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    Quick Start Guide by Kushana

    Updated: 02/12/16 | Search Guide | Bookmark Guide

    Fallout 2 Quick Start v1.0
    --------------------------
    
    This walkthrough is designed to give you the most powerful and flexible
    character in the fastest possible fashion. That means the best equipment and
    all the upgrades to your attributes and skills. You must be willing to abuse
    the save/load nature of RPGs.
    
    Ths walkthrough assumes a certain level of familiarity with Fallout 2. If you
    find it too assuming, use it with another more complete walkthrough. I
    recommend the one by ONamjoshi:
    http://db.gamefaqs.com/computer/doswin/file/fallout_2_g.txt
    
    If you need/want to get in touch with me about this FAQ, contact me through
    my GameFAQs account. The email will get to me.
    
    
    A. Overview
    -----------
    Roughly, we're going after the car for transportation and storage, power
    armour for protection and strength, all of the attribute upgrades, books for
    skill upgrades, and good weapons.
    
    Notes on attributes (and xp)
    ----------------------------
    Until you max out your IN, you should be avoiding gaining experience. Why?
    Because each point of IN gives you 2 more skill points when you level, so
    increasing your IN at a low level will give you a greater numer of total skill
    points. So until then, avoid killing anyone/thing unnecessarily, and avoid
    non-core quests.
    
    Notes on skills
    ---------------
    You want to acquire books ASAP. This is because books increase your skill
    level more when your skill level is low, so they're of more use early in the
    game. Books can be used to increase the Small Arms, Outdoorsman, Repair,
    Science, and First Aid skills
    
    
    
    B. Start
    --------
    1. Character creation.
    Have these as *maximum* values for your character; we will be augmenting these
    through the course of this walkthrough: ST: 5 PE: 9 EN: 10 CH: 9 IN: 9 AG:10
    LK: 8.
    
    Here's my recommended values using the Gifted trait: ST: 5 PE: 7 EN: 5 CH: 5
    IN: 9 AG: 10 LK: 6. I like Fast Shot for my other trait, but it's your choice.
    Jinxed could be fun.
    
    Tag Speech, Lockpick, and Energy Weapons.
    
    
    2. Temple of Trials
    Do this as you would any other start to Fallout 2. When you get your level,
    put all your skill points into Speech. You can now talk your way past the
    boss.
    
    
    3. Arroyo
    a) Talk to Lucas and Jordan, who will increase your unarmed and melee skills
    respectively.
    b) Complete Harkunin's garden quest for the healing powder (to sell) and make
    a couple extras from plants.
    c) Talk to the guard at the bridge about his spear, then talk your aunt out of
    her piece of flint and steal her money.
    d) Grab anything you can carry out of the village.
    
    All other quests are optional.
    
    4. Klamath
    a) Talk to John Sullivan in the bar who will say he will teach you magic, but
    will then buy you a good beer for being a good sport and actually teach you
    unarmed.
    b) Loot the city, change everything you can *except the radio* into cash. Keep
    the radio as a quest item.
    b) Get Sulik. This is principally for his added carrying capacity.
    
    
    
    C. The Car
    ----------
    The car is included mostly because it's a great place to stash stuff, but also
    because it helps you to avoid annoying random encounters. If you like, you can
    save the car quest for later, and go straight to D and San Francisco.
    
    Getting the car requires two things: the fuel cell controller and $2000. This
    means looting everything you can and converting it into cash.
    
    Sometime in this process you should reach lvl 3. Put all your points into
    lockpick and take Awareness as your perk.
    
    
    1. The Den
    Go to the Den, and talk to Eddie about the Highwayman. This is to start the
    car quest. Get a pair of pliers out of the lockers behind him.
    
    
    2. Vault City
    a) Talk to the small child outside the bar about his lost doll. Find the lost
    doll, and give it back to him. As soon as he mentions his father's wrench,
    grab it out from under the rocks behind the bar.
    b) Get Cassidy the bartender to join your team.
    c) Talk to Skeeve in the building by the inner city gate. Buy the fake
    documents off him, then blackmail him for cash.
    d) Enter the city, and give the pliers and the wrench to Val.
    e) Buy/trade for books at the Allocation Centre.
    f) Get books at the information centre/library.
    g) Loot stuff out of Val's lockers and the buildings in the outer city.
    h) Read books for a day and/or rest until Val gives you the Super Tool Kit.
    
    
    2.5. (Unconfirmed) You may be able to get the Strength Module if your ST is 5.
    a) Stand just outside the vault, and enter combat mode. Use your movement
    points to get past the guards.
    b) Enter the vault, and go down to level 2.
    c) Locate the sticky door, use a buffout and a jet, and then open the door and
    get the module.
    
    
    3. Gecko
    a) Loot the city. This includes a Big Book of Science in the storeroom of the
    reactor.
    b) Give the Tool Kit to Woody in exchange for the car fuel cell controller.
    
    
    4. Den
    a) Trade $2000 and the fuel cell controller to Eddie for the car. You can
    immediately trade him stuff back for the $2000 (but you can't steal it).
    
    NOTE: It is possible to complete the reactor quest in Gecko/Vault City at this
    stage. However, the best reason for doing so, the ST increase module in the
    Vault, is unavailable to you until you have high ST (ironic, isn't it?)
    
    
    
    D. Great equipment and a point of charisma
    ------------------------------------------
    1. San Francisco
    a) Head straight South from the Den. SF is on the coast next to a bay and a
    river delta. Stop just outside and save.
    
    While enroute, the only random quests you want (i.e. not reload) are the ones
    in which you're not a principal combatant. So non-combat ones like caravans
    are fine. The best is press gang or mercanaries vs. Hubologists. The
    Hubologists will win, but then not go hostile on you, and you can loot all the
    dead bodies. If you find yourself with two groups, the winning side will not
    attack you until you attack them or the other side is dead. So loot the first
    couple of bodies and then run for it. Avoid spray and splash damage.
    
    
    2. Buying equipment in SF
    This is so important it gets a heading unto itself. There are two main stores
    in SF: the general store to the West of the main strip, and the gun store down
    an alley to the East. Eventually, you are trying to buy books and an extended
    capacity laser rifle from the general store, and 2 gauss rifles, gauss rifle
    ammunition, 2 combat armors, and 2 power armours from the gun store.
    
    Whenever you enter SF, run into the general store and look at their book
    selection. If it sucks, reload and try again. You are looking mainly for
    science and first aid books. Repair, small guns, and outdoorsman books are
    secondary.
    
    If he has good books, run up behind the merchant, save the game, and steal all
    his money. Reload if you're caught. Now do it to the other merchant. Only
    trade stuff if you're buying something worth more cash then you have.
    
    Don't worry too much about getting all the stuff this time through; we'll be
    back to SF plenty of times.
    
    
    3. Other San Francisco
    Talk to the Brotherhood of Steel guard ouside the BoS office West of the
    general store. This gets you the vertibird quest.
    
    
    4. Navarro
    a) Make your way North along the coast to Navarro. Stop and save just outside.
    
    b) Enter Navarro and talk to the guy in the robe. Bluff him: say you're
    looking for the Enclave and you want to join. You need to get the password. If
    you end up with some other result (like him telling you civilization is to the
    South) reload and try again. Once you are successful, you should hit lvl 4.
    Put all your points into speech.
    
    Go out back of the gas station, and tell Sulik and Cassidy to wait. The woods
    are mined, and the path is the only safe way through. NPCs have an annoying
    tendency to wander off and get blown up. If you do take them, you have to
    leave them outside the base anyway. Give everything that weighs anything to
    them.
    
    c) Talk to the front gate guard.
    Tell him you're a recruit and give the password.
    
    d) Go in your first door on the right, and talk to Sarge. Tell him 'they' told
    you to get your armor here. He'll rant and send you off to the quartermaster.
    
    e) Run NW, and in between the hangar and next door building. Take the elevator
    out back.
    
    f) Take your first right; the quartermaster is too busy to talk to you. Loot
    the lockers; wear the advanced power armour.
    
    g) Return to the surface, talk to Raul in the hangar. Raul's busy.
    
    h) Run next door and talk to the tech in the lab coat; ask about the vertibird
    plans. He refers you next door to the maintenance shed.
    
    i) Talk to Quincy about the vertibird plans and tell him Raul wants them. Loot
    all the lockers. Got the plans!
    
    j) Return to Raul, tell him Quincy wants to talk to him. He leaves you in
    charge, and you loot all the lockers. Leave the things that look like motors.
    When Raul comes back, leave the base via the front gate.
    
    k) Run back and pick up Cassidy and Sulik again. If Chris questions you again,
    just say the same things; it doesn't matter if you succeed. Give Sulik the
    Super Sledgehammer.
    
    l) Return to SF and save/load for good books again.
    
    m) Take the vertibird plans to the Brotherhood guard. He'll copy them, and you
    get 20,000xp, which should take you to lvl 8. Use it to increase your energy
    weapons, speech, and lockpick to 100. Start putting points into doctor.
    
    n) Go downstairs and loot the lockers; give the power armour to Sulik, a gauss
    rifle and the Brotherhood armour to Cassidy.
    
    o) Use the computer in the corner to increase your CH. If you used my
    recommended starting CH it's now 6 and you can get Vic. Save just before you
    get on the elevator; you can play the save/load game for books and weapons.
    
    
    
    D. Vic
    ------
    Your NPC henchmen stand a chance of levelling each time you do. For that
    reason, you should get Vic before you level again.
    
    
    1. Den
    a) All you need to do in the Den is to run over to the East side and into the
    Slaver's den. Talk to Metzger and get permission to talk to Vic. Talk to his
    guard to let you in, then talk to Vic and give him the radio from Klamath.
    
    b) Talk to Metzger again. Pay $1000 (or $500 and sex if you're a girl) and
    spring Vic and add him to your party. Give him combat armour and a gauss
    rifle.
    
    
    
    E. Intelligence module
    ----------------------
    We've been putting off leveling as much as possible until we get our IN
    increase; we're now in a position to do that. I managed to increase my IN just
    shy of lvl 9.
    
    
    1. New Reno
    The IN module is in the Sierra Army Depot, and we need someone in New Reno to
    tell us about it.
    
    a) Talk to Jules (the guy in the red shirt just when you arrive) about the
    Salvatore family. It'll cost you $100.
    
    b) Run NW one section to 2nd Avenue, and NE one section. Enter the red brick
    building and talk to Keith Wright and ask for work. He'll send you in to see
    the patriarch, Orville Wright. Orville wants to find out who killed his son
    Richard with Jet.
    
    c) Talk to Keith and get permission to search Richard's room. Do so, and find
    a suspicious Jet cannister in a bookshelf.
    
    d) Take the cannister back to 2nd Avenue, and talk to Jimmy the dope dealer
    standing in the middle of the street in a red shirt. He'll figure out that it
    was laced with Radscorpion juice and suggest Jules and Renesco.
    
    e) Go SW to Renesco's drug store. Ask him about the cannister, and he'll 'fess
    to preparing the cannister, but he sold it to the Salvatore family, not to
    Richard.
    
    f) Return to Orville and explain that Richard was poisoned, that Renesco made
    the cannister, but that Salvatore did it to start a war between the Wrights
    and another New Reno family. Get 2000xp. Orville gives you a new quest to
    scout the Sierra Army Depot. Yay!
    
    
    2. Sierra Army Depot
    a) Fight your way past the roboturrets to a bunker-like building. It's
    surrounded by mines that are very difficult to disarm, so I usually just walk
    over them and let the armour absorb most of the damage. Check the door frame
    for traps and try to disarm the one that is there. Go in. Inside, grab the
    howitzer shell.
    
    b) Go East and into the garage. Load the howitzer shell into the howitzer and
    fire it. Enter the Depot.
    
    c) Check the desk by the front entrance, then use the password on the computer
    by the first force field. In the East corner is a locker with the IN module in
    it.
    
    d) If you like, unlock the elevator on the West side. Go down to lvl 4, then
    run all the way around to the bio storage area looting as you go. Pull Pvt.
    Dobbs from cold storage. Unfortunately, he didn't thaw as well as hoped, but
    his gun did. It's a Red Ryder Limited Edition BB gun, which makes a very
    satisfactory weapon for Cassidy or Vic for awhile. There's also something
    perversely amusing about killing people with BB guns.
    
    3. San Francisco
    a) Return to SF (play save/load if you like) and use the Brotherhood computer
    to raise your IN. Now that your IN is as high as it can go, you are now free
    to return to the game as scheduled and wantonly kill stuff for xp.
    
    b) Take the vertibird plans into the Shi base all the way into the throne
    room; talk to the guy in the lab coat; he gives you a quest: find the
    vertibird plans. If you like, steal the gauss ammunition off the guards here.
    
    c) Take the plans to the guy in the lab coat in the lab you passed on the way
    in. 5000xp.
    
    
    
    F. Other attribute increases
    ----------------------------
    1. Perception - Military Base
    a) Just SE of San Francisco is the military base. Some wolves will mob you at
    the beginning; but they're trivial to kill. Use the stake on the sidewalk on
    the mine cart, and some explosives on the stake. You gain entrance and 5000xp.
    
    b) Once inside, go left, use repair on the power generator (1500xp), and use
    the elevator to go down to level 3. The first locker in has the PE module. The
    super mutants are probably too tough for you right now, so leave the base and
    go get your PE increased in SF.
    
    
    2. Luck - NCR
    a) One of the buildings in town is a church of Hubology. Save before talking
    to the priest. He asks if you're enlightened; say yes. He asks what level;
    bluff and say you assumed he could read your aura. Go for the scan; it should
    raise your luck by 2. If it lowers it, reload.
    
    If you're going to kill him for a quest, you can either use 3 super stimpacks
    on him and then wait 10 minutes, or use the LE BB gun. To use the gun, you
    need to be standing in the middle of the church, sneaking, and it may have to
    be night. Otherwise the cops hear you and then all Hell breaks loose.
    
    
    3. Strength, damage resistance, and elemantal resistance - Vault City
    a) Reactor quest. The main thing you do in Vault City is work out a way to
    stop radioactive waste from the Gecko nuclear plant from flowing into Vault
    City. The virtuous way is to fix their reactor. Anyway, after completing the
    quest, you get access to the vault.
    
    Alternatively, you can walk up to the guards in front of the vault, enter
    combat (turn-based) mode, and just run past the guards.
    
    b) On the first floor of the vault, access the computer and root around. You
    need a Doctor skill of 90, but you can find combat implant schematics. Combine
    these with the two combat armours you acquired in SF and a functional autodoc
    like the one you can fix in the outer city of Vault City, and you have
    yourself additional damage and elemental resistance.
    
    c) On the second floor of the vault is a collection of lootable rooms. In one
    of the rooms with a stuck door is a ST module you can use with the brotherhood
    computer in SF.
    
    
    4. (Unconfirmed) Luck - Special encounter
    There are reports that if you kill the pariah dog (who normally lowers your
    luck by 3 and gives you the jinxed trait) before he jinxes you, you get 4
    luck.
    
    
    5. (Unconfirmed) Charisma - New Reno
    There are reports that getting your ear bitten off by the Masticator boxer in
    New Reno can improve your CH by 1-5 instead of lowering it by 1, which it
    normally does. It may be the case that if your CH is very low then it gets
    improved.
    
    
    
    G. Other Skill increases
    ------------------------
    1. Doctor and First Aid - Vault City
    If you already have Doctor 90, you can discuss medicine with the doctor in the
    vault for Doctor +5, First Aid + 5.
    
    
    2. Speech - Broken Hills
    Head into the brahmin yard just to the right of your car, and take the brahmin
    shit shovelling job. Speech + 5.
    
    
    3. Speech - New Reno
    Sleep with Mrs Bishop, then ask her if she is from Vault City, which she is.
    Ask her more about Vault City; you get some info about a Pip-Boy linguistics
    module. Get the Pip-Boy module from the locker in the room. Use the module for
    a bonus to your speech skill.

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