Fallout 2
PC
Warning: The following contains information that will help you solve Fallout 2. Please, DO NOT READ FROM START TO FINISH. You'll just spoil the game. Yeah, like you care what we say. Oh, go cheat, yah big cheater...
FALLOUT 2 WALKTHROUGH (second edition) ====================================== Before I get Started -------------------- OK, so my previous version missed a whole load of quests (seems like my role-playing was more of the trigger-happy type :), and a few of the real simple ones I just forgot to write about. Much of what was missing I discovered myself after I decided to play it again, to see what was new in the _second_ 1.02 beta patch. (Why can't they just give it a new number, if it's a new patch, anyway?) Other stuff, however, was contributed by fellow players, and I'd like to take the time to thank them. Many thanks to Roland Ng (rolandng@cyberway.com.sg) for pointing out a couple or so quests I never found on my own, plus a few which I forgot to write about (like listening to Stacy's cat story), plus some info on special encounters. (Heck, you can thank him for giving me the idea to write about the special encounters at all, 'cause the first time I considered them to be WAY too OOC to bother writing about :) Thanks to George Moutsiakis (GeorgeM@sequoiasw.com) , for pointing out another couple of things I have missed in the previous version. Namely, Anna's quests in the Den, and the fake citizenship thingie for Vault City. Thanks to "Dan Larson"(danlar@montana.com) for pointing out Anna's quests, too. (Looks like I must have been real thick to miss something this obvious :) Second, in spite of the .DOC extension, this is NOT a MS Word document, but a plain text file. (The file size would probably be a lot larger if it were in the inflated Word format.) I.e., it is best viewed with a fixed width font. I.e., if you are viewing or printing it with Word, or another word processor, I'd advise that you select all the text, then select a fixed width font, like Courier New 10 point. Otherwise the underlines will be of different width than what they're underlining (but other than that, the text will still be readable.) Third, yes, you can you can put this text on your web page, print it, distribute it on a CD, whatever, but only as long as you don't modify it in any way. Particularly, don't start pulling real lame tricks, like claiming undeserved credit for it. Other than that, I don't mind your distributing it. And finally, well, this is probably the final version of this walkthrough. I don't intend to continue updating this walkthrough any further. I probably missed a bunch of quests, and I know it. But it IS possible to finish the game by this walkthrough, and it does contain more info than I suspect many people would find on their own. Much less with their first character. And if you want absolute perfection, like one of my friends keeps preaching about, I'm affraid you'll have to explore for it on your own. Don't get me wrong. It's an excellent game, no doubt. It's more complex than _any_ RPG or adventure I remember of. In fact, it may well be about the only game I'd really call a _Role-Playing_ Game, and not just a mis-named arcade like most RPG's these days. It takes a whole lot of experimenting with different characters to find every single detail. But... I've already been playing it for many hundreds of hours already, probably _much_ more than I've played any other game. And, well, it comes to a point where enough is enough. I don't think I'll start it again any time soon, no matter how tempting may be to check out some new suggestion. AND I'll probably temporarily lose my Internet access soon, on account of moving somewhere else. DISCLAIMERS ----------- First of all, I am NOT affiliated with either Interplay or Black Isle Studios. This text is NOT endorsed by them in any way, so please don't hassle them with questions or suggestions about THIS text. I'm just a player, and I happened to _massively_ enjoy the game. An intelligent and complex RPG like Fallout 2 is IMHO a most welcome surprise in this world of no-brainer "3D real-time" shoot-em-ups and "real-time strategies" with good graphics but brain-dead AI. I'd definitely like to see more games like Fallout, as opposed to the millions of Quake and C&C clones, which I vowed never to buy one again. Back to Fallout 2, I enjoyed it so much that I started doing it again and again, to see what I've missed. And at some point I've started writing this text to keep track of what I've done. Second, yes, this is a walkthrough and it does contain spoilers. In fact, it's full of them. If you'd rather explore, don't read it. My advice is to explore, and fully enjoy this damn good game. But if you'd rather ruin your fun with a walkthrough, here it is. Third, it's an adult game. It deals with drugs, violence, sex and foul language. Hence, the walkthrough deals with them, too. If you're easily offended, don't read this, and don't play the game. Fourth, bear in mind that it's a complex game, and not all quests are available to everyone, or may not be done in the same way by everyone. A lot of them depend on your character's skills. E.g., you can't discuss medicine with the Vault City doctor, nor explore their medical database on the computer, unless you have good doctor skill. A lot of quests depend on speech skill, btw. Other quests depend on your gender. E.g., you can't date the nurse if you're a female, nor screw Metzger for half of Vic's price if you're male. Yet other stuff depend on what you've done before, like who you've joined and what's your reputation. Yet other stuff depend on stats. E.g., you can't arm-wrestle Francis the super-mutant, if you've got 6 strength. I.e., your mileage may vary. For the same reason, there may well be a lot of quests that I have missed myself. I did play several male and a female characters, but my karma and most reps were (very) positive, and some of my skills were always under-par. E.g., I can only pray that there was no quest based on energy weapons, melee, thrown, gambling, or which needed a real high outdoorsman skill, because I severely lacked those most of the time. Other quests I just didn't want to do, because they looked too evil for my taste. Fifth, most of this stuff you don't really need to do to finish the game. In fact, other than giving xp and/or money, most quests have nothing to do whatsoever with your ability to finish the game. At most, they'll make a difference on the endgame animation, but most won't even do that. At least in theory, I think you could just go south along the coast, do Navarro and San Francisco, and then the final Enclave battles. Of course, you wouldn't survive there with a novice character, but that's another story. General Stuff to Bear in Mind ----------------------------- Save your game often. The skill checks are much harder than in Fallout 1. Particularly before stealing, do save your game. Even with 10 dex, 300 stealing and sneaking skill, with the Pickpocket perk, and sneaking from the back (although it shouldn't matter with that perk), I did often botch stealing small stuff, like stimpacks. Save before _exiting_ a combat or before finishing a quest, if you're close to level up (above level 4-5 or so), and have npc's in your party. NPC's have a chance to level up, too, when you do. Mostly, at level ups where you get a perk, I think, though occasionally it did happen to me at other levels, too. So save, and then exit combat. If you levelled up, and no npc did, reload and try again a few times. You don't want to carry around a bunch of wimps, when you could have almost decent fighters with you. Remember though, that npc's can only level up only so far, and only so often. If they've all had 5 level-ups or so, they can't get any further, so don't bother. Steal lots. Some stuff, like the Bozar (or whatever... can't tell "a" from "o" on their funky font) I only saw in one shop, and even there only after doing a bunch of quests, and very expensive. On the other hand, you can get 3 of them by stealing from the green armoured guards outside NCR. Other stuff, like ammo and stimpacks, are just too expensive to buy in shops. Be prepared for serious financial trouble. In Fallout 1, it was damn easy to swindle merchants. In the sequel, it isn't. I had around 200 barter skill on one character, and over 2000 karma, and was idolized in that city, and still my goods would be priced 2-3 times less than the merchants' goods. Plus, now most npc's leave very little cash and stuff to sell (particularly, most don't leave armours.) Briefly, you can't run around buying everything you see. Watch your step. Particularly when you get a party, and give them ranged weapons, they just _love_ using burst mode and spraying bullets at an enemy that's _behind_ you. I had an adrenaline rush each time I saw Marcus pull out his minigun. Watch your aim. It seems a lot easier to accidentally hit a team mate or inocent bystander, than it was in Fallout 1. Even with insanely high skills. Particularly if you use burst mode. Avoid mixed encounters. If you encounter something like "a patroll fighting highwaymen", just say no, if you get the choice. If not, just run like hell for the exit grid. Unless you feel tough enough to fight _both_, that is. Usually, either a patroller will hit one of your men, or viceversa, and next thing you know, both sides are shooting at you. When you get a new gun, don't just look at the gun's damage. Also examine the ammo. The ammo almost always has its own AP, DR and final damage modifiers. Yes, that's on top of the weapon's min-max damage numbers. Yes, these effects can go as far as making a weapon better than another, even though the min-max damage numbers say otherwise. Forget about AP ammo. I think the game's model is plain screwed up. AP ammo does penetrate slightly more often, but does _insignificant_ damage, if you ask me. The only exception I know of is the needler ammo, whose AP ammo has a damage modifier that looks suspiciously like the JHP modifier for other weapons. Personally, I've found JHP ammo to be the best, even against the best armoured opponents, which is why I say the model is screwed up. JHP should realistically just go splat on armour, and even more so in the case of metal plate armour or power armour. For that matter, forget about the 14mm pistols, when you find them: I only found AP ammo for them. Specialize. As I've said, some skill checks are insanely difficult. You can't bring all your skills to high enough levels, even with the "Skilled" trait and 10 int. So screw some skills. E.g., you probably don't need thrown weapons, since all grenades were very disappointing for my taste. I also screwed melee weapons, since you can get just as good weapons based on the "unarmed" skill, and you need unarmed for a couple of quests. Energy weapons can also safely be ignored, since by the time you get them, your enemies will be using "Advanced Power Armours" which make the Gatling Laser almost useless for the ammo weight used, and that's the toughest energy weapon I've found. For that matter, it IS possible to kick righteous donkey with just the "small guns" skill, and without the large ones, particularly with the "fast shot" trait. Your call, though. Think in terms of action points, not in terms of what's natural. E.g., if you've opened your inventory in combat, make damn sure to do everything you need. You can reload/change two weapons with 120 bullets each AND use 10 stimpacks in a row for just 4 AP, or just 2 AP with the "Quick Pockets" perk. (Tho, personally, I'd say other perks are more useful to pick, but it's your call.) For that reason, reload your weapons after every combat. The rest of the ammo in a weapon is not lost if you reload, and it helps if you don't have to waste time reloading at the beginning of the next fight. For that reason, again, you may want to judge a weapon not only by the damage per shot, but also in terms of how many shots you can do per turn with it. Should be obvious, tho. If you get a good tight group or line-up of enemies, go burst mode on them. If you've got one of your own men in the way, don't. Actually, if you got your own men in the way, don't go for an unlikely aimed shot, either. (E.g., don't for the eyes, in the dark, from far away with a short range pistol, when it says you have 17% chance to actually hit.) Chances are you won't just miss and hit another body part, as would realistically happen, but you'll often critically miss and hit someone else instead. Yet another game model screw up, if you ask me, but be warned nevertheless. Check out areas obscured by walls. I.e., move close to the west and south edges of all rooms and corridors. The designers seem to have _loved_ placing containers hidden by walls, and there's good loot to be gained that way. If you decide to have a weapon upgraded, get the ammo out of it first. When you get the upgraded weapon, what the game effectively does isn't upgrade your item, but _replace_ your item with another. And it'll be filled with new ammo. Hey, it may not mean many bullets, but it's for free. (Same applies for upgrading flamethrower fuel, btw. Fuel, like all ammo, is handled in packs, not by piece. By loading/unloading your flamer, you can create incomplete packs, like, say 5 fuel tanks, which upon upgrade will be replaced by a full 10 fuel tank pack. OK, so it's cheating :) Creating a Character -------------------- My advice is to experiment and see the effects for yourself. But if you _really_ want a pre-rolled character, my favourite was something like picking the "Gifted" trait for more points, and then setting the stats to something like: ST: 6 PE: 7 EN: 5 CH: 6 IN: 9 AG: 8 LK: 6 Let me explain. Strength 6 is enough for any ranged weapon in the game. More strength does NOT mean more damage with rifles and pistols. Plus, by the end of the game, the Advanced Power Armour will give you a +4 to strength. (And before that, the regular power armour is +3.) But the max is 10. Hence, if you had distributed more than 6 to strength, at the expense of other stats, basically those extra points are lost, and all you'll have is a bunch of under-par other stats. Mind you, with strength 6 at the start of the game you'll do buggerall damage with your fists, as well as be limited to 175 lbs carry weight. But as soon as you get a pistol, you don't need melee damage, and when you get party members and then a car, the carry weight will be much less of a problem. Perception is essential for sniping at a range. Ideally, you'd want as much of it as you can. But 7 still gets you a reasonable range, and more than that is basically overkill at the expense of other stats, IMHO. And it's enough to get most perks that have a perception requirement, except for "Sniper". Sniper is a very good perk, but if you want it, you can just get a "Gain Perception" perk before it. Endurance basically determines your hp gain per level, poison res, and radiation res. For the hp gain per level, you can pick the "Lifegiver" perk twice later, and it'll give you massive hp per level, even with buggerall endurance. You only need 4 endurance to get the perk, so you may even try with it that low, and distribute the extra point to PE. Poison resistance never was a problem for me, and for radiation, IMHO you either need to get it to 95% or don't need it at all. To get it to 95%, you'll need two RadX's anyway, so your natural one is basically irrelevant. One point where you will miss high endurance is the "Strong Back" perk. With endurance under 6, you won't get it. Then again, as I've said, carry weight was the least of my problems after getting the car. Charisma is mainly important for the number of party members you get. A value of 6 means you can get 3 party members, in addition to yourself. Or 4 with the "Magnetic Personality" perk, tho I always found other perks more useful. Charisma allegedly also modifies npc's reactions towards you, or so the manual says, but with 6 I didn't notice any getting hostile for non-obvious reasons. In any case, saving often is a good idea anyway, regardless of your charisma. Intelligence is very important. It determines the number of skill points you get per level, and with "Gifted" you'll be hurting for skill points. I'd even advise getting the "Gain Intelligence" perk at level 15. It also determines what you can say in a conversation. Agility, apart from the obvious armour class, sets how many Action Points you get per turn. With 8 agility, you get 9 AP, which with the right perks/traits can be more than enough IMHO. To get 10 AP, you'd need 10 agility, which means severely downgrading other stats, so IMHO it's not worth it. Luck is not only for the initial critical chance, or I would have just set it to 5. But you also need at least 6 luck to get "Better Criticals", "Bonus Ranged Damage", and "More Criticals" later. Now you still have one trait left, so let's look at what you can choose. Fast Metabolism -- As it says, it increases your natural healing rate, but kills your natural radiation and poison resistances. As I've said, I never had much use for natural radiation and poison resistances, anyway, so it's not that much of an inconvenience. Then again, I never had much use for a high natural healing rate, either. Bruiser -- increases strength by 2, turns your AP to a crap value. As a side-note, as with any stat increasing trait, you can then proceed to decrease strength by 2, and use those two points on any other stat of your choice. E.g., you can use "Bruiser" to get two extra points to AG, IN, EN, or PE instead of ST. But be warned that the AP penalty is a right pain in the behind, so it was never my favourite trait. Small Frame -- +1 to AG, but you can carry very little weight. Just as with Bruiser, you could just as well use the point elsewhere, such as PE, IN or EN. Be warned that the resulting carry weight penalty can be a major pain in the behind. With 6 ST and "Small Frame" you'll only be able to carry 100 pounds of equipment. That IS a problem very soon. While I could and did stay under 175 lbs carried weight for most of the game, under 100 was way too tight. Your call, though. One Hander -- Basically, reverses the range penalties for pistols/SMG's and rifles. Without it, you're accurate with rifles, but have crap accuracy with a pistol. With it, you're accurate with a pistol or SMG, but have bad accuracy with a rifle or minigun. IMHO, it's a pretty good trade-off, though I've always found "Fast Shot" to be a better choice. Finesse -- +10 to critical chance, but it lowers the normal damage you do. It's not a particularly bad trade-off, but not one of my favourites, either. Kamikaze -- It gives you a relatively minor increase to sequence, but nukes your natural AC. IMHO it's a pretty bad choice. Most battles are not one-on-one, and don't end in 1 or 2 turns, either. And beyond the first turn, it's a problem of you move, they move, you move, they move, etc. I.e., everyone does get a move per turn, regardless of the sequence number. I.e., who made the first move doesn't really make that huge a difference. And no AC makes the beginning of the game a bit more tricky. By the end of the game, noone seemed to miss me, no matter how high the AC, and they seemed to sequence before me anyway, no matter how high the sequence. So my advice would be to forget about this trait. Heavy Handed -- You get +4 to melee damage, BUT your criticals will always be less powerful. Yes, that includes critical hits with ranged weapons. Personally, I'd advise against it, since most of the game I fought with guns, and with this trait it means only disadvantage without any advantage. Fast Shot -- This is definitely my personal favourite. Let me explain. With 9 AP, and most handguns and rifles, it means you can do TWO normal shots per turn, while without it you'd get only ONE aimed shot. With a .44 magnum or P90c or a Gauss Pistol, it means _three_ normal shots per turn with this trait, versus one aimed and one normal without it. Etc. After you also pick the "Bonus Rate of Fire" perk, it gets even better. With a .44 magnum or P90c or Gauss Pistol and "Fast shot" you get _4_ normal shots per turn, versus 2 aimed ones without it. If you also pick a level of "Action Boy" on top of "Bonus Rate of Fire", it's _5_ normal shots with "Fast shot" vs 2 aimed ones without it. Now I know that aimed shots cause more criticals, but they're also a lot more difficult to succeed. Me, I'd much rather go with wholesale distribution of ammo, than with a few aimed shots. Bloody Mess -- as the manual says, it just forces the most violent animations, but other than that it has no influence on game outcome. Beats me why bother picking it, unless you're in it just for seeing loads of gore. Jinxed -- This trait makes fights look almost surrealistic. Everyone will keep dropping weapons, losing ammo, crippling themselves, shooting allies, etc. Unlike what the manual says, it seems to have a lot less influence on you than on npc's, but it does have a lot of influence on the people in your party. After seeing Sulik lose the third weapon or so to critical failures, I just restarted and picked a different trait. This trait is a bad choice, if you ask me. Good Natured -- You lose 10% on all your 6 combat skills, but get +15% to 4 other skills. The sum of points gained equals that of points lost, if that's not obvious. Since at least half of your combat skills you'll never really need to use (energy weapons, melee, thrown), this basically allows you to shift points that would be useless there to more useful skills. And for the skills you do plan to use, you can always tag them, and compensate the difference pretty fast. So IMHO it's one of the very good choices of traits. Not as good as "Fast Shot", but definitely a close second choice. About the only problem is that the reduced combat skills make the fights in the Temple of Trials _much_ harder. Chem Reliant -- useless trait if you ask me, since I avoided chems like the plague. Chem Resistant -- ditto. Sex Appeal -- effectively, I _think_ it _slightly_ improves the initial reaction towards you for members of the opposite sex, but lowers the initial reaction of others. After playing with and without this trait, my conclusion is that there's no real gain from it. A good karma and reputation will do you more good, anyway. Skilled -- as it says, you get +5 skill points per level, but only get a perk every 4 levels. Could be interesting to use it to compensate for the -5 skill points per level from "Gifted", but you'll end up wandering the desert for kill xp for years to get the same perks as someone without it. It's not necessarily a bad choice, but not one of my favourites, either. Gifted -- we just used it, remember? Again, bear in mind that quests depend on stats and skills. This particular character will NOT be able to do everything in the walkthrough, or at least not in this order. Some quests were done with completely different characters. So don't bother telling me that you couldn't use it to do this and that. If you think you can do better, please do create your own character the way you want. Temple of Trials ---------------- This area doesn't seem to have any other purpose than to give you some xp, so try to make the most out of it. Search all the rooms. I've found unarmed to work best on both ants and scorpions, especially since it uses less action points than the spear, and has more chances to hit. Take _one_ swing, then run away. Repeat as necessary. Yes, it takes half of forever and then some, but remember: if they've spent enough AP running after you, they won't have enough left to attack you. So basically you can slowly dish out damage, without taking any. Don't hurry, particularly with the scorpions, since they can poison you with each good attack. The second area, in addition to ants and scorpions, also has traps all over the floor. Move one hex at a time, careful not to step on the raised plates. (Those mis-shapen ovals.) You can also try disarming them, since you get 25 xp per disarmed trap, and that's a lot at level 1. It may require more than one try per trap. If you're at disarming them, make sure you've scanned all the area, particularly near the west walls. At the end of the second area there's a door you can't lockpick. Get a plastic explosive from one of those vase thingies, and put it in one of your ready item slots. Now go facing the door, _save_, and use the explosive. It'll automatically be dropped on the floor. Then get the hell out of there running. At what skill you have now, it's guaranteed to go off prematurely, and you don't want to be within the blast radius. Before blasting the door, you may want to check out the raised plate under it, tho. There are only 1 or 2 pixel rows of it visible, so it'll take some precise clicking exercise to disarm it. Lame trick, if you ask me, but, hell, that's another 25 xp to rake up. After blasting the door, it's covered by the debris, or so it looked to me. In the last area, there's a room with a large burning pit in the middle, and a tribesman in front of a door. Explore the rest of the area before going there, then rest to heal yourself, and save. He'll tell you that you must beat him unarmed. Do so. If you don't have the "Fast Shot" perk, just keep aiming for a leg or for the groin. If you picked "Fast Shot" just swing and pray for a good hit. (WTH has fast shooting a _ranged_ weapon have to do with _melee_ attacks? Especially since you don't get the speed bonus for melee. Oh, well...) After you've beaten the snot outta him, go back and pick your gear from the chest outside the room. Then open the door he was in front of, and go through it to pick your sacred Vault 13 jumpsuit. Hmm... Arroyo Village -------------- After getting the jumpsuit, go talk to the elder, to receive a canteen and some money. It's a lot less money than it seems, but, hey, it's for free. Ask about how to get to Klamath. Now go talk to everyone else in the tribe. I think a dude near the stone head will teach you some unarmed, but only if you have very little. At least he always offered to teach me, but never actually did. And a geezer in a tent will teach you melee weapons. Talk to Feargus near the well, and then use the repair skill on the well for 100xp. The shaman will ask you to weed his garden. There are two large plants that shoot at you in there, so get in close and punch the hell out of them. Then go back to the shaman for some well earned healing powder. Personally, I didn't find much use for the powder, since it temporarily lowers your perception by 1, each time you use it. A cousin will ask you to find his dog (I think he wasn't there before the patch). To the north-west there's an area with some geckos, and there's where the dog is. You can kill the geckos for some xp, though at this point they may be a slight bit on the tough side. Try to pick them when isolated, so you don't end up fighting more than one at a time. Also, there you can find some herbs that are components for healing powder, but as I've said, I didn't use the powder. (They're also components for stimpacks, if my memory doesn't fail me, but only much later and only if you have Myron in your group.) When you're ready, you can go south, and then across the bridge, and out to the world map. Head east to Klamath. (I'm told that you can watch the bridge guard sharpen his spear, then ask him about it, get a flint from your aunt, and have him sharpen yours, too. I returned to Arroyo to check this rumour, and it didn't work. Maybe you need to do it before leaving the village? Try for yourself, I guess. A sharpened spear does better damage than a sledgehammer, so it may be worth the time to check this out. Then again, it's based on melee weapons.) Klamath ------- In Klamath, your mission is to find Vic the trader, so ask around for him. He's missing. He's left for the Den, so also ask which way to the Den. Don't hurry to the Den yet, though. There's still some exploring to do here. Particularly, be sure to search through Vic's house, and get the radio in there. Don't sell the radio. You will need it to rescue Vic from the slavers in the Den. Also take the ammo and the pipe rifle while you're at it. The pipe rifle is crap, but you can sell it for a few bucks. Be sure to ask Mrs. Buckner about the missing trapper. That way you'll get the location of the toxic caves where you can go rescue him. Don't go there yet. There's also a tribal warrior in there, called Sulik, which you can take in your group. At this point, he's a damn good addition to your group, and a much better fighter than you are. Unfortunately, he's paying for some damages, and he needs 350$ before he can join you. You don't have them yet. You can also get Sulik for free after rescuing the trapper from the toxic caves, but IMHO it's a lot better to have him with you in there (those golden geckos are a pain in the butt when you're level 3 or 4.) For the money, you can try lockpicking doors and nicking stuff from people's cupboards. Also, Whiskey Bob offers to pay you 50 bucks if you'll go refuel his still. Only problem is that the area is full of geckos, but fortunately you don't have to kill them all. Just go there, enter the hut, pick a lump of firewood, and use it on the still. Nick the bottle on the floor (you can sell it for a few bucks), then return and talk to Bob again for the money. There's another bar in this area, whose owner will sometimes ask you for the location of Whiskey Bob's still, if you've taken that quest first. Sometimes he never asks, though. Maybe it's based on rep? Or on whether you've finished the quest already? Personally, I never told him, since I play good honest characters. So I don't know what happens if you do. One thing, though: make your mind fast. If you refuse the first time you're asked, that's it, and you'll never have the chance again. You can also barter with the bartender for some items that could be pretty useful at this point, but you probably won't have the cash to afford them at this point, anyway. Another person in this bar will offer to teach you more unarmed. You can humour him by playing dumb and asking him to teach magic spells, and in the end saying he pulls your leg. You'll get a free beer, and be a bit more liked. (Apparently everyone likes a new idiot in town.) The teaching is good though: +10 to both unarmed and melee weapons, which at this point makes a huge difference. Go to the west section of the town and find a guy who'll talk to you. He'll tell you about the rat problem. Ask for the key, and tell him you'll help with the rat problem when he asks for money. Alternately, you can get the key from a dog in the other part of the town. Just talk to the mutt, then give it some brahmin jerky. You can find tons of jerky in various cupboards all over the town. Go through that door. (I lockpicked it for 25 xp, even though I had the key :) Be sure to check the deserted guns store, and take the two pairs of rubber boots. You'll need them to get through the toxic caves. Kill all the rats, and enter the open manhole in a building. (What on Earth is a manhole doing in a building?) Generally speaking, explore this area well, and be sure to kill all the rats. They don't give much xp each, but there are lots of them, and it totals over 3k xp. Not bad at all, at this point. Best use your fists, if you ask me, since it doesn't use expensive ammo. At some point, you'll find a giant rat named Keeng Ra'at, or "the rat god". Kill it, and you've solved Klamath's rat problem. Keep exploring until you find a way to reach the surface somewhere else than you've entered. There's a car there, from which you'll get a fuel injection system. Hang on to it, you'll be needing it later. Now go back. Back to Mrs. Buckner's bar, there's an area to the north-west, where there's a repair bot gone nuts. It helps to have Sulik with you here, since otherwise the robot will probably run away before you can kill it and get the xp. There's a crashed vertibird (weird helicopter) here, and a couple of corpses. One of them had a yellow key card last times I played, tho I'm pretty sure it didn't have anything the many times before. It may have something to do with the fact that I applied the 1.02 beta patch, or it may be random. Beats me what's that key supposed to unlock, so it's an useless item. Go back to the bar. There's a fellow named Torr there, who says bipedal bug-men are mutilating his cattle. Well, he doesn't use big words like "bipedal", and says "moo-moos" instead of cattle. Brain-dead fellow, really. Go there and kill the... small scorpions. The first time I played, that was enough for the game to say I did the quest. Every single time I tried after that, it said I failed to protect all the brahmin. Bugger me if I know what I did wrong. I even tried killing the Dunton brothers in the area. Nice try, but no. You can also visit the "Bath house" in Klamath, which is really a brothel, if you have more money than sense. If you've chosen Jenny, you can also talk to her after you've screwed her. (Doesn't actually show you screwing :) It also works if you have a female character, the only difference being what she says after the act. Unfortunately, I've never found any benefit from screwing Jenny, apart from getting a "Gigolo" title on my Karma sheet. She didn't tell me anything I couldn't find out from other people (well, except that Vic was a regular customer, but that didn't help me at all in the game :) So why spend 125$ there? Why spend cash on the other prostitutes, in almost every single town? Is there a point I'm missing here? If you've got Sulik and the boots, you can exit the town and go to the toxic caves. Toxic Caves ----------- Be sure everyone in the party has a pair of rubber boots in their inventory, or they'll be taking damage fast from the slime on the floor. Better save now, since there is a good probability that the boots will be destroyed before you finish the cave. If that happens, just reload. There's also a spare pair of boots in a room to the south, near the entrance, beyond a pool of green slime and a gecko. Basically, what you need to do is fight your way through the caves, find Smiley (the missing trapper) and escort him out of the caves. You may also want to try to repair the power generator in that room, while you're there. Doesn't seem to give any xp, though. Speaking of the generator, apparently that's half of what's needed to use the elevator there. It says you need an electronic device to open it. I came back there much later with a mark II electronic lockpick, and you can enter and go down into a sort of small ruined depot. There's decent stuff in there, such as a Mark II Combat Armour, but by the time you do get the electronic lockpick and enough skill to open this door, you probably have much better equipment already. There's a sentry robot down there with a rocket launcher. Like all explosives in the game, missiles are IMHO beyond crappy, but he launches three missiles per turn. Again, by the time you get the electronic lockpick, you can probably survive that quite easily. Also in there you can find some 4.7mm caseless ammo, some 2mm EC ammo for your Gauss Pistol, a Bozar and some .223 ammo for it, plus some other stuff. After escorting Smiley out, go back to Klamath and talk to him in the bar. He'll teach you how to skin geckos. Now those pelts do fetch a decent price, particularly the golden gecko ones. Which, given the game's general cash shortage, can be very welcome. On the other hand, they're also much too heavy for the price, if you ask me. Me, I'd rather carry a spare gun from a robber's corpse, since it sells better and weighs less. He'll also teach you a little outdoors skill. About as much as you'd learn from a book, but it's still an improvement. Mrs. Buckner will give you 100 bucks if you say you don't need a reward. Or, if you haven't taken Sulik yet, you can get him for free now. The Den ------- The Den is a pretty annoying place, and the most annoying thing about it are the freakin' kids stationed near all doors. The little bastards will steal items from you when you pass near them (e.g., when you go through the door.) Normally I wouldn't even think of doing that, though it's just a game, but after being robbed naked for a few games, my curiosity got the best of me, and I decided I want to see what happends if I shoot the bastards. Got flagged as a child killer, and lost Sulik from the party. Fair enough, I suppose. I reloaded, so I don't know more about that. You'll want to talk to Smitty on the west edge. It's the guy in the house in the middle of the car graveyard. He'll tell you that you can have the car there for 2000$ and a fuel cell controller, which right now you don't have. Without the patch, you could get the car even if you didn't have the controller, by showing Smitty the injection system instead, and then saying you give him the money and the controller. You still had to have the cash, though. The car serves a couple of purposes. First, it shortens travel time _lots_. Second, its trunk serves as a container for your stuff. And it can hold quite a bit of stuff. It can come in very handy for storing lots of loot to sell, or lots of different types of weapons and ammo for later. Also in this area there's Becky's bar and casino. You can get a couple of easy quests from Becky. First one is getting some money back from Fred. I spotted the poor sod with half of it, which I then got back from Becky. Second one is getting a book back from a geezer in the east half of the town. Just go talk to him a couple of times, then look for a book on the ground almost anywhere in the eastern half. First time I found it in the outhouse, second time near a burning barrel, third time near another barrel, etc. Also in the western area there's Lara and her gang (the bunch in metal armours). She'll ask you to find out what's in the crates in the church in the western half. I went there and told the moron at the door that Metzger's sent me to check the contents, 'cause he wants to be sure. Got 500 xp for bulshitting the guard, and another 500 xp for examining the crates. Then she'll ask you to ask Metzger if she can fight Tyler's gang (the bunch at the church). Metzger's the head of the Slavers' Guild (the bunch in leather armour, in the east half of town.) Do so. Then she'll ask you to find a weakness in Tyler's gang. Just go there and talk to the moron. He'll tell you that most of their gang goes to a party that night. Now if you want to get your money for this last mission, you'll have to go with Lara when she fights Tyler's gang. She says that you don't have to fight, just be there. However, most of the Tyler's buddies were happily shooting at Lara, and I didn't have the nerve to find out if I still get paid if she dies. So I had to do most of the work there, too. Be prepared for a long fight, since the 10mm you have at this point doesn't do much damage against metal armour (and even less if you try AP ammo, so don't.) For that reason, IMHO you'd better get Vic in your party first. If nothing else, it gives those guards an extra someone to shoot at. In fact, you'll probably want to take Vic before even starting Lara's quests, if you can afford that, since you'll probably get a level up sometime during them, and it'd be nice to have the moron lavel up, too, before a real battle. Also in the western half, there's some geezer in a house full of addicts, who'll get upset and make an "Animaniacs" type fuss if you ask about his accent. (As a sidenote, that's the one thing I DON'T like about this sequel: the heavy Out-Of-Character content, such as references to its being just a game, or to cartoon shows or to Monty Python. It definitely ruins my role-playing.) If you can bear to wade through his BS and keep asking him, you find out he's a shopkeeper of sorts. More of like a fence, actually, since he's the one paying the kids to steal. He's got good merchandise, though, if you have the cash, and here's where you can buy your missing items back. There's also a geezer named Joey, who can pinpoint New Reno and some other town on your map. Not strictly necessary, since you can find those locations (and more) from Vault City, anyway. He'll also offer to sell you Jet, a highly addictive drug, for a ludicrious price. About 10 times or so more expensive than anywhere else in town. My advice is to stay clear of Jet, since it'll be a permanent addiction until you get the antidote, and that's much later. Still in the western half, there's a Brotherhood of Steel building with a guard, but he won't let you in right now. You can gain entrance to all Brotherhood of Steel buildings much later, after bringing them the vertibird plans in San Francisco. However, this particular building was empty, anyway. I.e., don't lose time with it. (BTW, the one in NCR is empty, too.) Next to the Brotherhood of Steel building, there's a haunted house, but the ghost is only visible at night, around midnight, and there's a geezer showing a ghoul for a mummy. Talk to the ghost. Talk to Mom, in her restaurant in the eastern side, and ask about the locket. Talk to Joey. You can either buy the locket, or BS an already scared Joey that the gost will come for him. Bring it to the ghost for some xp. Now take the bones. Get a shovel. Go find Anna's grave in the cemetery, again in the eastern side. Dig it up (use the shovel on it). Click on it. Transfer the bones to it. Use the shovel on it again. More xp. You don't have anything to do with the ghoul, until you've received the quest to find the ghoul, from Gecko village. Anyway, if you really want to see the ghoul, be smart and lockpick your way through the thrashed room (with the ghost), instead of passing through the front door and between the two thieving kids. This just about covers the western part, so let's get to the eastern one. The main attraction in the eastern part is the Slavers' Guild. There are a few silly things you could do here, such as joining the Guild. That means getting a slaver tattoo on the forehead, which turns Sulik against you, and I highly suspect will make it impossible to do other quests later. So I just reloaded. Apparently you can also try to sell Sulik as a slave, but I didn't use that option, either. I really needed him more as a fighter. Vic is a prisoner there, since he sold Metzger a broken radio, and now he must fix it. But he doesn't have the parts, so he's basically screwed up. Get permission to talk to him (e.g., from the guard in front of his door), and he'll tell you he needs the radio back in his house in Klamath for parts. You did bring it along, didn't you? So give him the radio. Metzger still won't let Vic go, even after he's fixed the radio. Ask if some money will help, and he'll ask for 1000$. If you're with the female character, you can screw Metzger for half the price, which at this point means pretty much. Alternately, you can get Vic after killing Metzger, which is a quest, too. Only problem is that at this point you're probably NOT prepared to deal with a dozen slavers shooting at you. Trust me, you'll need better armour and better firepower than the lousy 10mm you probably have now. After you buy Vic, you can take him in your party. Initially, Vic is good at repairing things, and he'll do the repairing for you whenever you use the repair skill. He can also use small guns (pistols and rifles), so get him a 10mm for now. Mind you, he's pretty inept at it now, so don't give him a burst mode weapon for now, unless you have a death wish. But he gets much better after he gets his level maxxed up, AND he can use armour, unlike other tougher npc's (like Marcus or Goris). Also, by the end of the game, he could use the M72 Gauss Rifle (sort of a rail-gun), which Sulik didn't want to use. Briefly, in the long run he's not that bad a partner to have around. Speaking of Vic and guns, keep him well supplied with ammo. He's pretty inept at hand-to-hand combat, and he stays that way. He also doesn't have too great hp, so you don't want him in the front line. If you have good stealing skill, you can make some cash by stealing the guards' ammo and Metzger's shotgun and ammo. At this point, the shotgun is a good weapon, though, so maybe don't sell it. Just save before each steal, and be sure to do it from the behind, sneaking. Don't go for a steal from the front. There's a bar just west of the slavers, with another couple of those thieving bastards up front. Its owner sells booze at an overly inflated price and bad mouths Becky to all his customers for having lower prices. He asks you to find out where she gets her whiskey. I didn't like the guy, so I didn't. If you're with a male character, you can pay to screw a prostitute here, though it beats me what's the point. If you're with a female, you can screw a customer for some cash. (Hey, it comes in very handy for buying Vic :) There's also "Mom's" joint south of the slavers. "Mom" will ask you to take a dinner to Smitty, the dude in the junkyard at the western end of the town. You'll get some xp and a stimpak if you do. If you talk to Mom after that, you get a free rat meal, though again I fail to see any point in it. The drunk in the back is Karl, who's missing in Modoc, and contrary to what I first assumed, it IS possible to talk to him now about the ghosts. Just don't give him any money, or he'll be perpetually drunk. Ask him about his story. A girl in here can tell you about her cat. Boring story, but if you encourage her to speak, you'll get 200xp at the end of it. (Someone said it was 250 for them. Is it random? Or is one of us remembering wrong?) Last, but not least, you also can dig the other graves in the graveyard if you have a shovel. There's not much loot to be found here, but it's more than nothing I suppose. You'll get flagged as a grave robber, and I think you lose some karma per grave dug, but other than that it doesn't seem to have much influence on the game's outcome. When you're through here, just leave for Vault City... Modoc ----- Modoc is a small (and dieing) farming community right between the Den and Vault City. You may stop here for a couple of small quests, if you want to, but unless you did hear Karl's story in the Den, I'd advise against starting the main quest (the haunted farm one) yet. It ends up with you having to go for Karl at the Den, and with a very tight time limit at that. You can take it on the way back from Vault City, when you return to the Den with the fuel cell controller for the car. That's where I'll talk about it, anyway, so skip a few pages down if you did talk to Karl already and you want to do it now. You can have a rural style shotgun wedding here, if you seduce the butcher's daughter or son. My favourite was seducing the daughter with the female character. I sure had a laugh at that wedding. Unfortunately, however, either spouse are real lousy party members and they do NOT level up ever. I.e., they're useless. Me, I'd say just reload after having the laugh at the wedding. You can take a quest to guard some brahmin from a large pack of wild dogs, from the butcher. It pays 1000$ if you don't screw up. Be warned that although brahmin are pretty robust, the dogs are fast and many. Hit the "A" key to get into combat mode fast: it gives you a better chance of moving into position before the dogs get there. Then move right north of the cattle, and start sniping the dogs. It helps if you have a better weapon than the lousy 10mm pistol (e.g., if you've pacified some robbers on the way.) Preferably a hunting rifle, since it has much better accuracy at long range. On your way back, you can use your doctor skill (if you have good doctor skills, that is) on an injured brahmin. You get some xp, and she starts following you for a while. I've heard that you can sell her to the butcher, but I never had the heart to do it. Then again, maybe it's just a rumour. The tanner asks you to find his boy, but that boils down to the same haunted farm quest, so you may as well skip it for now. In the north-east corner, there's Rose's bar. She has a Deathclaw in her barn as a chicken, and you'll get 100xp if you enter the barn. Then again, that puts you in combat with the Deathclaw, and for this moment she's a bit tough. Personally, I'd say just leave the barn alone. You can enter the brahmin fries eating contest here, but be warned that you'll get poisoned, and as far as I can tell there's no xp in it anyway. A senile bum in the far back room gives you a quest to find his gold watch. Talk to his friend Farrel. Go out, open the outhouse and go down. (Yech!) There's a passage blocked by some cave-in. Put an explosive there, and get the hell out, fast. That means, run for the ladder. Kablam! Now the outhouse blows and all the area is covered in crap. Gross, but real funny. Go back down, fight the molerat, retrieve the watch. (Looks like a box.) Go give the watch to Farrel, for 1500xp. Alternately, you can give the watch to the senile bum, and you can either tell him where you found it (and he'll accuse you that you're the thief) or lie that Farrel is indeed the thief. Beats me why'd you want to accuse Farrel, except maybe for that warm fuzzy feeling that you're a son-of-a-bitch :) If you accuse Farrel, you can no longer do Farrel's quest, if you haven't done it already. You can also get an easy quest from Farrel, in the house sout-east of Rose's. Namely, you have to kill all rats in his garden. I had no problems killing them unarmed, to save ammo usage. When you're finished here, leave for the Vault City... Vault City ---------- This is one annoying bunch of brain-dead bigots, if you ask me. I still fancy puting holes in a few obtuse heads, starting with the First Citizen. Sadly, I didn't. Anyway, you start in the Courtyard. This is where outsiders work hard and pay high taxes, so the Citizens in the actual Vault City can prosper. So what else is new? In the courtyard, you can talk to a woman whose husband has been arrested and taken to the Servant (a.k.a. slave) Allocation Center. You'll rescue him when you go inside. Also talk to the kid nearby. Go pick his doll from behind the bar (hidden by the wall, so get in close) and give it back to him for 100xp. Then listen to the kid. Go click on those rocks and you'll get a wrench. Keep it. (Alternately, you can dismember the doll in front of the kid, and still get the 100xp. You won't hear about the wrench, though.) Talk to the brahmin dealer about the canteen Vic bought from him. He'll give you the locations of a bunch of towns. A poor sod is massively radiated in a tent. You can use two rad-away's on him, for a little xp. Way too little for the cost of the Rad-Away, if you ask me, but, hey, it gives you that warm fuzzy feeling that you saved someone's life (and that you're an idiot :) Another poor sod will give you a quest to buy him a plow. Bad part is that it costs money. Good part is that he'll give you a Desert Eagle automatic for it, which costs more than the plow. (Why didn't he buy the plow himself, then?) And you get some xp, too. At the clinic, you can repair the auto-doc for a little xp. In fact, please do. You'll need the auto-doc repaired if you later decide to do the combat implant operations here. With a defective auto-doc, you'd die. Go north. If you've arrived before 8 AM or after 6 PM, you can enter the deserted Customs office, lockpick the locker, and get a Day Pass for free. Then go back south, wait until 8 AM, and come back. If you arrived in the daytime, you can try to bulshit the Customs officer that you have urgent business with the First Citizen, and still get the pass for free. Drop any booze or drugs you may have (except for RadX and Rad-Away), then talk to the guards. They'll search you and let you in. (According to George Moutsiakis, you can get fake citizenship papers from Skeev in the Customs office, and then you wouldn't get searched. Personally, I didn't try it out, so I don't know more details. But feel free to try for yourself, if you want to.) Go to the Maintenance Center. Talk to Val. After the long talk between Val and Vic is over, talk to her again. She'll want a wrench and pliers. The wrench you got from the kid's doll quest, and pliers I had from the rat area in Klamath and a locker behind Smitty in the Den. Give them to her. Talk to her again, then leave. Go to the Servant Allocation Center, and talk to officer Barkus. If you have decent speech skill, try to bullshit him that Joshua has some outsider disease. Or you can always offer a substantial "donation" (a.k.a. bribe) for his release, if you have more money than brains. Talk to the officer in the Correction Center. He'll give you a quest to scout the area around Gecko village. Talk to the dude in the Information Center. He'll tell you that books are converted to electronic format. Tell him you prefer books, and he'll bring you some books for free. Go to the Council. Talk to First Citizen Lynette (one mother of all bigots, and bloothirsty to boot) and she'll give you a quest to solve the problem with Gecko village's defective nuclear plant poisoning their underground water. What she really wants is everyone in Gecko dead, so don't bother coming back to her later when you find a better solution. Leave. On the way out, talk to Joshua (the sod you just rescued). Go to Gecko (might as well scout the area, as asked, while you're at it.) Gecko Village ------------- First thing here, go talk to Harold in the Manager's Office. He'll tell you they need a Hydroelectric Magnetosphere Regulator (or something like that), to fix their plant so it no longer leaks radioactive coolant. If you want to, you can also pick a doctor ghoul named Lenny in here. Good thing about him is that he's humanoid enough to wear an armour, and he has superb hp on top of that. Heck, he _starts_ with 129 hp, which is more than Vic will ever have. Briefly, he won't die too easily. And allegedly he's a doctor, which can come in quite handy, though you can't take him with you in Vault City (where you need doctor skill for the computer). In practice, I never noticed an option to ask him to heal me when he's in the group, and he's utterly inept even at healing _himself_. Another bad part is that he's a real lousy fighter, has poor AP, and has remarkably poor strength to boot. And he'll stay that way for the rest of the game. In case I have to spell it out for you, it means he'll have massive penalties with most firearms. That can be changed by giving him a power armour, but that's only MUCH later. And yet another bad part is that in many places you either aren't enter with a ghoul or mutant (e.g., Vault City) or people will refuse to talk to you if you have one in your party. Of course, you can leave them at the door, but that makes it more tricky to level them up: if you do a quest and level up, and they're not in your party, they don't get a chance to level up, too. Speaking of Vault City, interestingly enough, if you have Lenny the _ghoul_ with you, the guards tell you to get the _mutant_ away from the gate. And if you're with Marcus the _mutant_, they say _ghouls_ are not allowed inside. I.e., the messages are switched. Bug? On the overall, I'd say he's not much of an advantage to have around. Go north. A merchant ghoul will give you a quest to find Woody in the Den. Another ghoul can modify weapons, but don't do it yet. He'll tell you he needs a super toolkit. Yet another ghoul will tall you that greed is good, and tell you to take a disc to Vault City with an interesting business proposal. (Yeah, right... greed is good... Watch the ending movie to see how the ghouls were occupied by Vault City troops, and turned into slaves, because the bigots in Vault City wanted what he was offering, but didn't want to pay.) That's it for now. Go back to Vault City. Vault City (again) ------------------ Go to the gate at 8AM and enter the actual city with your Day Pass. Go talk to Val again, and if you've given her the pliers and wrench last time, now she'll give you the super toolkit that the ghoul in Gecko wanted. She can also modify weapons, but don't do it now. Talk to the officer in the Correction Center, if you've scouted around Gecko, for your reward. Ask for more work, and you'll get an assignment to scout the road to NCR. You'll do that much later, anyway. Also talk to him about the raiders. Go to the Council. Don't talk to the First Citizen, or she'll sic the guards on you for trying to fix the ghouls' reactor instead of slaughtering them. Talk to McClure, the councilman in the right-most room, and tell him how you can fix the plant in Gecko. He'll say it's an acceptable solution, and authorize you to pick the Hy-Mag from Amenities. Tell him you're affraid Lynette will not make you a citizen if you repair the reactor. He'll tell you that he'll make you a citizen himself. Also give him the economic data disc from the greedy ghoul in Gecko. More xp for you. Go back to amenities, and pick the hy-mag. Leave for Gecko... Gecko (again) ------------- Go north and exchange the toolkit for a fuel cell controller. You'll need that for the car, so hang on to it. He'll also tell you he needs something else from one of the ghouls in the reactor. Go in the reactor building. You'll have to reach Festus, a ghoul in the far east room. Unfortunately, you have to pass through a door which needs a yellow keycard, and noone gave me the card, even though they had asked me to repair their reactor. The one from the crashed vertibird didn't work, and lockpicking the door causes the guards to attack you. So I just stole the keycard from one of the guards in front of the door. (And I also stole both guards' ammo, while I was at it :) Later I found that there was a yellow key in a locker elsewhere on the floor, so you may want to look for that if your steal skill sucks. Also in a cupboard this area is a blue keycard which, although I think it's useless here, fits a door in the Navarro base later. There is a similar blue key in the Navarro base, too, so it's not strictly necessary to carry this one along, but if you have this one from Gecko, you can take the back door into Navarro. The only problem here is that Festus is scared silly of repairing the reactor, for some reason. With good speech skill, I could convince him. Without, I had to install it myself. To install it yourself, you can try to program the repair bot. Me, I just told Sulik and Vic to stay there, took the one RadX I had, and made a run through the reactor room, then used the repair skill on the thingie next to the valve on the eastern wall. I took a lot of damage and got radiated in the process. Too bad I didn't have 2 RadX's, but one Rad-Away took care of that. (And got me addicted to Rad-Away... WTH??) Now for the transformer the ghoul up north wants, you can steal a requisition form from Festus, then go with it at the ghoul with the supply cabinet. Or you can steal the transformer directly from the ghoul with the supply cabinet, since in the game there is no actual supply cabinet, and he has all the items on him. Talk to Festus again, and he'll give you a disc with the reactor data that you can use on the Vault City central computer to optimize the reactor. Leave this building for now. Go to the ghoul north, and give him the transformer. He'll offer to modify a weapon for you for free. Neat, huh? Installing the night sight on a FN FAL was my favourite, since then I could use it at night to snipe the slavers back at the Den, while they had massive penalties aiming at me in the dark. On the bad side, it doesn't have JHP ammo, and generally the single shot damage is a bit disappointing, while the burst mode uses too much ammo. But normally it's the most expensive weapon upgrade, so I figured I'd better make the most out of that offer to do it for free. Leave back for Vault City... Vault City (yet again) ---------------------- Go talk to McClure, and tell him you've solved the problem. He'll make you a citizen. I also asked him for permission to use the reactor disc on their computer. I'm not sure it was actually necessary, but what the hey... (If you ask him about the optimization before telling him you repaired it, and becoming a citizen, he'll run do it for you.) Now go into the actual vault. If you have good medical skill, search their medical database computer, on the first floor. You'll find the details of combat implants. Keep searching for a while, and you'll get 500xp. You can also discuss medicine with their doctor. Talk to the nurse. Ask about the city, then work your way to how there aren't any children, and how come people don't just get pregnant from having sex. There's 300xp in it if you convince her they may well be all sterile from radiation. Another 300xp if you can convince her to go see the outside world if she's that bored inside. If you have a male character, you can also date the nurse for 100xp. And you can do the whole sterility conversation again, up to the point where you get the choice to "donate". That's worth 500xp. The doctor will also ask you for some Jet for his research. Since now you're a citizen, you're no longer searched at the gate, so you can do this whenever you have some Jet to spare. (Can be found on some bandit corpses.) Go into the vault and search though all the lockers and footlockers, on floors 2 and 3. Most of them are hidden by walls and locked, so a decent lockpick skill comes in very handy. (The stacked crates just contain tons of water chips which arrived here instead of Vault 13 :) On the second floor, the rattling vent contains a bunch of micro-fusion cells. A hidden footlocker contains a computer voice module, which you'll need later to fix the vault 13 computer. Take it, and keep it for now. On the 3'rd floor, make sure you have the reactor data disc in your ready item slot, before clicking on the central computer. It's the talking computer. You can also use the science skill on a terminal near the south-west corner of the level for 300 xp. After you get the computer to optimize the Gecko reactor data, leave the vault. Outside, stop to talk to the geezer preaching in an intersection, pretend to be interested, and get a suitcase for the Bishop family in New Reno. Leave the city and head for Gecko. Gecko (yet again) ----------------- Nothing much left to do here, except go talk to Festus and then go use the optimized reactor disc on their computer. You can also try to bait an Enclave trooper by hacking into their network. It will give you an idea of what you're up against, but if you screw up, he'll say he's sent troops to get you. I hanged around for a few minutes to see if the Enclave troopers arrive (though I knew I had no chance in hell to survive the encounter), but they didn't. Maybe they needed more time? I reloaded just in case. You can talk again to Harold, ask him about what he does, say you didn't want to see their city destroyed, and work your way to telling him the story of the Vault Dweller. He'll give you something. Btw, before I leave the subject of Gecko, there's a building with a manhole in the north section, where you find some brainwashed ghouls and an overgrown molerat called The Brain, who wants Cheesy Poofs from you and plans to take over the world. Other than being another gratuitious "Animaniacs" plug, he can give you hints on how to do the Gecko quests if you talk to him before you finish them. I fail to see any point in this exercise, so you may skip this area completely. Interestingly enough, if you talk to him after you've killed the "rat god" in Klamath, The Brain will be sad about it. This has made me wonder if you can't find a more peaceful solution for Klamath's rat problem by talking to The Brain first. Nope, there's no option to tell The Brain about Klamath. That's it. Leave and head back to the Den, via Modoc. Modoc (again) ------------- Talk to the dude in the general store, and take the haunted farm quest. Then go talk to Balthas the tanner, and ask about his problem. Talk to the dog. Click on the boards on the well, then use a rope on the well. Go down on the rope. Nothing much to do here, except see the cave-in. There's Johnny's BB gun down here, but it's a crappy weapon. You can get the ammo out of it, though, for later when you get the LE BB gun, which rocks. I can't rem
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