
The Vault Dweller's Survival Guide is the game manual for Fallout. It is styled as a Vault-Tec publication that is issued to inhabitants of the company's line of vault-model fallout shelters. For the transcript, see here.
 
The Vault Dweller's Survival Guide is the manual for Fallout, included in the game files.
It is styled as a Vault-Tec publication that is issued to inhabitants of the company's line of vault-model fallout shelters.
The Fallout Readme File included corrections to the manual as followed.
(2.0) MANUAL ERRATA 
After the manual went to print, we found the following errors 
or made the following changes to Fallout:
 
(2.1) MOVING MULTIPLE ITEMS 
When moving multiple items, you can now type the number of items to 
move. This is especially useful when trading money for items. Use 
the keyboard to enter the number of items to move, use the backspace 
key to make corrections. You can enter a maximum of 999. Press 
ENTER when done.
 
(2.2) HIT POINTS PER LEVEL 
Page 5-21 of the manual is in error. The actual number of hit 
points gained per level is 2 + (Endurance / 2). This simple chart 
will show the different HPs gained per level for each point of EN:
ENDURANCE HPs GAINED ENDURANCE HPs GAINED 
1 2 6 5 
2 3 7 5 
3 3 8 6 
4 4 9 6 
5 4 10 7
 
(2.3) ITEM HIGHLIGHT PREFERENCE 
When set to the On position, items on the ground that can be picked 
up will be highlighted with a yellow outline. If set to Off, the 
game will be slightly more difficult since you will have to make the 
decision as to whether or not the item can be picked up and placed 
into your inventory. This preference defaults to On.
 
(2.4) LEVEL GAIN NOTICE 
When you gain a new level, you will see a LEVEL icon just above the 
interface bar. This is to make sure that you know that your character 
has just been promoted in rank. When you enter the character screen, 
the notice will disappear.
 
(2.5) ADDICTION NOTICE 
If your character is suffering from chem addiction, a notice will 
appear above the interface bar. As long as your character is 
addicted to a chem, this notice will remain. If your character is 
addicted to more than one chem, you will only see one ADDICT sign. 
Review the KARMA section on the character screen to find out details 
of your character's addictions.
 
(2.6) STARTING COMBAT 
Left-clicking on the weapon button to get the targeting cursor will 
automatically freeze movement and start combat. You can also start 
combat by pressing the 'A' key. This is very useful if you want to 
attack a fast moving enemy, or sneak up behind a target.
The base level of Unarmed is 65% plus the average of Strength and 
Agility. Starting characters will have a 70% skill.
The Not So Complete Skill List starting on page 3-10 of the manual 
is incomplete. The following two skills should have been included:
Melee Weapons. The use of weapons in hand-to-hand combat. Covers 
the use of knives, spears, crowbars and other items that are held 
in the hand. Initial level: Starting Melee is equal to 55% + 
(1% x the average of your Strength and Agility). Average 
characters will have a 60% skill.
Throwing. The skill of using muscle-propelled ranged weapons. If 
a spear is thrown at someone, it will use this skill instead of 
Melee Weapons. This covers the use of throwing knives, grenades, 
and rocks. The maximum distance a weapon can be thrown is based 
on your Strength and the max range of the weapon. Initial level: 
40% + (1% x Agility). Average characters will have a 45% skill.
The following changes have been made to the Perk list starting on 
page 5-24 to 5-33 of the manual:
Awareness: This Perk only has one rank. It will give detailed 
information about any critter that you Examine. You can see 
their exact hit points, and information about any weapon they 
are equipped with.
Lifegiver: To clarify, this Perk gives +4 HP per rank everytime 
you gain a level. EX: If you have two ranks in Lifegiver, you 
will get +8 HP in addition to the HPs from your Endurance, when 
you go up a level.
If you throw a weapon, an identical weapon will automatically be 
replaced from your inventory, until you run out of like weapons. 
This applies to grenades, thrown knives, spears and rocks.
The portion of a map that takes you to another area is called 
an "exit grid." The green exit grids take you to another map 
in that location, while the brown exit grids return you to the 
world map.
Your character will heal a number of hit points equal to your 
healing rate every _three_ hours, not every _six_ hours as 
stated in the manual. This happens when you rest or travel.
Just to clarify pages 4-31 and 4-32 of the manual regarding 
Barter, here are a couple of important notes:
* The total value of the items on the barter tables are 
displayed. These are the values after modifiers 
based on Barter skills and reaction.
* You can make as many offers as you want without angering 
the person you are bartering with.
It is possible to have non-player characters (NPCs) join your 
party. You have limited control over their actions. Talk 
to them to issue very general commands. You can also:
* Barter or Steal from them to change their inventory. 
In this case, Stealing is not a hostile action and you 
can swap as much equipment as you want. NPCs cannot 
wear additional armor.
* Ask them to use their best weapon. They will then draw 
their most favorable weapon in the next combat. Make 
sure they have enough ammo of the proper type.
* Give them Stimpaks. If they get seriously hurt, they 
will automatically use them.
* If they run away in combat, they have either a low 
number of hit points, or they have a crippled limb.