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Main Quest: Ain't That a Kick in the Head
Did we miss anything in this section? Is there something we didn't discover? Let us know!


Walkthrough

During the opening cinematic sequence, you'll learn that you're a courier, and that in your last job you were robbed and shot by a man in a checkered suit. Then when the game opens up, it'll be two days later, and you'll find yourself in Doc Mitchell's house in Goodsprings. Mitchell will run you through the character creation process, and you'll also get a short introduction on how to move around and interact with objects.

Note: If you need some ideas for how to build your character, then you might want to check out our Sniper build or our Puncher build.

After completing the introductory activities, when you meet with Mitchell at the front door to his house, he'll give you four Stimpaks, 18 bottle caps, 12 Bobby Pins, a 9mm Pistol, a Vault 21 Jumpsuit, weapons to match your tagged weapon skills (if any), and a PipBoy 3000. The latter gift will finally allow you to use the game's interface (by pressing on the PC). Mitchell will also recommend that you talk to Sunny Smiles in the saloon, which will trigger the quest Back in the Saddle. When you complete the conversation with Mitchell, you'll also complete the quest.

Note: Mitchell won't get mad if you loot the items in his house. That means you can safely pick up some ammunition, so meds, a Doctor's Bag (on the floor next to the patient bed), a copy of Today's Physician (on the desk), and a pair of Reading Glasses (also on the desk).

Another Note: If you talk to Mitchell before leaving his house, then with 30 Speech you'll be able to ask him for supplies, and he'll give you three more Stimpaks.

A Third Note: When you eventually leave Goodsprings, you'll be given the opportunity to rework your character, so feel free to experiment until then.