Fallout 2
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Fatman(fatman@yeah.net) |
If you want to talk to the one and only Fatman about anything but the Sega Dreamcast, drop him a line at fatman@yeah.net Make sure it contains no Dreamcast refrences, as he becomes bitter and resentful at the mention of that awful machine. Thank you. Oh yeah, and he doesn't want to buy anything, or visit anyone's website that doesn't involve video games or parodies of such. But he's happy to talk. Really. No kidding. Table of Contents 1. Introduction 1.1 Intro to the FAQ 1.2 Intro to the Series 1.2a Intro to Fallout 1.2b Intro to Fallout 2 1.3 Intro songs 2. Character Generation 3. Walkthrough 3.1 Arroyo and the Temple of Trials 3.2 The Den 3.3 Klamath and the Toxic Caves 3.4 Modoc and the Ghost Farm 3.5 Redding 3.6 Vault City, Vault 8, and Gecko 3.7 The Raiders' Camp 3.8 Broken Hills 3.9 New Reno, Golgotha, and the Stables 3.10 The Sierra Army Depot 3.11 Vault 15 and the New California Republic 3.12 Vault 13 3.13 The Military Base 3.14 San Francisco 3.15 Navarro 3.16 The United States of America (Oil Rig) 4. Hints and Tips 5. Conclusion 6. Glossary 1. INTRODUCTION 1.1 Intro to the FAQ Fallout 2 is by far one of the best games ever made, but it is difficult, and as such I decided to write a walkthrough/FAQ for the game. Note that the methods explained in the walkthrough are by no means completely thorough, and as such you should read the other FAQ too, as my methods are different than his. 1.2 Intro to the Series The Fallout series currently consists of two games, dubbed Fallout and Fallout 2. Made by Black Isle, a subdivision of Interplay, they are "back to the basics" Role Playing Games (RPGs). They are set in a post-apocalyptic setting, after a devastating nuclear war, in Southern California. They center on exploration and diplomacy more than combat, but in both games you're gonna have to bust some heads and bust some caps to win. They rely on the "General Universal Role Playing System" or "GURPS" system. This has been used in other games as well, like Planescape:Torment. The games have a graphic engine consisting of well-animated sprites against rendered backgrounds. They are not 3D, but are very deep and engrossing so it hardly matters. By far, the Fallout series is one of the best of all time. 1.2a Intro to Fallout Fallout 1 sets you as a young man (or woman) who lives in a vault, one of many scattered around the wasteland. These Vaults were built before the war for people to live in. After the war, the vaults opened, and the inhabitants usually emerged to explore and begin a new life. However, Vault 13 never opened, as the inhabitants were content. Unfortunately, the chip that controls the machine to purify water for the Vault breaks down, leaving the poor souls there with only 150 days worth of water. You are chosen to head out into the wastes to retrieve a new chip, or at least some more water. In the process, you'll battle mutated rats, scorpions, and people, and defeat an evil mutant army that's planning to rule the world. 1.2b Intro to Fallout 2 Fallout 2 sets you once again as a young woman (or man). However this time you're from a tribe begun by the former hero of Fallout 1, the Vault Dweller. Your tribe is dying, and they need the holy Garden of Eden Creation Kit to survive. You are sent to find one. Fallout 2 has you once again battling rats, scorpions, people, and plants, and also introduces the evil Enclave, an orginization planning to kill everyone but themselves! Changes from Fallout 1 *Interface bar is a different color *Many new character models and monsters *New textures *Many new weapons *Can avoid random encounters *Can get hitched :-) *Many new chances to score... *NPCs are much more customizable *There's a chance for an expansion pack... *You can't type in stuff to ask people anymore... *No real time limit *Much harder, the skill checks can be impossible (The first game was pitifuly easy...) 1.3 Intro Song Fallout 2: A Kiss to Build a Dream On (The intro begins with a trumpet solo. We see the outside of a room, and hear this part of a song) Oh, give me A kiss to build a dream on And my imagination will feed my hungry heart Give me one thing before we part a kiss to build a dream on... (The view moves inside of a room, and we see a projector and screen. The projector comes on, while the song is still playing...) Yeah, give me A kiss to build a dream on And my imagination will make that moment live Give me what you alone can give a kiss to build a dream on (The projector is showing a movie called LEAVING THE VAULT. It shows cartoony characters preparing to leave a bomb shelter. There are 2 rules, it says.) Rule 1: Wear protective eye wear (Years of living in the Vault can make one's eyes sensitive to sunlight. Failure to do this can result in ETREME eye damage!) Rule 2: Line up in an orderly fashion (Meanwhile, the song is in a trumpet solo, so we can concentrate on the movie. It is showing how you can build a new life) Once you leave the Vault, prepare to build a new life using the GARDEN OF EDEN CREATION KIT! G.E.C.K With the GECK, you can create the new world you've been waiting for! (The picture changes to a photo of a suburban street, circa 1950. The words "RESULTS NOT GARUNTEED" are in the top corner.) Oh give me A kiss to build a dream on and my imagination will build upon that kiss Oh, baby, all I ask is this A kiss to build a dream on! (The projector flashes off, and we see a metal door with red lights above it. The door flies open, and we enter. We see a heavy Vault door. The controls activate, and the door opens, reavealing a silouted family. The camera pans over to a man wearing insectoid armor. He raises a gun. We see the family one last time before he begins to fire.) Fallout 1: Maybe After "Fallout" appears on a black screen, a picture flashes up of a cartoony guy standing near a plant. The scene switches to the guy behind a Vault door. It closes as he waves at us. A song is playing: Maayyyyyyybbbeeeeeee You'll think of me When you are all alone The screen then changes to "GALAXY NEWS NETWORK". "Our boys keep the peace in newly annexed Canada!" It shows a man tied up, with two men in futuristic armor behind him. One pulls out a gun and shoots the struggling man twice in the back of the head. Maybe the one who is waiting for you will prove untrue then what will you do? We then see a commercial for a robot: MR. HANDY! He's sooo HANDY! It shows Mr. Handy walking the dog :-) Maybe you'll sit and sigh wishing that I were near... Thennnn Maybe-maybe-mabye (The TV breaks, and we see that it was sitting in a deserted wasteland, in the ruins of a house.) 2. Character Generation The Fallout series boasts a very detailed character system, consisting of distribution of points to skills and attributes. At the beginning of each game, you need to create a character to represent you in the game (Like the Avatar in the Ultima series). Creating an effective character is what this chapter will go into. To begin with, your character has 7 basic statistics. They are: Strength - Strength determines your pure physical strength. It determines how much damage you do with your fists or a close-range (hand-to-hand) weapon. It also determines your Hit Points and how much you can carry. Strength is put into play in many parts of the game, giving it Importance Rank 4. Perception - Perception is not just what you can see, it's also what you can smell, touch, taste, and hear. Perception is used to determine how good you are at stealing, lockpicking, and using traps, and also how good you are with guns and throwing weapons. High perception is useful if you plan to snipe folks. This is used in some quests, giving it Importance Rank 3. Endurance - Endurance is how long you can sustain something, whether it be poison, radiation, carrying stuff, or damage. Endurance determines how many Hit Points you get each level, and also your natural resistance to Poison and Radiation. It also helps determine your carrying weight. It is not used in any quest, giving it importance rank 5. Intelligence - Intelligence is your IQ, brains, smarts, that sort of thing. The sort of thing you lose by watching too much TV, you know? This determines how many skill points you get to add to your skills each level. It determines what you can say to people, how good you are with computers, stuff like that. It is by far the most important statistic, and you should try to get a nine in it or better at the start. It's Importance Rank is 1, the highest. Charisma - Charisma is a combination of how you look and how you act around people. Your "People Skills" so to speak. Charisma determines how people react to you, and how many party members you can carry. If you want to pimp your spouse, like it says on the box, you need a Charisma of at least 7. However, you really don't want to get married anyway, and a low Charisma can be easily bypassed by drugs, so it is the least important stat. It's Importance Rank is 7, the lowest. Agility - Agility is how fast you are. Agility is used to tell if you can avoid traps, how many Action Points you are given each turn, whether you can dodge attacks or not, and a few skills. Try to get an 8 in this, since having a full 10 APs is very important for combat. It's Importance Rank is 2. Luck - Luck is, well, the effect fate has on you. Good Luck is good, bad Luck is bad. It's used to determine if you can gamble well, and also whether you can find rare random encounters. It is used to determine if you cause a good hit during combat. It's Importance Rank is 6. You have five points (Character Points) to put into any of those, and you start with 5 in each. You can rearrange points as you which, as long as you don't go over 10 or under 1. Once you're done distributing points around the statistics, go down to the optional traits box at the bottom. You can pick two traits, but as the name says, they're optional and you don't have to. All the traits have a good part and a bad. If you want the good, you have to take the bad. Your choices are: Fast Metabolism: You have a 0% resistance to Radiation and Poison, but you gain 2 to your natural healing rate. I kinda like this one, because when your HPs start soaring toward the 100s, it takes a LONG time to heal on the PipBoy, espescially if you have a healing rate of 1. Also, it's not like poison and rads are that bad, anyway. Bruiser: You get +2 to Strength, but you lose 3 Action Points. Not a good thing IMO, since APs are possibly the most important thing during combat. You can take the 2 points from Strength and give them to other stats. Small Frame: This takes away about 50 lbs. from your Carry Weight, but gives you a few APs. Might be useful to counteract Bruiser, which will give you back the 50 lbs. and add to your melee damage. One Hander: You're better with one-handed weapons, like pistols and knives, but you suck with two-handed weapons, like rifles and sledgehammers. This is counterproductive near the end of the game, when you'll select your ultimate weapon, either the Super Sledge, Gauss Rifle, or Turbo Plasma Rifle (All two- handed weapons!). Finesse: You'll do less damage in general, but to make up for it you'll do 5% more criticals, and they'll also do more damage. I dunno about this one, since 5% isn't very much, whereas the damage could be used for something else. Kamikaze: You have NO natural Armor Class (Which is a modifier to determine if you are hit in battle or not), but your Sequence is higher. Sequence determines when you get to go in a combat turn. I like AC more than Sequence, and everyone goes before you at the end anyway, and during a turn you'll get to go anyway, so forget this Trait. Heavy Handed: You gain +2 to your Melee Damage derived stat, but your critical hits aren't as good. This doesn't mean you do fewer criticals, it just means your hits aren't as good. The opposite of Finesse, they completely counteract each other. I picked it the first time through, and the bad part didn't seem too bad, so I usually pick it. Give it a try. Fast Shot: Whenever you use an Energy, Small Gun, Big Gun, or Thrown weapon, it costs one less AP. However, it has a massive downside: You can no longer make targeted attacks. You'll never even see the targeted shot icon. Ugh... Some people like it, but I prefer to shoot at people's eyes. Also, it's bugged, as this even counts for hand-to-hand and unarmed attacks. What a mess. Bloody Mess: Speaking of a mess, this Trait forces the most violent deaths. With a simple punch, a part of the enemy's gut will go flying. With the Gauss Rifle, the head pops off. With a Miningun or a Vindicator, the enemy's torso gets shredded. With the Turbo Plasma Rifle, the enemy melts. It's either all a good thing or all a bad thing... Jinxed: Everyone in the game makes lots of critical failures. This includes you, but it's more them than you. All a good thing or all a bad thing, though it is mighty funny... Good Natured: Your combat skills are lower, but your First Aid, Doctor, Speech, and Barter skills are higher. The gain makes up for the loss. In Fallout 1, this was replaced by Night Person, in which you lost 1 Perception and Intelligence during the day, but gained 1 in the night. Chem Reliant/Chem Resistant: With Reliant, you'll get addicted to chems more often, but you recover faster from them. That's all a bad thing. With Resistant, they only affect you half as long, and you'll only get addicted half as much. Don't take Chem Reliant. Skilled: You get 5 more skill points per experience level, but you get a perk only every four levels. Depends on what you like more, since you would only get perks every three levels other wise. This was a lot nicer in Fallout 1, since it would add 10% to every base skill. Gifted: You gain +1 to EVERY SINGLE primary statistic, but unfortunately you get 5 less skill points per level and -10% to EVERY SINGLE base Skill. This is a really good thing for a really bad thing. I take it every time, though, because you can redistribute the points. Now, after you select your traits, you need to select 3 Tagged Skills. These skills gain 20% when you tag them, and gain 2% for every 1 skill point you spend on them. The skills are: Small Guns: This is used for pistols, rifles, shotguns, and the Gauss Rifle and Pistol. This is the most useful skill, and I always tag it. The Gauss Rifle is one of the game's ultimate weapons, but ammo for it is rare and expensive. Big Guns: Miniguns, Rocket Launchers, and Flamers use this skill. It's not needed for the skill to be high, because these weapons have incredibly high accuracy. With a pitiful 30%, I mutilated a whole herd of Mad Brahmin with a good ol' Vindicator Minigun! Big, strong characters would do good by this, as the ammo and weapons weigh quite a lot. Energy Weapons: Ray guns, beam weapons, that sort of high-tech thing. This is used for Pulse Pistols, YK32B Rifles, and the Turbo Plasma Rifle, among others. These weapons do lots of damage, but are a little dampened against the Enclave. I use the Gauss Rifle there, as the ammo is plentiful. The ammo for Energy Weapons is also used as fuel for the Car. Unarmed: Karate, Jujitsu, and other stuff. It's not very impressive by any means, unless you took Bloody Mess. It won't even do a lot of damage. Some weapons use this skill, like Brass Knuckles, Spiked Knuckles, Power Fist, and Mega Power Fist. Actually, those four are all of them. Melee Weapons: The use of spears, knives, and swords. Lots of different weapons roll against this skill, like the Spear, Knife, Vibroblade, Wakazichi Blade, and many, many others. It's essential to living through the Temple of Trials. Throwing: The use of grenades and throwing knives. Explosives in this game are really weak, so I usually forget about this skill. You can also throw Rocks, but they do a mere 1-3 damage. Ugh. Sneak: The ability to sneak around and avoid being seen or heard. This is very useful for thiefly characters near the beginning, since chances are they won't want to battle the numerous enemies. Sneak is also very important for a particular Perk, Silent Death. Steal: Err, well, stealing things... That's basically it, stealing things. This is by far one of the most useful skills, and it's easy to succeed at even with low skill. Of course, stealing from the back helps, and don't expect to be able to steal big things, like rocket launchers and miniguns, unless you have high skill. Lockpick: The ability to pick locks, both primitive and electronic. This is useful as well, though lockpicks are rare. Don't attempt this without high skill, as you could jam the lock, and have to wander the desert for a month or two before it'll open again. Traps: Laying explosives and other traps, and disarming traps. Explosives in this game are weak, like I said, so this skill has only one use: HUMOR! If you take a bomb, set it for thirty seconds, then reverse-Steal it onto someone, then run away, prepare to roll on the floor laughing... First Aid: Healing minor wounds. This can only be used 5 or 6 times a day, before you get too tired to use it anymore. I THINK it might have a non-active use, in telling how much Stimpaks heal. Doctor: Healing more major wounds. One of two ways you can heal crippled limbs, the other is to visit a professional doctor. If you have Doctor 90% or above, you can get combat implants. Science: The practical use of knowledge and science. It helps with computers and many other things. This is very useful in getting one of the NPCs, Skynet. However, Skynet needs the inactive use. If you get Myron, he'll take care of all the active uses for you. Repair: The pysical use of the Science skill. The two skills usually work together, and you will often have to use Science before you repair something, to determine what is wrong. It's entirely active use, and Vic will usually handle it for you, once you get him. Barter: The ability to convince others that your goods are worth a lot. In Fallout 1, you could easily cheat the merchants, and sell them back the stuff they sold you for more of a price. In Fallout 2, with 300% Barter skill, and with 500 Karma, and being Idolized in the town where I was, the stuff I sold was half price to the stuff they sold. Just leave it where it is. Speech: Convincing others, and lying to them. This has no active use, but very often you'll use it during a conversation. It's used very often, and in Fallout 1 you could kill the last boss with it! After you pick your Tag Skills, select your gender. Females have it a WHOLE lot easier, as they can, errr, seduce men into giving them what they want... There is no active difference though. Finally, pick your age, from 16 to 35. I like being 18, myself, but I don't really tell any difference. Click the save button, save your design in case you die before you even save the game (it'll happen!), and then click start! 3. The Walkthrough (Note: I assume you understand the basic workings of the game, like combat, movement, and item use...) 3.1 Arroyo and the Temple of Trials You start the game in front of the Temple of Trials, which you need to cross through to earn your Vault Suit and PipBoy and prove yourself to your tribe. Walk on in. The first critter you meet is an ant. Go ahead an kill it if you want, and thieves can sneak around them. Continue to the North, battling or avoiding the enemies, and go to the left at the juncture. Go up to the door and lockpick it. Don't worry, you'll always make this roll. Now through the door you'll start seeing Raised Plates. These plates will shoot a Sharpened Pole at you if you step on them and don't make a saving roll. Thieves can use the Traps skill on them to disarm them and gain 25 XP; or you could just avoid them. If you want to avoid them, stay against the east wall. Head to the left after you get through this hall, and battle off the 3 ants (there's no way around it!). Go to the left again, until you reach a big ceramic pot. Dig through the pot and get a bomb, then go up to the door, SAVE THE GAME, set the bomb for 10 seconds, go into attack mode, and go through two pretend turns :-) The bomb will blow up, making a door. Go through and go left at the next junction, then north from there. Through the door is a firey pit and a guy. The guy wants to fight you to prove your worthiness. Talk to the guy if you like. People with a tagged Speech skill can talk him out of fighting you, thieves can steal the key from him, and bruisers can fight him off. He'll leave your stuff in the chest back in the hall, if you fight. Also, the more diplomatic way you get past him, the more XP you get for it. Talking to him gets 800 XP, stealing the key gets 600 XP, and kicking him around gets 400 XP. I reccomend stealing it, that's what I always do. You always seem to make the roll, but save beforehand, just in case. Now, after the movie, you get the Vault Suit and your PipBoy. You're in front of the village elder, or as I call her, Hillary Clinton :-) She'll explain to you about your quest: Find the Holy Garden of Eden Creation Kit! She'll also give you 150 bucks (That's NOT a lot of money...) and a water flask, telling you to find the person it belongs to, Vic the trader. She'll also tell you the location of another town, Klamath, which is to the East. There's also a Knife in the chest behind her. Now head North, until you get to another tent. There is a guy there, named Hakunin. He wants you to weed his garden for him. However, the weeds in his garden fight back... To the north is Hakunin's garden. The two big plants in there are Spore Plants, and they shoot Plant Spikes at you. However, they're not very accuracte, so you should be able to easily slay them. With that you'll get 480 XP, and chances are your first level. Also, characters that use the Throwing skill can throw the Plant Spikes as a weapon. Head back to Hakunin's tent, and he'll give you some healing powder. This restores some HP, but it takes away 1 Perception for about an hour. It dosen't matter right now, but when you get a gun you should start using Stimpaks instead. Hakunin will also offer to make more powder for you when you find some Broc Flower and Xander Root. To the west of the hut is your cousin Nagor. He wants you to find his dog for him. Go to the west-northwest, and into the green Exit Grid. Now you're in the hunting grounds, and there are Geckos around. You can fight the geckos, but I just avoided them. The dog is to the northwest, in the area surrounded by rocks and goo. The goo, do note, will sap a couple HP when you step on it. Take the dog back to Nagor, for 200 or so XP. Head back to the hunting grounds and fight off the Geckos if you wish, but what you're looking for is conic grasses, which are Xander Roots, and orange flowers, which are Broc Flowers. Get as many as you can, then take them back to Hakunin, which will make healing powder out of them for you. There's also some Xander Root in a tent south of Hakunin's tent. Near that same tent, there's your other cousin, Feargus. (Named after the Director, Feargus Urqhart. He shows up a few more times too...) He wants you to fix the well, so do just that with your Repair skill. Even further south is your aunt Morlis. She has some flint on her that you should steal. If you fail the roll, she won't get mad. To the north of her is a stone head and a guy, get him to teach you some Unarmed skill, which gives you 5 points toward it. To the east of him is a guy in a tent who has a spear. He will teach you some Melee Weapons skill for a 5-point boost toward it. Now head to the south and go through the green exit grid. The only thing of importance here is the guy standing in front of the bridge. If you have OK perception, like 6 or so, then you'll notice that he'll have sharpened his spear. Tell him this, and in exchange for the flint he'll sharpen your Spear. It's better than a Sledgehammer now! Now leave the area through the red exit grid. Stuff you should have by now: *Semi-good Unarmed or Melee Weapons skill *Sharpened Spear *A few bags of Healing Powder *Some money *Vic's Water Flask *Some XP 3.2 Klamath and the Toxic Caves Head East on the world map Things you might encounter here: When you get to Klamath, click the green triangle to enter. If you arrived during the night, rest until morning. Straight in front of you is Aldo, the Greeter. You can give him 5 bucks if you like, and it'll improve your Karma and reputation in Klamath. High Karma is important, because if you're evil Bounty Hunters will attack you. They wear Power Armor, so stay away from evil things. North of this is the trader's shack. You can buy things if you'd like, and meet your first party member, Sulik. Sell some stuff to get another $150, or steal it, and buy off Sulik. He's a good member, and uses Melee Weapons. Chances are he's a lot stronger than you, but you don't directly control him, so it evens out. Instead, he fights on his own, according to preset options before combat. Also here is Whiskey Bob. He wants you to head down to the Trapping Grounds and add more wood to his still, so his brew won't go bad. Go down south, through the exit grid, and you'll be in the Trapping Grounds. Head further south, fighting or avoiding the Geckoes around, until you get to a shack. Inside is a still and some wood. Use the wood on the still for 100 or so XP, then head back to Bob for $50 and some Karma points. Talk to Maida while at the trader's shack. She'll send you on a quest to find her friend Smiley, who disappeared in the Toxic Caves while hunting geckoes (Well, it's a little more complicated than that, but that's the basic gist of it). Don't go to the Caves quite yet, we're not done here. North of the shack is the Bath House. You can pay a few bucks to screw someone here (Even if you're female :-), and after enough screws you'll get the Gigolo Karmic Title or the Sexpert title. I never noticed either of these doing anything, so don't waste your cash. Well, then again it IS kinda funny, and it's YOUR cash... To the east of the Bath House is the local bar, the Golden Gecko. You can buy some "Gecko piss" here (It's beer...), and get some for everyone. This will improve your rep in Klamath. There is a guy here named John Sullivan who will teach you some Unarmed and Melee Weapons skill. All you have to do is let him string you along with his "Sweet Science" line, and then ask if he's been pulling your leg when you get the chance. This is rather useful, and it's free! You also get a free beer for it, what a bargain. Beer is not very useful actually, all it does is lower your Perception for a short time. However, you'll need it later, so hang on to it. Northeast of the Bath House is Vic's shop. Vic's that guy you're hunting for at the moment, so go there and get the Pipe Rifle (A crappy weapon), and Vic's Radio, which you'll need later. There's also some bullets for the Rifle there. Loot the place and move on. Northwest of the Bath House is the Duntons' place. They sell Beef Jerky there, which you feed animals with. Get a piece, but don't touch the bookshelf or they'll attack you (Don't bother killing them, just reload the game. There's nothing on the bookshelf.) Go find the dog wandering around, and talk to him. You'll give him some Jerky, and he'll give you a key. Hang on to it. The northwest exit leads to a canyon, where there's a robot. It'll attack you, but all you have to do is hit it once, then run away. It has hardly any APs, so it'll stop before it can hit you. Hit it again and repeat. If you have the newest patch installed (Get one at www.interplay.com), one of the bodies will have a yellow keycard on him. Get it and leave. The southwest exit leads to Trapper Town. The only important thing here is the answer to a quest: Why have rats been plaguing Klamath? Why, because of a giant mutated lab rat! How obvious can you get? :-) Anyway, go through the maze-like building to the north and unlock the door with the key you got (Or talk the guy into opening it, or lockpick it. Pick one.) Go through it and through more mazelike buildings until you get to a manhole. Go ahead on in. There's a lot of rats underground, but they only have 3 HP apeice. Blast or smash them with your favorite implement of destruction, then go on until you find another manhole. Go down it. Kill the rats, and you'll finally meet the Rat King. He'll use scraching attacks, but he doesn't do too much damage, though you may have to heal. When he dies, head north from the central chamber until you get to a door. Lockpick it/blow it up, and climb the ladder. Go over to the car and check it to get the a car part that minimizes the amount of fuel you use. If you don't have the newest patch, it also functions as the Fuel Cell Injector that you need for the car, so you don't need that part. Return to Trapper Town from the caves. Take a look around the town and find some rubber boots. Hang on to them for now. It's time to move on, so leave Klamath. Head up north to the Toxic Caves. This is a relatively simple maze, however the goo on the floor will chop off 1 or 2 HP every time you step on a goo-filled hex. Also, walking on goo without rubber boots will make you grow a sixth toe! (You can get this removed in Vault City) With the pair you have, you should be able to get to Smiley and out with time to spare. Go through the first chamber and climb down the ladder. Battle off or sneak behind the Geckoes here, and go south, then northeast, then northwest at the end of the corridor. Go into the metal-floored area, open the door, and voila! There's Smiley. Talk to him and he'll join you (Actually, he just runs behind you.) Leave the caves through the same way. At the beginning of the caves, you can cross the big pit of goo to the south after you drop off Smiley. There's a new pair of rubber boots, a stimpak, and other things. Go back to Klamth for a sec to visit Smiley in the trader's hut. He'll teach you how to skin Geckoes, as well as give you 3% Outdoorsman skill every time you talk to him. This is an easy way to get to 300%, the highest value, for free! Leave Klamath, and journey to the Den. Stuff you should have by now: *Leather Armor *The location of the Den (One square east, four squares south of Klamath) *Healing Powder and/or Stimpaks *A semi-good non-combat skill *Pipe Rifle *Vic's Radio *Sulik *300% Outdoorsman skill (See above) *Gecko Skinning and another perk (You pick!) 3.3 The Den When you've dealt with all the random encounters, you'll finally be at the Den! This is a seedy place, and the first thing you'll notice is the signpost. Read it, then head east to Becky's. Notice the kids standing near the doors? They steal stuff if you don't run, so set the preferences to "Always run". Now go inside and talk to Becky. Becky wants you to go to find a guy named Frank and get her money back. Frank is south of Becky's, in another building. Go there, running past the little thieves near the door, and talk to the guy in yellow. He's Frank, and he has the money, but wants you to spot him half of it, and then 2/3rds of it. Everyone I've met says to give him the dough, but I never did. Go ahead and do whatever you want, then take it back to Becky for some XP, Cash, and Karma. Becky then wants you to find her book "The Lavendar Flower". Go to the East Side through the green Exit Grid, and go southeast. There's a guy wearing blue that will tell you he threw the book off somewhere. It's random where it is, so look around. It's usually hard to find. Take it back to Becky for the usual XPCK reward. West of Becky's is Tubby's. Tubby will sell you stuff, but doesn't have any quests for you. South of Tubby's is Lara's place. Lara wants you to find out what Tyler is storing in a church on the East Side. Go there, and to the south, to find the church. Tell Tyler Metzger sent you, and he'll let you in. Click on a box to solve it, then head back to Lara for XPCK. Lara then wants you to ask Metzger if she can fight Tyler. Go to the Slaver's Guild on the East Side, which is the easternmost building to the north, and chat with the guards. They'll let you in to talk to him, and then all you have to do is ask. Go back to Lara for a SUPER BLASTER! No, not really, just XPCK. Lara now wants you to find a weakness in Tyler's gang. Go back to the church and talk to Tyler. Tyler will tell you he's having a party that night, all you have to do is be friendly. Go back to Lara. HOWEVER, Lara won't give you your XPCK until you help her open up a Stone Cold can of whupass on Tyler, so tell her you will. That night... Your party and Lara's gang are one team. Tyler's gang is the other team. Your job is to kill all of Tyler's gang, while keeping yourself, Lara, and all your NPCs alive. On your first turn, throw a flare at the guards to make light. Otherwise, do the usual thing you do during fights. It's completely possible to let Lara's gang do all the work, so you can do that if you'd like, just as long as Lara lives through it. You get a hefty chunk of XPCK off of this sequence of jobs, and you get whatever loot Tyler and his gang had. Now head back to the place where you first met Lara, and head east to the Junkyard. Smitty there says that he'll sell you the car for a car part (Which you have, if you have an unpatched game), and $2000 (Which you should also have, after these profitable jobs.) Buy it and dump any uneeeded stuff in the trunk. It'll be safe there. Loot the lockers in Smitty's place for a shovel and a tool, which you'll need. Sleep until midnight, then head to the Haunted House, in the south part of the West Side. You'll see a ghost there, who wants you to go and find her locket. Joey has it, he is the ganger in the east near the green Grid. Either talk him out of it, or shoot him. If you're female you can screw him, I wonder why you never get pregnant after all these screws? I shot him, as I'm usually male, and got the locket. Head back over to the Ghost, and give her the locket for XPK. She'll die and leave her bones, which you can pick up. Head over to the graveyard on the East Side and look until you find her grave (Check the gravestones, she's Anna Winslow) and dig up her grave, put the bones in, and un- dig it. If you dig the others you'll be tagged as a Grave Digger and lose Karma. This will get you more XPK if you do it right. Head over to where Frank was, and chat with the guy in the southernmost room. He'll sell you weapons and anything those kids stole, as well as get pissed if you insult his accent :-) Head over to the East Side and go far to the east, to Moms. Mom wants you to take Smitty, whom you just chatted about the car with, a meal. Do that for a Stimpak, lots of Karma, and a free meal, but no cash. Mom also wants you to kill Metzger, but you're way too weak to attempt that now. Head up to the Slaver's Guild and talk to Metzger. Talk him into letting you see Vic, then tell the door guard that Metzger let you in. The guard will open the door, letting you talk to Vic. Give Vic his Radio, and he'll fix Metzger's radio. Go up to Metzger and ask if you can buy Vic. He'll sell him to you for $1000. If you're female, he'll sell him for $500 and some makin' sweet love by the radioactive fire. Do that. Vic joins you. Give him a good gun, a knife, some ammo, and some armor. Head over to the Chrysalis Motors Highwayman, your new ride. It's time to hit the road! By now, you should have: *The Car *A good gun *Vic *At least $500 left *At least 5 Stimpaks *Some RadAway *Directions to Modoc and Redding, and to Vault City from Vic 3.4 Modoc and the Ghost Farm Head up to Modoc. This is a rural place. The first thing you should do is head East from the start, to the slaughterhouse. The man, Grisham, there has a daughter named Myria and a son named Davin. If you have 8 or better Charisma, save the game, go up to your choice, and offer to screw. Grisham will bust in and force you to MARRY your choice! The sequence is hillarious, especially with Vic and Sulik fighting during the wedding. Getting married is a VERY, VERY bad thing. Talk to your spouse. Ask them to wait-They don't! Ask them to move further away-They won't! Kill them-Grisham attacks! The only way to get rid of them is, of course, to divorce them. I'll go into this in the New Reno section. Or you could get into a random encounter and they'll die instantly :-) Anyway, after you're done laughing from the homosexual weddings (Espescially the female-female wedding :-), go northwest to the General Store. To make a long story short, the Mayor wants you to investigate a mysterious farm to the North of Modoc. We'll be heading there later when we're done here. Buy a bomb while you're here, we'll need it later. It only costs a mere $1000, less with higher barter skill. You can visit the slauterhouse to the east, but there's no point in doing so. South of the slaughterhouse is a hurt Brahmin. Use Doctor skill on it. It'll start following you. Take it down to Grisham's place in the South and sell it. One week later, come back for 500 peices of Jerky :-) To the north of the General Store is the Tannery. The owner of the Tannery wants you to find his son Johhny for him. Talk to his dog, and the dog will join your party. The dog almost sucks as much as a spouse, and the spouses at least can CARRY something! Grab him up and head over to the well. "Use" the well to move away the boards, and go buy a rope from the General Store to climb down into it. There's a bunch of coin bags down there, which you can take for the cost of 2 or 3 Karma a pop. You'll also find Johhny's BB Gun down there, which you get some XP for. It's a crappy weapon though, and ammo is rare. Climb back up, tell the Tanner you found the gun for a warm, fuzzy feeling. Johhny's not dead yet though... Head north through the green Exit Grid. You're now in the Bed and Breakfast. Head north to the building of the same name, and into it. Talk to Rose, who will chat with you for the price of some food. If you get the Brahmin Fries, you can enter the contest, and get poisoned for 1 unit's worth :-) You can also order water for 1000 dead presidents, which is just a TAD pricy. However, if you order it you'll get a free chocolate chip cookie, which is worth a free AP. It's not permanent, however. There's a pen in the northwest, with a DeathClaw inside. This DeathClaw will kill you and everyone else in this section of town, so don't risk it yet. Head back south. Now there's not much else to do, so leave Modoc and head North to the Ghost Farm. This place is covered with blood and dead bodies (Errr, not really... Just look at one of the bodies!) Head up northeast to the shack, and go on in. However, before you can crack open one of those boxes, you fall down a pit! (Actually there's three pits to fall down, but that's beside the point...) So now you're underground. Talk to the guy, then go over and talk to the owner of the place. He'll let you see Johnny, who was down here all along. Come back and tell him you want to go back to Modoc and tell them what you found. He'll agree, and you get to go up a rope back to the surface. Head back to Modoc, and tell the Mayor. He'll tell you that they've lost one of their people, and that if they don't find them in 30 days they'll attack. Go back to the farm and tell the owner. He'll tell you that the guy ran off to the southwest, so go to the Den. Metzger has the guy, and you can do it the easy way or the hard way. The easy way is to kill him, which you should be able to easily do now. The hard way is to buy him, which'll cost you a dime or two. Kill Metger and his goons, loot the bodies, go down to Mom (Remember her?), and tell her you killed him for some XP, Cash, and Karma. I can't quite remember whether you have to take the guy back to Modoc or he'll go there himself, but head back to Modoc and tell the guy you have him for XPCK, and then head back to the Ghost Farm and tell the guy for XPK, and free run of the place. Go tell Johnny you can go now. Take Johnny back to the Tanner's for XP, Karma, and a brand spankin' new Combat Leather Jacket. Nice, until you get the Leather Armor MK. 2. Head North and go east to talk to Farell. First off, he wants you to kill the rats in his garden. Do that for XPK. Then he wants you to help him find Cornelius's watch. Go over to the outhouse and climb down into the loo. Then drop a bomb and get the HECK OUT OF THERE! If you set it well, you won't be killed, and you can go back in (The entire Bed and Breakfast is covered in crap now! :-) and fight a Molerat for the watch. DON'T take it back to Cornelius himself, as he'll think you're the thief. Take it to Farell instead, and you'll have mostly finished up Modoc, unless you want to try to kill the Deathclaw (Note that if you DON'T kill it, it will kill everyone in the Bed and Breakfast!) Well, you finished up Modoc, and by now you should have: *A Bomb or two *Lots of XP *Three good perks (Two if you have Skilled) (I prefer Toughness and Awareness) *Combat Leather Jacket *No spouse ^_^ *Lots of jerky and stimpaks and healing powder, Oh My! *The location of Vault City and Redding 3.5 Redding Head far to the South to get to Redding. Take your car, but if it runs out of energy feed it some Small Energy Cells or Micro Fusion Cells. When you get there, head to the Casino, the first building you see. Characters with high Gambling skills can make out, as well as those with high Steal and Barter skills. Go talk to the Mayor. He wants you to clear out the Wannamingo mines for him, and will sell you the deed, which you can then sell back when you've cleared them out. Go look around the town if you'd like, but the mines, Casino, and Painless Doc Johnson's place are the only important things in this section. Come to think of it, scratch that last line. There's the Sheriff's, which will give you a few quests if your level is high enough, and the Malamute, which is there for comic relief and any males that want a few pumps on the whore there. You also go there for a few quests from the Sheriff. Go North to the Fightin' Molerats and the Mine. You can bet on the Molerat fights at noon, and perceptive characters or those with Empathy can make out here. You can visit the various mine leaders, but the only place that's vital here is the Wannamingo Mine to the west, so go there. There's some mutant Pig Rats here, as well as some tougher normal rats, with a whopping 8 HP! Oh no! One bullet from your favorite firearm will kill 'em. Head east, then north to a manhole. Head down it to get to the mine. There's Wannamingos here, who use tentacle attacks and can cause radiation. Weak characters will get nowhere here, so make sure you have a good weapon and armor. Use shots to the Eyes? for best results, however don't try for the groin socket as it does less damage. Battle all the Wannamingos in every sector of the mine, and when you kill the Gray Wannamingo you'll have gotten them all. Head back to the Mayor, who will pay you twice what you payed for the deed, and some XP and Karma. That's pretty much the only important here, so leave. You should have: *The same things you had from Modoc and the Ghost Farm. *Some more XPCK *Lots of Stimpaks. 3.6 Vault City, Vault 8, and Gecko Hop in the car and head to Vault City, which is in the very northeast corner of the map. Explore the sectors around it to see Gecko, which is labeled Unknown. Explore the 8 squares around Gecko while you're at it. You'll use the info in a bit. Now head to Vault City and click the triangle. Vault City is full of bigots and a**holes, so you don't want to go in there directly right now. Instead, the arrow takes you to the courtyard, an area on the outside of the City itself. Head east and north until you see a tent. The woman inside wants you to find her husband, Joshua, for her. He was taken as a Servant for Vault City, so we'll have to have her wait for a second. Tell her you'll find him. Northwest of that is a kid who wants you to find his Richard Nixon doll. The doll is near the bar, and it looks like a book. Save your game before talking to the kid, and try both conversation paths (Giving it up, or tearing it up in front of him). It's hillarious how you get XP for both the good and evil paths! Now listen to the kid until he tells Nixon he wants to dig up his Daddy's wrench, then head up to the rocks near where you found the doll. Check the biggest lone rock for a Wrench. You'll need this in a second. Head up to the Bar you were just by, and chat with the bartender, Cassidy. You should be able to talk him into joining you if you have 8 Intelligence, like I usually did. He's a great character, and uses rifles, knives, spears, and brass knuckles (though not Spiked Knuckles or the Powerfist). He's incredibly accurate, and does tons of damage with a Gauss Rifle or Pistol. He has a Sawed- off Shotgun on him, which you should replace with the Combat Shotgun in Vault City. His main problems are that he goes through ammo like a vacuum, and if you give him any steroids he dies. Save and do it anyway, just to see what happens :-) Head to the tent near the Bar and meet Pukin' Steve or whatever his name is. Use Doctor on him, then give him Rad-Away, than another Rad-Away for a bunch of XP. East of there is the general store, but it all sucks, and your real shopping trip comes in just a sec... Head up north through the green grid. Yes, even getting into the city is a big chore, as you'll find if you talk to the guards. You have a few ways to get in: The stealhy way, the diplomatic way, and the thiefly way. The stealhy way is to go into the nearby bulilding on your right. Talk to the first guy in there, and he'll sell you fake Citizenship papers. Use these to enter the city, and to buy items from the Amenities store. The diplomatic way is to go into said building, talk to the guy in the back, and talk him into giving you a Day Pass. However, if you do this, you can't use the Amenities store. The thiefly way is to go at night and go into said building. Go into the back and lockpick the locker in the corner, then take a Day Pass. Once again, the store is closed to you until later if you do this. For a funny scene, try the first steahly way, then rat the guy out to the guy in the back. He disappears after your chat... :-) Anyway, when you have the papers or a Day Pass, talk to the guards. If you have a pass, they'll search you for alchohol and drugs. If you have those, you can't go in, so give them all to Sulik, Cassidy, or Vic, as you'll need them later. If you have the papers, they'll just open the door. In any case, go on in. You're now in main Vault City, which you could probably tell by the cool music. Head east to Vault 8, which has guards in front of it. Technically, you very well COULD go into attack mode and sneak in and forget the Gecko quests entirely, and the guards couldn't stop you, but we're gonna do it the hard way :-) South of the Vault entrance is the main Amenities store. People with fake Citizenship papers can buy stuff here, and it's all good, if expensive. Be sure to pick up a Combat Shotgun for Cassidy, Metal Armor MK2 for you, Leather Armor MK2 for Cassidy, a Magnum Revolver for Vic, and Metal Armor for Vic. Give the Combat Leather Jacket to Sulik, and buy some Shotgun shells for Cassidy. If you're anything like me, you're itching for the energy weapons, so just be patient. Near the entrance to the main city is the Bar. Get your beer and booze back from your various NPCs, and give 10 of each to the Bartender for XP, Cash, and Karma. (Good ol' XPCK!) Head north along the path from there to the branch Amenities offices, where you can get some Stimpaks and RadAway. You're probably short of Radaway if you did the pukin' guy quest, so get some more. Get some RadX too, we'll need it later. If you see any Psycho, grab it at all costs. It raises general Damage Resistance, is cumulative, never addicts, and lasts a while. All it does is lower INT for a day or so, which is easily fixed. Buffout is useful for the humor value (save and use some on Cassidy ;-), and Mentats are good for a laugh up here at the Citizen's Area, when you take a Citizenship test. Be careful with the RadAway, as you can get addicted to it :-) The shop owners are smart alecs, and don't sell anything we haven't already seen (Except maybe Psycho, which is useful - see above), so head east to the Sheriff's place. He wants you to scout the 8 sectors around Gecko, which is the now-named Unknown. You've already done that, so tell him for XPCK and a quest to scout a path to NCR. We'll be doing that anyway, so make a mental note and tuck it away. West is the Servant Allocation building. Talk the guy into selling Joshua back to you for XPK. You can also sell your party members, which in Fallout 1 was probably a good idea, but not here. Save and sell your spouse if you got married in Modoc though :-) Head north to the Citizen's Area. The only place of importance here is the big Council building, so go there. You can take the Citizenship test here, and get various results based on your INT. You always fail though, even with 10... In the lower-right room is First Citizen Lynette. As a rule, always save before talking to her, as she is a really big hypocrite, and saying the wrong thing could result in anything from you getting kicked out of Vault City to the guards attacking to not being able to talk to her anymore. She is fun to insult though, which you ought to try a few times. What you want is to convince her you came from Vault 13 to get on her good side. She's not really rewarding, but she does give you a useful quest to disable the Gecko power plant, or more accurately stop the spread of radiation into the groundwater. This is a very awkward quest, and there's about 5 different ways to handle it. The easiest way is what I'm going to describe. Go out of the city and up to Gecko. Head east to the Harp, where you can buy "Tragic" cards, and play against people. If you have high luck or gambling skill, you'll win often. You can also trade here, but all Wooz has is beer and trading cards. If you buy the ghouls here enough beer, they glow in the dark :-) Northwest of here is Harold's place. Talk to him, and he'll tell you he needs a Hydroelectric Magnetosphere Regulator (They got it from Marvin the Martian in the cartoons :-) He says Vault City has one, so we'll be heading back when we're done here. Talk to the whitish ghoul in the other room. This is Lenny, and if you give him a chance to join you because he didn't join your ancestor, the Vault Dweller, he'll do just that. He uses his fists, knives, or needler guns. He's very good with the Doctor skill. Get him if you want then move on. North through the grid is another section of Gecko. The only important things here is a guy who wants a Super Tool Kit, which we'll get in a second, and a guy who wants you to deliver a disc of info to Vault City. Head back to Vault City, in fact. Go up to the Main City. At the repair shop is a woman named Valerie, who is Vic's daughter. If you have him with you, they'll have a funny "moment". Talk to her and give her your Wrench from the Courtyard and the Pliers from the Den. You'll get some XPCK. Also convince her to love Vic again for some XPK. Head back up to the Council area, and tell the guy in the far left room about Gecko's problem. He'll give you a pass for the Regulator. Get it from the Amenities office, then head back up to Gecko. Go east from the first area to get to the Power Plant. Steal a Keycard from the guards inside to open the doors, and make your way to the northeast, where the robot and the big hole are. Use the computer, insert the Regulator, and enter the commands in the order the planets come in. I.E, push the Mercury thing before the Venus thing, and so on and so on. Save your game after finding the correct sequence, then either tell it to install the Regulator or to blow up the plant :-) The correct way is to install the Regulator. Head back to Vault City and go to the council area. Tell the guy standing in the far-left room that you fixed Gecko's problem. He'll make you a Vault Citizen and give you some XP and Karma. You can now enter the Vault, and you're no longer searched when you enter the city. You can also freely buy stuff from the Amenities store. Head into Vault 8 from the first screen. Follow the hall and enter the Vault through the Vault door. Open the locker in the hall following the door, and get the stuff. Head right from the junction and talk to Sybil. Males can donate sperm for genetic diversity in Vault City (XPK) and go out with Sybil (XPK). Females can do neither, due to a lack of sperm and homosexuality. Either gender should check the computer. Those with high Doctor skill will find info on combat implants. Check the computer 30 times for a message about beating the game and what happens afterward, and check it 35 times for something funny... Talk to the Doctor. He wants you to bring him Jet, which you should have. You get 1000 bucks and some XP and Karma. If you're poisoned, he'll give you the Vault City Innoculations perk, which adds a few to Poison and Radiation resistance, and good Doctors can get the Vault City Training perk, which adds to First Aid and Doctor. Hop in the Elevator and go to floor 2. Strong people can open the jammed doors, and thieves can lockpick the locked ones. You're looking for a Voice Recognition Module, which you'll need in a while. Check the boxes for lots and lots of water chips :-) There's over 2000 in the assorted boxes, but they're only worth 5 bucks each. You had to go to such lengths in Fallout 1 to get one, and now... On floor 3 you can loot the supply area with the lockers. the guy here will sing "Maybe" by the Ink Spots, which is the intro to Fallout 1. (The intro to Fallout 2 is "A Kiss to Build a Dream On", but you should know that... :-) Head over to the main computer and use it. You'll get the location of Vault 15, which is very, very far to the south. If you're perceptive, you'll notice a slot for your PipBoy, which you should use. It'll add a log to your notes. Come back here after you beat the game for a nice reward :-) Go back to Valerie a game day or so after you've done this. She has 5 Super Tool Kits, and will give you one. It adds to your Repair skill when you use it as an item. Go to Gecko and give it to the ghoul for a Fuel Cell Injector, which you need for the car instead of the part in Klamath if you have the new patch. Back in the Courtyard visit the Hospital. Go into the back and fix the Auto-Doc, and if you have any combat armor tell the doctor that you want some combat implants. He'll do it for 5K bucks and your combat armor. You can then get that implant upgraded for 1 Charisma, 10K bucks, another Combat Armor. I think there's something you should do with the Ghoul that gave you the holodisc, but I can't remember. Any ideas? Anyway, by now you need: *The location of Vault 15 *A Voice Recognition Module *Lenny *Good Metal armor *Combat Shotguns for you and Cassidy *Vault Citizenship *The location of Broken Hills and New Reno *A quest to kill some raiders 3.7 The Raiders' Camp Straight south from Vault City is the Khans' camp. This is by far the simplest area in the game. Go on in, navigate the caves, and kill all the raiders at the camp. That's it. Just do that. You'll get three different dog tags, which you should take back to the Vault City Sheriff for some XPCK. Also they have nice weaponry, and cash on the bodies. By now you should have *More XPCK 3.8 Broken Hills South of the Khans' Camp is Broken Hills, a mutant-human-ghoul city. When you come in your car, you'll run over a ghoul, but don't worry about it, he's fine. Put away your weapons and tell your NPCs to do the same. The guy you meet will tell you about the town. Head south to the employment area. Here you can join a caravan and shovel Brahmin doo. Do the Doo enough times to become an Expert Excrement Expeditor, which is a perk. It increases your speech skill. You get 100 pictures of George Washington every time you shovel doo. The caravan jobs are worth a free trip to NCR or Vault City, and 100 pictures of Abraham Lincoln (500 bucks, smarty!) You can also buy stuff here. Head down the main street until you meet a mutant. This is Marcus, whose voice is supplied by the guy who plays Lt. Worf in Star Trek: The Next Generation. He is a partyy member, but seeing as he's the sheriff of Broken Hills, he won't join you yet. He wants you to find out where the missing people here are going. Head north from here to get to a General Store. The lady sells items, which are OK, but at night you can sneak into her basement and take all her guns. This also works if you say you hate mutants, even if you don't. South of where Marcus was standing is the bar. You can buy drinks here, and arm wrestle Francis the mutant. If you win, you get a Power Fist. If you lose, you wake up in Francis' house with a Ball Gag. If you lose, search the nearby bookshelf for a Inflatable Sex Doll. If you're female and have a "Sexpert" Karmic title, the doll might be named after you :-) Afterwards, head east to the mine area. The actual mine is up north, and the proprietor wants you to fix the air purifier. You can go in and battle the Giant Ants (shudder) inside if you'd like, they're from all the way back in Arroyo, but you can fix the purifier without a certain part for it. Also, you take 2-3 damage every few steps in there. In the southeast of the mine area is a scientist who has a Radscorpion. The scorpion is intelligent, and will challenge you in some skill tests. If you have a stat your particularly good at, like Perception, challenge it in that. Head north from the lab to find a talking Spore Plant that wants to be replanted. If you still have a shovel, use it on the plant to replant it. It'll teach you the Flying Liver chess manuever, which you should use on the scorpion. The scorpion attacks you if you do this, so kill it and take its glasses :-) Look for a manhole in the mining area, and head down it. Go northeast through the maze until you find a bunch of bodies. Examine them until you find one that has "been shot" before it was chewed. You'll get a note. Take the note to Francis for some XPCK. We'll be coming back here, but there's nothing left, so leave. By now, yada yada yada *A burst-fire weapon *Lots'a ammo *Lots'a healing *Lots'a XP *Lots'a dough *Yada yada yada 3.9 New Reno, Golgotha, and the Stables Head straight east from Broken Hills to get to New Reno. This place is really cool, and it's run by 4 crime families - The Bishops, Salvatores, Wrights, and Mordinos. The first thing you'll be doing here is visiting the Mordinos, in fact. The first building on the right is the Cat's Paw, a brothel. You can get screwed here, and get a quest to find 10 Cat's Paw Magizines for Miss Kitty. Accept it, though I doubt you'll ever find that many :-) Across from the Cat's Paw is a guy in a red shirt, Jules, who tells you about the assorted crime families. Make sure to talk to him about the Salvatores, who, might I add, have LASER PISTOLS! Well, they're not that great, but it's better than nothing :-) He also tells you the location of Golgotha and the Stables, where Myron lives. Head to the Desperado casino on Main Street. If you have good Gambling skill, you can rake in the cash here, and there's supposedly one table where you always win. Talk to Little Jesus (Pronounced Hey-Seuss, for the non-Spanish-inclined :- ), who will tell you to talk to his dad whom is upstairs. Go upstairs and make your way to the room in the middle. Big Jesus wants you to deliver a package to the Stables, in the north. Accept and you'll be notified of the location on your map. Go there and deliver the package to the guy. It's that simple. Now Mordino wants you to get his money back from the Corsican Bros. They're in the next screen to the North, in the Golden Globes porn studio. Get Mordino's money and come back. Mordino then wants you to KILL Salvatore, but don't. You get XPCK as a reward for all of this. Now head to the screen with said Porn Studio. The first building on the right is the Gym, where you can box. Save before you fight, as the game can glitch and the fights are hard :-) If you fight The Masticator, when he hits you he might bite off your ear, so be careful, as that takes away 1 Charisma permanently. North of there is the Bishops' place, but I don't remember what you do there other than screw Bishops' wife and daughter, therefore screwing him over :-) You can gamble here too. The important place is to the west of this casino (The Shark Club), and to Salvatore's. Here you can meet Louis Salvatore, who wants you to get his money back from some dude named Lloyd. He's in Bishop's club, and will take you to Golgotha to get it. He has a land mine in there, kewl! Drop the mine on him, thus killing him, and take back Salvatore's money. Salvatore lets you keep half of it. He then wants you to get some of his money back from Renesco the Rocketman (Boy, this guy loses money everywhere, huh?) Renesco will want you to loan him the money in exchange for a discount at his store, which is worth 750XP. Do that, and deliver it to Salvatore. He has one more mission left, but I forget what it is :-) He gives you a free laser pistol, and you can ask Mason how it works for a free Energy Weapons boost. Now go northeast out the exit grid. The important thing here is to the south, where Family Wright lives. Wright wants you to find out who's been doping up his son, but don't give him cement shoes, or make him sleep with the fishies, or give him a third eye, or make him wake up next to a horse head :-) He suspects it's Lil' Jesus Mordino. There's supposed to be a hard way to do this, but I just fingered Lil' Jesus :-) Now he wants you to go to the Sierra Army Depot and scout it. This dungeon is so big it deserves its own section! You should have by now: *A laser gun *OK Energy Weapons skill *At least 15000 Washington pictures *Some Small Energy Cells *Some... Wait! The car's gone! Follow the tracks to get to a chop shop. Females can screw T-Ray for the car, but males have to pay/kill him. He also mentions something about moving stuff out of the trunk. Don't worry, it's not your stuff. He increased the capacity of it for you. You get the car back, and he'll also sell you some fuel for it (and condoms!) *The location of the Sierra Army Depot *The location of the Stables *The location of Golgotha 3.10 The Sierra Army Depot Northwest of New Reno is the Sierra Army Depot. Your first challenge at this place is even getting it; turrets surround the area and fire visciously at anyone that gets near. In fact, the place is littered with bodies of people who've tried before. Note that the bodies don't have anything, so don't bother looting them. The best you'll find is some 5MM JHP. Battle the turrets and break them down. Go through the gate and head to the left to find a room with a Howitzer and a shell for it. Fire the Howitzer at the wall to blow open the door, and go on in. Characters with good Science skill are rewarded for their efforts here, as there are many computers. Use the first one you see to disable the forcefields. Without them you would have died. Even then, you'll still take some damage when you walk through them. Go to the elevator and head straight down to floor 4. Go over to the main computer and release the soldier from Cryo-freezing. He'll run out the door and die of Cryogenic Death Syndrome. Loot his melted body for a kewl BB Gun, the Red Ryder LE. It does 15 Damage no mater what, and is very accurate and has a long range. It has a large magazine, but ammo for it is rare and heavy. Now save the game, and try to get a brain. If you have good science skill, you'll be able to get a Cybernetic Brain, which is the one you need. Get it, then head up to floor 1 again. Go to the operating room near the exit and get two cases of Biogel and Prv. Dixon's eye. You can use the eyeball on the non- service elevators. Hang on to the Biogel. Head down to floor 2, where you'll see lots of baby security bots lined up in a row. Take out your favorite burst mode weapon or explosive, and go insane on them. They won't fight back! Head through the electric floored hall to get to a place with a broken Nuka-Cola machine. On the floor is a cookie, which you can eat for a free AP. Now go to floor 3. Talk to the central computer and tell it that you'll get it a body. Save your game, then add the Cybernetic Brain and the Biogel to the broken robot down the hall. Tell it to initialize, and Skynet joins the party. He has high Science skill and uses heavy shotguns and rifles. Pistols, though, it won't use. He can completely disable the forcefields here too. Once you've gotten him, head back to New Reno after killing all the robots and looting the place. 3.9 II: New Reno Revisited Head over to the Wrights and tell him you did it. Wright will make you a Made Man of Family Wright. Pick a name (I was "Magnum", myself, this began my habit of naming my save games), and you'll get the "Wright" to buy special stuff from the Gun Shop and to get you and your human party members screwed for free at the Cat's Paw. "Made Man" is a Perk, which increases your rep in New Reno and with underworlders. Everyone here respects you now, too. Head to New Reno Arms, in the north of the west side of New Reno. You can buy the Bozar and Minigun, or you can just do what I did: Provoke the guy into attacking you, and let your party members kill him. Give him a laser gun from the Salvatores first for XPCK. At night sneak into the back room of New Reno Arms to meet Algernon. Algernon will upgrade most all of the upgradable weapons, like Flamer and Plasma Rifle and Laser Pistol. Make sure to unload them first, because he gives you a free magazine with each upgrade as long as the gun is empty. South of New Reno Arms is the Church. Father Tully will divorce you here if you got married, and he has a present for you if you beat the game. That's about it for New Reno, so leave and head south to Vault 15/NCR. I chose NCR, but you can do these in any order you wish. 3.11 Vault 15 and the New California Republic Head straight south from New Reno to get to the New California Republic, NCR for short. This place is EXTREMELY glitchy, and some quests have no solution at all, so don't be discouraged if you can't find out what to do here. Head north from the start to find a tent and some guys in Combat Armor protecting it. Steal from them to get one of the game's rarest weapons, the Bozar. It's a burst-fire only weapon that uses 15MM rounds, and does a ton of damage. I sold it though, since it sells for a high price. I'm afraid this's as far as I go in this update. Check back later though.