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    FAQ/Walkthrough by SMetzler

    Updated: 05/18/02 | Printable Version | Search This Guide

    Steve's Guide to Fallout 2 (Warts 'n' all!)
    ===========================================
    (A Fallout 2 walkthrough)
    
    MK II - Last updated: 18th May, 2002
    
    I tried to base this guide on all the possible quests, things to find, 
    and things to do in each location. It's more of a guide than a walkthrough, 
    though it does contain detailed instructions for some of the tricky bits. I 
    feel that this structure will allow you to role-play freely (different 
    characters have to solve problems in different ways), yet still help 
    you to find obscure objects or quests. If you are looking for a specific 
    object or location, just search for the name of it with your browser.
    
    Orientation-wise, directions are always given assuming that the top of 
    your screen is 'north'. The longer compass direction names are abbreviated, 
    such as NE for northeast.
    
    I purposely didn't put in a Table of Contents, lest you see all the 
    exotic places you're eventually going to visit before you're supposed to 
    know about them. Though the locations are presented in the order that you 
    would typically reach them, your mileage may vary.
    
    You are about to embark on a fabulous adventure. I hope that you will 
    enjoy your journey...
    
    
    Tips
    ====
    
    Before you even think about starting to play, check out the Interplay 
    Fallout 2 site (http://www.interplay.com/fallout2/), and ensure that you 
    have the latest version installed. If not, download and apply the patch. 
    The patch fixes many, many, bugs... also, if you don't apply the patch 
    before starting and decide to patch halfway through, beware the patch 
    will invalidate any saved games. Translation: you will have to start over!
    Be careful to only apply a patch compatible with the locale from which you 
    purchased the game. This guide was written using the U.S. version, patched 
    to V1.02. Owners of the U.K. and some other European versions may note that 
    there are no children running around in their game, so some of the comments 
    pertaining to them in this guide may not make sense, and a few minor quests 
    will not be available.
    
    Beware that if your Intelligence (IN) is too low (I mean, your character's 
    in the game, silly. Don't take it personally ;-), you won't be able to 
    get most of the quests here simply because no one will be able to converse 
    with you! Likewise, not having a high enough Charisma (CH) or Speech skill 
    will also alter NPC responses, and you may miss out on important conversation 
    choices that lead to quests. So, I recommend having both IN and CH at a 
    minimum of 6 (you might scrape by with lower CH if you have a decent Speech 
    skill) to keep your options open. If in doubt in a particular situation, pop 
    a Mentat to boost both temporarily. Just for kicks, it's worth starting up a 
    game with IN 3. Yes, it's a very well balanced game :-)
    
    Luck, or dice rolls, and your stats play an important part in conversations. 
    That's why it's very important that you save the game before every 
    conversation. If you feel afterwards that the outcome could have been more 
    favourable, restore to before the conversation and try it again. You just 
    might get the dialogue choice you've been hoping for the next time through! 
    If you consistently get the same undesirable choices, try improving your IN 
    and CH by popping a Mentat before the conversation. Some dialogues even 
    depend on your Science or Doctor skill, and I've tried to indicate this where 
    possible.
    
    Unless you are going the diplomatic route, and have enough CH to be able to 
    talk your way out of anything, make sure you start off the game with greater 
    than 50% of either Unarmed or Melee skill. It will be quite a while before 
    you obtain any decent weapons! Beware that one of your first encounters 
    involves fighting bare-handed, so even Melee won't help here.
    
    I recommend a minimum Strength (ST) of 6. With less than this, you'll be 
    severely disadvantaged at hand-to-hand, unable to take any unarmed perks 
    (most decent ones have a min ST of 6 requirement), and you won't be able 
    to carry much inventory either. Likewise, unless you're going to play the 
    'ultimate bruiser' type of character, a starting ST of 9 or 10 is a waste, 
    since you get a chance later on to increase your ST by 3 using... 
    artificial means!
    
    Unless you are taking on the role of a thief, a decent Barter skill is also 
    vital.
    
    Owing to a design peculiarity in Fallout, Armour Piercing (AP) ammo doesn't 
    do exactly what it's meant to, and is woefully ineffectual. So, it's best to 
    just sell any that you find. Stick to the JHP for actually loading into your 
    weapons.
    
    Early in the game, when your character is relatively weak, there is a 
    sure-fire way to defeat critters like Ants, Radscorpions, and Silver Geckos 
    without taking so much as a scratch: approach to within about 5 hexes. Let 
    them come right up to you. Then, hit them with your best shot, but make sure 
    you have at least 5 AP left. Then retreat in a straight line. They will 
    follow you, but won't have enough AP left to strike! Repeat until critter is 
    dead.
    
    NPC's make great packrats. They can help you carry all the stuff you pick up 
    after encounters with hostile critters. Be careful about giving them burst 
    capable weapons though... or you could find yourself replaying a lot of 
    encounters :-( Also, be sure to fine-tune them before heading out on the 
    wasteland. You don't want someone wasting valuable ammo on easy critters (rat 
    is hit for 243 hit points... yeah, I think it's dead. Just wasted a rocket, 
    dammit!) In this case, take their best weapon or ammo away from them before 
    heading out. On the other side of the coin, make sure you use the Combat 
    Control dialogue to ensure they are using their best weapon when you know 
    an important encounter is coming up.
    
    A high Outdoorsman skill is extremely useful for avoiding unwanted random 
    encounters. Sometimes, you just want to get from A to B without being bothered. 
    Carrying a Motion Sensor in your personal inventory while travelling is alleged 
    to help in avoiding random encounters. And you get XP for using this skill!
    
    Like the man says: save, save, SAVE! You never know when you're going to mess 
    up in combat, blow a dialogue with an NPC, etc. Contrary to what you may hear 
    on the grapevine, you can also save during combat, though this practice does 
    seem to make the game more likely to crash... but you just saved, didn't you? 
    So, no big deal.
    
    Those pre-apocalyptic Californians must have been avid readers. There are 
    bookcases everywhere. A lot of them contain valuable stuff, so check every 
    bookcase, desk, pot, locker, etc. Anything that exhibits a hand icon when 
    you move your cursor over it is worth having a look at. Scavenge to your 
    heart's content!
    
    The designers hid stuff behind walls in this one, so check for items 
    everywhere!
    
    You can rest nearly anywhere when no hostile critters are nearby. Derelict 
    buildings in most towns make a perfect spot for this sort of activity. 
    There's no rush to get through Fallout 2. Use the time! Why waste Stimpaks 
    when you can heal while resting or travelling?
    
    There are all sorts of people to sleep with, marry, etc. I didn't bother to 
    document any of these... encounters, unless they furthered the plot :-)
    
    Well, are you ready to begin your quest?
    
    
    Temple of Trials
    ================
    
    Kill all the Ants and Radscorpions to gain valuable XP. Take all the 
    Radscorpion Tails you can carry off the dead critters. You can barter them. 
    Check all the pots and chests for Healing Powders and such.
    
    There is a section with raised plates that appear as you walk across the 
    floor. If you step on a plate, a spear is fired at you from the wall. If you 
    have some Traps skill, you can disarm these plates for 25 XP each.
     
    Get the Explosives from the pot south of the locked door. Save the game! 
    Then, stand right in front of the door, arm the Explosives (give yourself 30 
    seconds at least), drop them, and retreat to a safe distance until the door 
    blows.
    
    Defeat Cameron in hand-to-hand. Weaker characters might try using the 
    hit-and-run technique I described above. He still gets one hit in every turn, 
    but it's better than 2 or 3! Diplomatic approach: with high IN and CH 
    (managed once with IN 8, CH 5, Speech 35%), you can talk your way out of 
    fighting Cameron :-)
    
    If you had to fight Cameron, remember to retrieve your belongings from the 
    chest outside the door you just came through. Then, head through the final 
    door, Chosen One.
     
    
    Arroyo
    ======
    
    Repair the well - 100 XP.
    
    Get training from Lucas, standing near stone head - add 5% to Unarmed skill.
    
    Jordan, in tent east of stone head, will train you with spears - add 10% to 
    Melee Weapons skill.
    
    There's $100 in a pot in your Aunt Morlis' tent. Very handy at this stage in 
    the game.
    
    Quests
    ------
    
    1. Rescue Nagor's dog, Smoke, from the wilds - 100 XP.
    Nagor is standing east of Hakunin's (medicine man's) tent. The wilds are NW 
    of Hakunin's tent. In the north part of this section is a plank amidst some 
    puddles of radioactive goo. Cross it, approach the dog, and he will follow 
    you back to Nagor. While there, you might want to grab a few of the bright 
    orange flowers... and kill a few Geckos. Hakunin will make Healing Powder 
    for you if you bring him Broc Flower and Xander Root. See Quest 4 below.  
    
    2. Find Vic the Trader - Vic will join your party.
    See the Den, Quest 8.
    
    3. Obtain flint to have Mynoc sharpen your spear - Sharpened Spear.
    Mynoc is the bridge guard on the way out of Arroyo, to the south. Need decent 
    PE (6, I think) to notice Mynoc's spear in the first place! Then, get the 
    flint (beg, barter or steal) from your evil aunt Morlis, who is standing 
    guard outside a tent SW of the stone head.
    
    4. Kill the evil plants that infest Hakunin's garden - 100 XP and he'll make 
    Healing Powder for you anytime in future. 
    Kill the two spore plants in the garden located just NE of Hakunin's tent.
     
    5. Retrieve the Geck for Arroyo.
    Talk to the Elder, in the tent NE of the well... but I can't possibly tell you 
    how to complete this quest. Not yet, anyway :-)
    
    
    Klamath
    =======
    
    Don't trade with Maida Buckner if you can help it. Her prices are too high! 
    You can have the tribal Sulik join your party by paying off his remaining 
    debt of $350 to Maida. Well worth the trouble, because he's much better than 
    you in combat at this stage in the game. Alternatively, you can get Sulik for 
    free if you complete Quest 2 below, but I always found it handier to have him 
    with you on this particular quest.
    
    In the Golden Gecko, talk to Fighting John Sullivan. He'll train you in 
    Unarmed for 10% and Melee Weapons for 10%, as long as you're not already too 
    skilled in either of these disciplines. Also worth 150 XP.
    
    You can talk to Jenny in the Bathhouse to learn a bit more about Vic. You 
    don't have to sleep with her to get this info.
    
    Raid Vic's house, east of the Bathhouse. Make sure you take and keep Vic's 
    Radio. The Pipe Rifle is virtually useless, but it's worth some money anyway.
    
    There's an exit grid to the NW, with a crashed vertibird and a maintenance 
    robot there. You can take out the robot for XP, and retrieve a Yellow Reactor 
    Keycard from one of the corpses. Contrary to what you may read elsewhere, you 
    can't use this Keycard to open the elevator in the Toxic Caves (see below); 
    however, seeing as the Keycard was found on someone wearing... exotic armour, 
    perhaps it might be of use in a place where this armour is prevalent?
    
    Quests
    ------
    
    1. Refuel the still - $50.
    Talk to Whiskey Bob in Buckner's. You must buy him a drink. He'll then tell 
    you about his still that needs to be refuelled. It's located SW of town. Be 
    ready to fight some Geckos. Careful, because Golden Geckos radiate you when 
    they get a good strike in! Wood to fuel the still is located right there in 
    the cabin.
    
    2. Rescue Smiley the Trapper - 1000 XP and $100 from Ardin.
    Talk to Ardin Buckner. She puts the Toxic Caves on your map. Get some Rubber 
    Boots (see Quest 4 below), exit Klamath, preferably with Sulik in tow, and 
    head for the Toxic Caves. Smiley is holed up in the back. Be sure to grab the 
    2 packets of Rad-Away from the locker in the wall there. Note the locked  
    elevator. You probably can't open it yet (I've described what to do below. See 
    Toxic Caves Elevator, unless you don't want to spoil it yet) When you 
    return to Klamath to collect your reward from Ardin Buckner, talk to Smiley, 
    and he'll teach you how to skin geckos. Great little revenue earner from now 
    on.
    
    3. Guard the brahmin - 250 XP.
    Talk to Torr, the tribal who hangs out near Buckner's. Kill all the 
    Radscorpions there, including the ones hiding in the woods south of the 
    clearing.
    
    4. Kill the rat god - 300 XP.
    Take western exit grid to Trapper Town. Get key from Slim Picket (you can 
    also obtain the key by giving some Meat Jerky to a dog you find in the 
    brahmin pen near the SE exit grid). Be sure to get Rubber Boots in Guns store 
    (lockers). Find manhole that leads down. On second level, kill Keeng Rat. Also 
    a dead trapper there with a 10mm Pistol on him (might depend on your PE as to 
    whether or not you find him). Take ladder in NE corner up. Find door on next 
    level. Either lockpick or use explosives on it. Take next ladder up, and grab 
    the Fuel Cell Regulator from Highwayman outside.
    
    5. Rustle the brahmin - 150 XP and 50$.
    If you prefer to follow the Dark Path, you can shop the location of Bob's 
    still to the bartender at the Golden Gecko for $50 instead. Then, you can 
    ask the Dunton twins (building east of the Golden Gecko) if they have any 
    jobs going. They'll ask you to either talk poor Torr into leaving the 
    brahmin, or knock him unconscious. This quest does not do wonders for your 
    karma, as you can imagine.
    
    
    Toxic Caves Elevator
    ====================
    
    You need an Electronic Lockpick before you can open the locked elevator at 
    the rear of the Toxic Caves (see Klamath, Quest 2). Rumour has it the MKII 
    version of the Lockpick won't work... but it does just fine. You can either 
    buy an Electronic Lockpick MKII in New San Francisco (on the tanker), or you 
    can find a normal Electronic Lockpick in Eldridge's basement, New Reno Arms 
    store.
    I recommend you don't take the car with you, because you won't be able to 
    access the trunk once you're there. Just leave it in Klamath. The walk will 
    do you good for a change. Also, might be handy to take Vic with you unless 
    your Repair skill is high, because you must fix the generator there to power 
    the elevator before you can use it. Also recommend taking along a Sniper 
    Rifle (or some Pulse Grenades if you're good at throwing), because there's a 
    big, bad security bot armed with missiles waiting at the bottom for you! You 
    can take out his sensors with one good targeted shot, and then finish him off 
    at your leisure. Once you've polished off the bot, there are lockers full of 
    goodies, among them: Bozar (best gun in the entire game!), Combat Armor MKII, 
    200 x Micro Fusion Cells, 280 x Small Energy Cell, 200 x 4.7mm Caseless, and 
    200 x 2mm EC (very hard to find indeed :-)
    
    
    Den
    ===
    
    Make sure you give Karl (Mom's Diner, far SE corner of town) something and 
    then get him to tell you his story. Comes in handy later.
    
    Also in Mom's Diner, Stacy, standing just to the left of Mom, will tell you 
    a story about her cat Cuddles. 200 XP if you listen patiently till the 
    story ends.
    
    Buy a drink from Becky, then ask her about 'Dyer'. Hmmm. Then, cross the exit 
    grid SE of Becky's and talk to the barkeeper in The Hole. Ask him for info. 
    Then ask him why Becky's drinks are cheaper than his. Offer to find out. 
    Return to Becky's and wait till the guard leaves the door to the north of the 
    bar. Lockpick it, go down the stairs, and discover that Becky has a still 
    there. Talk to the barkeeper in The Hole (Frankie) again, for 400 XP and 
    $100. You'll then get Quest 9 below.
    
    Talk to Leanne, the woman standing at the bar in Becky's. If you buy her a 
    Nuka-Cola, she'll tell you her story of the Master for 350 XP.
    
    Flick, south of Becky's, is a good guy to trade with... but beware those kids 
    of his! If you're not careful, they steal stuff from you. Make sure that you 
    always run past them (don't walk or loiter), and every time you do go past 
    them check your belongings afterwards to make sure you haven't lost anything 
    valuable. I lost a very important item once this way... took me ages to 
    figure out where it had gone, and that was after I had restored to a game 
    much previous to where I was. If you do lose something to one of the kids, 
    you can either steal it back from the kid, or buy it back off Flick as a last 
    resort :-(
    
    Tubby, across the street from Becky's place, usually has a Sub-machine gun 
    for sale. Definitely worth it early on in the game. Actually, you can take 
    out both Tubby and Flick. Not only does it save you money, but you don't lose 
    any karma points for this. In fact, I think you might gain some for ridding 
    the town of this scum!
    
    When you think your party is strong enough, you can take out Metzger and his 
    guards (1500 XP for killing Metzger), and then talk to one of the slaves to 
    free them for another 1250 XP. If you visit Becky again after this, she'll 
    offer you $1000 for having got rid of the slavers. If you decline to accept 
    the money, you get 50 Karma points instead. Your choice. Beware that if you 
    kill Metzger early on, you won't be able to get any of Lara's quests (3 - 6 
    below), as they all involve Metzger.
    
    Quests
    ------
    
    1. Collect money from Fred - 200 XP.
    You have to try talking to all the male addicts in the vicinity of Becky's. 
    The one who will talk to you is Fred. He owes Becky $200, but in the end, 
    you're best off taking only $50 from him. When you go to pay Becky the $200 
    back, she splits it in half with you anyway, so it only costs you $50 when 
    the dust has settled. After all this, make sure you remember to stop by the 
    Den much later and talk to Fred again, because he makes good use of the $50 
    you left him with, and will give you: 200 x Small Energy Cell, 250 x Micro 
    Fusion Cell, $2000... and a Plasma Grenade :-)
    
    2. Get book from Derek - 300 XP and $80.
    If you complete Quest 1 above, Becky gives you another job, which is to find 
    a book she lent to Derek. He hangs out by Mom's Diner on the SE side of the 
    Den. You get $80 if you find the book and return it to Becky. Often, the book 
    can be found in the outhouse north of The Hole... but not always.
    
    3. Lara wants to know what is being guarded in the church - 500 XP and $200.
    You have to fast-talk your way past one of the guards to get into the church. 
    Then, just examine one of the crates. Easy money.
    
    4. Get permission from Metzger for gang war - 200 XP and $50.
    (You have to do Quest 3 first). Talk to Metzger in the Slaver's Guild on the 
    east side of town.
    
    5. Find weakness in Tyler's gang guarding the church - 200 XP.
    (You have to do Quest 4 first). Talk to one of the guards outside the church 
    again. Appears they are going to have a big party tonight and get drunk. You 
    have found the gang's weakness.
    
    6. Help Lara attack Tyler's gang - $300 and $100 bonus if you help in the 
    fight.
    (You have to do Quest 5 first). Then agree to accompany Lara and her gang to 
    the church. We killed one guard outside the church, and it was enough to net 
    a $100 bonus. If you think you're up to it, however, it's best to finish them 
    all off... get their weapons and cash them in for much needed supplies. 
    
    7. Deliver a meal to Smitty for Mom - 150 XP and Stimpak (and free meal).
    Talk to Mom in the diner in the far SE corner of town. Then hop on over to 
    Smitty's garage on the far west side of town.
    
    8. Free Vic from his debt by getting his radio from his house in Klamath 
    and paying Metzger.
    Once you have Vic's Radio (from his house in Klamath), talk to Vic, and then 
    you can buy Vic back from Metzger for $1000. Vic is a fairly useful NPC to 
    have join your party, especially as he has considerable Repair skill, and you 
    probably are lacking somewhat in this skill early in the proceedings.
    
    9. Sabotage Becky's still - $500 and 1600 XP
    After you discover the still in Becky's basement, and report back to the 
    barkeeper in The Hole, you'll get this quest. You can approach this 2 ways: 
    either convince him that he should buy his stuff from Becky from now on and 
    you'll just get 900 XP, or you can destroy the still with a Crowbar ($500 and 
    700 XP) and still convince him to buy his stuff from Becky (tell him she'll 
    just build another still) for another 900 XP. Unfortunately, once you destroy 
    Becky's still she will no longer talk to you, so you can't get a reward for 
    killing Metzger if you destroy the still first!
    
    10. Get car part for Smitty.
    You need to complete Quest 3 in Gecko to get the Fuel Cell Controller. Smitty 
    will install it for $2000. Voila, you now have a car! If you also have the 
    Fuel Cell Regulator (obtained in Quest 4, Klamath), then Smitty will install 
    that too for $750, and you'll get better mileage.
    
    Refuelling the car
    
    This process is not especially intuitive, so here's how you do it. First of 
    all, the car runs on either Micro Fusion Cells or Small Energy Cells (but you 
    get twice the mileage per Micro Fusion Cell). You can buy Micro Fusion Cells 
    from Smitty for starters. To check how much power is left in the car at any 
    time, left-click and hold on the front part of the car (not the trunk! BTW, 
    you can store tons of gear in the trunk). Then move your cursor down to 
    the Binoculars icon and let go. The percentage power remaining will appear in 
    the window at the bottom left of your screen. To refuel, you must have some 
    fuel cells present in your inventory. Then left-click and hold on the car, 
    move your cursor down to the Backpack icon, and let go. Finally, point to the 
    fuel cells in the inventory box that pops up, and they'll be used to refuel 
    the car (warning: make sure there are no NPC's standing where the inventory 
    pops up, or you'll wind up talking to them instead of refuelling the car. 
    It's a 'feature' ;-)
    
    11. Return Anna's locket - 850 XP.
    Go into the derelict building next to the Brotherhood's outpost any time 
    after midnight. You'll see the ghost of a woman, Anna. Talk to her (heh, one 
    way traffic), and you'll discover she's lost her locket. Go talk to Mom in 
    her place all the way SE in the Den. She'll tell you about Joey (one of those 
    3 thugs that are always just standing around). Get the locket off him in 
    whichever manner you prefer and return it to Anna. Then, if you pick up 
    Anna's Bones, take a Shovel from the bookshelf there, and head to the 
    graveyard... you get some more XP for laying Anna's Bones to rest (her grave 
    is located in the bottom row).
    
    
    Modoc
    =====
    
    If you examine the well just NE of the General Store, you'll see you can 
    enter it using a rope. There are a few coin bags down there, and in the 
    northern section, a (pretty useless) BB Gun... but a BB Gun nonetheless.
    
    Talk to Grisham, the Slaughterhouse boss. When you try to exit the 
    conversation, he'll ask if you want to guard his cattle from wild dogs. Try 
    not to let any of the poor buggers get killed, because he deducts $100 for 
    each brahmin you lose - $1000 (if you manage to save them all). He's a 
    miserable git, but it's fairly easy money.
    
    If you have some Doctor skill (managed once with 9%), you can try fixing up 
    Bess, the brahmin. She's lying injured just south of the slaughterhouse. You 
    get 200 XP for this, and she'll follow you around for a while... if you 
    wander into Grisham's place with Bess in tow, you can give her over to him 
    to make jerky out of. If you're then feeling a bit guilty, go back to the 
    slaughterhouse and talk to her, then release her by opening up the gate 
    inside the slaughterhouse. She'll wander off the map, thus easing your 
    conscience.
    
    You can kill the 'giant chicken' that's locked up in the fenced-in compound 
    next to Rose's for some XP. But you leave the village without an egg 
    supply... by the way, if you buy a Wasteland Omelette from Rose for $25, it 
    heals you to full HP.
    
    Quests
    ------
    
    1. Farrel has a rodent problem in his garden. Remove the infestation - 300 XP.
    Farrel is the old codger located in the house SE of Rose's B&B (north Modoc). 
    He'll ask you to help him by cleaning out his garden. Go for it, but beware. 
    The critters there are poisonous.
    
    2. Cornelius has lost his gold pocket watch. Find it and return it to 
    him - 2000 XP.
    If you talk to Cornelius in the back of Roses B&B, and tell him that he needs 
    serious help, he'll mention something about Farrel having his watch and 
    you'll get this quest. See quest immediatly below for the resolution.
    
    3. Farrel wants you to find Cornelius' gold pocket watch. Find it and return 
    it to Farrel - 2000 XP.
    Farrel will also tell you about the longstanding feud between himself and 
    Cornelius (Rose's husband) over the supposed theft by Farrel of Cornelius' 
    watch. So... you suspect Farrel did steal the watch, because there's a safe 
    in his wall that he gets very touchy about when you discover it. But, to find 
    the real culprit, you have to check out the Outhouse to the east of Rose's. 
    Go down below (yech!), and dynamite the pile of rocks there (Jo has some 
    dynamite for sale if you need it). Of course, head back up the ladder as soon 
    as you set the charge. Then go back down, take out the critter, and retrieve 
    the watch from the critter's lair. You get 500 XP for dynamiting the rocks, 
    and 1500 XP more when you return the watch to either Farrel or Cornelius. 
    
    4. Jonny is missing. Find him and bring him home to Balthas.
    Talk to Balthas in the Tannery. Offer to look for his son.
    
    5. Jonny's in the Slag caves. Find a way to get Jonny back home to 
    Balthas - 2500 XP and Combat Leather Jacket.
    When you return Jonny, Balthas gives you a little something for your 
    troubles :-)
    
    6. Something strange is happening at the farm northeast of Modoc. Investigate 
    and report back to Jo.
    Go talk to Jo at the back of the General Store. If you mention that you're 
    looking for a GECK, he'll give you this quest and promise to tell you where 
    to find a GECK if you complete it. When you get to the Ghost Farm (just NE of 
    Modoc), make sure you examine one of the grisly bodies that are skewered on 
    the poles. Then go into the shed. When you walk over the middle rug, you'll 
    drop down below. Talk to Vegeir, and agree to take their message to Modoc. 
    Before you leave, go to the very rear of the caves, over an exit grid. Talk 
    to all the boys until you find Jonny... but you can't take him with you yet.
    
    7. Deliver Slag message to Jo in Modoc - 3500 XP and Assault Rifle.
    Give him the message from Vegeir. If you remembered to examine one of the 
    fake bodies at the Ghost Farm, and you got Karl's story out of him at the 
    Den, you'll have completed this quest. Now you can wrap up all the Jonny 
    quests too. Return to the Slag Caves. Vegeir will give you an Assault Rifle, 
    and agree to send you back to Modoc with Jonny! See Quest 5 (if you didn't 
    find Karl yet... you still have time to travel to the Den and talk to him in 
    Mom's Diner - 500 XP). You're now officially a hero in Modoc. Before you head 
    out, make one more trek up to Rose's place. You'll get a free Wasteland 
    Omelette (heals to full HP), and be allowed to rummage through her 
    lost-and-found crate for a pot-luck freebie.
    
    8. Jo is suspicious of the Slags. Find out about the dead bodies at 
    the Ghost Farm and find out what happened to Karl.
    See Quest 7.
    
    
    Vault City
    ==========
    
    In the Courtyard, just in front of the Bar, is a little boy named Curtis. He 
    has lost his Mr. Nixon doll. The doll is located behind the Bar building, in 
    an outside corner (west of a large pile of rocks). Return the doll to Curtis 
    (100 XP), then stand around a while and listen to what he's saying. After a 
    while, you'll find a Wrench in that pile of rocks I just mentioned.
    
    You can get Cassidy, the bar owner, to join your party. He's damn handy with 
    a shotgun, especially in the early stages of the game. He has a heart 
    condition though, so be sure never to feed him any excitement inducing drugs 
    like Buffout or Jet, or he'll pop his clogs on the spot.
    
    Charlie, the guy lying flat out in the tent, is actually radiated (I 
    originally thought he was drunk). 200 XP if you can spare a Rad-Away to fix 
    him up.
    
    If you have good Repair skill (or Vic!), you can fix the Auto-Doc in the back 
    room of the Clinic for 100 XP. The guy there is not eternally grateful when 
    you do it... but if you and your party ever need to get healed afterwards, 
    this place then becomes an option.
    
    If you have a Vault 13 water flask, talk to Vic's friend, Ed. He hangs out in 
    a shack near the brahmin pens in the Courtyard - 500 XP and some new 
    locations on your map.
    
    To get into Vault city proper, you can try to sweet-talk Wallace in the 
    Customs office into giving you a Day Pass. If you have high enough CH and/or 
    Speech skill, you should be able to convince him that you are a merchant who 
    wants to trade with Vault City. Alternatively, you can strip down to your 
    Vault 13 suit before speaking to Wallace. He finds this quite unusual, and 
    sends you in to see the First Citizen.
    Even better than either of the above approaches, you can bribe Skeev his 
    assistant. You pay him $200 for fake citizenship papers (much handier than a 
    Day Pass). Then, you can blackmail him for $300 to keep quiet! Net: $100 and 
    a set of fake papers. I never needed a Day Pass. The fake papers are good 
    enough as long as you don't flash them around unnecessarily :-)
    
    In Vault City, Randal in the Amenities Office, east of Val's place, has great 
    stuff for sale at the best prices I've ever seen... and he accepts false 
    citizenship papers!
    
    You can talk the guy in the Information Center (that's west of the Servant 
    Allocation Center) into giving you a Science book and a Repair book.
    
    Valerie (Vic's daughter) can upgrade weapons:
    Expanded magazine (from 8 to 20) for Desert Eagle .44 - $1000.
    Expanded magazine (from 24 to 100) for Assault Rifle - $1500.
    
    Once you become a Citizen, there are a lot of goodies you can find in the 
    Vault, including... er... a few Water Chips :-)
    Level 1:
    Male characters can date Phyllis the nurse for 100 XP. A further 300 XP if 
    you can convince her that radiation has made everyone there sterile. You 
    can also get another 300 XP for convincing her to see the outside world, and 
    with the Sex Appeal trait, you can donate some... genetic material for a 
    further 500 XP.
    If your Doctor skill is 80% or better, you can also get Combat Implants. 
    Access the medical computer in the room where the doctor is. If you search 
    the medical database, you should eventually find schematics for the implants. 
    Then, talk to the doctor in the Clinic (Courtyard). Make sure you repair the 
    Auto-Doc first! You also need one set of Combat Armor (doc strips them for 
    parts) per operation. Then, the following operations are available:
    Low impact - $7000 ($5000 if high CH). Increases Normal and Explode 
    resistance by 5% each.
    High impact - Low impact and $40,000. Never took this one. Increases Normal 
    and Explode resistance by a further 5% each. Not only is it expensive, but it 
    makes you one ugly mother, and thus reduces your CH as well.
    Low thermal - $10,000 ($8000 if high CH). Increases Laser, Fire, and Plasma 
    resistance by 5% each.
    High thermal - Low thermal and $50,000. Never took this one either. Increases 
    Laser, Fire and Plasma resistance by a further 5% each. Way too expensive, 
    and it makes you ugly to boot, thus reducing your CH.
    Level 2:
    If you repair a rattling vent on the wall to the NE, you'll get 100 XP and 
    50 x Micro Fusion Cells are hidden there. Two of the doors are jammed. You 
    can open these if you have ST 8 (use Buffout). Some good ammo here, and a Red 
    Memory Module that you'll find a use for later. Other doors are locked. You 
    need Lockpick skill of 70% to open these. Once you do open these, you'll 
    find: a Wrench ;-), and a Computer Voice Module (hmmm...), amongst other 
    things.
    Level 3:
    The Central Computer knows the location of Vault 15. There are some general 
    supplies and weapons in the locked rooms. I think there's some ore from 
    Redding stored in the room with the red light above the door... but I could 
    never get in there to find out. As in the original Fallout, you can use your 
    Science skill on the computer in the room to the SW for 350 XP.
    
    Talk to Councillor McClure to learn there is a problem with the Redding ore 
    production. Mention this to Doc Johnson in Redding, then go speak to McClure 
    again for 250 XP. From this, you get the inkling that you might be able to 
    find a cure for Jet... see New Reno Quest 14.
    
    Quests
    ------
    
    1. Deliver Moore's briefcase to Mr. Bishop in New Reno - $500 and 500 XP.
    Just outside the vault entrance, near the Correction Center, there's a guy 
    preaching (Moore). If you humour him for a while, he'll give you a briefcase 
    and ask you to deliver it to a Mr. Bishop in New Reno (the Shark Club, Commercial 
    Row). It's worth $500 and 500 XP, and Bishop will give you another errand. After 
    you deliver the briefcase to Bishop, you can shop Moore to First Citizen Lynette 
    for 500 XP, but I didn't like doing this.
    
    2. Get a plow for Mr. Smith - 250 XP and Desert Eagle .44.
    Mr. Smith is located outside his tent, just to the east of the Clinic. Offer 
    to get the plow for him, then buy it from the shop just west of the Clinic. 
    
    3. Solve the Gecko powerplant problem.
    Talk to First Citizen Lynette, quite a rude person. She hangs out in the SE 
    corner of the Central Council building, located in the NW corner of Vault 
    City. Eventually, she'll get around to mentioning that there's a way for you 
    to become a Citizen, other than passing that ridiculously difficult test...
    
    4. Rescue Amanda's husband, Joshua - 500 XP.
    Talk to Amanda, the distraught woman in the tent next to Curtis. Her husband 
    is being held in the Servant Allocation Center in Vault City. You might be 
    able to convince Barkus that Joshua has a contagious disease, and he'll be 
    released for free; else, you'll have to fork over $750.
    
    5. Deliver beer and booze (10 each) to Lydia - 250 XP and $300.
    Lydia runs the Tap House, just inside the city gates. Deliver 10 real booze 
    (not the rotgut or the radiated stuff) and 10 beers to collect.
    
    6. Deliver pliers (tools) and a wrench to Valerie - 250 XP, $50, and 
    Super Repair Kit.
    Val is Vic's long-suffering daughter. She's in the Maintenance Center, just 
    north of the Tap House inside the city gates. If you can supply her with 
    these items, she'll also give you a Super Repair Kit (you need this item for 
    Skeeter in Gecko). But, you'll have to wait a few days for this to happen... 
    If you couldn't get the wrench by helping Curtis (see above), then you can 
    find one on the Morningstar Mine's premises in Redding, or on Level 2 of the 
    Vault City vault - but you need to be a Citizen with high Lockpick skill to 
    get it!
    
    7. Scout the eight sectors around Gecko and return to Stark - 350 XP and 
    $300.
    Talk to Stark in the Corrections Center.
    
    8. Enter NCR and return to Stark - $500 and 750 XP and Motion Sensor.
    Easy money.
    
    9. Deliver Lynette's holodisk to Westin in NCR - 4500 XP.
    After wiping out the Raiders (and taking their Account Book. See Raiders 
    section below), talk to Lynette. If you managed to get the Holodisk from 
    Bishop's safe in New Reno, that proves Bishop was hired by NCR (2500 XP). 
    Then Lynette will ask you to deliver Bishop's Holodisk to Westin in NCR 
    (2000 XP).
    
    10. Deliver a sample of jet to Dr. Troy - $1000.
    Getting this quest may depend on you already knowing about Redding's Jet 
    problem. Then if your Doctor skill is at least 80%, you'll be able to 
    engage Dr. Troy (first level of the vault) in conversation as a fellow 
    doctor. He'll give you a tour of the facilities, and then just as you're 
    about to exit the conversation, he'll mention that he's looking for a sample 
    of Jet.
    Anyway, even when you leave the Jet with Dr. Troy, he's not able to crack 
    the problem and come up with an antidote... but you can! See New Reno 
    Quest 14.
    
    
    Gecko
    =====
    
    Lenny, Harold's assistant in the Manager's Office, once met your ancestor 
    the Vault Dweller. If you talk to him about his former escapades, he will 
    join your party. Not much cop as a fighter, but he has a high Doctor skill.
    
    The room to the west of where Skeeter hangs out has a set of Lockpicks in 
    a locker there. Possibly the first set you'll encounter in the game.
    
    Quests
    ------
    
    1. Solve the Gecko powerplant problem - 4500 XP.
    Talk to Harold in the Manager's Office. Hmmm. You need to convince Vault City 
    that Gecko needs a Hydroelectric Magnetosphere Regulator for their power 
    plant, to stop radiation leaking into the groundwater. After the 
    conversation, be sure to nab the Coolant Report and Part Requisition Form off 
    the desk behind Harold. Then, before you head back to Vault City, do the 
    following:
    Northern part of Gecko is the Junkyard. In the building to the NW of 
    Skeeter's place, in the northern-most room, there's a manhole. Go down it, 
    and find the (sentient!) mole rat in the SW corner. Talk to him, and he'll 
    give you a Talisman (note: you can also steal a Talisman from a ghoul in the 
    building just SW of the Manager's Office, but it's not as... interesting that 
    way). Return topside, and you'll find Gordon in the house NE of Skeeter's 
    place. When he sees that you have the Talisman, he'll give you a Holodisk 
    that contains economic data concerning the reactor.
    Take this Holodisk to Councillor McClure (the sane voice of Vault City :-) 
    He's located in the same building as First Citizen Lynette, but his office is 
    in the NW corner. You'll get 750 XP for delivering the Gecko Holodisk.  
    McClure will get you the part for the power plant (see Randal in the 
    Amenities Office)... and, he'll be able to fix you up as a Citizen once you 
    get the part installed back in Gecko, thus bypassing that witch Lynette :-)
    Back in Gecko, enter the Power Plant, east side of town. You'll need Yellow 
    and Red Pass Keys, which can be found by scrounging in the various lockers 
    and bookcases around the place. If you have really high Charisma, you might 
    get Festus, located in the far SE of the plant, to install the part for you, 
    but mere mortals have to do it themselves... so go talk to Hank, the ghoul in 
    the room through the red doors, right next to the reactor core. Then log on 
    to the computer just behind him to program the maintenance bot:
    Initialize: A1546761, 5B576005, 35C76863
    Initiate repair sequence (you feed it the part when requested). Then, use:
    Add a command
    6 times (returning back to main menu after adding each one) until you have 
    constructed the following program:
    1) Amplify Plutonium-Gamma Shield
    2) Deharmonize Neptunium Impeller
    3) Calibrate Uranium-Rod Driver
    4) Set Voltage on Saturn-Class Capacitor
    5) Test Jupiter Wave Compiler
    6) Install Hydroelectric Magnetosphere Regulator
    Then: Execute program
    And watch the Maintenance Bot go!
    
    2. Optimize the powerplant - 2500 XP.
    Talk to Festus (SE corner of Power Plant) once you have repaired the reactor 
    (see Quest 1). He'll give you a Holodisk. You need to insert this Holodisk 
    into the Vault City Central Computer (the one that's spewing out operational 
    gibberish on Level 3 of the Vault City vault). First, you need to become a 
    Citizen to get in there. If you've done Quest 1 above, then you can go talk 
    to Councillor McClure, and he'll make you a Citizen! Log on to the Vault City 
    Central Computer, and it will ask you to insert the disk that Festus gave you. 
    Then, return with the optimized disk to Festus, and he'll tell you to use it 
    on the computer you used to control the Maintenance Bot.
    
    3. Get super repair kit for Skeeter - 250 XP and Fuel Cell Controller.
    Skeeter is in the Junkyard, north part of Gecko. Valerie gives you this item 
    for free 2 days after you supply her with a Wrench and Tool (see Vault City, 
    Quest 6). In return for the Super Repair Kit, Skeeter gives you the part you 
    need to get that car up and running! You can also buy a Super Repair Kit from 
    Smitty (the guy in the Den who sells you the car), but it'll cost ya!
    
    4. Get 3 step plasma transformer for Skeeter - 350 XP and weapon upgrade.
    Talk to Jeremy in the north part of the Power Plant. If you have the Part 
    Requisition Form you got from Harold earlier (see Quest 1), he'll give you 
    the Plasma Transformer (you can also steal it from him). In return, Skeeter 
    will perform one of the following upgrades for free:
    Scope on Hunting Rifle
    Speed loader (only costs 1 AP to reload during combat) for .44 Magnum
    Expanded magazine (from 8 to 20) for Desert Eagle .44
    Expanded magazine (from 24 to 100) for Assault Rifle
    
    5. Find Woody the ghoul for Percy. Try the Den - 1000 XP and 3 Rad-X, 
    4 RadAway.
    Percy's house is in the Junkyard, north part of Gecko. Talk to him, then 
    travel back to the Den, and check out the 'mummy' in the room next to where 
    you found Anna the ghost. It's Woody! When you return to Percy afterwards, 
    he'll give you some anti-radiation supplies.
    
    
    Broken Hills
    ============
    
    On the east side, in a garden near the mine, there's Seymour the talking 
    spore plant. He wants to be replanted. Talk to the poor thing when you have 
    a shovel, and you'll get 1000 XP plus get clued in as to how to defeat a 
    sentient scorpion at 'chess'. The scorpion and his professor friend are 
    located in a building just to the SE of where Seymour winds up. Leave your 
    party behind, and challenge the scorpion to all 3 contests. If you have 
    good PE and AG, you can beat him at contests of perception and agility 
    respectively for 500 XP each. Then you can try the contest of 'smarts'. 
    Knowing what you learned from Seymour, you can defeat the scorpion at 
    'chess' for another 500 XP. I always let the scorpion live afterwards, 
    which is why I didn't bring the gang along. 
    
    The place where you replanted Seymour (see above) is actually the Old Ghouls 
    Home. Talk to Typhon there (Set's son, from Fallout!), in the SW room. In 
    exchange for: a Cat's Paw magazine, a blow-up Sex Doll (ahem... bookcase in 
    building Marcus is/was standing in front of), and a bottle of Rotgut, he'll 
    tell you the location of his 'treasure'. You get 2000 XP after you deliver 
    all this stuff. Then, have a look down the well in the centre of downtown. 
    Oops! You can convince Micky the treasure hunter to go down the well after 
    your treasure, but then he becomes stuck down in the well. I never figured 
    out a way to get him out of there.
    
    Marcus is the best addition to your party in Fallout 2! You must complete 
    Quests 1 and 2 below, then Marcus will agree to join you, and you get 1000 XP 
    to boot.
    
    After you've fixed the mine's air purifier (see Quest 1 below), and can 
    explore it at your leisure, there's an easter egg to be found in there. To 
    your right, just as you enter the mine, there's a short tunnel with a pile 
    of rocks at the end of it. You can actually walk on these rocks. If you walk 
    right into the corner, a passageway will open up in the wall, and you've just 
    discovered a hidden chamber (1000 XP)! There's a pilot who's been sleeping 
    there since before the holocaust, and you can wake him up with a dose of 
    Jet, for 500 XP more. In the footlocker, there's a chunk of Uranium Ore. 
    Take the Ore to the processing plant (building to the south of the caravan 
    fitters/Unity Patrol HQ). Talk to the foreman there in the office. Another 
    500 XP for figuring out how to get the Ore processed. You have to give them 
    $1000, and it takes a day to process your Ore... when you come back to 
    collect it, the foreman pleads with you to let the ghouls keep it. Let them 
    keep it for 1250 XP. You can either accept the extra $500 he offers as 
    compensation, or get karma points instead for only taking the $1000 which 
    you originally forked over.
    
    Quests
    ------
    
    1. Fix the mine's air purifier - 1500 XP and Combat Shotgun.
    Talk to Zaius, the mine foreman, located in a building just outside the mine 
    on the NE side of Broken hills. He'll ask you to go to New Reno and pick up 
    a new Air Purifier from Renesco (west side of Commercial Row). When you 
    return, leave all your party members outside the mine! Then, just blitz 
    right through the mine to the NE corner, using a Stimpak or 2 to alleviate 
    the damage taken due to the bad air. Once you replace the Air Purifier, you 
    can return, picking the Ants, Radscorpions, etc. off at your leisure. Zaius 
    presents you with a Combat Shotgun as a reward.
    Every time I fixed the air purifier, Quest 6 popped up crossed out. See below.
    
    2. Find the missing people for Marcus - $500 and 1500 XP.
    Go to the east side of town. There are a few manholes in this area (one of 
    them in an outhouse). Go down, kill a few ants, and locate the bodies in the 
    NE corner of the tunnels. On one of the bodies, there's a note from 'Francis' 
    that implicates him as the killer. Once topside again, you can located a man 
    called Don in a house in the NE corner. Tell the poor guy you found his 
    missing wife (500 XP above). Then, talk to Sheriff Marcus for the rest. 
    Complete Quest 3 first, then you may confront Francis with the note you found 
    (other 1000 XP above). He leaves town quietly.
    
    3. Beat Francis at arm wrestling - 350 XP and Power Fist.
    All you need is ST of 10. Use Buffout or whatever. Eric gives you one dose of 
    Buffout when you complete Quest 4.
    
    4. Divert more electrical power to Eric's home - 1500 XP and Buffout.
    Eric lives in the first (fly-infested) house on the right as soon as you 
    enter the east side. He needs you to divert more electrical power to his 
    home. Go to the generating station back on the west side, and use your 
    Science skill on the computer terminal there to do this (worked after a few 
    tries with 47% Science skill).
    
    5. Break Manson and Franc out of jail - 1500 XP.
    Talk to Jacob, in shop to east of Ore-processing Plant. Tell him you hate 
    mutants. The jail is just to the north of where Marcus is standing. If you 
    have high IN (I had IN 10, CH 7 and Speech 61%), you can convince the 
    jailer there to give you a key to let them out. This sends your Karma back 
    10 points, but has no other effects as far as I could determine. Marcus still 
    talks to you.
    
    6. Blow up the mine's air purifier - 1500 XP, plus some weapons from Liz' 
    basement cache.
    If you do Quest 5, then Jacob will also give you this quest. He gives you a 
    device to blow up the mine's air purifier with. However, you can get some XP, 
    and still stay on Marcus' good side, by heading straight for Marcus as soon 
    as you get this quest and saying you have something to tell him. You'll get a 
    dialogue choice to tell him about Jacob and Aileen, and be able to turn in 
    the terrorists for 2500 XP! A win-win situation :-) 
    Anyway, if you decide to carry out this quest... as in Quest 1, just blitz 
    right through the mine to the NE corner, using a Stimpak or 2 to alleviate 
    the damage taken due to the bad air. Use the device Jacob gave you on the 
    air purifier, and... no more mutants in Broken Hills, including Marcus :-( 
    This quest sets you back 50 Karma points. Only worth it if you're playing 
    an inherently bad character, especially as you can't get Marcus as a party 
    member afterwards.
    
    
    Raiders
    =======
    
    The raiders are holed up in that little spot marked 'Unknown' that lies 
    between Vault City and Broken Hills. There are many traps in the cave leading 
    to their lair. They are also heavily armed, so beware heading in there with 
    NPC's like Vic and Sulik in tow, as they are quite liable to be killed unless 
    you are very lucky.
     
    If you do manage to vanquish them, you get 2000 XP for ending the raider 
    threat. Also be sure to take all 3 of the Dog Tags (from the footlockers) so 
    you can prove to the folks in Vault City that the raiders were hired mercs. 
    When you report to First Citizen Lynette that you wiped out the raiders, 
    you'll get a $1000 reward and 1000 XP. Even better, once you have the 3 dog 
    tags, you can open the raiders' safe (numbers on the tags form the 
    combination, 500 XP more) and get their Account Book, which proves who hired 
    them. Show this to the First Citizen for another 1000 XP and $500 (if have 
    the Holodisk from Bishop's safe in New Reno, then you get Vault City Quest 9 
    instead)!
    
    I never was able to figure out what to do with the tribal 'Shadow-who-walks'. 
    He won't talk to you, even if approached without weapons. Rumour has it that 
    he's part of a 'broken' quest.
    
    
    Redding
    =======
    
    Go see the sheriff. He's injured, and requires a deputy to do a few jobs for 
    him, starting off with... Pay Widow Rooney's back rent. Just pay the widow 
    the $120 she owes for 1500 XP! (and the sheriff gives you $100 for the job 
    anyway, so you're only out of pocket for $20) Then, when you report back to 
    the sheriff, you get Quest 4 below. The sheriff also has a slew of weapons 
    stashed around his office, ripe for the picking.
    
    You can buy the deed to the Great Wanamingo Mine from Mayor Ascorti for 
    $1000. If you manage to clear the mine of critters for him, he'll buy the 
    deed back off you... worth $2500 and another 1000 XP. One entrance to the 
    Great Wanamingo Mine is in the building where Frog Morton is hiding (see 
    Quest 1 below). However, there's a back entrance through the well just south 
    of the Sheriff's office. Going NE from the well entrance and up the ladder 
    there brings you into the back of Ascorti's casino, in case you're in for a 
    bit of daytime robbery. If you head north from the well, over an exit grid, 
    and then west over another exit grid, you'll wind up in the mine proper. Make 
    sure you head into every nook and cranny along the way if your mission is to 
    rid the mine of critters. There are a few ladders down to the bottom level 
    that contains the mining machines (see Quest 3 below). Finally, make sure you 
    get all the eggs that are near the elevator all the way to the west of the 
    bottom level. When you've gotten all the critters, you'll get a message 
    notifying you that you've cleared the mine... and 3500 XP!
    
    'Painless' Doc Johnson has Super Stimpaks for sale. He's also part of the 
    Jet Antidote quest (see New Reno, Quest 14).
    
    Quests
    ------
    
    1. Kill Frog Morton - $1000 and 3000 XP.
    Frog and his gang are holed up on the west side of town. You have to get by 
    some tough rats first. Completing this quest has the unfortunate side effect 
    of putting all of his nasty brothers on your tail. You'll meet them in random 
    encounters for the rest of the game... until you bump them off too!
    
    2. Find out who cut the whore - $500 and 1250 XP.
    Talk to the bartender in the Malamute Saloon for more info. The guy who did 
    it is located on the premises of the Morningstar Mine HQ, north side of 
    Redding. He'll confess to you as soon as you start speaking to him.
    
    3. Find the excavator chip - $1000 and 2500 XP.
    Be prepared to kill a few real ornery critters! Bozar rules for this one :-) 
    The machine that holds the Excavator Chip is on the bottom level of the Great 
    Wanamingo Mine (there is actually another Chip, on the ground next to the 
    other machine to the east there. However, you can only sell one of the 
    Chips). Once you have an Excavator Chip, you can sell it to either Dangerous 
    Dan McGrew of the Morningstar Mine (who is aligned with the New Reno 
    underground), or Marge LeBarge of the Kokowebe Mine (NCR). Either one pays 
    the same.
    
    4. Break up the bar brawl - $300 and 1500 XP.
    Just talk to the irate woman miner who's arguing with the guy at the far end 
    of the saloon. I wound up tossing both their sorry asses in jail.
    
    
    New Reno
    ========
    
    Talk to Jules, standing just outside the Virgin Street carpark where you 
    first arrive. For $100 a pop, he'll tell you about each of the 4 crime 
    families who run the place. You have to tread carefully here if you want 
    to keep your options open. Take all the quests for any one family, and 
    you'll be 'made' by them, and thus not able to take jobs for other 
    families! The quests always come in a particular order, and I've indicated 
    below which one makes you a 'made man' (or woman), but only if you 
    report back after doing the quest... so you can at least get all the benefits 
    of the gear and money accrued while doing it, and one of these quests in 
    particular is worth it for the gear alone ;-) 
    
    Regardless of your sex, you can choose to sleep with Mrs. Bishop (2nd floor, 
    Shark Club). Make sure you deliver the suitcase (that you got from Moore in 
    Vault City) first to Mr. Bishop on the 3rd floor, else you'll have to fight 
    your way back out of the casino afterwards! In any case, leave your party 
    outside the casino before you venture upstairs and take up Mrs. B's offer. 
    I discovered that if you take them up to the 2nd floor with you, then sleep 
    with Mrs. B, that I couldn't find them anywhere upon returning. Jealousy, I 
    suppose. After you sleep with her, she'll mumble the combination of the wall 
    safe in her sleep. It contains a necklace and some other goodies. The safe in 
    the north room has a map that gives you the location of the Raiders, and also 
    proof that the Raiders are actually mercs hired by Bishop. Beware that this 
    safe is trapped! If you set off the trap, you'll alert Bishop's men, and that 
    is not a good thing. If you don't have high enough Traps skill, there's 
    a trick you can use to get by it. Just arm an Explosive, and drop it right 
    underneath the safe. Then go hide at the NE corner of the swimming pool. When 
    the Explosive detonates (also triggering the trap at the same time :-), 
    Bishop's man comes to investigate. He doesn't find anything, and goes away 
    again. Now you can open the safe and pilfer the contents!
    If you kill Bishop, and tell Mrs. Bishop that she's free to move on, you get 
    1000 XP for this.
    
    If you have good Unarmed skill, you could try your hand at boxing. If you 
    decide to have a go, do yourself a big favour and get the pair of Plated 
    Boxing Gloves (technically, it's cheating, but all's fair in love and 
    Fallout :-) from a locker in the basement of the Shark Club. Then, go to 
    the Jungle Gym on 2nd Street and talk to little Stuart, who arranges the 
    fights. If you're carrying the Plated Boxing Gloves with you, you'll 
    automatically wind up with these on in the ring and have a much better 
    chance against those bruisers!
    
    If you can't find a Voice Recognition Module anywhere else, Eldridge in the 
    New Reno Arms shop (west side, Commercial Row) will part with his for $2500 
    after a bit of negotiating. I usually happened to be swimming in 
    weapons at this stage in the game, so if I hadn't been able to get the Module 
    by lockpicking the doors on the 2nd floor of the Vault City vault, then I 
    just bought the part from Eldridge, and traded some weapons in to get the 
    cash right back from him about 10 seconds afterwards :-)
    Eldridge can upgrade weapons, but he's really too expensive:
    Expanded magazine (from 24 to 100) for Assault Rifle - $6000.
    Night Sight on FN FAL - $12000.
    However, there is an unassuming fellow named Algernon lurking in Eldridge's 
    basement who is an absolute weapons wiz and will perform upgrades free! Just 
    wait till Eldridge is in the front room where you deal with him, then sneak 
    in the side door on the west side of the building, and head for his back 
    room. Don't worry about the dogs. Locate the hidden stairs (behind the shelf, 
    next to his bed), go downstairs and talk to Algernon, who I got to upgrade 
    the following for me:
    Expanded magazine (from 24 to 100) for Assault Rifle.
    Night Sight on FN FAL
    Flamer to Improved Flamer (fires hotter fuel)
    Flamethrower Fuel to Flamethrower Fuel MKII (hotter fuel)
    Plasma Rifle to Turbo Plasma Rifle (more damage, greater range)
    Laser Pistol to Magneto-Laser Pistol (extra penetrating power)
    Also in the basement, in the far NW corner, is a fridge containing... an 
    Electronic Lockpick and 2 Pulse Grenades! Toxic Caves starter kit, anyone?
    
    If you decide to take out the Mordino family, make sure you take the "Little 
    Jesus" Combat Knife off Little Jesus' body. It's the best knife in the game!
    
    Quests
    ------
    
    1. Find a way into the Sierra Army Base - 1000 XP and 'made man' of the 
    Wright family.
    You have to do Quest 3 below before you can get this quest. The Depot is 
    located just north of New Reno. Leave any weak party members outside, 
    because there are a load of high tech gun turrets guarding the approach! It 
    helps if you have a long range weapon (like a Sniper Rifle) to take out 
    the turrets with. Once you damage the sensors (lenses) so they can't see, 
    then you can pick them off without them being able to fire at you. Once 
    inside the fence, and after you eliminate all the turrets on the inside too, 
    you are free to explore a bit. In the little hut to the west (careful of 
    traps on the door and one of the small ammo crates) is a large ammo crate 
    containing a Howitzer Shell. Load this into the Howitzer in the shed to the 
    east, then use the Howitzer to blow open the Depot main door. Before 
    entering the Depot building, you have the option to go down the manhole 
    located amongst the generators and throw the switch there. This action 
    changes the force fields inside from impassable to passable (but, you'll 
    lose HP going through them). If, on the other hand, you have decent Repair 
    skill, it's better to leave this switch alone. You can temporarily disable 
    each field by repairing its associated generator, and you won't lose any HP 
    this way.   
    
    Level 1
    
    Once inside, get the Password Paper from the desk just inside the entrance, 
    then use the computer (enter password) and disable the force fields. In the 
    SE room, you'll find a locker containing a Yellow Memory Module. The locker 
    next to that contains... er, Dixon's eye, along with a holotape explaining 
    what happened. There's a jar of the Bio Med Gel the tape references on the 
    floor near one of the surgical tables. You can get a %10 increase in Unarmed 
    by using both punching bags. In the living quarters at the north end, there's 
    a row of lockers. One of them contains Combat Armor! When you are ready, use 
    Dixon's eye on the retinal scanner near the elevator to open it...
    
    Level 2
    
    If you don't attack any of the robots, they won't bother you! So, unless you 
    need the XP and are heavily armed and armoured... If you must, the best way 
    to take out a robot is with a targeted shot to the sensors. If you get a 
    critical hit, the robot is rendered effectively blind and won't attack you 
    anymore! If you plan to return to the Depot later on, then you should enter 
    the room to the west and deactivate the repair computer (just hit the OFF 
    button). You get 200 XP for this, plus any robots you do kill won't be 
    automatically repaired when you leave the Depot. In a room to the far SE, 
    there's a computer you can use to de-activate that electric plate on the 
    floor that leads to the weapons store. With LK 10, I was also able to guess 
    the password in order to turn off all the force files on Level 2. There's 
    loads of goodies in the weapons store, including: Plasma Rifle(!), Sniper 
    Rifle, and 2 sets of Combat Armor. In the northern part of this level, 2nd 
    row of crates, in the top middle at the back, there's a crate containing: 
    5 AP Rockets, 10 Plasma Grenades, and 10 Pulse Grenades. When you've 
    finished looting the place, you can use Dixon's eye again to take you to 
    the next level.
    
    Level 3
    
    Here, if you talk to the supercomputer (Skynet) via his console, you'll see 
    that he wants out of the place. You'll have to find his brain somewhere on 
    Level 4. Be sure to grab another eye (General Clifton's) from the room to the 
    NE. Then make your way to the room in the NW and access the computer there. 
    Hmmm. You need a brain, some Bio Med Gel, and a part from a robot (the same 
    kind of robot as the disassembled one in the back room there). So, I went 
    back to the room near the elevator, and opened fire on one of those robots. 
    Of course, then I had to kill all the robots on this level because they 
    attack once disturbed. Tough on the ol' Stimpak supply, but great for the XP. 
    After you kill them all, take a Motivator from one of the dome-topped ones, 
    then use Clifton's eye on the left-hand retinal scanner to access Level 4... 
    When you return from Level 4 with the brain, place it, the Bio Med Gel, and 
    the Motivator into the disassembled robot in the back room. Then use the 
    computer to activate it. Now, either you've extricated Skynet and he becomes 
    a useful NPC, or you've found a nice home for one of the other brains (500 XP 
    in any case) and you at least have a mule to help you to carry all that booty 
    out of the place :-)
    
    Level 4
    
    Find the room all the way to the NW that fronts onto a large room full of 
    cryogenic suspension tanks. Access the computer there, and have it retrieve 
    the cadaver first. Yikes! It comes alive and you can talk to him, but then 
    he runs away... and promptly decomposes into a heap. If you examine what's 
    left, you should find a Red Ryder LE BB gun, one of the best Small Guns in 
    the game! Anyways, return to the computer, and ask for a Brain next. Unless 
    you have an astronomically high Science skill (125% or better!), you'll 
    inadvertently kill Skynet (Cybernetic Brain) and wind up with one of the 
    other... less desirable brains. Ah well, at least you came away with 
    something. Once you have the 'best' brain you can manage to retrieve, return 
    to Level 3.
    
    2. Recover your stolen car.
    The first time you leave your car in the Virgin Street carpark, it'll be 
    gone when you come back. If you pressure Jules, he'll tell you about the 
    'chop shop' it's been taken to. Talk to T-Ray in the office there. He's 
    fixing the car up for Mr. Bishop. With sufficient blagging skills (I popped a 
    Mentat before the conversation and had IN:10 CH:7 Speech:45%) you can trick 
    T-Ray into thinking that you are Bishop's emissary and get the car back for 
    free plus 750 XP (and you should be able to get some free batteries a.k.a. 
    Fuel Cells, but T-Ray says he won't have any for another 2 weeks); otherwise, 
    you'll have to fork over $1000. Either way, you obtain another 750 XP for 
    getting the car back without resorting to violence. Also, you can pay another 
    $500 (or female characters can sleep with T-Ray instead) for some 
    'enhancements' to the car (primarily more space in the trunk, I think). 
    Alternatively, you can just wipe the whole garage out for the fun of it :-)
    
    3. Find out who was responsible for Richard Wright's overdose - 4000 XP 
    and $1000.
    On the east side of Commercial Row is an old railway station. Talk to 
    Chris Wright there (jeans and leather jacket, ya know... the 'Ian look' ;-) 
    Then, if you head to the building directly south of there, you'll be able 
    to talk to Keith, who'll let you in to see dad (Orville Wright). After 
    getting the quest from Orville, talk to Keith again (you'll need a Charisma 
    of at least 7 to get anywhere. I had to pop a Mentat!) He'll tell you where 
    Richard's room is. Then, when you search the right-most bookcase there, 
    you'll find an empty Jet canister (500 XP). Show it to Jagged Jimmy J 
    (dealer on 2nd Street), and he'll tell you it was laced with Radscorpion 
    poison (another 500 XP). Confront Renesco with this, and he should spill 
    the beans about the Salvatore family's involvement (1000 XP more). Finally, 
    return to Orville Wright and tell him it was the Salvatores (2000 XP and 
    $1000). You'll also be rewarded with a major quest to get inside the Sierra 
    Army Depot.
    
    4. Track down Pretty Boy Lloyd, recover the stolen money, and make an...
    example of him - 500 XP and $500.
    Go talk to Mr. Salvatore on the 2nd floor of Salvatore's Bar (across from 
    the Shark Club). Lloyd is holed up in the basement of Mordino's Casino, the 
    Desperado. While you're here, you can pick up a Poison Tank in the room to 
    the SW (useful in Quest 13). Then, lockpick your way in to Lloyd and confront 
    him. Get him to lead you to where the money is buried in Golgotha, but make 
    sure you get him to dig up the grave (he put a little surprise there 
    for the unwitting to find). I tried just taking the money and letting him 
    live, but if you do that, Salvatore knows. So, I had to kill the poor bugger. 
    You lose 10 Karma points for that, but it's probably worth the XP and money 
    if you can sleep at nights after doing this sort of thing.
    
    5. Go visit Renesco the Rocketman and collect Mr. Salvatore's tribute of 
    $1000 - 750 XP.
    See if you can talk Renesco into giving you a 'discount' in exchange for 
    paying the $1000 he owes Salvatore out of your own pocket. If so, you'll 
    get a once and only opportunity to take everything you can carry from 
    Renesco and you only have to pay him $1 for the privilege! That's a lot 
    of gear for $1001 :-) When you report back to Salvatore after this one, 
    be sure to ask him if you can have a laser pistol to aid in your next 
    quest!
    
    6. Help guard a secret transaction taking place in the desert - 1000 XP 
    and 'made man' of the Salvatore family.
    Talk to Mason. He'll give you a laser pistol (as if you don't have enough 
    of the damn things already) and train you in the use of it if you ask him 
    to (adds 5% to Energy Weapons skill, so probably worth it). Then all you have 
    to do is follow him out onto the desert, watch something very interesting 
    indeed, and return. You don't have to lift a finger.
    
    7. Assassinate Westin in NCR without making it look like a murder - 
    2000 XP and $500.
    If you got the suitcase from Moore (the man preaching outside the 
    Correction Center in Vault City), then you can deliver it to Mr. Bishop on 
    the 2nd Floor of the New Reno Shark Club, Commercial Row. He'll ask you to 
    kill Westin.
    
    8. Murder Carlson in NCR - 1000 XP and 'made man' of Bishop family.
    After you complete Quest 7, you're offered this last quest by Bishop. If you 
    have decent Steal skill, you can rob the Presidential Pass off Grunther 
    (Tandi's Secretary). Use it on the guard in front to Carlson's place (across 
    the street from the Hall of Congress), and he'll let you in. If you take 
    Carlson out quietly (HtH or Super Stimpaks), you'll get an additional 2500 XP.
    
    9. Deliver ten Cat's Paw magazines to Miss Kitty - 1000 XP and $750.
    She's the proprietress of the aptly named establishment across the street 
    from Jules. Wow. You have to look in every nook and cranny while playing the 
    game to find enough of these. I'm not quite sure it's worth the bother :-)
    
    10. Deliver a laser pistol to Eldridge - 500 XP and $1500.
    Any time after you figure out that the Salvatore family are packing Laser 
    Pistols as firepower, you can pay a visit to Eldridge at New Reno Arms. If 
    you deliver a 'lightbringer' to him, he'll reward you for your troubles. 
    You can obtain one by killing a Salvatore, or, you should have a few handy 
    if you completed Quest 1 above!
    
    11. Deliver Big Jesus' package to Ramirez at the Stables - 500 XP and $100.
    If you talk to Big Jesus Mordino upstairs in the Desperado, he'll give you 
    the location of the Stables and a package to deliver. Bit tough if you're a 
    woman, but stick with it and he'll eventually give you the quest. Ramirez 
    is in the building to the west at the Stables. After you deliver the package 
    to him, go into the back of the building and get the researcher there to let 
    you see Myron. Go down the manhole and get past Myron's guards. I shot my way 
    through the first time, and bluffed my way in to see Myron on other 
    occasions. Talking to Myron is a gas! Best 'talking head' in the game besides 
    Sulik. Get a cup of coffee or a stiff drink, then sit down, relax, and get 
    into the conversation thread where he tells you all about how Jet is made. 
    Fantastic story! You can get him to join your party, but I was always full 
    up. And besides, comical though he may be, he's a pain in the butt when it 
    comes right down to it... especially if you're playing a female character. 
    Myron can make you Stimpaks from the following ingredients: Empty Hypodermic, 
    Xander Root, Broc Flower.
    
    12. Collect tribute from the Corsican Brothers - 500 XP and $125.
    The next Mordino family quest. The Corsican Brothers hang out in the Golden 
    Globes porn studio, across from the Jungle Gym. Just collect $250 from them 
    and return to Big Jesus Mordino with it. He gives you half of it back, and 
    offers you a final job...
    
    13. Assassinate Boss Salvatore for Big Jesus Mordino - 2250 XP and $500 and 
    'made man' of the Mordino family (plus Grease Gun and Leather Armor MK II).
    If you're going to become a 'made man', this is not a bad way to go. Just be 
    prepared to wipe out the whole Salvatore family (500 XP above is for wiping 
    out Boss Salvatore himself). Make sure you take the sunglasses off Mason once 
    he's dead. When placed in an active item slot, they increase your CH by one!
    If instead, you prefer a 'cleaner' way to take out Salvatore, you can use 
    your Steal skill to swap a Poison Tank (obtained in basement of Desparado. 
    See Quest 4 above), with the plain Oxygen Tank that Salvatore is constantly 
    using. You don't need high Steal skill to pull this off (I did it with 18%!), 
    but be prepared to save and restore a few times in the process. Then, leave 
    the room before Salvatore croaks and you've offed him without firing a 
    shot :-)
    
    14. Find some endorphin blockers to make a cure for Jet - 9000 XP and 2 x Jet 
    Antidote.
    Talk to Myron (see Quest 11) about the possibility of a Jet Antidote... but 
    you need 80% Science skill to get the right dialogue options. You get 2000 XP 
    for convincing Myron that a cure is possible, and Myron mentions that someone 
    in Vault City might have the necessary supplies. If you now speak to Dr. Troy 
    in the Vault City vault, you'll get the dialogue option to ask him if he has 
    any endorphin blockers. From the conversation that ensues, you'll walk away 
    with 2 Jet Antidotes, and 2000 XP more! Before you leave Vault City, make 
    sure you go to Councillor McClure to tell him you found a cure for Jet. 
    He'll send you to see Doc Johnson in Redding. Then go to Doc Johnson in 
    Redding with the Antidote. Another 2500 XP for solving Redding's Jet problem. 
    Finally, return to Councillor McClure and tell him you delivered the 
    antidote. If you are brash enough to ask for a reward, you'll only get $500; 
    but if you just say you were glad to be of service, you'll get another 
    2500 XP instead! Funny, but after doing all this, I was not able to get this 
    quest struck off the quest list.
    
    15. Bust up Wright's still beneath the train station - 500 XP plus 
    Louisville Slugger and $200+ or 15 Karma points.
    Talk to Chris Wright in the train station about the Wright family's control 
    of the alcohol distribution in New Reno. Then, go talk to Mrs. Wright, who's 
    located in the Wright mansion, room in NW corner. You should get a dialogue 
    option to talk about Mr. Wright, who has a serious alcohol problem, and 
    promised to Mrs. Wright that he's destroyed his still. You try to tell her 
    that he hasn't, and she'll agree to meet you outside the church the next 
    morning. So... rest up till morning, and meet her outside Fr. Tully's church, 
    on the west side of Commercial Row. You'll then get this quest. All you have 
    to do is go to the basement of the train station, stand to the left of the 
    left-most tank of the still, and use your Repair skill on it. You'll then 
    walk around behind it and disable it quietly, for 500 XP. Report back to 
    Mrs. Wright (she's still outside the church) for your reward. If you decline 
    the reward, you get 15 Karma points instead.
    
    
    New California Republic (NCR)
    =============================
    
    Buster is the little guy in the tent right where you arrive at NCR. As arms 
    dealers go, he's a little expensive, but has some decent stuff. At first, I 
    couldn't figure out why he told me to get lost sometimes, then I finally 
    figured it out. He doesn't like night-time visits! Best time to go see him is 
    around noon. His guards all have Bozars, one of the best weapons in the game, 
    so if you're a good thief...
    
    The area outside the NCR city walls is called the Bazaar, and basically 
    anything goes there. Downtown NCR is a different story. You (and your party) 
    have to put away your weapons before entering NCR proper. Anytime you draw 
    your weapon while inside NCR city walls, you'll have to fight your way out 
    the hard way. All of the cops there have Pancor Jackhammers - the best 
    shotgun in the game.
    
    Once inside the city, talk to Sheriff Dumont, the grey-haired cop standing 
    on the corner just south of the city entrance. He'll arrange for you to see 
    Westin, and President Tandi. You just got two very important introductions.
    
    Duppo, in the shop next to where the Sheriff is standing, has a good 
    selection of wares. Make sure you examine the stuff on all of his tables, 
    especially the one on the right. He's got a different selection there :-)
    
    Talk to Doc Jubilee in the Hospital. He tells you about Saltbeef, an old 
    prospector who allegedly has a map that gives the location of Vault 13. In 
    the bookcase behind Doc is a bottle of Heart Pills (never figured out what 
    they were for) and a hypo full of Poison. Hmmm.
    
    Talk to the guard inside the gate of Westin's place. If you saw the Sheriff 
    first (see above) you'll be able to tell him you're looking for work, and 
    he'll let you inside. Talk to Felix, the foreman standing guard outside 
    Westin's door. Again, you'll be allowed past because you talked to Sheriff 
    Dumont. Even if you're here to kill Westin for Bishop (New Reno, Quest 7), 
    you should talk to Westin first (see Quest 4 below), for dead men give no 
    quests! Saltbeef is located in a shed just inside the gate. Give him some 
    booze and he'll tell you all about his finding Vault 13. He made a map, but 
    it seems the doc at Shady Sands (now NCR, of course) might have stolen it 
    from him. Go back and talk to Doc Jubilee in the hospital. He mentions that 
    he got an Elvis painting from Saltbeef, and he'll part with it for a mere... 
    $10000! If you purchase this painting from him and examine it, you'll find 
    that Saltbeef did indeed draw a map showing the location of Vault 13 on the 
    back of it. However, dramatic as this may be, it's a far too expensive way 
    to get the location of the vault. See section on Vault 15 for another way.
    
    Dorothy the tomboy and Toto her sidekick robot are standing outside the Power 
    Station in the NE corner of NCR. Save the game before you approach her. When 
    you get close, you'll be dragged inside to help dissuade a guy from 
    suiciding. With lots of panache (CH 9 and Speech 80%), you can talk him out 
    of it. Mention his ex-wife Mira, and when you get this dialogue choice: 
    "Now's your chance. Be the big man. Really stand her down.", then you'll have 
    hit paydirt for 6000 XP! If you can't talk your way out of a paper bag, you 
    can always just let the guy waste himself, then repair the damaged gear for 
    Dorothy. In any case, she gives you some manuals in return for the favour. If 
    instead you allow the station (and Dorothy) to blow up, it takes down the 
    force fields that are blocking the entrances to Westin's place, etc. But this 
    isn't much help, as there are other ways to get by them.  
    
    If you get the Hubologist, located in the building across the street from 
    Dusty's Cantina, to 'enlighten' you, your Luck will change... for better or 
    worse. Save your game before speaking to her. Mine went from 7 to 9 on the 
    first try, so I just left it at that! This action has the side effect of 
    making you a level AHS-1 Hubologist, but as far as I could determine, it 
    didn't alter any NPC reactions, so no problem.
    
    There's another Brotherhood outpost here, in the SE corner behind Dusty's 
    Cantina. All the guy there will tell you is that there's a branch in New San 
    Francisco too.
    
    The guy in the junkyard, west of the slavers in the Bazaar, will fit a Blower 
    to your car to give it more power for $1000.
    
    Quests
    ------
    
    1. Retrieve papers from Dr. Henry - 1000 XP and $1000.
    You need to do Quest 3 before you get this quest. Then, go see Dr. Henry in 
    the building just south of Duppo's store. He won't give you the papers, but 
    they're free for the taking from his desk in the hallway, so don't harm him.
    If you have decent IN and CH and at least 80% Science skill, you can also get 
    Quest 7.
    
    2. Free the slaves in the slave pen, for the Rangers - 3000 XP.
    Talk to Elise, in the building just north of the Brotherhood outpost. If you 
    want to join them, you have to kill the slavers in the Bazaar outside. Not a 
    bad quest if you're leaning toward the 'good' side. Kill all the slavers, 
    open all the slave pens using the terminal at the end of each row of pens, 
    and report back to Elise. You get a Ranger Pin :-), and it wouldn't hurt to 
    take the Ranger Map off the bench in the back room.
    
    3. Kill the Hubologist in NCR for Merk - 2000 XP.
    Merk hangs out in the back room of the bar in the Bazaar, after midnight. Ask 
    him for work. Then, kill the Hubologist (located in building north of Dusty's 
    Cantina, downtown centre). Now, if you just waltz in and shoot the poor 
    Hubologist, you'll alert the cops and have to fight your way out of NCR. Been 
    there, done it once, and unless you're in the market for a dozen Pancor 
    Jackhammers, it's not recommended. So, you can use that old faithful Fallout 
    standby: 'Death by Stimpak'. Just use a few Super Stimpaks on your victim 
    (3 was enough in this case), then use your Pip Boy to wait 10 minutes, and 
    you have a dead Hubologist with no one the wiser. Funny, but I didn't lose 
    any Karma points doing this. I guess life in the Wasteland is cheap - either 
    that, or Hubologists aren't very popular ;-)
    
    4. Stop brahmin raids - 1000 XP and location of Vault 15.
    Ask Westin about Vault 13. He'll promise information in return for your doing 
    this quest. Then talk to Felix again, and he'll lead you out to pasture 
    (literally). While you're there, you'll overhear two Deathclaws chatting to 
    each other, and mentioning that they wouldn't harm a human! Return to the 
    ranch and report back to Westin. You tell him that as long as he posts a 
    person there, the problem will be solved. If you didn't know where Vault 15 
    was yet, then Westin puts it on your map.
    Now it's safe to kill Westin (unless: a. you want to cut a deal with him and 
    kill Bishop instead. But this would be much harder, believe me!... or, b. you 
    want to complete Quest 6 below). If you do decide to bump him off, then all 
    you have to do is give him the Poison you got from Doc Jubilee's bookcase in 
    the Hospital. Folks will assume he died from his heart condition, and you'll 
    have completed Bishop's quest successfully.
    
    5. Retrieve Parts/Gain Access to Vault 15 - 5000 XP and $6000!
    After you've talked to Sheriff Dumont, it's possible to pay a visit to 
    President Tandi, a survivor of the original Fallout! She's located in the 
    Hall of Congress, in the far SE of NCR. After getting past 2 of her aides, 
    you'll get to talk to the Pres herself, and she gives you this quest. Travel 
    to Vault 15, which should now be on your map, to the east of NCR. When you 
    complete all the Vault 15 quests, return and speak to Tandi. Then get your 
    reward from Gunther, the man in the suit. Also, if you got the Spy Holodisk, 
    then see Vault 15, Quest 1 below.
    
    6. Deliver Westin's holodisk to Lynette in Vault City - 1500 XP (plus H&K G11 
    and 2 Frag Grenades).
    If you took Vault City Quest 9, then when you deliver Bishop's Holodisk to 
    Westin (just say you're on business from Vault City to get in), he'll give 
    you a Holodisk to take back to Lynette. When you deliver it to her, she'll 
    send you to Randal to collect your reward.
    
    7. Test mutagenic serum on a super-mutant. Try Broken Hills - 1000 XP and 
    Dr. Henry's cybernetic dog.
    Mention Vault 13 while conversing with Dr. Henry. If you have high enough 
    Science skill (at least 80%), you should get a dialogue option to ask about 
    'cyber-genetics'. He'll give you some Mutagenic Serum, and ask you to carry 
    out an experiment on a Super Mutant for him. You don't have to look as far as 
    Broken Hills either. There's a super mutant hanging out at the bar in the 
    bazaar. Just inject him with the serum, he melts right in front of your eyes, 
    and the folks in the bar will think it was something he was drinking! You'll 
    get Dr. Henry's cybernetic dog as an NPC for doing this. Not much cop, if you 
    ask me. 
    
    
    Vault 15
    ========
    
    You must start with Quest 3 here.
    
    Quests
    ------
    
    1. Give Spy Holodisk to authority in NCR - 4000 XP and $4000.
    After you talk to Gunther and get your reward for carrying out NCR Quest 5, 
    talk to him again about the NCR spy. It's Feargus, the guy in the Hall of 
    Congress entrance room, who promptly leaves the scene after having been 
    disgraced.
    
    2. Kill Darion.
    You need to complete Quest 3 to get this quest. Enter Vault 15 (door in side 
    of mountain near shack where Chrissy was held), using the Keycard Zeke gave 
    you upon the completion of Quest 3. Take out all the raiders on Levels 1 and 
    2 (in the NW room on Level 2 there's a footlocker next to the bed that 
    contains a set of Combat Armor). Then proceed to Level 3. In the middle room 
    of this level, there's a locker containing the Computer Parts that Tandi is 
    looking for. Darion is in the room to the SE. Kill Darion and his guards, and 
    access the Computer there. You'll be able to copy info onto a Holodisk that 
    proves there is a spy in the NCR council. Lastly, access the first Computer 
    in the room to the SW to find the location of Vault 13! When you're done, see 
    Quest 4 below.
    
    3. Rescue Chrissy - 2500 XP.
    Seek out the 'older woman' named Rebecca amongst the squatters there. You'll 
    talk in privacy, where she'll give you this quest to rescue her daughter. 
    Someone overhears your conversation though... Go talk to Dalia, who is 
    blocking the path to the east, and ask if she just saw someone go by. She'll 
    let you pass. Take the exit grid east and ask Phil, the guard in front of the 
    shack, if he saw the eavesdropper. Turns out it was him! You can talk him 
    into releasing Chrissy without having to fight him. Once you've unlocked the 
    door with the key Phil gives you and chatted to Chrissy, she'll run back to 
    Rebecca. Follow her back to the tent, chat with Rebecca, and then go see Zeke 
    in the house. You'll get Quests 2 and 4 as a result.
    
    4. Complete deal with NCR.
    Return to Zeke after you wipe out Darion and his crew. Then head back to NCR 
    and talk to Tandi again. See NCR, Quest 5.
    
    
    Vault 13
    ========
    
    Don't shoot! The deathclaw you see upon entering Vault 13 is Gruthar... and 
    he talks! You get 2000 XP for finding Vault 13.
    
    Quests
    ------
    
    1. Fix the Vault 13 computer - 9000 XP and... a GECK!
    Talk to Gruthar, and offer to take a look at the broken computer on Level 3. 
    I hope you brought a Computer Voice Module with you. If not, you can get one 
    from the Vault City vault, or Eldridge in the New Reno Arms shop. Talk to 
    Jimmy in the room where the mainframe is on Level 3. He'll tell you the 
    whereabouts of the old Military Base west of here. Then, open up the voice 
    interface terminal there, replace the sabotaged Voice Module, and report back 
    to Gruthar. You get 5000 XP for fixing the computer, plus 4000 XP for finding 
    the GECK. You also have the run of the place now, so go to the storage room 
    on Level 3 and raid all the lockers, making sure you at least take the NavCom 
    Parts. Er... aren't you forgetting something? I think you should pay a visit 
    to Arroyo now that you finally have the GECK!
    
    2. Talk to Goris.
    He's the hunched-over creature in robes, SW room on Level 3. He'll join your 
    party, but he's only got a claw for a weapon... though it does pretty high 
    melee damage.
    
    
    Military Base
    =============
    
    Scrounge around for some interesting stuff in the tents outside the compound, 
    and kill the wolves when you get a chance. Inside the compound, there's a shed 
    with some Dynamite and Ropes inside. Just SE of the mine cart, there's a Metal 
    Rod on the ground. You can attach it to the cart, then attach some (unarmed!) 
    Dynamite to the Rod. Then push the cart into the heap of rocks and KABLOOIE! 
    You get 5000 XP for gaining access to the Military Base :-)
    
    Level 1
    
    Once inside, beware of the rats, because these suckers radiate you when they 
    bite! In the SE corner, there's a mutant named Grundel whom you can try to 
    speak to... but he just wants to eat you, so I wasted him. In the SW corner 
    there's a generator you can repair to restore power to the place. You get 
    1500 XP for doing so. You can now take the elevator in the NW corner down to 
    the next level. But before you do, there are some Rockets in the crates near 
    the elevator. Also, you might want to leave any weaker party members behind, 
    because there's some tough stuff on the next levels!
    
    Level 2
    
    Even taking Marcus with you can be a bit dicey, because you have to place 
    yourself carefully so you're always at the centre of the action; else, he 
    tends to run ahead and get himself killed. So, I find the best combat setting 
    for him here is "Attack whomever is attacking me". OK. There are two rooms 
    full of Super Mutants on this level. I recommend giving yourself (and Marcus, 
    if he's with you) a shot of Psycho before tucking in. Then, proceed down the 
    corridor to the room in the SW corner. You get a bit of help from the mutants 
    themselves here, because they can get in each other's way. But try to get the 
    guy at the back of the room first, because he's got a Plasma Rifle and can 
    shoot right past his mates! As you're taking on this lot, the rest of the 
    crowd starts spilling out of the other room... anyway, it's not my place to 
    micro-manage your team! So, once you've finished wiping them out, make sure 
    you search them all for weapons and ammo. Also, search the footlockers in the 
    dorm, and make sure you don't miss the set of Power Armor in the locker room 
    next to the dorm! Equally important are 6 Super Stimpaks, located in a wall 
    locker in the room all the way to the NE. 
    
    Level 3
    
    Get the Green Memory Module from the locker in the room immediately to the 
    SE. The Memory Modules can be used with the Brotherhood's medical computer in 
    New San Francisco to upgrade some of your SPECIAL attributes. Again, wipe out 
    all the Super Mutants on this floor, then take the elevator to the far SE 
    down...
    
    Level 4
    
    Make sure you raid the hidden footlocker at the base of the bed in the room 
    next to where you arrive. Then head north to face Melchior, the deranged 
    Super Mutant. He can summons his Deathclaw and Fire Gecko pets indefinitely 
    as long as he's alive, so concentrate on taking out Melchior first, then wipe 
    out whatever pets are left. When you've killed everything here, be sure to 
    get the Gauss Pistol from the ammo chest behind where Melchior was originally 
    standing!
    
    
    New San Francisco
    =================
    
    You enter via Chinatown. To the east, at the end of an alley, is Mai Da 
    Chiang's 'Red 888 Guns' shop. He's got lots of high-powered stuff here, 
    usually a few Miniguns, a Gatling Laser, and also a Super Sledge. Check 
    all his tables. The weapons he has at any particular time are slightly 
    random, and may also be based on your current stats to maintain balance.
    
    Lao Chou's 'Flying Dragon 8' shop is immediately to the west. The door is on 
    a hidden wall, so can be tricky to find. Be sure to look on all his tables 
    too. Among the usual goodies: M60, Laser Rifle (Ext. Cap.), Electronic 
    Lockpick MKII, Expanded Lockpick Set, Field Medic First Aid Kit.
    
    You'll no doubt have noticed the fighting ring in the centre of Chinatown. 
    You can challenge either the Dragon, who represents 'good', or Lo Pan 
    ('evil') to a fight to the death. The Dragon will train you to add 5% to your 
    Unarmed Skill, if it's not high enough already. If you do challenge either of 
    these guys, don't try it with less than 130% Unarmed or less will do if you 
    took the Bonus HtH Damage perk, and (sometimes, not every time) you have to 
    fight a few of their minions first, getting progressively more difficult each 
    time, before you can take on either master himself. Hint: a shot of Psycho 
    before engaging in the conversation to start the fight goes a long way :-) 
    You get some XP per minion, 2000 XP for killing Lo Pan or the Dragon, and 
    3000 XP for talking to the one you didn't kill afterwards.
      
    If you head north past the fighting ring, through the gate, and onto the 
    northern exit grid, you'll wind up on the docks. Keep heading north, and 
    you'll eventually wind up at the Poseidon tanker. Jenna, in the General Store 
    on the tanker (north of the entrance), has an Electronic Lockpick MKII for 
    sale.
    
    If instead of taking the northern exit grid once you go through the gate, you 
    head east and take the exit grid there to the NE, you'll wind up staring at 
    a... space shuttle. Take the circular stairs downwards to the Hubologists 
    headquarters. Talk to AHS-7 there as you enter. You can become a Hubologist 
    by talking to Juan and Vikki (a thinly disguised Tom Cruise and Nicole 
    Kidman) in the prayer room, and then reporting back to AHS-7. He'll give you 
    Quest 4, but I quite took to Badger so never had the inclination to carry 
    this out. If you're looking to address some more practical concerns, then see 
    Crocket, the scientist in the room to the SE. He'll upgrade Power Armor to 
    Hardened Power Armor for $10000 a go. It takes him a day to do each set, and 
    he'll do a maximum of two sets for you. Probably worth it if you have NPC's 
    like Sulik and Vic in tow.
    
    For what it's worth... you can hack into the Shi's mainframe (the 'Emperor'). 
    All you have to do is waltz into the Shi Palace (on the east side of town), 
    head for the large central room where the empty throne is, open the door at 
    the back of the room, disable the force field, and hack in for 3000 XP. 
    You get another 3000 XP for accessing the chemistry section of the database, 
    and a further 5000 XP for diverting fuel to the tanker (but you have to know 
    that this is possible in order to get that option :-)
    Anyway, once you've finished your hacking job, all the Shi in the place are 
    hostile and will attack. There are easier ways to divert fuel to the tanker. 
    See Quest 7 below.
    
    You should start with Quest 10 here.
    
    Quests
    ------
    
    1. The navigation computer needs the NavCom part to work.
    See Vault 13, Quest 1.
    
    2. You need to use a FOB to access the navigation computer.
    See Navarro, Quest 3.
    
    3. Kill the Shi emperor.
    When you go to kill AHS-9 (see Quest 5), he'll offer you money to bump off 
    Ken Lee and the Shi emperor instead. I never took this quest.
    
    4. Kill Badger so the tanker vagrants will embrace the Hub.
    Didn't have the heart.
    
    5. Kill the AHS-9 - 5000 XP.
    Enter the Hubologist headquarters and seek out the man in the suit in the 
    back room at the eastern side of the facility. He'll try to make a deal with 
    you to kill the Shi emperor instead, but nah, I'd rather waste the 
    Hubologists, so start with him! Once you've wiped out all the Hubologists, 
    report back to Ken Lee in the Steel Palace. Hmmm. The 'Emperor' is a 
    computer! He'll give you the password to access the mainframe in the back 
    room. Get into the Chemistry section of the database, direct fuel to the 
    Poseidon tanker, and you'll have completed Quest 7 as well!
    
    6. The Shi need plans for a vertibird from Navarro - 5000 XP.
    In the Steel Palace, talk to Ken Lee in the stone-walled room. If you then 
    agree to give the Vertibird Plans to Dr. Wong (the same guy who had Chip's 
    spleen. See Quest 9), he'll let you see the 'Emperor', but only if you 
    complete Quest 5 first. Even though you may have already given the Vertibird 
    Plans to the Brotherhood (Quest 10), you still have the originals because 
    Matthew only made a copy of them. So, you can give them to Dr. Wong.
    
    7. The tanker needs fuel - 5000 XP.
    In the Steel Palace (see Quest 9), in a room to the SE, there are a load of 
    scientists. I just marched right up to the computer in the SE corner there, 
    hacked into it, and diverted the fuel to the tanker! My Science skill wasn't 
    terribly high either (80%). Alternatively, you can do Quest 5. You get more 
    XP this way, and another opportunity to try out all those new weapons and up 
    the body count :-)
    
    Getting to the Enclave
    
    Once you've got: the NavCom Parts (Quest 1), the Tanker FOB (Quest 2), and 
    the fuel (from here or Quest 5), you're ready to roll. But first you have to 
    make a major decision. Do you want to take on the Enclave yourself, in which 
    case a stealth approach is recommended, or do you want to go in with all guns 
    blazing? If you decide to go it alone, then do yourself and your party a 
    favour and leave them standing on the dock right here. You can collect them 
    later. If, on the other hand, you decide take them with you, beware that if 
    you ever ask them to "Wait here till I get back", it could be the last time 
    you will ever see them again! Also, beware that if you take Marcus, the 
    Enclave types will shoot on site. Other party members are fine.
    OK. Now down to business. Go below on the tanker, and use the Tanker FOB on 
    the keyless entry device in front of the locked door on the west side of the 
    hold (2000 XP). Then take the ladder up, and use the NavCom Parts on the 
    PoseidoNet Navigational Computer for another 2000 XP. Finally, make your way 
    up to the captain's place, and access the computer there to set sail. There's 
    a beautiful cut scene here, and you get 15000 XP for reaching the Enclave! 
    See Enclave section below.
    
    8. Find Badger's girlfriend in the hold below the ship - 5000 XP.
    Badger is located on the tanker, in the room behind the General Store. Be 
    prepared for a big fight, then go down the ladder that's behind him, and 
    notice his girlfriend (Suze) standing in the NE corner of the hold. She's 
    trapped by an assortment of Aliens, Floaters, and a few Centaurs. Wipe them 
    out (there are a few more to the west side of the hold), then speak to her 
    and she'll follow you upstairs. Wait till she rejoins Badger, then speak to 
    him. Now, having done the crew a favour, you'll be able to talk to the 
    captain of this fine vessel! He's located to the east, through the bar and up 
    the stairs. Speak to him, and you'll learn that you need three things in 
    order to get the ship started. Finding these items involves Quests 1, 2, 
    and 7.
    
    9. Get Chip's spleen - 5000 XP.
    Chip is the bald guy standing just to the SE of the General Store on the 
    tanker. Talk to him, and you'll discover that he lost his spleen in a bet 
    against Lao Chou! When you speak to Lao Chou (shop just to west of Chinatown 
    entrance), he'll tell you that he gave the spleen to Dr. Wong in the Steel 
    Palace. The Steel Palace is located off an exit grid, at the end of the road 
    that leads east from the fighting ring. Dr. Wong is the short, rotund Shi man 
    in the room of whitecoats just to the north as you enter the Palace. Ask him 
    about the spleen. He tries to fob you off with that line from Silence of the 
    Lambs, but if you say that chianti goes better with liver instead, he 
    realises that it's a human spleen and agrees to return it to its owner! You 
    get 2000 XP for this. So far, so good... but now it gets to be more like a 
    Fed Ex quest. Go talk to Chip again, and he wants you to ask Dr. Fung 
    (building just SE of fighting ring) to put his spleen back in for him when he 
    gets it. You talk to Dr. Fung, and that's OK with him (if you were on good 
    terms with Doc Holliday, Fung happens to be a mutual acquaintance and will 
    put the spleen in for free). Then go back and speak to Chip once again, and 
    he'll tell you to wait a day and get back to him. Then he leaves the tanker. 
    If you come back to the same spot a day or more later, Chip will be there, 
    reunited with his spleen, and you'll get 3000 XP more. He'll give you 
    information now, but it's not ground-breaking stuff, if you know what I mean.
    
    10. Get the vertibird plans for the Brotherhood of Steel - 23500 XP and access 
    to the Brotherhood's facility.
    You'll find the New SFO chapter of the Brotherhood behind Lao Chou's shop 
    (west of the brahmin pens). Talk to Matthew there, and he'll ask you to sneak 
    into the Navarro Enclave base and lift the plans. He suggests you go it 
    alone. Good advice. If you bring any of your party along, it immediately 
    turns into a shooting fest (though, myself and Marcus took on the whole place 
    the first time I played. Depends if you're feeling lucky today ;-) So, once 
    you're good and ready, head for Navarro (see below). Upon your return, 
    present the Vertibird Plans to Matthew, and you get access to the...
    
    Brotherhood of Steel
    
    Take whatever Memory Modules you have with you. You can heal yourself and get 
    the following SPECIAL stats upgrades by accessing the terminal next to the 
    computer there:
    ST - Red Memory Module (2 weeks)
    IN - Yellow Memory Module (4 weeks)
    PE - Green Memory Module (2 weeks)
    CH - Blue Memory Module (3 weeks)
    Funny, but while I was spending the 4 weeks in the suspension tank increasing 
    my IN via the Yellow Memory Module... I seem to have grown a sixth toe on 
    each of my feet! You can get one of these toes removed by the doc in the 
    Vault City clinic and, believe it or not, it's rumoured to be useful as a 
    weapon in your final battle :-)
    The lockers in the room to the south are a veritable gold mine: Brotherhood 
    Armor, Power Armor, YK32 Pulse Pistol, and YK42B Pulse Rifle!
    
    Next, you should have a look at Quest 8!
    
    
    Navarro
    =======
    
    Do yourself a favour. Stop one square short of Navarro (NW of New SFO, on the 
    coast) and save the game. Once you get to Navarro, you're greeted by a guy in 
    robes named Chris. Whatever you do, don't allow him to alert the base. I said 
    I was just looking around, which ended the conversation... then promptly shot 
    him. Try alerting the base now, Jimmy! Once you've managed to get by Chris 
    without alerting the base, head for the shack attached to the gas station 
    (sleeping quarters), and open the trap door. Follow the L-shaped corridor 
    till you come to another door, then just waltz inside.
    If you're by yourself no one will bother you (recommended for this whole 
    area... but once Marcus and I took out the entire base, turrets and all. Lots 
    of fun and XP :-) You can walk right by the Quartermaster there, to that room 
    full of lockers. In one of them, you will find a set of Advanced Power Armor! 
    This puts you on a level playing pitch with your Enclave friends. Another 
    locker contains a Blue Memory Module that can be used back in the 
    Brotherhood's HQ. There's a Plasma Rifle to be found too, and a decent cache 
    of Micro Fusion Cells, if you don't already have enough of these.
    
    Once you'r wearing the Advanced Power Armor, you can head up any of the 
    circular elevators to the ground floor. Seek out the blind cook (Cookie!) in 
    the kitchen of the barracks to the SW. He's a great source of info. You can 
    find out about the FOB, for one thing, by asking him where the Enclave is 
    located. Then, you can tackle Quest 3 below.
    
    Cookie will also tell you about the rivalry between Raul, the Vertibird 
    mechanic, and Quincy, the guy who guards the Vertibird Plans. Now, you can 
    use this knowledge to your advantage, not only to grab the Vertibird Plans, 
    but to have a little mischievous fun in the process :-) First, go talk to 
    either of the two technicians in the northern room of the building to the SE. 
    Ask them where you could find some Vertibird Plans, and they'll tell you to 
    ask maintenence. Quincy hangs out in the building to the NE. Tell him that 
    one of the techs sent you for the Plans. When he asks which one, lie to him 
    that it was Raul. You can then take the Plans from the locker behind Quincy 
    (for 3500 XP!), and promptly march over to see Raul in the hangar to the NW. 
    Tell him what Quincy said, and Raul will leave his post to go beat up Quincy! 
    When Raul leaves, rummage in the lockers he was guarding and get the K-9 
    Motivator (see Quest 2 below). Anyway, if you don't feel like going through 
    all this rigamarole, you can always just Sneak and open the locker behind 
    Quincy to get the Plans (40% Sneak skill worked after a few attempts) or use 
    the old reliable 'Silent Super Stimpak Death' (feed him about 6, then wait 10 
    minutes till he pops off). Once you have the Plans safely tucked away, you 
    can work on the quests. Once you've finished Quest 3, return to New SFO and 
    present Matthew with the Vertibird Plans.
    
    Quests
    ------
    
    1. Deal with the deathclaw - 1500 XP.
    To the SW on Level 1 is a room containing a lone scientist and a cyberdog. 
    Talk to Dr. Schreber, discern his evil plans, and bump him off for 1000 XP. 
    Don't worry about alerting anyone, because the room is soundproofed :-) Take 
    the Blue Pass Key from Dr. Schreber's desk and talk to Xarn the Deathclaw in 
    the room to the south. You can release him through the other door using the 
    Blue Pass Key, or have him join you.
    
    2. Fix K9 - 3500 XP.
    After talking to Dr. Schreber (see Quest 1), if you locate Raul back at 
    Ground Level in the hangar to the NW, you can retrieve the Motivator to fix 
    up the cyberdog (actually, 'K-9'). He'll join you then, but he's not much use 
    at all, really.
    
    3. Retrieve the FOB from the base Commander - 3500 XP.
    There's an important object in the Commander's quarters that you might as 
    well retrieve while you're here. The quarters are in the room right behind 
    the mainframe on Level 1. If you talked to Cookie (see above), then you can 
    try to bluff your way by the guard outside the Base Commander's office. If 
    your CH, IN, and LK combination is high enough, you can get in to see the 
    Base Commander by fabricating a story about how you're here to secure the 
    'tanker passkey', and you'll be able to just walk right in and take the FOB 
    from his locker, with his blessing :-)
    On the other hand, if the guard at the door won't let you in, now is the time 
    to open fire, if you've done the other quests first, that is! When you're 
    finished taking out everyone on this level (unfortunately, this puts the 
    whole base on alert), try to open the first locker next to the bookcases. 
    You'll need fairly high Lockpick skill (I had 70% and an Expanded Lockpick 
    Set) to do this. Inside the locker is the Tanker FOB, which will come in very 
    handy later on!
    
    
    Enclave
    =======
    
    The entrance is to the east, a bit hidden amongst all the trappings there. 
    Make your way inside, then access the terminal in the entrance foyer. Hmmm. 
    Looks like you need a Presidential Passkey to do anything useful here. If 
    you exit the foyer to the east, there's a locker room on this level 
    absolutely chock full of 2mm EC. There's also a room to the NE with ammo 
    crates full of Rocket Launchers and Plasma Rifles. Also, some lockers 
    containing Plastic Explosives which, ahem, might come in handy later on. 
    Nothing else particularly interesting on this level. After you're done 
    exploring here, I recommended heading down the stairs to the south of the 
    entrance foyer.
    
    Level 1
    
    Immediately upon entering here, there are some lockers full of goodies. To 
    the east are the Detention Cells. You can speak with your village elder 
    through the force field. Things are definitely not looking good. Take the 
    circular stairs (to the south) down to the next level.
    
    Level 2
    
    Wahey, a maze! I had some fun figuring this out, but if you number the rooms 
    as below:
    
    1 2 3
    4 5 6
    7 8 9
     10
    
    Then if you access the terminals in rooms: 2, 1, 2, 3, 7, 8, 9 you'll be able 
    to open the exit door in room 10. Be quick about it, because you take damage 
    from the floor here as you go! Oh, if you forgot to bring your GECK along, 
    you can pick one up here. Just head east out of room 6, then north. The 
    locker all the way to the NW contains a GECK. And to the west, through room 
    4, there's another locker room. One of the lockers here contains a set of 
    Advanced Power Armor MKII, the best armor in the game! When finished here, 
    head through the exit door in room 10 to the south and go down the stairs. 
    If by any chance you need to come back this way, just enter room 6, access 
    the terminal there, and all the correct doors will be open to allow you to 
    go back up to Level 1 :-)
    
    Level 3
    
    If you're going to try the stealth and cunning approach to rescue your 
    friends, this is where the fun begins! (if instead you got here by killing 
    everything in sight, then follow the 'Ah heck, it'll do' path below). Locate 
    the President and have a (long) chat with him. Man, is he deranged! Once 
    you've learned the 'Master Plan', take the non-confrontational exit out of 
    the conversation, so he doesn't call the guards. Then, you can use either of 
    the methods below to bring on the endgame:
    
    The 'Intellectual' way: use the (by now patented) 'Silent Super Stimpak 
    Death' approach to kill the President. Feed him about 8 Super Stimpaks in 
    succession, then use your Pip Boy to wait for 10 minutes. Get the 
    Presidential Passkey off him. Then, go talk to Lt. Col. Dr. Charles Curling 
    in the room to the NW. You can convince him to release the FEV virus into the 
    ventilation system, but only if you have at least: IN 9, CH 8, Speech 70%. 
    Once you get the conversation choice: "That's OK. Take your time, doctor. 
    It's a big concept to swallow.", you'll know you have it made! After the 
    virus is released (5000 XP), head down to Level 4 via the stairs behind the 
    President's office. In the room that contains the mainframe, there are 3 
    technicians. Wait patiently for the FEV virus to waste them (or use your Pip 
    Boy to wait 10 minutes), then walk right up to the middle computer terminal, 
    arm an explosive, drop it there, and head back up the stairs. You've just 
    earned another 10000 XP (as if it matters at this stage in the 
    proceedings :-) 
    Alternatively, you can get Tom Murray, the guy standing behind a desk all the 
    way in the SW corner of Level 4, to shut down the reactor for you! Choose the 
    'persuasive' dialogue options. You only get 12500 XP for using this strategy 
    instead of the previous one, but who cares?
    After using either of the above strategies, follow the instructions at 
    Endgame.
    
    The 'Ah heck, it'll do' way: waste the President with the weapon of your 
    choice, and get the Presidential Passkey off him. Everyone in the immediate 
    vicinity is alerted, including the security bots, but you can still make your 
    way down to Level 4 via the stairs behind the President's office. In the room 
    that contains the mainframe, there are 3 technicians. Save the game. Walk 
    right up to the middle computer terminal, then wait patiently for each one of 
    them to turn their backs and walk the other way (very important!). Once this 
    has happened, arm an explosive, drop it there, and head back up the stairs 
    (if you make a mistake and alert one of the technicians, thus entering Combat 
    Mode, try again).
    I thought I'd be able to use the Yellow Reactor Keycard that I found at the 
    crashed vertibird site near Klamath to disable the reactor, but I couldn't 
    find a way in there, even though you can see an elevator in the middle of the 
    reactor room! So, I'm supposing this is another unimplemented quest. 
    Anyway, you've just earned another 10000 XP (as if it matters at this stage 
    in the proceedings :-) Follow the instructions directly below next.
     
    Endgame
    
    Try to exit via the circular staircase directly to the south of Level 3 (the 
    blast doors may be shut and preventing your exit. If this is the case, head 
    back down to Level 4 and enter the room directly to the south that contains 3 
    terminals. Log onto the south-most one as 'Smith, J.', and use the 
    Presidential Passkey to activate the Emergency Defense Systems Shutdown. This 
    action will open the blast doors again, so you can head back up to Level 3), 
    go up the circular stairs, and emerge at Ground Level. On your way to the 
    entrance foyer, you should bump into Sgt. Granite and his men. He'll tell you 
    about Horrigan, and it's possible to get the Sgt. to help you against 
    Horrigan for 1500 XP. When you get to the entrance foyer, notice big Frank 
    Horrigan standing there. Save the game! Just once, it's worth walking right 
    up to him and hearing what he has to say... but you're at an extreme 
    disadvantage if you do this, so it's best to restore after and do it this 
    way: skirt carefully all around the south edge of the foyer and make your way 
    to the computer terminal. Give yourself a shot of Psycho, and log on as 
    'Smith, J.'. Use the Presidential Passkey option, and Activate Counter 
    Insurgency. The turrets, and Sgt. Granite's men if you recruited them, will 
    keep Frank busy while you polish him off. If you've got your mutated 6th toe 
    with you, you can walk up to Horrigan in the middle of the battle and use it 
    on him. Not much cop, but good for a laugh. Once Horrigan is dead (good 
    animation), head for the exit door. Once you get the door open, the game ends!
    
    After the credits roll, you can choose to continue playing. Gives you a 
    chance to kick back and try some random encounters with the odds stacked in 
    your favour for a change, and you might also be able to find some more of 
    those special encounters :-)
    
    As a sort of endgame easter egg, if you go visit Fr. Tully again in New Reno, 
    he'll give you a Fallout 2 Hintbook. Put this in a weapon slot, and the first 
    time you use it it raises all your skills to 300%. Subsequent use gets you 
    about 10000 XP per go...
    
    
    War Story
    =========
    
    Recently, while replaying Fallout 2 in order to check out a few things I 
    was unsure of, I managed to get through the whole thing in about 8 hours 
    playing time by taking a few... short cuts. This section may only be of 
    academic interest to most, but if you're just looking to rehash a certain 
    section of the game and don't have the right saved game hanging around on 
    your hard drive:
    
    I built a character with: CH 10, IN 10 (so I could talk my way past most 
    things), tagged Small Guns, Unarmed, and Speech (though in retrospect, Big 
    Guns or Energy Weapons would make the final battle a little easier).
    
    Then from Arroyo, head straight south for New San Francisco (large spot 
    marked 'Unknown' in SW corner of World Map). Save the game after every few 
    grids of progress on the map, because you can't survive any of the random 
    encounters yet (run away, run away!). When you get to New SFO, talk to 
    Matthew outside the Brotherhood outpost and get the Navarro quest to retrieve 
    the Vertibird Plans (Navarro doesn't appear on the map until you learn about 
    it).
    
    Head straight for Navarro (saving and restoring a lot to get past the Enclave 
    patrols). Once there, take out Chris. This was extremely difficult for me, 
    because I had no weapons to speak of at this point. I finally managed to 
    blind him with a lucky kick to the eyes though. Head down the manhole in the 
    shack next to the Gas Station, and loot the room full of lockers for weapons, 
    ammo, and most importantly, Advanced Power Armor! Now we're armed and 
    dangerous. Head back to the surface, and with 40% Sneak skill you can manage 
    to nab the Vertibird Plans from the locker behind Quincy. Also, get the 
    tanker FOB from the base Commander's office (by talking to Cookie, the blind 
    cook, you can find a way to bluff your way into the Commander's office to 
    accomplish this). Now head back to New SFO. If you can kill anything big, 
    like Enclave patrols, Deathclaws, Aliens, etc., then do so from now on as you 
    need the XP!
    
    Back at New SFO, you now have access to the Brotherhood's facility. Take 
    everything you can carry, and trade it in for your weapons and ammo of choice 
    at either of the two gun shops here. Then, head for Vault 15 (small spot 
    marked 'Unknown' in SE corner of World Map). You can stop at NCR (bigger 
    'Unknown' spot just before it) and steal a Bozar from the guards in the 
    Bazaar there (need only 50% steal skill). The reason why we need to go 
    to Vault 15 is a simple one: we must find Vault 13, and its location is on a 
    computer there. Read the Vault 15 section of this Guide for details on how to 
    do this. I'm afraid you're going to have to kill a few people here, though. 
    Once you have the location of Vault 13 on your Pip Boy, you can either head 
    for New Reno (if you still want to play 'nice'), or go straight to Vault 13 
    and raid the place for the NavCom parts. If you decide on New Reno, then it's 
    roughly on a beeline NW of Vault 15, towards the middle of the World Map.
    
    The proprietor of the New Reno Arms (west side of Commercial Row) will sell 
    you a Computer Voice Module. Then it's off to Vault 13.
    
    Talk to the Gruthar the Deathclaw at the entrance to Vault 13 (unless you 
    didn't visit New Reno to get the Computer Voice Module and just want to trash 
    the place), and offer to fix his computer. Then, head down to the 3rd level 
    and install the Computer Voice Module that you just brought from New Reno to 
    mend the computer. Go back up and talk to Gruthar. You now have the GECK. But 
    head back to the 3rd level again and raid the storage room there. Lockpick 
    all the lockers there until you find the NavCom parts! Then, it's back to 
    New SFO.
    
    Head for the docked tanker on the north side of town. You must rescue 
    Badger's girlfriend by taking out all the Aliens and other beasties in the 
    hold below to gain the Captain's confidence. Then go to the Shi Palace and 
    divert fuel to the tanker. Finally, head below again and use the FOB to gain 
    access to the NavCom room. Fix the NavCom computer with the parts you got 
    from Vault 13... and you're ready to sail to the Enclave! Finito :-)
    
    
    Special Encounters
    ==================
    
    Generally you need Luck of 9 or 10 to get all or most of these encounters 
    during the course of a single game, but Explorer and Ranger perks also help.
    
    Talking Head
    
    Touch the monument. Twelve hours later, he'll let you take a piece of him. 
    I never found a use for this Monument Chunk.
    
    Bridge of Death
    
    Heh. Bridgekeeper scene from Monty Python and the Holy Grail, re-enacted 
    1000 years later. Save first, then talk to the Bridgekeeper and answer the 
    questions to cross the bridge and get to the exit grid. If you answer the 
    final trivia question correctly, you'll merely be allowed to cross the 
    bridge... but if you answer the question with a question (in true Pythonesque 
    fashion), the Bridgekeeper does a dead parrot imitation, and you get his 
    robes as a prize (see Armor Catalogue).
    
    Federation Shuttle
    
    On the bodies near the crashed shuttle, you'll find 3 Hypos full of an 
    advanced drug. It appears to restore you to full HP with no side effects!
    
    Exploding Brahmin
    
    Watch out, these beasts are lethal. Get outta there, and fast!
    
    Guardian of Forever
    
    You wind up staring at some stone ruins (this is from an old Star Trek 
    episode). If you walk through the stone portal, you'll 'time warp' right 
    into a deserted Vault 13 on the 3rd level. In the back storage room on the 
    floor is a one-of-a-kind energy weapon called a Solar Scorcher. Only works 
    in daylight, but what the heck. Pretty powerful stuff! At first I thought 
    it was only of academic interest because I couldn't find my way back out 
    again. The elevator doesn't work anymore :-(
    But, a little perseverance revealed that if you access the Water Chip 
    computer there (next to the 'talking' computer), you 'break' it, leaving 
    the vault with only 150 days left to find a new chip :-) This action 
    'warps' you back to the surface, and you get 1000 XP to boot!
    
    Trader and guards
    
    If you wander around the map just 4 squares north of Modoc for a while 
    (though I'm pretty much convinced these random encounters can happen 
    anywhere on the map), you'll eventually encounter a trader named Willy. 
    You fall asleep during his boring sales pitch, and when you wake up all 
    you hear is that he's offering you something for a steep price. It's 
    usually something powered by Small Energy Cells, like a Ripper or Power 
    Fist. You can also steal whatever it is instead of paying through the 
    nose for it.
    
    Tin Woodsman
    
    Use the can of oil you find near him to free up his jammed Power Armor. You 
    get 150 Micro Fusion Cells in return for the favour.
    
    Unwashed Villagers Attacking a Spammer
    
    Scene from "Life in the Global Village" (Act 3).
    
    Cave full of Robbers
    
    Every time you get a random encounter, and there's a cave in the scene, it's 
    worth going into the cave afterwards. Usually, the cave contains 
    Radscorpions... but one of these caves contains about a half dozen heavily 
    armed Robbers in Combat Armor. These guys are really tough to defeat, but if 
    you can manage to best them, they have some great gear both on them and 
    stashed in some chests, including: Plasma Rifle, Mega Power Fists, Gauss 
    Rifles(!), YK42B Pulse Rifles, H&K G11E's(!), and over $3000 :-)
    
    Cafe of Broken Dreams
    
    Meet the cast of the original Fallout (well, Tandi and Set at least). Also, 
    some of the 'extras' who felt they could have got better roles. Even Dogmeat 
    is here! I tried prancing all around him wearing a Leather Jacket. No dice. 
    However... if you strip down to your Vault 13 suit, he will join you again! 
    Ah, just like old times :-)
    Anyway, one more thing here: if you didn't know how to already, there's a 
    tip to be gleaned for saving Dogmeat from destruction at the Military Base 
    in the original game. Or, you can always read Steve's Guide to Fallout 
    (http://www.gamesdomain.com/walkthru/stevefo1.html) for more detailed 
    instructions. 
    
    
    Weapons Catalogue
    =================
    
    In each category, I've tried to arrange the various items in order of 
    lethality... or just sheer badness :P
    
    Even though the burst-capable weapons don't look like they have high 
    damage ratings, it's important to point out that the figures refer to 
    *each bullet*. So... a Bozar has a chance to do 25-35 damage with each of 
    the 15 bullets it dishes out per round. Huzzah!
    
    I never figured out how to employ the Shiv as a weapon. I thought you'd be 
    able to use it to assassinate Carlson or the President, but you can't seem 
    to actually do anything with it except conceal it!
    
    Note: all Melee Weapon damage points are for a character with ST 6, and no 
    Bonus HtH Damage perks.
    
    Melee Weapons
    -------------
    
    Shiv
    
    Brass Knuckles
    Dmg: 2-6
    
    Switchblade
    Dmg: 2-6
    
    Knife
    Dmg: 1-7
    
    Club
    Dmg: 1-7
    
    Combat Knife
    Dmg: 3-11
    
    Spiked Knuckles
    Dmg: 4-11
    
    Crowbar
    Dmg: 3-11
    
    Sledgehammer
    Dmg: 4-10 Rng: 2
    
    Spear
    Dmg: 3-11 Rng: 2
    
    Sharpened Spear
    Dmg: 4-13 Rng: 2
    
    "Little Jesus" (Little Jesus Mordino's Combat Knife)
    Dmg: 5-15
    
    Cattle Prod
    Dmg: 12-21
    Ammo: 20 x Small Energy Cell
    
    Power Fist
    Dmg: 12-25
    Ammo: 25 x Small Energy Cell
    
    Louisville Slugger
    Dmg: 12-31
    
    Ripper
    Dmg: 15-33
    Ammo: 30 x Small Energy Cell
    
    Super Cattle Prod
    Dmg: 18-33
    Ammo: 20 x Small Energy Cell
    
    Super Sledge
    Dmg: 18-37 Rng: 2
    
    Mega Power Fist
    Dmg: 20-41
    Ammo: 25 x Small Energy Cell
    
    Thrown Weapons
    --------------
    
    Throwing Knife
    Dmg: 3-6 Rng: 16
    
    Spear
    Dmg: 3-11 Rng: 8
    
    Sharpened Spear
    Dmg: 4-13 Rng: 8
    
    Molotov Cocktail
    Dmg: 8-20 Rng: 12
    
    Grenade (Frag)
    Dmg: 20-35 Rng: 15
    
    Grenade (Plasma)
    Dmg: 40-90 Rng: 15
    
    Grenade (Pulse)
    Dmg: 100-150 Rng: 15
    Anti-mech only
    
    Small Guns
    ----------
    
    Jonny's BB Gun
    Dmg: 1-3 Rng: 22
    Ammo: 100 x BB's
    
    Pipe Rifle
    Dmg: 5-12 Rng: 20
    Ammo: 1 x 10mm
    
    10mm Pistol
    Dmg: 5-12 Rng: 25
    Ammo: 12 x 10mm
    
    Hunting Rifle
    Dmg: 8-20 Rng: 40
    Ammo: 10 x .223mm FMJ
    Upgr: Scope
    
    Desert Eagle .44
    Dmg: 10-16 Rng: 25
    Ammo: 8 x .44 Magnum
    Upgr: Exp. magazine to 20
    
    .44 Magnum Revolver
    Dmg: 12-18 Rng: 15
    Ammo: 6 x .44 Magnum
    
    Shotgun
    Dmg: 12-22 Rng: 14
    Ammo: 2 x 12 ga. Shot
    
    Sawed-Off Shotgun
    Dmg: 12-24 Rng: 7
    Ammo: 2 x 12 ga. Shot
    
    14mm Pistol
    Dmg: 12-22 Rng: 24
    Ammo: 6 x 14mm
    
    Needler Pistol
    Dmg: 12-24 Rng: 24
    Ammo: 10 x HN Needler Cartridge
    
    .223 Pistol
    Dmg: 20-30 Rng: 30
    Ammo: 5 x .223 FMJ
    
    Sniper Rifle
    Dmg: 14-34 Rng: 50
    Ammo: 6 x .223 FMJ
    
    10mm SMG
    Dmg: 5-12 Rng: 25
    Ammo: 30 x 10mm
    
    Combat Shotgun
    Dmg: 15-25 Rng: 22
    Ammo: 12 x 12 ga. Shot
    
    H&K CAWS
    Dmg: 15-25 Rng: 30
    Ammo: 10 x 12 ga. Shot
    
    Tommy Gun
    Dmg: 3-20 Rng: 32
    Ammo: 50 x .45 Caliber
    
    Assault Rifle
    Dmg: 8-16 Rng: 45
    Ammo: 24 x 5mm
    Upgr: Exp. magazine to 100
    
    FN FAL
    Dmg: 9-18 Rng: 35
    Ammo: 20 x 7.62mm
    Upgr: Night Sight
    
    FN FAL HPFA
    Dmg: 11-22 Rng: 35
    Ammo: 20 x 7.62mm
    Single burst
    
    HK P90c
    Dmg: 12-16 Rng: 30
    Ammo: 24 x 10mm
    
    M3A1 "Grease Gun" SMG
    Dmg: 10-20 Rng: 20
    Ammo: 30 x .45 Caliber
    
    Red Ryder LE BB Gun
    Dmg: 25-25 Rng: 32
    Ammo: 100 x BB's
    
    H&K G11
    Dmg: 10-20 Rng: 35
    Ammo: 50 x 4.7mm Caseless
    
    H&K G11E
    Dmg: 13-23 Rng: 40
    Ammo: 50 x 4.7mm Caseless
    
    Pancor Jackhammer
    Dmg: 18-29 Rng: 35
    Ammo: 10 x 12 ga. Shot
    
    PPK12 Gauss Pistol
    Dmg: 22-32 Rng: 50
    Ammo: 12 x 2mm EC
    
    M72 Gauss Rifle
    Dmg: 32-43 Rng: 50
    Ammo: 20 x 2mm EC
    
    Big Guns
    --------
     
    Flamer
    Dmg: 45-90 Rng: 5
    Ammo: 5 x Flamethrower Fuel
    Upgr: Improved Flamer 
    
    Light Support Weapon
    Dmg: 20-30 Rng: 40
    Ammo: 30 x .223 FMJ
    
    M60
    Dmg: 18-26 Rng: 35
    Ammo: 50 x 7.62mm
    Min. ST 7
    
    Rocket Launcher
    Dmg: 35-100 Rng: 40
    Ammo: 1 x Rocket
    
    Minigun
    Dmg: 7-11 Rng: 35
    Ammo: 120 x 5mm
    Min. ST 7
    
    Avenger Minigun
    Dmg: 10-14 Rng: 40
    Ammo: 120 x 5mm
    Min. ST 7
    
    Vindicator Minigun
    Dmg: 14-19 Rng: 30
    Ammo: 100 x 4.7mm Caseless
    Min. ST 7
    
    Bozar
    Dmg: 25-35 Rng: 35
    Ammo: 30 x .223 FMJ
    
    Energy Weapons
    --------------
    
    Laser Pistol
    Dmg: 10-22 Rng: 35
    Ammo: 12 x Small Energy Cell
    Upgr: Magneto-Laser Pistol
    
    Plasma Pistol
    Dmg: 15-35 Rng: 20
    Ammo: 16 x Small Energy Cell
    
    YK32 Pulse Pistol
    Dmg: 32-46 Rng: 15
    Ammo: 5 x Small Energy Cell
    
    Laser Rifle
    Dmg: 25-50 Rng: 45
    Ammo: 12 x Micro Fusion Cell
    Upgr: Exp. Cap. to 24
    
    Solar Scorcher
    Dmg: 20-60 Rng: 20
    Daytime use only
    
    Plasma Rifle
    Dmg: 30-65 Rng: 25
    Ammo: 10 x Micro Fusion Cell
    
    Turbo Plasma Rifle
    Dmg: 35-70 Rng: 35
    Ammo: 10 x Micro Fusion Cell
    
    YK42B Pulse Rifle
    Dmg: 54-78 Rng: 30
    Ammo: 10 x Micro Fusion Cell
    
    Gatling Laser
    Dmg: 20-40 Rng: 40
    Ammo: 30 x Micro Fusion Cell
    
    
    Armour Catalogue
    ================
    
    In order of protection afforded.
    
    Leather Jacket
    AC: 8
    Normal  0/20%
    Laser   0/20%
    Fire    0/20%
    Plasma  0/10%
    Explode 0/20%
    
    Leather Armor
    AC: 15
    Normal  2/25%
    Laser   0/20%
    Fire    0/20%
    Plasma  0/10%
    Explode 0/20%
    
    Combat Leather Jacket
    AC: 18
    Normal  2/30%
    Laser   0/20%
    Fire    2/25%
    Plasma  0/10%
    Explode 0/20%
    
    Leather Armor MK II
    AC: 20
    Normal  3/25%
    Laser   1/20%
    Fire    1/25%
    Plasma  1/10%
    Explode 1/25%
    
    Metal Armor
    AC: 10
    Normal  4/30%
    Laser   6/75%
    Fire    4/10%
    Plasma  4/20%
    Explode 4/25%
    
    Metal Armor MK II
    AC: 15
    Normal  4/35%
    Laser   7/80%
    Fire    4/15%
    Plasma  4/25%
    Explode 4/30%
    
    Tesla Armor
    AC: 15
    Normal  7/20%
    Laser   19/90%
    Fire    4/10%
    Plasma  9/80%
    Explode 3/20%
    
    Combat Armor/Bridgekeeper's Robes
    AC: 20
    Normal  5/40%
    Laser   8/60%
    Fire    4/30%
    Plasma  4/50%
    Explode 6/40%
    
    Brotherhood Armor
    AC: 20
    Normal  8/40%
    Laser   8/70%
    Fire    7/50%
    Plasma  7/60%
    Explode 8/40%
    
    Combat Armor MKII
    AC: 25
    Normal  9/40%
    Laser   9/70%
    Fire    5/35%
    Plasma  4/50%
    Explode 8/45%
    
    Power Armor
    AC: 25
    Normal  12/40%
    Laser   18/80%
    Fire    12/60%
    Plasma  10/40%
    Explode 20/50%
    
    Hardened Power Armor
    AC: 25
    Normal  16/50%
    Laser   19/90%
    Fire    14/70%
    Plasma  12/50%
    Explode 19/60%
    
    Advanced Power Armor
    AC: 30
    Normal  15/55%
    Laser   19/90%
    Fire    16/70%
    Plasma  15/60%
    Explode 20/65%
    
    Advanced Power Armor MKII
    AC: 35
    Normal  18/60%
    Laser   19/90%
    Fire    16/70%
    Plasma  18/60%
    Explode 20/70%
    
    
    Acknowledgements
    ================
    
    I'd like to thank the following people for contributing to the MKII version 
    of this guide. Thanks very much for the tips and corrections, folks :-)
    
    Tom Dillane
    Andy Dillbeck
    Vadim Dribinsky
    Barak Engel
    Eric Fatka
    hasuInterCeptor
    Jeff Huisjen
    Remco Hulshoff
    Per Jorner
    Roman Lapos
    Patrick McGinley
    
    
    ==============================================================================
    Copyright Steve Metzler (smetzler@gofree.indigo.ie) - March, 1999. 
    All rights reserved. This work may be published anywhere, on any medium, 
    provided:
    1. It is not altered in any way, including this copyright notice.
    2. No fee is charged for access to this work.