================================================
Fallout 2: A Post Nuclear Adventure v.1.02d (NA)
Game Guide, revision 2.24 (25 May 2004)
Written by Omkar Namjoshi
homepage: http://falloutnext.cjb.net
e-mail: omk_489@hotmail.com
================================================
Copyright (c) 2001-2002 Omkar Namjoshi.
Permission is granted to copy, distribute, and/or modify this document
under the terms of the GNU Free Document License, Version 1.1 or any later
version published by the Free Software Foundation; with no Invariant
Sections. A copy of the license is included in the section entitled
"legal disclaimer."
CONTENTS:
---------
1. Legal Disclaimer
2. About this guide
3. Character Creation Guide
4. Walkthrough
5. Combat Tactics Guide
6. Appendix
7. Credits
LEGAL DISCLAIMER
================
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ABOUT THIS GUIDE
================
This project was started in early August 2001 to complement my full-length
Fallout game guide. So far, the walkthrough is about 85% complete and has
enough information to beat the entire game (it's 85% because I know I have
missed several things...). There is a complete character creation guide
(yes, with a complete listing for every perk, trait, skill, etc.) as well
as a combat tactics guide. An appendix replete with armor and guns is
present, but regular items (e.g, chems, tools, etc) haven't been added.
The format is largely retained from the version 1.x guide with some distinct
changes. Experience information is given in the first section of the
walkthrough (i.e., before the 'Details' section) as opposed to a seperate
appendix section. Information about guns and NPC's is also given in context,
again eschewing the format of the appendix.
If you have any extra information for the walkthrough or have characters
(please, no hacked ones) that you're willing to share, I would gladly
appreciate your information - your name will go in a 'Credits' section
and the information that you submitted will go in its correct section.
TEXTUAL NOTES
-------------
A list of abbreviations and just some stuff that needs to be noted is included
in this section.
xp: Experience (general)
kxp: Experience from kills
NCR: New California Republic
BOS: Brotherhood of Steel; technocrats from Fallout 1
ABOUT FALLOUT 2
---------------
Fallout 2 begins in July 2241, about 80 years after Fallout 1 started.
It shares the same game engine with the original Fallout and, like its
predecessor, is just as engaging, original, and violent.
Unlike Fallout 1, Fallout 2 is a much more "mature" game. Take, for
instance, New Reno. New Reno is filled with self-described pimps and
prostitutes, and your character can even become a porn star. Likewise,
there are many more chances to "score" in Fallout 2 to Fallout 1.
These details make the main plot much more contrived (though it's a lot
better than many of games out there) and also make it lose a lot of its
appeal.
The plotline begins when the Vault Dweller was exiled from Vault 13 (end-
game movie in Fallout 1). The Vault Dweller was followed by a few other
dwellers, and together, they trudged northward in the wastelands of
North California.
The small group founded a community, Arroyo. It was (and still is) a
primarily agragrian community and is quite primitive, but the villagers
later turned it into a thriving community.
The Vault Dweller vanished from Arroyo and was presumed dead. His daughter
became the Elder of the village. 35 years after the Elder received the
title of Elder, the economy of Arroyo slowly began to deteriorate and
needed the Garden of Eden Creation Kit (G.E.C.K) to survive. Your character
was chosen for that role and now has been sent to retrieve the G.E.C.K from
the holy Vault 13.
This walkthrough contains a lot of spoilers; read it only if you're
stuck in a certain part of the game and need some help to get out.
I hope you have as much fun as playing Fallout 2 as I have had. Best of
luck to you, Vault Dweller!
CHARACTER CREATION
==================
This walkthrough is different in its approach, and a special "highly-tuned"
character is used to maximize effectiveness. The walkthrough will walk you
through in getting the Power Armor early on in the game (or at least after
Vault City), and that is largely responsible for high and low stats featured
in the selected character.
The pre-selected characters can finish the game. Chitsa is the best, as her
intelligence will enable her to finish most of the quests in the game.
Narg is a melee fighter, which is pretty ineffective since virtually all
of the good weapons are ranged attacks. And Mingan, well...a thief-type
is horrible at combat and really isn't great. The character included below
can be considered a heavily modified Chitsa (I used that character as a
base for this one).
Now, here are two very conspicious traits that need to be acknowledged,
though they don't have a big impact on the game:
1. Yes, in Fallout, you can choose whether to be female or male. For the
most part, it really doesn't matter what your gender is, but there
are subtle differences that will be taken in account:
FEMALES
- In the Den, females can screw a bartender in The Hole for $200.
They can also screw Joey, the gangster, (though apparently for
nothing). One major advantage is that females can screw Metzger
to buy Vic for half the price.
- In Modoc, females can marry either Miria or Davin.
- In New Reno, females will have difficulty convincing Stuart to
sign you up for the boxing championships. Also, females can screw
T-Ray (the chop-shop mechanic) to get the car back (he'll steal it)
and screw him again to get upgrades.
MALES
- In the Den, males can screw a prostitute, although they have to
pay to get that service done.
- In Modoc, males can only marry Miria.
- In Vault City, it's possible to date Phyllis for experience. Males
can also donate sperm to diversify the genetic base in
Vault City.
- In New Reno, males have to pay the car mechanics to get the car
back without violence. In addition, males are able to screw
Angela, bishop's daughter.
2. Age will also have a slight bearing on what you'll be able to do and
what you won't be. I haven't really had any problems with this, as this
one is more so about personal preference.
Character sheet (used to beat the game):
Gender: Female
Age: 19 years
Primary Skills Traits Tagged Skills
-------------- ------ --------------
Strength: 4 Gifted Small Guns
Perception: 6 Small Frame Melee Weapons
Endurance: 6 Speech
Charisma: 8
Intelligence: 9
Agility: 10
Luck: 5
Now, here are details about each of the skills and, in some cases, will
describe why the skill levels were chosen for this character.
MAIN SKILLS
-----------
They're pretty self explanatory, but on the descriptions it tells what
each skill modifies. All skills are important, but try to keep Luck,
Strength, and Perception at least at 4. Characters with Intelligence
values of three or less face a totally different game...the only
options that you'll receive in dialogue are "Ruk" and "Eeg," as
well as the occasional "Yah," "Uh-Huh," and "want morE." The average
level for all skills is 5.
Strength: It modifies carry weight, hit points, weapon handling,
and some weapon skills.
In this case, Strength is set at 4. The Power Armor will
easily offset the penalty from having low strength.
Perception: It modifies some skills and increases accuracy at range.
A Perception of 6 will allow your character to shoot at
decent range. If you take mentats, you will be able to get
the Sniper perk later on.
Endurance: Toughness. It modifies some skills, hit points, and
resistance to poison and radiation.
An Endurance of 6 was simply chosen to offset the hit point
penalties incurred from the low strength.
Charisma: Looks. It modifies speech and barter, as well as NPC reactions.
If you divide it by two and round down, that is the number of
NPC's you can have. It decreases if you get second-level armor
implants.
Having a Charisma of 8 will be beneficial for some dialogue
options and will allow your character to have 4 NPC's. If you
get armor implants, it'll go down to 7 or 6, which is still
a respectable level.
Intelligence: It modifies dialogue options (gives you more), skill points
given per level, and 'science' skills. High intelligence is
important and will enable you to complete most of the game's
quests.
An Intelligence of 9 won't give every dialogue option, but
will be able (I think) to finish every quest available (although
you'll have to repeat the game many many times; i.e., side
with Hubologists in one game, the Shi in the other, etc.).
Agility: Speed. It modifies many skills, armor class, and action points.
It is one of the most important combat skills.
An Agility of 10 will give you 10 action points, which in turn
will enable you to shoot twice per round, up to 5 with the right
perks and traits.
Luck: It modifies critical chance, some skills, and the outcome of the
game.
A Luck of 5 was chosen - this is "neutral" and will buffer out
most random encounters.
SECONDARY SKILLS
----------------
Here is a list of other skills that you'll face. Whenever you create
a character, you have to choose three tag skills. Tagging a secondary
skill gives you an instant 20% bonus for that skill and 2% increase
for each skill point used to increase the tag skill.
Small Guns: The use of rifles, pistols, and various small arms. Be sure
to tag this one, since most combat will take place with small
arms. This skill can be increased by reading the popular
magazine 'Guns and Bullets.'
* This skill was tagged because most of the game's more practical
weapons are small guns. Small guns are composed of a very
diverse group of guns, from the weak pipe-rifle (pea-shooter)
as well as the extremely powerful G11E and M72 guns.
Big Guns: The use of miniguns, rocket launchers, and flamethrowers. This
skill isn't that great because big guns are fairly easy to aim
(with the given strength) and that some small arms are better
than these large weapons. (And even then, energy weapons are
better than all of these...) Don't tag this one, nor should you
really consider building this skill. The only good guns in
this selection include the Bozar, CZ53 "Avenger", and the
Vindicator minigun.
Energy Weapons: The use of all weapons powered by power cells. This one is
good in the endgame. The selection of Energy weapons
includes the strongest single-shot weapon in the game, the
YK42B Pulse Rifle.
Unarmed: The use of fists in combat. This skill helps early on, but it
becomes pretty useless in the midgame. This is useful only in
boxing rounds.
Melee Weapons: The use of knives, sledgehammers, spears, and the like.
* I tagged this because the Super Sledgehammer can be found
early on. It's light and insanely powerful, and can knock
down enemies from a long distance.
Throwing: Use of throwing knives and grenades. Pretty useless, if you ask
me. In the fist place, grenades are hard to find and second, even
with something like 70% skill, grenades suffer from having a relatively
low accuracy to hit your desired target. And grenades are quite
expensive.
First Aid: Recovers a few hit points. You can increase this skill with
first aid books. It is pretty useless to tag or to build since
you can read books (and that First Aid kits increase your
success with this skill.)
Doctor: Recovers a few more hit points than first aid and you can heal
crippled limbs. I've healed crippled limbs with 45% skill, and a
doctor's bag increases your chance of success with this skill.
You should build this to 90% to research combat implants at Vault
City.
Sneak: The art of moving around without making people notice. I really
haven't found much use for this skill. You can ignore it. Even a
low skill will enable you to assassinate the President in the
end-game. *
Steal: Pretty self explanatory. I didn't have a need to steal from other
characters, so I ignored it. And the chances of success are greatly
enhanced from stealing from the back of the character. *
Lockpick: The art of picking locked doors. Now this is one thief-type skill
that you should pay attention to. Work on this one and build it to
about 65% or so. You won't have to run through the end-game maze
with a skill of 85-90% as well as a decent traps skill.
NOTE: Using lockpicks increases skill by 25%. Using the upgraded
lockpick sets will increase it even more.
Traps: The skill of arming explosives and disarming traps. Not too
important; 50% is adequate for arming explosives and detecting a
few traps. It's also enough to disarm the end-game maze doors.
Science: Covers primarily computers as well as biology, chemistry, physics,
etc. It can be increased by reading 'The Big Book of Science.'
Repair: Covers standard repair techniques. Build to about 60%. It can be
increased by using the tool as well as reading 'Dean's Electronics.'
NOTE: Using a tool increases skill by 25%. A Super Tool Kit will
increase it even more.
Speech: The act of convincing others that you are right. This skill is
second to small guns, and is extremely useful in bullshitting
other people.
* I tagged this one - it enables your character to convince others to
do what you want. You can take a diplomatic end-game approach
with this skill, and will allow you to complete a few quests.
Barter: This skill is used to determine trade prices. Unlike Fallout,
where you would receive good prices, Fallout 2's bargains are
worse - even if you raise the skill to insane levels you'll
be hard-pressed to get good deals.
Gambling: Again, pretty self explanatory. There are more places to gamble
and more things that require lots of money (compared to Fallout),
so you might consider building it up. I passed it.
Outdoors: Practical knowledge of the outdoors. You can read Scout handbooks
to raise this skill. This skill will determine, to a lesser extent,
how far you can travel in a day and what random encounters you'll
face.
* One reader (Prisnr2436@aol.com) has said that he found the Sneak and Steal
skills to be useful. He used the Sneak skill to open lockers that a person
with low sneak would have difficulty opening (i.e., guards are around) and
used the Steal skill to pilfer items from people (i.e., Bozars from the
guards at NCR).
DERIVED STATISTICS
------------------
Derived statistics are statistics that are a direct result of the main
statistics, in other words, increase and decrease a skill and see what
happens. NOTE: These are straight out from the Fallout manual.
Hit Points: The number of "life" points. If it goes to zero, so will
you.
Formula : HP = 15 + (2 x EN) + ST. Average is 30.
Armor Class: The higher it is, the harder it is for the enemy to hit
you.
Formula : AC = AG + Armor worn. Average is 5.
Action Points: Determines what you can do during combat. They are
displayed by the green lights in combat.
Formula : AP = 0.5 x AG + 5. Average is 7.
Carry Weight: Mass of how much equipment you can carry, rated in pounds.
You can barter for more equipment than you can carry.
Formula : 25 + (25 x ST). Average is 150 pounds.
Melee Damage: How much extra damage your character does in melee or
unarmed attacks.
Formula : ST - 5, min.1. Average is 1.
Damage Threshold: How much damage your armor can withstand when you
are hit.
Formula : DR = 0 + Armor
Damage Resistance: How much damage your armor can resist when you
are hit. The value given in the character screen
pertains to normal attacks, while the value given
in the inventory screen pertains to different types
of attacks, including normal but also explosive,
fire, laser, and plasma to name some.
Formula : DR = 0% + Armor (Combat Armor has 40% DR)
NPC Slots: How many allied NPC characters that can be in your party.
Formula : NPCS = CH / 2, round down
(A Charisma of 7 will give you 3 NPC slots).
Average is 2 NPC slots.
Poison Resistance: How much poison damage that you can resist.
Formula : PR = 5 x EN. Average is 25%.
Radiation Resistance: How much radiation damage that you can resist.
Radiation can affect any character, and the only
way to get maximum resistance is using RadX.
Formula : RR = 2 x EN + Armor Resistance
(Combat Armor has 30% Resistance).
Average is 10%.
Sequence: Determines who will attack first in combat. Higher is better.
Formula : SQ = 2 x PE. Average is 10.
Healing Rate: How much you can heal in three hours of rest.
Formula : HR = 0.5 x EN, min.1. Average is 1.
Critical Chance: Chance of scoring a critical hit on the opponent. I
think it increases up to 4 times with a hit to the eyes.
Formula : CC = LK. Average is 5%.
* Poison is measured in units; keep it below 25.
* Being 'raidiated' qualifies having a rem count of 75, with 300 or above
being quite serious. A rem count of 5 or higher will bring symptoms of
nausea; a rem count of 75 is quite serious, while a rem count of 300 or
higher is fatal. If you have enough radiation in your body to necessiate
attention, the message 'Radiation' will appear on the screen.
TRAITS
------
You can choose up to two traits. Traits have both good points and bad points.
Be careful in choosing traits because after you select, there's no going back.
Here is a list:
Fast Metabolism: Your body is much less resistant to poison and radiation,
but it heals faster. Don't take this one: you'll want some
poison resistance and you'll have to take two RadX's to
get complete radiation resistance with or without this
perk (unless you have the Rad Resistance perk or 10
endurance and Power Armor), and that there are plenty of
stimpacks lying around. Don't take this one.
Bruiser: Your strength is increased by two but your actions points are
decreased by two. Not a good one...you'll need all the action
points that you have.
Small Frame: Your agility is increased by one but your carry weight drops
by 30 pounds. It isn't too bad, but the carry weight decrease
hurts in the beginning. It's worth it for the agility increase.
One Hander: You are good with one-handed weapons but are bad with two
handed weapons. Not a good choice, since the best weapons are
two handed.
Finesse: Your normal attacks do 30% less damage but your critical chance is
increased by 10%. Not too bad of a tradeoff, but I didn't tag
this one. And critical damage isn't affected.
Kamikaze: Depletes your armor class to what you are wearing but increases
sequence by 5. It isn't that great because 6 perception is adequate
enough for sequence.
Heavy Handed: Your melee damage is increased by 4 but criticals do 30% less
damage. Good in the beginning, and criticals do heaps of
damage anyway. But it isn't good in the end, where super
mutants and deathclaws lurk around.
Fast Shot: You can't aim, but your total cost is decreased by one. It
isn't a bad tradeoff if you have high critical chance, and is
really really good if you take the perks 'Bonus Ranged Attack,'
'Sniper,' or 'Slayer.' The turbo plasma rifle will cost 2 AP's
to shoot and the super sledgehammer will only cost 1 AP with
those perks. Since most of the aforementioned perks come up in
the end, it is good to pass this one by.
Bloody Mess: You will always see a grosteque death animation whenever you
kill a critter. There really isn't a downside to this, so you
can take this one if you want to.
Jinxed: Everybody makes more critical failures, but so do you! If you have
9 or 10 Luck, you'll make few critical failures. Only take it if
you have 9 or 10 Luck. It happens a lot more to your enemies and
NPC allies rather than yourself.
Good Natured: Your combat skills are decreased by 10%, but speech, doctor,
science, etc. are increased by 15%. Not that great...you'll
need high combat skills while 70% or so in the non-combat
areas will let you go through the game easily.
Chem Reliant: Your addiction rate is increased by 200%, but your withdrawal
rate is only 50%. Some drugs, like RadAway, have a 10%
addiction rate and no withdrawal...so, it isn't worth it.
Chem Resistant: Your addiction rate is 50% of normal, but chems only last
for half as long. Not too bad, since combat doesn't take a
long time on the Fallout clock.
Sex Appeal: To NPC's of the opposite sex, your Charisma is increased by one.
The inverse holds true for NPC's of the same sex.
Skilled: You get 5 extra skill points per level, but you get a perk every
four levels. You'll want those perks as early as possible...they are
quite useful. Pass this one on.
Gifted: All of your primary stats are increased by one, but you get 5 fewer
skill points per level and your secondary skills are lowered by
10%. This is among the best traits, since there are only a few
skills that you really need to work on.
PERKS
-----
At certain points in the game (after each 3rd level or 4th level with skilled)
you will be able to pick a perk for your character. Perks are different than
traits in that they only offer positive things; obviously, there are many
useless perks and a select few that absolutely shine. After the detailed list
of perks, a short list will follow that will include the "good" perks.
Note that there is a primary statistic level for most perks. You can take
drugs (e.g., Mentats or Buffout) to get perks that you wouldn't normally
get. This is especially useful for Sniper/Slayer as they have fairly high skill
requirements.
Action Boy: It gives you one extra action point per level.
Requirements: 5 Agility, Level 12
Ranks: 3
Adrenaline Rush: Strength is increased by one if hit points fall below 50%.
Requirements: 1-9 Strength, Level 6
Ranks: 1
Awareness: You get to see a critter's hit points and what weapon they are
carrying. Really good.
Requirements: 5 Perception, Level 3
Ranks: 1
Better Criticals: It enables instant death and increases damage done by all
criticals by 20%.
Requirements: 6 Perception and Luck, 4 Agility, Level 9
Ranks: 1
Bonus HtH Attacks: All hand-to-hand attacks cost one less action point to
perform.
Requirements: 6 Agility, Level 6
Ranks: 1
Bonus HtH Damage: All hand-to-hand attacks deal two extra hit points of
damage per level.
Requirements: 6 Agility, 6 Strength, Level 3
Ranks: 3
Bonus Move: It gives you two free action points to move around per level.
Requirements: 5 Agility, Level 6
Ranks: 3
Bonus Ranged Damage: All ranged attacks deal two extra hit points of
damage per level.
Requirements: 6 Agility and Luck, Level 6
Ranks: 2
Bonus Rate of Fire: All attacks (except unarmed) cost one less action
point.
Requirements: 7 Agility, 6 Intelligence, 4 Perception,
Level 9
Ranks: 1
Comprehension: Your character will gain an additional 50% skill points when
reading books like Guns and Bullets, Dean's Electronics, etc.
Requirements: 6 Intelligence, Level 3
Ranks: 1
Cult of Personality: Your reputation is always positive. Great for evil
characters.
Requirements: 10 Charisma, Level 12
Ranks: 1
Demolition Expert: Explosives will do more damage and will detonate on time.
Requirements: 4 Agility, 90% Traps, Level 9
Ranks: 1
Dodger: A 5% increase in armor class in addition to armor class bonus when
armor is worn per level.
Requirements: 4 Agility, Level 9
Ranks: 2
Earlier Sequence: It adds two to your sequence per level.
Requirements: 6 Perception, Level 3
Ranks: 3
Educated: Adds two extra skill points whenever you level up per level.
Requirements: 6 Intelligence, Level 6
Ranks: 3
Empathy: Highlights in blue better dialogue choices; highlights in red
for bad dialogue choices.
Requirements: 7 Perception, 5 Intelligence, Level 6
Ranks: 1
Explorer: You'll get more random encounters with this perk.
Requirements: Level 9
Ranks: 1
Faster Healing: Healing rate is increased by one per level.
Requirements: 6 Endurance, Level 3
Ranks: 3
Fortune Finder: You'll find more money in random encounters.
Requirements: 8 Luck, Level 6
Ranks: 1
Gambler: A one-time bonus of 20% to the Gambling skill.
Requirements: 50% Gambling, Level 6
Ranks: 1
Gain Skill: Adds one point to one primary skill.
Requirements: 1-9 in skill, Level 9
Ranks: 1
Ghost: It's a one-time bonus of 20% to the Sneak skill.
Requirements: 60% Sneak, Level 6
Ranks: 1
Harmless: Another one-time bonus, this time a 20% bump to the Steal skill.
Requirements: 50% Steal, 49+ Karma points, Level 6
Ranks: 1
Healer: You heal two to five more hit points when using First Aid
or the Doctor skills per level.
Requirements: 7 Perception, 6 Agility, 5 Intelligence,
40% First Aid, Level 3
Ranks: 3
Heave Ho!: This perk will increase your strength by two for determining
range with thrown weapons per level. It won't affect carry
weight, skills, etc.
Requirements: Level 6
Ranks: 3
Here and Now: Your character gains an additional level instantly.
Requirements: Level 9
Ranks: 1
Karma-Sutra Master: Gives better reactions to NPCs when having sex.
Requirements: 5 Endurance adn Agility, Level 6
Ranks: 1
Karma Beacon: Karma is doubled for the purposes of dialogue.
Requirements: 6 Charisma, Level 6
Ranks: 1
Lifegiver: You will gain four hit points when you gain a level per
level.
Requirements: 4 Endurance, Level 12
Ranks: 3
Living Anatomy: A bonus of 10% to the doctor skill as well as dealing
5 extra points of damage to living creatures. Excellent
perk.
Requirements: 60% Doctor, Level 12
Ranks: 1
Master Thief: It's a one-time bonus of 15% to the Lockpick and Steal
skills.
Requirements: Level 12
Ranks: 1
Master Trader: You have a 25% discount whenever you purchase or barter
goods from a store or another person.
Requirements: 7 Charisma, 60% Barter, Level 9
Ranks: 1
Medic: It's a one-time bonus of 20% to the First Aid and Doctor skills.
Requirements: Level 12
Ranks: 1
More Criticals: Increases critical chance by 5% per level.
Requirements: 6 Luck, Level 6
Ranks: 3
Mr. Fixit: It's a one-time bonus of 20% to the Repair and Science skills.
Requirements: Level 12
Ranks: 1
Mutate!: It changes one of your traits into something else.
Requirements: Level 9
Ranks: 1
Mysterious Stranger: A stranger comes from time to time to help you out.
Requirements: 4 Luck, Level 9
Ranks: 1
Negotiator: Gives a one-time bonus of 10% to the Speech and Barter skills.
Requirements: 50% Speech, 50% Barter, Level 6
Ranks: 1
Night Vision: It reduces the overall darkness by 10% per level.
Requirements: 6 Perception, Level 3
Ranks: 3
Pathfinder: It reduces your travel time by 25% per level.
Requirements: 6 Endurance, 40% Outdoorsman, Level 6
Ranks: 2
Pickpocket: This perk lets you ignore size and facing modifiers when you
are stealing.
Requirements: 8 Agility, 80% Steal, Level 9
Ranks: 1
Presence: It improves the NPC's reaction by 10% per level.
Requirements: 6 Charisma, Level 3
Ranks: 3
Pyromaniac: Your character will do 5 more damage with flamethrowers.
Requirements: 75% Big Guns, Level 9
Ranks: 1
Quick Pockets: With this perk, one less action point to access the
inventory than normal per level.
Requirements: 5 Agility, Level 3
Ranks: 3
Rad Resistance: It increases your radiation resistance by 15% per
level.
Requirements: 6 Endurance, 4 Intelligence, Level 6
Ranks: 2
Ranger: The Outdoorsman skill is increased by 15%.
Requirements: 6 Perception, Level 6
Ranks: 1
Scout: It increases the size of explorations on the world map by one
square for each direction.
Requirements: 8 Perception, Level 3
Ranks: 1
Scrounger: In a random encounter, it doubles the amount of ammunition
that you find.
Requirements: 8 Luck, Level 9
Ranks: 1
Sharpshooter: It increases your perception for range modifiers only
per level.
Requirements: 7 Perception, 6 Intelligence, Level 6
Ranks: 2
Silent Death: With this perk, you can use the Sneak skill and attack
a critter using a hand-to-hand attack from the back for
double damage.
Requirements: 10 Agility, 80% Sneak, Level 18
Ranks: 1
Silent Running: You can run and sneak at the same time with this perk.
Requirements: 6 Agility, 50% Sneak, Level 6
Ranks: 1
Slayer: A 10-sided dice is rolled. If the number is equal to or below
your luck, you'll get a critical hit with unarmed or melee
weapons. It's really nice and works extremely well with the Super
Sledgehammer, Power Fist, or the Ripper.
Requirements: 8 Strength, 8 Perception, 80% Unarmed, Level 18
Ranks: 1
Smooth Talker: Increases your intelligence by one for dialogue purposes
only per level.
Requirements: 4 Intelligence, Level 3
Ranks: 3
Snakeater: It gives you a 25% increase to your poison resistance.
Requirements: 3 Endurance, Level 6
Ranks: 1
Sniper: Same as Slayer, except it works with ranged weapons. It is great
with aimed shots (using Small Guns) and is really really nice
with burst weapons. (It actually makes the SMG a source of total
devestation...)
Requirements: 8 Perception, 8 Agility, 80% Small Guns, Level 18
Ranks: 1
Speaker: It's a one time bonus of 20% to your Speech and Barter skills.
Requirements: Level 12
Ranks: 1
Strong Back: This perk gives you an increase in carry weight by 50 pounds
per level.
Requirements: 6 Strength, 6 Endurance, Level 3
Ranks: 3
Survivalist: This perk gives you a 20% increase in Outdoorsman for survival
purposes only per level.
Requirements: 6 Endurance, 6 Intelligence, 40% Outdoorsman,
Level 3
Ranks: 3
Swift Learner: Whenever you gain experience, you'll receive 5% more experience
per level of the perk.
Requirements: 4 Intelligence, Level 3
Ranks: 3
Tag: With this perk, you can pick a new tag skill in addition to the ones
you already have.
Requirements: Level 12
Ranks: 1
Thief: Another one-time bonus of 10% to the Lockpick, Sneak, Steal, and
Traps skills.
Requirements: Level 3
Ranks: 1
Toughness: It adds 10% to your general damage resistance per level.
Requirements: 6 Endurance, 6 Luck, Level 3
Ranks: 3
Weapons Handling: It adds 3 to Strength when determining which weapons can be
used (determined by strength).
Requirements: 5 Agility, Level 12
Ranks: 1
GOOD PERK LIST
--------------
Here's a list of the perks that absolutely shine:
- Action Boy (especially if you have 8 oor 9 Agility)
- Awareness
- Better Criticals
- Bonus HtH attacks
- Bonus Move
- Bonus Rate of Fire
- Living Anatomy
- More Criticals
- Mr. Fixit
- Slayer
- Sniper
- Thief
OTHER CHARACTERS
----------------
I had a good time with the aforementioned character (used above). The list
is a selection of other good characters:
Gun-Handling Diplomatic Sniper
- ST 4, PE 6, EN 6, CH 7, IN 9, AG 10, LLK 5
Take Gifted, and tag Small Guns, Energy Weapons, and Speech.
Be sure to work on Energy Weapons and Small Guns early on. Get the Power
Armor early on as well, and in the Brotherhood bunker, get the Pulse
Rifle and Pulse Pistol.
Rounded Sniper
ST 4, PE 6, EN 6, CH 8, IN 8, AG 10, LK 5
Take Gifted, and tag Small Guns, Speech, and Science. Work on Small
Guns and build Speech to about 125% and Science to 150%. Get the
Power Armor early on for this character.
Killer Sniper
- ST 4, PE 8, EN 5, CH 7, IN 8, AG 10, LLK 5
Take Gifted, and tag Small Guns, Energy Weapons, and Melee Weapons.
Again, get the Power Armor and the weapons cache early on. This
character will be an absolute bastard in the end game and in combat,
but will suffer slightly in diplomatic affairs and unarmed boxing.
Killer Sniper (second variant)
- ST 6, PE 7, EN 6, CH 6, IN 7, AG 10, LLK 5
Same info as above but will not be dependent on Power Armor. However,
you will need NPC's to survive early on - Sulik, Vic, and perhaps
Cassidy. Getting the second level of the combat implants is not a
good idea (as it will decrease your charisma).
WALKTHROUGH
===========
This is the route that is used in this walkthrough:
- Arroyo
* San Francisco / Navarro block (used to get Power Armor)
- Klamath
- The Den
- Modoc / Ghost Farm / The Den
- Vault City / Gecko
* Den (get the car)
- San Francisco / Navarro (now get the PPower Armor if you haven't done so)
- Redding
- Broken Hills
- New Reno / Sierra Army Depot
- Broken Hills (again)
- Raiders / Vault City
- New California Republic / Vault 15
- Vault City (again)
- Vault 13
* Military Base
- Navarro / San Francisco
***
This walkthrough will include (very early on) information to get the Power Armor.
It won't assume that you have it until you've reached Vault City (however, you
can still complete all of the things mentioned, although it is a lot harder),
but after you've got the car (after that section is covered), the walkthrough
WILL ASSUME that you have it.
***
An asterix (instead of a dash) will indicate that the area is optional.
The car is mainly a convinience issue - it speeds up overland travel. Since
there's no real time limit for completing the game, it is not required.
The military base is just included so that your character can gain experience.
ARROYO
======
Notable Areas
1) The Temple of Trials
2) Arroyo Village
3) Arroyo Wilderness
4) Arroyo Bridge
Notable Characters
1) Arroyo Elder, leader of your village
2) Klint, the temple guard
3) Hakunin, the village shaman
4) Feargus, your young nephew, whining about well
5) Nagor, your cousin, his dog Smoke is lost
6) Lucas, a warrior, teaches you unarmed skills
7) Jordan, a warrior, teaches you melee skills
8) Aunt Morlis, your aunt, gives you flint
9) Bridge Guard, sharpens your spear
10) Cameron, he'll challenge you to a fight in the temple
11) Smoke, Nagor's dog
- Various townsfolk
- Geckos in wilderness
- Plants in Hakunin's garden
Notes
1) Survive through the Temple of Trials. You don't
have to kill all of the critters there.
2) Kill the plants that are invading Hakunin's garden.
3) Find Smoke, Nagor's dog.
4) Fix the Arroyo well.
5) Ask Jordan and Lucas to teach you fighting skills.
6) Ask the Arroyo Bridge Guard to sharpen the spear for you using some flint
from your aunt.
Quest Experience/Reward Table
- Survive the Temple of Trials: 600 xp
- Kill all of the critters in the Templee: 865 kxp
- Kill the plants of dark soul: 170 kxp
- Kill the plants of dark soul: 100 xp, 2 healing powders
- Fix the well: 100 xp
- Find Smoke for Nagor: 200 xp
- Convince Aunt Morlis to give you flintt: 50 xp
Introduction
------------
Arroyo is the small community where you start off. You'll need to pass
the Temple of Trials before you set off on your journey to find the
G.E.C.K for the beleagured village.
Details
-------
When you start the game, you'll see your character outside a big building.
Enter the building. This is the Temple of Trials.
The temple of trials is full of giant ants and small radscorpions, which
have 6 and 10 hit points, respectively. Since your goal is to reach the
end, it is not necessary to go and kill every critter that you see. (Mind
you, this does become a bit hard if you choose a diplomatic character
instead of a strong character.)
At the first part of the temple (the foyer), you'll encounter two giant
ants. If you proceed forward and to the north towards the locked door, you
won't have to fight any more ants. However, if you go on the first passage
to your right, there are some more ants lurking around there. In the far
right, there is a pot that has one bag of healing powder. In the first room
to your left, there are two scorpions, but no items. And on the second
passage to your right, there are three scorpions. In the room (it has a
wall dividing the room into two) on the right side, there are some bones.
You can examine them and take a spear. At the end of the first level, there
is a locked door. Simply use your lockpick skill to unlock the door.
When you enter the second part of the temple (the hallway), you'll find
lots of raised plates. Stepping on the raised plate makes a spear shoot out
from the wall. (It is highly unlikely for you to get hit by the spear.) If
you go to the room on your right, you'll see two scorpions and a chest,
which contains a bag of healing powder. When you go to the west by the
chasm, you'll see two to three ants. Kill the ants and get the plastic
explosives. If you go to the right passage past the chasm, you'll see two
giant ants (one in the passage, one in the room to the right). After you
kill them, you can go in the room and take the antidote from the chest. At
the end ofthe hallway, you'll see a metal door. Put the plastic explosives
in your active item slot and set the timer, and then run away from the
door. After the explosives blow up, so will the door. Go through for the
final part of the temple.
When you are in the final level, kill the ants in the first room and then
head east to kill some more critters. In the easternmost room, there is a
healing powder. Take the healing powder, and then go west and then go towards
the northern hall, to the room with a firepit in its center. Talk to Cameron,
the final test of the Temple of Trials. If you have a high speech skill, you
can convince him to not fight you. Otherwise, you have to fight him to leave
the temple. It is not a fight to the death.
If you do decide to fight Cameron, all of your items will be placed in the
chest in the room where you started the final part of the temple. You cannot
use any weapons nor any healing items. After you convince Cameron or you win
the fight, get your items and then open the door. You'll see a short video of
you getting the Vault Suit. Immediately, you'll be transported to the Arroyo
village and you'll also receive some experience.
After you're in the village, go to the elder's tent, which is right next to
you. The elder is wearing brown robes. Talk to the elder and accept the quest
to find Vic and also the G.E.C.K. You'll receive some money and a water flask.
Open the chest behind the elder to get a knife as well as some healing powder.
Next, go to the tent that's directly to the north of the elder's tent. Talk to
Hakunin, the village shaman. Offer to weed his garden (it's to the tent's left).
Go to the garden and kill the spore plants for some experience. Go back to
Hakunin after you've killed the spore plants and he'll give you some healing powders
and will offer to make healing powder for you provided that you give him the
Broc Flower and the Xander Root. You'll also get some experience.
Go to the east of Arroyo and talk to your cousin Nagor, who lost his dog,
Smoke. Offer to find Smoke for Nagor. Next, go south to the head monument
and talk to Lucas. Ask him if he can teach you some unarmed skill, and if
he can, ask him to teach you some. Next, go to the west and repair the damaged
well for a little bit of experience. Go to one of the tents to the east and
find Jordan, who can increase your melee weapons skill.
Now it's time to find Smoke. Head out to the west of Arroyo, into the
wilderness. Smoke is in the western area of the wilderness. After you find
him, return him to Nagor for some experience.
Go to the south of Arroyo, until you reach the great bridge. Talk to the
bridge guard, and ask him about his spear. He'll tell you to go to Aunt Morlis,
who is in the main village, for some flint. Go there, and talk to your aunt
(she's in the southwestern area of the village). Talk to her, and ask her if you
can have some flint. If you get the option, tell her that your journey will be
dangerous and that you need the flint - otherwise, you'll need three healing
powders.
After you get the flint, go back to the bridge, and ask the bridge guard to sharpen
the flint for you. After it has been sharpened, leave Arroyo for the south, or for
Klamath (if you don't want some very special armor).
THE QUEST SOUTH (Actually, to San Francisco, then Navarro, back to San Francisco)
===============
Notable Areas
1) San Francisco's China Town
2) Navarro's Gas Station, Base, and Armory
Notable Characters
1) Matt, the Brotherhood of Steel guard at San Francisco
2) Chris, the Gas Station attendant at Navarro
3) The Enclave Guard at Navarro
4) A random Enclave technician
5) Quincy, a maintenance tech
6) Raul, Vertibird maintenance tech
- Shi guards (at San Francisco)
- Enclave Troopers (at Navarro)
Notes
1) Go to San Francisco safely. Once you are in San Francisco, save the game.
2) Talk to Matt and accept the quest to find the Vertibird plans. Save the
game after accepting.
3) Go to Navarro safely. Talk to Chris and get the password from him.
4) Enter the Navarro base. Once there, get the Advanced Power Armor, the
Vertibird plans, as well as a Super Sledgehammer and some nifty lockpicks,
as well as some books and the combat armor. Actually, the Power Armor is
the only "necessary" component.
Quest Experience/Reward Table
- Get the password from Chris: 1500 xp
- Find the Vertibird plans: 3500 xp
- Return the Vertibird plans: 20000 xp, access to all Brotherhood of Steel
bases
Introduction
------------
The first San Francisco/Navarro block consists of getting the Advanced
Power Armor. The armor will make the game significantly easier. You don't
have to get it immediately, but be sure to get it after finishing the Vault
City / Gecko block (see later sections).
Details
-------
Head south of Arroyo, way down. If you start to see the coast, go east and then
head south until you reach San Francisco. The city is located right next to
the coast. If you find some really hard critters on your way there, be sure to
run away. It might take about four weeks to walk there. San Francisco is
marked as "unknown" on the world map.
Once in San Francisco, go north up the street, and take a left after you see
the boxing ring. Go south and enter the Brotherhood of Steel building. (It has
a guard in metal armor standing next to it.) Talk to the guard, ask why he knows
your name, and then ask who the Brotherhood of Steel is. He'll start talking
about the history of the Brotherhood of Steel and then mention the Enclave.
Offer to infiltrate one of the Enclave's bases at Navarro, and then ask him
how to go about infiltrating the base. The guard will tell you. Head to Navarro
for now.
* Also, if you walk in the various shops - Flying Dragon 8 (on the west side)
and Red 888 Guns (on the eastern side), you can steal a lot of money from the
shopkeepers. People have reported success with only a steal skill of around
30%. You should do this twice - once after entering San Francisco for the first
time, and after getting the Power Armor from Navarro.
After you get in Navarro, talk to Chris, the gas station attendant. Tell him
that you are looking to join the Enclave, and then tell him that you are a new
recruit. Chris will give you the password. Head north to go to the Enclave
installation. (If this doesn't work, load from an earlier save and try it again.)
Once you are there, talk to the guard, and give him the password, which is
Sheepshead. Enter the Enclave, and go to one of the buildings to the north
that has some people in lab coats. Talk to one of those people, and ask him
if he knows where the Vertibird plans are kept.
After you get the info, go to the eastern maintenance building and talk to
Quincy, one of the men in leather armor. Ask him if you can see the Vertibird
plans. He'll ask you who needed them, and then tell him that Raul needed them.
He'll get really angry, but will let you take the plans. While you're at it,
be sure to loot the other lockers for a lot more stuff.
After you get the plans, go to the western maintenance building and talk to
Raul, the Vertibird repairman. Tell him that Quincy wants to see him. Raul
will get really angry at Quincy, and then he'll ask you to look after the
Vertibirds. Offer to do so, and when Raul leaves, loot the lockers to get
more stuff. After you've looted them, go to the basement of the base. There
is an elevator in the northern section of the base.
Once you're in the basement, go south and left, and loot the lockers there. Get
an Advanced Power Armor, but not necessarily the weapons and ammo. Leave the
base, and head back to San Francisco.
When you're in San Francisco, go give the Vertibird plans to the Brotherhood
guard. He'll make copies and give you back the plans, and also will give
you full access to the Brotherhood facilities. You don't have to, but if
you want, take the Power Armor and the Combat Armor from the base. Leave
for Klamath. The walkthrough will be covered as if you didn't get the Power
Armor, but there will be specific things that you can do with the armor, and
those will also be included.
KLAMATH
=======
Rough Map
Canyon
|
Trapper Town --- Klamath
|
Wilderness
Notable Areas
1) Downtown
- Buckner's Bar
- Vic's old office
- The Golden Gecko
2) Trapper Town
3) Wilderness
4) Canyon
Notable Characters
1) Aldo, the Klamath greeter
2) Torr, Mrs. Buckner's dimwit son
3) Ardin Buckner, she owns Buckner's
4) Maida Buckner, Ardin's daughter
5) Sulik, an NPC who you can pick up later, he's doing work for the Buckners
6) Smiley, Ardin's boyfriend, he's a trapper
7) Whiskey Bob, the barfly at Buckner's
8) Jon Sullivan, he can give you a boost to melee and unarmed skills
9) Slim, he has the key for Trapper Town
- Townsfolk of Klamath
- Barflys
- Trappers
Notes
1) Loot all of the footlockers and shelves for items. You'll need them
to barter for more things in Klamath. Also, attempt to steal from the
miscellaneous characters, especially any money, stimpacks, or weapons/ammo.
Be sure that you also have 10 beers and 10 bottles of booze, for you will
need it later.
2) Help Torr guard the "Moo-Moos" against the "bugmen." Attempt to kill the
Dunton brothers while doing this.
3) Ask John Sullivan to improve your fighting skills.
4) Offer to refuel Whiskey Bob's still.
5) Tell Mrs. Buckner that you will save Smiley, her boyfriend.
6) Kill the Rat-God for Klamath's Trapper Town.
7) Get the fuel injection module for the car (you'll get it in the future).
8) Kill the robot wandering around in Klamath's canyon.
Quest Experience/Reward Table
- Help Torr guard the Brahmin: 250 xp
- Kill all of the radscorpions: 420 kxp
- Kill the Dunton twins: 80 kxp
- Ask Jon Sullivan to teach you fightingg: 150 xp, 10% bonus to fighting skills
- Refuel Whiskey Bob's still: 100 xp, $550
- Pay for Sulik's damages: 500 xp, Sulikk becomes your NPC
- Kill the robot in Klamath: 200 kxp
- Kill all rats in Trapper Town: 400 kxpp
- Kill all rats in first level: 500 kxp
- Kill the rat god: 300 xp
- Kill all rats in second level: 645 kxpp
- Kill all rats in third level: 590 kxp
Introduction
------------
Klamath is a small city that is populated by hunters as well as rats. You'll
be able to get your first NPC here. In addition, you'll be able to attempt
a rescue mission as well as eradicate the city's rat infestation.
Details
-------
When you enter Klamath, head to the left and talk to the door-greeter guy.
Give him five dollars and then ask him about what is going around in
town lately. Afterwards, go talk to Torr, the man who isn't wearing a shirt.
(He's also in front of the Buckner building.) Talk to him, and tell him that
you will help him guard the brahmin right now.
You'll be transported to the Brahmin fields in Klamath, where one lone
radscorpion will come and attack you. Kill the radscorpion, and then
head west. Save the game, and attempt to kill the two Dunton brothers using
your sharpened spear. After they are dead, heal, save the game, and then
attack the remaining radscorpions, which are in the southeastern area of the
fields. There are seven radscorpions to kill. After you've killed all of
the radscorpions, head back to Klamath.
Once you're back in Klamath, save the game, and start to steal from the
other citizens of Klamath. Be sure to steal money, weapons, and 10 beers
and 10 bottles of booze. Steal from the person's back, and after each
successful steal, save the game. After you have had enough stealing, make
way to the northeast, and go to a building that has a sign which reads
"Vic's." Go in the building and take everything from the drawers and shelves.
Be sure that you get the radio, the pipe rifle, and the JHP ammo. In the
southeastern corner of Klamath, close to where you entered, there is
a building with a 'Guns and Bullets' magazine in a shelf. Read the magazine
to receive an increase in your small guns skill.
* GUN Information: Pipe Rifle/10mm Pistol
---
The Pipe Rifle can hold only one 10mm bullet at a time, and its range
and damage aren't anything special. The 10mm differs from the former
in that it offers a 12 bullet magazine rather than the single-shot
Pipe Rifle.
Go back to the Buckner building, and talk to Whiskey Bob. Offer to refuel
the still for him. (You might need to buy him some whiskey while you're at
it.) Head south, until you reach the wilderness. Once you're there, enter
"Sneak" mode. Go to the southwest until you reach a shack. Enter the shack,
pick up the firewood, and put it in the still. After that's finished, leave
for the "civilized" part of Klamath.
After you're in Klamath, talk to Whiskey Bob, and he'll give you $50. With
all of the money and stuff that you have stealed from the denizens, you should
now have more than $350. Talk to Sulik, the guy in the southeastern corner
of the Buckner building. Ask him what's going on, and then ask him if you can
pay for his damages. Offer to pay for them, and then you'll get Sulik in
your party. Also, talk to Ardin, ask her what's wrong, and then offer to find Smiley
(her boyfriend) for her.
* NPC Information: Sulik
---
First and foremost, Sulik is a fighter. He is skilled with sub-machine
guns and melee weapons, especially the spear and sledgehammer. He's not too
bad at hand-to-hand combat, either. With a super sledgehammer or a powerful
SMG, like the H&K P90C, he's walking death. The only problem is that the
SMG's will become too weak at the end. He's really good to have in the
beginning.
With Sulik, head to the northwest section of Klamath. Go to the Golden Gecko,
and talk to Jon Sullivan, the guy to the left in the Golden Gecko. Ask him
if he can teach you magic first, and then ask him if he can teach you pugilism.
Afterwards, head to the west of the Golden Gecko to go to the Canyon. Once
in the canyon, kill the robot for some experience. Head back to Klamath, and
then go east for Trapper town.
When you enter trapper town, save the game, and steal from all of the townsfolk
of Trapper Town. Be sure to go and get two gecko pelts and two healing powders
from the westernmost building in Trapper Town.
More importantly, your mission here involves killing the rat god. To kill him,
you have to go to the Blades building and enter through the northwestern entrance.
When you enter through that entrance, you should see an old drawer and a man
wearing a green shirt. Talk to the man, and ask him about Trapper Town. Talk
to him again and ask him if you can have a key to go to the northern areas
of the town. He'll give you the key.
When you get the key, open the locked door, and after you get past the door,
close the door. Go outside, and enter the old guns store. Loot the lockers,
and be sure to get the rubber boots and the 10mm ammo. Give one pair of
boots to Sulik. Afterwards, leave the gun store, and then go to the
western entrance of another building. Tell Sulik to remove his armor and
get the leather jacket from him, and wear it. Kill all of the rats there, and
enter the stairwell that leads to the basement.
After you enter the stairwell, go to the northern room with a desk. Examine
the desk, and get the 10mm ammo. Kill all of the rats in this level, get the
knife on the first easternmost end (it's near the dead body) and a crowbar
in the remins of some bones (it's in the second easternmost end) and take the
ladder that leads to the lower level of the rat caves.
When you're in the second level, kill all of the rats. The rat god will be
there, and he isn't too tough. After all of the rats have been killed, go
to the northeast section of the caves, and climb the ladder that is next
to the bookcase. You're on your way to finding the fuel-injection module.
In this level, kill all of the rats. In the southern corner there's a locker
which contains two stimpacks and 20 dollars. In the southern eastern corner,
there is a dead repair robot. A tool is nearby. Get the tool, and head towards
the locked door on the north side.
Once you are there, examine the shelf and take the dynamite and the crowbar.
Place the dynamite really close to the door, set the timer, and wait until
it detonates. After it detonates, go up the ladder. After you go up, head
south, and examine the broken car on the south. After you get the fuel cell,
head back to Trapper Town, and then to Klamath. Once in Klamath, go to
the Buckner house, and trade for a Leather Armor using spears, meat jerkey,
etc. After you get the leather armor, make sure you have some rubber boots.
Leave Klamath, and head for the Toxic Caves to find Smiley the trapper.
THE TOXIC CAVES (subarea)
=========================
Notable Areas
1) The First Floor
2) The Second Floor
Notable Characters
1) Smiley the Trapper
- Lots of Golden Geckos
Notes
1) Kill the Golden Geckos.
2) Find Smiley, the trapper.
Quest Experience/Reward Table
- Kill all Geckos in Toxic Caves: 1655 kkxp
Details
-------
Once in the Toxic Caves, kill all of the geckos that you see using your spear
and/or the Pipe Rifle. In the first level, there is a room which contains
some boots, stimpacks, and some RadX which is to the south. Go there and
get everything, and then go to the second level. In the second level, there
are a lot of golden geckos. Use the pipe rifle and the spear to finish them.
Smiley is in the easternmost part of the second level of the caves. Talk
to him and tell him that Ardin is waiting for you. He will be a temporary
NPC in your party. Also, there is a locker in the second floor, next to
the elevator, which contains some RadAway's. Save the game after you've
found Smiley, and then steal 10 golden gecko pelts from him. Save after you
have gotten them successfully. Leave the caves for Klamath.
NOTE: The elevator can only be opened with some Electronic Lock Picks, and
you also need to repair the generator that powers the elevator. There
is a Mark II Combat Armor there as well as some powerful weapons and
some 2mm gauss ammo in the basement.
KLAMATH (again)
===============
Notable Areas
1) See above listing for Klamath
Notable Characters
1) See above listing for Klamath
Notes
1) Go back to Klamath to tell Ardin that you found Smiley.
2) Kill the Geckos in the wilderness.
Quest Experience/Reward Table
- Find Smiley: 1000 xp, $100
- Kill Geckos in Wilderness: 1045 kxp
Details
-------
Once you are in Klamath, talk to Ardin Buckner, and then tell her that you
don't want a reward. She'll give you $100 anyway. Afterwards, talk to Smiley,
ask him if he can tell you the tale of the Gecko, and then ask him how to
skin Geckos. Now, with your newfound knowledge, go to the wilderness, and
kill all of the Geckos there. Be sure you get their pelts. After you have
killed them, leave for the Den.
THE DEN
=======
Rough Map
West Side - East Side
Notable Areas
1) West Side
- Lara's Hideout
- Rebecca's Bar/Casino
- Flick's store
- Tubby's store
- Smitty's home
- The Ghost Home
2) East Side
- The Hole
- Graveyard
- Church
- Metzger's slave pen
- Mom's diner
Notable Characters
1) Rebecca, the owner of the bar/casino
2) Tubby, he owns a store
3) Flick, he "owns" a store
4) Lara, she runs a mercenary camp
5) Fred, he owes Rebecca a good bit of money
6) Joey, the local thug who sells Jet
7) Anna, a ghost who needs to be put to rest
8) The Great Ananias, he lets you look at the Mummy
9) Smitty, he sells you the car later on
10) Frankie, he owns the Hole
11) Metzger, he is the slave owner
12) "Mom," she owns the local diner
13) Stacy, she can tell you the story about Cuddles
14) Tyler, he is the leader of the other mercenary gang
15) The bar patron in the Hole, he screws you if you're female for $200
- Orphaned children that steal your sttuff for Flick (they guard
the entrances to several buildings)
- Drunks in Withdrawal
- Guards
- Slaves
- Slavers
Notes
1) First off, go to Rebecca's bar, and ask her for work. She'll ask
you to find Fred and collect $200.
2) After you return Fred's payment, offer to find the book that
Derek borrowed.
3) Go to the east side, and screw the bar patron if you're female.
4) Go to the Slaver's guild, and ask if you can see Vic. Talk to
Metzger afterwards to see if you can buy Vic.
5) Go to Mom's, and ask her for some work. Offer to bring the meal
to Smitty.
6) Go to the Graveyard and search for a book. (This is Rebecca's second
quest)
7) Talk to Stacy and ask her to tell you the story about her cat, Cuddles.
8) Now go to Lara's place, and ask her for some mercenary work.
This eventually boils down to eliminating the gang that you might
have seen earlier at the Church.
9) Put Anna, the ghost, to rest.
10) Obtain a sample of Jet.
NOTE: The Orphaned children will steal from you if you walk past them.
Sometimes, they're successful; other times, they aren't. A workaround
is to walk near the children, and then immediately enter combat
mode. Run past the children, and enter the building. You have to do
the same thing (reverse order though) to leave the building safely.
NOTE: Do not attempt to gamble at Rebecca's casino. There is an endless
conversation bug (in other words, it doesn't end) when you talk to
one of the casino patrons.
Quest Experience/Reward Table:
- Pay off Fred's debt for Rebecca: 200 xxp, $100
- Find Rebecca's book: 300 xp, $80
- Learn about Vic being a trader: 200 xpp
- Deliver Smitty's meal: 150 xp, stimpacck
- Ask Tyler if you can enter the church:: 500 xp
- Examine the crates in the church: 500 xp, $200
- Ask Metzger if Lara can attack Tyler: 200 xp, $50
- Find a weakness in Tyler's gang: 200 xxp
- Kill Tyler's gang: 485 kxp, $400
- Give Anna the locket: 250 xp
- Put Anna to rest: 600 xp
- Kill Metzger: 1500 xp, $1000
- Kill Metzger and his slavers: 1000 kxpp
- Free Metzger's slaves: 1250 xp
Introduction
------------
The Den is a dangerous place and is a safe haven for drug and slave trading.
You'll be able to bust a slaver ring and a small gang here.
Details
-------
When you enter the Den, go a bit to the south, and then enter Rebecca's bar/casino
(see the note above). Talk to Rebecca, and ask her for some work. She'll
tell you to go and find Fred. To find Fred, leave the bar, go south, and
enter the building where there is only one orphaned child. Enter it, and
talk to the drunk-looking guy (description says that he is "a citizen of
the Den"). Tell him that he owes Rebecca $200. He'll ask for $150 in the
process, and tell him that's okay. (He'll give you lots of nice stuff later
on.) Also, enter the door that leads to Flick, the shopkeeper who is wearing
a green shirt. Ask him what he does he do in the Den, and then ask him if
you can trade. After he shows you his wares, don't trade for anything, and
thank him. Talk to him again and ask him to show you his wares. This time,
he has a .44 magnum revolver that you can barter for. Buy that and its
corrosponding ammunition. Use your gecko pelts to trade for that.
* GUN Information: .44 Magnum Revolver
---
It runs on .44 JHP or FMJ ammunition. The base damage rating is about
12 to 18 hit points, but with targeted shots, you can easily get more
than 70 hit points dealt. Plus, with ten Agility, you can shoot two
aimed shots. It's an excellent small arm. Plus, you can put in a
speed-loader to reduce the reloading cost to one action point.
Afterwards, leave this area, and go to Rebecca to pay her the $200. She'll
split it in half for you. Talk to Rebecca again and offer to find the missing
book for her. The book is in one of four random locations:
(1) - The book is by a trashcan (not on fire) with a car door leaning beside
it. The area is to the south of the graveyard and across the street.
(2) - The book is in the graveyard. It's close by the John Andersen tombstone.
(3) - The book is by some ruins to the east of the Slaver's Guild. The wall
to the north is blocking the book, so you'll have to carefully search
the area.
(4) - The book is in an outhouse close to The Hole. It's beside the toilet.
After you find the book, you can return it to Rebecca for some experience and
money.
Now, it is time to go to the east side. Go there, and if you are female, go
to the Hole. Talk to the male bar patron, and tell him that he can screw
you for $200. If he says he doesn't have enough money, tell him tough luck
and then ask for $200 again (chances are that he might have the money). If
you are male, you can screw a prostitute if you give her some cash (I don't
know what is the point though...).
Go to the Slavers guild which is to the east. Enter there, and the door
guard will start to talk to you. Tell him that you want to see Metzger
or you want to buy some slaves. Afterwards, talk to another guard who
is holding a slave inside the main building. Ask him about Vic, then
ask if you can see him. Beg if the guard won't let you through. If he
lets you through, talk to Vic, tell him that you are going to free him,
and then give him the old radio that you found in Klamath. Afterwards,
go and see Metzger (he's in the center of the northern room). Talk to
him, and ask him if you can buy Vic. He'll sell him for $1000. If you're
female, you can screw Metzger and buy him for half the price. Also, be
sure to steal the shotgun from Metzger.
* GUN Information: 12-gauge Shotgun
---
Even with its two shell ammo capacity, the shotgun is still a formidable
weapon. It has a decent range and is quite powerful; targeted shots
can deal in excess of 50 hit points.
When you talk to Vic, ask him where did he get the water flasks from
for some easy experience.
* NPC Information: Vic
---
In the beginning, 'coward' defines Vic, but after you give him some
armor and a decent weapon (like a shotgun or better), he becomes a
whole lot better. Initially, he is inept at combat, but later on, he
is quite formidable. After he maxes out his level, he can use the
Gauss Rifle. In the long run, he is a valuable asset.
Vic can use all small arms, but is horrible at melee combat. His
specialty is the repair skill.
Next, go to Mom's diner and talk to Mom, the owner of the place. Ask her
what's going on in town. She'll hand you a dinner that she wants you to
give to Smitty. Also, talk to Stacy and ask her why is she so sad She'll
mention a cat, and ask if you can hear the story about her cat. You'll
get some experience for listening to the story. Head to the west side
of the Den to return Smitty's meal.
Smitty is in the far west corner of the West Side of the Den. Go talk
to him, and tell him that you have his meal from Mom's. You'll get 150
experience and a stimpack for giving him the meal. If you take a look
at Smitty's lockers, you can get a tool and other miscellaneous items.
The last locker contains a shovel, which will be required for a quest later
on.
Now it is time to do some mercenary work. Go talk to Lara, who is south
of Tubby's store (it's the central building on the western wing of buildings).
Lara is the woman in the second room. Talk to her, and ask her if there
is any work to be done. She wants you to examine some crates in the Church
on the East Side of the Den. Head there.
Once in the East Side, go to the church, and talk to Tyler. Tell him that
Metzger sent you, and he wants you to check some stuff for him. He'll
get pretty antsy, but will let you in. Once there, examine one column of
the crates to find out that they are filled with chemical compounds.
Head back to the West Side.
When you go there, go talk to Lara, and tell her what you saw. She'll give
you $200 and a new quest: ask Metzger if it is okay for Lara and her gang
to guard the church now. Head to Metzger's slave guild. Talk to Metzger
and ask if Lara can attack Tyler's gang. Metzger will say that it is okay.
Go back to the West Side and talk to Lara. She'll give you another quest:
find a weakness in Tyler's gang.
Go back to the church, and talk to Tyler. Ask him what's going on, and
he'll mention that he's going to a party. Tell him that you want him
to have fun. You'll get more experience. Go back to the West Side.
Talk to Lara, and she'll offer you $300 if you go and fight with her
in order to eliminate Tyler's gang. Say yes. The fight isn't that bad,
especially with Metzger's stolen shotgun and the revolver, and is
ridiculously easy with the Power Armor. After you have killed Tyler's
gang, you'll receive $400.
Now, it is time to put a ghost to rest. Go to the building that is
directly south of the one that Lara usually stays. There should
be a ghost there. Talk to the ghost, and ask her what is the matter.
The ghost says that she can't find it. Ask the ghost what is the object,
and then she'll mention that it is a locket. With this newfound knowledge,
go to Mom's diner. Talk to Mom, eat the meal that she offers you, and then
ask her if she knows about the haunted house. She'll mention that a teen
used the house about two years ago whose name is Joey. Thank her, and
head back (sigh) to the West Side.
Joey is the thug wearing a leather jacket. Talk to him, and ask him for
some information. Ask him about the ghost, and then ask about the locket.
Tell him that he stole it, and buy it from him for $50. With the locket,
go back to the building where you found the ghost, and give her the locket.
Talk to her again, and she'll turn into a pile of bones. Pick up the bones
and head to the graveyard. Find the grave marked "Anna Winslow." Dig up
the grave with your shovel, put the bones in there, and then close it up.
(If you were wondering, the grave is in the southeastern area of the
graveyard.)
If you have the Advanced Power Armor, you can go and kill Metzger for
a good bit of experience. Loot the corpses to get their pistols and
drugs, for they come in handy when it comes to buying weapons later
on. Also, if you have killed Metzger, go to Rebecca's bar. Tell
Rebecca that the fight was easy, and she'll give you $1000 dollars.
Go to one of the merchants in the West Side of the Den, and see if you
can buy some jet (the merchants might sell it to you for about $60).
Head to Vault City now, but stop in the unknown green area while you're
on your way there.
MODOC
=====
Rough Map
Rose's Bed and Breakfast
/
/
Main Street
Notable Areas
1) Main Street
- Trading Post
- Church
- Slaughterhouse
- Tannery
2) Rose's Bed and Breakfast
- Rose's Bed and Breakfast
- Farrell's house
Notable Characters
1) Jo, the mayor of Modoc
2) Grisham, he owns the slaughterhouse
3) Balthas, he owns the tannery
4) Farrel, Modoc townsperson
5) Cornelius, another Modoc townsperson
6) Rose, she owns a bed-and-breakfast
- Modoc townsfolk
- Traders
Notes
1) Offer to find the "Ghost Farm" for Jo.
2) Guard the Brahmin for Grisham.
3) Kill the rats that have invaded Farrel's garden.
4) Find Cornelius' gold watch.
Quest Experience/Reward Table
- Successfully guard the Brahmin: 600 kxxp, $1000
- Kill the rats in Farrel's garden: 300 xp
- Kill the rats in Farrel's garden: 635 kxp
- Successfully blow up the outhouse: 5000 xp
- Kill the mole rat: 160 kxp
- Return the watch to Farrel: 1500 xp
- Heal Bess: 200 xp
Introduction
------------
Modoc is a small farming community that is on the verge of death.
A drought has plagued the crop harvest and a new "ghost farm" has
been discovered. You can help forge an alliance between the new
"ghost farm" and Modoc and also help the citizens in their daily
lives. You can also get married here.
Details
-------
When you first come into Modoc, go in the trading post, and talk to the
mayor, Jo. Ask him about Modoc, and then ask him about the G.E.C.K. He'll
say he knows where it is, and he'll present you with a new quest: find the
Ghost Farm. Get the details for the quest, but you do not have to undertake
it at this moment. (By the way, Jo will lie to you and mention that a G.E.C.K
is like a Gecko...you're doing the quest for the rewards and experience.)
You can go to the wooden building to the southeast of Modoc and talk
to Grisham, the owner of the local slaughterhouse. You can offer to
guard his brahmin at night for a $1000. If you do accept the quest,
you have to guard some eight-odd brahmin against ten wild dogs. I have
successfully completed the quest using a combination of a 10mm Pistol
and a .44 Magnum revolver. After you have killed all ten dogs, leave
the field and talk to Grisham to get the money. Also, if you look
at the shelf next to Grisham, there is a first-aid book as well as
some flares. You can steal a shotgun and some shells from also.
Next, go back to the trading post and talk to Jo. Barter some stuff
(pistols, excess ammo, etc.) for some dynamite and a rope. Go to the
well in the central area, and pry open the cover for the well. Use
the rope on the well in order to descend down the well. If you want,
you can optionally go there and find a BB gun and some money (though
if you take those items, you'll lose karma).
Head to the Rose's Bar and Breakfast area, and go to the shack directly
to your right. Talk to Farrel, and ask him about the gold watch. He'll
tell you what happened. (BTW, you'll find it later.) Talk to him
again, ask what he does, and tell him that you would like to help
him get rid of some rats that invaded his garden. I had no problem defeating
them unarmed. (This holds true with or without the armor.)
Now, go back to Rose's Bed and Breakfast, and this time, heal to full health
and save the game. Enter the outhouse (it's a bit north of Farrel's home).
Enter it, and place a stick of dynamite right next to the pile of rocks.
Set the timer to three minutes, and escape from the outhouse. If you placed
the dynamite correctly, this section Modoc should be covered with biological goo,
as well as blowing the outhouse away. Usually, it doesn't work, and sometimes
you end up killing yourself in the process.
After it has been done successfully, save the game, and heal yourself if
you've taken massive damage as a result of the explosion. Enter the outhouse
again, and go inside the cave. Kill the molerat that is guarding Cornelius'
gold watch. Get the gold watch, leave the outhouse, and then give it
to Farrel.
Now it is time to deal with the Ghost Farm. Save the game, and leave Modoc
for the Ghost Farm. If you have a high Doctor skill, you can heal Bess,
the brahmin with the broken leg for some experience before you venture
out to the Ghost Farm. I was successful with 29% Doctor skill.
You can also get married in Modoc. To try, talk to Grisham's children in
his home. It's good for a laugh, but his children are horrible in combat.
It doesn't matter if you're a boy or a girl; both genders can have either
spouse.
THE GHOST FARM
==============
Notable Areas
1) The farm itself
2) The underground
Notable Characters
1) Vegeir, the leader of the Slags
- Slags
- Slag guards
Notes
1) Enter the underground part of the farm.
2) Talk to Vegeir, and give Jo the letter that he has given you.
Details
-------
When you go to the Ghost Farm, you might encounter some Slag guards
in the beginning. Tell them that you will go down with them. If you
don't see any, go to the building to the northeast, and fall down
through the mat to go underground. Talk to one of the guards, ask them
for answers to some questions, and then go to Vegeir with them.
Once you get to Vegeir, tell him that you have some questions, and
then accept the quest to give the letter to Jo. Leave the Ghost
Farm through the entrance to the south of Vegeir. Go to Modoc, and
deliver the letter to Jo. Oh yes, be sure that you examine the bodies
on the stake before you leave.
MODOC (again)
=============
Notable Areas
1) See above listing for Modoc
Notable Characters
1) See above listing for Modoc
Notes
1) Deliver the message to Jo.
2) Find Karl for Jo.
Details
-------
When you enter Modoc, give Jo the letter. Jo will find out about the
Slags, and he will get angry at the Slags for "killing" Karl and for
harboring dead bodies on stakes in the farm. Tell Jo that the bodies
are fake, and you will go and find Karl. Jo will give you a month to
find Karl. Karl is in the Den, in Mom's diner, on the east side. Head
there. Jo will give you thirty-one days to find Karl; otherwise, he and
some Modoc townsfolk will attack the Slags.
THE DEN (again)
===============
Notable Areas
1) See above listing for the Den
Notable Characters
1) See above listing for the Den
Notes
1) Find Karl.
Details
-------
Not too much to say here. Go to Mom's diner, and talk to the drunk in
the green shirt. Ask him what is his story, and he'll start to talk
about the ghost farm. Leave for Modoc upon hearing his story.
********************************************************************
In the interim, you should see this huge guy in some special type of
Power Armor and two troopers in Advanced Power Armor. They kill this
family of farmers, and tell you to walk away. This is foreshadowing
to what will happen in the future. The big guy is the end-game boss.
He may look hard right now, but the fight will be among the easiest
in the game.
********************************************************************
MODOC (yet again)
=================
Notable Areas
1) See above listing for Modoc
Notable Characters
1) See above listing for Modoc
2) Laddie, Balthas' dog
Notes
1) Talk to Jo about Karl.
2) Talk to Balthas and offer to find his son, Jonny.
Quest Experience/Reward Table
- Help trade come back to Modoc: 3500 xpp
Details
-------
Go talk to Jo, and tell him about Karl being a drunkard in the Den.
You'll get lots of experience points for Modoc's trade. Go to
the Tannery, and talk to Balthas. Ask him if he is preoccupied with
something, introduce yourself, and then go find Jonny for him. Jonny
is in the ghost farm. Balthas will send Laddie with you to help you
find Jonny.
THE GHOST FARM / MODOC (yet again)
==================================
Notable Areas
1) See above listing for the Ghost Farm / Modoc
Notable Characters
1) See above listing for the Ghost Farm / Modoc
Notes
1) Enter the farm through the trapdoor and stairwell in the farm itself.
2) Talk to Vegeir and tell him that the trade went well with Modoc.
3) Find Jonny.
Quest Experience/Reward Table
- Tell Vegeir about the trade message: AAssault Rifle
- Return Jonny to Modoc: 22500 xp, Combat Leather Jacket
Details
-------
When you get to the ghost farm, enter the underground through the trapdoor
in the actual farm. Talk to Vegeir, and tell him that the trade message
was received well. He'll give you an Assault Rifle and some ammunition.
The Assault Rifle can be upgraded with an extended clip to hold 100 bullets
versus 24. It's okay since it's not too powerful, but the high ammo
capacity and good range make up for its lack of power.
Now, it is time to find Jonny. Head north (while you're still in the
underground), and enter the area next to the underground lake. Laddie
will run up to Jonny. Talk to the little boy, and ask him if his name
is Jonny. He'll say yes, and then tell him that his mom and dad have
sent you to find him. Jonny will then ask you for his dad's name (of
course, answer Balthas). After that, Jonny will be happy. You have to
ask Vegeir if he can come home.
Go to Vegeir and ask him if he can come home. He'll say yes and will
arrange an escort to take you, Jonny, and Laddie to Modoc. When you
get there, talk to Balthas, and he'll give you some new armor. You'll
also receive a good bit of experience as well. Head towards Vault City
now.
VAULT CITY
==========
Rough Map
City Council
|
Downtown -- Vault 8
|
Courtyard
Notable Areas
1) Courtyard
- Happy Harry's store
- Andrew's Clinic
- Bar
- Tenants with their tents
2) Vault City Downtown
- Customs Office
- Repair shop
- Amenities Offices
- Corrections Center
- Servant Allocation building
- Information Center
3) Vault City Vault (Vault 8)
4) Vault City Council
Notable Characters
1) Lynette, Vault City's First Citizen
2) Dr. Troy, the medic of Vault City
3) Lydia, she will buy the beer and booze from you
4) Randall, chief Amenities officer
5) Stark, he heads the guards in Vault City
6) Thomas Moore, an abolitionist and an agent for Mr. Bishop
(you'll find out later)
7) Curtis, the kid who lost his Mr. Nixon doll
8) Amanda, a worried courtyard dweller (her husband is missing)
9) Joshua, Amanda's husband
10) Barkus, he heads the Servant Allocation Center
11) Dr. Andrew, the doctor for the courtyard dwellers
12) Ed, he can tell you about the other cities that surround Vault City
13) Mr. Smith, he needs a plow
14) Skeev, the Customs officer who can give you forgered citizenship
papers
15) Wallace, the chief Customs officer
16) Harry, he owns Happy Harry's
17) Senior Councilman McClure, he's far more levelheaded that Lynette
18) Valerie, she heads the repair shop, she's Vic's daughter
19) Kohl, he heads the Information Services department
- Vault City Citizens
- Vault City Slaves
- Vault City Guards
Notes
1) Find and return Mr. Nixon to Curtis. Listen to his conversation
with Mr. Nixon to find the wrench.
2) Help Amanda find Joshua.
3) Fix the broken Autodoc at Dr. Andrew's clinic.
4) Obtain false citizenship papers from Skeev. Turn him later after
you've completed the Gecko quest.
5) Deliver the booze and beer that you had earlier to Lydia.
6) Give the pliers and wrench to Valerie.
7) Buy some items from Randal, the amenities officer.
8) Get the quest from Lynette to take care of Gecko's nuclear plant.
Quest Experience/Reward Table
- Return Mr. Nixon to Curtis: 100 xp
- Repair Dr. Andrew's Autodoc: 100 xp
- Discover the origin of the water flaskk: 500 xp
- Give the booze and beer to Lydia: 250 xp, $300
- Give Valerie the wrench and pliers: 2550 xp, $50, Super Tool Kit
- Convince Barkus to release Joshua: 5000 xp, $32
Introduction
------------
Vault City is a large place and perhaps represents a "utopia" in the
Fallout World. It is a highly organized totalitarian society that traces
its roots from the citizens of Vault 8.
Details
-------
Enter Vault C