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