Fallout 2
I
tried to base this guide on all the possible quests, things to find, and things to do in
each location. It's more of a guide than a walkthrough, though it does contain detailed instructions
for some of the tricky bits. I feel that this structure will allow you to role-play freely
(different characters have to solve problems in different ways), yet still help you to find
obscure objects or quests. If you are looking for a specific object or location, just search
for the name of it with your browser.
Orientation-wise, directions are always given assuming that the top of your screen is 'north'.
The longer compass direction names are abbreviated, such as NE for northeast.
I purposely didn't put in a Table of Contents, lest you see all the exotic places you're eventually
going to visit before you're supposed to know about them. Though the locations are presented
in the order that you would typically reach them, your mileage may vary.
You are about to embark on a fabulous adventure. I hope that you will enjoy your journey...
Tips
Before you even think about starting to play, check out the Interplay Fallout
2 site, and ensure that you have the latest version installed. If not, download and apply
the patch. The patch fixes many, many, bugs... also, if you don't apply the patch before starting
and decide to patch halfway through, beware the patch will invalidate any saved games. Translation:
you will have to start over! Be careful to only apply a patch compatible with the locale from
which you purchased the game. This guide was written using the U.S. version, patched to V1.02.
Owners of the U.K. and some other European versions may note that there are no children running
around in their game, so some of the comments pertaining to them in this guide may not make
sense, and a few minor quests will not be available.
Note: as of 18 June 2004, the Interplay web site has been inaccessible. So we have made
the V1.02 patch temporarily available here. Also
note: this patch is only guaranteed to work for the US version of the game, so you may have
to re-install if you apply it to a foreign language or UK version.
Beware that if your Intelligence (IN) is too low (I mean, your character's in the game,
silly. Don't take it personally ;-), you won't be able to get most of the quests here simply
because no one will be able to converse with you! Likewise, not having a high enough Charisma
(CH) or Speech skill will also alter NPC responses, and you may miss out on important conversation
choices that lead to quests. So, I recommend having both IN and CH at a minimum of 6 (you might
scrape by with lower CH if you have a decent Speech skill) to keep your options open. If in
doubt in a particular situation, pop a Mentat to boost both temporarily. Just for kicks, it's
worth starting up a game with IN 3. Yes, it's a very well balanced game :-)
Luck, or dice rolls, and your stats play an important part in conversations. That's why it's
very important that you save the game before every conversation. If you feel afterwards that
the outcome could have been more favourable, restore to before the conversation and try it
again. You just might get the dialogue choice you've been hoping for the next time through!
If you consistently get the same undesirable choices, try improving your IN and CH by popping
a Mentat before the conversation. Some dialogues even depend on your Science or Doctor skill,
and I've tried to indicate this where possible.
Unless you are going the diplomatic route, and have enough CH to be able to talk your way out
of anything, make sure you start off the game with greater than 50% of either Unarmed or Melee
skill. It will be quite a while before you obtain any decent weapons! Beware that one of your
first encounters involves fighting bare-handed, so even Melee won't help here.
I recommend a minimum Strength (ST) of 6. With less than this, you'll be severely disadvantaged
at hand-to-hand, unable to take any unarmed perks (most decent ones have a min ST of 6 requirement),
and you won't be able to carry much inventory either. Likewise, unless you're going
to play the 'ultimate bruiser' type of character, a starting ST of 9 or 10 is a waste, since
you get a chance later on to increase your ST by 3 using... artificial means!
Unless you are taking on the role of a thief, a decent Barter skill is also vital.
Owing to a design peculiarity in Fallout, Armour Piercing (AP) ammo doesn't do exactly what
it's meant to, and is woefully ineffectual. So, it's best to just sell any that you find. Stick
to the JHP for actually loading into your weapons.
Early in the game, when your character is relatively weak, there is a sure-fire way to defeat
critters like Ants, Radscorpions, and Silver Geckos without taking so much as a scratch: approach
to within about 5 hexes. Let them come right up to you. Then, hit them with your best shot,
but make sure you have at least 5 AP left. Then retreat in a straight line. They will follow
you, but won't have enough AP left to strike! Repeat until critter is dead.
NPC's make great packrats. They can help you carry all the stuff you pick up after encounters
with hostile critters. Be careful about giving them burst capable weapons though... or you
could find yourself replaying a lot of encounters :-( Also, be sure to fine-tune them before
heading out on the wasteland. You don't want someone wasting valuable ammo on easy critters
(rat is hit for 243 hit points... yeah, I think it's dead. Just wasted a rocket, dammit!) In
this case, take their best weapon or ammo away from them before heading out. On the other side
of the coin, make sure you use the Combat Control dialogue to ensure they are using their best
weapon when you know an important encounter is coming up.
A high Outdoorsman skill is extremely useful for avoiding unwanted random encounters.
Sometimes, you just want to get from A to B without being bothered. Carrying a Motion Sensor
in your personal inventory while travelling is alleged to help in avoiding random encounters.
And you get XP for using this skill!
Like the man says: save, save, SAVE! You never know when you're going to mess up in combat,
blow a dialogue with an NPC, etc. Contrary to what you may hear on the grapevine, you can also
save during combat, though this practice does seem to make the game more likely to crash...
but you just saved, didn't you? So, no big deal.
Those pre-apocalyptic Californians must have been avid readers. There are bookcases everywhere.
A lot of them contain valuable stuff, so check every bookcase, desk, pot, locker, etc. Anything
that exhibits a hand icon when you move your cursor over it is worth having a look at. Scavenge
to your heart's content!
The designers hid stuff behind walls in this one, so check for items everywhere!
You can rest nearly anywhere when no hostile critters are nearby. Derelict buildings
in most towns make a perfect spot for this sort of activity. There's no rush to get through
Fallout 2. Use the time! Why waste Stimpaks when you can heal while resting or travelling?
There are all sorts of people to sleep with, marry, etc. I didn't bother to document any of
these... encounters, unless they furthered the plot :-)
Well, are you ready to begin your quest?
Kill all the Ants and Radscorpions to gain valuable XP. Take all the Radscorpion Tails you
can carry off the dead critters. You can barter them. Check all the pots and chests for Healing
Powders and such.
There is a section with raised plates that appear as you walk across the floor. If you step
on a plate, a spear is fired at you from the wall. If you have some Traps skill, you can disarm
these plates for 25 XP each.
Get the Explosives from the pot south of the locked door. Save the game! Then, stand right
in front of the door, arm the Explosives (give yourself 30 seconds at least), drop them, and
retreat to a safe distance until the door blows.
Defeat Cameron in hand-to-hand. Weaker characters might try using the hit-and-run technique
I described above. He still gets one hit in every turn, but it's better than 2 or 3! Diplomatic
approach: with high IN and CH (managed once with IN 8, CH 5, Speech 35%), you can talk your
way out of fighting Cameron :-)
If you had to fight Cameron, remember to retrieve your belongings from the chest outside the
door you just came through. Then, head through the final door, Chosen One.
Repair the well - 100 XP.
Get training from Lucas, standing near stone head - add 5% to Unarmed skill.
Jordan, in tent east of stone head, will train you with spears - add 10% to Melee Weapons skill.
There's $100 in a pot in your Aunt Morlis' tent. Very handy at this stage in the game.
Quests
- 1. Rescue Nagor's dog, Smoke, from the wilds - 100 XP.
Nagor
is standing east of Hakunin's (medicine man's) tent. The wilds are NW of Hakunin's tent. In
the north part of this section is a plank amidst some puddles of radioactive goo. Cross it,
approach the dog, and he will follow you back to Nagor. While there, you might want to grab
a few of the bright orange flowers... and kill a few Geckos. Hakunin will make Healing Powder
for you if you bring him Broc Flower and Xander Root. See Quest 4 below.
- 2. Find Vic the Trader - Vic will join your party.
See the Den, Quest 8.
- 3. Obtain flint to have Mynoc sharpen your spear - Sharpened Spear.
Mynoc is the
bridge guard on the way out of Arroyo, to the south. Need decent PE (6, I think) to notice
Mynoc's spear in the first place! Then, get the flint (beg, barter or steal) from your evil
aunt Morlis, who is standing guard outside a tent SW of the stone head.
- 4. Kill the evil plants that infest Hakunin's garden - 100 XP and he'll make Healing Powder
for you anytime in future.
Kill the two spore plants in the garden located just NE
of Hakunin's tent.
- 5. Retrieve the Geck for Arroyo.
Talk to the Elder, in the tent NE of the well...
but I can't possibly tell you how to complete this quest. Not yet, anyway :-)
Don't trade with Maida Buckner if you can help it. Her prices are too high! You can have the
tribal Sulik join your party by paying off his remaining debt of $350 to Maida. Well worth
the trouble, because he's much better than you in combat at this stage in the game. Alternatively,
you can get Sulik for free if you complete Quests 5 and 6 below (or Quest 2, but I always found
it handier to have Sulik along with you on this particular quest).
In the Golden Gecko, talk to Fighting John Sullivan. He'll train you in Unarmed for 10% and
Melee Weapons for 10%, as long as you're not already too skilled in either of these disciplines.
Also worth 150 XP.
You can talk to Jenny in the Bathhouse to learn a bit more about Vic. You don't have to sleep
with her to get this info.
Raid Vic's house, east of the Bathhouse. Make sure you take and keep Vic's Radio. The
Pipe Rifle is virtually useless, but it's worth some money anyway.
There's an exit grid to the NW, with a crashed vertibird and a maintenance robot there. You
can take out the robot for XP, and retrieve a Yellow Reactor Keycard from one of the corpses.
Contrary to what you may read elsewhere, you can't use this Keycard to open the elevator in
the Toxic Caves (see below), however, seeing as the Keycard was found on someone wearing...
exotic armour, perhaps it might be of use in a place where this armour is prevalent?
Quests
- 1. Refuel the still - $50.
Talk to Whiskey Bob in Buckner's.
You must buy him a drink. He'll then tell you about his still that needs to be refuelled. It's
located SW of town. Be ready to fight some Geckos. Careful, because Golden Geckos radiate
you when they get a good strike in! Wood to fuel the still is located right there in the cabin.
- 2. Rescue Smiley the Trapper - 1000 XP and $100 OR Sulik's debt struck off.
Talk
to Ardin Buckner. She puts the Toxic Caves on your map. Get some Rubber Boots (see Quest 4
below), exit Klamath, preferably with Sulik in tow, and head for the Toxic Caves. Smiley is
holed up in the back. Be sure to grab the 2 packets of Rad-Away from the locker in the wall
there. Note the locked elevator. You probably can't open it yet (I've described what to do
below. See Toxic Caves Elevator, unless you don't want to spoil it yet). Return to Klamath
to collect your reward from Ardin Buckner (you can either take $100 cash or have Sulik's debt
paid off if you don't already have him in your party). Talk to Smiley, and he'll teach you
how to skin geckos. Great little revenue earner from now on.
- 3. Guard the brahmin - 250 XP.
Talk to Torr, the tribal who hangs out near Buckner's.
Kill all the Radscorpions there, including the ones hiding in the woods south of the clearing.
- 4. Kill the rat god - 300 XP.
Take western exit grid to Trapper Town. Get key from
Slim Picket (you can also obtain the key by giving some Meat Jerky to a dog you find in the
brahmin pen near the SE exit grid). Be sure to get Rubber Boots in Guns store (lockers). Find
manhole that leads down. On second level, kill Keeng Rat. Also a dead trapper there with a
10mm Pistol on him (might depend on your PE as to whether or not you find him). Take ladder
in NE corner up. Find door on next level. Either lockpick or use explosives on it. Take next
ladder up, and grab the Fuel Cell Regulator from Highwayman outside.
- 5. Rustle the brahmin - 150 XP and 50$.
If you prefer to follow the Dark Path,
you can shop the location of Bob's still to the bartender at the Golden Gecko for $50 instead.
Then, you can ask the Dunton twins (building east of the Golden Gecko) if they have any jobs
going. They'll ask you to either talk poor Torr into leaving the brahmin, or knock him unconscious.
This quest does not do wonders for your karma, as you can imagine. Alternatively, you can get
this quest by talking to the Duntons after you accept Quest 3 and follow Torr to the brahmin.
The Duntons are standing there just to the west of Torr.
- 6. Rescue Torr - 700 XP and Sulik's debt struck off!
If you took Quest 5, then
this is a chance to redeem yourself and get some of that lost karma back! Talk to Ardin Buckner
after you rustle the brahmin. She'll mention that Torr is missing, and that he's probably in
the canyon (where the crashed vertibird is). Go there and defeat the maintenance robot (if
you haven't already done so). Talk to Torr then, and he'll follow you back for 200 XP. When
you report back to Mrs. Buckner, you get the choice of either taking $100 cash (poor choice!),
OR you can get Sulik's debt struck off, which is worth $350 and 500 XP. Sulik will then join
you if you talk to Maida Buckner. You'll also notice that you got all your karma back and then
some. Doing Quests 5 and 6 seems the best way to get Sulik into your party.
You need an Electronic Lockpick before you can open the locked elevator at the rear of the
Toxic Caves (see Klamath, Quest 2). Rumour has it the MKII version of the Lockpick won't work...
but it does just fine. You can either buy an Electronic Lockpick MKII in New San Francisco
(on the tanker), or you can find a normal Electronic Lockpick in Eldridge's basement, New Reno
Arms store.
I recommend you don't take the car with you, because you won't be able to access the trunk
once you're there. Just leave it in Klamath. The walk will do you good for a change. Also,
might be handy to take Vic with you unless your Repair skill is high, because you must fix
the generator there to power the elevator before you can use it. Also recommend taking along
a Sniper Rifle (or some Pulse Grenades if you're good at throwing), because there's a big,
bad security bot armed with missiles waiting at the bottom for you! You can take out his sensors
with one good targeted shot, and then finish him off at your leisure. Once you've polished
off the bot, there are lockers full of goodies, among them: Bozar (best gun in the entire game!),
Combat Armor MKII, 200 x Micro Fusion Cells, 280 x Small Energy Cell, 200 x 4.7mm Caseless,
and 200 x 2mm EC (very hard to find indeed :-)
Make sure you give Karl (Mom's Diner, far SE corner of town) something and then get him to
tell you his story. Comes in handy later.
Also in Mom's Diner, Stacy, standing just to the left of Mom, will tell you a story about her
cat Cuddles. 200 XP if you listen patiently till the story ends.
Buy a drink from Becky, then ask her about 'Dyer'. Hmmm. Then, cross the exit grid SE of Becky's
and talk to the barkeeper in The Hole. Ask him for info. Then ask him why Becky's drinks are
cheaper than his. Offer to find out. Return to Becky's and wait till the guard leaves the door
to the north of the bar. Lockpick it, go down the stairs, and discover that Becky has a still
there. Talk to the barkeeper in The Hole (Frankie) again, for 400 XP and $100. You'll then
get Quest 9 below.
Talk to Leanne, the woman standing at the bar in Becky's. If you buy her a Nuka-Cola, she'll
tell you her story of the Master for 350 XP.
Flick, south of Becky's, is a good guy to trade with... but beware those kids of his! If you're
not careful, they steal stuff from you. Make sure that you always run past them (don't walk
or loiter), and every time you do go past them check your belongings afterwards to make
sure you haven't lost anything valuable. I lost a very important item once this way... took
me ages to figure out where it had gone, and that was after I had restored to a game
much previous to where I was. If you do lose something to one of the kids, you can either steal
it back from the kid, or buy it back off Flick as a last resort :-(
Tubby, across the street from Becky's place, usually has a Sub-machine gun for sale. Definitely
worth it early on in the game. Actually, you can take out both Tubby and Flick. Not only does
it save you money, but you don't lose any karma points for this. In fact, I think you might
gain some for ridding the town of this scum!
When you think your party is strong enough, you can take out Metzger and his guards (1500 XP
for killing Metzger), and then talk to one of the slaves to free them for another 1250 XP.
If you visit Becky again after this, she'll offer you $1000 for having got rid of the slavers.
If you decline to accept the money, you get 50 Karma points instead. Your choice. Beware that
if you kill Metzger early on, you won't be able to get any of Lara's quests (3 - 6 below),
as they all involve Metzger.
Quests
- 1. Collect money from Fred - 200 XP.
You have to try talking
to all the male addicts in the vicinity of Becky's. The one who will talk to you is Fred. He
owes Becky $200, but in the end, you're best off taking only $50 from him. When you go to pay
Becky the $200 back, she splits it in half with you anyway, so it only costs you $50 when the
dust has settled. After all this, make sure you remember to stop by the Den much later and
talk to Fred again, because he makes good use of the $50 you left him with, and will give you:
200 x Small Energy Cell, 250 x Micro Fusion Cell, $2000... and a Plasma Grenade :-)
- 2. Get book from Derek - 300 XP and $80.
If you complete Quest 1 above, Becky gives
you another job, which is to find a book she lent to Derek. He hangs out by Mom's Diner on
the SE side of the Den. You get $80 if you find the book and return it to Becky. Often, the
book can be found in the outhouse north of The Hole... but not always.
- 3. Lara wants to know what is being guarded in the church - 500 XP and $200.
You
have to fast-talk your way past one of the guards to get into the church. Then, just examine
one of the crates. Easy money.
- 4. Get permission from Metzger for gang war. - 200 XP and $50.
(You have to do
Quest 3 first). Talk to Metzger in the Slaver's Guild on the east side of town.
- 5. Find weakness in Tyler's gang guarding the church - 200 XP.
(You have to do
Quest 4 first). Talk to one of the guards outside the church again. Appears they are going
to have a big party tonight and get drunk. You have found the gang's weakness.
- 6. Help Lara attack Tyler's gang - $300 and $100 bonus if you help in the fight.
(You have to do Quest 5 first). Then agree to accompany Lara and her gang to the church. We
killed one guard outside the church, and it was enough to net a $100 bonus. If you think you're
up to it, however, it's best to finish them all off... get their weapons and cash them in for
much needed supplies.
- 7. Deliver a meal to Smitty for Mom - 150 XP and Stimpak (and free meal).
Talk
to Mom in the diner in the far SE corner of town. Then hop on over to Smitty's garage on the
far west side of town.
- 8. Free Vic from his debt by getting his radio from his house in Klamath and paying Metzger.
Once you have Vic's Radio (from his house in Klamath), talk to Vic, and then you can buy Vic
back from Metzger for $1000. Vic is a fairly useful NPC to have join your party, especially
as he has considerable Repair skill, and you probably are lacking somewhat in this skill early
in the proceedings.
- 9. Sabotage Becky's still - $500 and 1600 XP.
After you discover the still in Becky's
basement, and report back to the barkeeper in The Hole, you'll get this quest. You can approach
this 2 ways: either convince him that he should buy his stuff from Becky from now on and you'll
just get 900 XP, or you can destroy the still with a Crowbar ($500 and 700 XP) and still convince
him to buy his stuff from Becky (tell him she'll just build another still) for another 900
XP. Unfortunately, once you destroy Becky's still she will no longer talk to you, so you can't
get a reward for killing Metzger if you destroy the still first!
- 10. Get car part for Smitty.
You need to complete Quest 3 in Gecko to get the Fuel
Cell Controller. Smitty will install it for $2000. Voila, you now have a car! If you also have
the Fuel Cell Regulator (obtained in Quest 4, Klamath), then Smitty will install that too for
$750, and you'll get better mileage. Refuelling the car This process is not especially
intuitive, so here's how you do it. First of all, the car runs on either Micro Fusion Cells
or Small Energy Cells (but you get twice the mileage per Micro Fusion Cell). You can buy Micro
Fusion Cells from Smitty for starters. To check how much power is left in the car at any time,
left-click and hold on the front part of the car (not the trunk! BTW, you can store tons
of gear in the trunk). Then move your cursor down to the Binoculars icon and let go. The percentage
power remaining will appear in the window at the bottom left of your screen. To refuel, you
must have some fuel cells present in your inventory. Then left-click and hold on the car, move
your cursor down to the Backpack icon, and let go. Finally, point to the fuel cells in the
inventory box that pops up, and they'll be used to refuel the car (warning: make sure there
are no NPC's standing where the inventory pops up, or you'll wind up talking to them instead
of refuelling the car. It's a 'feature' ;-)
- 11. Return Anna's locket - 850 XP.
Go into the derelict building next to the Brotherhood's
outpost any time after midnight. You'll see the ghost of a woman, Anna. Talk to her (heh, one
way traffic), and you'll discover she's lost her locket. Go talk to Mom in her place all the
way SE in the Den. She'll tell you about Joey (one of those 3 thugs that are always just standing
around). Get the locket off him in whichever manner you prefer and return it to Anna. Then,
if you pick up Anna's Bones, take a Shovel from the bookshelf there, and head to the graveyard...
you get some more XP for laying Anna's Bones to rest (her grave is located in the bottom row).
If you examine the well just NE of the General Store, you'll see you can enter it using a rope.
There are a few coin bags down there, and in the northern section, a (pretty useless) BB Gun...
but a BB Gun nonetheless.
Talk to Grisham, the Slaughterhouse boss. When you try to exit the conversation, he'll ask
if you want to guard his cattle from wild dogs. Try not to let any of the poor buggers get
killed, because he deducts $100 for each brahmin you lose - $1000 (if you manage to save them
all). He's a miserable git, but it's fairly easy money.
If you have some Doctor skill (managed once with 9%), you can try fixing up Bess, the brahmin.
She's lying injured just south of the slaughterhouse. You get 200 XP for this, and she'll follow
you around for a while... if you wander into Grisham's place with Bess in tow, you can give
her over to him to make jerky out of. If you're then feeling a bit guilty, go back to the slaughterhouse
and talk to her, then release her by opening up the gate inside the slaughterhouse. She'll
wander off the map, thus easing your conscience.
You can kill the 'giant chicken' that's locked up in the fenced-in compound next to Rose's
for some XP. But you leave the village without an egg supply... by the way, if you buy a Wasteland
Omelette from Rose for $25, it heals you to full HP.
Quests
- 1. Farrel has a rodent problem in his garden. Remove the infestation
- 300 XP.
Farrel is the old codger located in the house SE of Rose's B&B (north Modoc).
He'll ask you to help him by cleaning out his garden. Go for it, but beware. The critters there
are poisonous.
- 2. Cornelius has lost his gold pocket watch. Find it and return it to him - 2000 XP.
If you talk to Cornelius in the back of Roses B&B, and tell him that he needs serious help,
he'll mention something about Farrel having his watch and you'll get this quest. See quest
immediatly below for the resolution.
- 3. Farrel wants you to find Cornelius' gold pocket watch. Find it and return it to Farrel
- 2000 XP.
Farrel will also tell you about the longstanding feud between himself and
Cornelius (Rose's husband) over the supposed theft by Farrel of Cornelius' watch. So... you
suspect Farrel did steal the watch, because there's a safe in his wall that he gets very touchy
about when you discover it. But, to find the real culprit, you have to check out the
Outhouse to the east of Rose's. Go down below (yech!), and dynamite the pile of rocks there
(Jo has some dynamite for sale if you need it). Of course, head back up the ladder as soon
as you set the charge. Then go back down, take out the critter, and retrieve the watch from
the critter's lair. You get 500 XP for dynamiting the rocks, and 1500 XP more when you return
the watch to either Farrel or Cornelius.
- 4. Jonny is missing. Find him and bring him home to Balthas.
Talk to Balthas in
the Tannery. Offer to look for his son. If your reputation with the good folk of Modoc is at
least 'Accepted', Balthas will offer you the services of his dog, Laddie (so, you may want
to do a few of other quests in Modoc to boost your reputation before you accept this quest).
For a good laugh, go to the well just SE of there and initiate a dialogue with Laddie. Anyway,
Laddie will stay with you until you locate Jonny (hint, hint).
- 5. Jonny's in the Slag caves. Find a way to get Jonny back home to Balthas - 2500 XP and
Combat Leather Jacket.
When you return Jonny, Balthas gives you a little something
for your troubles :-)
- 6. Something strange is happening at the farm northeast of Modoc. Investigate and report
back to Jo.
Go talk to Jo at the back of the General Store. If you mention that you're
looking for a GECK, he'll give you this quest and promise to tell you where to find a GECK
if you complete it. When you get to the Ghost Farm (just NE of Modoc), make sure you examine
one of the grisly bodies that are skewered on the poles. Then go into the shed. When you walk
over the middle rug, you'll drop down below. Talk to Vegeir, and agree to take their message
to Modoc. Before you leave, go to the very rear of the caves, over an exit grid. Talk to all
the boys until you find Jonny... but you can't take him with you yet.
- 7. Deliver Slag message to Jo in Modoc - 3500 XP and Assault Rifle.
Give him the
message from Vegeir. If you remembered to examine one of the fake bodies at the Ghost Farm,
and you got Karl's story out of him at the Den, you'll have completed this quest. Now
you can wrap up all the Jonny quests too. Return to the Slag Caves. Vegeir will give you an
Assault Rifle, and agree to send you back to Modoc with Jonny! See Quest 5 (if you didn't find
Karl yet... you still have time to travel to the Den and talk to him in Mom's Diner - 500 XP).
You're now officially a hero in Modoc. Before you head out, make one more trek up to Rose's
place. You'll get a free Wasteland Omelette (heals to full HP), and be allowed to rummage through
her lost-and-found crate for a pot-luck freebie.
- 8. Jo is suspicious of the Slags. Find out about the dead bodies at the Ghost Farm and
find out what happened to Karl.
See Quest 7.
In the Courtyard, just in front of the Bar, is a little boy named Curtis. He has lost his Mr.
Nixon doll. The doll is located behind the Bar building, in an outside corner (west
of a large pile of rocks). Return the doll to Curtis (100 XP), then stand around a while and
listen to what he's saying. After a while, you'll find a Wrench in that pile of rocks I just
mentioned.
You can get Cassidy, the bar owner, to join your party. He's damn handy with a shotgun, especially
in the early stages of the game. He has a heart condition though, so be sure never to feed
him any excitement inducing drugs like Buffout or Jet, or he'll pop his clogs on the spot.
Charlie, the guy lying flat out in the tent, is actually radiated (I originally thought he
was drunk). 200 XP if you can spare a Rad-Away to fix him up.
If you have good Repair skill (or Vic!), you can fix the Auto-Doc in the back room of the Clinic
for 100 XP. The guy there is not eternally grateful when you do it... but if you and your party
ever need to get healed afterwards, this place then becomes an option.
If you have a Vault 13 water flask, talk to Vic's friend, Ed. He hangs out in a shack near
the brahmin pens in the Courtyard - 500 XP and some new locations on your map.
To get into Vault city proper, you can try to sweet-talk Wallace in the Customs office into
giving you a Day Pass. If you have high enough CH and/or Speech skill, you should be able to
convince him that you are a merchant who wants to trade with Vault City. Alternatively, you
can strip down to your Vault 13 suit before speaking to Wallace. He finds this quite unusual,
and sends you in to see the First Citizen. Even better than either of the above approaches,
you can bribe Skeev his assistant. You pay him $200 for fake citizenship papers (much handier
than a Day Pass). Then, you can blackmail him for $300 to keep quiet! Net: $100 and a set of
fake papers. I never needed a Day Pass. The fake papers are good enough as long as you don't
flash them around unnecessarily :-)
In Vault City, Randal in the Amenities Office, east of Val's place, has great stuff for sale
at the best prices I've ever seen... and he accepts false citizenship papers!
You can talk the guy in the Information Center (that's west of the Servant Allocation Center)
into giving you a Science book and a Repair book.
Valerie (Vic's daughter) can upgrade weapons:
- Expanded magazine (from 8 to 20) for Desert Eagle .44 - $1000.
- Expanded magazine (from 24 to 100) for Assault Rifle - $1500.
Once you become a Citizen, there are a lot of goodies you can find in the Vault, including...
er... a few Water Chips :-)
Vault Level 1 Male characters can date Phyllis the nurse for 100 XP. A further 300
XP if you can convince her that radiation has made everyone there sterile. You can also get
another 300 XP for convincing her to see the outside world, and with the Sex Appeal trait,
you can donate some... genetic material for a further 500 XP.
If your Doctor skill is 80% or better, you can also get Combat Implants. Access the medical
computer in the room where the doctor is. If you search the medical database, you should eventually
find schematics for the implants. Then, talk to the doctor in the Clinic (Courtyard). Make
sure you repair the Auto-Doc first! You also need one set of Combat Armor (doc strips them
for parts) per operation. Then, the following operations are available: Low impact - $7000
($5000 if high CH). Increases Normal and Explode resistance by 5% each. High impact - Low
impact and $40,000. Never took this one. Increases Normal and Explode resistance by a further
5% each. Not only is it expensive, but it makes you one ugly mother, and thus reduces your
CH as well. Low thermal - $10,000 ($8000 if high CH). Increases Laser, Fire, and Plasma
resistance by 5% each. High thermal - Low thermal and $50,000. Never took this one either.
Increases Laser, Fire and Plasma resistance by a further 5% each. Way too expensive, and it
makes you ugly to boot, thus reducing your CH.
Vault Level 2 If you repair a rattling vent on the wall to the NE, you'll get 100
XP and 50 x Micro Fusion Cells are hidden there. Two of the doors are jammed. You can open
these if you have ST 8 (use Buffout). Some good ammo here, and a Red Memory Module that you'll
find a use for later. Other doors are locked. You need Lockpick skill of 70% to open these.
Once you do open these, you'll find: a Wrench ;-), and a Computer Voice Module (hmmm...), amongst
other things.
Vault Level 3 The Central Computer knows the location of Vault 15. There are some
general supplies and weapons in the locked rooms. I think there's some ore from Redding stored
in the room with the red light above the door... but I could never get in there to find out.
As in the original Fallout, you can use your Science skill on the computer in the room to the
SW for 350 XP.
Also, once you have become a citizen, talk to Councillor McClure to learn there is a problem
with the Redding ore production. Mention this to Doc Johnson in Redding, then go speak to McClure
again for 250 XP. From this, you get the inkling that you might be able to find a cure for
Jet... see New Reno Quest 14.
Quests
- 1. Deliver Moore's briefcase to Mr. Bishop in New Reno - $500 and 500
XP.
Just outside the vault entrance, near the Correction Center, there's a guy preaching
(Moore). If you humour him for a while, he'll give you a briefcase and ask you to deliver it
to a Mr. Bishop in New Reno (the Shark Club, Commercial Row). It's worth $500 and 500 XP, and
Bishop will give you another errand. After you deliver the briefcase to Bishop, you can shop
Moore to First Citizen Lynette for 500 XP, but I didn't like doing this.
- 2. Get a plow for Mr. Smith - 250 XP and Desert Eagle .44.
Mr. Smith is located
outside his tent, just to the east of the Clinic. Offer to get the plow for him, then buy it
from the shop just west of the Clinic.
- 3. Solve the Gecko powerplant problem.
Talk to First Citizen Lynette, quite a rude
person. She hangs out in the SE corner of the Central Council building, located in the NW corner
of Vault City. Eventually, she'll get around to mentioning that there's a way for you to become
a Citizen, other than passing that ridiculously difficult test...
- 4. Rescue Amanda's husband, Joshua - 500 XP.
Talk to Amanda, the distraught woman
in the tent next to Curtis. Her husband is being held in the Servant Allocation Center in Vault
City. You might be able to convince Barkus that Joshua has a contagious disease, and he'll
be released for free; else, you'll have to fork over $750.
- 5. Deliver beer and booze (10 each) to Lydia - 250 XP and $300.
Lydia runs the
Tap House, just inside the city gates. Deliver 10 real booze (not the rotgut or the radiated
stuff) and 10 beers to collect.
- 6. Deliver pliers (tools) and a wrench to Valerie - 250 XP, $50, and Super Repair Kit.
Val is Vic's long-suffering daughter. She's in the Maintenance Center, just north of the Tap
House inside the city gates. If you can supply her with these items, she'll also give
you a Super Repair Kit (you need this item for Skeeter in Gecko). But, you'll have to wait
a few days for this to happen... If you couldn't get the wrench by helping Curtis (see above),
then you can find one on the Morningstar Mine's premises in Redding, or on Level 2 of the Vault
City vault - but you need to be a Citizen with high Lockpick skill to get it!
- 7. Scout the eight sectors around Gecko and return to Stark - 350 XP and $300.
Talk to Stark in the Corrections Center.
- 8. Enter NCR and return to Stark - $500 and 750 XP and Motion Sensor.
Easy money.
- 9. Deliver Lynette's holodisk to Westin in NCR - 4500 XP.
After wiping out the
Raiders (and taking their Account Book. See Raiders section below), talk to Lynette.
If you managed to get the Holodisk from Bishop's safe in New Reno, that proves Bishop was hired
by NCR (2500 XP). Then Lynette will ask you to deliver Bishop's Holodisk to Westin in NCR (2000
XP).
- 10. Deliver a sample of jet to Dr. Troy - $1000.
Getting this quest may depend on
you already knowing about Redding's Jet problem. Then if your Doctor skill is at least 80%,
you'll be able to engage Dr. Troy (first level of the vault) in conversation as a fellow doctor.
He'll give you a tour of the facilities, and then just as you're about to exit the conversation,
he'll mention that he's looking for a sample of Jet. Anyway, even when you leave the Jet
with Dr. Troy, he's not able to crack the problem and come up with an antidote... but you can!
See New Reno Quest 14.
Lenny, Harold's assistant in the Manager's Office, once met your ancestor the Vault Dweller.
If you talk to him about his former escapades, he will join your party. Not much cop as a fighter,
but he has a high Doctor skill.
The room to the west of where Skeeter hangs out has a set of Lockpicks in a locker there. Possibly
the first set you'll encounter in the game.
Quests
- 1. Solve the Gecko powerplant problem - 4500 XP.
Talk to Harold
in the Manager's Office. Hmmm. You need to convince Vault City that Gecko needs a Hydroelectric
Magnetosphere Regulator for their power plant, to stop radiation leaking into the groundwater.
After the conversation, be sure to nab the Coolant Report and Part Requisition Form off the
desk behind Harold. Then, before you head back to Vault City, do the following: Northern
part of Gecko is the Junkyard. In the building to the NW of Skeeter's place, in the northern-most
room, there's a manhole. Go down it, and find the (sentient!) mole rat in the SW corner. Talk
to him, and he'll give you a Talisman (note: you can also steal a Talisman from a ghoul in
the building just SW of the Manager's Office, but it's not as... interesting that way). Return
topside, and you'll find Gordon in the house NE of Skeeter's place. When he sees that you have
the Talisman, he'll give you a Holodisk that contains economic data concerning the reactor.
Take this Holodisk to Councillor McClure (the sane voice of Vault City :-) He's located in
the same building as First Citizen Lynette, but his office is in the NW corner. You'll get
750 XP for delivering the Gecko Holodisk. McClure will get you the part for the power plant
(see Randal in the Amenities Office)... and, he'll be able to fix you up as a Citizen
once you get the part installed back in Gecko, thus bypassing that witch Lynette :-)
Back in Gecko, enter the Power Plant, east side of town. You'll need Yellow and Red Pass Keys,
which can be found by scrounging in the various lockers and bookcases around the place. If
you have really high Charisma, you might get Festus, located in the far SE of the plant, to
install the part for you, but mere mortals have to do it themselves... so go talk to Hank,
the ghoul in the room through the red doors, right next to the reactor core. Then log on to
the computer just behind him to program the maintenance bot: Initialize: A1546761, 5B576005,
35C76863 Initiate repair sequence (you feed it the part when requested). Then, use 'Add
a command' 6 times (returning back to main menu after adding each one) until you have constructed
the following program:
1) Amplify Plutonium-Gamma Shield 2) Deharmonize Neptunium Impeller
3) Calibrate Uranium-Rod Driver 4) Set Voltage on Saturn-Class
Capacitor 5) Test Jupiter Wave Compiler 6) Install Hydroelectric
Magnetosphere Regulator
Then 'Execute program' and watch the Maintenance Bot go!
- 2. Optimize the powerplant - 2500 XP.
Talk to Festus (SE corner of Power Plant)
once you have repaired the reactor (see Quest 1). He'll give you a Holodisk. You need to insert
this Holodisk into the Vault City Central Computer (the one that's spewing out operational
gibberish on Level 3 of the Vault City vault). First, you need to become a Citizen to get in
there. If you've done Quest 1 above, then you can go talk to Councillor McClure, and he'll
make you a Citizen! Log on to the Vault City Central Computer, and it will ask you to insert
the disk that Festus gave you. Then, return with the optimized disk to Festus, and he'll tell
you to use it on the computer you used to control the Maintenance Bot.
- 3. Get super repair kit for Skeeter - 250 XP and Fuel Cell Controller.
Skeeter
is in the Junkyard, north part of Gecko. Valerie gives you this item for free 2 days after
you supply her with a Wrench and Tool (see Vault City, Quest 6). In return for the Super Repair
Kit, Skeeter gives you the part you need to get that car up and running! You can also buy a
Super Repair Kit from Smitty (the guy in the Den who sells you the car), but it'll cost ya!
- 4. Get 3 step plasma transformer for Skeeter - 350 XP and weapon upgrade.
Talk
to Jeremy in the north part of the Power Plant. If you have the Part Requisition Form you got
from Harold earlier (see Quest 1), he'll give you the Plasma Transformer (you can also steal
it from him). In return, Skeeter will perform one of the following upgrades for free: Scope
on Hunting Rifle Speed loader (only costs 1 AP to reload during combat) for .44 Magnum
Expanded magazine (from 8 to 20) for Desert Eagle .44 Expanded magazine (from 24 to 100)
for Assault Rifle
- 5. Find Woody the ghoul for Percy. Try the Den - 1000 XP and 3 Rad-X, 4 RadAway.
Percy's house is in the Junkyard, north part of Gecko. Talk to him, then travel back to the
Den, and check out the 'mummy' in the room next to where you found Anna the ghost. It's Woody!
When you return to Percy afterwards, he'll give you some anti-radiation supplies.
On the east side, in a garden near the mine, there's Seymour the talking spore plant. He wants
to be replanted. Talk to the poor thing when you have a shovel, and you'll get 1000 XP plus
get clued in as to how to defeat a sentient scorpion at 'chess'. The scorpion and his professor
friend are located in a building just to the SE of where Seymour winds up. Leave your party
behind, and challenge the scorpion to all 3 contests. If you have good PE and AG, you can beat
him at contests of perception and agility respectively for 500 XP each. Then you can try the
contest of 'smarts'. Knowing what you learned from Seymour, you can defeat the scorpion at
'chess' for another 500 XP. I always let the scorpion live afterwards, which is why I didn't
bring the gang along.
The place where you replanted Seymour (see above) is actually the Old Ghouls Home. Talk to
Typhon there (Set's son, from Fallout!), in the SW room. In exchange for: a Cat's Paw magazine,
a blow-up Sex Doll (ahem... bookcase in building Marcus is/was standing in front of), and a
bottle of Rotgut, he'll tell you the location of his 'treasure'. You get 2000 XP after you
deliver all this stuff. Then, have a look down the well in the centre of downtown. Oops! You
can convince Micky the treasure hunter to go down the well after your treasure, but then he
becomes stuck down in the well. I never figured out a way to get him out of there.
Marcus is the best addition to your party in Fallout 2! You must complete Quests 1 and
2 below, then Marcus will agree to join you, and you get 1000 XP to boot.
After you've fixed the mine's air purifier (see Quest 1 below), and can explore it at your
leisure, there's an easter egg to be found in there. To your right, just as you enter the mine,
there's a short tunnel with a pile of rocks at the end of it. You can actually walk on these
rocks. If you walk right into the corner, a passageway will open up in the wall, and you've
just discovered a hidden chamber (1000 XP)! There's a pilot who's been sleeping there since
before the holocaust, and you can wake him up with a dose of Jet, for 500 XP more. In the footlocker,
there's a chunk of Uranium Ore. Take the Ore to the processing plant (building to the south
of the caravan fitters/Unity Patrol HQ). Talk to the foreman there in the office. Another 500
XP for figuring out how to get the Ore processed. You have to give them $1000, and it takes
a day to process your Ore... when you come back to collect it, the foreman pleads with you
to let the ghouls keep it. Let them keep it for 1250 XP. You can either accept the extra $500
he offers as compensation, or get karma points instead for only taking the $1000 which you
originally forked over.
Quests
- 1. Fix the mine's air purifier - 1500 XP and Combat Shotgun.
Talk to Zaius, the mine foreman, located in a building just outside the mine on the NE side
of Broken hills. He'll ask you to go to New Reno and pick up a new Air Purifier from Renesco
(west side of Commercial Row). When you return, leave all your party members outside the mine!
Then, just blitz right through the mine to the NE corner, using a Stimpak or 2 to alleviate
the damage taken due to the bad air. Once you replace the Air Purifier, you can return, picking
the Ants, Radscorpions, etc. off at your leisure. Zaius presents you with a Combat Shotgun
as a reward. Every time I fixed the air purifier, Quest 6 popped up crossed out. See below.
- 2. Find the missing people for Marcus - $500 and 1500 XP.
Go to the east side of
town. There are a few manholes in this area (one of them in an outhouse). Go down, kill a few
ants, and locate the bodies in the NE corner of the tunnels. On one of the bodies, there's
a note from 'Francis' that implicates him as the killer. Once topside again, you can located
a man called Don in a house in the NE corner. Tell the poor guy you found his missing wife
(500 XP above). Then, talk to Sheriff Marcus for the rest. Complete Quest 3 first, then you
may confront Francis with the note you found (other 1000 XP above). He leaves town quietly.
- 3. Beat Francis at arm wrestling - 350 XP and Power Fist.
All you need is ST of
10. Use Buffout or whatever. Eric gives you one dose of Buffout when you complete Quest 4.
- 4. Divert more electrical power to Eric's home - 1500 XP and Buffout.
Eric lives
in the first (fly-infested) house on the right as soon as you enter the east side. He needs
you to divert more electrical power to his home. Go to the generating station back on the west
side, and use your Science skill on the computer terminal there to do this (worked after a
few tries with 47% Science skill).
- 5. Break Manson and Franc out of jail - 1500 XP.
Talk to Jacob, in shop to east
of Ore-processing Plant. Tell him you hate mutants. The jail is just to the north of where
Marcus is standing. If you have high IN (I had IN 10, CH 7 and Speech 61%), you can convince
the jailer there to give you a key to let them out. This sends your Karma back 10 points, but
has no other effects as far as I could determine. Marcus still talks to you.
- 6. Blow up the mine's air purifier - 1500 XP, plus some weapons from Liz' basement cache.
If you do Quest 5, then Jacob will also give you this quest. He gives you a device to blow
up the mine's air purifier with. However, you can get some XP, and still stay on Marcus' good
side, by heading straight for Marcus as soon as you get this quest and saying you have something
to tell him. You'll get a dialogue choice to tell him about Jacob and Aileen, and be able to
turn in the terrorists for 2500 XP! A win-win situation :-) Anyway, if you decide to carry
out this quest... as in Quest 1, just blitz right through the mine to the NE corner, using
a Stimpak or 2 to alleviate the damage taken due to the bad air. Use the device Jacob gave
you on the air purifier, and... no more mutants in Broken Hills, including Marcus :-( This
quest sets you back 50 Karma points. Only worth it if you're playing an inherently bad character,
especially as you can't get Marcus as a party member afterwards.
The raiders are holed up in that little spot marked 'Unknown' that lies between Vault City
and Broken Hills. There are many traps in the cave leading to their lair. They are also heavily
armed, so beware heading in there with NPC's like Vic and Sulik in tow, as they are quite liable
to be killed unless you are very lucky.
If you do manage to vanquish them, you get 2000 XP for ending the raider threat. Also be sure
to take all 3 of the Dog Tags (from the footlockers) so you can prove to the folks in Vault
City that the raiders were hired mercs. When you report to First Citizen Lynette that you wiped
out the raiders, you'll get a $1000 reward and 1000 XP. Even better, once you have the 3 dog
tags, you can open the raiders' safe (numbers on the tags form the combination, 500 XP more)
and get their Account Book, which proves who hired them. Show this to the First Citizen for
another 1000 XP and $500 (if have the Holodisk from Bishop's safe in New Reno, then you get
Vault City Quest 9 instead)!
I never was able to figure out what to do with the tribal 'Shadow-who-walks'. He won't talk
to you, even if approached without weapons. Rumour has it that he's part of a 'broken' quest.
Go see the sheriff. He's injured, and requires a deputy to do a few jobs for him, starting
off with... Pay Widow Rooney's back rent. Just pay the widow the $120 she owes for 1500 XP!
(and the sheriff gives you $100 for the job anyway, so you're only out of pocket for $20) Then,
when you report back to the sheriff, you get Quest 4 below. The sheriff also has a slew of
weapons stashed around his office, ripe for the picking.
You can buy the deed to the Great Wanamingo Mine from Mayor Ascorti for $1000. If you manage
to clear the mine of critters for him, he'll buy the deed back off you... worth $2500 and another
1000 XP. One entrance to the Great Wanamingo Mine is in the building where Frog Morton is hiding
(see Quest 1 below). However, there's a back entrance through the well just south of the Sheriff's
office. Going NE from the well entrance and up the ladder there brings you into the back of
Ascorti's casino, in case you're in for a bit of daytime robbery. If you head north from the
well, over an exit grid, and then west over another exit grid, you'll wind up in the mine proper.
Make sure you head into every nook and cranny along the way if your mission is to rid the mine
of critters. There are a few ladders down to the bottom level that contains the mining machines
(see Quest 3 below). Finally, make sure you get all the eggs that are near the elevator all
the way to the west of the bottom level. When you've gotten all the critters, you'll get a
message notifying you that you've cleared the mine... and 3500 XP!
'Painless' Doc Johnson has Super Stimpaks for sale. He's also part of the Jet Antidote quest
(see New Reno, Quest 14).
Quests
- 1. Kill Frog Morton - $1000 and 3000 XP.
Frog and his gang are
holed up on the west side of town. You have to get by some tough rats first. Completing this
quest has the unfortunate side effect of putting all of his nasty brothers on your tail. You'll
meet them in random encounters for the rest of the game... until you bump them off too!
- 2. Find out who cut the whore - $500 and 1250 XP.
Talk to the bartender in the
Malamute Saloon for more info. The guy who did it is located on the premises of the Morningstar
Mine HQ, north side of Redding. He'll confess to you as soon as you start speaking to him.
- 3. Find the excavator chip - $1000 and 2500 XP.
Be prepared to kill a few real
ornery critters! Bozar rules for this one :-) The machine that holds the Excavator Chip is
on the bottom level of the Great Wanamingo Mine (there is actually another Chip, on the ground
next to the other machine to the east there. However, you can only sell one of the Chips).
Once you have an Excavator Chip, you can sell it to either Dangerous Dan McGrew of the Morningstar
Mine (who is aligned with the New Reno underground), or Marge LeBarge of the Kokowebe Mine
(NCR). Either one pays the same.
- 4. Break up the bar brawl - $300 and 1500 XP.
Just talk to the irate woman miner
who's arguing with the guy at the far end of the saloon. I wound up tossing both their sorry
asses in jail.
Talk to Jules, standing just outside the Virgin Street carpark where you first arrive. For
$100 a pop, he'll tell you about each of the 4 crime families who run the place. You have to
tread carefully here if you want to keep your options open. Take all the quests for any one
family, and you'll be 'made' by them, and thus not able to take jobs for other families! The
quests always come in a particular order, and I've indicated below which one makes you a 'made
man' (or woman), but only if you report back after doing the quest... so you can at
least get all the benefits of the gear and money accrued while doing it, and one of these quests
in particular is worth it for the gear alone ;-)
Regardless of your sex, you can choose to sleep with Mrs. Bishop (2nd floor, Shark Club). Make
sure you deliver the suitcase (that you got from Moore in Vault City) first to Mr. Bishop on
the 3rd floor, else you'll have to fight your way back out of the casino afterwards! In any
case, leave your party outside the casino before you venture upstairs and take up Mrs. B's
offer. I discovered that if you take them up to the 2nd floor with you, then sleep with Mrs.
B, that I couldn't find them anywhere upon returning. Jealousy, I suppose. After you sleep
with her, she'll mumble the combination of the wall safe in her sleep. It contains a necklace
and some other goodies. The safe in the north room has a map that gives you the location of
the Raiders, and also proof that the Raiders are actually mercs hired by Bishop. Beware that
this safe is trapped! If you set off the trap, you'll alert Bishop's men, and that is not
a good thing. If you don't have high enough Traps skill, there's a trick you can use to get
by it. Just arm an Explosive, and drop it right underneath the safe. Then go hide at the NE
corner of the swimming pool. When the Explosive detonates (also triggering the trap at the
same time :-), Bishop's man comes to investigate. He doesn't find anything, and goes away again.
Now you can open the safe and pilfer the contents! If you kill Bishop, and tell Mrs. Bishop
that she's free to move on, you get 1000 XP for this.
If you have good Unarmed skill, you could try your hand at boxing. If you decide to have a
go, do yourself a big favour and get the pair of Plated Boxing Gloves (technically, it's cheating,
but all's fair in love and Fallout :-) from a locker in the basement of the Shark Club. Then,
go to the Jungle Gym on 2nd Street and talk to little Stuart, who arranges the fights. If you're
carrying the Plated Boxing Gloves with you, you'll automatically wind up with these on in the
ring and have a much better chance against those bruisers!
If you can't find a Voice Recognition Module anywhere else, Eldridge in the New Reno Arms shop
(west side, Commercial Row) will part with his for $2500 after a bit of negotiating. I usually
happened to be swimming in weapons at this stage in the game, so if I hadn't been able
to get the Module by lockpicking the doors on the 2nd floor of the Vault City vault, then I
just bought the part from Eldridge, and traded some weapons in to get the cash right back from
him about 10 seconds afterwards :-) Eldridge can upgrade weapons, but he's really too expensive:
- Expanded magazine (from 24 to 100) for Assault Rifle - $6000.
- Sight on FN FAL - $12000.
However, there is an unassuming fellow named Algernon lurking in Eldridge's basement
who is an absolute weapons wiz and will perform upgrades free! Just wait till Eldridge
is in the front room where you deal with him, then sneak in the side door on the west side
of the building, and head for his back room. Don't worry about the dogs. Locate the hidden
stairs (behind the shelf, next to his bed), go downstairs and talk to Algernon, who I got to
upgrade the following for me:
- Expanded magazine (from 24 to 100) for Assault Rifle.
- Night Sight on FN FAL
- Flamer to Improved Flamer (fires hotter fuel)
- Flamethrower Fuel to Flamethrower Fuel MKII (hotter fuel)
- Plasma Rifle to Turbo Plasma Rifle (more damage, greater range)
- Laser Pistol to Magneto-Laser Pistol (extra penetrating power)
Also in the basement, in the far
NW corner, is a fridge containing... an Electronic Lockpick and 2 Pulse Grenades! Toxic Caves
starter kit, anyone?
If you decide to take out the Mordino family, make sure you take the "Little Jesus" Combat
Knife off Little Jesus' body. It's the best knife in the game!
Quests
- 1. Find a way into the Sierra Army Base - 1000 XP and 'made man' of
the Wright family.
You have to do Quest 3 below before you can get this quest. The
Depot is located just north of New Reno. Leave any weak party members outside, because there
are a load of high tech gun turrets guarding the approach! It helps if you have a long range
weapon (like a Sniper Rifle) to take out the turrets with. Once you damage the sensors (lenses)
so they can't see, then you can pick them off without them being able to fire at you. Once
inside the fence, and after you eliminate all the turrets on the inside too, you are free to
explore a bit. In the little hut to the west (careful of traps on the door and one of the small
ammo crates) is a large ammo crate containing a Howitzer Shell. Load this into the Howitzer
in the shed to the east, then use the Howitzer to blow open the Depot main door. Before entering
the Depot building, you have the option to go down the manhole located amongst the generators
and throw the switch there. This action changes the force fields inside from impassable to
passable (but, you'll lose HP going through them). If, on the other hand, you have decent Repair
skill, it's better to leave this switch alone. You can temporarily disable each field by repairing
its associated generator, and you won't lose any HP this way.
Level 1 Once inside, get the Password Paper from the desk just inside the entrance,
then use the computer (enter password) and disable the force fields. In the SE room, you'll
find a locker containing a Yellow Memory Module. The locker next to that contains... er, Dixon's
eye, along with a holotape explaining what happened. There's a jar of the Bio Med Gel the tape
references on the floor near one of the surgical tables. You can get a %10 increase in Unarmed
by using both punching bags. In the living quarters at the north end, there's a row of lockers.
One of them contains Combat Armor! When you are ready, use Dixon's eye on the retinal scanner
near the elevator to open it...
Level 2 If you don't attack any of the robots, they won't bother you! So, unless
you need the XP and are heavily armed and armoured... If you must, the best way to take out
a robot is with a targeted shot to the sensors. If you get a critical hit, the robot is rendered
effectively blind and won't attack you anymore! If you plan to return to the Depot later on,
then you should enter the room to the west and deactivate the repair computer (just hit the
OFF button). You get 200 XP for this, plus any robots you do kill won't be automatically repaired
when you leave the Depot. In a room to the far SE, there's a computer you can use to de-activate
that electric plate on the floor that leads to the weapons store. With LK 10, I was also able
to guess the password in order to turn off all the force files on Level 2. There's loads of
goodies in the weapons store, including: Plasma Rifle(!), Sniper Rifle, and 2 sets of Combat
Armor. In the northern part of this level, 2nd row of crates, in the top middle at the back,
there's a crate containing: 5 AP Rockets, 10 Plasma Grenades, and 10 Pulse Grenades. When you've
finished looting the place, you can use Dixon's eye again to take you to the next level.
Level 3 Here, if you talk to the supercomputer (Skynet) via his console, you'll
see that he wants out of the place. You'll have to find his brain somewhere on Level 4. Be
sure to grab another eye (General Clifton's) from the room to the NE. Then make your way to
the room in the NW and access the computer there. Hmmm. You need a brain, some Bio Med Gel,
and a part from a robot (the same kind of robot as the disassembled one in the back room there).
So, I went back to the room near the elevator, and opened fire on one of those robots. Of course,
then I had to kill all the robots on this level because they attack once disturbed. Tough on
the ol' Stimpak supply, but great for the XP. After you kill them all, take a Motivator from
one of the dome-topped ones, then use Clifton's eye on the left-hand retinal scanner to access
Level 4... When you return from Level 4 with the brain, place it, the Bio Med Gel, and the
Motivator into the disassembled robot in the back room. Then use the computer to activate it.
Now, either you've extricated Skynet and he becomes a useful NPC, or you've found a nice home
for one of the other brains (500 XP in any case) and you at least have a mule to help you to
carry all that booty out of the place :-)
Level 4 Find the room all the way to the NW that fronts onto a large room full of
cryogenic suspension tanks. Access the computer there, and have it retrieve the cadaver first.
Yikes! It comes alive and you can talk to him, but then he runs away... and promptly decomposes
into a heap. If you examine what's left, you should find a Red Ryder LE BB gun, one of the
best Small Guns in the game! Anyways, return to the computer, and ask for a Brain next. Unless
you have an astronomically high Science skill (125% or better!), you'll inadvertently kill
Skynet (Cybernetic Brain) and wind up with one of the other... less desirable brains. Ah well,
at least you came away with something. Once you have the 'best' brain you can manage to retrieve,
return to Level 3.
- 2. Recover your stolen car.
The first time you leave your car in the Virgin Street
carpark, it'll be gone when you come back. If you pressure Jules, he'll tell you about the
'chop shop' it's been taken to. Talk to T-Ray in the office there. He's fixing the car up for
Mr. Bishop. With sufficient blagging skills (I popped a Mentat before the conversation and
had IN:10 CH:7 Speech:45%) you can trick T-Ray into thinking that you are Bishop's emissary
and get the car back for free plus 750 XP (and you should be able to get some free batteries
a.k.a. Fuel Cells, but T-Ray says he won't have any for another 2 weeks), otherwise, you'll
have to fork over $1000. Either way, you obtain another 750 XP for getting the car back without
resorting to violence. Also, you can pay another $500 (or female characters can sleep with
T-Ray instead) for some 'enhancements' to the car (primarily more space in the trunk, I think).
Alternatively, you can just wipe the whole garage out for the fun of it :-)
- 3. Find out who was responsible for Richard Wright's overdose - 4000 XP and $1000.
On the east side of Commercial Row is an old railway station. Talk to Chris Wright there (jeans
and leather jacket, ya know... the 'Ian look' ;-) Then, if you head to the building directly
south of there, you'll be able to talk to Keith, who'll let you in to see dad (Orville Wright).
After getting the quest from Orville, talk to Keith again (you'll need a Charisma of at least
7 to get anywhere. I had to pop a Mentat!) He'll tell you where Richard's room is. Then, when
you search the right-most bookcase there, you'll find an empty Jet canister (500 XP). Show
it to Jagged Jimmy J (dealer on 2nd Street), and he'll tell you it was laced with Radscorpion
poison (another 500 XP). Confront Renesco with this, and he should spill the beans about the
Salvatore family's involvement (1000 XP more). Finally, return to Orville Wright and tell him
it was the Salvatores (2000 XP and $1000). You'll also be rewarded with a major quest to get
inside the Sierra Army Depot.
- 4. Track down Pretty Boy Lloyd, recover the stolen money, and make an... example of him
- 500 XP and $500.
Go talk to Mr. Salvatore on the 2nd floor of Salvatore's Bar (across
from the Shark Club). Lloyd is holed up in the basement of Mordino's Casino, the Desperado.
While you're here, you can pick up a Poison Tank in the room to the SW (useful in Quest 13).
Then, lockpick your way in to Lloyd and confront him. Get him to lead you to where the money
is buried in Golgotha, but make sure you get him to dig up the grave (he put a little
surprise there for the unwitting to find). I tried just taking the money and letting him live,
but if you do that, Salvatore knows. So, I had to kill the poor bugger. You lose 10 Karma points
for that, but it's probably worth the XP and money if you can sleep at nights after doing this
sort of thing.
- 5. Go visit Renesco the Rocketman and collect Mr. Salvatore's tribute of $1000 - 750 XP.
See if you can talk Renesco into giving you a 'discount' in exchange for paying the $1000 he
owes Salvatore out of your own pocket. If so, you'll get a once and only opportunity to take
everything you can carry from Renesco and you only have to pay him $1 for the privilege! That's
a lot of gear for $1001 :-) When you report back to Salvatore after this one, be sure to ask
him if you can have a laser pistol to aid in your next quest!
- 6. Help guard a secret transaction taking place in the desert - 1000 XP and 'made man'
of the Salvatore family.
Talk to Mason. He'll give you a laser pistol (as if you don't
have enough of the damn things already) and train you in the use of it if you ask him to (adds
5% to Energy Weapons skill, so probably worth it). Then all you have to do is follow him out
onto the desert, watch something very interesting indeed, and return. You don't have to lift
a finger.
- 7. Assassinate Westin in NCR without making it look like a murder - 2000 XP and $500.
If you got the suitcase from Moore (the man preaching outside the Correction Center in Vault
City), then you can deliver it to Mr. Bishop on the 2nd Floor of the New Reno Shark Club, Commercial
Row. He'll ask you to kill Westin.
- 8. Murder Carlson in NCR - 1000 XP and 'made man' of Bishop family.
After you complete
Quest 7, you're offered this last quest by Bishop. If you have decent Steal skill, you can
rob the Presidential Pass off Grunther (Tandi's Secretary). Use it on the guard in front to
Carlson's place (across the street from the Hall of Congress), and he'll let you in. If you
take Carlson out quietly (HtH or Super Stimpaks), you'll get an additional 2500 XP.
- 9. Deliver ten Cat's Paw magazines to Miss Kitty - 1000 XP and $750.
She's the
proprietress of the aptly named establishment across the street from Jules. Wow. You have to
look in every nook and cranny while playing the game to find enough of these. I'm not quite
sure it's worth the bother :-)
- 10. Deliver a laser pistol to Eldridge - 500 XP and $1500.
Any time after you figure
out that the Salvatore family are packing Laser Pistols as firepower, you can pay a visit to
Eldridge at New Reno Arms. If you deliver a 'lightbringer' to him, he'll reward you for your
troubles. You can obtain one by killing a Salvatore, or, you should have a few handy if you
completed Quest 1 above!
- 11. Deliver Big Jesus' package to Ramirez at the Stables - 500 XP and $100
If you
talk to Big Jesus Mordino upstairs in the Desperado, he'll give you the location of the Stables
and a package to deliver. Bit tough if you're a woman, but stick with it and he'll eventually
give you the quest. Ramirez is in the building to the west at the Stables. After you deliver
the package to him, go into the back of the building and get the researcher there to let you
see Myron. Go down the manhole and get past Myron's guards. I shot my way through the first
time, and bluffed my way in to see Myron on other occasions. Talking to Myron is a gas! Best
'talking head' in the game besides Sulik. Get a cup of coffee or a stiff drink, then sit down,
relax, and get into the conversation thread where he tells you all about how Jet is made. Fantastic
story! You can get him to join your party, but I was always full up. And besides, comical though
he may be, he's a pain in the butt when it comes right down to it... especially if you're playing
a female character. Myron can make you Stimpaks from the following ingredients: Empty Hypodermic,
Xander Root, Broc Flower.
- 12. Collect tribute from the Corsican Brothers - 500 XP and $125.
The next Mordino
family quest. The Corsican Brothers hang out in the Golden Globes porn studio, across from
the Jungle Gym. Just collect $250 from them and return to Big Jesus Mordino with it. He gives
you half of it back, and offers you a final job...
- 13. Assassinate Boss Salvatore for Big Jesus Mordino - 2250 XP and $500 and 'made man' of
the Mordino family (plus Grease Gun and Leather Armor MK II).
If you're going to become
a 'made man', this is not a bad way to go. Just be prepared to wipe out the whole Salvatore
family (500 XP above is for wiping out Boss Salvatore himself). Make sure you take the sunglasses
off Mason once he's dead. When placed in an active item slot, they increase your CH by one!
If instead, you prefer a 'cleaner' way to take out Salvatore, you can use your Steal skill
to swap a Poison Tank (obtained in basement of Desparado. See Quest 4 above), with the plain
Oxygen Tank that Salvatore is constantly using. You don't need high Steal skill to pull this
off (I did it with 18%!), but be prepared to save and restore a few times in the process. Then,
leave the room before Salvatore croaks and you've offed him without firing a shot :-)
- 14. Find some endorphin blockers to make a cure for Jet - 9000 XP and 2 x Jet Antidote.
Talk to Myron (see Quest 11) about the possibility of a Jet Antidote... but you need 80% Science
skill to get the right dialogue options. You get 2000 XP for convincing Myron that a cure is
possible, and Myron mentions that someone in Vault City might have the necessary supplies.
If you now speak to Dr. Troy in the Vault City vault, you'll get the dialogue option to ask
him if he has any endorphin blockers. From the conversation that ensues, you'll walk away with
2 Jet Antidotes, and 2000 XP more! Before you leave Vault City, make sure you go to Councillor
McClure to tell him you found a cure for Jet. He'll send you to see Doc Johnson in Redding.
Then go to Doc Johnson in Redding with the Antidote. Another 2500 XP for solving Redding's
Jet problem. Finally, return to Councillor McClure and tell him you delivered the antidote.
If you are brash enough to ask for a reward, you'll only get $500; but if you just say you
were glad to be of service, you'll get another 2500 XP instead! Funny, but after doing all
this, I was not able to get this quest struck off the quest list.
- 15. Bust up Wright's still beneath the train station - 500 XP plus Louisville Slugger and
$200+ or 15 Karma points.
Talk to Chris Wright in the train station about the Wright
family's control of the alcohol distribution in New Reno. Then, go talk to Mrs. Wright, who's
located in the Wright mansion, room in NW corner. You should get a dialogue option to talk
about Mr. Wright, who has a serious alcohol problem, and promised to Mrs. Wright that he's
destroyed his still. You try to tell her that he hasn't, and she'll agree to meet you outside
the church the next morning. So... rest up till morning, and meet her outside Fr. Tully's church,
on the west side of Commercial Row. You'll then get this quest. All you have to do is go to
the basement of the train station, stand to the left of the left-most tank of the still, and
use your Repair skill on it. You'll then walk around behind it and disable it quietly, for
500 XP. Report back to Mrs. Wright (she's still outside the church) for your reward. If you
decline the reward, you get 15 Karma points instead.
Buster is the little guy in the tent right where you arrive at NCR. As arms dealers go, he's
a little expensive, but has some decent stuff. At first, I couldn't figure out why he told
me to get lost sometimes, then I finally figured it out. He doesn't like night-time visits!
Best time to go see him is around noon. His guards all have Bozars, one of the best weapons
in the game, so if you're a good thief...
The area outside the NCR city walls is called the Bazaar, and basically anything goes there.
Downtown NCR is a different story. You (and your party) have to put away your weapons before
entering NCR proper. Anytime you draw your weapon while inside NCR city walls, you'll have
to fight your way out the hard way. All of the cops there have Pancor Jackhammers - the best
shotgun in the game.
Once inside the city, talk to Sheriff Dumont, the grey-haired cop standing on the corner just
south of the city entrance. He'll arrange for you to see Westin, and President Tandi. You just
got two very important introductions.
Duppo, in the shop next to where the Sheriff is standing, has a good selection of wares. Make
sure you examine the stuff on all of his tables, especially the one on the right. He's got
a different selection there :-)
Talk to Doc Jubilee in the Hospital. He tells you about Saltbeef, an old prospector who allegedly
has a map that gives the location of Vault 13. In the bookcase behind Doc is a bottle of Heart
Pills (never figured out what they were for) and a hypo full of Poison. Hmmm.
Talk to the guard inside the gate of Westin's place. If you saw the Sheriff first (see above)
you'll be able to tell him you're looking for work, and he'll let you inside. Talk to Felix,
the foreman standing guard outside Westin's door. Again, you'll be allowed past because you
talked to Sheriff Dumont. Even if you're here to kill Westin for Bishop (New Reno, Quest 7),
you should talk to Westin first (see Quest 4 below), for dead men give no quests! Saltbeef
is located in a shed just inside the gate. Give him some booze and he'll tell you all about
his finding Vault 13. He made a map, but it seems the doc at Shady Sands (now NCR, of course)
might have stolen it from him. Go back and talk to Doc Jubilee in the hospital. He mentions
that he got an Elvis painting from Saltbeef, and he'll part with it for a mere... $10000! If
you purchase this painting from him and examine it, you'll find that Saltbeef did indeed draw
a map showing the location of Vault 13 on the back of it. However, dramatic as this may be,
it's a far too expensive way to get the location of the vault. See section on Vault 15 for
another way.
Dorothy the tomboy and Toto her sidekick robot are standing outside the Power Station in the
NE corner of NCR. Save the game before you approach her. When you get close, you'll be dragged
inside to help dissuade a guy from suiciding. With lots of panache (CH 9 and Speech 80%), you
can talk him out of it. Mention his ex-wife Mira, and when you get this dialogue choice: "Now's
your chance. Be the big man. Really stand her down.", then you'll have hit paydirt for 6000
XP! If you can't talk your way out of a paper bag, you can always just let the guy waste himself,
then repair the damaged gear for Dorothy. In any case, she gives you some manuals in return
for the favour. If instead you allow the station (and Dorothy) to blow up, it takes down the
force fields that are blocking the entrances to Westin's place, etc. But this isn't much help,
as there are other ways to get by them.
If you get the Hubologist, located in the building across the street from Dusty's Cantina,
to 'enlighten' you, your Luck will change... for better or worse. Save your game before speaking
to her. Mine went from 7 to 9 on the first try, so I just left it at that! This action has
the side effect of making you a level AHS-1 Hubologist, but as far as I could determine, it
didn't alter any NPC reactions, so no problem.
There's another Brotherhood outpost here, in the SE corner behind Dusty's Cantina. All the
guy there will tell you is that there's a branch in New San Francisco too.
The guy in the junkyard, west of the slavers in the Bazaar, will fit a Blower to your car to
give it more power for $1000.
Quests
- 1. Retrieve papers from Dr. Henry - 1000 XP and $1000.
You need
to do Quest 3 before you get this quest. Then, go see Dr. Henry in the building just south
of Duppo's store. He won't give you the papers, but they're free for the taking from his desk
in the hallway, so don't harm him. If you have decent IN and CH and at least 80% Science
skill, you can also get Quest 7.
- 2. Free the slaves in the slave pen, for the Rangers - 3000 XP.
Talk to Elise,
in the building just north of the Brotherhood outpost. If you want to join them, you have to
kill the slavers in the Bazaar outside. Not a bad quest if you're leaning toward the 'good'
side. Kill all the slavers, open all the slave pens using the terminal at the end of each row
of pens, and report back to Elise. You get a Ranger Pin :-), and it wouldn't hurt to take the
Ranger Map off the bench in the back room.
- 3. Kill the Hubologist in NCR for Merk - 2000 XP.
Merk hangs out in the back room
of the bar in the Bazaar, after midnight. Ask him for work. Then, kill the Hubologist (located
in building north of Dusty's Cantina, downtown centre). Now, if you just waltz in and shoot
the poor Hubologist, you'll alert the cops and have to fight your way out of NCR. Been there,
done it once, and unless you're in the market for a dozen Pancor Jackhammers, it's not recommended.
So, you can use that old faithful Fallout standby: 'Death by Stimpak'. Just use a few Super
Stimpaks on your victim (3 was enough in this case), then use your Pip Boy to wait 10 minutes,
and you have a dead Hubologist with no one the wiser. Funny, but I didn't lose any Karma points
doing this. I guess life in the Wasteland is cheap - either that, or Hubologists aren't very
popular ;-)
- 4. Stop brahmin raids - 1000 XP and location of Vault 15.
Ask Westin about Vault
13. He'll promise information in return for your doing this quest. Then talk to Felix again,
and he'll lead you out to pasture (literally). While you're there, you'll overhear two Deathclaws
chatting to each other, and mentioning that they wouldn't harm a human! Return to the ranch
and report back to Westin. You tell him that as long as he posts a person there, the problem
will be solved. If you didn't know where Vault 15 was yet, then Westin puts it on your map.
Now it's safe to kill Westin (unless: a. you want to cut a deal with him and kill Bishop instead.
But this would be much harder, believe me!... or, b. you want to complete Quest 6 below).
If you do decide to bump him off, then all you have to do is give him the Poison you got from
Doc Jubilee's bookcase in the Hospital. Folks will assume he died from his heart condition,
and you'll have completed Bishop's quest successfully.
- 5. Retrieve Parts/Gain Access to Vault 15 - 5000 XP and $6000!
After you've talked
to Sheriff Dumont, it's possible to pay a visit to President Tandi, a survivor of the original
Fallout! She's located in the Hall of Congress, in the far SE of NCR. After getting past 2
of her aides, you'll get to talk to the Pres herself, and she gives you this quest. Travel
to Vault 15, which should now be on your map, to the east of NCR. When you complete all the
Vault 15 quests, return and speak to Tandi. Then get your reward from Gunther, the man in the
suit. Also, if you got the Spy Holodisk, then see Vault 15, Quest 1 below.
- 6. Deliver Westin's holodisk to Lynette in Vault City - 1500 XP (plus H&K G11 and 2 Frag
Grenades).
If you took Vault City Quest 9, then when you deliver Bishop's Holodisk
to Westin (just say you're on business from Vault City to get in), he'll give you a Holodisk
to take back to Lynette. When you deliver it to her, she'll send you to Randal to collect your
reward.
- 7. Test mutagenic serum on a super-mutant. Try Broken Hills - 1000 XP and Dr. Henry's cybernetic
dog.
Mention Vault 13 while conversing with Dr. Henry. If you have high enough Science
skill (at least 80%), you should get a dialogue option to ask about 'cyber-genetics'. He'll
give you some Mutagenic Serum, and ask you to carry out an experiment on a Super Mutant for
him. You don't have to look as far as Broken Hills either. There's a super mutant hanging out
at the bar in the bazaar. Just inject him with the serum, he melts right in front of your eyes,
and the folks in the bar will think it was something he was drinking! You'll get Dr. Henry's
cybernetic dog as an NPC for doing this. Not much cop, if you ask me.
You must start with Quest 3 here.
Quests
- 1. Give Spy Holodisk to authority in NCR - 4000 XP and $4000.
After you talk to Gunther and get your reward for carrying out NCR Quest 5, talk to him again
about the NCR spy. It's Feargus, the guy in the Hall of Congress entrance room, who promptly
leaves the scene after having been disgraced.
- 2. Kill Darion - Quest 4 and location of Vault 13.
You need to complete Quest 3
to get this quest. Enter Vault 15 (door in side of mountain near shack where Chrissy was held),
using the Keycard Zeke gave you upon the completion of Quest 3. Take out all the raiders on
Levels 1 and 2 (in the NW room on Level 2 there's a footlocker next to the bed that contains
a set of Combat Armor). Then proceed to Level 3. In the middle room of this level, there's
a locker containing the Computer Parts that Tandi is looking for. Darion is in the room to
the SE. Kill Darion and his guards, and access the Computer there. You'll be able to copy info
onto a Holodisk that proves there is a spy in the NCR council. Lastly, access the first Computer
in the room to the SW to find the location of Vault 13! When you're done, see Quest 4 below.
- 3. Rescue Chrissy - 2500 XP.
Seek out the 'older woman' named Rebecca amongst the
squatters there. You'll talk in privacy, where she'll give you this quest to rescue her daughter.
Someone overhears your conversation though... Go talk to Dalia, who is blocking the path to
the east, and ask if she just saw someone go by. She'll let you pass. Take the exit grid east
and ask Phil, the guard in front of the shack, if he saw the eavesdropper. Turns out it was
him! You can talk him into releasing Chrissy without having to fight him. Once you've unlocked
the door with the key Phil gives you and chatted to Chrissy, she'll run back to Rebecca. Follow
her back to the tent, chat with Rebecca, and then go see Zeke in the house. You'll get Quests
2 and 4 as a result.
- 4. Complete deal with NCR.
Return to Zeke after you wipe out Darion and his crew.
Then head back to NCR and talk to Tandi again. See NCR, Quest 5.
Don't shoot! The deathclaw you see upon entering Vault 13 is Gruthar... and he talks! You get
2000 XP for finding Vault 13.
Quests
- 1. Fix the Vault 13 computer - 9000 XP and... a GECK!
Talk to
Gruthar, and offer to take a look at the broken computer on Level 3. I hope you brought a Computer
Voice Module with you. If not, you can get one from the Vault City vault, or Eldridge in the
New Reno Arms shop. Talk to Jimmy in the room where the mainframe is on Level 3. He'll tell
you the whereabouts of the old Military Base west of here. Then, open up the voice interface
terminal there, replace the sabotaged Voice Module, and report back to Gruthar. You get 5000
XP for fixing the computer, plus 4000 XP for finding the GECK. You also have the run of the
place now, so go to the storage room on Level 3 and raid all the lockers, making sure you at
least take the NavCom Parts. Er... aren't you forgetting something? I think you should pay
a visit to Arroyo now that you finally have the GECK!
- 2. Talk to Goris.
He's the hunched-over creature in robes, SW room on Level 3.
He'll join your party, but he's only got a claw for a weapon... though it does pretty high
melee damage.
Scrounge around for some interesting stuff in the tents outside the compound, and kill the
wolves when you get a chance. Inside the compound, there's a shed with some Dynamite and Ropes
inside. Just SE of the mine cart, there's a Metal Rod on the ground. You can attach it to the
cart, then attach some (unarmed!) Dynamite to the Rod. Then push the cart into the heap of
rocks and KABLOOIE! You get 5000 XP for gaining access to the Military Base :-)
Level 1 Once inside, beware of the rats, because these suckers radiate you when
they bite! In the SE corner, there's a mutant named Grundel whom you can try to speak to...
but he just wants to eat you, so I wasted him. In the SW corner there's a generator you can
repair to restore power to the place. You get 1500 XP for doing so. You can now take the elevator
in the NW corner down to the next level. But before you do, there are some Rockets in the crates
near the elevator. Also, you might want to leave any weaker party members behind, because there's
some tough stuff on the next levels!
Level 2 Even taking Marcus with you can be a bit dicey, because you have to place
yourself carefully so you're always at the centre of the action; else, he tends to run ahead
and get himself killed. So, I find the best combat setting for him here is "Attack whomever
is attacking me". OK. There are two rooms full of Super Mutants on this level. I recommend
giving yourself (and Marcus, if he's with you) a shot of Psycho before tucking in. Then, proceed
down the corridor to the room in the SW corner. You get a bit of help from the mutants themselves
here, because they can get in each other's way. But try to get the guy at the back of the room
first, because he's got a Plasma Rifle and can shoot right past his mates! As you're taking
on this lot, the rest of the crowd starts spilling out of the other room... anyway, it's not
my place to micro-manage your team! So, once you've finished wiping them out, make sure you
search them all for weapons and ammo. Also, search the footlockers in the dorm, and make sure
you don't miss the set of Power Armor in the locker room next to the dorm! Equally important
are 6 Super Stimpaks, located in a wall locker in the room all the way to the NE.
Level 3 Get the Green Memory Module from the locker in the room immediately to the
SE. The Memory Modules can be used with the Brotherhood's medical computer in New San Francisco
to upgrade some of your SPECIAL attributes. Again, wipe out all the Super Mutants on this floor,
then take the elevator to the far SE down...
Level 4 Make sure you raid the hidden footlocker at the base of the bed in the room
next to where you arrive. Then head north to face Melchior, the deranged Super Mutant. He can
summons his Deathclaw and Fire Gecko pets indefinitely as long as he's alive, so concentrate
on taking out Melchior first, then wipe out whatever pets are left. When you've killed everything
here, be sure to get the Gauss Pistol from the ammo chest behind where Melchior was originally
standing!
You enter via Chinatown. To the east, at the end of an alley, is Mai Da Chiang's 'Red 888 Guns'
shop. He's got lots of high-powered stuff here, usually a few Miniguns, a Gatling Laser, and
also a Super Sledge. Check all his tables. The weapons he has at any particular time are slightly
random, and may also be based on your current stats to maintain balance.
Lao Chou's 'Flying Dragon 8' shop is immediately to the west. The door is on a hidden wall,
so can be tricky to find. Be sure to look on all his tables too. Among the usual goodies: M60,
Laser Rifle (Ext. Cap.), Electronic Lockpick MKII, Expanded Lockpick Set, Field Medic First
Aid Kit.
You'll no doubt have noticed the fighting ring in the centre of Chinatown. You can challenge
either the Dragon, who represents 'good', or Lo Pan ('evil') to a fight to the death. The Dragon
will train you to add 5% to your Unarmed Skill, if it's not high enough already. If you do
challenge either of these guys, don't try it with less than 130% Unarmed or less will do if
you took the Bonus HtH Damage perk, and (sometimes, not every time) you have to fight a few
of their minions first, getting progressively more difficult each time, before you can take
on either master himself. Hint: a shot of Psycho before engaging in the conversation to start
the fight goes a long way :-) You get some XP per minion, 2000 XP for killing Lo Pan or
the Dragon, and 3000 XP for talking to the one you didn't kill afterwards.
If you head north past the fighting ring, through the gate, and onto the northern exit grid,
you'll wind up on the docks. Keep heading north, and you'll eventually wind up at the Poseidon
tanker. Jenna, in the General Store on the tanker (north of the entrance), has an Electronic
Lockpick MKII for sale.
If instead of taking the northern exit grid once you go through the gate, you head east and
take the exit grid there to the NE, you'll wind up staring at a... space shuttle. Take the
circular stairs downwards to the Hubologists headquarters. Talk to AHS-7 there as you enter.
You can become a Hubologist by talking to Juan and Vikki (a thinly disguised Tom Cruise and
Nicole Kidman) in the prayer room, and then reporting back to AHS-7. He'll give you Quest 4,
but I quite took to Badger so never had the inclination to carry this out. If you're looking
to address some more practical concerns, then see Crocket, the scientist in the room to the
SE. He'll upgrade Power Armor to Hardened Power Armor for $10000 a go. It takes him a day to
do each set, and he'll do a maximum of two sets for you. Probably worth it if you have NPC's
like Sulik and Vic in tow.
For what it's worth... you can hack into the Shi's mainframe (the 'Emperor'). All you have
to do is waltz into the Shi Palace (on the east side of town), head for the large central room
where the empty throne is, open the door at the back of the room, disable the force field,
and hack in for 3000 XP. You get another 3000 XP for accessing the chemistry section of the
database, and a further 5000 XP for diverting fuel to the tanker (but you have to know that
this is possible in order to get that option :-) Anyway, once you've finished your hacking
job, all the Shi in the place are hostile and will attack. There are easier ways to divert
fuel to the tanker. See Quest 7 below.
You should start with Quest 10 here.
Quests
- 1. The navigation computer needs the NavCom part to work.
See
Vault 13, Quest 1.
- 2. You need to use a FOB to access the navigation computer.
See Navarro, Quest
3.
- 3. Kill the Shi emperor.
When you go to kill AHS-9 (see Quest 5), he'll offer you
money to bump off Ken Lee and the Shi emperor instead. I never took this quest.
- 4. Kill Badger so the tanker vagrants will embrace the Hub.
Didn't have the heart.
- 5. Kill the AHS-9 - 5000 XP.
Enter the Hubologist headquarters and seek out the
man in the suit in the back room at the eastern side of the facility. He'll try to make a deal
with you to kill the Shi emperor instead, but nah, I'd rather waste the Hubologists, so start
with him! Once you've wiped out all the Hubologists, report back to Ken Lee in the Steel Palace.
Hmmm. The 'Emperor' is a computer! He'll give you the password to access the mainframe in the
back room. Get into the Chemistry section of the database, direct fuel to the Poseidon tanker,
and you'll have completed Quest 7 as well!
- 6. The Shi need plans for a vertibird from Navarro - 5000 XP.
In the Steel Palace,
talk to Ken Lee in the stone-walled room. If you then agree to give the Vertibird Plans to
Dr. Wong (the same guy who had Chip's spleen. See Quest 9), he'll let you see the 'Emperor',
but only if you complete Quest 5 first. Even though you may have already given the Vertibird
Plans to the Brotherhood (Quest 10), you still have the originals because Matthew only made
a copy of them. So, you can give them to Dr. Wong.
- 7. The tanker needs fuel - 5000 XP.
In the Steel Palace (see Quest 9), in a room
to the SE, there are a load of scientists. I just marched right up to the computer in the SE
corner there, hacked into it, and diverted the fuel to the tanker! My Science skill wasn't
terribly high either (80%). Alternatively, you can do Quest 5. You get more XP this way, and
another opportunity to try out all those new weapons and up the body count :-) Getting
to the Enclave Once you've got: the NavCom Parts (Quest 1), the Tanker FOB (Quest 2),
and the fuel (from here or Quest 5), you're ready to roll. But first you have to make a major
decision. Do you want to take on the Enclave yourself, in which case a stealth approach is
recommended, or do you want to go in with all guns blazing? If you decide to go it alone, then
do yourself and your party a favour and leave them standing on the dock right here. You can
collect them later. If, on the other hand, you decide take them with you, beware that if you
ever ask them to "Wait here till I get back", it could be the last time you will ever see them
again! Also, beware that if you take Marcus, the Enclave types will shoot on sight. Other party
members are fine. OK. Now down to business. Go below on the tanker, and use the Tanker
FOB on the keyless entry device in front of the locked door on the west side of the hold (2000
XP). Then take the ladder up, and use the NavCom Parts on the PoseidoNet Navigational Computer
for another 2000 XP. Finally, make your way up to the captain's place, and access the computer
there to set sail. There's a beautiful cut scene here, and you get 15000 XP for reaching the
Enclave! See Enclave section below.
- 8. Find Badger's girlfriend in the hold below the ship - 5000 XP.
Badger is located
on the tanker, in the room behind the General Store. Be prepared for a big fight, then go down
the ladder that's behind him, and notice his girlfriend (Suze) standing in the NE corner of
the hold. She's trapped by an assortment of Aliens, Floaters, and a few Centaurs. Wipe them
out (there are a few more to the west side of the hold), then speak to her and she'll follow
you upstairs. Wait till she rejoins Badger, then speak to him. Now, having done the crew a
favour, you'll be able to talk to the captain of this fine vessel! He's located to the east,
through the bar and up the stairs. Speak to him, and you'll learn that you need three things
in order to get the ship started. Finding these items involves Quests 1, 2, and 7.
- 9. Get Chip's spleen - 5000 XP.
Chip is the bald guy standing just to the SE of
the General Store on the tanker. Talk to him, and you'll discover that he lost his spleen in
a bet against Lao Chou! When you speak to Lao Chou (shop just to west of Chinatown entrance),
he'll tell you that he gave the spleen to Dr. Wong in the Steel Palace. The Steel Palace is
located off an exit grid, at the end of the road that leads east from the fighting ring. Dr.
Wong is the short, rotund Shi man in the room of whitecoats just to the north as you enter
the Palace. Ask him about the spleen. He tries to fob you off with that line from Silence of
the Lambs, but if you say that chianti goes better with liver instead, he realises that it's
a human spleen and agrees to return it to its owner! You get 2000 XP for this. So far,
so good... but now it gets to be more like a Fed Ex quest. Go talk to Chip again, and he wants
you to ask Dr. Fung (building just SE of fighting ring) to put his spleen back in for him when
he gets it. You talk to Dr. Fung, and that's OK with him (if you were on good terms with Doc
Holliday, Fung happens to be a mutual acquaintance and will put the spleen in for free). Then
go back and speak to Chip once again, and he'll tell you to wait a day and get back to him.
Then he leaves the tanker. If you come back to the same spot a day or more later, Chip will
be there, reunited with his spleen, and you'll get 3000 XP more. He'll give you information
now, but it's not ground-breaking stuff, if you know what I mean.
- 10. Get the vertibird plans for the Brotherhood of Steel - 23500 XP and access to the Brotherhood's
facility.
You'll find the New SFO chapter of the Brotherhood behind Lao Chou's shop
(west of the brahmin pens). Talk to Matthew there, and he'll ask you to sneak into the Navarro
Enclave base and lift the plans. He suggests you go it alone. Good advice. If you bring any
of your party along, it immediately turns into a shooting fest (though, myself and Marcus took
on the whole place the first time I played. Depends if you're feeling lucky today ;-) So, once
you're good and ready, head for Navarro (see below). Upon your return, present the Vertibird
Plans to Matthew, and you get access to the...
Brotherhood of Steel Take whatever
Memory Modules you have with you. You can heal yourself and get the following SPECIAL stats
upgrades by accessing the terminal next to the computer there:
- ST - Red Memory Module (2 weeks)
- IN - Yellow Memory Module (4 weeks)
- PE - Green Memory Module (2 weeks)
- CH - Blue Memory Module (3 weeks)
Funny, but while I was spending the 4 weeks in the suspension
tank increasing my IN via the Yellow Memory Module... I seem to have grown a sixth toe on each
of my feet! You can get one of these toes removed by the doc in the Vault City clinic and,
believe it or not, it's rumoured to be useful as a weapon in your final battle :-) The
lockers in the room to the south are a veritable gold mine: Brotherhood Armor, Power Armor,
YK32 Pulse Pistol, and YK42B Pulse Rifle!
Next, you should have a look at Quest 8!
Do yourself a favour. Stop one square short of Navarro (NW of New SFO, on the coast) and save
the game. Once you get to Navarro, you're greeted by a guy in robes named Chris. Whatever you
do, don't allow him to alert the base. I said I was just looking around, which ended the conversation...
then promptly shot him. Try alerting the base now, Jimmy! Once you've managed to get by Chris
without alerting the base, head for the shack attached to the gas station (sleeping quarters),
and open the trap door. Follow the L-shaped corridor till you come to another door, then just
waltz inside. If you're by yourself no one will bother you (recommended for this whole area...
but once Marcus and I took out the entire base, turrets and all. Lots of fun and XP :-) You
can walk right by the Quartermaster there, to that room full of lockers. In one of them, you
will find a set of Advanced Power Armor! This puts you on a level playing pitch with your Enclave
friends. Another locker contains a Blue Memory Module that can be used back in the Brotherhood's
HQ. There's a Plasma Rifle to be found too, and a decent cache of Micro Fusion Cells, if you
don't already have enough of these.
Once you'r wearing the Advanced Power Armor, you can head up any of the circular elevators
to the ground floor. Seek out the blind cook (Cookie!) in the kitchen of the barracks to the
SW. He's a great source of info. You can find out about the FOB, for one thing, by asking him
where the Enclave is located. Then, you can tackle Quest 3 below.
Cookie will also tell you about the rivalry between Raul, the Vertibird mechanic, and Quincy,
the guy who guards the Vertibird Plans. Now, you can use this knowledge to your advantage,
not only to grab the Vertibird Plans, but to have a little mischievous fun in the process :-)
First, go talk to either of the two technicians in the northern room of the building to the
SE. Ask them where you could find some Vertibird Plans, and they'll tell you to ask maintenence.
Quincy hangs out in the building to the NE. Tell him that one of the techs sent you for the
Plans. When he asks which one, lie to him that it was Raul. You can then take the Plans from
the locker behind Quincy (for 3500 XP!), and promptly march over to see Raul in the hangar
to the NW. Tell him what Quincy said, and Raul will leave his post to go beat up Quincy! When
Raul leaves, rummage in the lockers he was guarding and get the K-9 Motivator (see Quest 2
below). Anyway, if you don't feel like going through all this rigamarole, you can always just
Sneak and open the locker behind Quincy to get the Plans (40% Sneak skill worked after a few
attempts) or use the old reliable 'Silent Super Stimpak Death' (feed him about 6, then
wait 10 minutes till he pops off). Once you have the Plans safely tucked away, you can work
on the quests. Once you've finished Quest 3, return to New SFO and present Matthew with the
Vertibird Plans.
Quests
- 1. Deal with the deathclaw - 1500 XP.
To the SW on Level 1 is
a room containing a lone scientist and a cyberdog. Talk to Dr. Schreber, discern his evil plans,
and bump him off for 1000 XP. Don't worry about alerting anyone, because the room is soundproofed
:-) Take the Blue Pass Key from Dr. Schreber's desk and talk to Xarn the Deathclaw in the room
to the south. You can release him through the other door using the Blue Pass Key, or have him
join you.
- 2. Fix K9 - 3500 XP.
After talking to Dr. Schreber (see Quest 1), if you locate
Raul back at Ground Level in the hangar to the NW, you can retrieve the Motivator to fix up
the cyberdog (actually, 'K-9'). He'll join you then, but he's not much use at all, really.
- 3. Retrieve the FOB from the base Commander - 3500 XP.
There's an important object
in the Commander's quarters that you might as well retrieve while you're here. The quarters
are in the room right behind the mainframe on Level 1. If you talked to Cookie (see above),
then you can try to bluff your way by the guard outside the Base Commander's office. If your
CH, IN, and LK combination is high enough, you can get in to see the Base Commander by fabricating
a story about how you're here to secure the 'tanker passkey', and you'll be able to just walk
right in and take the FOB from his locker, with his blessing :-) On the other hand, if
the guard at the door won't let you in, now is the time to open fire, if you've done
the other quests first, that is! When you're finished taking out everyone on this level (unfortunately,
this puts the whole base on alert), try to open the first locker next to the bookcases. You'll
need fairly high Lockpick skill (I had 70% and an Expanded Lockpick Set) to do this. Inside
the locker is the Tanker FOB, which will come in very handy later on!
The entrance is to the east, a bit hidden amongst all the trappings there. Make your way inside,
then access the terminal in the entrance foyer. Hmmm. Looks like you need a Presidential Passkey
to do anything useful here. If you exit the foyer to the east, there's a locker room on this
level absolutely chock full of 2mm EC. There's also a room to the NE with ammo crates full
of Rocket Launchers and Plasma Rifles. Also, some lockers containing Plastic Explosives which,
ahem, might come in handy later on. Nothing else particularly interesting on this level. After
you're done exploring here, I recommended heading down the stairs to the south of the entrance
foyer.
Level 1 Immediately upon entering here, there are some lockers full of goodies.
To the east are the Detention Cells. You can speak with your village elder through the force
field. Things are definitely not looking good. Take the circular stairs (to the south)
down to the next level.
Level 2 Wahey, a maze! I had some fun figuring this out, but if you number the rooms
as below:
1 2 3 4 5 6 7 8 9 10
Then if you access the terminals in rooms: 2, 1, 2, 3, 7, 8, 9 you'll be able to open the exit
door in room 10. Be quick about it, because you take damage from the floor here as you go!
Oh, if you forgot to bring your GECK along, you can pick one up here. Just head east out of
room 6, then north. The locker all the way to the NW contains a GECK. And to the west, through
room 4, there's another locker room. One of the lockers here contains a set of Advanced Power
Armor MKII, the best armor in the game! When finished here, head through the exit door in room
10 to the south and go down the stairs. If by any chance you need to come back this way, just
enter room 6, access the terminal there, and all the correct doors will be open to allow you
to go back up to Level 1 :-)
Level 3 If you're going to try the stealth and cunning approach to rescue your friends,
this is where the fun begins! (if instead you got here by killing everything in sight, then
follow the 'Ah heck, it'll do' path below). Locate the President and have a (long) chat with
him. Man, is he deranged! Once you've learned the 'Master Plan', take the non-confrontational
exit out of the conversation, so he doesn't call the guards. Then, you can use either of the
methods below to bring on the endgame:
The 'Intellectual' way: use the (by now patented) 'Silent Super Stimpak Death' approach
to kill the President. Feed him about 8 Super Stimpaks in succession, then use your Pip Boy
to wait for 10 minutes. Get the Presidential Passkey off him. Then, go talk to Lt. Col. Dr.
Charles Curling in the room to the NW. You can convince him to release the FEV virus into the
ventilation system, but only if you have at least: IN 9, CH 8, Speech 70%. Once you get the
conversation choice: "That's OK. Take your time, doctor. It's a big concept to swallow.", you'll
know you have it made! After the virus is released (5000 XP), head down to Level 4 via the
stairs behind the President's office. In the room that contains the mainframe, there are 3
technicians. Wait patiently for the FEV virus to waste them (or use your Pip Boy to wait 10
minutes), then walk right up to the middle computer terminal, arm an explosive, drop it there,
and head back up the stairs. You've just earned another 10000 XP (as if it matters at this
stage in the proceedings :-) Alternatively, you can get Tom Murray, the guy standing behind
a desk all the way in the SW corner of Level 4, to shut down the reactor for you! Choose the
'persuasive' dialogue options. You only get 12500 XP for using this strategy instead of the
previous one, but who cares? After using either of the above strategies, follow the instructions
at Endgame.
The 'Ah heck, it'll do' way: waste the President with the weapon of your choice, and
get the Presidential Passkey off him. Everyone in the immediate vicinity is alerted, including
the security bots, but you can still make your way down to Level 4 via the stairs behind the
President's office. In the room that contains the mainframe, there are 3 technicians. Save
the game. Walk right up to the middle computer terminal, then wait patiently for each one of
them to turn their backs and walk the other way (very important!). Once this has happened,
arm an explosive, drop it there, and head back up the stairs (if you make a mistake and alert
one of the technicians, thus entering Combat Mode, try again). I thought I'd be able to
use the Yellow Reactor Keycard that I found at the crashed vertibird site near Klamath to disable
the reactor, but I couldn't find a way in there, even though you can see an elevator in the
middle of the reactor room! So, I'm supposing this is another unimplemented quest. Anyway,
you've just earned another 10000 XP (as if it matters at this stage in the proceedings :-)
Follow the instructions directly below next.
Endgame Try to exit via the circular staircase directly to the south of Level 3
(the blast doors may be shut and preventing your exit. If this is the case, head back down
to Level 4 and enter the room directly to the south that contains 3 terminals. Log onto the
south-most one as 'Smith, J.', and use the Presidential Passkey to activate the Emergency Defense
Systems Shutdown. This action will open the blast doors again, so you can head back up to Level
3), go up the circular stairs, and emerge at Ground Level. On your way to the entrance foyer,
you should bump into Sgt. Granite and his men. He'll tell you about Horrigan, and it's possible
to get the Sgt. to help you against Horrigan for 1500 XP. When you get to the entrance foyer,
notice big Frank Horrigan standing there. Save the game! Just once, it's worth walking right
up to him and hearing what he has to say... but you're at an extreme disadvantage if you do
this, so it's best to restore after and do it this way: skirt carefully all around the south
edge of the foyer and make your way to the computer terminal. Give yourself a shot of Psycho,
and log on as 'Smith, J.'. Use the Presidential Passkey option, and Activate Counter Insurgency.
The turrets, and Sgt. Granite's men if you recruited them, will keep Frank busy while you polish
him off. If you've got your mutated 6th toe with you, you can walk up to Horrigan in the middle
of the battle and use it on him. Not much cop, but good for a laugh. Once Horrigan is dead
(good animation), head for the exit door. Once you get the door open, the game ends!
After the credits roll, you can choose to continue playing. Gives you a chance to kick back
and try some random encounters with the odds stacked in your favour for a change, and you might
also be able to find some more of those special encounters :-) As a sort of endgame easter
egg, if you go visit Fr. Tully again in New Reno, he'll give you a Fallout 2 Hintbook. Put
this in a weapon slot, and the first time you use it it raises all your skills to 300%. Subsequent
use gets you about 10000 XP per go...
War Story
Recently, while replaying Fallout 2 in order to check out a few things I was unsure of, I managed
to get through the whole thing in about 8 hours playing time by taking a few... short cuts.
This section may only be of academic interest to most, but if you're just looking to rehash
a certain section of the game and don't have the right saved game hanging around on your hard
drive:
I built a character with: CH 10, IN 10 (so I could talk my way past most things), tagged Small
Guns, Unarmed, and Speech (though in retrospect, Big Guns or Energy Weapons would make the
final battle a little easier).
Then from Arroyo, head straight south for New San Francisco (large spot marked 'Unknown' in
SW corner of World Map). Save the game after every few grids of progress on the map, because
you can't survive any of the random encounters yet (run away, run away!). When you get to New
SFO, talk to Matthew outside the Brotherhood outpost and get the Navarro quest to retrieve
the Vertibird Plans (Navarro doesn't appear on the map until you learn about it).
Head straight for Navarro (saving and restoring a lot to get past the Enclave patrols).
Once there, take out Chris. This was extremely difficult for me, because I had no weapons to
speak of at this point. I finally managed to blind him with a lucky kick to the eyes though.
Head down the manhole in the shack next to the Gas Station, and loot the room full of lockers
for weapons, ammo, and most importantly, Advanced Power Armor! Now we're armed and dangerous.
head back to the surface, and with 40% Sneak skill you can manage to nab the Vertibird Plans
from the locker behind Quincy. Also, get the tanker FOB from the base Commander's office (by
talking to Cookie, the blind cook, you can find a way to bluff your way into the Commander's
office to accomplish this). Now head back to New SFO. If you can kill anything big, like Enclave
patrols, Deathclaws, Aliens, etc., then do so from now on as you need the XP!
Back at New SFO, you now have access to the Brotherhood's facility. Take everything you can
carry, and trade it in for your weapons and ammo of choice at either of the two gun shops here.
Then, head for Vault 15 (small spot marked 'Unknown' in SE corner of World Map). You can stop
at NCR (bigger 'Unknown' spot just before it) and steal a Bozar from the guards in the Bazaar
there (need only 50% steal skill). The reason why we need to go to Vault 15 is a simple one:
we must find Vault 13, and its location is on a computer there. Read the Vault 15 section of
this Guide for details on how to do this. I'm afraid you're going to have to kill a few people
here, though. Once you have the location of Vault 13 on your Pip Boy, you can either head for
New Reno (if you still want to play 'nice'), or go straight to Vault 13 and raid the place
for the NavCom parts. If you decide on New Reno, then it's roughly on a beeline NW of Vault
15, towards the middle of the World Map.
The proprietor of the New Reno Arms (west side of Commercial Row) will sell you a Computer
Voice Module. Then it's off to Vault 13.
Talk to the Gruthar the Deathclaw at the entrance to Vault 13 (unless you didn't visit New
Reno to get the Computer Voice Module and just want to trash the place), and offer to fix his
computer. Then, head down to the 3rd level and install the Computer Voice Module that you just
brought from New Reno to mend the computer. Go back up and talk to Gruthar. You now have the
GECK. But head back to the 3rd level again and raid the storage room there. Lockpick all the
lockers there until you find the NavCom parts! Then, it's back to New SFO.
Head for the docked tanker on the north side of town. You must rescue Badger's girlfriend by
taking out all the Aliens and other beasties in the hold below to gain the Captain's confidence.
Then go to the Shi Palace and divert fuel to the tanker. Finally, head below again and use
the FOB to gain access to the NavCom room. Fix the NavCom computer with the parts you got from
Vault 13... and you're ready to sail to the Enclave! Finito :-)
Generally you need Luck of 9 or 10 to get all or most of these encounters during the course
of a single game, but Explorer and Ranger perks also help.
Talking Head Touch the monument. Twelve hours later, he'll let you take a piece
of him. I never found a use for this Monument Chunk.
Bridge of Death Heh. Bridgekeeper scene from Monty Python and the Holy Grail, re-enacted
1000 years later. Save first, then talk to the Bridgekeeper and answer the questions to cross
the bridge and get to the exit grid. If you answer the final trivia question correctly, you'll
merely be allowed to cross the bridge... but if you answer the question with a question (in
true Pythonesque fashion), the Bridgekeeper does a dead parrot imitation, and you get his robes
as a prize (see Armor Catalogue).
Federation Shuttle On the bodies near the crashed shuttle, you'll find 3 Hypos full
of an advanced drug. It appears to restore you to full HP with no side effects!
Exploding Brahmin Watch out, these beasts are lethal. Get outta there, and fast!
Guardian of Forever You wind up staring at some stone ruins (this is from an old
Star Trek episode). If you walk through the stone portal, you'll 'time warp' right into a deserted
Vault 13 on the 3rd level. In the back storage room on the floor is a one-of-a-kind energy
weapon called a Solar Scorcher. Only works in daylight, but what the heck. Pretty powerful
stuff! At first I thought it was only of academic interest because I couldn't find my way back
out again. The elevator doesn't work anymore :-( But, a little perseverance revealed that
if you access the Water Chip computer there (next to the 'talking' computer), you 'break' it,
leaving the vault with only 150 days left to find a new chip :-) This action 'warps' you back
to the surface, and you get 1000 XP to boot!
Trader and guards If you wander around the map just 4 squares north of Modoc for
a while (though I'm pretty much convinced these random encounters can happen anywhere on the
map), you'll eventually encounter a trader named Willy. You fall asleep during his boring sales
pitch, and when you wake up all you hear is that he's offering you something for a steep price.
It's usually something powered by Small Energy Cells, like a Ripper or Power Fist. You can
also steal whatever it is instead of paying through the nose for it.
Tin Woodsman Use the can of oil you find near him to free up his jammed Power Armor.
You get 150 Micro Fusion Cells in return for the favour.
Unwashed Villagers Attacking a Spammer Scene from "Life in the Global Village" (Act
3).
Cave full of Robbers Every time you get a random encounter, and there's a cave in
the scene, it's worth going into the cave afterwards. Usually, the cave contains Radscorpions...
but one of these caves contains about a half dozen heavily armed Robbers in Combat Armor. These
guys are really tough to defeat, but if you can manage to best them, they have some
great gear both on them and stashed in some chests, including: Plasma Rifle, Mega Power Fists,
Gauss Rifles(!), YK42B Pulse Rifles, H&K G11E's(!), and over $3000 :-)
Cafe of Broken Dreams Meet the cast of the original Fallout (well, Tandi and Set
at least). Also, some of the 'extras' who felt they could have got better roles. Even Dogmeat
is here! I tried prancing all around him wearing a Leather Jacket. No dice. However... if you
strip down to your Vault 13 suit, he will join you again! Ah, just like old times :-) Anyway,
one more thing here: if you didn't know how to already, there's a tip to be gleaned for saving
Dogmeat from destruction at the Military Base in the original game. Or, you can always read
the Quandary Fallout Walkthrough for more detailed
instructions.
In each category, I've tried to arrange the various items in order of lethality... or just
sheer badness :P
Even though the burst-capable weapons don't look like they have high damage ratings, it's important
to point out that the figures refer to *each bullet*. So... a Bozar has a chance to do 25-35
damage with each of the 15 bullets it dishes out per round. Huzzah!
I never figured out how to employ the Shiv as a weapon. I thought you'd be able to use it to
assassinate Carlson or the President, but you can't seem to actually do anything with it except
conceal it!
Note: all Melee Weapon damage points are for a character with ST 6, and no Bonus HtH Damage
perks.
|
Shiv |
Brass Knuckles
Dmg: 2-6 |
Switchblade
Dmg: 2-6 |
Knife
Dmg: 1-7 |
Club
Dmg: 1-7 |
Combat Knife
Dmg: 3-11 |
Spiked Knuckles
Dmg: 4-11 |
Crowbar
Dmg: 3-11 |
Sledgehammer
Dmg: 4-10 Rng: 2 |
Spear
Dmg: 3-11 Rng: 2 |
Sharpened Spear
Dmg: 4-13 Rng: 2 |
"Little Jesus" (Little Jesus Mordino's Combat Knife)
Dmg: 5-15 |
Cattle Prod
Dmg: 12-21
Ammo: 20 x Small Energy Cell |
Power Fist
Dmg: 12-25
Ammo: 25 x Small Energy Cell |
Louisville Slugger
Dmg: 12-31 |
Ripper
Dmg: 15-33
Ammo: 30 x Small Energy Cell |
Super Cattle Prod
Dmg: 18-33
Ammo: 20 x Small Energy Cell |
Super Sledge
Dmg: 18-37 Rng: 2 |
Mega Power Fist
Dmg: 20-41
Ammo: 25 x Small Energy Cell |
|
|
|
Throwing Knife
Dmg: 3-6 Rng: 16 |
Spear
Dmg: 3-11 Rng: 8 |
Sharpened Spear
Dmg: 4-13 Rng: 8 |
Molotov Cocktail
Dmg: 8-20 Rng: 12 |
Grenade (Frag)
Dmg: 20-35 Rng: 15 |
Grenade (Plasma)
Dmg: 40-90 Rng: 15 |
Grenade (Pulse)
Dmg: 100-150 Rng: 15
Anti-mech only |
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Jonny's BB Gun
Dmg: 1-3 Rng: 22
Ammo: 100 x BB's |
Pipe Rifle
Dmg: 5-12 Rng: 20
Ammo: 1 x 10mm |
10mm Pistol
Dmg: 5-12 Rng: 25
Ammo: 12 x 10mm |
Hunting Rifle
Dmg: 8-20 Rng: 40
Ammo: 10 x .223mm FMJ
Upgr: Scope |
Desert Eagle .44
Dmg: 10-16 Rng: 25
Ammo: 8 x .44 Magnum
Upgr: Exp. magazine to 20 |
.44 Magnum Revolver
Dmg: 12-18 Rng: 15
Ammo: 6 x .44 Magnum |
Shotgun
Dmg: 12-22 Rng: 14
Ammo: 2 x 12 ga. Shot |
Sawed-Off Shotgun
Dmg: 12-24 Rng: 7
Ammo: 2 x 12 ga. Shot |
14mm Pistol
Dmg: 12-22 Rng: 24
Ammo: 6 x 14mm |
Needler Pistol
Dmg: 12-24 Rng: 24
Ammo: 10 x HN Needler Cartridge |
.223 Pistol
Dmg: 20-30 Rng: 30
Ammo: 5 x .223 FMJ |
Sniper Rifle
Dmg: 14-34 Rng: 50
Ammo: 6 x .223 FMJ |
10mm SMG
Dmg: 5-12 Rng: 25
Ammo: 30 x 10mm |
Combat Shotgun
Dmg: 15-25 Rng: 22
Ammo: 12 x 12 ga. Shot |
H&K CAWS
Dmg: 15-25 Rng: 30
Ammo: 10 x 12 ga. Shot |
Tommy Gun
Dmg: 3-20 Rng: 32
Ammo: 50 x .45 Caliber |
Assault Rifle
Dmg: 8-16 Rng: 45
Ammo: 24 x 5mm
Upgr: Exp. magazine to 100 |
FN FAL
Dmg: 9-18 Rng: 35
Ammo: 20 x 7.62mm
Upgr: Night Sight |
FN FAL HPFA
Dmg: 11-22 Rng: 35
Ammo: 20 x 7.62mm
Single burst |
HK P90c
Dmg: 12-16 Rng: 30
Ammo: 24 x 10mm |
M3A1 "Grease Gun" SMG
Dmg: 10-20 Rng: 20
Ammo: 30 x .45 Caliber |
Red Ryder LE BB Gun
Dmg: 25-25 Rng: 32
Ammo: 100 x BB's |
H&K G11
Dmg: 10-20 Rng: 35
Ammo: 50 x 4.7mm Caseless |
H&K G11E
Dmg: 13-23 Rng: 40
Ammo: 50 x 4.7mm Caseless |
Pancor Jackhammer
Dmg: 18-29 Rng: 35
Ammo: 10 x 12 ga. Shot |
PPK12 Gauss Pistol
Dmg: 22-32 Rng: 50
Ammo: 12 x 2mm EC |
M72 Gauss Rifle
Dmg: 32-43 Rng: 50
Ammo: 20 x 2mm EC |
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Flamer
Dmg: 45-90 Rng: 5
Ammo: 5 x Flamethrower Fuel
Upgr: Improved Flamer |
Light Support Weapon
Dmg: 20-30 Rng: 40
Ammo: 30 x .223 FMJ |
M60
Dmg: 18-26 Rng: 35
Ammo: 50 x 7.62mm
Min. ST 7 |
Rocket Launcher
Dmg: 35-100 Rng: 40
Ammo: 1 x Rocket |
Minigun
Dmg: 7-11 Rng: 35
Ammo: 120 x 5mm
Min. ST 7 |
Avenger Minigun
Dmg: 10-14 Rng: 40
Ammo: 120 x 5mm
Min. ST 7 |
Vindicator Minigun
Dmg: 14-19 Rng: 30
Ammo: 100 x 4.7mm Caseless
Min. ST 7 |
Bozar
Dmg: 25-35 Rng: 35
Ammo: 30 x .223 FMJ |
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Laser Pistol
Dmg: 10-22 Rng: 35
Ammo: 12 x Small Energy Cell
Upgr: Magneto-Laser Pistol |
Plasma Pistol
Dmg: 15-35 Rng: 20
Ammo: 16 x Small Energy Cell |
YK32 Pulse Pistol
Dmg: 32-46 Rng: 15
Ammo: 5 x Small Energy Cell |
Laser Rifle
Dmg: 25-50 Rng: 45
Ammo: 12 x Micro Fusion Cell
Upgr: Exp. Cap. to 24 |
Solar Scorcher
Dmg: 20-60 Rng: 20
Daytime use only |
Plasma Rifle
Dmg: 30-65 Rng: 25
Ammo: 10 x Micro Fusion Cell |
Turbo Plasma Rifle
Dmg: 35-70 Rng: 35
Ammo: 10 x Micro Fusion Cell |
YK42B Pulse Rifle
Dmg: 54-78 Rng: 30
Ammo: 10 x Micro Fusion Cell |
Gatling Laser
Dmg: 20-40 Rng: 40
Ammo: 30 x Micro Fusion Cell |
In order of protection afforded.
Leather Jacket
AC: 8
Normal 0/20%
Laser 0/20%
Fire 0/20%
Plasma 0/10%
Explode 0/20% |
Leather Armor
AC: 15
Normal 2/25%
Laser 0/20%
Fire 0/20%
Plasma 0/10%
Explode 0/20% |
Combat Leather Jacket
AC: 18
Normal 2/30%
Laser 0/20%
Fire 2/25%
Plasma 0/10%
Explode 0/20% |
Leather Armor MK II
AC: 20
Normal 3/25%
Laser 1/20%
Fire 1/25%
Plasma 1/10%
Explode 1/25% |
Metal Armor
AC: 10
Normal 4/30%
Laser 6/75%
Fire 4/10%
Plasma 4/20%
Explode 4/25% |
Metal Armor MK II
AC: 15
Normal 4/35%
Laser 7/80%
Fire 4/15%
Plasma 4/25%
Explode 4/30% |
Tesla Armor
AC: 15
Normal 7/20%
Laser 19/90%
Fire 4/10%
Plasma 9/80%
Explode 3/20% |
Combat Armor/Bridgekeeper's Robes
AC: 20
Normal 5/40%
Laser 8/60%
Fire 4/30%
Plasma 4/50%
Explode 6/40% |
Brotherhood Armor
AC: 20
Normal 8/40%
Laser 8/70%
Fire 7/50%
Plasma 7/60%
Explode 8/40% |
Combat Armor MKII
AC: 25
Normal 9/40%
Laser 9/70%
Fire 5/35%
Plasma 4/50%
Explode 8/45% |
Power Armor
AC: 25
Normal 12/40%
Laser 18/80%
Fire 12/60%
Plasma 10/40%
Explode 20/50% |
Hardened Power Armor
AC: 25
Normal 16/50%
Laser 19/90%
Fire 14/70%
Plasma 12/50%
Explode 19/60% |
Advanced Power Armor
AC: 30
Normal 15/55%
Laser 19/90%
Fire 16/70%
Plasma 15/60%
Explode 20/65% |
Advanced Power Armor MKII
AC: 35
Normal 18/60%
Laser 19/90%
Fire 16/70%
Plasma 18/60%
Explode 20/70% |
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I'd like to thank the following people for contributing to the MKII version of this guide.
Thanks very much for the tips and corrections, folks :-)
Tom Dillane Andy Dillbeck Vadim Dribinsky Barak Engel Eric Fatka hasuInterCeptor
Jeff Huisjen Remco Hulshoff Per Jorner Roman Lapos Patrick McGinley
See the metzomagic.com Review of Fallout 2.
Copyright © Steve Metzler 1999.
All rights reserved.
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