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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


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