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 Fallout - The Glow

The Glow

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 Level 1

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The Glow - Entrance

1. Big crater with a metal pole. Tie rope to the metal pole to get down.


 Level 1

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The Glow - Level 1

1. Elevator - use the yellow keycard on this one to disarm electronic field. Then open it and you can access levels two and three. Yellow keycard is located on #3 location.

2. Exit to Entrance.

3. Dead member of the Brotherhood of Steel. If you search him, you can find one Pip boy disk that you need to return to BoS if you want to join them and yellow keycard for yellow elevator (#1 location).

4. Couple of Lockers

  • Motion sensor
  • Tools

  • Big book of science
  • Brass Knuckles

  • Hunting rifle
  • Assault rifle
  • 14mm Pistol

Enemies:

No enemies here. Be careful with radiation. It'll get even more dangerous as you go to lower levels!

 Level 2

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1. Elevator - use the yellow keycard on this one to disarm electronic field. Then open it and you can access levels one and three.

2. Dead guard. He has the redt key card you'll need to access elevators on 3rd, 4th and 6th levels.

3. Lockers

  • 2x Explosive rocket

  • 2x Fragmentation Grenade

  • 1x Leather Armor

Enemies:

Robots. They're operational only if you fix the main generator. Very easy to kill with pulse grenades.

 Level 3

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1. Elevator - use the yellow keycard on this one to disarm electronic field. Then open it and you can access levels one and two.

2. Red elevator - You need blue keycard to access this one. Gives access to level 4 and level 6.

3. Lockers

  • x100 5mm AP ammo

  • x50 .223 FMJ ammo

  • x20 .44 Magnum JHP ammo

  • x40 Small energy cells

  • x48 10mm JHP ammo

  • x30 14mm AP ammo

4. Lockers

  • x2 stimpak

  • First Aid kit
  • 2x Mentats

  • Buffout

Enemies:

Robots. They're operational only if you fix the main generator. Very easy to kill with pulse grenades.

 Level 4

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1. Zack - Super computer. You can get some info from him or turn off security robots. To gain access to some of his 'restricted' functions, play a game of chess with him.

2. Lockers

  • Explosive rocket

  • Rocket AP

  • x3 Plasma grenadesgranade_plasma.gif (1280 bytes)
  • x50 5mm AP ammo

  • Geiger countergeiger_counter.gif (1316 bytes)
  • First aid kitmedikit.gif (1004 bytes)
  • Tool

  • Deans Electronicsdeans_elec.gif (1718 bytes)
  • Rad away

  • Rad X

3. Locker - Rocket Launcherrocket_launcher.gif (1238 bytes)4. Lockers

  • x2 Rocket AP

  • Crowbar

  • Assault Rifle
  • Big Book of Science
  • Leather Jacket
  • Tools

  • Deans Electronics

5. Dead body - contains blue keycard

6. Blue Elevator - use red keycard here to access level 5. Note: This elevator is operational only if you fix the main generator on level 6.

7. Red elevator. Gives access to level 3 and level 6.

Enemies:

Robots. They're operational only if you fix the main generator. Very easy to kill with pulse grenades.

 Level 5

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1000 exp. for reaching it

1. Blue elevator

2. Lockers

  • x3 Stimpak

  • First Aid kit
  • x2 RadAway

3. Locker - PiP boy disk

4. Locker

  • Combat Armor
  • Guns and Bullets

5. Locker

  • Plasma rifle
  • x50 Micro fusion cells

6. Wall lockers

  • 10mm Pistol
  • Laser Pistol
  • 14mm Pistol
  • Geiger counter
  • Motion scanner
  • Stealth Boy
  • x80 Small energy cells
  • x100 Micro fusion cells
  • x2 Assault rifle
  • Radio
  • Mini-gun
  • x200 5mm JHP
  • x150 5mm AP
  • x90 14mm AP
  • x2 Plasma grenade
  • Pulse grenade
  • x3 frag grenade
  • PiP boy disk (Delta experiment)

Enemies:

Robots. They're operational only if you fix the main generator. Very easy to kill with pulse grenades.

 Level 6

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1. Main power generator - fix it to gain access to the blue elevator.

2. Blue elevator, goes to level 4.

3. Red elevator. Gives access to level 3 and level 4.

Enemies:

Robots. They're operational only if you fix the main generator. Very easy to kill with pulse grenades.