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- FALLOUT 2 WALKTHROUGH (second edition)
- ======================================
-
- Before I get Started
- --------------------
-
- OK, so my previous version missed a whole load of quests (seems like
- my role-playing was more of the trigger-happy type :), and a few of
- the real simple ones I just forgot to write about. Much of what was
- missing I discovered myself after I decided to play it again, to see
- what was new in the _second_ 1.02 beta patch. (Why can't they just
- give it a new number, if it's a new patch, anyway?) Other stuff,
- however, was contributed by fellow players, and I'd like to take the
- time to thank them.
-
- Many thanks to Roland Ng (rolandng@cyberway.com.sg) for pointing out a
- couple or so quests I never found on my own, plus a few which I forgot
- to write about (like listening to Stacy's cat story), plus some info
- on special encounters. (Heck, you can thank him for giving me the
- idea to write about the special encounters at all, 'cause the first
- time I considered them to be WAY too OOC to bother writing about :)
-
- Thanks to George Moutsiakis <GeorgeM@sequoiasw.com>, for pointing out
- another couple of things I have missed in the previous version.
- Namely, Anna's quests in the Den, and the fake citizenship thingie
- for Vault City.
-
- Thanks to "Dan Larson" <danlar@montana.com> for pointing out Anna's
- quests, too. (Looks like I must have been real thick to miss
- something this obvious :)
-
- Second, in spite of the .DOC extension, this is NOT a MS Word
- document, but a plain text file. (The file size would probably be a
- lot larger if it were in the inflated Word format.) I.e., it is best
- viewed with a fixed width font. I.e., if you are viewing or printing
- it with Word, or another word processor, I'd advise that you select
- all the text, then select a fixed width font, like Courier New 10
- point. Otherwise the underlines will be of different width than what
- they're underlining (but other than that, the text will still be
- readable.)
-
- Third, yes, you can you can put this text on your web page, print it,
- distribute it on a CD, whatever, but only as long as you don't modify
- it in any way. Particularly, don't start pulling real lame tricks,
- like claiming undeserved credit for it. Other than that, I don't mind
- your distributing it.
-
- And finally, well, this is probably the final version of this
- walkthrough. I don't intend to continue updating this walkthrough any
- further. I probably missed a bunch of quests, and I know it. But it
- IS possible to finish the game by this walkthrough, and it does
- contain more info than I suspect many people would find on their own.
- Much less with their first character. And if you want absolute
- perfection, like one of my friends keeps preaching about, I'm affraid
- you'll have to explore for it on your own.
-
- Don't get me wrong. It's an excellent game, no doubt. It's more
- complex than _any_ RPG or adventure I remember of. In fact, it may
- well be about the only game I'd really call a _Role-Playing_ Game, and
- not just a mis-named arcade like most RPG's these days. It takes a
- whole lot of experimenting with different characters to find every
- single detail. But... I've already been playing it for many hundreds
- of hours already, probably _much_ more than I've played any other
- game. And, well, it comes to a point where enough is enough. I don't
- think I'll start it again any time soon, no matter how tempting may be
- to check out some new suggestion.
-
- AND I'll probably temporarily lose my Internet access soon, on account
- of moving somewhere else.
-
- DISCLAIMERS
- -----------
-
- First of all, I am NOT affiliated with either Interplay or Black Isle
- Studios. This text is NOT endorsed by them in any way, so please
- don't hassle them with questions or suggestions about THIS text.
-
- I'm just a player, and I happened to _massively_ enjoy the game. An
- intelligent and complex RPG like Fallout 2 is IMHO a most welcome
- surprise in this world of no-brainer "3D real-time" shoot-em-ups and
- "real-time strategies" with good graphics but brain-dead AI. I'd
- definitely like to see more games like Fallout, as opposed to the
- millions of Quake and C&C clones, which I vowed never to buy one
- again. Back to Fallout 2, I enjoyed it so much that I started doing
- it again and again, to see what I've missed. And at some point
- I've started writing this text to keep track of what I've done.
-
- Second, yes, this is a walkthrough and it does contain spoilers. In
- fact, it's full of them. If you'd rather explore, don't read it. My
- advice is to explore, and fully enjoy this damn good game. But if
- you'd rather ruin your fun with a walkthrough, here it is.
-
- Third, it's an adult game. It deals with drugs, violence, sex and
- foul language. Hence, the walkthrough deals with them, too. If
- you're easily offended, don't read this, and don't play the game.
-
- Fourth, bear in mind that it's a complex game, and not all quests are
- available to everyone, or may not be done in the same way by everyone.
- A lot of them depend on your character's skills. E.g., you can't
- discuss medicine with the Vault City doctor, nor explore their medical
- database on the computer, unless you have good doctor skill. A lot of
- quests depend on speech skill, btw. Other quests depend on your
- gender. E.g., you can't date the nurse if you're a female, nor screw
- Metzger for half of Vic's price if you're male. Yet other stuff
- depend on what you've done before, like who you've joined and what's
- your reputation. Yet other stuff depend on stats. E.g., you can't
- arm-wrestle Francis the super-mutant, if you've got 6 strength. I.e.,
- your mileage may vary.
-
- For the same reason, there may well be a lot of quests that I have
- missed myself. I did play several male and a female characters, but
- my karma and most reps were (very) positive, and some of my skills
- were always under-par. E.g., I can only pray that there was no quest
- based on energy weapons, melee, thrown, gambling, or which needed a
- real high outdoorsman skill, because I severely lacked those most of
- the time. Other quests I just didn't want to do, because they looked
- too evil for my taste.
-
- Fifth, most of this stuff you don't really need to do to finish the
- game. In fact, other than giving xp and/or money, most quests have
- nothing to do whatsoever with your ability to finish the game. At
- most, they'll make a difference on the endgame animation, but most
- won't even do that. At least in theory, I think you could just go
- south along the coast, do Navarro and San Francisco, and then the
- final Enclave battles. Of course, you wouldn't survive there with a
- novice character, but that's another story.
-
- General Stuff to Bear in Mind
- -----------------------------
-
- Save your game often. The skill checks are much harder than in
- Fallout 1. Particularly before stealing, do save your game. Even
- with 10 dex, 300 stealing and sneaking skill, with the Pickpocket
- perk, and sneaking from the back (although it shouldn't matter with
- that perk), I did often botch stealing small stuff, like stimpacks.
-
- Save before _exiting_ a combat or before finishing a quest, if you're
- close to level up (above level 4-5 or so), and have npc's in your
- party. NPC's have a chance to level up, too, when you do. Mostly, at
- level ups where you get a perk, I think, though occasionally it did
- happen to me at other levels, too. So save, and then exit combat. If
- you levelled up, and no npc did, reload and try again a few times.
- You don't want to carry around a bunch of wimps, when you could have
- almost decent fighters with you. Remember though, that npc's can only
- level up only so far, and only so often. If they've all had 5
- level-ups or so, they can't get any further, so don't bother.
-
- Steal lots. Some stuff, like the Bozar (or whatever... can't tell "a"
- from "o" on their funky font) I only saw in one shop, and even there
- only after doing a bunch of quests, and very expensive. On the other
- hand, you can get 3 of them by stealing from the green armoured guards
- outside NCR. Other stuff, like ammo and stimpacks, are just too
- expensive to buy in shops.
-
- Be prepared for serious financial trouble. In Fallout 1, it was damn
- easy to swindle merchants. In the sequel, it isn't. I had around 200
- barter skill on one character, and over 2000 karma, and was idolized
- in that city, and still my goods would be priced 2-3 times less than
- the merchants' goods. Plus, now most npc's leave very little cash and
- stuff to sell (particularly, most don't leave armours.) Briefly, you
- can't run around buying everything you see.
-
- Watch your step. Particularly when you get a party, and give them
- ranged weapons, they just _love_ using burst mode and spraying bullets
- at an enemy that's _behind_ you. I had an adrenaline rush each time I
- saw Marcus pull out his minigun.
-
- Watch your aim. It seems a lot easier to accidentally hit a team mate
- or inocent bystander, than it was in Fallout 1. Even with insanely
- high skills. Particularly if you use burst mode.
-
- Avoid mixed encounters. If you encounter something like "a patroll
- fighting highwaymen", just say no, if you get the choice. If not,
- just run like hell for the exit grid. Unless you feel tough enough to
- fight _both_, that is. Usually, either a patroller will hit one of
- your men, or viceversa, and next thing you know, both sides are
- shooting at you.
-
- When you get a new gun, don't just look at the gun's damage. Also
- examine the ammo. The ammo almost always has its own AP, DR and final
- damage modifiers. Yes, that's on top of the weapon's min-max damage
- numbers. Yes, these effects can go as far as making a weapon better
- than another, even though the min-max damage numbers say otherwise.
-
- Forget about AP ammo. I think the game's model is plain screwed up.
- AP ammo does penetrate slightly more often, but does _insignificant_
- damage, if you ask me. The only exception I know of is the needler
- ammo, whose AP ammo has a damage modifier that looks suspiciously like
- the JHP modifier for other weapons. Personally, I've found JHP ammo
- to be the best, even against the best armoured opponents, which is why
- I say the model is screwed up. JHP should realistically just go splat
- on armour, and even more so in the case of metal plate armour or power
- armour. For that matter, forget about the 14mm pistols, when you find
- them: I only found AP ammo for them.
-
- Specialize. As I've said, some skill checks are insanely difficult.
- You can't bring all your skills to high enough levels, even with the
- "Skilled" trait and 10 int. So screw some skills. E.g., you probably
- don't need thrown weapons, since all grenades were very disappointing
- for my taste. I also screwed melee weapons, since you can get just as
- good weapons based on the "unarmed" skill, and you need unarmed for a
- couple of quests. Energy weapons can also safely be ignored, since by
- the time you get them, your enemies will be using "Advanced Power
- Armours" which make the Gatling Laser almost useless for the ammo
- weight used, and that's the toughest energy weapon I've found. For
- that matter, it IS possible to kick righteous donkey with just the
- "small guns" skill, and without the large ones, particularly with the
- "fast shot" trait. Your call, though.
-
- Think in terms of action points, not in terms of what's natural.
- E.g., if you've opened your inventory in combat, make damn sure to do
- everything you need. You can reload/change two weapons with 120
- bullets each AND use 10 stimpacks in a row for just 4 AP, or just 2 AP
- with the "Quick Pockets" perk. (Tho, personally, I'd say other perks
- are more useful to pick, but it's your call.)
-
- For that reason, reload your weapons after every combat. The rest of
- the ammo in a weapon is not lost if you reload, and it helps if you
- don't have to waste time reloading at the beginning of the next fight.
-
- For that reason, again, you may want to judge a weapon not only by the
- damage per shot, but also in terms of how many shots you can do per
- turn with it. Should be obvious, tho.
-
- If you get a good tight group or line-up of enemies, go burst mode on
- them. If you've got one of your own men in the way, don't. Actually,
- if you got your own men in the way, don't go for an unlikely aimed
- shot, either. (E.g., don't for the eyes, in the dark, from far away
- with a short range pistol, when it says you have 17% chance to
- actually hit.) Chances are you won't just miss and hit another body
- part, as would realistically happen, but you'll often critically miss
- and hit someone else instead. Yet another game model screw up, if you
- ask me, but be warned nevertheless.
-
- Check out areas obscured by walls. I.e., move close to the west and
- south edges of all rooms and corridors. The designers seem to have
- _loved_ placing containers hidden by walls, and there's good loot to
- be gained that way.
-
- If you decide to have a weapon upgraded, get the ammo out of it first.
- When you get the upgraded weapon, what the game effectively does isn't
- upgrade your item, but _replace_ your item with another. And it'll be
- filled with new ammo. Hey, it may not mean many bullets, but it's for
- free. (Same applies for upgrading flamethrower fuel, btw. Fuel, like
- all ammo, is handled in packs, not by piece. By loading/unloading
- your flamer, you can create incomplete packs, like, say 5 fuel tanks,
- which upon upgrade will be replaced by a full 10 fuel tank pack. OK,
- so it's cheating :)
-
- Creating a Character
- --------------------
-
- My advice is to experiment and see the effects for yourself. But if
- you _really_ want a pre-rolled character, my favourite was something
- like picking the "Gifted" trait for more points, and then setting the
- stats to something like:
-
- ST: 6
- PE: 7
- EN: 5
- CH: 6
- IN: 9
- AG: 8
- LK: 6
-
- Let me explain.
-
- Strength 6 is enough for any ranged weapon in the game. More strength
- does NOT mean more damage with rifles and pistols. Plus, by the end
- of the game, the Advanced Power Armour will give you a +4 to strength.
- (And before that, the regular power armour is +3.) But the max is 10.
- Hence, if you had distributed more than 6 to strength, at the expense
- of other stats, basically those extra points are lost, and all you'll
- have is a bunch of under-par other stats.
-
- Mind you, with strength 6 at the start of the game you'll do buggerall
- damage with your fists, as well as be limited to 175 lbs carry weight.
- But as soon as you get a pistol, you don't need melee damage, and when
- you get party members and then a car, the carry weight will be much
- less of a problem.
-
- Perception is essential for sniping at a range. Ideally, you'd want
- as much of it as you can. But 7 still gets you a reasonable range,
- and more than that is basically overkill at the expense of other
- stats, IMHO. And it's enough to get most perks that have a perception
- requirement, except for "Sniper". Sniper is a very good perk, but if
- you want it, you can just get a "Gain Perception" perk before it.
-
- Endurance basically determines your hp gain per level, poison res, and
- radiation res. For the hp gain per level, you can pick the
- "Lifegiver" perk twice later, and it'll give you massive hp per level,
- even with buggerall endurance. You only need 4 endurance to get the
- perk, so you may even try with it that low, and distribute the extra
- point to PE. Poison resistance never was a problem for me, and for
- radiation, IMHO you either need to get it to 95% or don't need it at
- all. To get it to 95%, you'll need two RadX's anyway, so your natural
- one is basically irrelevant.
-
- One point where you will miss high endurance is the "Strong Back"
- perk. With endurance under 6, you won't get it. Then again, as I've
- said, carry weight was the least of my problems after getting the car.
-
- Charisma is mainly important for the number of party members you get.
- A value of 6 means you can get 3 party members, in addition to
- yourself. Or 4 with the "Magnetic Personality" perk, tho I always
- found other perks more useful. Charisma allegedly also modifies npc's
- reactions towards you, or so the manual says, but with 6 I didn't
- notice any getting hostile for non-obvious reasons. In any case,
- saving often is a good idea anyway, regardless of your charisma.
-
- Intelligence is very important. It determines the number of skill
- points you get per level, and with "Gifted" you'll be hurting for
- skill points. I'd even advise getting the "Gain Intelligence" perk at
- level 15. It also determines what you can say in a conversation.
-
- Agility, apart from the obvious armour class, sets how many Action
- Points you get per turn. With 8 agility, you get 9 AP, which with the
- right perks/traits can be more than enough IMHO. To get 10 AP, you'd
- need 10 agility, which means severely downgrading other stats, so IMHO
- it's not worth it.
-
- Luck is not only for the initial critical chance, or I would have just
- set it to 5. But you also need at least 6 luck to get "Better
- Criticals", "Bonus Ranged Damage", and "More Criticals" later.
-
- Now you still have one trait left, so let's look at what you can
- choose.
-
- Fast Metabolism -- As it says, it increases your natural healing rate,
- but kills your natural radiation and poison resistances. As I've
- said, I never had much use for natural radiation and poison
- resistances, anyway, so it's not that much of an inconvenience. Then
- again, I never had much use for a high natural healing rate, either.
-
- Bruiser -- increases strength by 2, turns your AP to a crap value. As
- a side-note, as with any stat increasing trait, you can then proceed
- to decrease strength by 2, and use those two points on any other stat
- of your choice. E.g., you can use "Bruiser" to get two extra points
- to AG, IN, EN, or PE instead of ST. But be warned that the AP penalty
- is a right pain in the behind, so it was never my favourite trait.
-
- Small Frame -- +1 to AG, but you can carry very little weight. Just
- as with Bruiser, you could just as well use the point elsewhere, such
- as PE, IN or EN. Be warned that the resulting carry weight penalty
- can be a major pain in the behind. With 6 ST and "Small Frame" you'll
- only be able to carry 100 pounds of equipment. That IS a problem very
- soon. While I could and did stay under 175 lbs carried weight for
- most of the game, under 100 was way too tight. Your call, though.
-
- One Hander -- Basically, reverses the range penalties for
- pistols/SMG's and rifles. Without it, you're accurate with rifles,
- but have crap accuracy with a pistol. With it, you're accurate with a
- pistol or SMG, but have bad accuracy with a rifle or minigun. IMHO,
- it's a pretty good trade-off, though I've always found "Fast Shot" to
- be a better choice.
-
- Finesse -- +10 to critical chance, but it lowers the normal damage you
- do. It's not a particularly bad trade-off, but not one of my
- favourites, either.
-
- Kamikaze -- It gives you a relatively minor increase to sequence, but
- nukes your natural AC. IMHO it's a pretty bad choice. Most battles
- are not one-on-one, and don't end in 1 or 2 turns, either. And beyond
- the first turn, it's a problem of you move, they move, you move, they
- move, etc. I.e., everyone does get a move per turn, regardless of the
- sequence number. I.e., who made the first move doesn't really make
- that huge a difference. And no AC makes the beginning of the game a
- bit more tricky. By the end of the game, noone seemed to miss me, no
- matter how high the AC, and they seemed to sequence before me anyway,
- no matter how high the sequence. So my advice would be to forget
- about this trait.
-
- Heavy Handed -- You get +4 to melee damage, BUT your criticals will
- always be less powerful. Yes, that includes critical hits with ranged
- weapons. Personally, I'd advise against it, since most of the game I
- fought with guns, and with this trait it means only disadvantage
- without any advantage.
-
- Fast Shot -- This is definitely my personal favourite. Let me
- explain. With 9 AP, and most handguns and rifles, it means you can do
- TWO normal shots per turn, while without it you'd get only ONE aimed
- shot. With a .44 magnum or P90c or a Gauss Pistol, it means _three_
- normal shots per turn with this trait, versus one aimed and one normal
- without it. Etc.
-
- After you also pick the "Bonus Rate of Fire" perk, it gets even
- better. With a .44 magnum or P90c or Gauss Pistol and "Fast shot" you
- get _4_ normal shots per turn, versus 2 aimed ones without it. If you
- also pick a level of "Action Boy" on top of "Bonus Rate of Fire", it's
- _5_ normal shots with "Fast shot" vs 2 aimed ones without it.
-
- Now I know that aimed shots cause more criticals, but they're also a
- lot more difficult to succeed. Me, I'd much rather go with wholesale
- distribution of ammo, than with a few aimed shots.
-
- Bloody Mess -- as the manual says, it just forces the most violent
- animations, but other than that it has no influence on game outcome.
- Beats me why bother picking it, unless you're in it just for seeing
- loads of gore.
-
- Jinxed -- This trait makes fights look almost surrealistic. Everyone
- will keep dropping weapons, losing ammo, crippling themselves,
- shooting allies, etc. Unlike what the manual says, it seems to have a
- lot less influence on you than on npc's, but it does have a lot of
- influence on the people in your party. After seeing Sulik lose the
- third weapon or so to critical failures, I just restarted and picked a
- different trait. This trait is a bad choice, if you ask me.
-
- Good Natured -- You lose 10% on all your 6 combat skills, but get +15%
- to 4 other skills. The sum of points gained equals that of points
- lost, if that's not obvious. Since at least half of your combat
- skills you'll never really need to use (energy weapons, melee,
- thrown), this basically allows you to shift points that would be
- useless there to more useful skills. And for the skills you do plan
- to use, you can always tag them, and compensate the difference pretty
- fast. So IMHO it's one of the very good choices of traits. Not as
- good as "Fast Shot", but definitely a close second choice. About the
- only problem is that the reduced combat skills make the fights in the
- Temple of Trials _much_ harder.
-
- Chem Reliant -- useless trait if you ask me, since I avoided chems
- like the plague.
-
- Chem Resistant -- ditto.
-
- Sex Appeal -- effectively, I _think_ it _slightly_ improves the
- initial reaction towards you for members of the opposite sex, but
- lowers the initial reaction of others. After playing with and without
- this trait, my conclusion is that there's no real gain from it. A
- good karma and reputation will do you more good, anyway.
-
- Skilled -- as it says, you get +5 skill points per level, but only get
- a perk every 4 levels. Could be interesting to use it to compensate
- for the -5 skill points per level from "Gifted", but you'll end up
- wandering the desert for kill xp for years to get the same perks as
- someone without it. It's not necessarily a bad choice, but not one of
- my favourites, either.
-
- Gifted -- we just used it, remember?
-
- Again, bear in mind that quests depend on stats and skills. This
- particular character will NOT be able to do everything in the
- walkthrough, or at least not in this order. Some quests were done
- with completely different characters. So don't bother telling me that
- you couldn't use it to do this and that. If you think you can do
- better, please do create your own character the way you want.
-
- Temple of Trials
- ----------------
-
- This area doesn't seem to have any other purpose than to give you some
- xp, so try to make the most out of it. Search all the rooms.
-
- I've found unarmed to work best on both ants and scorpions, especially
- since it uses less action points than the spear, and has more chances
- to hit. Take _one_ swing, then run away. Repeat as necessary.
- Yes, it takes half of forever and then some, but remember: if they've
- spent enough AP running after you, they won't have enough left to
- attack you. So basically you can slowly dish out damage, without
- taking any. Don't hurry, particularly with the scorpions, since they
- can poison you with each good attack.
-
- The second area, in addition to ants and scorpions, also has traps all
- over the floor. Move one hex at a time, careful not to step on the
- raised plates. (Those mis-shapen ovals.) You can also try disarming
- them, since you get 25 xp per disarmed trap, and that's a lot at level
- 1. It may require more than one try per trap. If you're at disarming
- them, make sure you've scanned all the area, particularly near the
- west walls.
-
- At the end of the second area there's a door you can't lockpick. Get
- a plastic explosive from one of those vase thingies, and put it in one
- of your ready item slots. Now go facing the door, _save_, and use the
- explosive. It'll automatically be dropped on the floor. Then get the
- hell out of there running. At what skill you have now, it's
- guaranteed to go off prematurely, and you don't want to be within the
- blast radius.
-
- Before blasting the door, you may want to check out the raised plate
- under it, tho. There are only 1 or 2 pixel rows of it visible, so
- it'll take some precise clicking exercise to disarm it. Lame trick,
- if you ask me, but, hell, that's another 25 xp to rake up. After
- blasting the door, it's covered by the debris, or so it looked to me.
-
- In the last area, there's a room with a large burning pit in the
- middle, and a tribesman in front of a door. Explore the rest of the
- area before going there, then rest to heal yourself, and save. He'll
- tell you that you must beat him unarmed. Do so. If you don't have
- the "Fast Shot" perk, just keep aiming for a leg or for the groin. If
- you picked "Fast Shot" just swing and pray for a good hit. (WTH has
- fast shooting a _ranged_ weapon have to do with _melee_ attacks?
- Especially since you don't get the speed bonus for melee. Oh,
- well...)
-
- After you've beaten the snot outta him, go back and pick your gear
- from the chest outside the room. Then open the door he was in front
- of, and go through it to pick your sacred Vault 13 jumpsuit. Hmm...
-
- Arroyo Village
- --------------
-
- After getting the jumpsuit, go talk to the elder, to receive a canteen
- and some money. It's a lot less money than it seems, but, hey, it's
- for free. Ask about how to get to Klamath.
-
- Now go talk to everyone else in the tribe. I think a dude near the
- stone head will teach you some unarmed, but only if you have very
- little. At least he always offered to teach me, but never actually
- did. And a geezer in a tent will teach you melee weapons. Talk to
- Feargus near the well, and then use the repair skill on the well for
- 100xp.
-
- The shaman will ask you to weed his garden. There are two large
- plants that shoot at you in there, so get in close and punch the hell
- out of them. Then go back to the shaman for some well earned healing
- powder. Personally, I didn't find much use for the powder, since it
- temporarily lowers your perception by 1, each time you use it.
-
- A cousin will ask you to find his dog (I think he wasn't there before
- the patch). To the north-west there's an area with some geckos, and
- there's where the dog is. You can kill the geckos for some xp, though
- at this point they may be a slight bit on the tough side. Try to pick
- them when isolated, so you don't end up fighting more than one at a
- time. Also, there you can find some herbs that are components for
- healing powder, but as I've said, I didn't use the powder. (They're
- also components for stimpacks, if my memory doesn't fail me, but only
- much later and only if you have Myron in your group.)
-
- When you're ready, you can go south, and then across the bridge, and
- out to the world map. Head east to Klamath.
-
- (I'm told that you can watch the bridge guard sharpen his spear, then
- ask him about it, get a flint from your aunt, and have him sharpen
- yours, too. I returned to Arroyo to check this rumour, and it didn't
- work. Maybe you need to do it before leaving the village? Try for
- yourself, I guess. A sharpened spear does better damage than a
- sledgehammer, so it may be worth the time to check this out. Then
- again, it's based on melee weapons.)
-
- Klamath
- -------
-
- In Klamath, your mission is to find Vic the trader, so ask around for
- him. He's missing. He's left for the Den, so also ask which way to
- the Den. Don't hurry to the Den yet, though. There's still some
- exploring to do here.
-
- Particularly, be sure to search through Vic's house, and get the radio
- in there. Don't sell the radio. You will need it to rescue Vic from
- the slavers in the Den. Also take the ammo and the pipe rifle while
- you're at it. The pipe rifle is crap, but you can sell it for a few
- bucks.
-
- Be sure to ask Mrs. Buckner about the missing trapper. That way you'll
- get the location of the toxic caves where you can go rescue him.
- Don't go there yet.
-
- There's also a tribal warrior in there, called Sulik, which you can
- take in your group. At this point, he's a damn good addition to your
- group, and a much better fighter than you are. Unfortunately, he's
- paying for some damages, and he needs 350$ before he can join you.
- You don't have them yet. You can also get Sulik for free after
- rescuing the trapper from the toxic caves, but IMHO it's a lot better
- to have him with you in there (those golden geckos are a pain in the
- butt when you're level 3 or 4.)
-
- For the money, you can try lockpicking doors and nicking stuff from
- people's cupboards. Also, Whiskey Bob offers to pay you 50 bucks if
- you'll go refuel his still. Only problem is that the area is full of
- geckos, but fortunately you don't have to kill them all. Just go
- there, enter the hut, pick a lump of firewood, and use it on the
- still. Nick the bottle on the floor (you can sell it for a few
- bucks), then return and talk to Bob again for the money.
-
- There's another bar in this area, whose owner will sometimes ask you
- for the location of Whiskey Bob's still, if you've taken that quest
- first. Sometimes he never asks, though. Maybe it's based on rep? Or
- on whether you've finished the quest already? Personally, I never
- told him, since I play good honest characters. So I don't know what
- happens if you do. One thing, though: make your mind fast. If you
- refuse the first time you're asked, that's it, and you'll never have
- the chance again. You can also barter with the bartender for some
- items that could be pretty useful at this point, but you probably
- won't have the cash to afford them at this point, anyway.
-
- Another person in this bar will offer to teach you more unarmed. You
- can humour him by playing dumb and asking him to teach magic spells,
- and in the end saying he pulls your leg. You'll get a free beer, and
- be a bit more liked. (Apparently everyone likes a new idiot in town.)
- The teaching is good though: +10 to both unarmed and melee weapons,
- which at this point makes a huge difference.
-
- Go to the west section of the town and find a guy who'll talk to you.
- He'll tell you about the rat problem. Ask for the key, and tell him
- you'll help with the rat problem when he asks for money. Alternately,
- you can get the key from a dog in the other part of the town. Just
- talk to the mutt, then give it some brahmin jerky. You can find tons
- of jerky in various cupboards all over the town.
-
- Go through that door. (I lockpicked it for 25 xp, even though I had
- the key :) Be sure to check the deserted guns store, and take the two
- pairs of rubber boots. You'll need them to get through the toxic
- caves. Kill all the rats, and enter the open manhole in a building.
- (What on Earth is a manhole doing in a building?) Generally speaking,
- explore this area well, and be sure to kill all the rats. They don't
- give much xp each, but there are lots of them, and it totals over 3k
- xp. Not bad at all, at this point. Best use your fists, if you ask
- me, since it doesn't use expensive ammo.
-
- At some point, you'll find a giant rat named Keeng Ra'at, or "the rat
- god". Kill it, and you've solved Klamath's rat problem. Keep
- exploring until you find a way to reach the surface somewhere else
- than you've entered. There's a car there, from which you'll get a
- fuel injection system. Hang on to it, you'll be needing it later.
- Now go back.
-
- Back to Mrs. Buckner's bar, there's an area to the north-west, where
- there's a repair bot gone nuts. It helps to have Sulik with you here,
- since otherwise the robot will probably run away before you can kill
- it and get the xp. There's a crashed vertibird (weird helicopter)
- here, and a couple of corpses. One of them had a yellow key card last
- times I played, tho I'm pretty sure it didn't have anything the many
- times before. It may have something to do with the fact that I
- applied the 1.02 beta patch, or it may be random. Beats me what's
- that key supposed to unlock, so it's an useless item.
-
- Go back to the bar. There's a fellow named Torr there, who says
- bipedal bug-men are mutilating his cattle. Well, he doesn't use big
- words like "bipedal", and says "moo-moos" instead of cattle.
- Brain-dead fellow, really. Go there and kill the... small scorpions.
- The first time I played, that was enough for the game to say I did the
- quest. Every single time I tried after that, it said I failed to
- protect all the brahmin. Bugger me if I know what I did wrong. I
- even tried killing the Dunton brothers in the area. Nice try, but no.
-
- You can also visit the "Bath house" in Klamath, which is really a
- brothel, if you have more money than sense. If you've chosen Jenny,
- you can also talk to her after you've screwed her. (Doesn't actually
- show you screwing :) It also works if you have a female character,
- the only difference being what she says after the act.
-
- Unfortunately, I've never found any benefit from screwing Jenny, apart
- from getting a "Gigolo" title on my Karma sheet. She didn't tell me
- anything I couldn't find out from other people (well, except that Vic
- was a regular customer, but that didn't help me at all in the game :)
- So why spend 125$ there? Why spend cash on the other prostitutes, in
- almost every single town? Is there a point I'm missing here?
-
- If you've got Sulik and the boots, you can exit the town and go to the
- toxic caves.
-
- Toxic Caves
- -----------
-
- Be sure everyone in the party has a pair of rubber boots in their
- inventory, or they'll be taking damage fast from the slime on the
- floor. Better save now, since there is a good probability that the
- boots will be destroyed before you finish the cave. If that happens,
- just reload. There's also a spare pair of boots in a room to the
- south, near the entrance, beyond a pool of green slime and a gecko.
-
- Basically, what you need to do is fight your way through the caves,
- find Smiley (the missing trapper) and escort him out of the caves.
-
- You may also want to try to repair the power generator in that room,
- while you're there. Doesn't seem to give any xp, though. Speaking of
- the generator, apparently that's half of what's needed to use the
- elevator there. It says you need an electronic device to open it.
-
- I came back there much later with a mark II electronic lockpick, and
- you can enter and go down into a sort of small ruined depot. There's
- decent stuff in there, such as a Mark II Combat Armour, but by the
- time you do get the electronic lockpick and enough skill to open this
- door, you probably have much better equipment already. There's a
- sentry robot down there with a rocket launcher. Like all explosives
- in the game, missiles are IMHO beyond crappy, but he launches three
- missiles per turn. Again, by the time you get the electronic
- lockpick, you can probably survive that quite easily. Also in there
- you can find some 4.7mm caseless ammo, some 2mm EC ammo for your Gauss
- Pistol, a Bozar and some .223 ammo for it, plus some other stuff.
-
- After escorting Smiley out, go back to Klamath and talk to him in the
- bar. He'll teach you how to skin geckos. Now those pelts do fetch a
- decent price, particularly the golden gecko ones. Which, given the
- game's general cash shortage, can be very welcome. On the other hand,
- they're also much too heavy for the price, if you ask me. Me, I'd
- rather carry a spare gun from a robber's corpse, since it sells
- better and weighs less.
-
- He'll also teach you a little outdoors skill. About as much as you'd
- learn from a book, but it's still an improvement. Mrs. Buckner will
- give you 100 bucks if you say you don't need a reward. Or, if you
- haven't taken Sulik yet, you can get him for free now.
-
- The Den
- -------
-
- The Den is a pretty annoying place, and the most annoying thing about
- it are the freakin' kids stationed near all doors. The little
- bastards will steal items from you when you pass near them (e.g., when
- you go through the door.) Normally I wouldn't even think of doing
- that, though it's just a game, but after being robbed naked for a few
- games, my curiosity got the best of me, and I decided I want to see
- what happends if I shoot the bastards. Got flagged as a child killer,
- and lost Sulik from the party. Fair enough, I suppose. I reloaded,
- so I don't know more about that.
-
- You'll want to talk to Smitty on the west edge. It's the guy in the
- house in the middle of the car graveyard. He'll tell you that you can
- have the car there for 2000$ and a fuel cell controller, which right
- now you don't have. Without the patch, you could get the car even if
- you didn't have the controller, by showing Smitty the injection system
- instead, and then saying you give him the money and the controller.
- You still had to have the cash, though.
-
- The car serves a couple of purposes. First, it shortens travel time
- _lots_. Second, its trunk serves as a container for your stuff. And
- it can hold quite a bit of stuff. It can come in very handy for
- storing lots of loot to sell, or lots of different types of weapons
- and ammo for later.
-
- Also in this area there's Becky's bar and casino. You can get a
- couple of easy quests from Becky. First one is getting some money
- back from Fred. I spotted the poor sod with half of it, which I then
- got back from Becky. Second one is getting a book back from a geezer
- in the east half of the town. Just go talk to him a couple of times,
- then look for a book on the ground almost anywhere in the eastern
- half. First time I found it in the outhouse, second time near a
- burning barrel, third time near another barrel, etc.
-
- Also in the western area there's Lara and her gang (the bunch in metal
- armours). She'll ask you to find out what's in the crates in the
- church in the western half. I went there and told the moron at the
- door that Metzger's sent me to check the contents, 'cause he wants to
- be sure. Got 500 xp for bulshitting the guard, and another 500 xp for
- examining the crates. Then she'll ask you to ask Metzger if she can
- fight Tyler's gang (the bunch at the church). Metzger's the head of
- the Slavers' Guild (the bunch in leather armour, in the east half of
- town.) Do so. Then she'll ask you to find a weakness in Tyler's
- gang. Just go there and talk to the moron. He'll tell you that most
- of their gang goes to a party that night.
-
- Now if you want to get your money for this last mission, you'll have
- to go with Lara when she fights Tyler's gang. She says that you don't
- have to fight, just be there. However, most of the Tyler's buddies
- were happily shooting at Lara, and I didn't have the nerve to find out
- if I still get paid if she dies. So I had to do most of the work
- there, too.
-
- Be prepared for a long fight, since the 10mm you have at this point
- doesn't do much damage against metal armour (and even less if you try
- AP ammo, so don't.)
-
- For that reason, IMHO you'd better get Vic in your party first. If
- nothing else, it gives those guards an extra someone to shoot at. In
- fact, you'll probably want to take Vic before even starting Lara's
- quests, if you can afford that, since you'll probably get a level up
- sometime during them, and it'd be nice to have the moron lavel up,
- too, before a real battle.
-
- Also in the western half, there's some geezer in a house full of
- addicts, who'll get upset and make an "Animaniacs" type fuss if you
- ask about his accent. (As a sidenote, that's the one thing I DON'T
- like about this sequel: the heavy Out-Of-Character content, such as
- references to its being just a game, or to cartoon shows or to Monty
- Python. It definitely ruins my role-playing.) If you can bear to
- wade through his BS and keep asking him, you find out he's a
- shopkeeper of sorts. More of like a fence, actually, since he's the
- one paying the kids to steal. He's got good merchandise, though, if
- you have the cash, and here's where you can buy your missing items
- back.
-
- There's also a geezer named Joey, who can pinpoint New Reno and some
- other town on your map. Not strictly necessary, since you can find
- those locations (and more) from Vault City, anyway. He'll also offer
- to sell you Jet, a highly addictive drug, for a ludicrious price.
- About 10 times or so more expensive than anywhere else in town. My
- advice is to stay clear of Jet, since it'll be a permanent addiction
- until you get the antidote, and that's much later.
-
- Still in the western half, there's a Brotherhood of Steel building
- with a guard, but he won't let you in right now. You can gain
- entrance to all Brotherhood of Steel buildings much later, after
- bringing them the vertibird plans in San Francisco. However, this
- particular building was empty, anyway. I.e., don't lose time with it.
- (BTW, the one in NCR is empty, too.)
-
- Next to the Brotherhood of Steel building, there's a haunted house,
- but the ghost is only visible at night, around midnight, and there's a
- geezer showing a ghoul for a mummy. Talk to the ghost. Talk to Mom,
- in her restaurant in the eastern side, and ask about the locket. Talk
- to Joey. You can either buy the locket, or BS an already scared Joey
- that the gost will come for him. Bring it to the ghost for some xp.
- Now take the bones. Get a shovel. Go find Anna's grave in the
- cemetery, again in the eastern side. Dig it up (use the shovel on
- it). Click on it. Transfer the bones to it. Use the shovel on it
- again. More xp.
-
- You don't have anything to do with the ghoul, until you've received
- the quest to find the ghoul, from Gecko village. Anyway, if you
- really want to see the ghoul, be smart and lockpick your way through
- the thrashed room (with the ghost), instead of passing through the
- front door and between the two thieving kids.
-
- This just about covers the western part, so let's get to the eastern
- one.
-
- The main attraction in the eastern part is the Slavers' Guild. There
- are a few silly things you could do here, such as joining the Guild.
- That means getting a slaver tattoo on the forehead, which turns Sulik
- against you, and I highly suspect will make it impossible to do other
- quests later. So I just reloaded. Apparently you can also try to
- sell Sulik as a slave, but I didn't use that option, either. I really
- needed him more as a fighter.
-
- Vic is a prisoner there, since he sold Metzger a broken radio, and now
- he must fix it. But he doesn't have the parts, so he's basically
- screwed up. Get permission to talk to him (e.g., from the guard in
- front of his door), and he'll tell you he needs the radio back in his
- house in Klamath for parts. You did bring it along, didn't you? So
- give him the radio. Metzger still won't let Vic go, even after he's
- fixed the radio. Ask if some money will help, and he'll ask for
- 1000$. If you're with the female character, you can screw Metzger for
- half the price, which at this point means pretty much.
-
- Alternately, you can get Vic after killing Metzger, which is a quest,
- too. Only problem is that at this point you're probably NOT prepared
- to deal with a dozen slavers shooting at you. Trust me, you'll need
- better armour and better firepower than the lousy 10mm you probably
- have now.
-
- After you buy Vic, you can take him in your party. Initially, Vic is
- good at repairing things, and he'll do the repairing for you whenever
- you use the repair skill. He can also use small guns (pistols and
- rifles), so get him a 10mm for now. Mind you, he's pretty inept at it
- now, so don't give him a burst mode weapon for now, unless you have a
- death wish. But he gets much better after he gets his level maxxed
- up, AND he can use armour, unlike other tougher npc's (like Marcus or
- Goris). Also, by the end of the game, he could use the M72 Gauss Rifle
- (sort of a rail-gun), which Sulik didn't want to use. Briefly, in the
- long run he's not that bad a partner to have around.
-
- Speaking of Vic and guns, keep him well supplied with ammo. He's
- pretty inept at hand-to-hand combat, and he stays that way. He also
- doesn't have too great hp, so you don't want him in the front line.
-
- If you have good stealing skill, you can make some cash by stealing
- the guards' ammo and Metzger's shotgun and ammo. At this point, the
- shotgun is a good weapon, though, so maybe don't sell it. Just save
- before each steal, and be sure to do it from the behind, sneaking.
- Don't go for a steal from the front.
-
- There's a bar just west of the slavers, with another couple of those
- thieving bastards up front. Its owner sells booze at an overly
- inflated price and bad mouths Becky to all his customers for having
- lower prices. He asks you to find out where she gets her whiskey. I
- didn't like the guy, so I didn't. If you're with a male character,
- you can pay to screw a prostitute here, though it beats me what's the
- point. If you're with a female, you can screw a customer for some
- cash. (Hey, it comes in very handy for buying Vic :)
-
- There's also "Mom's" joint south of the slavers. "Mom" will ask you
- to take a dinner to Smitty, the dude in the junkyard at the western
- end of the town. You'll get some xp and a stimpak if you do. If you
- talk to Mom after that, you get a free rat meal, though again I fail
- to see any point in it.
-
- The drunk in the back is Karl, who's missing in Modoc, and contrary to
- what I first assumed, it IS possible to talk to him now about the
- ghosts. Just don't give him any money, or he'll be perpetually drunk.
- Ask him about his story.
-
- A girl in here can tell you about her cat. Boring story, but if you
- encourage her to speak, you'll get 200xp at the end of it. (Someone
- said it was 250 for them. Is it random? Or is one of us remembering
- wrong?)
-
- Last, but not least, you also can dig the other graves in the
- graveyard if you have a shovel. There's not much loot to be found
- here, but it's more than nothing I suppose. You'll get flagged as a
- grave robber, and I think you lose some karma per grave dug, but other
- than that it doesn't seem to have much influence on the game's
- outcome.
-
- When you're through here, just leave for Vault City...
-
- Modoc
- -----
-
- Modoc is a small (and dieing) farming community right between the Den
- and Vault City. You may stop here for a couple of small quests, if
- you want to, but unless you did hear Karl's story in the Den, I'd
- advise against starting the main quest (the haunted farm one) yet. It
- ends up with you having to go for Karl at the Den, and with a very
- tight time limit at that. You can take it on the way back from Vault
- City, when you return to the Den with the fuel cell controller for the
- car. That's where I'll talk about it, anyway, so skip a few pages
- down if you did talk to Karl already and you want to do it now.
-
- You can have a rural style shotgun wedding here, if you seduce the
- butcher's daughter or son. My favourite was seducing the daughter
- with the female character. I sure had a laugh at that wedding.
- Unfortunately, however, either spouse are real lousy party members and
- they do NOT level up ever. I.e., they're useless. Me, I'd say just
- reload after having the laugh at the wedding.
-
- You can take a quest to guard some brahmin from a large pack of wild
- dogs, from the butcher. It pays 1000$ if you don't screw up. Be
- warned that although brahmin are pretty robust, the dogs are fast and
- many. Hit the "A" key to get into combat mode fast: it gives you a
- better chance of moving into position before the dogs get there. Then
- move right north of the cattle, and start sniping the dogs. It helps
- if you have a better weapon than the lousy 10mm pistol (e.g., if
- you've pacified some robbers on the way.) Preferably a hunting rifle,
- since it has much better accuracy at long range.
-
- On your way back, you can use your doctor skill (if you have good
- doctor skills, that is) on an injured brahmin. You get some xp, and
- she starts following you for a while. I've heard that you can sell
- her to the butcher, but I never had the heart to do it. Then again,
- maybe it's just a rumour.
-
- The tanner asks you to find his boy, but that boils down to the same
- haunted farm quest, so you may as well skip it for now.
-
- In the north-east corner, there's Rose's bar. She has a Deathclaw in
- her barn as a chicken, and you'll get 100xp if you enter the barn.
- Then again, that puts you in combat with the Deathclaw, and for this
- moment she's a bit tough. Personally, I'd say just leave the barn
- alone. You can enter the brahmin fries eating contest here, but be
- warned that you'll get poisoned, and as far as I can tell there's no
- xp in it anyway.
-
- A senile bum in the far back room gives you a quest to find his gold
- watch. Talk to his friend Farrel. Go out, open the outhouse and go
- down. (Yech!) There's a passage blocked by some cave-in. Put an
- explosive there, and get the hell out, fast. That means, run for the
- ladder. Kablam! Now the outhouse blows and all the area is covered
- in crap. Gross, but real funny. Go back down, fight the molerat,
- retrieve the watch. (Looks like a box.) Go give the watch to Farrel,
- for 1500xp. Alternately, you can give the watch to the senile bum,
- and you can either tell him where you found it (and he'll accuse you
- that you're the thief) or lie that Farrel is indeed the thief.
-
- Beats me why'd you want to accuse Farrel, except maybe for that warm
- fuzzy feeling that you're a son-of-a-bitch :) If you accuse Farrel,
- you can no longer do Farrel's quest, if you haven't done it already.
-
- You can also get an easy quest from Farrel, in the house sout-east
- of Rose's. Namely, you have to kill all rats in his garden. I had no
- problems killing them unarmed, to save ammo usage.
-
- When you're finished here, leave for the Vault City...
-
- Vault City
- ----------
-
- This is one annoying bunch of brain-dead bigots, if you ask me. I
- still fancy puting holes in a few obtuse heads, starting with the
- First Citizen. Sadly, I didn't.
-
- Anyway, you start in the Courtyard. This is where outsiders work hard
- and pay high taxes, so the Citizens in the actual Vault City can
- prosper. So what else is new?
-
- In the courtyard, you can talk to a woman whose husband has been
- arrested and taken to the Servant (a.k.a. slave) Allocation Center.
- You'll rescue him when you go inside.
-
- Also talk to the kid nearby. Go pick his doll from behind the bar
- (hidden by the wall, so get in close) and give it back to him for
- 100xp. Then listen to the kid. Go click on those rocks and you'll
- get a wrench. Keep it. (Alternately, you can dismember the doll in
- front of the kid, and still get the 100xp. You won't hear about the
- wrench, though.)
-
- Talk to the brahmin dealer about the canteen Vic bought from him.
- He'll give you the locations of a bunch of towns.
-
- A poor sod is massively radiated in a tent. You can use two
- rad-away's on him, for a little xp. Way too little for the cost of
- the Rad-Away, if you ask me, but, hey, it gives you that warm fuzzy
- feeling that you saved someone's life (and that you're an idiot :)
-
- Another poor sod will give you a quest to buy him a plow. Bad part is
- that it costs money. Good part is that he'll give you a Desert Eagle
- automatic for it, which costs more than the plow. (Why didn't he buy
- the plow himself, then?) And you get some xp, too.
-
- At the clinic, you can repair the auto-doc for a little xp. In fact,
- please do. You'll need the auto-doc repaired if you later decide to
- do the combat implant operations here. With a defective auto-doc,
- you'd die.
-
- Go north. If you've arrived before 8 AM or after 6 PM, you can enter
- the deserted Customs office, lockpick the locker, and get a Day Pass
- for free. Then go back south, wait until 8 AM, and come back. If you
- arrived in the daytime, you can try to bulshit the Customs officer
- that you have urgent business with the First Citizen, and still get
- the pass for free.
-
- Drop any booze or drugs you may have (except for RadX and Rad-Away),
- then talk to the guards. They'll search you and let you in.
-
- (According to George Moutsiakis, you can get fake citizenship papers
- from Skeev in the Customs office, and then you wouldn't get searched.
- Personally, I didn't try it out, so I don't know more details. But
- feel free to try for yourself, if you want to.)
-
- Go to the Maintenance Center. Talk to Val. After the long talk
- between Val and Vic is over, talk to her again. She'll want a wrench
- and pliers. The wrench you got from the kid's doll quest, and pliers
- I had from the rat area in Klamath and a locker behind Smitty in the
- Den. Give them to her. Talk to her again, then leave.
-
- Go to the Servant Allocation Center, and talk to officer Barkus. If
- you have decent speech skill, try to bullshit him that Joshua has some
- outsider disease. Or you can always offer a substantial "donation"
- (a.k.a. bribe) for his release, if you have more money than brains.
-
- Talk to the officer in the Correction Center. He'll give you a quest
- to scout the area around Gecko village.
-
- Talk to the dude in the Information Center. He'll tell you that books
- are converted to electronic format. Tell him you prefer books, and
- he'll bring you some books for free.
-
- Go to the Council. Talk to First Citizen Lynette (one mother of all
- bigots, and bloothirsty to boot) and she'll give you a quest to solve
- the problem with Gecko village's defective nuclear plant poisoning
- their underground water. What she really wants is everyone in Gecko
- dead, so don't bother coming back to her later when you find a better
- solution.
-
- Leave. On the way out, talk to Joshua (the sod you just rescued). Go
- to Gecko (might as well scout the area, as asked, while you're at it.)
-
- Gecko Village
- -------------
-
- First thing here, go talk to Harold in the Manager's Office. He'll
- tell you they need a Hydroelectric Magnetosphere Regulator (or
- something like that), to fix their plant so it no longer leaks
- radioactive coolant.
-
- If you want to, you can also pick a doctor ghoul named Lenny in here.
- Good thing about him is that he's humanoid enough to wear an armour,
- and he has superb hp on top of that. Heck, he _starts_ with 129
- hp, which is more than Vic will ever have. Briefly, he won't die too
- easily. And allegedly he's a doctor, which can come in quite handy,
- though you can't take him with you in Vault City (where you need
- doctor skill for the computer). In practice, I never noticed an
- option to ask him to heal me when he's in the group, and he's utterly
- inept even at healing _himself_. Another bad part is that he's a real
- lousy fighter, has poor AP, and has remarkably poor strength to boot.
- And he'll stay that way for the rest of the game. In case I have to
- spell it out for you, it means he'll have massive penalties with most
- firearms. That can be changed by giving him a power armour, but
- that's only MUCH later. And yet another bad part is that in many
- places you either aren't enter with a ghoul or mutant (e.g., Vault
- City) or people will refuse to talk to you if you have one in your
- party. Of course, you can leave them at the door, but that makes it
- more tricky to level them up: if you do a quest and level up, and
- they're not in your party, they don't get a chance to level up, too.
-
- Speaking of Vault City, interestingly enough, if you have Lenny the
- _ghoul_ with you, the guards tell you to get the _mutant_ away from
- the gate. And if you're with Marcus the _mutant_, they say _ghouls_
- are not allowed inside. I.e., the messages are switched. Bug?
-
- On the overall, I'd say he's not much of an advantage to have around.
-
- Go north. A merchant ghoul will give you a quest to find Woody in the
- Den. Another ghoul can modify weapons, but don't do it yet. He'll
- tell you he needs a super toolkit. Yet another ghoul will tall you
- that greed is good, and tell you to take a disc to Vault City with an
- interesting business proposal.
-
- (Yeah, right... greed is good... Watch the ending movie to see how
- the ghouls were occupied by Vault City troops, and turned into slaves,
- because the bigots in Vault City wanted what he was offering, but
- didn't want to pay.)
-
- That's it for now. Go back to Vault City.
-
- Vault City (again)
- ------------------
-
- Go to the gate at 8AM and enter the actual city with your Day Pass.
-
- Go talk to Val again, and if you've given her the pliers and wrench
- last time, now she'll give you the super toolkit that the ghoul in
- Gecko wanted. She can also modify weapons, but don't do it now.
-
- Talk to the officer in the Correction Center, if you've scouted around
- Gecko, for your reward. Ask for more work, and you'll get an
- assignment to scout the road to NCR. You'll do that much later,
- anyway. Also talk to him about the raiders.
-
- Go to the Council. Don't talk to the First Citizen, or she'll sic the
- guards on you for trying to fix the ghouls' reactor instead of
- slaughtering them. Talk to McClure, the councilman in the right-most
- room, and tell him how you can fix the plant in Gecko. He'll say it's
- an acceptable solution, and authorize you to pick the Hy-Mag from
- Amenities. Tell him you're affraid Lynette will not make you a
- citizen if you repair the reactor. He'll tell you that he'll make you
- a citizen himself. Also give him the economic data disc from the
- greedy ghoul in Gecko. More xp for you.
-
- Go back to amenities, and pick the hy-mag. Leave for Gecko...
-
- Gecko (again)
- -------------
-
- Go north and exchange the toolkit for a fuel cell controller. You'll
- need that for the car, so hang on to it. He'll also tell you he needs
- something else from one of the ghouls in the reactor.
-
- Go in the reactor building. You'll have to reach Festus, a ghoul in
- the far east room. Unfortunately, you have to pass through a door
- which needs a yellow keycard, and noone gave me the card, even though
- they had asked me to repair their reactor. The one from the crashed
- vertibird didn't work, and lockpicking the door causes the guards to
- attack you. So I just stole the keycard from one of the guards in
- front of the door. (And I also stole both guards' ammo, while I was
- at it :)
-
- Later I found that there was a yellow key in a locker elsewhere on the
- floor, so you may want to look for that if your steal skill sucks.
- Also in a cupboard this area is a blue keycard which, although I think
- it's useless here, fits a door in the Navarro base later. There is a
- similar blue key in the Navarro base, too, so it's not strictly
- necessary to carry this one along, but if you have this one from
- Gecko, you can take the back door into Navarro.
-
- The only problem here is that Festus is scared silly of repairing the
- reactor, for some reason. With good speech skill, I could convince
- him. Without, I had to install it myself. To install it yourself,
- you can try to program the repair bot. Me, I just told Sulik and Vic
- to stay there, took the one RadX I had, and made a run through the
- reactor room, then used the repair skill on the thingie next to the
- valve on the eastern wall. I took a lot of damage and got radiated in
- the process. Too bad I didn't have 2 RadX's, but one Rad-Away took
- care of that. (And got me addicted to Rad-Away... WTH??)
-
- Now for the transformer the ghoul up north wants, you can steal a
- requisition form from Festus, then go with it at the ghoul with the
- supply cabinet. Or you can steal the transformer directly from the
- ghoul with the supply cabinet, since in the game there is no actual
- supply cabinet, and he has all the items on him.
-
- Talk to Festus again, and he'll give you a disc with the reactor data
- that you can use on the Vault City central computer to optimize the
- reactor. Leave this building for now.
-
- Go to the ghoul north, and give him the transformer. He'll offer to
- modify a weapon for you for free. Neat, huh? Installing the night
- sight on a FN FAL was my favourite, since then I could use it at night
- to snipe the slavers back at the Den, while they had massive penalties
- aiming at me in the dark. On the bad side, it doesn't have JHP ammo,
- and generally the single shot damage is a bit disappointing, while the
- burst mode uses too much ammo. But normally it's the most expensive
- weapon upgrade, so I figured I'd better make the most out of that
- offer to do it for free.
-
- Leave back for Vault City...
-
- Vault City (yet again)
- ----------------------
-
- Go talk to McClure, and tell him you've solved the problem. He'll
- make you a citizen. I also asked him for permission to use the
- reactor disc on their computer. I'm not sure it was actually
- necessary, but what the hey... (If you ask him about the optimization
- before telling him you repaired it, and becoming a citizen, he'll run
- do it for you.)
-
- Now go into the actual vault. If you have good medical skill, search
- their medical database computer, on the first floor. You'll find the
- details of combat implants. Keep searching for a while, and you'll
- get 500xp. You can also discuss medicine with their doctor.
-
- Talk to the nurse. Ask about the city, then work your way to how
- there aren't any children, and how come people don't just get pregnant
- from having sex. There's 300xp in it if you convince her they may
- well be all sterile from radiation. Another 300xp if you can convince
- her to go see the outside world if she's that bored inside. If you
- have a male character, you can also date the nurse for 100xp. And you
- can do the whole sterility conversation again, up to the point where
- you get the choice to "donate". That's worth 500xp.
-
- The doctor will also ask you for some Jet for his research. Since now
- you're a citizen, you're no longer searched at the gate, so you can do
- this whenever you have some Jet to spare. (Can be found on some
- bandit corpses.)
-
- Go into the vault and search though all the lockers and footlockers,
- on floors 2 and 3. Most of them are hidden by walls and locked, so
- a decent lockpick skill comes in very handy. (The stacked crates just
- contain tons of water chips which arrived here instead of Vault 13 :)
-
- On the second floor, the rattling vent contains a bunch of
- micro-fusion cells. A hidden footlocker contains a computer voice
- module, which you'll need later to fix the vault 13 computer. Take
- it, and keep it for now.
-
- On the 3'rd floor, make sure you have the reactor data disc in your
- ready item slot, before clicking on the central computer. It's the
- talking computer. You can also use the science skill on a terminal
- near the south-west corner of the level for 300 xp.
-
- After you get the computer to optimize the Gecko reactor data, leave
- the vault. Outside, stop to talk to the geezer preaching in an
- intersection, pretend to be interested, and get a suitcase for the
- Bishop family in New Reno. Leave the city and head for Gecko.
-
- Gecko (yet again)
- -----------------
-
- Nothing much left to do here, except go talk to Festus and then go use
- the optimized reactor disc on their computer.
-
- You can also try to bait an Enclave trooper by hacking into their
- network. It will give you an idea of what you're up against, but if
- you screw up, he'll say he's sent troops to get you. I hanged around
- for a few minutes to see if the Enclave troopers arrive (though I knew
- I had no chance in hell to survive the encounter), but they didn't.
- Maybe they needed more time? I reloaded just in case.
-
- You can talk again to Harold, ask him about what he does, say you
- didn't want to see their city destroyed, and work your way to telling
- him the story of the Vault Dweller. He'll give you something.
-
- Btw, before I leave the subject of Gecko, there's a building with a
- manhole in the north section, where you find some brainwashed ghouls
- and an overgrown molerat called The Brain, who wants Cheesy Poofs from
- you and plans to take over the world. Other than being another
- gratuitious "Animaniacs" plug, he can give you hints on how to do the
- Gecko quests if you talk to him before you finish them. I fail to see
- any point in this exercise, so you may skip this area completely.
-
- Interestingly enough, if you talk to him after you've killed the "rat
- god" in Klamath, The Brain will be sad about it. This has made me
- wonder if you can't find a more peaceful solution for Klamath's rat
- problem by talking to The Brain first. Nope, there's no option to
- tell The Brain about Klamath.
-
- That's it. Leave and head back to the Den, via Modoc.
-
- Modoc (again)
- -------------
-
- Talk to the dude in the general store, and take the haunted farm
- quest. Then go talk to Balthas the tanner, and ask about his problem.
- Talk to the dog. Click on the boards on the well, then use a rope on
- the well. Go down on the rope.
-
- Nothing much to do here, except see the cave-in. There's Johnny's BB
- gun down here, but it's a crappy weapon. You can get the ammo out of
- it, though, for later when you get the LE BB gun, which rocks. I
- can't remember where I got that one from, though. Go back up. Leave
- and go to the haunted farm (via the world map). Examine the corpses:
- they're fake. Either talk to the guards outside, if they're present,
- or go fall through the floor in the house (one of those rugs is over a
- hole in the floor.) Let yourself be taken to Vegeir.
-
- Talk to him, ask a few questions, such as what's with the fake corpses
- and why don't they do it themselves. (I think that's inconsistent:
- their guards had no problem staying outside AND in daylight.) Accept
- the quest. Before you leave, go north. The dog will run to a little
- kid. Talk to the kid. His father is Balthas the tanner, remember?
- Unfortunately, you must talk to Vegeir before you can take the kid,
- and you can't before solving the conflict with Modoc.
-
- Go back to Modoc, and talk to the dude in the shop. Tell him the
- corpses are fake. He'll give you one month to find Karl, the missing
- farmer. No time to lose, go to the Den.
-
- The Den (again)
- ---------------
-
- First things first, talk to Smitty the mechanic. Make sure you have
- the controller from Gecko and 2000$. Then also get him to install the
- injection system from Klamath. Congrats, you now have a car, and
- decent mileage per fuel cell.
-
- Now go to the house near the Brotherhood of Steel outpost. Lockpick
- your way through the thrashed room, to avoid those thieving kids.
- Talk to the guy behind the coffin, and ask to see the mummy. It's
- Woody, the missing ghoul from Gecko. Wake Woody up, and tell him to
- run.
-
- Go to "Mom's" in the east half, and talk to Karl about the ghosts. If
- you're with the female character, you can screw him for 1000$ before
- that. (How the heck does someone who supposedly is poor as dirt have
- 1000$, anyway? Or is it that I give him the 1000$ and screw him to
- get it back?)
-
- By now you're probably high and mighty enough to take on Metzger. Get
- a weapon capable of burst mode, get behind him, and spray him with
- bullets. He tries to run away if you don't finish him fast. Now
- finish off the rest of his guards. If you find this combat too tough,
- reload and try again at midnight with the FN FAL with night sight. It
- also helps if Vic and Sulik have good weapons, too, and you've
- levelled them up once or twice.
-
- End combat, go tell the slaves they're free. More xp for you.
-
- Note that the 1.02 beta patch seems to have put in a new bug here.
- Namely, the slaves don't exit the screen, but pile up on the exit
- grid. If you came to this side of town by car, there's no room for
- all of them on the exit grid and the game will go unstable and crash
- whenever you try to enter another screen. Yes, that happens even if
- you save and reload. So make sure the car isn't there. At least I
- _think_ that's the cause for the crashes I had at this point.
-
- Go and talk to Becky and say that Metzger put up a good fight. She'll
- thank you and pay you a little cash.
-
- Now go back and take the car to Modoc. I say take the car because
- you're on a tight schedule, remember?
-
- Modoc (again)
- -------------
-
- Go talk to the dude in the general store and tell him there's a
- drunkard in the Den that looks like Karl, and says he's a farmer.
-
- Go back to the ghost town and talk to Vegeir. He'll give you an
- assault rifle. Also ask to take Johnny back home.
-
- BTW, be sure to take the car with you when you go to the ghost town.
- Otherwise it will disappear by the time you're escorted back to Modoc.
- Also don't go down the fountain now, or the car will disappear, too.
- It also seems to disappear at the Raiders, and in lots of other
- places. God, the various car related bugs annoyed the living daylight
- out of me, throughout the whole game! *sigh*
-
- Talk to the tanner. He'll give you a "Combat Leather Jacket".
- Personally, I think it's pretty crappy, compared to the mk II metal
- armour I had by now. Also, although the description insists that it's
- got TWO sleeves, the picture of my character wearing it looks the same
- as with the one sleeved jacket.
-
- Now if you want to, you can also go to Gecko and receive some
- anti-radiation medicine for rescuing Woody, and/or to the Den, to tell
- Karl he can go home (worth 500xp). Either way, leave for Redding when
- you're done.
-
- Redding
- -------
-
- Redding's a prosperous town with two gold mines and a massive drug
- problem. Namely, miners spend all their income on drugs. Anyway, the
- quests here are a bit on the tough side, and you may want to try doing
- something else for a while, if you're under level 10-11. Good news,
- however, is that there's very good xp to be gained here, so sooner or
- later you'll definitely want to come here.
-
- Go talk to the sherrif, and offer to help. First mission will be to
- evict a widow who's behind on the rent. She only owes 120$, so I
- paid the rent for her. (You can either give the money straight to
- her, or to the mayor.) It was worth 1500xp.
-
- Next mission is to break a fight in the Malamute bar. I asked them
- nicely first, then told them that I'm going to ask nicely and then
- load my weapons and look for target practice. This will put the miner
- you're talking to in jail. (You also have the option to put the
- miners from BOTH mines in jail, but that won't do wonders for your
- popularity, if you know what I mean.)
-
- My choice was throwing the Morningstar one in jail (the loud mouth
- female), since I decided I wanted to support the other mine owner, who
- was siding with the NCR. Talk to Madame Modjeska in a house for an
- explanation of the political games in Redding, and make your own
- choice about what mine to support.
-
- Next mission is to find out who cut a hooker in the bar. Go talk to
- the lady behind the counter, then go north to the Morningstar mine. A
- moron will own up before you even ask him, as soon as you open the
- conversation. Be polite and sympathetic, but firm, and do take him to
- jail.
-
- Before arresting the sod, however, you may also want to go west, and
- clear up the rats around Wannamingo mine. Do not go downstairs right
- now, or you'd face a swift death at the hands (umm... tentacles,
- actually) of wannamingos (aliens) in the mine. Just clear the rats
- and explore the surface area, since the next mission will be around
- here. And you won't want Sulik and Vic happily hunting rats while
- you're left alone with a horde of bandits.
-
- After taking the sod in, it would be a good time to talk to the doctor
- for healing supplies, and for some details on the Jet addiction.
- Relaying the news to McClure in Vault City is worth a bit of xp,
- though you don't have to do that right away.
-
- Next mission is to kill Frog Morton and his gang, in the area you just
- cleared of rats. It's not that hard, but no cakewalk, either. IMHO
- it's best to work your way through the building to the south, taking
- out the guards there first. That way, there'll be less guards
- shooting at you at the same time later. Plus, you can get one or two
- combat shotguns from them, which can dish out damage fast in burst
- mode. Frog has a 4.7mm caseless gun, which isn't too bad a weapon,
- though it's not really an excellent one, either. The E model from one
- of his brothers is much better. One good thing about it, though, is
- that its ammo is lightweight. But it'll be a while before you can get
- ammo for it, so don't get too attached to it.
-
- When you go back to the sherrif, he'll tell you that Frog has three
- older and meaner brothers who'll try to hunt you down now. Oh,
- well... Now he tells...
-
- There are a couple more quests in this area, but they both have to do
- with dealing with the aliens down Wannamingo mine. As I've said,
- they're tough buggers. They can have anywhere between 120 and 200 hp
- each, the average being 160, and they're armoured like heck, and there
- are many of them, and their attacks have the nasty tendency of
- knocking you down and eating up your action points. You get the idea
- already, don't you? My advice is to come back here later to do them.
- Like after you get a minigun, or the Bazor's from NCR. (When you do,
- don't miss the Mark II metal armour in the north-west corner. It's
- kind of easy to miss.)
-
- Anyway, here they are. First, you can buy the deed to Wannaming mine
- for 1000$ from the mayor. After you've cleared out all aliens, you
- can sell it back to him for 2500. Second, down in the mine there's a
- working mining machine. You can get the chip from it, and sell it to
- either Dangerous Dan McGrew from Morningstar mine, or Marge LaBarge
- from the other mine. Either of them pays 1000$ for it. Again, I
- chose Marge because she supports NCR, while Dan supports the drug
- dealers in New Reno. You make your own choice, I suppose.
-
- Other attractions include the "city hall", which is actually the local
- casino, and a weird combo of bar & undertaker in the north side. The
- undertaker will complain about graves being dug up at night. It's
- probably a quest, but I skipped it, so I don't know anything more.
-
- When you're ready to go, jump in your car and head for Broken Hills.
-
- Broken Hills
- ------------
-
- Broken Hills is a mixed community of humans, ghouls and mutants. Like
- in any mixed communities, there'll be some people who hate other
- people just because they look different. What else is new?
-
- In the south-west corner, you can enlist as guard for a caravan, if
- you still don't know the way to NCR. (Got it back from Vault City,
- remember? So no need.) There's also their uranium processing plant.
- If you have some uranium ore, you can refine it, and then sell it back
- to the city, for some xp. Unfortunately, the only way I've found
- uranium ore is from some heavily armed merchants in random (and rare)
- encounters in the desert. (Maybe the "Explorer" perk would help, but
- other than that, it's a pretty useless perk.)
-
- Talk to Marcus (the super-mutant in the first zone) and get the
- assignment to find the missing people. Offer to do it for free. If
- you have real good strength, you can wrestle Francis in the pub, and
- if you win, you get a power fist as a prize. If you lose, you get
- screwed by the mutant and get a ball gag instead :) And, yes, it is
- possible to lose even with 10 strength, so save first. (Fun thing to
- do is check out the bookcase in his room. He's got a Tandi inflatable
- doll :)
-
- Go east. A ghoul will complain about flies. If you're good at
- science, you can go back in the west section and find a building with
- a computer on the north side. Use the science skill on it, and
- reroute power to the ghoul's house, and optimize the city's power grid
- in the process, for good xp. Alternately, you can try to BS the
- ghould near that computer, to give Eric more power, but then you
- wouldn't get the xp (I think).
-
- Back east, there's a talking plant who wants you to move it elsewhere.
- If you have a shovel, do so. The plant will teach you a chess
- maneuver. Go find a scientist with a scorpion, talk to the scientist
- and ask to test your intelligence against the scorpion. With the
- plant's maneuver, you win. And get some xp. The scorpion will attack
- you, but personally I always preferred to run and let it live.
-
- Find some sod who'll ask you to find his wife. Find a way into the
- underground maze, e.g., through the manhole in a toilet on the south
- side. Kill the ants, and find the corpses. Examine all the corpses.
- Examine a corpse twice, to find out it's been shot first. Find a
- corpse with a letter on it. Take the letter, read it. Go back, find
- Francis, and confront him about it. No need killing the poor sod,
- btw. Then go tell the sherrif, and the guy with the missing wife. If
- you said you'd do it for free, the sherrif will give you a scoped
- hunting rifle as a prize. That's a lot more expensive than the 500$
- he offered before. (Being generous pays, eh? :)
-
- Back in the eastern section, talk to the super-mutant in the shed near
- the mine entrance. He'll ask you to get some components for their
- mine's ventilation system, in New Reno, and tell you who to see about
- it, and what to say.
-
- So leave for New Reno...
-
- New Reno
- --------
-
- If you thought the Den was bad, think again. New Reno is the crime
- capital in this game, though not half as evil as the Enclave.
-
- BTW, just so you don't have a heart attack when that happens: when
- you leave this area, your car will get stolen. It's not permanent.
- You can follow the tracks and find the garage where it's been taken
- for upgrades. Now you can either buy your car back, or with the
- female character screw the owner for the car. Then ask for the
- upgrades, if you want to, and have the cash. Or you can just shoot
- the bastard to get your car back, but then you wouldn't get the car
- upgraded. The owner says he'll also sell you micro-fusion cells at
- some point in the future, but he never sold me any.
-
- Talk to Mrs. Kitty in Cat's Paw. If you have a "Cat's Paw magazine"
- with you, you can ask her about it. She'll give you a quest to bring
- her 10 issues of it. If you do find that many, she'll offer to buy
- them for 500, and you can haggle the price to 750. You also get
- 1000xp. I.e., looking for them is a major waste of time, if you ask
- me.
-
- You can also try to date her, but she says to come after you finished
- the game. Well, you can, and you do get the date. Nothing
- interesting happens.
-
- You can also buy some time with one of the girls in here, either for
- yourself, or for one of your companions. Beats me what's the point,
- though. BTW, all the above work just as well with both male and
- female characters, only with different messages.
-
- Talk to the dude in red shirt across the street from Cat's Paw, and
- ask about the families. Particularly about the Salvatore family and
- their laser pistols. That way, you can later get the quest to find
- one for the owner of the guns store. Also, from that particular topic
- you can drift into the Mordino family's stables topic, without having
- to pay extra.
-
- You could also go join the Mordino family in the Desperado casino. If
- you've got a female character, you'll have to beg and grovel long and
- hard to get hired. Apparently, they have something against females.
- But if you can swallow your pride, there's 500xp to be earned by
- delivering his package.
-
- If you go to the stables, you can BS a woman with a clipboard that
- you're a new researcher, and get a pass to go down and see Myron. You
- can get him to join your party, and that's even worth some xp. He's
- good at science, and he can make stimpaks and super-stimpaks.
- However, he's a mega-wimp in combat, and annoying as hell the rest of
- the time (particularly if you're with the female character).
-
- On the other hand, if you want more missions from Mordino, better
- don't pick Myron yet. Next mission from Mordino is to collect some
- money from the Corsican Brothers. It's in the next area, in the porn
- movie studio. Just go there and ask for the cash, it's really that
- simple.
-
- Third mission is to kill the Salvatore guy. Now bad news is the
- Salvatore family have lasers. Good news is that a Mark II metal
- armour is surprisingly good against lasers. Still, if you have poor
- hp, better leave it for later. Your call. Before you kill him,
- though, you may want to tell the guard at the door that you want to
- work for him, and do his quests, too. Dead men tell no tales and give
- no quests, you know.
-
- Also beware that finishing the quests for either family will make you
- a "Made Man" of that family (or, in the case of Mordinos and
- Salvatores, you can refuse, but you'll have to fight them), and that
- means you can no longer deal with the others. I.e., if you kill Louis
- Salvatore now, you'll have to either join the Mordino's, or kill them,
- too. My choice was to let Louis live for now.
-
- Salvatore will ask you to find and kill someone named Lloyd. He's
- downstairs in Mordino's casino. If you feel inclined to play dirty,
- lockpick his door, talk to him, take him at gun point to Golgotha,
- make him dig the grave where he hid the money (neat, he had a landmine
- in there :), make him go down for the money, then drop the landmine on
- top of him. Then go down and take the chips from the footlocker. Go
- back to Louis Salvatore, talk to the guard in front of the door, go
- in, talk to Louis, offer the right ammount (1000), and you get half of
- it as a reward.
-
- Next mission will be to get some cash from Renesco. Renesco doesn't
- have the cash, but if you can spare the cash, you can say you'll pay
- it for him IF he gives you a discount at his store. Not that I needed
- the discount, but it's worth 750xp. Now go back, talk to Mason, talk
- to Louis, offer 1000$ (and get 25% of it back.)
-
- Ask about the next mission. Be sure to ask for a laser pistol. Then
- talk to Mason, ask for the pistol, ask how to use it. (You get a free
- increase to energy weapons. Not that you need energy weapons, but
- it's free :) Geez, these guys were dealing with the enclave.
-
- When you go back to town, do NOT go talk to Louis Salvatore again.
- That would either make you a Made Man of the Salvatore family (and you
- can't do the other family quests), or have you fight the whole
- Salvatore family (and they're a bit tough right now.)
-
- In the area with the Corsican Brothers there are a few more things you
- can do. First, you can become a porn star. IMHO, that's a pretty bad
- idea. You do get 1500 xp and 200$, but you lose your party.
- Apparently, not many people fancy grouping with a porn star, even if
- it's to save the world. Self righteous gits, if you ask me, but since
- I didn't fancy doing the Enclave battles alone, I just reloaded.
-
- You can also box. Now those battles are a bit on the tough side, so
- you'll first have to find yourself some plated gloves. Hey, it's
- cheating, but who cares? :) Go downstairs in the casino in this area,
- and search the locker. Another good idea is to do the other quests in
- the area first, and hopefully level up, before boxing. If you defeat
- all the opponents, apart from a bunch of xp, you get a bonus to
- unarmed and a karma title. I also found out that celebrity made it
- nearly impossible to sneak in New Reno, even at insanely high skill.
- All the more reason to leave boxing for last, if you plan to sneak
- around. (Incidentally, the same thing happens if you become a porn
- star.)
-
- While you're in the casino, you might as well deliver that suitcase to
- Mr. Bishop. Go upstairs, talk to the guards near the stairs up, and
- get permission to see Bishop. Don't go up yet, though. Go in the
- northernmost room, and pick Mrs. Bishop. Yes, even if you're a female
- yourself. In bed, ask about Vault City and if you can have the speech
- enhancing module. She'll tell you the safe combination. Let her go
- to sleep.
-
- Now use lockpick skill on the safe, and get everything inside. Use
- the module. Search the rest of bookcases in this room, and take
- everything. Search the other rooms, lockpick the safes, and take
- everythings In the northernmost room, use the traps skill first and
- then lockpick. Get everything, examine the disc and use the map. Now
- you've got the location of the raiders.
-
- Go back through the door, talk to Mr. Bishop, and give him the
- suitcase. He'll give you some cash and a mission to kill Westin in
- NCR, BUT you have to make it look like an accident. Me, I didn't do
- it, since by the time I got to NCR, I was already a Made Man of
- another family.
-
- Go downstairs, and lockpick and loot a couple of rooms near the
- stairs. There's good valuable weaponry and ammo in there. (If you're
- with a male character, you can also screw Bishop's daughter while
- you're at it. Pay attention to the endgame animation for the effect
- :)
-
- There's a guy in a red shirt named Jimmy in this area. If you ask
- about his scar and encourage him, he'll give you some Jet for free.
- Not that I needed it, though.
-
- Go west, and you're near Renesco's joint. Go in, say the password you
- had from Zaius in Broken hills. Hang on to that thingie. He also had
- a couple of manuals to sell, if you have the cash. Not much else to
- buy from him, unless you need flamethrower fuel. Me, I always found
- it too heavy.
-
- You can also get into the church (the building with a neon signs with
- a heart and an arrow :) and loot the donation box. Not many coins,
- though. Go talk to the drunk preacher, if you want to. You can also
- pick a broc flower from the garden.
-
- Go to "New Reno Arms", lockpick the back door, and loot that room.
- Wait for the day, if it's night, so the owner gets the heck out of the
- back room (the one with the pack of dogs.) Go into that room, and
- behind the bookcases there's a stair down. A dude downstairs can
- upgrade weapons, and I _think_ he does it for free. At least he never
- said anything about a price. Also, he's the only npc I've found who
- can upgrade energy weapons. (E.g., convert a Plasma Rifle into a
- Turbo Plasma Rifle. Yup, everyone's favourite from Fallout 1 :) He
- can also upgrade power fists, cattle prods, flamethrower fuel, and
- flamethrowers. (Though all the numbers for the upgraded flamer seem
- to be exactly the same as for the regular one. Bug?)
-
- Then go through the front door and deal. Don't forget to ask about
- Salvatore family's weapons, so you get the quest to bring one.
- (Easiest way is to return with one after you do the Sierra depot, or
- you can use the one you've got from Salvatore earlier, if you don't
- mind parting with it.) You could also buy a voice recognition module
- from him, if you didn't loot the one in Vault City, but it's
- expensive. If you already have the one from the vault, don't bother.
- You'll only need one. And he can upgrade regular firearms, but since
- you did get a scoped rifle from Broken Hills, and a free upgrade in
- Gecko, you shouldn't need it.
-
- In the eastern part of town, there seems to be nothing except the
- Wright family, main dealers of booze in town. Talk to Chris Wright
- (the guy with a leather jacket, and whose description says about a
- mohawk and chains) about a job. Go into the mansion. You can talk to
- Mrs. Wright there about their Temperance Union, and find that Father
- Tully (the drunk priest in the church) is in it. Hmm... just
- interesting, I guess.
-
- Talk to Keith, tell him Chris sent you. Go in, talk to his father.
- He'll send you to find who's been selling dope to his son. He
- suspects a Mordino pusher. Talk to Keith, and work your way to asking
- about Richard's room. Go search the bookcases there, and get a clue
- and 500xp. Go talk to Jimmy, and be sure to ask about that empty
- capsule. Hmm... so Richard's been poisoned with radscorpion juice.
- Another 500xp. Talk to Renesco, and ask about the capsule, and about
- the radscorpion juice, and find out about Salvatore's involvement.
- That's 1000xp. Go back, talk to the father, and tell him it's the
- Salvatore family and the reason. You get 2000xp. He'll reward you,
- and give you your next mission, namely to scout the Sierra Army Depot.
-
- You'll be going in there eventually anyway, so no need to hurry.
-
- When you're done here, jump in the car and go back to Broken Hills.
-
- Broken Hills (again)
- --------------------
-
- You can go talk to Zaius again, and he'll warn you that you need
- protective gear. Beats me where to get it, though. Me, I just saved,
- readied the component, and made a run through the mine. Keep heading
- north-east. Me and all the gang did take damage in the process, and
- bear in mind that there'll be the ants to slow you down. But I still
- had enough hp left when I reached the broken air purifier. At that
- point, you stop taking damage.
-
- Go back and talk to Zaius for your reward. It's a combat shotgun.
- (You may also stop and clear out all the critters in the mine, if you
- need the xp. The ants are only 25 xp each, but there are many of
- them, and the Lesser Deathclaw is 250.)
-
- Now that you've solved all of Broken Hills' problems, you can get
- Marcus the sherrif to join you. He's the only npc you can get who can
- use big guns and energy weapons. Hey, he starts with a minigun. And
- he can carry lots. And he's got good hp. When you max out his level,
- he's got a bit over 200hp, compared to 134 for Sulik, and I think 117
- for Vic. Bad news, however, is that he can't use any armour. By the
- final battles, I had Sulik and Vic in Hardened Power Armors, while
- Marcus was still naked. I.e., he was losing hp a lot faster.
-
- Another piece of bad news is that large guns do spray bullets over a
- huge area. Surprisingly, Marcus is a lot more careful with his burst
- shots than either Vic or Sulik, but that means that most of the time
- he'll just stand there and do nothing if he can't get a clear shot.
- (Well, it's better than spraying you, but it's useless.) If you do
- get him, my advice is to give him a plasma rifle soon.
-
- He's also good with unarmed weapons, such as the power fist and later
- the "mega power fist". However, I've always found Goris to be better
- at unarmed, at similar levels.
-
- Anyway, if you don't have great charisma (to afford a large group),
- I'd say he's not THAT great to warrant kicking someone else out. Your
- call, though.
-
- BTW, if you get him, don't give him grenades. Regardless of what he
- says, he'll throw like hell, and end up injuring himself and the
- allies. Only good thing is that IMHO grenades are so lousy in this game,
- that he never actually managed to kill himself or an ally. Actually,
- never managed to kill anything larger than a rat with them, either.
- All the more reason not to fix him up with grenades.
-
- And another good idea is to customize his battle orders. Instead of
- attacking "Whomever is attacking me", which means he'll be idle most
- of the time, pick something else.
-
- Jump in your car and head for the Sierra Army Depot.
-
- (On the way there, you can hang a bit around New Reno. If you find a
- mob, you can kill them and get sniper rifles from them. Those things
- may not look like they do much damage, but they're almost guaranteed
- to do a good critical. Even if you have "Fast Shot" for a trait, and
- can't use aimed shots.)
-
- Sierra Army Depot
- -----------------
-
- This is one nasty place, full of turrets and land mines. Your first
- job will be taking out the turrets. They can dish out damage pretty
- fast. Marcus comes in handy here, if you've taken him and his minigun
- along. Otherwise, just snipe at them from a safe distance. They have
- very limited range.
-
- Loot the equipment on and _around_ the corpses, while you're at it.
- Including a sniper rifle, which is very useful if you didn't get it
- from the mobsters around New Reno.
-
- Disarm the traps, including the one on the door, and enter the
- building on the left side. Get the howitzer shell from the crate
- inside. Go into the building with the howitzer on the right side,
- load and fire. This will blast open the building to the north. Enter
- it.
-
- Before entering the building, you could go into a small underground
- room in the area marked "high voltage". The only thing in there is a
- switch. Using it will turn the yellow force fields (impassable) into
- red force fields (can pass, but take damage), as well as turn off the
- lights. Doesn't look to me like any improvement, unless your repair
- skill really sucks and you don't have Vic with you. So I didn't.
-
- On the first floor, search the desk for the password. Then use that
- password on the computer. Search the level thoroughly, taking Dixon's
- eye and the Bio Gel. There's also a combat armour in a locker. Use
- the eye on the scanner to call the elevator.
-
- On the second level, use repair on the force field generators to
- disable them. Save before trying, though, because too many failures
- to disable a shield will triger the alarm. Yup. All those nice big
- robots will start shooting at you like crazy. Later on they wouldn't
- be a big deal, but right now they are a bit tough, as well as way too
- many.
-
- Speaking of the robots, my personal advice is to leave them be for
- now. Unless you manage to trigger the alarm, they'll just stand there
- and do nothing bad. You can always come back (much) later and kill
- them, if you really need the xp.
-
- You can get 200xp for disabling the repair bay computer, on the left
- side of the level. There's another computer, which can disable the
- plates and fields in the ammo area. At least it said it did. For me,
- choosing to disable the fields just disabled the plates again. Bug?
- Reading the mail on it will disable the computer, though, so you can
- no longer use it. Better leave that for the last thing you do with
- it. (Had a good laugh about what videos did the army order :) Check
- out the crates. There are a couple more combat armours, and some
- weapons and ammo. Including another sniper rifle, a plasma rifle and
- some energy cells.
-
- On level 3, there are a couple of laser pistols in some desks, and
- some assault rifles and ammo in lockers nearby. Don't touch the
- computer in between, though, unless you want to trigger the alarm. A
- computer in the northern part wants you to bring it a cybernetic brain
- from level 4.
-
- You can get to level 4 with the elevator, with Clifton's eye, which
- you can get in the room in the NE corner of level 3. Or by
- lockpicking the door to the round elevator on the east side. Be
- warned however, that you only get one chance to retrieve the right
- brain, and you'll need insanely high science skill. I had 126 science
- skill when I finally succeeded! If you don't have what it takes,
- better don't even try. (Maybe bringing Myron along would help?) In
- any case, save before touching any computer on level 4.
-
- Anyway, even if you do get the brain, and hook it into the robot body
- on level 3, and fill it with bio-gel... it's still missing a
- motivator. You can get one off one of the small, similarly shaped
- security robots. You know, the ones that look like they have a brain
- in a glass bowl on top. Beware that attacking a robot will trigger
- the rest of the robots to attack you, too. So if you don't think you
- can survive that yet, you may want to leave it for later.
-
- Once you fully repaired the robot, check its status on the nearby
- computer terminal. If all systems look ok, activate it. Now you get
- the option of taking it with you.
-
- The robot starts with pretty good hp, and gets even better. He can't
- use armour, but he can use some handguns and rifles. Incidentally,
- that does include the M72 Gauss Rifle much later, which is a very good
- weapon. (However, it doesn't include the gauss pistol... Not heavy
- enough for the robot, or what?) Don't forget to change his battle
- orders, since he starts with some pretty bad settings (e.g., set to go
- attack unarmed, and he's lousy unarmed.) Another damn good thing
- about it, is that it can fully repair itself between fights. Yup,
- I've seen him go from a few HP to a full 179 in one go.
-
- Ironically, the robot claims to have good science skill. However, if
- you managed to get the cybernetic brain for it, you already have
- better science skill. So what's the use?
-
- Now go back to New Reno...
-
- New Reno (again)
- ----------------
-
- You can go finish the mafia quests for one of the families, if you
- haven't already.
-
- My favourite sequence was like follows. First go pop Louis Salvatore
- (by now you should have no problem). That's 500 xp. If you did his
- quests before, don't just go in, guns blazing. Talk to Mason, go talk
- to Louis, and just refuse to join his family to start the fight. That
- way I think you still get the xp for the desert escort mission. Then
- waste all his men, upstairs and downstairs, and loot their lasers.
- (They're worth good cash :)
-
- Then go talk to Big Jesus Mordino, and _refuse_ joining them. You'll
- get 750xp, a grease gun and a Mark II leather armour, and you'll get
- to kill the Mordino's, too. The grease gun isn't bad, and the armour
- you can sell.
-
- Then go finish Wright's quest, namely just go and tell him about the
- Sierra depot you just visited. That will make you a Made Man of the
- Wright family, and they'll send you to Cat's Paw and New Reno Arms for
- some equipment.
-
- At New Reno Arms, that gave me the right to buy special equipment,
- such as the Bozar and the Minigun. (Though I think that exactly what
- equipment you find may be a bit random.) Be warned that even at
- discount prices they are expensive. Better skip them for now, and
- steal the Bozar from NCR. While you're there, deliver that laser
- pistol you promised, for 500xp.
-
- At Cat's Paw, no new option appeared. Apparently, you can get laid
- for free, though. Why bother?
-
- Finish whatever unfinished business you have here and think you can
- finish (e.g., boxing), then jump in your car and head for NCR.
-
- New California Republic
- -----------------------
-
- NCR is the prototype of police state, i.e., there's police everywhere
- and at the slightest sign of mischief, they shoot. Other than that, I
- found it to be a pretty decent and civilized place. Anyway, do NOT
- ever enter the proper city if you're holding a weapon OR any of your
- men is holding one. Tell them to put away your weapons. Before the
- first 1.02 patch, that also seemed to include Goris's claw, when you
- pick him, but he can't drop his claws, so if you didn't apply the
- patch, always leave him outside. Otherwise, the police will start
- shouting and almost immediately start shooting, too. The result will
- most likely be you slaughtering the whole city and missing the quests.
-
- Note that it may seem an easy thing, but later when you come back to
- the city, you'll have the option of entering straight into the city or
- even to the council area. Don't. Chances are your men will still be
- holding their weapons from a previous encounter, and you'll have a
- jolly good shoot-out with the police.
-
- Right where you arrive, there'll be a guns shop and three guards in
- green combat suits. Steal their Bozar's. Good weapon, and worth a
- load of cash when you sell it. The guy in the shop didn't want to
- deal with me first time I came there, for some reason. Several hours
- and quests later, he did want to trade. Next time again he didn't.
- Since his message doesn't state WHY, it tooke me a while to figure out
- it's based on hour. (OK, so I'm stupid :) After 8:30AM it seemed to
- be ok.
-
- There's also a bum who'll offer to guard your car for 5 bucks. Is
- that really necessary? Don't know. I paid the bum, mainly because 5
- bucks isn't that much to be worth the risk.
-
- Another bum will offer to do some upgrade to your car for 1000$. I
- did this, too.
-
- Now tell your men to put away their weapons, and enter the city.
-
- Inside, on the north-west side, there's a short guy with a weapon
- shop. You can get yourself hired as a caravan guard to Redding here,
- though I didn't need it, and anyway there are more quests to be done
- here and now. You can also talk him into giving you the password to
- the back room, which is an illegal gambling house. If you invested
- lots in gambling skill, here's one of the places it pays off. And, of
- course, you can buy weapons from him. Do check all his tables, like
- he told you. Don't just talk to him. One of the tables has different
- equipment.
-
- Among the eq here, there's a sort of a SMG, named HK P90c. Weird
- thing about it is that it comes loaded with rare 9mm ammo, yet you
- can't reload it with 9mm. You reload it with 10mm. Bug? The result
- is that you get a weapon that does good damage per round, and has a
- massive 12 round burst, with cheap 10mm ammo. By now I had my car's
- trunk full of 10mm ammo. It is IMHO the ultimate weapon based on
- small guns skill, and in fact with the right perks it easily outguns
- the normal minigun (though not the Avenger or Vindicator). However,
- you don't have to buy it here. You can get it for free from one of
- the bandits on level 3 in Vault 15, which is the next area you'll go.
- Just thought I'd mention it now, though.
-
- Go talk to the dude in lab coat, in the building right across the
- street, to the south. He'll ask you to test his mutant cure on a
- super-mutant in Broken Hills. Take it, but DON'T use it in Broken
- Hills. Use it on a super-mutant in the military base, when you get
- there. Of course, you may have to do it in the middle of combat, but
- you do get the quest without making more enemies than strictly
- necessary. The cyber-dog you'll get for the quest is crappy, though,
- if you ask me.
-
- (In case you're thinking what I've been thinking, no, you can't save
- the serum for a quick kill against the mutant boss at the end of the
- game. It didn't have any effect on him. I tried. So just do the
- quest for 1000xp on a mutant in the Military Base.)
-
- Now look for a building with a woman and a robot in front of it. Save
- before talking to her. Apparently, some loony is trying to blow up
- their power station. If the girl doesn't want to talk to you yet,
- come back later. Don't shoot the idiot. Talk him out of it.
- "Empathy" perk would be nice here, but if you saved, you can just go
- by trial and error. It's worth 6000xp, so it's not a waste of time.
- Then talk to the girl again, and she'll give you some manuals.
-
- South of that building is another one, with a broken car after a
- chainlink fence. Go talk to the girl in green armour on the left
- side, and say the slavers are filth. She'll tell you to go take care
- of the slaver outside the town. So go outside, talk to that slaver.
- You can also take a quest from the slaver, to find a map for the
- rangers' houses. It's on the table, in the rangers' house, in the
- room with the guy with the minigun. Bring it back to the slaver for
- 500$. Then waste the slavers and free the slaves. Tell your men to
- put away your weapons, then come back and talk to the armoured girl
- again. That's 3000xp.
-
- She'll also give you a badge saying you're an official New California
- Ranger, with code wheel and everything... Beats me what does that
- help with.
-
- In one of the houses there's a church of the Hubologists. You can BS
- the preacher to give you a letter for their AHS-9 (a.k.a. cult leader)
- in San Francisco. He can also give you an alignment check (or "zeta
- scan"), but it lowered my luck and critical chance by 1. I'm sure it
- didn't do that before the 1.02 beta patch.
-
- At the hospital, the doctor offered to cut my leg off. Beats me why.
- I refused, anyway. If it's about that extra toe thingie, the doctor
- in the Vault City courtyard can do it without cutting the leg.
-
- Talk to the bartender in the bar and find out that President Tandi is
- looking for a specialist. Don't talk to the other guy in the bar,
- 'cause he only wants trouble.
-
- Go south, to the council alrea. Talk to the guy in the first room,
- then with Gunther, then with President Tandi. Offer to help, say you
- have a way with words. (Apparently, unlike Lynette in Vault City,
- Tandi doesn't see genocide as the only solution to all problems.) You
- can ask about all sorts of things, and you get a propaganda holo-disc
- if you ask about the NCR. Other than giving you a good reading on the
- PIP-Boy, doesn't seem to serve any purpose.
-
- Now you can leave town and head for Vault 15. (Talk to the guy doing
- your car upgrades first, to see if he's finished. If not, rest for a
- while.)
-
- Vault 15
- --------
-
- The squatters will refuse to talk to you, except for one woman. Ask
- where you can go for privacy, then talk up to the point when someone's
- listening from outside. Run along the trail and convince the lady in
- armour there to let you through. (Say you're resucuing a little girl)
-
- Talk to the guard outside and ask about the girl, then BS him that if
- you fight one of you will die, and best to avoid that. He'll give you
- the key. BTW, the door is trapped, so you may want to disarm the trap
- first. (If nothing else, it does give you some xp :) Rescue the girl,
- go back to the squatters' tent area and talk to her and her mother.
- Then go talk to the chief squatter, and convince him to join the NCR.
- Apparently, you must kill the bandits' leader first, though. And
- you'll get a key to the vault.
-
- Go back to where they kept the girl, unlock the vault, go down. BS
- any bandits met that you're a new guy/girl, talk to the doctor for
- some insight on the bandits' leader. Go to level 2, and repair the
- generator (use science on it first). Then search all the rooms
- thoroughly. Then skip down to level 3, and go kill the
- son-of-a-bitch. You'll still have to fight the bandits on your way
- out, and you might as well do a thorough search of the Vault while
- you're inside. Also use the computer. Stop again on level 2 and kill
- the bandits for the xp.
-
- In the end, you should have the computer parts for Tandi, a holodisc
- saying that the bandits had a spy in NCR, and the location of Vault
- 13. Plus any good equipment you can get off the bandits' corpses,
- such as the bugged 9/10mm SMG I mentioned earlier. If you can afford
- the weight, also take the combat armour in a compartment on the wall
- on level 2: you'll need a cartload of combat armours if you decide to
- do the combat implants.
-
- Go back out, talk to Zeke again. Now he's ready to accept NCR's rule.
- OK, so tell your men to put their weapons away, and jump in the car.
-
- NCR (again)
- -----------
-
- Not much left to do here for now. Go talk to Tandi, and do tell her
- there's a spy in her organization. She'll send you to Gunther for the
- reward. (Apparently the spy's name is Feargus. Same as your nephew
- in the village. That guy sure put his name all over the game, huh? :)
- That's $4000 reward, 6000xp for solving the vault, and another 4000xp
- for the spy. Not bad at all...
-
- Now since you have the location, jump in the car and go see the
- "sacred" Vault 13.
-
- Vault 13
- --------
-
- Vault 13 is occupied by a merry band of sentient Deathclaws. They are
- sentient and they are civilized, so no need to draw your weapons.
- Talk to the one closest to the vault door, ask how come he speaks so
- well, ask about the GECK, ask to be let to look for it, and offer to
- help in exchange. (You did bring the voice recognition module along,
- didn't you?)
-
- Go down to level 3, click on the terminal and select the choice to
- open it. Use the voice recognition module on it.
-
- While you're on this floor, you can talk to Goris and even take him in
- your group, if you have places left. Bad part is that, just like
- Marcus, he can't use armour. Worse yet, he can't use weapons, either.
- Good part is that he gets even better hp than Marcus once he levels up
- a bit, and he can dish out awesome unarmed damage. When he's maxxed
- out, I think he gets like 41 unarmed damage, and 4 attacks per turn.
- And I highly suspect that his claw adds to that. I.e., if you need
- someone to dish out melee damage fast, Goris is the man... erm... the
- deathclaw. Of course, that'll mean he's always in the way of your
- shot, just like anyone else using melee weapons.
-
- A problem you will have sooner or later is that when you arive in a
- location, Gorris will leave, saying his pack is in trouble. Usually
- it happened at the military base, but last time it happened in San
- Francisco. You can go pick him back from Vault 13, after you watch on
- the security cameras the Enclave troopers slaughtering Grunthar.
- However, the endgame animation will say that YOU slaughtered the
- sentient deathclaws. WTH? Oh well...
-
- You should also thoroughly loot the base. On the third floor, be sure
- not to miss the NavCom parts, which you'll later need to repair the
- Valdez tanker and go to the Enclave base for the final showdown. You
- can also get another combat armour. Ok, I know you have tons of
- combat armours already, but you can use up to _six_ of them for parts
- for the combat implants, if you decide to do those. In another locker
- there's the "holy" GECK you were sent to retrieve. Taking it is worth
- 4000xp. If you don't take it now, Grunthar will give it to you
- anyway, when you tell him you fixed their computer. (And you'll get
- the xp, too.)
-
- You can also talk to their Mother Deathclaw, to find out more about
- Matt, the prisoner on level 2. I.e., he's not kept there just for the
- fun of it, but because he tried to plant a bomb and destroy their
- eggs. And they're quite nice about it, if you ask me. I.e., don't
- try to rescue the moron. If you try, you'll end up fighting (and
- killing) everyone on level 1, including the doctor, and Matt will run
- away after the slaughter anyway.
-
- Be sure to talk to Grunthar on the way out, regardless of whether
- you've taken the GECK already or not. That's when you get the xp for
- fixing the computer.
-
- OK, since now you have the GECK, let's go back to Arroyo...
-
- Arroyo (again)
- --------------
-
- Not much to do here. Talk to Hakunin and leave.
-
- However, my advice is DON'T go to Navarro, yet. The place is crawling
- with guys in Advanced Power Armour, with plasma guns. There are also
- turrets with dual plasma guns all over the place. You'll need to
- level up a bit before dancing with them, and pick up a good bunch of
- perks. "Sniper" was always my favourite, since it upgrades a lot of
- normal attacks into criticals. Close second choices are the two
- levels of "Bonus Ranged Damage", "Living Anatomy", and "Bonus Rate of
- Fire". Also your companions are weak now, and they'll need to level
- up a bit themselves.
-
- For now, you may (or may not) want to go to the Military Base, a short
- walk east of Vault 13. On your way there, you can stop to finish
- whatever unfinished quests you've left on the way. (Such as clearing
- the Wannamingo mine.)
-
- Military Base
- -------------
-
- The military base is the base with the mutagen vats in Fallout 1.
- Only now it looks a lot more ruined, like anything that has been blown
- up. Twice, in fact :)
-
- It is a pretty straightforward business. Get in, shoot everything
- that moves, collect the goodies. That includes a power armor, which
- you can upgrade to hardened power armor in San Francisco. It also
- includes a Gauss Pistol, which is probably the ultimate non-energy
- pistol in the game, but doesn't have burst mode. But that you can
- also get by hanging around Navarro until you meet (and slay) one of
- the enclave patrolls. The holodiscs will give you the idea that the
- Enclave went to great lengths to aquire the FEV. (The virus which
- created the mutants in Fallout 1.)
-
- To get inside the base, get the metal rod, use it on the wagon on
- rails. Then use an explosive pack on the rod. Definitely beats me
- why couldn't you realistically achieve the same effect by jamming
- enough explosive in the caved in rocks.
-
- When you start meeting super-mutants, ready the "mutant remedy" you
- have from the researcher in NCR, and use it on one. A good candidate
- is the lone mutant on the first floor, particularly since he doesn't
- have ranged weapons. Snipe the rats from a distance, first. Then
- with your serum in the active item slot, click on it to get the
- crosshair cursor, then click on poor Grundel. Watch Grundel dissolve.
- (Hey, if it makes you feel any better, that guy would have tried to
- make a dinner out of you, if you talked to him instead.)
-
- You'll also have to fix the power generator before you can use the
- elevator, in case that's not obvious.
-
- Then leave for the raiders' base. (The one a bit south of Vault
- City.)
-
- Raiders' Base
- -------------
-
- I've found this to be one of the many places where the car can
- disappear for good. F***in' car bugs :( So save in a new slot and be
- prepared to reload and give it a skip if you don't find your car when
- you come back... Or you can play safe: leave your car in a safe
- place in a city (e.g., Vault City or New Reno), come by foot to the
- raiders' base, do it, then go back on foot for your car.
-
- Nothing much to do here, except kill the raiders, get 3 of those
- dog-tags from footlockers and read them, disarm the trap on the safe,
- open the safe. Be sure to take their account book and look at it.
- Then open the gate to the east. Go through that area (heavily
- trapped!), exit the cave through that other entrance. That's needed
- to get the quest.
-
- Then go to Vault City.
-
- Vault City (yet again)
- ----------------------
-
- In vault city, you can finish whatever quests you have unfinished.
- Like telling McClure about Redding's Jet addiction, and what is Jet.
- You can also go talk to the dude in Correction Center and tell him you
- scouted the path to NCR. That's worth some xp, and he'll also give
- you a motion scanner.
-
- If you did deal with the raiders, and have their account book, and
- Bishop's data disc, you can go talk to First Citizen Lynette.
- That's worth 1000 + 2500 + 500 = 4000xp. Definitely worth the time,
- I'd say. And you'll get a new mission. Namely, to deliver a disc to
- Westin in NCR. (She says she also gave me an item or something, but I
- can't seem to find anything new and interesting in my inventory. Then
- again, I'm carrying everything AND the kitchen sink, so it may well be
- lost in all that junk :)
-
- Now you can go and use those combat suits to get the combat implants.
- If you didn't repair the auto-doc already, do so now, or you'll die.
- Be warned that doing the second level of either operation will lower
- your charisma by one. Two operations, two points of charisma down.
- That's one less party member. Also, the second level of each
- operation is extremely expensive.
-
- Now although you could do the same operations in San Francisco, DON'T!
- It's bugged. In theory, the first level of implant should get your
- resistance to 5%, the second to 10%. Without the 1.02 patch, you
- could get two levels of implant in Vault City, and then get the first
- level again in San Francisco, for a total of 15% extra resistance.
- Wow! With the patch, it's still bugged to hell and back, but much
- worse. If you do the second (or third) level of the operation in San
- Francisco, you get thrown back at 5%, permanently. Basically, you do
- get the charisma penalty for the second level, but not the resistance
- increase. Sheesh...
-
- Ok, now that you have your implants and a mission, go to NCR.
-
- NCR (yet again)
- ---------------
-
- As usual, stop at the bazaar, not inside, tell your men to hide the
- weapons, and if you have Goris with you, tell him to stay there. Then
- go inside. If you haven't told the crazy researcher about the failed
- mutant experiment yet, and you want the cyber-dog, now's a good time
- to get it. I didn't find the mutt too impressive in combat, and he
- can't carry anything, either. And there doesn't seem to be any xp for
- telling the scientist, either, just the dog.
-
- Then go tell the guard at the forcefield on the west side that you
- have business with Westin from Vault City. He'll let you in. You can
- talk to Saltbeef about his Vault 13 story, but by now you know where
- Vault 13 is already. Tell the guard at Westin's door that you have
- business from Vault City. Talk to Westin, and you get 2000xp. He'll
- give you anoter holodisk to relay to the First Citizen. Oh well...
-
- Jump in the car and go to Vault City.
-
- Vault City (yet again)
- ----------------------
-
- Not much to do here now. Go give the holodisc to Lynette for 1500xp.
- She'll also send you to Amenities Office to collect your reward. It's
- a H&K G11, same as the one on Frog Morton. By now you probably have
- much better weaponry already, but you can always sell it for a few
- bucks or for ammo. If you sell it, you may want to get the ammo out
- of it first. About halfway through the Enclave, near the end of the
- game, you'll find a pretty awesome minigun that runs on 4.7mm ammo.
-
- While you're here, you can go see doctor Troy in the vault again. If
- enough time has passed since you brought him the Jet sample, he'll
- have discovered an antidote. You can take it to Redding to "Painless"
- Doc Johnson for 2500xp (and the warm fuzzy feeling that you cured a
- whole city of drugs, and now they're stuck with the ugly post-nuclear
- reality :) Then come back here and tell McClure that Troy created an
- antidote, and that you delivered it. That's worth another 2500xp.
-
- In case you feel like trying that (I know I did), no, you can't use
- the extra antidote bottle to cure Mrs. Bishop in New Reno. Don't
- know why, but I kind of felt sorry about that woman :)
-
- Assuming you finished all your business here, you can leave for San
- Francisco. If you don't know its location already, just go to the
- military base west of Vault 13, then west to the ocean, then north
- along the coast. Can't miss it, really.
-
- San Francisco
- -------------
-
- First thing you'll notice here, is two guys fighting. The Dragon and
- Lo Pan. Talk to them, they're too equally matched, one of them needs a
- champion. The Dragon is good, Lo Pan is evil, make your own choice.
- I chose the Dragon.
-
- Now first thing you'll need to prove yourself. That means fighting
- unarmed against a sequence of fighters, increasingly tougher, and
- ending with the Dragon himself. Now each of them aren't too tough,
- since unlike New Reno boxing, here you don't have to use gloves, and
- you can use kicks and special unarmed attacks. And you are healed
- between fights.
-
- A problem I've had was trying not to kill the Dragon's fighters in the
- ring, because he said it wouldn't be a fight to the death. So I used
- to reload when I pulled a "fatality" (i.e., a critical that killed the
- bugger.) Apparently it makes no difference, though. Even if you kill
- the Dragon in the ring (I'm assuming it's him, because it looks like
- him, and he did say he'll be the last test), he'll still be there in
- his room after the fight.
-
- Then you'll have to challenge Lo Pan to mortal kombat. About half way
- through the fight, the sucker will "accidentally find" a .223 pistol.
- Yes, it's that thingie that has 20-30 hp attacks. Normally by now
- it'd be unimpressive, as weapons go, but remember that you're without
- your armour now, and your fists don't do half as much damage as his
- gun.
-
- After you've killed Lo Pan, go talk again to the Dragon.
-
- Go talk to the guard near the Brotherhood of Steel building, and he'll
- ask you to bring him the vertibird plans from Navarro. He'll also
- tell you a way to do it without fighting, if you want to. (Don't
- leave your friends HERE, as he suggests, though. That would make
- random encounters a bit more difficult. You can leave them in front
- of the gates to Navarro base, anyway.)
-
- Now go north. In the tanker you can check out the shops, then go
- downstairs. Kill all the aliens. Remember Wannamingo mine? Same
- thingies. Use burst mode heavily, e.g., from the Bozar. Kill the
- other creatures, too. This big battle is worth a bit over 10K xp.
- Talk to Suze, and watch her go up the stairs. (BTW, don't overdo
- burst mode around Suze. You're trying to rescue her, not kill her :)
- Then go upstairs, talk to her again, and talk to her boyfriend. Go in
- the bar, go upstairs, and talk to the Captain. So now you need a
- Tanker Fob, the NavCom parts you already have from Vault 13, and fuel
- to move the tanker. In case that's unclear, you do not need to find
- the IFF: the tanker already has one.
-
- Go to the Hubologists' area, say you have a letter for the AHS-9, get
- let inside. You can give him the letter for some xp, and you can go
- talk to the "celebrities" who are making propaganda for the "church".
- Be sure to ask what makes them celebrities. Yup. They played in some
- second rate porn flicks in New Reno. Find the scientist, and ask him
- to upgrade your armour. Use a terminal nearby and find out how the
- "church" is one huge money making scheme, and how the AHS-9 has no
- qualms about destroying the humans who weren't with him from the
- beginning. Use the wait option on the PIP to pass the time until it's
- ready. Interestingly enough, after doing the upgrade, he had the cash
- in his inventory, so I just stole the 10 grand back. That's one free
- upgrade. Now leave, and personally I'd say don't join.
-
- Now that you have hardened power armour, you're ready to kick some
- righteous donkey in Navarro. (Alternately, you could buy some Tesla
- armours from a shopkeeper in Chinatown, which are even better against
- plasma. And at Navarro, they do use plasma in wholesale. If you can
- afford them, that is.) Jump in your car, and go there.
-
- Navarro
- -------
-
- You'll arrive and find a geezer guarding a deserted gas station.
- Don't annoy him for now.
-
- Now there are four ways into Navarro.
-
- First way, the "heroic" way, is to head north, guns blazing.
- Personally, I wouldn't advise it, since first thing you run into is
- three guards in advanced power armour with plasma rifles, and two
- turrets with dual plasma cannons, and by the time you finish them, the
- whole rest of the compound wants to get into the act.
-
- Second way is going west, disarming the traps, and down through the
- vent. Use the blue keycard from Gecko on the door there, and get some
- xp for releasing the captive sentient deathclaw. This approach does
- have its merits, but the bad part is that after that, the deathclaw
- will run, and you won't have him by your side. He's a tough one, and,
- well, you can use all the help you can get if you want to do the
- battles for the kill xp.
-
- Third option, and my favourite, is to kill the gas station attendant,
- then go through a manhole in a building nearby. Make your way into
- the commander's office, kill him, get the Tanker Fob. Then find and
- loot the Advanced Power Armour in a room full of lockers. Give your
- old Hardened Power Armour to someone else in your group, like Vic or
- Sulik, particularly if you want to do the ground level, too. Kill
- everyone else on this level, except the deathclaw. The deathclaw will
- join you, but only as long as you don't open the door that requires
- the blue keycard. At that point he runs away. So if you don't open
- it until after you do the surface fights, you have one extra helping
- hand for free. (Though if you get him killed, you no longer get the
- quest xp for freeing him.)
-
- Now if you feel tough enough, you can go upstairs, on those circular
- elevators and clear the surface, too. If not, hell, you can finish
- the game anyway, but you'll be missing hardened power armours for
- your group at the Enclave battles.
-
- On the surface, there are a couple of things you can take, and which
- are basically the sole reason for bothering with it. The vertibird
- plans, an electrical engine and a K-9 motivator (looks just like the
- engine). Be sure not to miss the plans.
-
- Now what may not be obvious is that you don't have to clear the
- surface in one go. Get up there, and stay relatively close to an
- elevator. Shoot as much as you feel safe, then use the circular
- elevators to go down and heal, if you or any of your group starts
- taking too much damage. Also, you can skip some of the guards and
- turrets, if you can get the plans and engines without triggering them.
- E.g., the front gate guards probably won't come after you if you stay
- around the back area.
-
- If you want to, you can use the K-9 motivator to activate the
- cyber-dog downstairs and take him with you. He's just the same crappy
- cyber-dog as the one from the NCR scientist, only this one can also
- talk. Other than that, it's still just as crappy in combat, and you
- still can't use it to carry excess weight.
-
- Fourth way is to do it "on the sly", if you've talked to the
- Brotherhood of Steel guard in San Francisco and he's told you that
- Navarro is accepting recruits. Again, don't leave your companions in
- San Francisco, if you choose this approach. Just ask if this is
- Navarro, tell the gas station dude that you're a recruit and you hired
- an escort, find the password. Go north. Tell your companions to wait
- you there, talk to the guard in front of the gate, say the pasword.
- Do NOT talk to the drill sergeant, as you're told at the gate, or
- you'll get assigned to a post (not necessarily bad), and the sergeat
- will start going around in circles, checking all guards, including you
- (bad, I think, tho I always managed to avoid the son-of-a-bitch well
- enough :)
-
- Time to get yourself an advanced power armour. Go downstairs, find
- the quartermaster's office in the NW corner, bypass him and loot the
- lockers in the next room. (Alternately, if you actually want to
- role-play getting your armour, remove your power armour and wear
- something else. Go talk to the cook, in the large building to the
- west of the gate. You'll get told to go downstairs and get outfitted.
- Go downstairs, look for quartermaster, say you're new, get told to go
- get your power armour and weapon from the next room.)
-
- Go back, talk to the cook, and ask what's happening around, where's
- the main base, and about the fob. Go downstairs, find a closed room
- with a guy in power armour inside (the commander), a couple of
- bookcases, and a couple of lockers. And a guard at the door. Talk to
- the guard, BS him that the base wants the FOB secured. Go inside,
- talk to the commander, open the locker and get the FOB.
-
- Go back upstairs. Now I'm told that you can talk to Raoul, and then
- BS Quincy that Raoul sent you for the plans. Didn't work for me, so I
- had to sneak and loot the locker behind Quincy. If you also want the
- engine and the motivator from behind Raoul, sneak there, too. These
- mechanics get jumpy if they see someone looting their lockers :)
-
- Or you can use a mixed approach. E.g., since the toughest battles are
- on the ground floor, you can use the sly approach just for the that
- floor (vertibird plans), then get your companions, kill the gas
- station attendant, go down and shoot your way through the underground
- floor (for the Advanced Power Armour and Tanker FOB.)
-
- Either way, don't forget to open the door downstairs to release the
- deathclaw, when you're done. That's worth 1500xp.
-
- San Francisco (again)
- ---------------------
-
- Go back to the tanker, go downstairs and use the Tanker Fob on that
- door. Go upstairs, through that door, and fix the NavCom with the
- NavCom parts. (Be warned that it's a long narrow passage there, and
- your group members will definitely get in the way. If you don't fancy
- doing two dozen pushes to get through, you may want to let them wait
- for you downstairs.)
-
- Now the tanker is operational, but you still need fuel. Go back into
- the town. Stop on the way to talk to the guy near the Brotherhood of
- Steel outpost, and give him the vertibird plans. He's the only one
- who has the decency to make copies and give you your plans back, btw.
-
- Now go in and loot the outpost. Among other things, here you find a
- pulse rifle, which is a very good energy weapon, but has one flaw: no
- burst mode. Me, I preferred sticking with the Bozar, which is why I
- say you don't really need energy weapons skill in this game. You also
- find a Brotherhood Combat Armour (not bad, but hardened power armour
- is better.) And I here you can find the second power armour, which
- the Hubologists' scientist can upgrade. The computer here can improve
- your stats, if you've been collecting those memory modules along the
- way. At least it says it can... it never did anything for me, except
- use up the memory module. Bug?
-
- OK, back to getting the fuel. Go into the palace, on the east side.
- You can trade a power armour for fuel, which I suspect is the way to
- get it if you joined the Hubologists, and given them the plans for the
- vertibirds. Or you can try to hack into a computer and divert the
- fuel yourself. Or you can go talk to the Emperor's advisor, if you
- don't mind getting a mission to kill someone.
-
- Now the advisor will ask you for the vertibird plans. (Gee, everyone
- wants them :) Go give them to the only scientist who offers to take
- them (west side, northern part). Talk again to the advisor. Now he
- wants the Hubologists' AHS-9 dead, for kidnapping children and
- brainwashing them.
-
- Go at the hubologists, go down, tell the robed figure at the door that
- you want to talk to their scientist about upgrading a power armour.
- Now go waste the son-of-a-bitch AHS-9. Be warned that you'll end up
- wasting all the rest of sons-and-daughters-of-bitches in the base,
- because they attack. So be prepared for a long fight. (Don't go
- short on ammo:)
-
- Go back to the advisor, he'll tell you the big secret: the Emperor is
- a computer. And he'll tell you the password and let you go to the
- main terminal, where you can re-route the fuel yourself.
-
- Now if you feel ready for some _major_ kicking righteous donkey, go
- activate the tanker from the terminal the Captain's room, and sail to
- the rig.
-
- I highly suspect there should also be the possibility of going to the
- rig with the Hubologists' ship. But one of the quests for the
- Hubologists is bugged, and you can never finish it. At least I never
- could. And then you're hosed: you can no longer finish the game :(
-
- Well, if you really want to, here's what you can try, as an
- alternative to activating the tanker: go join the hubologists. You
- will have to take the zeta scan now, if you didn't take it in NCR.
- It'll cost you 1 point of luck and 1 of critical chance, so it's a bad
- idea, anyway. (I'm pretty sure I never lost anything before the
- patch. Maybe they wanted to make the evil path less attractive now?)
- Now give the vertibird plans to the scientist outside, near the
- mis-shapen space shuttle. Talk to him. You need fuel. Go to the
- palace, hack into a computer, and divert the fuel. Now the AHS-7 will
- want you to kill Badger in the tanker. And this is the hosed quest.
- Although I did kill Badger (and most of the innocents on board in the
- process), the game doesn't seem to notice it. Heck, I even thought he
- meant the Captain, so I slaughtered him, too. Nice try, but no
- banana.
-
- Well, if you think you'll have better luck, feel free to try. Again,
- I'd still advise activating the tanker instead. At least that won't
- screw up your critical chance. (And, well, even without that, I still
- prefer the good natured approaches in a role-playing game. I only
- tried the hubology approach so I could write about it in this
- walkthrough, and I still feel like a mutant pig rat for slaughtering
- those innocents :)
-
- BTW, be warned that you can't take the car with you. Now would be a
- good time to sell that surplus equipment for cash, and get all the
- ammo you think you'll need. Like, say a couple of thousand .223
- bullets for the Bozar, and a bunch of micro-fusion cells for Marcus
- and his plasma rifle of doom. Yup, you'll really need that many.
- Some 4.7mm caseless ammo can come in handy, since halfway through the
- Enclave base, you find a Vindicator minigun, which is real cool and
- uses that kind of ammo. Also, get tons of stimpaks, super-stimpaks
- and medikits. Use your party members to carry the excess weight.
-
- If you still need money for ammo and other equipment, you can hang
- around Navarro base, and kill their patrolls. Their pulse pistols
- sell for mega-cash, and if you're lucky (and annoyed them enough?),
- you can get Avenger Mininguns, too. Those work on the same 5mm ammo,
- but do more damage per bullet.
-
- If you're short of level and skills, and need xp, a good place to hang
- around is the relatively flat desert patch near the ocean, roughly
- between Navarro and San Francisco. Well, look on your map if you
- don't know what I'm talking about. The aliens, deathclaws, floaters
- and centaurs in that area are worth a whole lot of xp.
-
- The Enclave
- -----------
-
- Just as with Navarro, there's more than one way to solve the Enclave.
- If you want the more peaceful solution, leave your party members
- behind. I left them in San Francisco, but I suspect that a (much)
- better idea would have been leaving them on the first floor of the
- rig, near the south wall, so you can pick them back for the battle
- with the big mutated Santa. I didn't try it, though. I don't know if
- they'd die here from the FEV or not.
-
- Common to both paths, on the first level, log into the computer
- terminal, list the users, and download all the files you can. Read
- them on your PIP-Boy. I think that exactly ho high a security id you
- can get, and thus how much you can download, depends on your science
- skill.
-
- So the Enclave are an even worse bunch of self-righteous gits than
- those in Vault City. Apparently, the small population of that oil rig
- decided that they're the USA. And that the rest of the survivors on
- the mainland are mutants who not only don't get a vote, but also
- should be exterminated using a mutated strain of the FEV virus. And
- have been experimenting on captured humans to see how long it takes to
- die from the mutated FEV gas. Neat, huh?
-
- Also read about their reactor, and what would happen if the computer
- stops working. That's a valuable hint.
-
- Don't use the other options now, and particularly don't try to
- activate the counter-insurgency. It would cause the terminal to lock
- up, and you'll need that option much later. Well, not actually _need_
- it, but it sure comes in handy.
-
- Having done that, first, let's talk about my all time favourite,
- namely the "heroic" approach. (So I'm trigger happy. What else is
- new? :)
-
- Work your way downwards, but be sure to explore each level and kill
- anything you can kill, except of course the captives. Particularly be
- sure to clear out the area to the right on the first floor. Take no
- prisoners. You'll be racing back later with a 10 minute nuclear
- countdown, and you don't want to waste them on pointless fire fights
- with the guards.
-
- On the second level, before going down, I told my party members to
- wait for me there. There's a nasty maze down there, with doors and
- terminals, and a floor which discharges every few seconds. Even
- you'll have problems surviving down there, and the non-armoured
- members (such as Marcus and Goris) really stand no chance. Now my
- favourite approach was instead of trying to figure out the terminal
- sequence, just going in and disarming the traps on the doors, then
- lockpicking them. The quest only requires you to get through alive,
- nothing more. Note that it requires insane lockpick skill.
-
- When you've opened all doors, go back up, heal and get your party
- back. Go waste everyone in the rooms on the east and west of the
- maze. They all wear those Advanced Power Armours, but are unarmed.
- And loot the lockers. You'll find a Mark II Advanced Power Armour in
- there. Give your old armour to either Vic or Sulik, and wear this
- one.
-
- As an alternative, on the maze level if you are wearing Advanced Power
- Armour and are _alone_, the goons in the east and west rooms will
- leave you alone. You can loot their lockers, and they'll just stand
- there and watch. Probably think you're another recruit, or something.
- (This made me wonder if you can in fact do the whole Enclave alone,
- without being attacked. Yup. You can. See the stealth approach
- below. You'll still have to deal with the big bad mutant and his goon
- squad at the end, though.)
-
- Go down. On the level below the maze, be sure to waste the
- "president" and get his override key.
-
- Save. Talk to the scientist. The a**hole is convinced that everyone
- on the mainland MUST be mutants and must be exterminated, even though
- he didn't bother examining their DNA. Try to BS him. Convince him
- that since his mutated FEV only works on humans, the "mutants" on the
- main land (a.k.a. human survivors) must be just another kind of human.
- Give him time to think. He'll suicide, together with the base, by
- releasing the FEV tanks into the air. If it doesn't work, you can
- reload and try again. This doesn't seem to affect you, your group,
- the president, nor any Enclave troopers in power armours, but (slowly)
- gets rid of civilians. Can't say it helped me too much, though.
-
- Go to the next level, and waste everyone here, too. Heal yourself and
- everyone to full health NOW, and save. Put an explosive next to the
- reactor's computer. That's the big mainframe. Watch the computer go
- boom, and the reactor go critical, just as that downloaded report
- said. Hurry upstairs, using the alternate stairs whose doors have
- just opened on the "president's" level. This bypasses a couple of
- levels (including the electrified maze), and saves you a little time.
-
- On the first floor, guess who's waiting for you? Yup, that big mutant
- Santa in a modified Advanced Power Armour, and his elves. The goon
- squad who've been walking around killing people all over the desert,
- including the deathclaws in Vault 13, and capturing people for their
- gas chamber experiments. Go use the terminal in that room, and
- activate the counter-insurgency option. (You did bring along the
- "president's" key, right?) This activates all those turrets in the
- room to fire at him. If nothing else, they should keep him distracted
- while you do the job with your Bozar, Vindicator minigun, or whatever
- weapon you still have ammo for.
-
- Run for the ship. You sail off, and the base goes to pieces with a
- big nuclear bang. Watch the endgame animation.
-
- Now for the sly approach...
-
- Leave your party members behind, be sure you're wearing an Advanced
- Power Armour, so you look like a trooper, and peacefully work your way
- downstairs. Loot the lockers as usual, and be sure to get (and wear)
- the Mark II Advanced Power Armour from the electrified maze level.
-
- On the level below the electrified maze, save and talk to the
- scientist in the NW room. BS him, and convince him to release the FEV
- tanks into the air. Open all the doors you can on this level, because
- you'll be racing back with a nuclear countdown.
-
- Go downstairs, wait for the scientists near the big computer to die,
- then go place an explosive charge near the computer. Wait for it to
- blast, then go upstairs.
-
- Now it's your choice whether to waste the president or not. If you
- don't waste him, you'll have to deal with the big bad boss AND all the
- turrets on level one. If you do, you'll have to deal with the guards
- on this level, alone. On the overall, I'd say waste him. Don't wait
- for the FEV to get him, 'cause the bugger's immune. (I used the
- flamethrower on him, just for the fun of it :) Grab the key from his
- corpse, and make a run for the newly opened staircase. (You did open
- the doors before, right?) Don't stop to shoot the guards, unless you
- feel real high and mighty. Just run for the stairs. That place is a
- maze, so very few will get a clear shot at you if you hurry. ("Bonus
- Move" perk sure comes in handy on this level, if you got it.)
-
- Go upstairs, ignore all the guards in there, and run for the green
- exit grid in the NW corner. Bypass those guards, too, and again
- you'll have to deal with the mutated Santa (see the heroic approach
- above for details, 'cause I don't feel like repeating.) And, no, you
- can't make a run through the northern door for the exit grid here,
- until the combat ends. I've tried. It doesn't work, trust me. So
- it's in your best interest to have the turrets on your side instead of
- against you. I.e., to activate the counter-insurgency option.
-
- That's it, you've saved the world. Now you're a big hero, and can
- probably get any date you want. So get off the damn computer and get
- a life already ;)
-
- Stuff To Do After The Game is Finished
- --------------------------------------
-
- Well, you can do a few things only after fininshing the game, though
- other than for your curiosity, beats me why bother.
-
- For starters, you can go date Mrs. Kitty back in New Reno. Just like
- all other dates and sex affairs, the only thing that happens is that
- the screen goes black and the time advances. (What did you expect?
- :)
-
- You can go back to Vault City, and go down to level 3 in the Vault.
- Insert the PIP-Boy, then use the PIP button, choose Status, and read
- the new log. It'll tell you to go use another computer on that level.
- Doing so will give you 20000xp. Then again, since you already
- finished the game, why bother?
-
- Special Encounters
- ------------------
-
- There are a bunch of "special encounters", which are IMHO of very
- little use or relevance to the game. If THESE are the ones the
- "explorer" perk is supposed to help find, then I'd say you can safely
- skip that perk.
-
- "Bridge of Death". It helps if you've seen Monty Python. Answer the
- first two questions correctly, BUT answer with a question the third
- time. If you just answer right, the keeper will let you pass, and
- that's all. But if you answer with the question, he'll die, and you
- can get his robe. The robe has the same protection values as Combat
- Armour, at less than half the weight. (You can't use it for combat
- implants, though.)
-
- "King Arthur's Knights". Another Monty Python plug. Answer "yes"
- when they ask about the holy hand grenade of Antioch, and point them
- in a bogus direction. You'll get a plasma pistol as a reward. (I
- still fancy killing and looting them instead, but each time I was
- still too weak to stand a chance against a whole miningun squad in
- power armour :)
-
- "Cafe of Broken Dreams". Roland Ng says you can get Dogmeat from
- Fallout 1 in your group here. I didn't try it, and anyway I had my
- group full already. Try for yourself.
-
- "The Unwashed Villagers Hunting a Spammer." Nothing much to do here,
- except watch the execution and get a few stimpacks from a hidden
- locker. Or, my favourite, you can slaughter them all and get their
- weapons and ammo. They're worth just 1xp each, though, and they are
- too many and too tough if you meet them too early.
-
- "A Talking Stone Head". You can keep clicking on it until you get a
- monument piece. It takes a lot of clicks, so keep at it. Allegedly,
- you can use it to temporarily increase your stats. I didn't try it.
-
- "A Guardian Portal". Enter it, and you'll be transported to Vault 13,
- only 80 years ago. (I.e., when Fallout 1 happened.) If you click on
- their computer, it says you broke their water chip, and the vault will
- run out of water in 150 days. (The start of the Fallout 1 plot :)
- It'll also give you 1000xp and transport you back to the present day.
- So be sure to do all the looting before trying that.
-
- "A crashed federation shuttle." You can get three hypos from the
- corpses. Allegedly they can heal you to full hp. I tried them when I
- was at full hp, and they didn't do anything. So I mistakenly assumed
- they were useless, and dumped them in the car trunk.
-
- "A tin woodsman". Actually, he looks to me suspiciously like an
- Enclave trooper in Advanced Power Armour. Get the oil can, use it on
- the bugger. He'll give you 150 micro-fusion cells.
-
- There's a merchant party you'll sometimes meet, which I suspect is
- also a special encounter, although it doesn't have a funny name.
- First time the merchant will sell you the Alien Blaster from Fallout
- 1. There are better energy weapons in Fallout 2, anyway. BUT if you
- bought it and if you meet him a second time, I _think_ he'll sell you
- the Red Ryder LE BB gun, which is a very good weapon for a while.
- (I.e., until you find better weapons :) This sequence happened to me
- only once, so I may well be wrong.
-
- --
- Cristian Golumbovici (golu@bx.logicnet.ro, Moraelin@my-dejanews.com)
-
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