any bite or wound of that depth should have caused massive bleeding.
640MS09CorpseMsg4The bodies of the Wests have bite marks on the neck area that go to the bone. The lack of bloodstains on the sheets is strange, as any bite or wound of that depth should have caused massive bleeding. The bite marks on the neck appear to be from a human or humans with sharpened incisors or canines.
641MS09CorpseMsg5The bodies of the Wests have bite marks on the neck area that go to the bone. The lack of bloodstains on the sheets is strange, as any bite or wound of that depth should have caused massive bleeding. The bite marks on the neck appear to be from a human or humans with sharpened incisors or canines. The bodies seem to have a blackish powdery residue present not unlike that found in old trainyards.
642MS09CorpsePostMessageThere's nothing else on the corpse to indicate what happened.
643MS09EwersDoorMessageThe door to the Ewers's House is locked.
644MS09HemoPerkMessageVance's teachings have granted you the ability to regain 20 HP from the consumption of Bloodpacks.
645MS09QuestFailMessageYou are hostile with the residents of Arefu.
646MS09QuestFailMessageIanYou are hostile with the Family and the residents of Arefu.
647MS09SchenzyDoorMessageThe door to Karen Schenzy's House is locked.
648MS10BarkskinPerkMessageYou've been exposed to Harold's mutation and your skin is now as hard as tree bark.
649MS10BasinMessageNoCeremonyYou can't use the fountain at this time.
650MS10BasinMessagePostCeremonyThe Basin of Purification is filled with some sort of thick, viscous sap.
651MS10BasinMessagePreCeremonyThe Basin of Purification is filled with some sort of thick, viscous sap.
652MS10BearRewardBuffMessageYew's Bear Charm has permanently increased your Speech skill by 10 points.
653MS10HaroldBurnsMessageHarold can no longer speak to you.
654MS10HaroldBurnsMessagePreThe Talking Tree has been killed.
655MS10HaroldHeartMessageYou've found Harold's Heart.
656MS10HaroldHeartMessageKillHarold's Heart is destroyed.
657MS10HaroldHeartMessageLinimentLeaf Mother Laurel's Liniment has strengthened Harold's Heart.
658MS10HaroldHeartMessageSapTree Father Birch's Sap has strengthened Harold's Heart.
659MS10QuestFailMessageYou are hostile with the residents of Oasis.
660MS11BombMessageThe bomb appears inert, but further examination reveals that it is still operational, and still quite dangerous. With the right gear it would be trivial to rig it to explode. To disarm the bomb, however, would take a highly skilled explosives expert.
661MS11BombMessageArmedThe bomb is already rigged with the Fusion Pulse Charge, and armed to detonate remotely.
662MS11BombMessageArmFailYou do not have the specialized equipment to rig the bomb to explode. [Requires a Fusion Pulse Charge]
663MS11BombMessageArmSuccessYou successfully insert the Fusion Pulse Charge. The bomb is now rigged to explode (from a safe distance, of course).
664MS11BombMessageDisarmedThe bomb has been disarmed, and no longer poses a threat to the people of Megaton.
665MS11BombMessageDisarmFailYou do not have the required skill to disarm the bomb. [Explosives %.0f]
666MS11BombMessageDisarmLuckYou got lucky and disarmed the bomb.
667MS11BombMessageDisarmSuccessYou have successfully disarmed the bomb.
668MS11BombMessageNoSkillYou lack the Explosives skill needed to interact with the bomb (Explosives %.0f or higher required).
669MS11BombMessageWarningDisarming the bomb requires considerable skill with explosives. You probably should leave it alone. (Note: Atomic explosions are rumored to be quite dangerous.)
670MS11BurkeDeathFailMsgBurke has been killed. You can no longer receive a reward for blowing up Megaton.
671MS11BurkeDisableFailMsgTenpenny Tower has been overrun by Feral Ghouls and Mister Burke has disappeared. You can no longer receive a reward for blowing up Megaton.
672MS11DetonatorNothingMsgThe detonator does not appear to do anything.
673MS11DetonatorNotRiggedMsgThe fusion pulse charge must be rigged to the atomic bomb before it can be detonated.
674MS11DetonatorTriggerMsgActivating the detonator will set off the atomic bomb, and destroy the town of Megaton. Are you sure you want to proceed?
675MS11DetonatorUndetonatedMsgThe atomic bomb remains undetonated.
676MS11DetonatorUsedMsgThe detonator has already been used to trigger the atomic bomb.
677MS11SimmsFailMsgBoth Lucas and Harden Simms have been killed. You can no longer receive a reward for disarming Megaton's atomic bomb.
678MS12TenpennyPlayerSuiteDoorMessageIt is unsafe to access your suite at this time.
679MS13DebugDEBUG!
680MS13Debug2DEBUG2!
681MS13Debug3DEBUG3
682MS13QuestFailedGrouseMessageGrouse is dead.
683MS13QuestFailedMessageAll four VIP targets have died.
684MS14QuestFailMister Crowley is dead.
685MS15MuseumPlaquePrizeMessageDo you think you know everything about the Declaration of Independence? Put it to the test and win prizes from National Archives Sponsors!
686MS15MuseumPlaqueRedeemMessageRedeem your Prize Vouchers here! Exhibit and Prizes sponsored by Med-Tek Laboratories.
687MS15TurretGeneratorMessageHighYou pull open the maintenance panel on the turret generator.
688MS15TurretGeneratorMessageLowYou lack the skill needed to disable the turret generator (Repair 60 or higher required).
689MS15TurretGeneratorMessageOffThe turret generator has been disabled.
690MS16AbandonedFailedMsgYou have abandoned Vault 101.
691MS16ChaosFailedMsgVault 101 has been thrown into chaos.
692MS16Vault101ControlPodMsgYou don't know the new entrance password.
693MS16Vault101ControlPodMsg02Password "Amata" entered.
694MS17MainframeMessageYou've accessed the Vault-Tec Mainframe.
695MS17MasterbrainInternalMessageYou have accessed the Masterbrain's internal mechanisms. If you destroy its uplink, it will cause all of the automated security units in Vault-Tec to shut down.
696MS17RobotsMessageAdministrative Security Robots Disabled
697MS18ElevatorDoorsMessageBottomThere is no power to the express elevator.
698MS18ElevatorRoofMessageThe express elevator to the lobby has no power.
699MS18ElevatorRoofMessageNoBattThe express elevator to the lobby has no power. A Fission Battery is required to restore it to working order.
700MS18ElevatorRoofMessageNoRepairThe express elevator to the lobby has no power. You lack the skill needed to restore it to working order (Repair 75 or higher required).
701MS18ElevatorRoofMessageNoRepairDonDeadThe express elevator to the lobby has no power. You are currently unable to restore it to working order (Repair Skill of 75 or possession of a unique tool required).
702MS18ElevatorRoofMessageOnThe express elevator to the lobby is functioning properly.
703MS18QuestFailedMessageYou are now hostile with Reilly's Rangers.
704MS18ReillyComaMsgThere is no response from Reilly, she appears to be in some sort of a coma.
705MS18ReillyHighSkillMsgYour Medicine skill is high enough to enable you to administer the proper treatment on Reilly and revive her.
706MS18ReillyLowSkillMsgYou lack the skill needed to properly treat Reilly (Medicine 60 or higher required).
707MS18RoofElevatorMessageBrokenThe express elevator to the lobby has no power.
708MS18RoofElevatorPanelFixedThe express elevator's power has been restored.
709MS18StatesmanRoofElevatorDoorMessageThe express elevator has no power. The elevator panel must be repaired before it can be used.
710MS18TheosAmmoBoxLockedMsgThe ammo box seems to be code locked.
711MS18TheosAmmoBoxUnlockMsgYou use Reilly's code to open the ammo box.
712NCRFactionOutfitWarningYou are now dressed as a member of the NCR.
713NCRFactionOutfitWarningOffYou are no longer dressed as a member of the NCR.
714NellisDebugMessageRandom Position is %.5f
715NellisSolarArrayRepairedHighMsgUsing your knowledge of photovoltaic cells, you thoroughly clean, polish, and upgrade the solar panels. You also clean and rewire some degraded circuits you spotted. Array efficiency improved by 50%%.
716NellisSolarArrayRepairedMsgYou repair the array to an acceptable working status.
717NellisSolarArrayRepairedWSparesMsgUsing spare array components, you easily repair the damaged array.
718NellisSolarArrayRepairLowMsgReflector panels on this array are damaged. Inspecting the damage, you quickly realize you lack the skill to repair the array without replacement parts. (Repair 65 or higher Required or Use Solar Array Parts)
719NellisSolarArrayRepairMsgReflector panels on this array are damaged. Salvaged parts could be used to repair the array. Would you like to repair the array? (Repair 65 or higher Required or Use Solar Array Parts)
720NellisSolarArraySalvagedMsgArray salvaged.
721NellisSolarArraySalvageLowMsgReflector panels on this array are damaged. You have no idea how to begin salvaging the array. (Repair 20 or higher Required)
722NellisSolarArraySalvageMsgReflector panels on this array are damaged. You could salvage some of the array's parts. Would you like to salvage the array? (Repair 20 or higher Required)
723NellisSolaryArrayFinalMessageAll of the broken solar arrays are repaired.
724NellisVRPodMsgThis VR pod requires an access code to operate.
725NeroDeadNero has died!
726NiptonCrucifiedMsgThis person appears to be near death. To remove them from the cross would kill them.
727NoCaravanKeyMsgThe trader's supplies are carefully secured. You will need a key.
728NoShovelMsgYou'll need a shovel to dig here.
729NVCCLegionRadioMsgThis appears to be a radio used to communicate with The Fort.
730NVCCLegionRadioNCRBugMsgYou place the NCR bug inside a crack in the radio.
731NVCCTruckDoorLowSkillMsgYou lack the skill to unlock the door. [Lockpick 50]
732NVCCTruckDoorMsgOpening this door will release highly radioactive barrels into Cottonwood Cove, potentially killing everyone in the camp.
733NVCCTruckDoorNoMsgOpening this door will release highly radioactive barrels into Cottonwood Cove, potentially killing everyone in the camp.
734NVCCTruckDoorNoToolMsgYou lack a key or lockpicks to unlock the door.
735NVCGHalfordRadio1Bravo, come in, Bravo. Is anyone out there?
736NVCGHalfordRadio2The camp was attacked. I think I'm the only one left alive.
737NVCGHalfordRadio3We were attacked by some kind of freak mutants from the caves. Please send backup!
738NVCGHalfordRadio4God damn leg... I don't know how much longer I'm going to make it before I bleed out.
739NVCGHalfordRadio5Bravo, this is Camp Guardian calling for backup. No sign of the rest of the men stationed here.
740NVCGHalfordRadio6This is Private Halford requesting backup. Anyone out there?
741NVCGHalfordRadio7Guardian is down. I repeat Guardian is down. Requesting backup from any nearby forces.
742NVCGHalfordRadio8Those beasts drug the rest of the men away. Oh God, I hope they don't come back for me.
743NVDogTagFistUniqueBlueprintMessageYou are inspired by the sacrifice of the fallen.
744NVDogTagFistUniqueCreatedMessageYou slowly wrap the chains of the fallen around your hands.
745NVDogTagFistUniqueMessageThe fallen will the gift of bloody reprisal.
746NVPoisonFailureYou cannot apply poisons to ranged weapons.
747P04CompanionFireMSGCompanion dismissal notifications sent.
748ParadiseFallsSewerMsgThe opening is too small for you to fit through.
749PearlDeadPearl has died!
750PoisonRemovalMsgPoison Removed
751PowderGangerCampMsg01The note reads: "Not many patrols out here lately, which means not much loot. Our crew is thinking we should make a move soon. Follow the tracks up north; head towards the Strip. You in? Ain't on the chain gang anymore, but we still gotta stick together."
752PowderGangerCampMsg02The note reads: "Some of the fellas farther north are trying to organize. We're starting to think it's a good idea. Got to pool resources if we're gonna survive out here. Sure you've noticed the decline in travelers. If they're getting wise, so should we."
753PowderGangerCampMsg03The note reads: "Some of the fellas farther north are trying to organize. We're starting to think it's a good idea. Got to pool resources if we're gonna survive out here. Sure you've noticed the decline in travelers. If they're getting wise, so should we."
754PowderGangerFactionOutfitWarningYou are now dressed as a Powder Ganger.
755PowderGangerFactionOutfitWarningOffYou are no longer dressed as a Powder Ganger.
756PowderGangRanchMsgThe note reads: "I'm taking most of the boys west to go check out this vault we heard about. Stay here and keep an eye on things until we get back, and keep a closer eye on the Fiends - those guys are crazier than Scrambler. If there's any trouble, radio ahead."
757PowerArmorMessageYou lack the specialized training needed to move in Power Armor.
758PowerArmorTrainingPerkMsgYou have received the specialized training needed to move in any form of Power Armor.
759PPControlCorrectCodeCode Entered. Please Stand by...
760PPControlIncorrectCodeIncorrect Code. Please try again.
761PPurityControlActivateMessageThe console is powered, and ready to accept the activation code.
762PPurityControlNoPowerMessageThe console is currently without power.
763PreorderMessageSuitePreorder package items added to your suite at the Lucky 38.
764PrimmHayesDeadLieutenant Hayes has died!
765PrimmKnightDeadMajor Knight has died!
766PrimmMcGeeDeadSergeant McGee has died!
767PrimmMeyersDeadMeyers has died!
768PrimmMuseumPlaqueMessageThe 9mm submachinegun preserved in the glass case to the left of this plaque is the ACTUAL weapon Vance carried in a paper-wrapped box under some suitcases in the trunk of his car during his and Vikki's crime spree! Never fired, and luckily untouched by the hail of bullets that ended its notorious owner's life, the weapon's mint condition inspires dread in all who look upon it. Experts speculate that Vance might have killed as many as fifty people had he ever fired the gun - so long as his aim was exact and he was starting off with a full clip - or even more if he had additional ammo clips and remembered to reload!
769PrimmNashDeadJohnson Nash has died!
770PrimmSlimDeadPrimm Slim has died!
771PrimmSlimRepairFailYou don't have the parts required to perform this repair.
772PrimmVanceOutfitMessageThese mannequins display replicas of some of the clothing that was found in the trunk of Vikki and Vance's death car. Vance didn't share Vikki's sense of fashion, and chose to dress himself how he envisioned a gangster would dress.
773PrimmVikkiOutfitMessageThese replica outfits show just how conscious Vikki was of the styles of the period. Vikki was well known for her sense of fashion and her fixation on expensive clothing was thought to be one of the reasons the pair chose a life of crime.
774QJDeathclawMotherMessageThe mother deathclaw goes berserk at the death of her baby!
775QJGeneratorActiveMsgThis generator would provide power to Quarry Junction, if it were functional. Whoever assembled it had no idea what they were doing - many parts are connected incorrectly or hooked up backwards. Someone with the proper knowledge could easily get the generator operational. [Repair of 35 or greater required to fix the generator.]
776QJGeneratorRepairedMsgYou repaired the generator.
777REPCONCrashMessageThe rockets crash. You're a jerk.
778REPCONDebugMessageStage moving from %.0f to %.0f
779REPCONDoorSabotageThere appears to be an automated door hidden behind this wall. It looks like it could be jammed shut, with the proper skills. (Repair 65 or higher required)
780REPCONHQTourMessage01What's this? A dull rod? Not so, Rocketeers! This "dull rod" once powered REPCONN's old nuclear-propelled rockets and still contains harmless* traces of radioactive material. As an exercise, stare closely* at the rod and try to spot the telltale glow! * While this case is lead-lined (standard in these cases, not specifically requested for this display), do not touch, look, or stand too close to this exhibit - keep your legs moving and see the rest of the museum!
781REPCONHQTourMessage02Hold up, Rocketeers, what's this? This trio of cylinders isn't a trio of cylinders at all!* They're containers holding what some* scientists call "plasma." Can you say "plasma?" REPCONN's always looking to the future, and in our future, we don't have to worry about radiation, health risks, or lawsuits when using this new and improved fuel source to blast our rockets into and out of the sky! * Clarification: "Cylinders" and "plasma" are factually correct designations of display items, both by definition and by the scientific community.
782REPCONHQTourMessage03We've all heard "stories" that radiation is dangerous - fact or fiction?* A common site in factories, military installations, and the basements of selected government-funded middle schools, these safety barrels* are just what the name implies - safe. While their attractive coloring can be interpreted as a warning, for REPCONN, it's an invitation to a future filled with nuclear power! * Rhetorical questions and nomenclature of exhibit items cannot be used as a basis for criminal prosecution.
783REPCONHQTourMessage04Why, look here! A pile of itty-bity safety barrels,* all nestled together like a family sitting down to dinner! Now, while it's claimed even the safest nuclear waste disposal procedures seep poison into the environment that never, ever goes away, in REPCONN's case, we say it all depends on where you put them - and Nevada's just the place! * Nomenclature for "hazardous waste barrels" as per REPCONN glossary specs.
784REPCONHQTourMessage05Force your parents a short drive south, and you'll see the retractable dome of REPCONN's launch facility (not actual size!). You may have heard wild stories about rocket flights and their impact* on nearby towns and communities, but REPCONN feels you can't put a price of space exploration - after all, Rocketeers, you do want to go into space someday... don't you? * Statement is figurative and inadmissible as evidence in a court of law.
785REPCONHQTourMessage06Just like the rocket you see here, we're aimed at the sky, but we've got a ceiling in the way! See, Rocketeers, while REPCONN is (was) focused on non-radioactive* propulsion engines, we still need to sneak back and use some of our older "proven" techniques with nuclear-driven engines to make space travel a reality. Partnered with our new buddy RobCo, we've dug up older, cheaper technology for upcoming orbital projects. No worries, even if you can't always see what we're up to up there - we can see you! * Any implication of radioactive material as negative is unintentional and in no way reflects RobCo or its subsidiary REPCONN.
786REPCONHQTourMessage07This sleek and purple R77-293A "Needlenose" is what happens when you mix fossil and plasma in a rocket and shake it up! The fossil fuels punch this sharp-nosed terror through the sky, and the plasma is used to shoot it through space to planets where REPCONN can mine more fossil fuels,* continuing the whole cycle again! * Interplanetary mining and resource rights still in negotiation.
787REPCONHQTourMessage08V29-321G may look like a big, fat, red rocket, Rocketeers, but Ol' Fatty here ran circles around the Earth not so long ago, so let's see you keep up! Sure, V29-321G's re-entry gave it its more commonly-known nickname "Big Fat Fiery Fred," but here at REPCONN we chose to focus on the successes and apply what we learned about explosive-resistant shielding to future models and even our landing platforms!* * The newly-(re)constructed REPCONN Launch Facility was a direct beneficiary of this discovery.
788REPCONHQTourMessage09Officially called the "Z43-521P" by silly engineers, we prefer to call this little scrapper by its true nickname, the "Green Bean." After all, which would you prefer in your backyard garden - a smoldering Z43-521P, or a green bean?* One sounds like it belongs if mentioned on the news, and make news it did... featuring REPCONN's plasma engine, it was soooo newsworthy that we decided to take the Quantum Matter Modulation unit out and see if we could use it for non-explosive uses. * Rocket nickname chosen after results of first trial landing.
789REPCONHQTourMessage10Whoa, watch your step! You don't want to be facing this fearsome fellow if you accidentally stumble into a restricted area. Whether sporting the latest in dual miniguns, rockets, or laser cannons, the Sentrybot not only takes it job seriously, it also takes no prisoners! It's proof of RobCo's commitment to defense that these deadly guards are concealed in chambers throughout this facility, so let this be a warning: Watch where you step, or out'll come RobCo, guns blazing! Exhibit Brought to You By Your Friends at RobCo
790REPCONHQTourMessage11RobCo's always had an eye for robotics, and this little fellow is no different! This robotic marvel can not only recognize your face and voice with advanced facial and auditory recognition technology, it can also broadcast video and audio as well! Think of it - all the sights and sounds of your radio and TV in your living room at home blasted directly at you on the street, subway, bathroom, or wherever you may be! Never fear, you'll never miss a news bulletin or presidential address again, no matter where you are! Exhibit Brought to You By Your Friends at RobCo
791REPCONHQTourMessage12You never can have too many hands - three, why not four? That was RobCo's inspiration behind the popular (and cost-effective) Mr. Handy model, the first of the line shown here. Always a help around the household, whether with Mom in the kitchen using its titanium circular power saw or in the garage with Dad using its armor-piercing laser array, Mr. Handy is not just helpful... he's your friend, too. Exhibit Brought to You By Your Friends at RobCo
792REPCONHQTourMessage13Some folks have asked - why not a Protectron with wheels? RobCo wasn't afraid to answer that question: The Protect-O-Bot is theanswer. While safety standards prevented this free-wheeling dynamo from entering mass market production despite RobCo's best intentions and teams of lawyers, we take consolation in letting you can see this extremely well-funded experiment as it was intended - a robot moving so fast it looks like it's standing still! Exhibit Brought to You By Your Friends at RobCo
793REPCONHQTourMessage14A model of our solar system (not actual size). Beautiful, isn't it? RobCo, with its subsidiary REPCONN, has often gazed into the night sky, seeing the rich pageant of stars and planets above us. Our goal? To send unmanned rockets to these other systems, seeing their beauty firsthand while mining ever deeper into each planet's surface for precious resources needed here at home. This is our promise to mankind, extending our reach into a future where the number of RobCo and REPCONN rockets match the stars in the sky. This Exhibit Brought To You By Your Friends at RobCo
794REPCONLaunchMessageThe rockets launch successfully!
795REPCONSabotageDoneTerminalMessageThe terminal seems to be locked into its new settings.
796REPCONSabotageTerminalAvgMsgThe console seems to have something to do with the course plotted for the rockets, but you can't make heads or tails out of how it works. (Science 55 required)
797REPCONSabotageTerminalCrashMsgYou alter the trajectory of the rockets so that they will crash into one another on launch.
798REPCONSabotageTerminalDumb1MsgYou see a bunch of numbers and words on the screen, but none of it really means anything to you.
799REPCONSabotageTerminalDumb2MsgYou don't think you accomplished much, but you feel better.
800REPCONSabotageTerminalDumbBrokenMsgOops! You're not sure what you just did, but it probably isn't good...
801REPCONSabotageTerminalImprovedPathMsgYou modify the path of the rockets to land closer to their target.
802REPCONSabotageTerminalMessageThe console displays a wealth of information concerning the predicted trajectory of the rockets. What do you wish to do?
803REPCONSabotageTerminalSuperHighIntMsgExamining the trajectories a little further, it looks like the computer is set to take a non-optimal route to the specified destination. You surmise that with minor alterations, you can plot a course that will take them about 12.5%% closer to their intended destination. Do you wish to alter the rockets' course?
804RexDamageIncreaseMsgRex has gained the Faithful Protector perk, increasing his attack damage.
805RexHealthIncreaseMsgRex has gained the Blood of the Legion perk, making him harder to kill.
806RexSpeedIncreaseMsgRex has gained the Unshakeable Tracker perk, increasing his movement speed.
807RR01BarricadeDoor01MsgThis door no longer operates.
808SchematicsImprovedMsgYour schematic has been improved.
809SchematicsWorkbenchFailureBottlecapMsgYou do not have the items required to create a Bottlecap Mine. You currently have: Lunch Box: %.0f, Cherry Bomb: %.0f, Sensor Module: %.0f, Caps: %.0f
810SchematicsWorkbenchFailureDartGunMsgYou do not have the items required to create a Dart Gun. You currently have: Paint Gun: %.0f, Radscorpion Poison Gland: %.0f, Toy Car: %.0f, Surgical Tubing: %.0f
811SchematicsWorkbenchFailureDeathclawMsgYou do not have the items required to create a Deathclaw Gauntlet. You currently have: Wonderglue: %.0f, Deathclaw Hand: %.0f, Leather Belt: %.0f, Medical Brace: %.0f
812SchematicsWorkbenchFailureGenericMsgYou don't know how to make that weapon yet.
813SchematicsWorkbenchFailureNukaCocktailMsgYou do not have the items required to create a Nuka Grenade. You currently have: Nuka-Cola Quantum: %.0f, Tin Can: %.0f, Turpentine: %.0f, Abraxo Cleaner: %.0f
814SchematicsWorkbenchFailureRailwayRifleMsgYou do not have the items required to create a Railway Rifle. You currently have: Crutch %.0f, Steam Gauge Assembly: %.0f, Fission Battery: %.0f, Pressure Cooker: %.0f
815SchematicsWorkbenchFailureRockItMsgYou do not have the items required to create a Rock-It Launcher. You currently have: Vacuum Cleaner: %.0f, Leaf Blower: %.0f, Firehose Nozzle: %.0f, Conductor: %.0f
816SchematicsWorkbenchFailureShishkebabMsgYou do not have the items required to create a Shishkebab. You currently have: Motorcycle Gas Tank: %.0f, Pilot Light: %.0f, Lawnmower Blade: %.0f, Motorcycle Handbrake: %.0f
817SchematicsWorkbenchMsgWhat weapon do you want to make?
818SchematicsWorkbenchNoneMsgYou don't know how to make any weapons yet.
819SchematicsWorkbenchSuccessBottlecapMsgBottlecap Mine created.
820SchematicsWorkbenchSuccessDartGunMsgDart Gun created.
821SchematicsWorkbenchSuccessDeathclawMsgDeathclaw Gauntlet created.
822SchematicsWorkbenchSuccessNukaCocktailMsgNuka Grenade created.
823SchematicsWorkbenchSuccessRailwayRifleMsgRailway Rifle created.
824SchematicsWorkbenchSuccessRockItMsgRock-It Launcher created.
825SchematicsWorkbenchSuccessShishkebabMsgShishkebab created.
826ShalebridgeCompostHeapAveMsgThis heap of debris appears to be hiding something useful.
827ShalebridgeCompostHeapQueenMsgWith the rival queen ant dead, these forager ants should be able to make nectar faster.
828ShalebridgeCompostHeapSmartMsgThe ants appear to be using this compost heap to metabolize a food supply. Ant secretions combined with the compost appear to be forming a potent chemical compound.
829ShalebridgeCompostHeapStupidMsgIf your science skill was higher, you might be able to determine a use for some of the things in this heap of debris. (Science 20 or higher required)
830ShalebridgeEggPileMsgAdministering some low-grade stimulant could benefit the growth of this colony's pupae.
831ShalebridgeEggPileNoSkillMsgThis pile of eggs must be how the forager ants sustain their numbers. With a little more insight, you may be able to figure out how to use these eggs to your advantage. (Science 70 or Medicine 40 required.)
832ShalebridgeEggPileNoStimMsgAdministering some low-grade stimulant could benefit the growth of this colony's pupae, but you don't have anything suitable.
833ShalebridgeEggPileStimMsgYou have injected the eggs to stimulate future growth.
834ShalebridgeEggPileStupidMsgThis pile of eggs is probably where all of the ants are coming from.
835ShalebridgeInvaderAntMsgIt appears that these ants are from another ant colony. Perhaps attacking this rival colony would help the forager ants survive.
836SLRemnantsBunkerPanelMsgIt appears that some sort of pass phrase needs to be entered in order to open the nearby door.
837StatesmanHotel02ElevatorBrokenMsgThe elevator panel needs to be repaired in order to operate the elevator.
838StatesmanHotel02ElevatorLowSkillMsgYou lack the Repair skill needed to interact with the elevator panel (Repair %.0f or higher required).
839StatesmanHotel02ElevatorRepairMsgYou successfully repair the elevator panel.
840StatesmanHotel02ElevatorSkillMsgYou examine the the broken elevator panel and conclude that it is possible to repair it. Do you wish to repair it?
841StonewallMessageStonewall blocked a knockdown attempt!
842SVComputerRoomDoor02MsgThis door is permanently jammed, cutting off access to other sections of the vault.
843SVComputerRoomDoorMsgThe door has been sealed shut until main power is back online.
844SVJunctionBoxMsgThis junction box could be rewired to override the security door controls, disconnecting it from the automated security system and opening the door. Repair of 60 or greater required.
845SVMainConsoleMsgThis is the Securitron operations console for the Securitron vault. Software updates can be installed from this console.
846SVPowerAlert1Warning: Power fluctuations detected. Situation reaching critical levels.
847SVPowerAlert2Warning: Multiple radiation leaks detected! Evacuation recommended.
848SVPowerRegulatorMsgIf the bunker's power regulators are destroyed, its reactor core will overload in a matter of seconds - with catastrophic results.
849SVPumpControlMsgThis console regulates the pumps keeping Lake Meade from flooding the Securiton storage galleries.
850SVSecuritronsUpgradedMsgSecuritrons successfully upgraded to Mark II.
851SVSecurityAlertMsgSabotage detected. Sentry Bot patrol mode activated.
852TakomaArtillerySwitchFixMsgYou successfully fix the switch.
853TakomaArtillerySwitchLowSkillMsgYou do not have the required skill to fix the switch. [Science %.0f]
854TakomaArtillerySwitchMsgThe switch appears to be broken.
855TEMPLilyRecording1{burst of static cuts in to child's voice}Grandma's here! Grandma's here!{Sounds of excitement, like two small children mobbing grandma at the door}
856TEMPLilyRecording2Oh, my goodness, look at these little angels! Becky, that dress looks so lovely! And Jimmy, my word how you've grown!
857TEMPLilyRecording3I'm four whole feet, grandma!
858TEMPLilyRecording4Did you bring us presents, grandma?
859TEMPLilyRecording5Well, now, I don't know... have you been good for your mommy and daddy?
860TEMPLilyRecording6Yes!
861TEMPLilyRecording7Well, then, let {gramma}grandma see what she's got....{audio breaks up into static over this line}
862TempNumberMsgValue=%.2f
863TenpennyIntercomInUseMessageIntercom currently in use.
864TheBigOneLowSkillMsgThe mess of wires and scrap metal confuses you. Perhaps if you knew a bit more about semiconductors and power cell technology, you might know where to begin disassembly.
865TheBigOneMsgThis nuclear bomb appears to be a dud. However, it appears as though the core components could be salvaged.
866TheBigOneSalvagedMsgYou quickly disassemble the core components of the bomb's fission reactor.
867TheTopsFloorManagerMsgThe Tops Floor Manager is coming to speak with you.
868TimebombHealMsgAfter a few close calls, you manage to stich up Timebomb's wounds. He should be fine.
869TimebombHelpMsgHis wounds are very severe. This will be a tricky operation. Are you sure that you want to try it?
870TimebombKillMsgYou coldly open an artery. Even to a skilled surgeon, it will look as if Timebomb died as a result of his wounds. You bastard.
871TimebombLowSkillMsgHis wounds are too severe. You must have a Medicine skill of at least 40 to try and help him.
872TrapBabyCarriageRearmMsgThis baby carriage has been disarmed.
873TrapBabyCarriageWarnMsgThis baby carriage is rigged with an explosive.
874TrapBearDetectMsgIt is possible to trigger this bear trap without injuring yourself.
875TrapBearRearmMsgWould you like to Rearm the trap?
876TrapComputerDetectMsgThe computer has been rigged to explode. It could be possible to disarm and remove the grenade.
877TrapComputerDisarmedMsgThis computer trap is disarmed and won't explode unless it it rearmed.
878TrapComputerDisarmFailMsgYou failed to disarm the explosive.
879TrapComputerDisarmMsgYou disarm and remove the grenade.
880TrapComputerRearmGrenadeTypeMsgWhat type of grenade will you use to re-arm the trap?
881TrapComputerRearmHasGrenadeMsgThe trap could be re-armed with a grenade.
882TrapComputerRearmNoGrenadeMsgYou need a grenade to rearm this trap.
883TrapCorpseRearmMsgThe corpse has been disarmed.
884TrapCorpseWarnMsgThis corpse is rigged with an explosive.
885TrapCorpseWarnMsgLiveThis person is rigged with an explosive.
886TrapDebugMsgDisarmed: %.0f Button: %.0f
887TrapDisarmFailMsgYou fail to disarm the trap.
888TrapDisarmMsgYou have disarmed the trap.
889TrapDodgeMsgYou nimbly dodge the trap as it springs shut.
890TrapGrenadeClusterActivateLowSkillMsgYou lack the Explosives skill needed to interact with the Grenade Cluster. (Explosives %.0f or higher required)
891TrapGrenadeDetectMsgGiven your understanding of explosives, it could be possible to disarm the Grenade Bouquet and collect the grenades.
892TrapGrenadeHarvestYou have successfully disarmed the Grenade Bouquet and received three Grenades.
893TrapLaserDestroyedThe Laser Tripwire Emitter has been destroyed.
894TrapLaserDisabledThe Laser Tripwire Emitter has been disarmed.
895TrapLaserEnabledThe Laser Tripwire Emitter has been armed.
896TrapLaserOffArmDetectMsgThis Laser Tripwire Emitter is disarmed. You could rig it to activate when the power is restored. With the power off, it is easier to manipulate this device. (Repair %.0f or higher required) or (Science %.0f or higher required)
897TrapLaserOffDisarmDetectMsgThis Laser Tripwire Emitter is armed. You could rig it to activate when the power is restored. With the power off, it is easier to manipulate this device. (Repair %.0f or higher required) or (Science %.0f or higher required)
898TrapLaserOnArmDetectMsgThis Laser Tripwire Emitter is disarmed. (Repair %.0f or higher required) or (Science %.0f or higher required)
899TrapLaserOnDisarmDetectMsgThis Laser Tripwire Emitter is armed. (Repair %.0f or higher required) or (Science %.0f or higher required)
900TrapLaserRiggedMsgThe emitter has been rigged to activate when the power is turned on.
901TrapLowSkillExplosivesMsgYour Explosives skill is is not high enough to disarm the trap. (Explosives %.0f or higher required)
902TrapLowSkillLaserMsgYou need a higher Repair or Science skill to interact with the emitter. (Repair %.0f or higher required) or (Science %.0f or higher required)
903TrapLowSkillMsgYou failed to disarm the trap.
904TrapLowSkillMsg1You failed to disarm the trap. You probably shouldn't have cut the red wire.
905TrapLowSkillMsg2You failed to disarm the trap. It looks like you made the grenades angry.
906TrapLowSkillMsg3You failed to disarm the trap. It all seemed so much easier in your head.
907TrapLowSkillMsg4You failed to disarm the trap. Might be a good time to run.
908TrapLowSkillMsg5You failed to disarm the trap. Let's hope you survive to try again.
909TrapLowSkillRepairMsgYour Repair skill is not high enough to interact with the trap. (Repair %.0f or higher required)
910TrapLowSkillScienceMsgYour Science skill is is not high enough to disarm the trap. (Science %.0f or higher required)
911TrapLuckMsgLuckily for you, the trap's closing mechanism fires late.
912TrapMailboxRearmMsgThe Tampered Mailbox has been disarmed.
913TrapMailboxWarnMsgThis Tampered Mailbox is rigged with an explosive.
914TrapMineDetectMsgYou're pretty sure you can deactivate this mine without blowing yourself up. Would you like to disarm and collect the mine?
915TrapMineHarvestYou have successfully deactivated and collected the mine.
916TrapNoGrenadeFragMsgYou have no Frag Grenades to use.
917TrapNoGrenadePlasmaMsgYou have no Plasma Grenades to use.
918TrapNoGrenadePulseMsgYou have no Pulse Grenades to use.
919TrapPitchingDetectMsgYour repair skill allows you to disarm the pitching machine.
920TrapPlateDetectMsgIt appears that you can disarm this pressure plate.
921TrapPlateDisarmMsgYou have successfully deactivated the pressure plate.
922TrapRearmMsgYou have rearmed the trap!
923TrapRearmProximityMsgYou rearm as a proximity trap.
924TrapRearmTimerMsgYou rearm as a timed trap (%.0f seconds).
925TrapSensorDetectMsgIt appears that you can disarm this Motion Sensor and take the Microfusion Cell.
926TrapSensorDisarmMsgYou have successfully disarmed the motion sensor.
927TrapShotgunDetectMsgIt appears that you can disarm this rigged shotgun.
928TrapToiletDetectMsgYour repair skill allows you to grab the Microfusion Cells without getting shocked.
929TrapTripwireDetectMsgIt appears that you can disarm this tripwire.
930TrapTripwireDisarmMsgYou have successfully disarmed the tripwire.
931TroikeDeadTroike has died!
932UltraLuxeFloorManagerMsgThe Ultra-Luxe Floor Manager is coming to speak with you.
933UnderpassWaterActiveMsgThis purifier would provide clean water to Underpass, if it were functional. Whoever assembled it had no idea what they were doing - many parts are connected incorrectly or hooked up backwards. Someone with the proper knowledge could easily get the purifier operational. [Repair of 35 or greater required to fix the generator.] [Science of 35 or greater required to modify the generator's settings.]
934UnderpassWaterRepairedMsgYou repaired the purifier. It's now producing clean water.
935UnderpassWaterSciencedMsgYou modified the purifier's settings. It's now producing cleaner water.
936V22ElevatorBrokenMsgThe elevator does not seem to be working. You could probably pop open the nearby panel and tinker with it to get the elevator working.
937V22ElevatorBrokenNoSkillMsgThe elevator does not seem to be working. If you had more experience with fixing machinery, you could probably get it working. (Repair 50 required)
938V22ElevatorWorkingMsgThe elevator door opens without a hitch. Buttons corresponding to the different levels of the vault glow faintly along the wall. Which one do you press?
939V22KochBrokenMsgThis sentry bot looks like it's seen some heavy fighting recently. You could probably get it partially running again with a little work.
940V22KochBrokenNoSkillMsgThis sentry bot looks like it's seen some heavy fighting recently. You could probably get it running again if you knew a little more about machines. (Repair 40 required)
941V22KochFixedMsgYou manage to get most of the robot's systems operational, but it's leg activators are beyond repair, leaving it immobile.
942VCCCrucifiedMsgThis person appears to be near death. To remove them from the cross would kill them.
943VCG01CasualHardcoreMessageFallout: New Vegas allows you to play in a new Hardcore mode that greatly increases the challenge of the game. In this mode, Stimpaks heal over time and cannot mend broken limbs, Rad-Away removes radiation over time, ammunition has weight, and dehydration is a constant concern. This mode is only recommended for advanced players. You may turn Hardcore mode on or off at any time in the Gameplay menu, but if you activate Hardcore mode now and maintain it through the end of the main storyline, you will receive a special reward. Would you like to activate Hardcore mode?
944VCG04MessageBefore you venture deeper into the wasteland, you may revise your character.
945VCG04SunnyMessageSunny Smiles has things to teach your character. Are you sure you wish to keep traveling in this direction?
946VCGTutorialGrabTo grab the Brahmin skull, look at it and &sUActnGrab;.
947VCGTutorialGrab2To grab an object, look at it and &sUActnGrab;.
948VCGTutorialGrabSuccessGood! Now &sUActnGrab; again to let go of the skull.
949VCGTutorialJumpTo jump, &sUActnJump;.
950VCombatKhanTrickYou've learned the Khan Trick special move. To use this technique, initiate a Power Attack while moving left or right: You will scoop up a handful of dirt and throw it in an enemy's face, momentarily distracting him.
951VCombatLegionAssaultYou've learned the Legion Assault special move. To use this technique, initiate a Power Attack running forward at an enemy.
952VCombatRangerTakedownYou've learned the Ranger Takedown special move. To use this technique, initiate a Power Attack while moving backwards. You'll drop your opponent to the ground.
953VCombatScribeCounterYou've learned the Scribe Counter special move. To use this technique, initiate a standard attack immediately after your character blocks an incoming attack.
954VEFR01NCREmergencyRadioMSGCall for NCR Support?
955VEFR01NCRGood2RadioMSGCall for NCR Support?
956VEFR0xDebugMessageiButtonVar is %.0f
957VEndGameWarningMsgThe battle for Hoover Dam will determine the fate of New Vegas for decades to come. If there's anything you want to do before you enter the battle, do it now - before you cross the point of no return.
958VEndGameWarningMsgHouseYou are committing to fight for Mr. House at the battle for Hoover Dam which will determine the fate of New Vegas for decades to come. If there's anything you want to do before you enter the battle, do it now - before you cross the point of no return.
959VEndGameWarningMsgIndyYou are committing to fight for an Independent Vegas at the battle for Hoover Dam which will determine the fate of New Vegas for decades to come. If there's anything you want to do before you enter the battle, do it now - before you cross the point of no return.
960VEndGameWarningMsgLegionYou are committing to fight with Caesar's Legion at the battle for Hoover Dam which will determine the fate of New Vegas for decades to come. If there's anything you want to do before you enter the battle, do it now - before you cross the point of no return.
961VEndGameWarningMsgNCRYou are committing to fight with the NCR at the battle for Hoover Dam which will determine the fate of New Vegas for decades to come. If there's anything you want to do before you enter the battle, do it now - before you cross the point of no return.
962VFactionOutfitTutorialYou have equipped faction armor! Faction armor disguises you as a member of that faction. Members of that faction now consider you a friend, while enemies of that faction will attack you on sight regardless of your personal faction relation with them. Any reputation changes that occur while wearing faction armor still affect your character. Security personnel such as guards and watchdogs will see through your disguise and alert anyone nearby, so watch out!
963VFSBodyguardLeftMsgSince you've left Freeside, your bodyguard has stopped following you.
964VFSFollowerFilesBillRonteMsgYou quickly find a manilla folder with Bill's name on it in the drawer marked "N-R".
965VFSFollowerFilesMainMsgThe drawers of this filing cabinet are all labeled "Patient Records" followed by a subset of the alphabet.
966VFSFollowerFilesPacerMsgYou quickly find a manilla folder with Pacer's name on it in the drawer marked "N-R".
967VFSOrrisThugExamineFailureMsgThe thug lies still, a victim of your recent fight. You could swear there's something odd about the corpse, but can't quite put your finger on it. (Medicine 30 or greater required)
968VFSOrrisThugExamineMedicineMsgA quick study of the body reveals that the thug is still alive, and merely pretending to be dead.
969VFSOrrisThugExamineMsgThe thug appears dead, a victim of your recent fight. (Medicine 30 or higher required.)
970VFSPacerJetMainMsgThe box contains a large amount of Jet. You could lace the Jet with some Psycho if you had some.
971VFSPacerJetMainNoMedicineMsgThe box contains a large amount of Jet. If you knew more about pharmaceuticals, you might be able to taint the Jet to make it lethal to use. (Medicine 60 or higher required)
972VFSPacerJetNoteMsgThe box now contains nothing save for a simple handwritten note.
973VFSPacerJetSpikedMsgThe box contains a large amount of Jet, now laced with Psycho.
974VFSPacerJetSpikeMsgYou carefully add Psycho to Pacer's Jet, guaranteeing an altogether different high the next time he uses it.
975VFSPacerJetTakeMsgYou consider taking the jet, but realize it might be better if you could somehow pin the theft on someone else. Preferably someone Pacer hates.
976VFSSilverRushGuardNameMsgTitle, not text when changing names!
977VHDAssassinationConsoleTEMPMsgThis is a temporary console to allow you activate the Kimball Assassination Scenarios. Please only select one.
978VHDAssassinationNoWaitMessageThe current quest is time-sensitive - waiting will result in quest failure.
979vHDBoomerTriggerYou have entered the boomer trigger. Good luck.
980VHDCombatPanelMsgWhat would you like to test?
981VHDControlOverrideMsgThis control box is connected to the main computer banks at Hoover Dam.
982VHDControlOverrideOnMsgYou've installed the override chip.
983VHDDutyRosterHackMsgYou notice that duty roster has been accessed by an unknown login ID. It'd be a good idea to keep an eye out for anything out of the ordinary.
984VHDEastPPConsoleMsgThis switch controls the power to the east side of the power plant.
985VHDEastPPConsoleOnMsgYou have reactivated the power to the east side of the power plant.
986vHDGeneratorDetonator01You plug your remote detonator into the terminal and set the primary trigger mechanism to begin the diagnostics on the generators, activating the detonator should cause the generators to explode.
987vHDGeneratorDetonator02You think if you had a remote detonator, you could set it up to cause the generators to explode.
988VHDGunCircuitboardLowSkillMsgAs you start to work on the circuit board, a series of sparks shoots out. You stop before causing damage and attracting attention.
989VHDGunCircuitboardMsgYou examine the circuit board on the gun console. You may be able to short it out and cause the gun to explode during the speech. (Repair 50 or higher Required)
990VHDGunCircuitboardSuccessMsgYou cut a few solders on the circuit board and rewire it to slowly build up a charge that will cause the gun to explode sometime during the speech.
991VHDGunConsoleMsgThis is the control console for the AA gun on Hoover Dam.
992VHDGunConsoleUsedMsgYou've already rigged the control console. You leave it alone before you attract any unwanted attention.
993VHDGunControls2MsgYou examine the controls for any signs of tampering, but you don't see anything unusual.
994VHDGunControlsLowSkillMsgYou take a look at the gun controls and realize you have no idea what you are doing. It's probably best to leave the controls alone.
995VHDGunControlsMsgYou examine the controls that activate the gun. You may be able to reactivate the gun and set it to shoot down the President's vertibird. (Science 50 or higher Required)
996VHDGunControlsSuccessMsgYou repair the gun controls and set the AA gun to attack any nearby aircraft.
997VHDKimballRangerDeadMsgThis Ranger was killed not too long ago. He looks to be the sniper that was stationed to watch from the top of this tower.
998VHDLegionLegateTentDoorMsgThe guards inside block the entrance of the tent. Apparently, the Legate does not wish to speak again until your mission is accomplished.
999VHDMooreTestSwitchMainMsgThis switch is used to test the various quest states that Moore puts you through.
1000vHDNCRRadioMessageFiends01Troopers have managed to contain several small riots that were breaking out in the area surrounding New Vegas.
1001vHDNCRRadioMessageFiends02There is chaos breaking out at McCarran. The Fiends are using the opportunity to attack the base.
1002vHDNCRRadioMessageFiends03There are also several riots breaking out in the area surrounding New Vegas. The looters have taken to the streets.
1003vHDNCRRadioMessageForlorn01There is a confirmed report that the Legion mounted a simultaneous assault at Camp Forlorn Hope.
1004vHDNCRRadioMessageForlorn02I'm{long pause} not getting any more information from Forlorn Hope. The Camp appears to have been totally overrun.
1005vHDNCRRadioMessageForlorn03I'm receiving reports that Forlorn Hope has been totally overrun, and the Legion is killing civilians as far as the township called Novac.
1006vHDNCRRadioMessageForlorn04The troops at Forlorn Hope, assisted by First Recon, have repelled the Legion attack with very few casualties.
1007vHDNCRRadioMessageForlorn05The troops at Forlorn Hope, assisted by First Recon, have repelled the Legion in what will surely be the most decisive victory in this entire battle.
1008vHDNCRRadioMessageForlorn06Yes{long pause} Forlorn Hope has fallen. Some troops managed to fall back, but the fortification is lost.
1009vHDNCRRadioMessageForlorn07Forlorn Hope has sustained heavy casualties, but the fortification stands. We have successfully defended Forlorn Hope.
1010vHDNCRRadioMessageGeneralGeneral Radio Chatter heard over emergency channel, Message %.0f.
1011vHDNCRRadioMessageGolf01Rangers have managed to hold off a Legion attack at Camp Golf. Some casualties, but Camp Golf stands.
1012vHDNCRRadioMessageGolf02Rangers have barely managed to fend off a brutal attack at Camp Golf. The numbers had not yet been reinforced to replace the missing troops.
1013vHDNCRRadioMessageGolf03Camp Golf has fallen{Loud, stunned}! Apparently a small group of troopers broke rank and fled their posts once the battle began.
1014vHDNCRRadioMessageGolf04{Amazed}A group of troopers, that can only be described as rag-tag, managed to fend off a brutal attack at Camp Golf. I salute your bravery. Hold the front.
1015vHDNCRRadioMessageHelloEmergency Radio greeting.
1016vHDNCRRadioMessageMonorail01The monorail at Camp McCarran just exploded. I'm not getting any reports of any fighting, but the monorail is gone for sure.
1017vHDNCRRadioMessageMonorail02We aren't going to be able to reinforce the Strip against the Omerta assault there. How the fuck did this happen? Jesus.
1018vHDNCRRadioMessageRacket01What the fuck is happening on the Strip? I'm getting reports that someone just bombed the embassy.
1019vHDNCRRadioMessageRacket02It sounds like the Omertas are mounting some sort of attack on the Strip. They are receiving heavy casualties from the Securitrons and other casinos.
1020vHDNCRRadioMessageRacket03The attack is coming from the Omertas. They are using some kind of gas to kill everyone in the casinos on the strip. How is this possible?
1021vHDOverflowMessage01This console controls the overflow controls for the generator intake tunnels. It looks like you can divert the auxiliary intake into the generators. (Science 65 or higher required)
1022vHDOverflowMessage02The dials on the panel show a blockage with the intake system. The pressure will need to be relieved at the manual override valve.
1023vHDTurretMessageNCR01This turret has sustained some minor damage and looks as though it could use some repairs. (Repair 45 or higher required)
1024vHDTurretMessageNCR01bYou quickly repair the damaged circuits.
1025VHDVertibirdBomb1MsgYou are looking at the Presidential Vertibird. This is a perfect place to put a bomb to kill President Kimball. (Explosives 50 or higher Required)
1026VHDVertibirdBomb2MsgYou are looking at the Presidential Vertibird. This is a perfect place to put a bomb to kill President Kimball. (Explosives 50 or higher Required)
1027VHDVertibirdBombLowSkillMsgYou attempt to plant the bomb on the vertibird, but aren't sure exactly what to do. You decide to stop before anyone notices you.
1028VHDVertibirdBombSuccessMsgYou successfully plant the bomb on the vertibird.
1029VHDVertibirdNoBombMsgYou are looking at the Presidential Vertibird. This is a perfect place to put a bomb if you had one.
1030VHDVertibirdSearch1MsgYou are looking at the Presidential vertibird. The assassins could have done something to the vertibird. (Repair or Explosives 50 or higher Required)
1031VHDVertibirdSearch2MsgYou are looking at the Presidential vertibird. The assassins could have done something to the vertibird. (Repair or Explosives 50 or higher Required)
1032VHDVertibirdSearchDefaultMsgThis is the Presidential Vertibird.
1033VHDVertibirdSearchLowSkill1MsgYou look over the vertibird and see something strange. You take a closer look but you can't be sure that there is anything wrong, but you have a bad feeling about this.
1034VHDVertibirdSearchLowSkill2MsgYou attempt to search the vertibird for anything strange, but you can't tell the difference between a bomb and an actual part on the vertibird. Your search doesn't find anything.
1035VHDVertibirdSearchSuccessMsgYou search the vertibird and notice a strange item that doesn't belong. Upon examination you notice it's a bomb. You skillfully disable the bomb and remove it from the vertibird.
1036VHDWatsonsHelmetLowSkillMsgYou're not sure how to rig up the C4 in the helmet without it being noticed. You quickly put the helmet down before anyone sees you messing with it.
1037VHDWatsonsHelmetMsgThis is private Watson's Helmet. If you had C4 and a detonator you could rig up a nice little surprise for the President. (Explosives 50 or higher Required)
1038VHDWatsonsHelmetNoC4MsgYou don't have any C4 to put in the helmet.
1039VHDWatsonsHelmetSuccessMsgYou quickly cram a brick of C4 into Watson's helmet and rig it to your detonator. This will really blow their minds.
1040VHDWatsonsHelmetUsedMsgYou already rigged Watson's helmet with C4. You decide to leave it alone so you don't attract unwanted attention to it.
1041VHDWestPPConsoleLockedMsgThe control box is locked.
1042VHDWestPPConsoleMsgThis box controls the power to the west side of the power plant.
1043VHDWestPPConsoleOnMsgThe control box is damaged and no longer functioning.
1044VHeliosAuxGeneratorFixedMessageYou fixed the wiring. Sufficient electricity should now be flowing to the mainframe computer.
1045VHeliosAuxGeneratorMessageThe generator looks to be fine, but some kind of large vermin has chewed into the power cable. With the proper know-how and some scrap metal, you could repair the connection and improve its output bandwidth. Otherwise you'll need help. (Repair of 35 or higher and one piece of scrap metal required)
1046VHeliosConsoleInactiveMessageThe console is unresponsive. For it to operate properly, it would need to be activated during peak sunlight hours (9 AM - 3 PM), a power configuration would need to be set up in the tower's mainframe, and the two ground-level terminals would need to have an active uplink to the mainframe.
1047VHeliosMainframeInactiveMessageThis mainframe is currently unresponsive. The amount of power reaching the terminal seems to be insufficient.
1048VHeliosPythonMessageThis robot has been fitted with a variety of tools specialized for industrial maintenance. There is a slot at the back of the head where it looks like a keycard could be fit. (Science of 45 or Poseidon Energy ID Card required)
1049VHeliosPythonMessageUselessThis robot has been fitted with a variety of tools specialized for industrial maintenance. However, there is nothing left in the room for it to repair.
1050VictorOfflineMsgVictor seems strangely oblivious to your presence. He doesn't respond to your attempt to speak with him.
1051VMcCarranMonorailBombNCRMessageThis device looks as though it is armed and could go off at any moment. (Explosives of 35 or higher or Science of 45 or higher required to defuse.)
1052vMojaveExpressEmptyYou don't currently have any shipments awaiting delivery from this location.
1053vMojaveExpressFirstMessageYou have discovered a new Mojave Express Dropbox! You can now have items delivered to this location as well as deliver items from this location to other Mojave Express Dropboxes. Would you like to ship some items?
1054vMojaveExpressInvalidYou must discover a second Mojave Express Box before you can make any shipments.
1055vMojaveExpressShippingMessageWelcome to Mojave Express!
1056vMojaveExpressTutorialWelcome to the Mojave Express! Mojave Express drop boxes, like this one, can be used to deliver items to any Mojave Express Dropbox that you've discovered. Once you find a Mojave Express Dropbox, just activate it and you will be able to use that location to send and receive items.
1057VMQ03aBloodFailMsgYou examine the blood stain, but you don't notice anything else about it. You should keep an eye out for anything out of the ordinary.
1058VMQ03aBloodSearchMsgThere is a pool of blood on the floor. [Perception 6 required]
1059VMQ03aBloodSuccessMsgYou examine the area and notice a bloody wrench and a toolbox nearby. Someone was killed here recently, and judging by the scene it was one of the engineers. You should keep an eye out for any engineers acting strangely.
1060VMS08DefusedMessageYou successfully extracted and defused the bomb.
1061VMS15BallastMessageThis appears to be a good location to attach one of the deployable ballast packages. Would you like to attach it to the plane?
1062vms15LoyalDetonatorBeepLoyal's detonator begins to beep.
1063vms15LoyalDetonatorBeep2Loyal's detonator stops beeping.
1064VMS18CookingMessageEverything necessary to cook a meal is here at your disposal. As long as Philippe isn't there to stop you. (Survival of 75 or higher required to improvise a meal using no recipe.) (Intelligence of 6 or higher and a recipe required to cook following the recipe.)
1065VMS18WineMessageThese wines are set up to be taken by servers out to the banquet. (Medicine of 25 or higher and Med-X required to drug the wine.)
1066VMS21ProstituteMessage1This woman is dead, would you like to inspect her to see if you can get more information? (Medicine 35 or higher Required)
1067VMS21ProstituteMessage2You take a look at the body but are unable to determine anything about the cause or nature of her death aside from the knife wounds.
1068VMS21ProstituteMessage3This girl appears to have been tortured for several hours and then murdered. Judging by the rate of livor mortis, you guess the body has been here for less than a day.
1069VMS21ProstituteMessage4This girl appears to have been tortured for several hours and then murdered. Judging by the rate of livor mortis, you guess the body has been here for 12 to 14 hours. The lack of hesitation wounds on the body as well as the old blood surrounding it implies that the murderer is experienced and has murdered in this way previously.
1070VMS30InjuredTrooper01HealMsgYou carefully clean the wounds and apply antibiotics before stitching the wounds closed. The patient will recover completely in time.
1071VMS30InjuredTrooper01HealMsgAltUsing the Med-X to dull the patients pain, you use the surgical tubing to reduce some of the bleeding, and then sterilize the wound with the Whiskey. The patient will recover completely in time.
1072VMS30InjuredTrooper01KillMsgWith limited medical knowledge, you bumble around with a scalpel and cut a vital artery. The patient starts hemorrhaging and dies from blood loss.
1073VMS30InjuredTrooper01LowSkillMsgThis man appears to be suffering from multiple machete wounds. Improper treatment will kill him. Would you like to treat him? (Medicine 35 or higher required) Alternatively, if you have Med-X, Whiskey, and Surgical Tubing you may be able to treat him.
1074VMS30InjuredTrooper01MsgThis man appears to be suffering from multiple machete wounds. Improper treatment will kill him. Would you like to treat him? (Medicine 35 or higher required) Alternatively, if you have Med-X, Whiskey, and Surgical Tubing you may be able to treat him.
1075VMS30InjuredTrooper02HealMsgUpon further examination after cleaning the leg, you realize it cannot be saved. You carefully begin to amputate the limb. During surgery, you notice the man's hand is gangrenous. You amputate that as well, saving his life.
1076VMS30InjuredTrooper02HealMsgAltUsing the Med-X to dull the patients pain, you put the Medical Brace on him to stabilize his leg. You then carefully begin to amputate the limb with the Bonesaw. During surgery, you notice the man's hand is gangrenous. You amputate that as well, saving his life.
1077VMS30InjuredTrooper02KillMsgWithout thinking, you start amputating the leg. Partway through you realize you started amputating the wrong leg. As you start amputating the other leg, the patient dies of shock.
1078VMS30InjuredTrooper02LowSkillMsgThis man's leg is seriously injured. It may require amputation to save him. Are you sure to want to attempt the operation? (Medicine 50 or higher required) Alternatively, if you have a Medical Brace, Med-X, and a Bonesaw you may be able to treat him.
1079VMS30InjuredTrooper02MsgThis man's leg is seriously injured. It may require amputation to save him. Are you sure to want to attempt the operation? (Medicine 50 or higher required) Alternatively, if you have a Medical Brace, Med-X, and a Bonesaw you may be able to treat him.
1080VMS30InjuredTrooper03HealMsgYou carefully clean the wounds and apply antibiotics before grafting extra skin over the wounds. The patient will make a complete recovery.
1081VMS30InjuredTrooper03HealMsgAltYou use the Med-X and dull the patients pain. Carefully, you use the tweezers to pick out pieces of shrapnel. Due to the extreme loss of blood, the patient goes into circulatory shock. You quickly use the Super Stimpak to stabilize the patient. The patient will make a complete recovery.
1082VMS30InjuredTrooper03KillMsgYou quickly grab some ice to treat the burns. Unfortunately, the ice doesn't help but only compounds the problem. The patient screams and dies due to cardiac arrest induced from the sudden pain.
1083VMS30InjuredTrooper03LowSkillMsgThis man appears to have suffered a close range blast trauma. His upper torso is covered in cuts and is severely burned. Improper treatment will kill him. Would you like to treat him? (Medicine 75 or higher required) Alternatively, if you have Tweezers, Med-X, and a Super Stimpak you may be able to treat him.
1084VMS30InjuredTrooper03MsgThis man appears to have suffered a close range blast trauma. His upper torso is covered in cuts and is severely burned. Improper treatment will kill him. Would you like to treat him? (Medicine 75 or higher required) Alternatively, if you have Tweezers, Med-X, and a Super Stimpak you may be able to treat him.
1085VMS30InjuredTrooperLowSkillMsg2As you start to administer medications to the patient, his fever spikes and his breathing quickens. His injuries are well beyond your skill to treat.
1086VMS30InjuredTrooperNeutralMsgYou have just enough skill to recognize that you are about to do more harm than good. You stop before causing any serious complications.
1087VMS30InjuredTrooperNoItemsYou do not have the required items to heal this patient.
1088VMS30InjuredTrooperNoOperateDr. Richards has revoked your operating privileges in his medical bay. You can no longer operate on any patients.
1089VMS30InjuredTrooperNoOperate2Dr. Richards no longer wants you looking into his patients.
1090VMS30InjuredTrooperWorseConditionThis patient's condition is worse, but still stable. There is nothing more for you to do here.
1091VMS30TrooperInjuredNoOperateYetThis one of Dr. Richards' patients. You should speak to him before you investigate them.
1092VMS35AutoDocBrokenMsgThis is a Mark III Auto-Doc, primarily used for routine surgeries. However, the diagnostic scanning unit is burnt out, rendering this Auto-Doc useless.
1093VMS35AutoDocFixedMsgThis is a Mark III Auto-Doc, primarily used for routine surgeries. This Auto-Doc is ready to go at the press of a button.
1094VMS35AutoDocVault34MsgThis is a Mark III Auto-Doc, primarily used for routine surgeries. The control systems have been damaged beyond repair, rendering the Auto-Doc useless, but the diagnostic scanning unit is still intact.
1095VMS36RadioActiveSuppliesThese supplies have been contaminated with radiation. If people were to use them, they would grow sick and eventually die. Scientifically-minded characters might be able to find a way to purify them, however.
1096VMS38TheThornClosedThe Thorn is currently Closed.
1097VMS41StealthBoyFixedMsgThe prototype's stealth field has been stabilized.
1098VMS41StealthBoyMsgThis is a Stealth Boy Mark II prototype. As it is only a prototype, there are numerous fluctuations in its stealth field which would yield unpredictable results in a field test. A specialist in electronics could stabilize the field output. [Repair of 65 or greater required.]
1099VMS42MicroclineC4AltMsgYou need at least 5 packs of C4 to get the job done.
1100VMS42MicroclineC4MsgYou need at least 3 packs of C4 to get the job done.
1101VMS42MicroclineLowSkillExpAltMsgYou must have an Explosives skill of at least 50 to rig the C4 properly.
1102VMS42MicroclineLowSkillExpMsgYou must have an Explosives skill of at least 60 to rig the C4 properly.
1103VMS42MicroclineLowSkillMsgYou must have a Science skill of at least 40.
1104VMS42MicroclineMsgThe crystals on this rock seem to indicate a pocket of potassium nearby, some strategically placed C4 could be enough to destroy both the cave and the vault.
1105VMS49CommMessageMuch of the text on the screen is encoded in some sort of cipher. You won't be able to decode it without Veronica present.
1106VMS51BottleCapPressMsgThe grease on the bottle cap press is fresh, indicating that someone used it recently.
1107VMS52RadioAlphaMsgThis is a military-issue ham radio, complete with a signal encoder/decoder interface for encrypting and deciphering transmissions.
1108VMS52RadioBravoMsgThis is a military-issue ham radio, complete with a signal encoder/decoder interface for encrypting and deciphering transmissions.
1109VMS52RadioCharlieMsgThis is a military-issue ham radio, complete with a signal encoder/decoder interface for encrypting and deciphering transmissions.
1110VMS52RadioDeltaMsgThis is a military-issue ham radio, complete with a signal encoder/decoder interface for encrypting and deciphering transmissions.
1111VMS52RadioEchoMsgThis is a military-issue ham radio, complete with a signal encoder/decoder interface for encrypting and deciphering transmissions.
1112VMS52RadioFoxtrotMsgThis is a military-issue ham radio, complete with a signal encoder/decoder interface for encrypting and deciphering transmissions.
1113vSnowglobeFirstMessageYou found a Limited Edition Mojave Landmark Snowglobe! These rare, pre-War artifacts are widely considered to be useless baubles, but rumor has it some collectors will pay dearly for them.
1114vSnowglobeMessageYou found a Limited Edition Mojave Landmark Snowglobe!
1115VTopsElevatorNoResponseThere's no response from the elevator.
1116WeatherStationConsoleMsgThe console hums quietly, powered by some unknown source. There is a round slot on the console - about the size of a large poker chip.
1117WeatherStationElevatorMsgThe elevator is now offline.
1118WhiteGloveSocietyFactionOutfitWarningYou are now dressed as a member of the White Glove Society.
1119WhiteGloveSocietyFactionOutfitWarningOffYou are no longer dressed as a member of the White Glove Society.
1120WildWastelandMessage...


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