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Fallout 2 cheats / Fallout 2 hints / Fallout 2 faqs / Fallout 2 solutions Fallout 2 faqs and solutions Steve's Guide to Fallout 2 (Warts 'n all!) I tried to base this guide on all the possible quests, things to find, and things to do in each location. It's not a walkthrough, though it does contain detailed instructions for some of the tricky bits. I feel that this structure will allow you to role-play freely (different characters have to solve problems in different ways), yet still help you to find obscure objects or quests. If you are looking for a specific object or location, just search for the name of it with your browser. Orientation-wise, directions are always given assuming that the top of your screen is 'north'. The longer compass direction names are abbreviated, such as NE for northeast. I purposely didn't put in a Table of Contents, lest you see all the exotic places you're eventually going to visit before you're supposed to know about them. Though the locations are presented in the order that you would typically reach them, your mileage may vary. You are about to embark on a fabulous adventure. I hope that you will enjoy your journey... --------------------------------------------------------------------------- Tips Before you even think about starting to play, check out the Interplay Fallout 2 site, and ensure that you have the latest version installed. If not, download and apply the patch. Be careful to only apply a patch compatible with the locale from which you purchased the game! This guide was written using the U.S. version, patched to V1.02. Owners of the U.K. and some other European versions may note that there are no children running around in their game, so some of the comments pertaining to them in this guide may not make sense, and a few minor quests will not be available. Beware that if your Intelligence (IN) is too low (I mean, your character's in the game, silly. Don't take it personally ;-), you won't be able to get most of the quests here simply because no one will be able to converse with you! Likewise, not having a high enough Charisma (CH) or Speech skill will also alter NPC responses, and you may miss out on important conversation choices that lead to quests. So, I recommend having both IN and CH at a minimum of 6 (you might scrape by with lower CH if you have a decent Speech skill) to keep your options open. If in doubt in a particular situation, pop a Mentat to boost both temporarily. Just for kicks, it's worth starting up a game with IN 3. Yes, it's a very well balanced game :-) Unless you are going the diplomatic route, and have enough CH to be able to talk your way out of anything, make sure you start off the game with greater than 50% of either Unarmed or Melee skill. It will be quite a while before you obtain any decent weapons! Beware that one of your first encounters involves fighting bare-handed, so even Melee won't help here. I recommend a minimum Strength (ST) of 6. With less than this, you'll be severely disadvantaged at hand-to-hand, unable to take any unarmed perks (most decent ones have a min ST of 6 requirement), and you won't be able to carry much inventory either. Likewise, unless you're going to play the 'ultimate bruiser' type of character, a starting ST of 9 or 10 is a waste, since you get a chance later on to increase your ST by 3 using... artificial means! Unless you are taking on the role of a thief, a decent Barter skill is also vital. Early in the game, when your character is relatively weak, there is a sure-fire way to defeat critters like Ants, Radscorpions, and Silver Geckos without taking so much as a scratch: approach to within about 5 hexes. Let them come right up to you. Then, hit them with your best shot, but make sure you have at least 5 AP left. Then retreat in a straight line. They will follow you, but won't have enough AP left to strike! Repeat until critter is dead. NPC's make great packrats. They can help you carry all the stuff you pick up after encounters with hostile critters. Be careful about giving them burst capable weapons though... or you could find yourself replaying a lot of encounters :-( Also, be sure to fine-tune them before heading out on the wasteland. You don't want someone wasting valuable ammo on easy critters (rat is hit for 243 hit points... yeah, I think it's dead. Just wasted a rocket, dammit!) In this case, take their best weapon or ammo away from them before heading out. On the other side of the coin, make sure you use the Combat Control dialogue to ensure they are using their best weapon when you know an important encounter is coming up. A high Outdoorsman skill is extremely useful for avoiding unwanted random encounters. Sometimes, you just want to get from A to B without being bothered. Carrying a Motion Sensor in your personal inventory while travelling is alleged to help in avoiding random encounters. And you get XP for using this skill! Like the man says: save, save, SAVE! You never know when you're going to mess up in combat, blow a dialogue with an NPC, etc. Contrary to what you may hear on the grapevine, you can also save during combat, though this practice does seem to make the game more likely to crash... but you just saved, didn't you? So, no big deal. Those pre-apocalyptic Californians must have been avid readers. There are bookcases everywhere. A lot of them contain valuable stuff, so check every bookcase, desk, pot, locker, etc. Anything that exhibits a hand icon when you move your cursor over it is worth having a look at. Scavenge to your heart's content! The designers hid stuff behind walls in this one, so check for items everywhere! You can rest nearly anywhere when no hostile critters are nearby. Derelict buildings in most towns make a perfect spot for this sort of activity. There's no rush to get through Fallout 2. Use the time! Why waste Stimpaks when you can heal while resting or travelling? There are all sorts of people to sleep with, marry, etc. I didn't bother to document any of these... encounters, unless they furthered the plot :-) Well, are you ready to begin your quest? --------------------------------------------------------------------------- Temple of Trials Kill all the Ants and Radscorpions to gain valuable XP. Take all the Radscorpion Tails you can carry off the dead critters. You can barter them. Check all the pots and chests for Healing Powders and such. There is a section with raised plates that appear as you walk across the floor. If you step on a plate, a spear is fired at you from the wall. If you have some Traps skill, you can disarm these plates for 25 XP each. Get the Explosives from the pot south of the locked door. Save the game! Then, stand right in front of the door, arm the Explosives (give yourself a minute at least), drop them, and retreat to a safe distance until the door blows. Defeat Cameron in hand-to-hand. Weaker characters might try using the hit-and-run technique I described above. He still gets one hit in every turn, but it's better than 2 or 3! Diplomatic approach: with CH 10 and IN 10 (possibly lower will work too), you can talk your way out of fighting Cameron :-) Remember to retrieve your belongings from the chest outside the door you just came through. Then, head through the final door, Chosen One. --------------------------------------------------------------------------- Arroyo Repair the well - 100 XP. Get training from Lucas, standing near stone head - add 5% to Unarmed skill. Jordan, in tent east of stone head, will train you with spears - add 5% to Melee Weapons skill. Quests 1. Rescue Nagor's dog, Smoke, from the wilds - 100 XP. Nagor is standing east of Hakunin's (medicine man's) tent. The wilds are NW of Hakunin's tent. In the north part of this section is a plank amidst some puddles of radioactive goo. Cross it, approach the dog, and he will follow you back to Nagor. While there, you might want to grab a few of the bright orange flowers... and kill a few Geckos. Hakunin will make Healing Powder for you if you bring him Broc Flower and Xander Root. See Quest 4 below. 2. Find Vic the Trader - Vic will join your party. See the Den, Quest 8. 3. Obtain flint to have Mynoc sharpen your spear - Sharpened Spear. Mynoc is the bridge guard on the way out of Arroyo, to the south. Need decent Perception to notice Mynoc's spear in the first place! Then, get the flint (beg, barter or steal) from your evil aunt Morlis, who is standing guard outside a tent SW of the stone head. 4. Kill the evil plants that infest Hakunin's garden - 100 XP and he'll make Healing Powder for you anytime in future. Kill the two spore plants in the garden located just NE of Hakunin's tent. 5. Retrieve the Geck for Arroyo. Talk to the Elder, in the tent NE of the well... but I can't possibly tell you how to complete this quest. Not yet, anyway :-) --------------------------------------------------------------------------- Klamath Don't trade with Maida Buckner if you can help it. Her prices are too high! You can have the tribal Sulik join your party by paying off his remaining debt of $350 to Maida. Well worth the trouble, because he's much better than you in combat at this stage in the game. Alternatively, you can get Sulik for free if you complete Quest 2 below, but I always found it handier to have him with you on this particular quest. In the Golden Gecko, talk to Fighting John Sullivan. He'll train you in Unarmed (add 10%) and Melee Weapons (add 5%). Also worth 150 XP. You can talk to Jenny in the Bathhouse to learn a bit more about Vic. You don't have to sleep with her to get this info. Raid Vic's house, east of the Bathhouse. Make sure you take and keep Vic's Radio. The Pipe Rifle is virtually useless, but it's worth some money anyway. There's an exit grid to the NW, with a crashed vertibird and a maintenance robot there. You can take out the robot for XP, and retrieve a Yellow Reactor Keycard from one of the corpses... but I never found out where to use this Keycard! Quests 1. Refuel the still - $50. Talk to Whiskey Bob in Buckner's. You must buy him a drink. He'll then tell you about his still that needs to be refuelled. It's located SW of town. Be ready to fight some Geckos. Careful, because Golden Geckos radiate you when they get a good strike in! Wood to fuel the still is located right there in the cabin. 2. Rescue Smiley the Trapper - 1000 XP and $100 from Ardin. Talk to Ardin Buckner. She puts the Toxic Caves on your map. Get some Rubber Boots (see Quest 4 below), exit Klamath, preferably with Sulik in tow, and head for the Toxic Caves. Smiley is holed up in the back. Be sure to grab the 2 packets of Rad-Away from the locker in the wall there. Note the locked elevator. You probably can't open it yet (I've described what to do below. See Toxic Caves Elevator, unless you don't want to spoil it yet) When you return to Klamath to collect your reward from Ardin Buckner, talk to Smiley, and he'll teach you how to skin geckos. Great little revenue earner from now on. 3. Guard the brahmin - 250 XP. Talk to Torr, the tribal who hangs out near Buckner's. Kill all the Radscorpions there, including the ones hiding in the woods south of the clearing. 4. Kill the rat god - 300 XP. Take western exit grid to Trapper Town. Get key from Slim Picket (you can also obtain the key by giving some Meat Jerky to a dog you find in the brahmin pen near the SE exit grid). Be sure to get Rubber Boots in Guns store (lockers). Find manhole that leads down. On second level, kill Keeng Rat. Also a dead trapper there with a 10mm Pistol on him (might depend on your PE as to whether or not you find him). Take ladder in NE corner up. Find door on next level. Either lockpick or use explosives on it. Take next ladder up, and grab the Fuel Cell Regulator from Highwayman outside. 5. Rustle the brahmin - 150 XP and 50$. If you prefer to follow the Dark Path, you can shop the location of Bob's still to the bartender at the Golden Gecko for $50 instead. Then, you can ask the Dunton twins (building east of the Golden Gecko) if they have any jobs going. They'll ask you to either talk poor Torr into leaving the brahmin, or knock him unconscious. This quest does not do wonders for your karma, as you can imagine. --------------------------------------------------------------------------- Toxic Caves Elevator You need an Electronic Lockpick (normal or MKII), which you can buy in New San Francisco before you can open the locked elevator at the rear of the Toxic Caves (see Klamath, Quest 2). I recommend you don't take the car with you, because you won't be able to access the trunk once you're there. Just leave it in Klamath. The walk will do you good for a change. Also, might be handy to take Vic with you unless your Repair skill is high, because you must fix the generator there to power the elevator before you can use it. Also recommend taking along a Sniper Rifle, because there's a big, bad security bot armed with missiles waiting at the bottom for you! You can take out his sensors with one good targeted shot, and then finish him off at your leisure. Once you've polished off the bot, there are lockers full of goodies, among them: Bozar (best gun in the game!), Combat Armor MKII, 200 x Micro Fusion Cells, 280 x Small Energy Cell, 200 x 4.7mm Caseless, and 200 x 2mm EC (very hard to find indeed :-) --------------------------------------------------------------------------- Den Make sure you give Karl (Mom's Diner, far SE corner of town) something and then get him to tell you his story. Comes in handy later. Buy a drink from Becky, then ask her about 'Dyer'. Hmmm. Then, cross the exit grid SE of Becky's and talk to the barkeeper in The Hole. Ask him for info. Then ask him why Becky's drinks are cheaper than his. Offer to find out. Return to Becky's and wait till the guard leaves the door to the north of the bar. Lockpick it, go down the stairs, and discover that Becky has a still there. Talk to the barkeeper in The Hole again, for 400 XP and $100. He'll offer you $500 to destroy the still, but tell him you have a better idea. He should buy his stuff from Becky. You get 900 XP for this. Flick, south of Becky's, is a good guy to trade with... but beware those kids of his! If you're not careful, they steal stuff from you. Make sure that you always run past them (don't walk or loiter), and every time you do go past them check your belongings afterwards to make sure you haven't lost anything valuable. I lost a very important item once this way... took me ages to figure out where it had gone, and that was after I had restored to a game much previous to where I was. If you do lose something to the kids, you can buy it back off Flick as a last resort :-( When you think your party is strong enough, you can take out Metzger and his guards to free the slaves for 1250 XP. If you visit Becky again after this, she'll offer you $1000 for having got rid of the slavers. If you decline to accept the money, you get 50 Karma points instead. Your choice. Tubby, across the street from Becky's place, usually has a Sub-machine gun for sale. Definitely worth it early on in the game. Quests 1. Collect money from Fred - 200 XP. You have to try talking to all the male addicts in the vicinity of Becky's. The one who will talk to you is Fred. He owes Becky $200, but in the end, you're best off taking only $50 from him. When you go to pay Becky the $200 back, she splits it in half with you anyway, so it only costs you $50 when the dust has settled. After all this, make sure you remember to stop by the Den much later and talk to Fred again, because he makes good use of the $50 you left him with, and will give you: 200 x Small Energy Cell, 250 x Micro Fusion Cell, $2000... and a Plasma Grenade :-) 2. Get book from Derek - 300 XP and $80. If you complete Quest 1 above, Becky gives you another job, which is to find a book she lent to Derek. He hangs out by Mom's Diner on the SE side of the Den. You get $80 if you find the book and return it to Becky. Often, the book can be found in the outhouse north of The Hole... but not always. 3. Lara wants to know what is being guarded in the church - 500 XP and $200. You have to fast-talk your way past one of the guards to get into the church. Then, just examine one of the crates. Easy money. 4. Get permission from Metzger for gang war. - 200 XP and $50. (You have to do Quest 3 first). Talk to Metzger in the Slaver's Guild on the east side of town. 5. Find weakness in Tyler's gang guarding the church - 200 XP. (You have to do Quest 4 first). Talk to one of the guards outside the church again. Appears they are going to have a big party tonight and get drunk. You have found the gang's weakness. 6. Help Lara attack Tyler's gang - $300 and $100 bonus if you help in the fight. (You have to do Quest 5 first). Then agree to accompany Lara and her gang to the church. We killed one guard outside the church, and it was enough to net a $100 bonus. If you think you're up to it, however, it's best to finish them all off... get their weapons and cash them in for much needed supplies. 7. Deliver a meal to Smitty for Mom - 150 XP and Stimpak (and free meal). Talk to Mom in the diner in the far SE corner of town. Then hop on over to Smitty's garage on the far west side of town. 8. Free Vic from his debt by getting his radio from his house in Klamath and paying Metzger. Once you have Vic's Radio (from his house in Klamath), talk to Vic, and then you can buy Vic back from Metzger for $1000. Vic is a fairly useful NPC to have join your party, especially as he has considerable Repair skill, and you probably are lacking somewhat in this skill early in the proceedings. 9. Get car part for Smitty. You need to complete Quest 3 in Gecko to get the Fuel Cell Controller. Smitty will install it for $2000. Voila, you now have a car! If you also have the Fuel Cell Regulator (obtained in Quest 4, Klamath), then Smitty will install that too for $750, and you'll get better mileage. Refuelling the car This process is not especially intuitive, so here's how you do it. First of all, the car runs on either Micro Fusion Cells or Small Energy Cells (but you get twice the mileage per Micro Fusion Cell). You can buy Micro Fusion Cells from Smitty for starters. To check how much power is left in the car at any time, left-click and hold on the front part of the car (not the trunk! BTW, you can store tons of gear in the trunk). Then move your cursor down to the Binoculars icon and let go. The percentage power remaining will appear in the window at the bottom left of your screen. To refuel, you must have some fuel cells present in your inventory. Then left-click and hold on the car, move your cursor down to the Backpack icon, and let go. Finally, point to the fuel cells in the inventory box that pops up, and they'll be used to refuel the car (warning: make sure there are no NPC's standing where the inventory pops up, or you'll wind up talking to them instead of refuelling the car. It's a 'feature' ;-) 10. Return Anna's locket - 850 XP. Go into the derelict building next to the Brotherhood's outpost any time after midnight. You'll see the ghost of a woman, Anna. Talk to her (heh, one way traffic), and you'll discover she's lost her locket. Go talk to Mom in her place all the way SE in the Den. She'll tell you about Joey (one of those 3 thugs that are always just standing around). Get the locket off him in whichever manner you prefer and return it to Anna. Then, if you pick up Anna's Bones, take a Shovel from the bookshelf there, and head to the graveyard... you get some more XP for laying Anna's Bones to rest (her grave is located in the bottom row). --------------------------------------------------------------------------- Modoc If you examine the well just NE of the General Store, you'll see you can enter it using a rope. There are a few coin bags down there, and in the northern section, a (pretty useless) BB Gun... but a BB Gun nonetheless. Talk to Grisham, the Slaughterhouse boss. When you try to exit the conversation, he'll ask if you want to guard his cattle from wild dogs. Try not to let any of the poor buggers get killed, because he deducts $100 for each brahmin you lose - $1000 (if you manage to save them all). He's a miserable git, but it's fairly easy money. If you have some Doctor skill (at least 40%), you can try fixing up Bess, the brahmin. She's lying injured just south of the Slaughterhouse. You get 200 XP for this, and she'll follow you around for a while... You can kill the 'giant chicken' that's locked up in the fenced-in compound next to Rose's for some XP. But you leave the village without an egg supply... Quests 1. Farrel has a rodent problem in his garden. Remove the infestation - 300 XP. Farrel is the old codger located in the house SE of Rose's B&(north Modoc). He'll ask you to help him by cleaning out his garden. Go for it, but beware. The critters there are poisonous. 2. Farrel wants you to find Cornelius' gold pocket watch. Find it and return it to Farrel - 2000 XP. Farrel will also tell you about the longstanding feud between himself and Cornelius (Rose's husband) over the supposed theft by Farrel of Cornelius' watch. So... you suspect Farrel did steal the watch, because there's a safe in his wall that he gets very touchy about when you discover it. But, to find the real culprit, you have to check out the Outhouse to the east of Rose's. Go down below (yech!), and dynamite the pile of rocks there (Jo has some dynamite for sale if you need it). Of course, head back up the ladder as soon as you set the charge. Then go back down, take out the critter, and retrieve the watch from the critter's lair. You get 500 XP for dynamiting the rocks, and 1500 XP more when you return the watch to Cornelius. 3. Jonny is missing. Find him and bring him home to Balthas. Talk to Balthas in the Tannery. Offer to look for his son. 4. Jonny's in the Slag caves. Find a way to get Jonny back home to Balthas - 2500 XP and Combat Leather Jacket. When you return Jonny, Balthas gives you a little something for your troubles :-) 5. Something strange is happening at the farm northeast of Modoc. Investigate and report back to Jo. Go talk to Jo at the back of the General Store. He'll ask you to investigate the 'Ghost Farm' NE of Modoc. When you get there, make sure you examine one of the grisly bodies that are skewered on the poles. Then go into the shed. When you walk over the middle rug, you'll drop down below. Talk to Vegeir, and agree to take their message to Modoc. Before you leave, go to the very rear of the caves, over an exit grid. Talk to all the boys until you find Jonny... but you can't take him with you yet. 6. Deliver Slag message to Jo in Modoc - 3500 XP and Assault Rifle. Give him the message from Vegeir. If you remembered to examine one of the fake bodies at the Ghost Farm, and you got Karl's story out of him at the Den, you'll have completed this quest. Now you can wrap up all the Jonny quests too. Return to the Slag Caves. Vegeir will give you an Assault Rifle, and agree to send you back to Modoc with Jonny! See Quest 4 (if you didn't find Karl yet... you still have time to travel to the Den and talk to him in Mom's Diner - 500 XP). 7. Jo is suspicious of the Slags. Find out about the dead bodies at the Ghost Farm and find out what happened to Karl. See Quest 6. --------------------------------------------------------------------------- Vault City In the Courtyard, just in front of the Bar, is a little boy named Curtis. He has lost his Mr. Nixon doll. The doll is located behind the Bar building, in an outside corner (west of a large pile of rocks). Return the doll to Curtis (100 XP), then stand around a while and listen to what he's saying. After a while, you'll find a Wrench in that pile of rocks I just mentioned. You can get Cassidy, the bar owner, to join your party. He's damn handy with a shotgun, especially in the early stages of the game. Eventually, he'll need Heart Pills. You can find these in the Doc's place in NCR. Charlie, the guy lying flat out in the tent, is actually radiated (I originally thought he was drunk). 200 XP if you can spare a Rad-Away to fix him up. If you have good Repair skill (or Vic!), you can fix the Auto-Doc in the back room of the Clinic for 100 XP. The guy there is not eternally grateful when you do it... but if you and your party ever need to get healed afterwards, this place then becomes an option. If you have a Vault 13 water flask, talk to Vic's friend, Ed. He hangs out in a shack near the brahmin pens in the Courtyard - 500 XP and some new locations on your map. To get into Vault city proper, you can try to sweet-talk Wallace in the Customs office into giving you a Day Pass. Better yet, you can bribe Skeev, his assistant. You pay him $200 for fake citizenship papers. Then, you can blackmail him for $300 to keep quiet! Net: $100 and a set of fake papers. I never needed a Day Pass. The fake papers are good enough as long as you don't flash them around unnecessarily :-) In Vault City, Randal in the Amenities Office, east of Val's place, has great stuff for sale at the best prices I've ever seen... and he accepts false citizenship papers! You can talk the guy in the Information Center (that's west of the Servant Allocation Center) into giving you a Science book and a Repair book. Valerie (Vic's daughter) can upgrade weapons: Expanded magazine (from 8 to 20) for Desert Eagle .44 - $1000. Expanded magazine (from 24 to 100) for Assault Rifle - $1500. Once you become a Citizen, there are a lot of goodies you can find in the Vault, including... er... a few Water Chips :-) Level 1: Male characters can date the nurse for 100 XP. A further 300 XP if you can convince her that radiation has made everyone there sterile. If your Doctor skill is 80% or better, you can also get Combat Implants. Access the medical computer in the room where the doctor is. If you search the medical database, you should eventually find schematics for the implants. Then, talk to the doctor in the Clinic (Courtyard). Make sure you repair the Auto-Doc first! You also need one set of Combat Armor (doc strips them for parts) per operation. Then, the following operations are available: Low impact - $7000 ($5000 if high CH). Increases Normal and Explode resistance by 5% each. High impact - Low impact and $40,000. Never took this one. Increases Normal and Explode resistance by a further 5% each. Not only is it expensive, but it makes you one ugly mother, and thus reduces your CH as well. Low thermal - $10,000 ($8000 if high CH). Increases Laser, Fire, and Plasma resistance by 5% each. High thermal - Low thermal and $50,000. Never took this one either. Increases Laser, Fire and Plasma resistance by a further 5% each. Way too expensive, and it makes you ugly to boot, thus reducing your CH. Level 2: If you repair a rattling vent on the wall to the NE, you'll get 100 XP and 50 x Micro Fusion Cells are hidden there. Two of the doors are jammed. You can open these if you have ST 8 (use Buffout). Some good ammo here, and a Red Memory Module that you'll find a use for later. Other doors are locked. You need Lockpick skill of 70% to open these. Once you do open these, you'll find: a Wrench ;-), and a Computer Voice Module (hmmm...), amongst other things. Level 3: The Central Computer knows the location of Vault 15. There are some general supplies and weapons in the locked rooms. Just outside the vault entrance, near the Correction Center, there's a guy preaching (Moore). If you humour him for a while, he'll give you a briefcase and ask you to deliver it to a Mr. Bishop in New Reno (the Shark Club, Commercial Row). It's worth $500 and 500 XP, and Bishop will give you another errand. After you deliver the briefcase to Bishop, you can shop Moore to Lynette for 500 XP, but I didn't like doing this. Quests 1. Get a plow for Mr. Smith - 250 XP and Desert Eagle .44. Mr. Smith is located outside his tent, just to the east of the Clinic. Offer to get the plow for him, then buy it from the shop just west of the Clinic. 2. Solve the Gecko powerplant problem. Talk to First Citizen Lynette, quite a rude person. She hangs out in the SE corner of the Central Council building, located in the NW corner of Vault City. Eventually, she'll get around to mentioning that there's a way for you to become a Citizen, other than passing that ridiculously difficult test... 3. Rescue Amanda's husband, Joshua - 500 XP. Talk to Amanda, the distraught woman in the tent next to Curtis. Her husband is being held in the Servant Allocation Center in Vault City. You might be able to convince Barkus that Joshua has a contagious disease, and he'll be released for free; else, you'll have to fork over $750. 4. Deliver beer and booze (10 each) to Lydia - 250 XP and $300. Lydia runs the Tap House, just inside the city gates. Deliver 10 real booze (not the rotgut or the radiated stuff) and 10 beers to collect. 5. Deliver pliers (tools) and a wrench to Valerie - 250 XP and $50. Val is Vic's long-suffering daughter. She's in the Maintenance Center, just north of the Tap House inside the city gates. If you can supply her with these items, she'll also give you a Super Repair Kit (you need this item for Skeeter in Gecko). But, you'll have to wait a few days for this to happen... If you couldn't get the wrench by helping Curtis (see above), then you can find one on the Morningstar Mine's premises in Redding, or on Level 2 of the Vault City vault - but you need to be a Citizen with high Lockpick skill to get it! 6. Scout the eight sectors around Gecko and return to Stark - 350 XP and $300. Talk to Stark in the Corrections Center. 7. Enter NCR and return to Stark - $500 and 750 XP and Motion Sensor. Easy money. 8. Deliver Lynette's holodisk to Westin in NCR - 4500 XP. After wiping out the Raiders (and taking their Account Book. See Raiders section below), talk to Lynette. If you managed to get the Holodisk from Bishop's safe in New Reno, that proves Bishop was hired by NCR (2500 XP). Then Lynette will ask you to deliver Bishop's Holodisk to Westin in NCR (2000 XP). --------------------------------------------------------------------------- Gecko Quests 1. Solve the Gecko powerplant problem - 4500 XP. Talk to Harold in the Manager's Office. Hmmm. You need to convince Vault City that Gecko needs a Hydroelectric Magnetosphere Regulator for their power plant, to stop radiation leaking into the groundwater. After the conversation, be sure to nab the Coolant Report and Part Requisition Form off the desk behind Harold. Then, before you head back to Vault City, do the following: Northern part of Gecko is the Junkyard. In the building to the NW of Skeeter's place, in the northern-most room, there's a manhole. Go down it, and find the (sentient!) mole rat in the SW corner. Talk to him, and he'll give you a Talisman. Return topside, and you'll find Gordon in the house NE of Skeeter's place. When he sees that you have the Talisman, he'll give you a Holodisk that contains economic data concerning the reactor. Take this Holodisk to Councillor McClure (the sane voice of Vault City :-) He's located in the same building as First Citizen Lynette, but his office is in the NW corner. You'll get 750 XP for delivering the Gecko Holodisk. McClure will get you the part for the power plant (see Randal in the Amenities Office)... and, he'll be able to fix you up as a Citizen once you get the part installed back in Gecko, thus bypassing that witch Lynette :-) Back in Gecko, enter the Power Plant, east side of town. You'll need Yellow and Red Pass Keys, which can be found by scrounging in the various lockers and bookcases around the place. If you have really high Charisma, you might get Festus, located in the far SE of the plant, to install the part for you, but mere mortals have to do it themselves... so go talk to Hank, the ghoul in the room through the red doors, right next to the reactor core. Then log on to the computer just behind him to program the maintenance bot: Initialize: A1546761, 5B576005, 35C76863 Initiate repair sequence (you feed it the part when requested). Then, use: Add a command 6 times (returning back to main menu after adding each one) until you have constructed the following program: 1) Amplify Plutonium-Gamma Shield 2) Deharmonize Neptunium Impeller 3) Calibrate Uranium-Rod Driver 4) Set Voltage on Saturn-Class Capacitor 5) Test Jupiter Wave Compiler 6) Install Hydroelectric Magnetosphere Regulator Then: Execute program And watch the Maintenance Bot go! 2. Optimize the powerplant - 2500 XP. Talk to Festus (SE corner of Power Plant) once you have repaired the reactor (see Quest 1). He'll give you a Holodisk. You need to insert this Holodisk into the Vault City Central Computer (the one that's spewing out operational gibberish on Level 3 of the Vault City vault). First, you need to become a Citizen to get in there. If you've done Quest 1 above, then you can go talk to Councillor McClure, and he'll make you a Citizen! Log on to the Vault City Central Computer, and it will ask you to insert the disk that Festus gave you. Then, return with the optimized disk to Festus, and he'll tell you to use it on the computer you used to control the Maintenance Bot 3. Get super repair kit for Skeeter - 250 XP and Fuel Cell Controller. Skeeter is in the Junkyard, north part of Gecko. Valerie gives you this item for free 2 days after you supply her with a Wrench and Tool (see Vault City, Quest 5). In return for the Super Repair Kit, Skeeter gives you the part you need to get that car up and running! You can also buy a Super Repair Kit from Smitty (the guy in the Den who sells you the car), but it'll cost ya! 4. Get 3 step plasma transformer for Skeeter - 350 XP and weapon upgrade. Talk to Jeremy in the north part of the Power Plant. If you have the Part Requisition Form you got from Harold earlier (see Quest 1), he'll give you the Plasma Transformer. In return, Skeeter will perform one of the following upgrades for free: Scope on Hunting Rifle Expanded magazine (from 8 to 20) for Desert Eagle .44 Expanded magazine (from 24 to 100) for Assault Rifle 5. Find Woody the ghoul for Percy. Try the Den - 1000 XP and 3 Rad-X, 4 RadAway. Percy's house is in the Junkyard, north part of Gecko. Talk to him, then travel back to the Den, and check out the 'mummy' in the room next to where you found Anna the ghost. It's Woody! When you return to Percy afterwards, he'll give you some anti-radiation supplies. --------------------------------------------------------------------------- Broken Hills On the east side, in a garden near the mine, there's Seymour the talking spore plant. He wants to be replanted. Talk to the poor thing when you have a shovel, and you'll get 1000 XP plus get clued in as to how to defeat a sentient scorpion at 'chess'. The scorpion and his professor friend are located in a building just to the SE of where Seymour winds up. Leave your party behind, and challenge the scorpion to a contest of 'smarts'. Knowing what you learned from Seymour, you can defeat the scorpion at chess for 500 XP. I always let the scorpion live afterwards, which is why I didn't bring the gang along. The place where you replanted Seymour (see above) is actually the Old Ghouls Home. Talk to Typhon there (Set's son, from Fallout!), in the SW room. In exchange for: a Cat's Paw magazine, a blow-up Sex Doll (ahem... bookcase in building Marcus is/was standing in front of), and a bottle of Rotgut, he'll tell you the location of his 'treasure'. You get 2000 XP after you deliver all this stuff. Then, have a look down the well in the centre of downtown. Oops! You can convince Micky the treasure hunter to go down the well after your treasure, but then he becomes stuck down in the well. I never figured out a way to get him out of there. Marcus is the best addition to your party in Fallout 2! You must complete Quests 1 and 2 below, then Marcus will agree to join you, and you get 1000 XP to boot. Quests 1. Fix the mine's air purifier - 1500 XP and Combat Shotgun. Talk to Zaius, the mine foreman, located in a building just outside the mine on the NE side of Broken hills. He'll ask you to go to New Reno and pick up a new Air Purifier from Renesco (west side of Commercial Row). When you return, leave all your party members outside the mine! Then, just blitz right through the mine to the NE corner, using a Stimpak or 2 to alleviate the damage taken due to the bad air. Once you replace the Air Purifier, you can return, picking the Ants, Radscorpions, etc. off at your leisure. Zaius presents you with a Combat Shotgun as a reward. Every time I fixed the air purifier, Quest 6 popped up crossed out. See below. 2. Find the missing people for Marcus - $500 and 1500 XP. Go to the east side of town. There are a few manholes in this area (one of them in an outhouse). Go down, kill a few ants, and locate the bodies in the NE corner of the tunnels. On one of the bodies, there's a note from 'Francis' that implicates him as the killer. Once topside again, you can located a man called Don in a house in the NE corner. Tell the poor guy you found his missing wife (500 XP above). Then, talk to Sheriff Marcus for the rest. Complete Quest 3 first, then you may confront Francis with the note you found (other 1000 XP above). He leaves town quietly. 3. Beat Francis at arm wrestling - 350 XP and Power Fist. All you need is ST of 10. Use Buffout or whatever. Eric gives you one dose of Buffout when you complete Quest 4. 4. Divert more electrical power to Eric's home - 1500 XP and Buffout. Eric lives in the first (fly-infested) house on the right as soon as you enter the east side. He needs you to divert more electrical power to his home. Go to the generating station back on the west side, and use your Science skill on the computer terminal there to do this (worked after a few tries with 53% Science skill). 5. Break Manson and Franc out of jail. Talk to Jacob, in shop to east of Ore-processing Plant. Tell him you hate mutants. Not my style, so I never took this quest. 6. Blow up the mine's air purifier. I'm assuming that if you play an inherently evil character and take Quest 5, that you'll also get this quest. And I'm also betting that Jacob will ask you to go a step further and wipe out all the Super Mutants in Broken Hills. No thanks! --------------------------------------------------------------------------- Raiders The raiders are holed up in that little spot marked 'Unknown' that lies between Vault City and Broken Hills. There are many traps in the cave leading to their lair. They are also heavily armed, so beware heading in there with NPC's like Vic and Sulik in tow, as they are quite liable to be killed unless you are very lucky. If you do manage to vanquish them, you get 2000 XP for ending the raider threat. Also be sure to take all 3 of the Dog Tags (from the footlockers) so you can prove to the folks in Vault City that the raiders were hired mercs. When you report to First Citizen Lynette that you wiped out the raiders, you'll get a $1000 reward and 1000 XP. Even better, once you have the 3 dog tags, you can open the raiders' safe (numbers on the tags form the combination, 500 XP more) and get their Account Book, which proves who hired them. Show this to the First Citizen for another 1000 XP and $500 (if have the Holodisk from Bishop's safe in New Reno, then you get Vault City Quest 8 instead)! I never was able to figure out what to do with the tribal 'Shadow-who-walks'. He won't talk to you, even if approached without weapons. --------------------------------------------------------------------------- Redding Go see the sheriff. He's injured, and requires a deputy to do a few jobs for him, starting off with... Pay Widow Rooney's back rent. Just pay the widow the $120 she owes for 1500 XP! (and the sheriff gives you $100 for the job anyway, so you're only out of pocket for $20) Then, when you report back to the sheriff, you get Quest 4 below. The sheriff also has a slew of weapons stashed around his office, ripe for the picking. You can buy the deed to the Wannamingo Mine from Mayor Ascorti for $1000. If you manage to clear the mine of critters for him (3500 XP!), he'll buy the deed back off you... worth $2500 and another 1000 XP. 'Painless' Doc Johnson has Super Stimpaks for sale. Quests 1. Kill Frog Morton - $1000 and 3000 XP. Frog and his gang are holed up on the west side of town. You have to get by some tough rats first. Completing this quest has the unfortunate side effect of putting all of his nasty brothers on your tail. You'll meet them in random encounters for the rest of the game... until you bump them off too! 2. Find out who cut the whore - $500 and 1250 XP. Talk to the bartender in the Malamute Saloon for more info. The guy who did it is located on the premises of the Morningstar Mine HQ, north side of Redding. He'll confess to you as soon as you start speaking to him. 3. Find the excavator chip - $1000 and 2500 XP. Be prepared to kill a few real ornery critters! Bozar rules for this one :-) The machine that holds the chip is on the bottom level of the Great Wannamingo Mine. Once you have the chip, you can sell it to either Dangerous Dan McGrew of the Morningstar Mine (who is aligned with the New Reno underground), or Marge LeBarge of the Kokowebe Mine (NCR). Either one pays the same. 4. Break up the bar brawl - $300 and 1500 XP. Just talk to the irate woman miner who's arguing with the guy at the far end of the saloon. I wound up tossing both their sorry asses in jail. --------------------------------------------------------------------------- New Reno Talk to Jules, standing just outside the Virgin Street carpark where you first arrive. For $100 a pop, he'll tell you about each of the 4 crime families who run the place. You have to tread carefully here if you want to keep your options open. Take all the quests for any one family, and you'll be 'made' by them, and thus not able to take jobs for other families! The quests always come in a particular order, and I've indicated below which one makes you a 'made man' (or woman), but only if you report back after doing the quest... so you can at least get all the benefits of the gear and money accrued while doing it, and one of these quests in particular is worth it for the gear alone ;-) Regardless of your sex, you can choose to sleep with Mrs. Bishop (2nd floor, Shark Club). Make sure you deliver the suitcase (that you got from Moore in Vault City) first to Mr. Bishop on the 3rd floor, else you'll have to fight your way back out of the casino afterwards! In any case, leave your party outside the casino before you venture upstairs and take up Mrs. B's offer. I discovered that if you take them up to the 2nd floor with you, then sleep with Mrs. B, that I couldn't find them anywhere upon returning. Jealousy, I suppose. After you sleep with her, she'll mumble the combination of the wall safe in her sleep. It contains a necklace and some other goodies. The safe in the north room has a map that gives you the location of the Raiders, and also proof that the Raiders are actually mercs hired by Bishop. Beware that this safe is trapped! If you set off the trap, you'll alert Bishop's men, and that is not a good thing. If you don't have high enough Traps skill, there's a trick you can use to get by it. Just arm an Explosive, and drop it right underneath the safe. Then go hide at the NE corner of the swimming pool. When the Explosive detonates (also triggering the trap at the same time :-), Bishop's man comes to investigate. He doesn't find anything, and goes away again. Now you can open the safe and pilfer the contents! If you have good Unarmed skill, you could try your hand at boxing. If you decide to have a go, do yourself a big favour and get the pair of Plated Boxing Gloves (technically, it's cheating, but all's fair in love and Fallout :-) from a locker in the basement of the Shark Club. Then, go to the Jungle Gym on 2nd Street and talk to little Stuart, who arranges the fights. If you're carrying the Plated Boxing Gloves with you, you'll automatically wind up with these on in the ring and have a much better chance against those bruisers! If you can't find a Voice Recognition Module anywhere else, Eldridge in the New Reno Arms shop (west side, Commercial Row) will part with his for $2500 after a bit of negotiating. I usually happened to be swimming in weapons at this stage in the game, so if I hadn't been able to get the Module by lockpicking the doors on the 2nd floor of the Vault City vault, then I just bought the part from Eldridge, and traded some weapons in to get the cash right back from him about 10 seconds afterwards :-) Eldridge can upgrade weapons, but he's really too expensive: Expanded magazine (from 24 to 100) for Assault Rifle - $6000. Night Sight on FN FAL - $12000. However, there is an unassuming fellow named Algernon lurking in Eldridge's basement who is an absolute weapons wiz and will perform upgrades free! Just wait till Eldridge is in the front room where you deal with him, then sneak in the side door on the west side of the building, and head for his back room. Don't worry about the dogs. Locate the hidden stairs (behind the shelf, next to his bed), go downstairs and talk to Algernon, who I got to upgrade the following for me: Expanded magazine (from 24 to 100) for Assault Rifle. Night Sight on FN FAL Flamer to Improved Flamer (fires hotter fuel) Flamethrower Fuel to Flamethrower Fuel MKII (hotter fuel) Plasma Rifle to Turbo Plasma Rifle (more damage, greater range) Laser Pistol to Magneto-Laser Pistol (extra penetrating power) Quests 1. Find a way into the Sierra Army Base - 1000 XP and 'made man' of the Wright family. You have to do Quest 3 below before you can get this quest. The Depot is located just north of New Reno. Leave any weak party members outside, because there are a load of high tech gun turrets guarding the approach! It helps if you have a long range weapon (like a Sniper Rifle) to take out the turrets with. Once you damage the sensors (lenses) so they can't see, then you can pick them off without them being able to fire at you. Once inside the fence, and after you eliminate all the turrets on the inside too, you are free to explore a bit. In the little hut to the west (careful of traps on the door and one of the small ammo crates) is a large ammo crate containing a Howitzer Shell. Load this into the Howitzer in the shed to the east, then use the Howitzer to blow open the Depot main door. Before entering the Depot building, you have the option to go down the manhole located amongst the generators and throw the switch there. This action changes the force fields inside from impassable to passable (but, you'll lose HP going through them). If, on the other hand, you have decent Repair skill, it's better to leave this switch alone. You can temporarily disable each field by repairing its associated generator, and you won't lose any HP this way. Level 1 Once inside, get the Password Paper from the desk just inside the entrance, then use the computer (enter password) and disable the force fields. In the SE room, you'll find a locker containing a Yellow Memory Module. The locker next to that contains... er, Dixon's eye, along with a holotape explaining what happened. There's a jar of the Bio Med Gel the tape references on the floor near one of the surgical tables. In the living quarters at the north end, there's a row of lockers. One of them contains Combat Armor! When you are ready, use Dixon's eye on the retinal scanner near the elevator to open it... Level 2 If you don't attack any of the robots, they won't bother you! So, unless you need the XP and are heavily armed and armoured... If you must, the best way to take out a robot is with a targeted shot to the sensors. If you get a critical hit, the robot is rendered effectively blind and won't attack you anymore! If you plan to return to the Depot later on, then you should enter the room to the west and deactivate the repair computer (just hit the OFF button). You get 200 XP for this, plus any robots you do kill won't be automatically repaired when you leave the Depot. In a room to the far SE, there's a computer you can use to de-activate that electric plate on the floor that leads to the weapons store. There's loads of goodies in there, including: Plasma Rifle(!), Sniper Rifle, and 2 sets of Combat Armor. When you've finished looting the place, you can use Dixon's eye again to take you to the next level. Level 3 Here, if you talk to the supercomputer (Skynet) via his console, you'll see that he wants out of the place. You'll have to find his brain somewhere on Level 4. Be sure to grab another eye (General Clifton's) from the room to the NE. Then make your way to the room in the NW and access the computer there. Hmmm. You need a brain, some Bio Med Gel, and a part from a robot (the same kind of robot as the disassembled one in the back room there). So, I went back to the room near the elevator, and opened fire on one of those robots. Of course, then I had to kill all the robots on this level because they attack once disturbed. Tough on the ol' Stimpak supply, but great for the XP. After you kill them all, take a Motivator from one of the dome-topped ones, then use Clifton's eye on the left-hand retinal scanner to access Level 4... When you return from Level 4 with the brain, place it, the Bio Med Gel, and the Motivator into the disassembled robot in the back room. Then use the computer to activate it. Now, either you've extricated Skynet and he becomes a useful NPC, or you've found a nice home for one of the other brains (500 XP in any case) and you at least have a mule to help you to carry all that booty out of the place :-) Level 4 Find the room all the way to the NW that fronts onto a large room full of cryogenic suspension tanks. Access the computer there, and have it retrieve the cadaver first. Yikes! It comes alive and you can talk to him, but then he runs away... and promptly decomposes into a heap. If you examine what's left, you should find a Red Ryder LE BB gun, one of the best Small Guns in the game! Anyways, return to the computer, and ask for a Brain next. Unless you have an astronomically high Science skill (125% or better!), you'll inadvertently kill Skynet (Cybernetic Brain) and wind up with one of the other... less desirable brains. Ah well, at least you came away with something. Once you have the 'best' brain you can manage to retrieve, return to Level 3. 2. Recover your stolen car. The first time you leave your car in the Virgin Street carpark, it'll be gone when you come back. If you pressure Jules, he'll tell you about the 'chop shop' it's been taken to. If you pay the nice man there $1000, you'll get 750 XP for getting the car back without resorting to violence. Also, you can pay another $500 for some 'enhancements' to the car. Alternatively, you can just wipe the whole garage out for the fun of it :-) 3. Find out who was responsible for Richard Wright's overdose - 4000 XP and $1000. On the east side of Commercial Row is an old railway station. Talk to Chris Wright there (jeans and leather jacket, ya know... the 'Ian look' ;-) Then, if you head to the building directly south of there, you'll be able to talk to Keith, who'll let you in to see dad (Orville Wright). After getting the quest from Orville, talk to Keith again (you'll need a Charisma of at least 7 to get anywhere. I had to pop a Mentat!) He'll tell you where Richard's room is. Then, when you search the right-most bookcase there, you'll find an empty Jet canister (500 XP). Show it to Jagged Jimmy J (dealer on 2nd Street), and he'll tell you it was laced with Radscorpion poison (another 500 XP). Confront Renesco with this, and he should spill the beans about the Salvatore family's involvement (1000 XP more). Finally, return to Orville Wright and tell him it was the Salvatores (2000 XP and $1000). You'll also be rewarded with a major quest to get inside the Sierra Army Depot. 4. Track down Pretty Boy Lloyd, recover the stolen money, and make an... example of him - 500 XP and $500. Go talk to Mr. Salvatore on the 2nd floor of Salvatore's Bar (across from the Shark Club). Lloyd is holed up in the basement of Mordino's Casino, the Desperado. While you're here, you can pick up a Poison Tank in the room to the SW (useful in Quest 13). Then, lockpick your way in to Lloyd and confront him. Get him to lead you to where the money is buried in Golgotha, but make sure you get him to dig up the grave (he put a little surprise there for the unwitting to find). I tried just taking the money and letting him live, but if you do that, Salvatore knows. So, I had to kill the poor bugger. You lose 10 Karma points for that, but it's probably worth the XP and money if you can sleep at nights after doing this sort of thing. 5. Go visit Renesco the Rocketman and collect Mr. Salvatore's tribute of $1000 - 750 XP. See if you can talk Renesco into giving you a 'discount' in exchange for paying the $1000 he owes Salvatore out of your own pocket. If so, you'll get a once and only opportunity to take everything you can carry from Renesco and you only have to pay him $1 for the privilege! That's a lot of gear for $1001 :-) When you report back to Salvatore after this one, be sure to ask him if you can have a laser pistol to aid in your next quest! 6. Help guard a secret transaction taking place in the desert - 1000 XP and 'made man' of the Salvatore family. Talk to Mason. He'll give you a laser pistol (as if you don't have enough of the damn things already) and train you in the use of it if you ask him to (adds 5% to Energy Weapons skill, so probably worth it). Then all you have to do is follow him out onto the desert, watch something very interesting indeed, and return. You don't have to lift a finger. 7. Assassinate Westin in NCR without making it look like a murder - 2000 XP and $500. If you got the suitcase from Moore (the man preaching outside the Correction Center in Vault City), then you can deliver it to Mr. Bishop on the 2nd Floor of the New Reno Shark Club, Commercial Row. He'll ask you to kill Westin. 8. Murder Carlson in NCR - 1000 XP and 'made man' of Bishop family. After you complete Quest 7, you're offered this last quest by Bishop. If you have decent Steal skill, you can rob the Presidential Pass off Grunther (Tandi's Secretary). Use it on the guard in front to Carlson's place (across the street from the Hall of Congress), and he'll let you in. If you take Carlson out quietly (HtH or Super Stimpaks), you'll get an additional 2500 XP. 9. Deliver ten Cat's Paw magazines to Miss Kitty - 1000 XP and $750. She's the proprietress of the aptly named establishment across the street from Jules. Wow. You have to look in every nook and cranny while playing the game to find enough of these. I'm not quite sure it's worth the bother :-) 10. Deliver a laser pistol to Eldridge - 500 XP and $1500. Any time after you figure out that the Salvatore family are packing Laser Pistols as firepower, you can pay a visit to Eldridge at New Reno Arms. If you deliver a 'lightbringer' to him, he'll reward you for your troubles. You can obtain one by killing a Salvatore, or, you should have a few handy if you completed Quest 1 above! 11. Deliver Big Jesus' package to Ramirez at the Stables - 500 XP and $100 If you talk to Big Jesus Mordino upstairs in the Desperado, he'll give you the location of the Stables and a package to deliver. Bit tough if you're a woman, but stick with it and he'll eventually give you the quest. Ramirez is in the building to the west at the Stables. After you deliver the package to him, go into the back of the building and get the researcher there to let you see Myron. Go down the manhole and get past Myron's guards. I shot my way through the first time, and bluffed my way in to see Myron on other occasions. Talking to Myron is a gas! Best 'talking head' in the game besides Sulik. Get a cup of coffee or a stiff drink, then sit down, relax, and get into the conversation thread where he tells you all about how Jet is made. Fantastic story! You can get him to join your party, but I was always full up. And besides, comical though he may be, he's a pain in the butt when it comes right down to it... especially if you're playing a female character. 12. Collect tribute from the Corsican Brothers - 500 XP and $125. The next Mordino family quest. The Corsican Brothers hang out in the Golden Globes porn studio, across from the Jungle Gym. Just collect $250 from them and return to Big Jesus Mordino with it. He gives you half of it back, and offers you a final job... 13. Assassinate Boss Salvatore for Big Jesus Mordino - 2250 XP and $500 and 'made man' of the Mordino family (plus Grease Gun and Leather Armor MK II). If you're going to become a 'made man', this is not a bad way to go. Just be prepared to wipe out the whole Salvatore family (500 XP above is for wiping out Boss Salvatore himself). Make sure you take the sunglasses off Mason once he's dead. When placed in an active item slot, they increase your CH by one! If instead, you prefer a 'cleaner' way to take out Salvatore, you can use your Steal skill to swap a Poison Tank (obtained in basement of Desparado. See Quest 4 above), with the plain Oxygen Tank that Salvatore is constantly using. You don't need high Steal skill to pull this off (I did it with 18%!), but be prepared to save and restore a few times in the process. Then, leave the room before Salvatore croaks and you've offed him without firing a shot :-) --------------------------------------------------------------------------- New California Republic (NCR) Buster is the little guy in the tent right where you arrive at NCR. As arms dealers go, he's a little expensive, but has some decent stuff. At first, I couldn't figure out why he told me to get lost sometimes, then I finally figured it out. He doesn't like night-time visits! Best time to go see him is around noon. His guards all have Bozars, one of the best weapons in the game, so if you're a good thief... The area outside the NCR city walls is called the Bazaar, and basically anything goes there. Downtown NCR is a different story. You (and your party) have to put away your weapons before entering NCR proper. Anytime you draw your weapon while inside NCR city walls, you'll have to fight your way out the hard way. All of the cops there have Pancor Jackhammers - the best shotgun in the game. Once inside the city, talk to Sheriff Dumont, the grey-haired cop standing on the corner just south of the city entrance. He'll arrange for you to see Westin, and President Tandi. You just got two very important introductions. Duppo, in the shop next to where the Sheriff is standing, has a good selection of wares. Make sure you examine the stuff on all of his tables, especially the one on the right. He's got a different selection there :-) Talk to Doc Jubilee in the Hospital. He tells you about Saltbeef, an old prospector who allegedly has a map that gives the location of Vault 13. In the bookcase behind Doc is a bottle of Heart Pills (could be handy if you've got Cassidy for the long haul) and a hypo full of Poison. Hmmm. Talk to the guard inside the gate of Westin's place. If you saw the Sheriff first (see above) you'll be able to tell him you're looking for work, and he'll let you inside. Saltbeef is located in a shed just inside the gate. Give him some booze and he'll tell you all about his finding Vault 13. He made a map, but it seems the doc at Shady Sands might have stolen it from him. Another dead end? Talk to Felix, the foreman standing guard outside Westin's door. Again, you'll be allowed past because you talked to Sheriff Dumont. Even if you're here to kill Westin for Bishop (New Reno, Quest 7), you should talk to Westin first (see Quest 4 below), for dead men give no quests! Dorothy the tomboy and Toto her sidekick robot are standing outside the Power Station in the NE corner of NCR. Save the game before you approach her. When you get close, you'll be dragged inside to help dissuade a guy from suiciding. With lots of panache (CH 9 and Speech 80%), you can talk him out of it. Mention his ex-wife Mira, and when you get this dialogue choice: "Now's your chance. Be the big man. Really stand her down.", then you'll have hit paydirt for 6000 XP! If you can't talk your way out of a paper bag, you can always just let the guy waste himself, then repair the damaged gear for Dorothy. In any case, she gives you some manuals in return for the favour. If instead you allow the station (and Dorothy) to blow up, it takes down the force fields that are blocking the entrances to Westin's place, etc. But this isn't much help, as there are other ways to get by them. If you get the Hubologist, located in the building across the street from Dusty's Cantina, to 'enlighten' you, your Luck will change... for better or worse. Save your game before speaking to her. Mine went from 7 to 9 on the first try, so I just left it at that! This action has the side effect of making you a level AHS-1 Hubologist, but as far as I could determine, it didn Other Fallout 2 cheats hints faqs solutions: 1. Fallout 2 cheat codes 2. Fallout 2 cheat codes 3. Fallout 2 cheat codes 1. Fallout 2 hints 2. Fallout 2 hints 3. Fallout 2 hints 4. Fallout 2 hints 5. Fallout 2 hints 6. Fallout 2 hints 7. Fallout 2 hints 1. Fallout 2 faq and solutions 2. Fallout 2 faq and solutions 3. Fallout 2 faq and solutions 4. Fallout 2 faq and solutions 5. Fallout 2 faq and solutions 6. Fallout 2 faq and solutions 7. Fallout 2 faq and solutions 8. Fallout 2 faq and solutions 9. Fallout 2 faq and solutions |