The walkthrough can be followed word for word, except for two points where you are provided with information that changes from game to game. I've noted these points with comments in [square brackets]. This full walkthrough will tell you how to win the game with all 3 of the possible endings and tells how to get a full score. However, please consider using the game's built-in hint system before turning to the walkthrough. :) S P O I L E R S P A C E CHAPTER 1, ARCADIA >w >ask charlie about discount (*point*) >buy gps (*point*) (There are really 2 choices available: buy the pistol, or get the pills and the grenade.) >buy pills and grenade (Or) >buy pistol (You can also ask Charlie about various things in the store or mentioned in the newspaper.) >e >s >s CHAPTER 2, THE WASTELANDS >x brambles >search brambles (The rabbit will be most helpful if you didn't buy the pistol.) >get rabbit >s >talk to man >hide >turn off flashlight >x man (Having the pistol here makes an option available: shooting the guard.) >shoot man >turn on flashlight >stand >x man >x coat >get coat >wear coat >n (otherwise) >z >stand >turn on flashlight >n >z >z >z >z >e >e >x coyotes (If you bought the pistol, you can deal with the coyotes directly.) >shoot coyote >shoot coyote (or the more humane option:) >give rabbit to coyotes (It is also possible to use the grenade here, if you bought it.) >pull pin >drop grenade >w >z >e >e >x tub >open it >get clay >x boards >look behind boards >x girl >girl, hello >talk to girl >open pack >offer rations to girl >ask girl about herself >ask girl about village >ask girl about bad men >ask girl about base (The secret way into the base isn't necessary if you already killed the guard.) >ask girl about secret way >ask girl about doll >w >n >x skeletons >search skeletons >w >d >get doll >x bodies >search bodies >x debris >search debris >u >stand on chair >u >s >e >e >give doll to iona (You are now lead back to the clearing.) >sw >open box >d (*point*) >x jacket >wear it (or if you killed the guard, you can go through the front door.) >s >se >s (*point*) >w >w >x jacket >get pole >x boxes >search boxes >e >n >s >x desk >open it >search desk >x metallic >get it >get it with pole >n >e >open door >x panel >e >x bookcase >search it >n >listen >listen (Pay attention to the password spoken here. You'll need it later.) >z >z >stand (Your jacket/coat will let you blend in with the raiders.) >e >x map >read note >get magnet >w >w >w >s >put magnet on pole >get badge with pole (*point*) >x badge >n >e >e >e >s >x guard (Getting the prism from the guard is optional, depending on other choices you make. The prism gives the clue needed to unlock the vault. There are also two ways to destroy the door instead, one method using the grenade.) >x prism >ask guard about prism >ask guard about necklace >offer necklace to guard >w (Use the password you overheard earlier while hiding behind the bookcase.) >guard, [password] >w >x launcher >get it >drop it >x grip (One method to beating the big bad boss involves sabotaging his grenade launcher. Generally regarded as a bit of an unfair puzzle, so other ways were added.) >put clay in grenade launcher >turn on console >search desk >move desk >read crumpled >x badge >type "walsh" >type "walsh" >3 (Note the security code for the name on the badge) >q >w >knock on west door >e >n >w >w >put badge on grid >unscrew panel >open it >put prong in socket (*point*) >close panel >put badge on grid >type [passcode from the security console] (The game no longer requires you to manually scan the badge or type the passcode. You can simply pass through the security doors if you still carry the badge with you.) >s >s >w >open box (Let there be light!) >put breaker in box (*point*) >e >e >look through window (If you bought the pills, getting into the Commissary is unnecessary. But if you have the pistol instead, you'll need the radiation suit. There are two ways to open the door.) >shoot bottle >e >get suit >w (or) >w >w >get ladder >e >e >drop ladder >open it >climb it >up >e >d >push switch >get suit >w >w >open door (We need this door open, but we'll need the breaker downstairs, and this door won't normally stay open without electricty.) >put pole in door >w >get breaker >e >s >s >w >open box >put breaker in box >x geiger counter (The room to the south is clearly radioactive. Our choices are either the radiation suit or the pills from Charlie.) >eat pill (or) >remove [jacket/coat] >wear suit >s >e (*point*) >x equipment >x player >get wrench (If you got the yellow prism from the conference room guard, that will have half of the clue needed to determine the vault security code.) >push play >z [Note the reference to the vault lock code] >z >z >get green >put yellow in slot >push play >z >z [Note the date of her birthday] >z >z >z >z >drop green >open door >type 1102 [The date of the birthday] (*point*) (Otherwise, we can use the grenade on the door hinges) >pull pin >put grenade on hinge >hide >z (*point*) >stand (The third option means that the only way to win is to have put clay in the grenade launcher back in the security room.) >move tank >hit tank with wrench >hide (*point*) >stand >e >talk to man (We're now at the final conflict. If you placed the clay inside of his grenade launcher, all you have to do is wait and listen to his sad little monologue.) >z >z >z (*point*) (The other option is to detonate the gas tank he's standing next to. You can either shoot it with the pistol or throw the wrench at it.) >throw wrench at gas tank >hide behind table >stand >x leader >x launcher >l >e >x helmet >get it >wear it >z >z >z >z >remove helmet >w (If you're wearing the suit, fine, otherwise you'll need to put it on or eat another radiation pill.) >eat pill >w >n (If you don't take care of these murderous raiders, who will?) >push blue button >again >z >x screen >e >n >n >n >x door >n >n >nw >n (Time to get Iona) >e >e >e >iona, follow me >w >w >w >w (*points) CHAPTER 3, ARCADIA >n (Here, you have a choice. You can destroy the helmet, so that it doesn't fall into the "wrong hands".) >drop helmet >hit helmet with flashlight >again >n (*points*) (Or keep it and take advantage of it.) >n (*points*) (Or sell it and profit handsomely.) >e (*points*) (Huzzah, you've won the game! And you should have a full score.) >full >notes >amusing >quit