(Note: This could also be posted under Fallout 1, but as I used the Fallout_Fixt mod, it's kind of ambivalent. I guess it belongs here, but regarding Tell me About Tellmeabout Tell_me_about there probably isn't much difference between the versions. Although it seems Fixt has actually „drum-roll“ fixed some responses (at least I noticed some changes in the Blades territory).)
As I couldn't find a comprehensive list for all Tell me Abouts. I did spend some time going through the msg files and then tested them all in game. (This diverted valuable time from my daily yo-yo practice, which I may never get back.)
Some say that TMAs are pointless (and in most cases they really are), but sometimes they add new informations, or forgotten snippets. Like asking Aradesh and Killian about Vipers/Raiders. Or when talking with Ian about Seth he calls him a “brave warrior” but if using TMA he calls him a total gimp (?!). Then there a lot of funny ones (most of Ian's, or asking Harold about the master or Katja about children). Also if playing normally everyone hints that Tandi and Seth are an item (Seth (“my girl has been kidnapped”) and Razlo (“Seth & Tandi may have eloped”)) but when asking Tandi about it (TMA: Seth) she tells a very different story.
Other examples are:
If asking the Raiders about Tandi they drop the reason for Tandi's kidnapping. And Tolya is defined as the camp's cook by TMA only. Asking Ian about Crimson and Drugs, tells that he worked for the Crimson Caravan and probably fit in there rather well. Asking Decker about the Falcon says it was his mother that inspired him. And asking Decker about Greene has an interesting bit about Greene's father. Characters like Loxley have very elaborate, fully detailed text pieces that are a waste if generally skipped. And personally I'm also intrigued by game design (aka in-game) hints (Killian TMA: Strange or Tycho TMA: Necropolis). It's also fascinating to explore through TMA what persons have knowledge of each other (Butch Harris, for example, has not much of significance to say, but is surprisingly well informed and connected).
Notes:
If the text of a TMA goes beyond the text window, type in the word again and press enter to skip between the top and bottom of the text. (This had me grumbling for a while until I finally figured it out.)
Generic responses (obj_dude.msg), which are organized by map/location, always trigger, unless they are overridden by an unique response in the character's msg. For example, Aradesh will give the generic text response to Garl, as he has none of his own, but use his audio-files when asked about the Khans. Or Jain gives the standard Hub “text only” responses for Junktown & Boneyard as she has none in her msg, and so on.
An interesting aspect of this is that if dragging Tandi around the waste (and past bedtime) she becomes an inspired oracle that is extremely knowledgable of all things wasteland (brotherhood, Scribes, Necropolis, Set, Morpheus – ask her about it) and spawns all the “text only” infos of the place she is at (unless she has a voiced one like Junktown). Some messages even seem to suggest that she's apparently joining whatever group she's close to (like the Master or Set). Again a grave warning of what happens when a young, still impressionable mind enters the world unattended, and why the best form of raising children is to keep them in a dark box with a slit for sandwiches.
The game checks every single word until finding a match. Consequently, “Shove it up your Hub” will trigger an explanation of the Hub. There are probably some jokes in here (try “dildo war party” on the Overseer or “Vault 12” hnghnghnghng). But If you add anything to the word like “Hub!” they have no clue any more. As a result, spelling, plural and singular matter a lot. Also Water Chip and Waterchip will be treated differently (e.g. some NPCs react to Claw but not to Deathclaw and vice versa). Capitol letters don't matter, even JuNKtoWn works (which is an option if you have low IN & want to stay in character, something NPCs find difficult when probed with the TMA button. In the Military Base everything is “None of your business!” use a wrong keyword and it's all of a sudden “I'm sorry, I can't help you with that,” and then back to “None of your business!”).
“Coma” and “Full Stop” are treated like spaces. For example, you can use “vault,12” and it will trigger the keyword “vault”, as the comma separates the input into two words. Any other punctuation becomes part of the keyword, though. For example, “vault!” will not trigger. And in the cases of “Killian's” and “Vault-13” the punctuation must be included to trigger the response. (Note: that “vault-13” may only work when the cfg is set to English.)
The List
I've underlined everything that may be of interest or funny. i.e. this is a recommendation of keywords you should check out either because they add new information (not found elsewhere), advance the character, are elaborate and detailed replies worth noting, or just plain funny. These suggestions do not claim completeness nor to be utterly important each and every time. In fact, I've underlined a few things that made the world clearer to me (like the mutants actually handing out water rations to the ghouls (never realized that), or that Beth only works at the store, but doesn't own it, to me she always appeared to be the owner who is in partnership with the Far Go Traders, rather than just a clerk.) Still, these points are not necessarily news to everyone.
Pointless triggers:
Are keywords that are listed in the msg files, but spawn only a “dunno” comment, without much information (as in the military base where everything is “None of your business”). However, this category also includes keywords that I couldn't trigger, despite the msg.files listing a detailed response for them. I've marked those with an asterisk (*). Note that some of these may be bugs (and should trigger. The most common reason why these keywords fail is that their .msg entry includes a space, like “Strange Army” or “The Hub”). However, others may be remains of abandoned (and possibly unfinished) concepts, and/or were removed for design reasons. (The Rippers, or presenting the Blades as a tough street gang with Vibro-Knives, rather than the “refugee-camp” feeling they give off (see MacRae, Michael & Christine) come to mind. It also doesn't make necessarily sense that every Brotherhood member is aware of the Children of the Cathedral, and cancelling this keyword could be understood as a design decision. And last the TMA system seems very much like a system that got abandoned halfway through the design process, and feels consequently very unfinished in places, like Killian & Gizmo (and most of Junktown) having responses that assume the casino to be at the city entrance. Another good example is the incomplete Boneyard and its “three levels of knowledge” concept which does not appear to be implemented. It really seems as if at one point they just stopped to update, progress and spell-check the TMA system. Then again that's kind of the normal quality standard of the Fallout franchise, so who knows).
Identity Crisis
All characters respond to their own name. The point of asking a character his/er name is that the game is not always straightforward in revealing those. And asking Calder, Slummer, Zark or Viola (at the Cathedral) who they are can help a lot with orientation. In fact, in some cases this seems to be the only way to confirm the name of a character, like, for example, Julio (the police guard at the merchant water district in the Hub). Of course one still needs to know their name first (scrname.msg) but it's still a helpful tool to check.
Most NPC's react to their own name (with a generic reply like “that's me/I'm not an open book/interview etc.”), but a few have no clue who they are: Cindy (Vault 13), all Raiders but Garl (Diana, Petrox, Tolya, Gwen, Alya), Doc/Morbid (Junktown), Master Merchant (Martha/Rastello), Deputy Tony/Fry, Sheriff Justin/Greene, Mrs. Stapleton, Daren Hightower, the Missing Brotherhood Initiate Jonathan (this is confirmed in Talus.msg, line 202) (all Hub), Razor (Boneyard), Lorri, Paul & Jerry (see RD1INIT.msg) (all Brotherhood), Wu & Francis (Cathedral) and Kyle (Cathedral Vault Entrance, see airgrd.msg). Then there are a few odd ones like Keri & Demetre don't react to Romara (or each other?!), Lorenzo does not react to Giovanni, Christopher Avellone only reacts to Avellone and Jon Zimmerman only reacts to Jon (asking about Zimmerman triggers the same response as Razor (i.e. She/He is our leader). Jake/Jacob (Hub) only reacts to Jake (but is occasionally refereed to as Jacob, and should react to Jacob imo, as I believe the shop is Jake's Weapon (Ian floater & Dialogue (“welcome to...”)) but the owner is called Jacob (Loxley (TMA), Dialogue (Rad-Away/Vance) & Look at (Binoculars), (but according to Nukapedia the last only applies to some versions). And last, John Maxson only reacts to Elder (as Maxson is linked to a comment on Roger/Maxson).
Of the Trader encounters only Duc & Patrick know their name, the rest (Julian, Lox, Terrance and Dale) doesn't, they only react to Merchant. And I may have missed some others.
Then there are a few characters whose names can only be found in their msg or pro file. Those are: Dominic Moore (pro file), Ton Barracus (msg), Iguana-Bob Frazier (bobsign.msg), Tine Taylor (msg) and Trent Barrister (msg). Another interesting snippet is that the four brotherhood elders have names (according to their pro files), those are: Jonathan, Jacob, Mary and Rachael, but again no reaction.
And last a few NPCs react to their scrname.msg description like “child”, “whore” or “loser”, rofl. Unfortunately, I haven't found the last one yet.
That's it
Feel free to copy and paste, modify, use, distribute parts/all of the following list.
Complete List of keywords (sorted by place, character & response) for Fallout Fixt 0.81alpha
(this should be fairly similar to vanilla FO but there are a few variations based on version and even more when using a translation. I've added a few notes to accommodate both versions)
Vault 13 (generic, text only): Chip/Water/Waterchip, Healing/Medic, Library, Overseer, Vault/Vault13. [Pointless responses: Vault 13 (triggers Vault; in the original msg this used to be Vault-13).]
Variations/Extras: Medic: Healing, Medic. Upset/Rebel: Overseer, Vault/Vault13/Vault 13 (triggers Vault; in the original msg this used to be Vault-13). Theresa: Chip/Water/Water Chip (triggers water), Outside, Overseer, Vault, War. Water Guard: Ration/Rations/Water, Supplies. Officer: Overseer.
Overseer: Chip/Water/Waterchip, Outside, Vault/Vault13, War. [Pointless responses: Healing, Library, Medic, Overseer, Vault 13 (triggers Vault; in the original msg this used to be Vault-13).]
Shady Sands (generic, text only): Aradesh, Garl, Junktown, Khans, Razlo, Seth, Tandi. [Pointless responses: Chip/Water, Hub*, Shady/Sands*.]
Variations/Extras: Seth: Seth, Radscorpion(s)/Scorpion(s), Hub, Shady/Sands. Razlo: Razlo, Hub, Shady/Sands.
(In both cases Hub & Shady/Sands are the same as generic, except that they trigger.)
Aradesh: Aradesh, Claw, Dharma, Guardhouse (listed in the original msg file as Station/Tower), Junktown, Khans, Lair, Radscorpion(s)/Scorpion(s), Raiders, Razlo, Seth, Shady/Sands (not listed in the original msg file), Spear, Tandi, Vipers. [Pointless response: Guard House*, Hub (Note: this is a pointless but consistent response not listed in the original msg file), Rad Scorpion (triggers Scorpion).]
(Aradesh has a voiced TMA comment for Agatha that got cut.)
Tandi: Aradesh, City, Claw, Junktown, Hub, Khans/Raiders, Razlo, Scorpion/Scorpions, Seth, Tandi, Well. (Note: Claw is the same text one can get with a good reaction to the rumours question. And City, Junktown and Hub are build on a good reaction comment to “around these parts?”.)
Kids (all children (Shady Sands/Hub/Adytum/Blades) are the same. But Characters (like flower child or Billy) are treated like normal townsfolk): Aradesh, Boneyard/Brotherhood/Necropolis, Brahmin, Caravans, Children, Deathclaw, Downtown/Heights, Garl, Hub, Khans/Raiders, Merchants, Police, Razlo, Seth, Spot, Tandi, Towers, Town, Traders. [Pointless responses: Chip, Junktown, L.A. Boneyard, The Boneyard (both trigger Boneyard), Shady/Sands*.]
(The Adytum kids also seem to use the local keywords of obj_dude.msg (like Zimmerman or Adytum), but they seem to prefer their own keywords, if they have one. For example the Blades kids react to Razor, but use the “children” version for Necropolis/Boneyard.)
Ian (text only): Apocalypse, Aradesh, Booze, Caravans, Casino, Chip/Water, Children, Drugs (listed in some msg file as Chems), Garl, Gizmo, Healing/Medic/Razlo (with slight variations), Hub, Junktown, Khans, Killian, Merchants, Mutants, Necropolis, Psychics, Raiders, Seth, Shady/Sands, Store, Tandi, War.
[Pointless responses: Alya, Base/Military, Blades, Boneyard, Brotherhood, Cathedral, Deathclaw, Diana, Exodus, Experiments, Followers, Gwen, Hall, Initiates, Library, Lieutenant, Master, Morpheus, Nicole, Paladins, Petrox, Police, Regulators, Scavs, Scribes, Set, Tolya, Unity, Overseer, Vats, Vault/Vault13/Vault 13 (the last triggers Vault, used to be Vault-13 in the original msg?), Watershed, Zimmerman.]
Raiders (generic, text only): Alya, Booze, Diana, Drugs (listed in some msg file as Chems), Garl, Gwen, Junktown, Khans/Raiders, Petrox, Shady/Sands, Tandi, Tolya. [Pointless responses: Chip/Water, Hub*.]
Variations/Extras: Garl: Garl, Hub (same as generic, but it triggers), Shady/Sands. [Pointless responses: Chip/Water, Tandi.]
Junktown (generic, text only): Junktown. [Pointless responses: Chip/Water.] (Note: Then there is an odd differentiation between the entrance map and the store/casino map, which seems to be based on an original concept of the Casino being located at the entrance. Consequently, all following keywords have two responses depending on if asking a NPC on the entrance map or the store/casino maps. This separation by maps is not unusual (see obj_dude.msg), only in this case it's a mix up (i.e. it should be separated into Entrance/Store and Casino map).)
Variations/Extras: Entrance Map: Casino, Deathclaw, Gizmo (note that there's a variation for Lars), Killian, Store. [Pointless responses: Hub*, Shady/Sands*.] Store/Casino Map: Casino, Deathclaw, Gizmo, Killian, Store. [Pointless responses: Hub*, Shady/Sands*.]
Killian: Cathedral, Claw, Crash, Darkwater's/Darkwaters, Darkwater/Killian, Doc/Morbid, Gizmo, Gizmo's/Gizmos, Hub, Khans, Lars, Necropolis, Pit/Pitt/Skum, Raiders, Shady/Sands, Skulz, Strange, Vinnie, Vipers, War.
Gizmo: Casino/Gizmo's/Gizmos/Junktown, Darkwater/Killian, Darkwater's/Darkwaters, Gizmo.
Tycho (text only): Apocalypse, Base/Military, Boneyard, Booze, Casino, Chip, Drugs (listed in some msg file as Chems ), Deathclaw, Gizmo, Hub, Junktown, Killian, Merchants, Mutants, Necropolis, (note: this isn't a big deal but I believe this is the only in-game hint to figure out that Vault 12 (as mentioned on the Vault Location holodisk) is Necropolis), Psychics, Rangers, Store, Vault/Vault13, War, Wastes.
[Pointless responses: Alya, Aradesh, Blades, Brotherhood, Cathedral, Children, Diana, Exodus, Experiments, Followers, Garl, Gwen, Hall, Healing/Medic, Initiates, Khans, Library, Lieutenant, Master, Morpheus, Nicole, Paladins, Petrox, Police, Razlo, Regulators, Scavs, Scribes, Set, Seth, Shady/Sands, Tandi, Tolya, Unity, Overseer, Vats, Vault 13 (triggers Vault; in the original msg this used to be Vault-13), Watershed, Zimmerman.]
Hub (generic, text only): Boneyard (this should not trigger in the original), Deathclaw, Downtown, Junktown, Necropolis, Police. [Pointless responses: Brotherhood/Steel*, Children/Cathedral*, Crimson/Caravans*, Far/Go/Traders*, Heights*, Hot/Spot*, Old/Town*, Shady/Sands*, Water/Chip, Water/Merchants*, Water/Tower*.]
Variations/Extras: Missing Initiate: Brotherhood/Steel, Talus.
Butch: Adytum, All/All-N-One (All-in-One in the original msg), Beth, Boneyard/Angels/Angel's, Brotherhood/Steel, Butch/Harris, Caravan/Crimson, Caravans/Missing, Cathedral, Claw/Death/Deathclaw, Daren/Hightower, Darkwater/Killian, Demetre/Romara, Decker, Elder/Maxson, Falcon/Maltese/Nightclub, Followers/Apocalypse, Glow/Hot, Greene/Justin, Harold, Heights, Iguana/Bobs/Bob's, Jain, Jon/Zimmerman, Junktown/Junk, Market, Master, Merchant/Merchants, Morpheus, Old/Town, Rutger, Store/Weapon(s)/Guns, Thieves, Tower/Water, Trader/Traders, Underground. [Pointless responses: Oldtown (replaced by Fixt with Old Town, which triggers Old), L.A. Boneyard, The Boneyard (both trigger Boneyard).]
Harold: Cathedral, Decker, Ghouls, Grey/Richard, Harold (text only/generic), Loxley, Master, Vault, War.
Loxley: Blades, Boneyard/Angels/Angel's, Brotherhood/Steel, Caravan/Caravans, Cathedral, Claw/Death/Deathclaw, Crimson, Decker, Glow/Hot/Spot, Harold, Heights, Iguana/Bits/Bobs/Bob's, Jacob, Kane, Loxley (text only/generic), Market, Merchants, Missing, Old/Town, Police, Razor, Traders. [Pointless responses: Oldtown (replaced by Fixt with Old Town, which triggers Old).]
Decker: All/All-N-One (All-in-One in the original msg), Beth, Butch/Harris, Cathedral/Children, Caravans/Missing, Claw/Death/Deathclaw, Crimson, Daren/Hightower, Decker, Demetre/Romara, Falcon/Maltese/Nightclub, Far/Go/Trader, Greene/Justin, Harold, Heights, Jain, Merchants, Market, Master, Morpehus, Old/Town, Store, Thieves, Underground. [Pointless responses: Oldtown (replaced by Fixt with Old Town, which triggers Old).]
Jain: Brotherhood/Steel, Cathedral/Children, Flame/Holy, Hub, Jain (generic/text only), Master, Mutants, Unity, War. [Pointless responses: Vats.]
Necropolis (generic, text only): Hall, Necropolis, Set, Watershed. [Pointless responses: Chip/Water*, Master*.]
Variations/Extras: Ghoul leader (underground): Chip/Water, Hall, Set, Master, Necropolis, Watershed. Devout Children of the Cathedral: Boneyard, Cathedral, Followers/Apocalypse, Master, Mutants, Necropolis, Set, Watershed. [Pointless responses: Chip, Hall, L.A. Boneyard, The Boneyard (both trigger Boneyard).] (The triggers for Barry, Gary, Larry, Sally and Terry: (Chip (missing in: Larry), Ghouls, Hall, Lou, Necropolis, Normals, Set, Watershed, Water (missing in: Barry, Sally & Terry)) are pointless as one can't initiate dialogue with them.)
Set: Brotherhood, Ghouls, Hub, Master, Mutants/Muties, Necropolis, Set, Shed/Water/Watershed, Unity, War. [Pointless responses: Cathedral, Children, Chip, Garret, Hall, Brotherhood of Steel (triggers Brotherhood), Water Shed (triggers Water), Children of the Cathedral (triggers Children).]
Harry: Cathedral/Children, Ghouls, Human/Norms/Normies/Normals, Lieutenant/Lou/Lutenant/Loo, Master, Shed/Necropolis/Watershed, Set, Unity. [Pointless responses: Chip, Children of the Cathedral (triggers Children), Hall, Harry (see line 970), Larry/Barry/Gary/Terry/Sally, Lou Tenant (triggers Lou), Water, Water Shed (should trigger Shed but triggers Water erroneously).]
L.A./Angel's Boneyard
Note: There should be three levels of knowledge, but this area is very underdeveloped and rather than three levels of info, most TMAs don't even trigger.
In addition, the 3 levels of info does not appear to work. Or it has never been implemented. So far I have not met a NPC that used info beyond level 1 (even the leaders Caleb/Zimmerman (Adytum), Gabriel (Adytum), Razor (Necropolis), Nicole (Junktown) give level 1 responses).
Adytum: Adytum, Boneyard, Junktown, Necropolis, Store, Zimmerman. [Pointless responses: Blades*, Cathedral*, Chip/Water, Followers*, Glow*, Gun/Runners*, Hub*, Regulators*, Rippers*, Scavs*, L.A. Boneyard, The Boneyard (both trigger Boneyard).]
(Note: there is a peculiar Regulatr.msg, It is the same as Adytum info level 1, but slightly updated. That means: all keywords should work, “Rippers” has been removed, the directions for Blades & Runners are correct, Regulators has a self-reference and “Boneyard” is less rude. However, as far as I can tell no one uses it in-game, neither the gate guard nor anyone else.)
Blades: Adytum, Necropolis, Razor. [Pointless responses: Blades*, Boneyard*, Cathedral*, Chip/Water, Glow, Followers*, Gun/Runners*, Hub*, Junktown, Rippers*.]
(The usefulness of some responses (Necropolis, Glow, Junktown) should improve with the NPC's info level. However, that feature does not appear to have been implemented, i.e. everyone, even Razor, is on info level 1 (you can check with Necropolis).)
Gun Runners: Adytum, Junktown. [Pointless responses: Blades*, Boneyard*, Cathedral*, Chip/Water, Followers*, Gun/Runners*, Hub*, Rippers*.]
Followers & Chris Avellone: Adytum, Junktown, Nicole. [Pointless responses: Blades*, Boneyard*, Cathedral*, Chip/Water, Followers*, Gun/Runners*, Hub*, Rippers*.]
(In the original, Christopher Avellone had his personal set of keywords (see Hunter.msg). However, they were the same as for the Followers (only “Gun Runners” and “Water Chip” were split into two entries), and had roughly the same responses as “Followers info level 2” (obj-dude.msg) except for: Followers & Nicole. Fixt changed his keywords to: Adytum, Blades, Boneyard, Cathedral, Followers, Hub, Junktown, Nicole, Rippers, Runners. [Pointless responses: L.A. Boneyard, The Boneyard (both trigger Boneyard), Gun Runners (should trigger Runners, which is listed twice).] and added new info to the Rippers reply. However, all his TMAs were disabled by Fixt as they were “not working”. The problem was that the numbering of the replies was off.)
Nicole: Adytum, Boneyard/Angels/Angel's, Brotherhood/Steel, Cathedral (same as in dialogue), Followers, God, Hub, Jake, Laura, Library, Master, Morpheus (same as in dialogue), Nicole, Nightkin, War.
Katja (text only): Adytum, Apocalypse, Blades, Base, Boneyard, Booze, Brotherhood, Cathedral, Chip/Water, Children, Deathclaw, Drugs (listed in some msg file as Chems), Followers, Healing/Medic (2 variations), Hub, Junktown, Merchants, Morpheus, Mutants, Necropolis, Nicole, Psychics, Regulators, Shady/Sands (try Shady first, then Sands), Scavs, Store, Vault/Vault13, War, Zimmerman.
[Pointless responses: Alya, Aradesh, Casino, Diana, Exodus, Experiments, Garl, Gizmo, Gwen, Hall, Initiates, Khans, Killian, Library, Lieutenant, Master, Military, Paladins, Petrox, Police, Razlo, Scribes, Set, Seth, Tandi, Tolya, Unity, Overseer, Vats, Vault 13 (triggers Vault; in the original msg this used to be Vault-13), Watershed.]
Brotherhood (generic, text only): Brotherhood, Initiates, Knights, Paladins, Scribes. [Pointless responses: Children/Cathedral*, Chip/Water, Exodus*, Hub*, Master, Merchants*, Missing/Caravans, Strange/Army*, War*.]
Cabbot: Ancient/Order, Brotherhood/War, Cabbot/Initiate, Caravans/Merchants, Elder, Elders, Exodus, Hub, Knights, Paladins, Rhombus, Scribes, Vree. [Pointless responses: Army, Cathedral, Chip, Disks, Master.]
Rhombus: Army, Boneyard, Elder, Hub, Knights, Paladins, Rhombus, Scribes, Talus, Vree. [Pointless responses: Chip, Children/Cathedral, Disks, Exodus, Initiates, Master, Merchants, Missing/Caravans, Strange* (disabled and oddly enough more detailed than Army), War.]
Vree: Brotherhood, Holo/Disks/Holodisk/Holodisc/Holo-disk/Holo-disc (all but Holo were added by Fixt), Elder, Master, Rhombus, Vree (text only), War. [Pointless responses: Chip, Children/Cathedral, Discs* (Fixt replaced this one with Disks), Exodus, Hub, Initiates, Knights, Merchants, Missing/Caravans, Paladins, Scribes, Strange/Army.]
Maxson: Adytum, Army, Cathedral, Boneyard/Angel's/Angels, Brotherhood, Butch/Harris/Caravans, Cabbot, Claw, Disks/Discs/Holodisk/Holodisc/Holo-Disk/Holo-Disc (all but Disks were added by Fixt), Elder, Elders, Exodus/War, Gangs, Hub, Initiates, Knights, Library, Mathia, Maxson/Roger, Merchants, Paladins, Player, Rhombus, Scribes, Traders, Vree. [Pointless responses: Chip, Master.]
Military Base (generic, text only): [Pointless responses: Experiments, Lieutenant, Master, Nightkin. Psychics.] [Even more pointless responses: Children/Cathedral*, Followers/Apocalypse*, Super/Mutants*, Chip/Water* (who, at this point, is still going from door to door asking for a water chip?).]
Lieutenant: Cathedral, FEV/Virus, Unity, Lieutenant (text only), Master, Morpheus, Normals, Vats, Vaults.
Cathedral (generic, text only): Master, Mutants, Morpheus. [Pointless responses: Base/Military, Children/Cathedral*, Chip/Water, Flame/Holy*, Followers/Apocalypse*, Unity*, Vats.]
Basement (generic, text only): [Pointless responses: Experiments, Lieutenant, Master, Nightkin. Psychics.] [Even more pointless responses: Children/Cathedral*, Followers/Apocalypse*, Super/Mutants*, Chip/Water*.]
Laura: Apocalypse/Followers, Auditorium, Cathedral, Dark/God, Laura (text only), Master, Mutants/Nightkin, Morpheus, Nicole, Order, Sanctum, Servitors.
Morpheus: Auditorium, Adytum, Apocalypse/Followers, Hospitals, Lasher, Master, Morpheus, Mutants/Nightkin, Nicole, Order, Sanctum, Unity. [Pointless responses: Base, Caravans, Children, Chip, Flame/Holy.]
Master: [Pointless responses: Master, Unity.]
* marks keywords that I couldn't trigger, despite the msg.files listing a response for them (see explanation in the text block above, it's the one before last).
As I couldn't find a comprehensive list for all Tell me Abouts. I did spend some time going through the msg files and then tested them all in game. (This diverted valuable time from my daily yo-yo practice, which I may never get back.)
Some say that TMAs are pointless (and in most cases they really are), but sometimes they add new informations, or forgotten snippets. Like asking Aradesh and Killian about Vipers/Raiders. Or when talking with Ian about Seth he calls him a “brave warrior” but if using TMA he calls him a total gimp (?!). Then there a lot of funny ones (most of Ian's, or asking Harold about the master or Katja about children). Also if playing normally everyone hints that Tandi and Seth are an item (Seth (“my girl has been kidnapped”) and Razlo (“Seth & Tandi may have eloped”)) but when asking Tandi about it (TMA: Seth) she tells a very different story.
Other examples are:
If asking the Raiders about Tandi they drop the reason for Tandi's kidnapping. And Tolya is defined as the camp's cook by TMA only. Asking Ian about Crimson and Drugs, tells that he worked for the Crimson Caravan and probably fit in there rather well. Asking Decker about the Falcon says it was his mother that inspired him. And asking Decker about Greene has an interesting bit about Greene's father. Characters like Loxley have very elaborate, fully detailed text pieces that are a waste if generally skipped. And personally I'm also intrigued by game design (aka in-game) hints (Killian TMA: Strange or Tycho TMA: Necropolis). It's also fascinating to explore through TMA what persons have knowledge of each other (Butch Harris, for example, has not much of significance to say, but is surprisingly well informed and connected).
Notes:
If the text of a TMA goes beyond the text window, type in the word again and press enter to skip between the top and bottom of the text. (This had me grumbling for a while until I finally figured it out.)
Generic responses (obj_dude.msg), which are organized by map/location, always trigger, unless they are overridden by an unique response in the character's msg. For example, Aradesh will give the generic text response to Garl, as he has none of his own, but use his audio-files when asked about the Khans. Or Jain gives the standard Hub “text only” responses for Junktown & Boneyard as she has none in her msg, and so on.
An interesting aspect of this is that if dragging Tandi around the waste (and past bedtime) she becomes an inspired oracle that is extremely knowledgable of all things wasteland (brotherhood, Scribes, Necropolis, Set, Morpheus – ask her about it) and spawns all the “text only” infos of the place she is at (unless she has a voiced one like Junktown). Some messages even seem to suggest that she's apparently joining whatever group she's close to (like the Master or Set). Again a grave warning of what happens when a young, still impressionable mind enters the world unattended, and why the best form of raising children is to keep them in a dark box with a slit for sandwiches.
The game checks every single word until finding a match. Consequently, “Shove it up your Hub” will trigger an explanation of the Hub. There are probably some jokes in here (try “dildo war party” on the Overseer or “Vault 12” hnghnghnghng). But If you add anything to the word like “Hub!” they have no clue any more. As a result, spelling, plural and singular matter a lot. Also Water Chip and Waterchip will be treated differently (e.g. some NPCs react to Claw but not to Deathclaw and vice versa). Capitol letters don't matter, even JuNKtoWn works (which is an option if you have low IN & want to stay in character, something NPCs find difficult when probed with the TMA button. In the Military Base everything is “None of your business!” use a wrong keyword and it's all of a sudden “I'm sorry, I can't help you with that,” and then back to “None of your business!”).
“Coma” and “Full Stop” are treated like spaces. For example, you can use “vault,12” and it will trigger the keyword “vault”, as the comma separates the input into two words. Any other punctuation becomes part of the keyword, though. For example, “vault!” will not trigger. And in the cases of “Killian's” and “Vault-13” the punctuation must be included to trigger the response. (Note: that “vault-13” may only work when the cfg is set to English.)
The List
I've underlined everything that may be of interest or funny. i.e. this is a recommendation of keywords you should check out either because they add new information (not found elsewhere), advance the character, are elaborate and detailed replies worth noting, or just plain funny. These suggestions do not claim completeness nor to be utterly important each and every time. In fact, I've underlined a few things that made the world clearer to me (like the mutants actually handing out water rations to the ghouls (never realized that), or that Beth only works at the store, but doesn't own it, to me she always appeared to be the owner who is in partnership with the Far Go Traders, rather than just a clerk.) Still, these points are not necessarily news to everyone.
Pointless triggers:
Are keywords that are listed in the msg files, but spawn only a “dunno” comment, without much information (as in the military base where everything is “None of your business”). However, this category also includes keywords that I couldn't trigger, despite the msg.files listing a detailed response for them. I've marked those with an asterisk (*). Note that some of these may be bugs (and should trigger. The most common reason why these keywords fail is that their .msg entry includes a space, like “Strange Army” or “The Hub”). However, others may be remains of abandoned (and possibly unfinished) concepts, and/or were removed for design reasons. (The Rippers, or presenting the Blades as a tough street gang with Vibro-Knives, rather than the “refugee-camp” feeling they give off (see MacRae, Michael & Christine) come to mind. It also doesn't make necessarily sense that every Brotherhood member is aware of the Children of the Cathedral, and cancelling this keyword could be understood as a design decision. And last the TMA system seems very much like a system that got abandoned halfway through the design process, and feels consequently very unfinished in places, like Killian & Gizmo (and most of Junktown) having responses that assume the casino to be at the city entrance. Another good example is the incomplete Boneyard and its “three levels of knowledge” concept which does not appear to be implemented. It really seems as if at one point they just stopped to update, progress and spell-check the TMA system. Then again that's kind of the normal quality standard of the Fallout franchise, so who knows).
Identity Crisis
All characters respond to their own name. The point of asking a character his/er name is that the game is not always straightforward in revealing those. And asking Calder, Slummer, Zark or Viola (at the Cathedral) who they are can help a lot with orientation. In fact, in some cases this seems to be the only way to confirm the name of a character, like, for example, Julio (the police guard at the merchant water district in the Hub). Of course one still needs to know their name first (scrname.msg) but it's still a helpful tool to check.
Most NPC's react to their own name (with a generic reply like “that's me/I'm not an open book/interview etc.”), but a few have no clue who they are: Cindy (Vault 13), all Raiders but Garl (Diana, Petrox, Tolya, Gwen, Alya), Doc/Morbid (Junktown), Master Merchant (Martha/Rastello), Deputy Tony/Fry, Sheriff Justin/Greene, Mrs. Stapleton, Daren Hightower, the Missing Brotherhood Initiate Jonathan (this is confirmed in Talus.msg, line 202) (all Hub), Razor (Boneyard), Lorri, Paul & Jerry (see RD1INIT.msg) (all Brotherhood), Wu & Francis (Cathedral) and Kyle (Cathedral Vault Entrance, see airgrd.msg). Then there are a few odd ones like Keri & Demetre don't react to Romara (or each other?!), Lorenzo does not react to Giovanni, Christopher Avellone only reacts to Avellone and Jon Zimmerman only reacts to Jon (asking about Zimmerman triggers the same response as Razor (i.e. She/He is our leader). Jake/Jacob (Hub) only reacts to Jake (but is occasionally refereed to as Jacob, and should react to Jacob imo, as I believe the shop is Jake's Weapon (Ian floater & Dialogue (“welcome to...”)) but the owner is called Jacob (Loxley (TMA), Dialogue (Rad-Away/Vance) & Look at (Binoculars), (but according to Nukapedia the last only applies to some versions). And last, John Maxson only reacts to Elder (as Maxson is linked to a comment on Roger/Maxson).
Of the Trader encounters only Duc & Patrick know their name, the rest (Julian, Lox, Terrance and Dale) doesn't, they only react to Merchant. And I may have missed some others.
Then there are a few characters whose names can only be found in their msg or pro file. Those are: Dominic Moore (pro file), Ton Barracus (msg), Iguana-Bob Frazier (bobsign.msg), Tine Taylor (msg) and Trent Barrister (msg). Another interesting snippet is that the four brotherhood elders have names (according to their pro files), those are: Jonathan, Jacob, Mary and Rachael, but again no reaction.
And last a few NPCs react to their scrname.msg description like “child”, “whore” or “loser”, rofl. Unfortunately, I haven't found the last one yet.
That's it
Feel free to copy and paste, modify, use, distribute parts/all of the following list.
Complete List of keywords (sorted by place, character & response) for Fallout Fixt 0.81alpha
(this should be fairly similar to vanilla FO but there are a few variations based on version and even more when using a translation. I've added a few notes to accommodate both versions)
Vault 13 (generic, text only): Chip/Water/Waterchip, Healing/Medic, Library, Overseer, Vault/Vault13. [Pointless responses: Vault 13 (triggers Vault; in the original msg this used to be Vault-13).]
Variations/Extras: Medic: Healing, Medic. Upset/Rebel: Overseer, Vault/Vault13/Vault 13 (triggers Vault; in the original msg this used to be Vault-13). Theresa: Chip/Water/Water Chip (triggers water), Outside, Overseer, Vault, War. Water Guard: Ration/Rations/Water, Supplies. Officer: Overseer.
Overseer: Chip/Water/Waterchip, Outside, Vault/Vault13, War. [Pointless responses: Healing, Library, Medic, Overseer, Vault 13 (triggers Vault; in the original msg this used to be Vault-13).]
Shady Sands (generic, text only): Aradesh, Garl, Junktown, Khans, Razlo, Seth, Tandi. [Pointless responses: Chip/Water, Hub*, Shady/Sands*.]
Variations/Extras: Seth: Seth, Radscorpion(s)/Scorpion(s), Hub, Shady/Sands. Razlo: Razlo, Hub, Shady/Sands.
(In both cases Hub & Shady/Sands are the same as generic, except that they trigger.)
Aradesh: Aradesh, Claw, Dharma, Guardhouse (listed in the original msg file as Station/Tower), Junktown, Khans, Lair, Radscorpion(s)/Scorpion(s), Raiders, Razlo, Seth, Shady/Sands (not listed in the original msg file), Spear, Tandi, Vipers. [Pointless response: Guard House*, Hub (Note: this is a pointless but consistent response not listed in the original msg file), Rad Scorpion (triggers Scorpion).]
(Aradesh has a voiced TMA comment for Agatha that got cut.)
Tandi: Aradesh, City, Claw, Junktown, Hub, Khans/Raiders, Razlo, Scorpion/Scorpions, Seth, Tandi, Well. (Note: Claw is the same text one can get with a good reaction to the rumours question. And City, Junktown and Hub are build on a good reaction comment to “around these parts?”.)
Kids (all children (Shady Sands/Hub/Adytum/Blades) are the same. But Characters (like flower child or Billy) are treated like normal townsfolk): Aradesh, Boneyard/Brotherhood/Necropolis, Brahmin, Caravans, Children, Deathclaw, Downtown/Heights, Garl, Hub, Khans/Raiders, Merchants, Police, Razlo, Seth, Spot, Tandi, Towers, Town, Traders. [Pointless responses: Chip, Junktown, L.A. Boneyard, The Boneyard (both trigger Boneyard), Shady/Sands*.]
(The Adytum kids also seem to use the local keywords of obj_dude.msg (like Zimmerman or Adytum), but they seem to prefer their own keywords, if they have one. For example the Blades kids react to Razor, but use the “children” version for Necropolis/Boneyard.)
Ian (text only): Apocalypse, Aradesh, Booze, Caravans, Casino, Chip/Water, Children, Drugs (listed in some msg file as Chems), Garl, Gizmo, Healing/Medic/Razlo (with slight variations), Hub, Junktown, Khans, Killian, Merchants, Mutants, Necropolis, Psychics, Raiders, Seth, Shady/Sands, Store, Tandi, War.
[Pointless responses: Alya, Base/Military, Blades, Boneyard, Brotherhood, Cathedral, Deathclaw, Diana, Exodus, Experiments, Followers, Gwen, Hall, Initiates, Library, Lieutenant, Master, Morpheus, Nicole, Paladins, Petrox, Police, Regulators, Scavs, Scribes, Set, Tolya, Unity, Overseer, Vats, Vault/Vault13/Vault 13 (the last triggers Vault, used to be Vault-13 in the original msg?), Watershed, Zimmerman.]
Raiders (generic, text only): Alya, Booze, Diana, Drugs (listed in some msg file as Chems), Garl, Gwen, Junktown, Khans/Raiders, Petrox, Shady/Sands, Tandi, Tolya. [Pointless responses: Chip/Water, Hub*.]
Variations/Extras: Garl: Garl, Hub (same as generic, but it triggers), Shady/Sands. [Pointless responses: Chip/Water, Tandi.]
Junktown (generic, text only): Junktown. [Pointless responses: Chip/Water.] (Note: Then there is an odd differentiation between the entrance map and the store/casino map, which seems to be based on an original concept of the Casino being located at the entrance. Consequently, all following keywords have two responses depending on if asking a NPC on the entrance map or the store/casino maps. This separation by maps is not unusual (see obj_dude.msg), only in this case it's a mix up (i.e. it should be separated into Entrance/Store and Casino map).)
Variations/Extras: Entrance Map: Casino, Deathclaw, Gizmo (note that there's a variation for Lars), Killian, Store. [Pointless responses: Hub*, Shady/Sands*.] Store/Casino Map: Casino, Deathclaw, Gizmo, Killian, Store. [Pointless responses: Hub*, Shady/Sands*.]
Killian: Cathedral, Claw, Crash, Darkwater's/Darkwaters, Darkwater/Killian, Doc/Morbid, Gizmo, Gizmo's/Gizmos, Hub, Khans, Lars, Necropolis, Pit/Pitt/Skum, Raiders, Shady/Sands, Skulz, Strange, Vinnie, Vipers, War.
Gizmo: Casino/Gizmo's/Gizmos/Junktown, Darkwater/Killian, Darkwater's/Darkwaters, Gizmo.
Tycho (text only): Apocalypse, Base/Military, Boneyard, Booze, Casino, Chip, Drugs (listed in some msg file as Chems ), Deathclaw, Gizmo, Hub, Junktown, Killian, Merchants, Mutants, Necropolis, (note: this isn't a big deal but I believe this is the only in-game hint to figure out that Vault 12 (as mentioned on the Vault Location holodisk) is Necropolis), Psychics, Rangers, Store, Vault/Vault13, War, Wastes.
[Pointless responses: Alya, Aradesh, Blades, Brotherhood, Cathedral, Children, Diana, Exodus, Experiments, Followers, Garl, Gwen, Hall, Healing/Medic, Initiates, Khans, Library, Lieutenant, Master, Morpheus, Nicole, Paladins, Petrox, Police, Razlo, Regulators, Scavs, Scribes, Set, Seth, Shady/Sands, Tandi, Tolya, Unity, Overseer, Vats, Vault 13 (triggers Vault; in the original msg this used to be Vault-13), Watershed, Zimmerman.]
Hub (generic, text only): Boneyard (this should not trigger in the original), Deathclaw, Downtown, Junktown, Necropolis, Police. [Pointless responses: Brotherhood/Steel*, Children/Cathedral*, Crimson/Caravans*, Far/Go/Traders*, Heights*, Hot/Spot*, Old/Town*, Shady/Sands*, Water/Chip, Water/Merchants*, Water/Tower*.]
Variations/Extras: Missing Initiate: Brotherhood/Steel, Talus.
Butch: Adytum, All/All-N-One (All-in-One in the original msg), Beth, Boneyard/Angels/Angel's, Brotherhood/Steel, Butch/Harris, Caravan/Crimson, Caravans/Missing, Cathedral, Claw/Death/Deathclaw, Daren/Hightower, Darkwater/Killian, Demetre/Romara, Decker, Elder/Maxson, Falcon/Maltese/Nightclub, Followers/Apocalypse, Glow/Hot, Greene/Justin, Harold, Heights, Iguana/Bobs/Bob's, Jain, Jon/Zimmerman, Junktown/Junk, Market, Master, Merchant/Merchants, Morpheus, Old/Town, Rutger, Store/Weapon(s)/Guns, Thieves, Tower/Water, Trader/Traders, Underground. [Pointless responses: Oldtown (replaced by Fixt with Old Town, which triggers Old), L.A. Boneyard, The Boneyard (both trigger Boneyard).]
Harold: Cathedral, Decker, Ghouls, Grey/Richard, Harold (text only/generic), Loxley, Master, Vault, War.
Loxley: Blades, Boneyard/Angels/Angel's, Brotherhood/Steel, Caravan/Caravans, Cathedral, Claw/Death/Deathclaw, Crimson, Decker, Glow/Hot/Spot, Harold, Heights, Iguana/Bits/Bobs/Bob's, Jacob, Kane, Loxley (text only/generic), Market, Merchants, Missing, Old/Town, Police, Razor, Traders. [Pointless responses: Oldtown (replaced by Fixt with Old Town, which triggers Old).]
Decker: All/All-N-One (All-in-One in the original msg), Beth, Butch/Harris, Cathedral/Children, Caravans/Missing, Claw/Death/Deathclaw, Crimson, Daren/Hightower, Decker, Demetre/Romara, Falcon/Maltese/Nightclub, Far/Go/Trader, Greene/Justin, Harold, Heights, Jain, Merchants, Market, Master, Morpehus, Old/Town, Store, Thieves, Underground. [Pointless responses: Oldtown (replaced by Fixt with Old Town, which triggers Old).]
Jain: Brotherhood/Steel, Cathedral/Children, Flame/Holy, Hub, Jain (generic/text only), Master, Mutants, Unity, War. [Pointless responses: Vats.]
Necropolis (generic, text only): Hall, Necropolis, Set, Watershed. [Pointless responses: Chip/Water*, Master*.]
Variations/Extras: Ghoul leader (underground): Chip/Water, Hall, Set, Master, Necropolis, Watershed. Devout Children of the Cathedral: Boneyard, Cathedral, Followers/Apocalypse, Master, Mutants, Necropolis, Set, Watershed. [Pointless responses: Chip, Hall, L.A. Boneyard, The Boneyard (both trigger Boneyard).] (The triggers for Barry, Gary, Larry, Sally and Terry: (Chip (missing in: Larry), Ghouls, Hall, Lou, Necropolis, Normals, Set, Watershed, Water (missing in: Barry, Sally & Terry)) are pointless as one can't initiate dialogue with them.)
Set: Brotherhood, Ghouls, Hub, Master, Mutants/Muties, Necropolis, Set, Shed/Water/Watershed, Unity, War. [Pointless responses: Cathedral, Children, Chip, Garret, Hall, Brotherhood of Steel (triggers Brotherhood), Water Shed (triggers Water), Children of the Cathedral (triggers Children).]
Harry: Cathedral/Children, Ghouls, Human/Norms/Normies/Normals, Lieutenant/Lou/Lutenant/Loo, Master, Shed/Necropolis/Watershed, Set, Unity. [Pointless responses: Chip, Children of the Cathedral (triggers Children), Hall, Harry (see line 970), Larry/Barry/Gary/Terry/Sally, Lou Tenant (triggers Lou), Water, Water Shed (should trigger Shed but triggers Water erroneously).]
L.A./Angel's Boneyard
Note: There should be three levels of knowledge, but this area is very underdeveloped and rather than three levels of info, most TMAs don't even trigger.
In addition, the 3 levels of info does not appear to work. Or it has never been implemented. So far I have not met a NPC that used info beyond level 1 (even the leaders Caleb/Zimmerman (Adytum), Gabriel (Adytum), Razor (Necropolis), Nicole (Junktown) give level 1 responses).
Adytum: Adytum, Boneyard, Junktown, Necropolis, Store, Zimmerman. [Pointless responses: Blades*, Cathedral*, Chip/Water, Followers*, Glow*, Gun/Runners*, Hub*, Regulators*, Rippers*, Scavs*, L.A. Boneyard, The Boneyard (both trigger Boneyard).]
(Note: there is a peculiar Regulatr.msg, It is the same as Adytum info level 1, but slightly updated. That means: all keywords should work, “Rippers” has been removed, the directions for Blades & Runners are correct, Regulators has a self-reference and “Boneyard” is less rude. However, as far as I can tell no one uses it in-game, neither the gate guard nor anyone else.)
Blades: Adytum, Necropolis, Razor. [Pointless responses: Blades*, Boneyard*, Cathedral*, Chip/Water, Glow, Followers*, Gun/Runners*, Hub*, Junktown, Rippers*.]
(The usefulness of some responses (Necropolis, Glow, Junktown) should improve with the NPC's info level. However, that feature does not appear to have been implemented, i.e. everyone, even Razor, is on info level 1 (you can check with Necropolis).)
Gun Runners: Adytum, Junktown. [Pointless responses: Blades*, Boneyard*, Cathedral*, Chip/Water, Followers*, Gun/Runners*, Hub*, Rippers*.]
Followers & Chris Avellone: Adytum, Junktown, Nicole. [Pointless responses: Blades*, Boneyard*, Cathedral*, Chip/Water, Followers*, Gun/Runners*, Hub*, Rippers*.]
(In the original, Christopher Avellone had his personal set of keywords (see Hunter.msg). However, they were the same as for the Followers (only “Gun Runners” and “Water Chip” were split into two entries), and had roughly the same responses as “Followers info level 2” (obj-dude.msg) except for: Followers & Nicole. Fixt changed his keywords to: Adytum, Blades, Boneyard, Cathedral, Followers, Hub, Junktown, Nicole, Rippers, Runners. [Pointless responses: L.A. Boneyard, The Boneyard (both trigger Boneyard), Gun Runners (should trigger Runners, which is listed twice).] and added new info to the Rippers reply. However, all his TMAs were disabled by Fixt as they were “not working”. The problem was that the numbering of the replies was off.)
Nicole: Adytum, Boneyard/Angels/Angel's, Brotherhood/Steel, Cathedral (same as in dialogue), Followers, God, Hub, Jake, Laura, Library, Master, Morpheus (same as in dialogue), Nicole, Nightkin, War.
Katja (text only): Adytum, Apocalypse, Blades, Base, Boneyard, Booze, Brotherhood, Cathedral, Chip/Water, Children, Deathclaw, Drugs (listed in some msg file as Chems), Followers, Healing/Medic (2 variations), Hub, Junktown, Merchants, Morpheus, Mutants, Necropolis, Nicole, Psychics, Regulators, Shady/Sands (try Shady first, then Sands), Scavs, Store, Vault/Vault13, War, Zimmerman.
[Pointless responses: Alya, Aradesh, Casino, Diana, Exodus, Experiments, Garl, Gizmo, Gwen, Hall, Initiates, Khans, Killian, Library, Lieutenant, Master, Military, Paladins, Petrox, Police, Razlo, Scribes, Set, Seth, Tandi, Tolya, Unity, Overseer, Vats, Vault 13 (triggers Vault; in the original msg this used to be Vault-13), Watershed.]
Brotherhood (generic, text only): Brotherhood, Initiates, Knights, Paladins, Scribes. [Pointless responses: Children/Cathedral*, Chip/Water, Exodus*, Hub*, Master, Merchants*, Missing/Caravans, Strange/Army*, War*.]
Cabbot: Ancient/Order, Brotherhood/War, Cabbot/Initiate, Caravans/Merchants, Elder, Elders, Exodus, Hub, Knights, Paladins, Rhombus, Scribes, Vree. [Pointless responses: Army, Cathedral, Chip, Disks, Master.]
Rhombus: Army, Boneyard, Elder, Hub, Knights, Paladins, Rhombus, Scribes, Talus, Vree. [Pointless responses: Chip, Children/Cathedral, Disks, Exodus, Initiates, Master, Merchants, Missing/Caravans, Strange* (disabled and oddly enough more detailed than Army), War.]
Vree: Brotherhood, Holo/Disks/Holodisk/Holodisc/Holo-disk/Holo-disc (all but Holo were added by Fixt), Elder, Master, Rhombus, Vree (text only), War. [Pointless responses: Chip, Children/Cathedral, Discs* (Fixt replaced this one with Disks), Exodus, Hub, Initiates, Knights, Merchants, Missing/Caravans, Paladins, Scribes, Strange/Army.]
Maxson: Adytum, Army, Cathedral, Boneyard/Angel's/Angels, Brotherhood, Butch/Harris/Caravans, Cabbot, Claw, Disks/Discs/Holodisk/Holodisc/Holo-Disk/Holo-Disc (all but Disks were added by Fixt), Elder, Elders, Exodus/War, Gangs, Hub, Initiates, Knights, Library, Mathia, Maxson/Roger, Merchants, Paladins, Player, Rhombus, Scribes, Traders, Vree. [Pointless responses: Chip, Master.]
Military Base (generic, text only): [Pointless responses: Experiments, Lieutenant, Master, Nightkin. Psychics.] [Even more pointless responses: Children/Cathedral*, Followers/Apocalypse*, Super/Mutants*, Chip/Water* (who, at this point, is still going from door to door asking for a water chip?).]
Lieutenant: Cathedral, FEV/Virus, Unity, Lieutenant (text only), Master, Morpheus, Normals, Vats, Vaults.
Cathedral (generic, text only): Master, Mutants, Morpheus. [Pointless responses: Base/Military, Children/Cathedral*, Chip/Water, Flame/Holy*, Followers/Apocalypse*, Unity*, Vats.]
Basement (generic, text only): [Pointless responses: Experiments, Lieutenant, Master, Nightkin. Psychics.] [Even more pointless responses: Children/Cathedral*, Followers/Apocalypse*, Super/Mutants*, Chip/Water*.]
Laura: Apocalypse/Followers, Auditorium, Cathedral, Dark/God, Laura (text only), Master, Mutants/Nightkin, Morpheus, Nicole, Order, Sanctum, Servitors.
Morpheus: Auditorium, Adytum, Apocalypse/Followers, Hospitals, Lasher, Master, Morpheus, Mutants/Nightkin, Nicole, Order, Sanctum, Unity. [Pointless responses: Base, Caravans, Children, Chip, Flame/Holy.]
Master: [Pointless responses: Master, Unity.]
* marks keywords that I couldn't trigger, despite the msg.files listing a response for them (see explanation in the text block above, it's the one before last).
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