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    Quad Made Man FAQ by Isiah

    Updated: 06/13/03 | Search Guide | Bookmark Guide

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    Fallout 2 (US) Quad Made Man FAQ 
    Joshua Jansen 
    Table of contents 
    Terms of use 
        TERMS OF USE 
         This document is Copyleft 2003 J. E Jansen. You can use it on your 
    website, put it in your guide, steal all my ideas and post them, I don't give 
    half a damn. 
         This Walkthrough/ Spoiler was created for unrestricted public use. 
    Specifically: Magazines, game guides, Commercial websites, fan websites, 
    spoiler websites, and everyone else is welcome to use and abuse this text as 
    they see fit. Reports and disseminations of parts and pieces of this 
    Walkthrough/ Spoiler are encouraged and welcomed. Any person doing this is 
    guilty of "having good taste," which is defined as the act of reading, 
    recognizing as high quality and passing off of ideas and words of another to 
         Users also are encouraged to use this Walkthrough/ Spoiler as a template. 
         People who demand that their 'precious guide ideas' and 'hard work and 
    diligence' not be disseminated are hypocrites and self-important cocks 
    c. late 2002 - I originally heard of the idea of the ability to be a Made Man 
    of more than one family at the same time. Idea develops, rumors of people 
    actually joining all four families are found. 
    9 June 2003 - I arrive on the Gamefaq BBS and post my SOS for this strange New 
    Reno hypothesis, and am met with skepticism from even the most hardened Fallout 
    10 June 2003 - Limited success with Salvatore and Mordino families at the same 
    time, Bishop problem encountered. 
    11 June 2003 - mission accomplished, methodology posted on Gamefaq's BBS, 
    13 June 2003 - Version 1 of this FAQ completed. 
         It has long been speculated by players of Fallout 2 that it would be 
    possible to gain the trust of all of the four families of New Reno and then 
    become a Made Man for all of them at the same time. Homicidal gamers would 
    often join all of the families anyway, as once you kill an entire family 
    (including the populace of the Stables for Mordino), your Made Man status for 
    that family was removed, and the other families wouldn't attack you anymore. 
    Until now, though, the exact process for joining the four families has remained 
         This project, as described, can be completed in probably under two hours, 
    probably five hours or less from the very beginning of a new game if one played 
    it fast. 
         It is possible to become a Made Man for all four families simultaneously, 
    and have all four Made Man statuses listed in the Karma box on the Character 
         The first step in this long process is to do all of the missions offered 
    by all the bosses in New Reno, but stop short of returning to the boss to 
    collect your payment for the final mission and be offered a Made Man status. 
    The goal of this part is to make it so that the next boss you talk to will be 
    the first one you're made for. 
         This whole process can be facilitated by earning a Prizefighter status at 
    the Jungle Gym, which will help your Unarmed skill, where each fight will 
    permanently add certain resistances to damage except for fire, and which will 
    give you a boost in reputation across the entire city. (This is probably not 
    required, however) 
         There is no definite process as to how this ought to be done. A family 
    won't hate you until you give them reason, either by being made by someone else 
    or attacking them; working for another family before you're made doesn't make a 
    difference, so feel free to mix and match as much as you want, just don't come 
    back to the Boss after you finish the last mission. 
         This whole process starts in Vault City, where you have to talk to the 
    screaming anarchist in the square, Thomas Moore, in such a manner that you gain 
    his trust and are given a briefcase to be given to Mr. Bishop. Just choose the 
    lines of dialogue that most support Moore's position, and he'll give you the 
    case. Beware, however, of betraying his trust before you get his case, as he'll 
    just fill the case with a note that says "kill this man."  Bring the case to 
    the Shark Club, Bishop's casino, and go up to the second floor and tell the 
    guard that you've got something for Bishop. He'll tell you to go up, and after 
    that, will be of no use to you whatsoever as he'll always react to you as if 
    you didn't have the case; just walk on up to Bishop when you have something to 
    tell him from now on. 
         After you deliver the case, Bishop will ask if you would do some more work 
    for him, which amounts to a hit on Roger Weston of NCR. This can easily be 
    accomplished by going to his ranch in NCR and doping him up with Jet, Psycho, 
    Buffout, whatever. I prefer Jet. Return to New Reno for the final mission 
    before you get Made. 
         Bishop now requires that you kill Vice President Calson of NCR. This can 
    be accomplished easily by visiting the pub outside NCR's gates in the afternoon 
    where a man in a green shirt stands in the back room. This is Merk, and in 
    order to get into the Calson estate, you either need the Presidential Pass from 
    Gunther in Tandi's building, or a recommendation from Merk to the guard in 
    front of Calson's place to become a bodyguard for Calson. Merk, however, 
    requires that you do a mission for him before you can ask him about a job. This 
    mission is simply to get into Doc Henry's house and steal the papers from the 
    desk in the hall. After that, Merk will probably allow you to ask about Calson 
    and recommend you as a bodyguard, assuming you haven't earned his ire. 
        Inside the estate, probably the most efficient way to accomplish your 
    mission is to go to the East corner of the yard, through that wooden gate, then 
    down around to the Southern corner of the building, on the Southeastern side, 
    just in front of the window. Save here, and equip a sniper rifle or a gauss 
    weapon or anything else that can score more than 40hp of damage on a one hit 
    critical, or just in one turn. Enter combat and shoot through the window at 
    Calson; a headshot with a decent Small Guns skill ought to work perfectly. Once 
    he's dead, end combat and the guards shouldn't make any fuss as you walk out. 
    (Incidently, one may even wish to put this mission off until after the Sierra 
    Army Depot is infiltrated, because a sniper rifle can easily be attained during 
    the first part of the mission.) 
         With this mission accomplished, Bishop will make you a Made Man, so do not 
    return to him until Part II. 
         Boss Salvatore, a dying old man who requires oxygen tanks to live, is more 
    thuggish than most, requiring collection of tribute and retribution, mostly. 
    Talk to Mason to get into his room, and remember that Mason feels very 
    protective of Salvatore, so just let him puff himself up and respond to him as 
    cordially as you can; your time will come. 
         In his first mission, Salvatore will tell you of a gambler that caused him 
    an insult by winning too much. The sum is meaningless to Boss Salvatore, but 
    the insult cannot be forgiven. Head to the basement of the Desperado to find 
    this 'Lloyd' and make an example of him. Force him to do all the work, then, 
    when you're in Golgotha and he's down in the fallout shelter, drop the TNT down 
    on him for the least loss in Karma. When that's done, walk on the uncovered 
    grave to go underground. Loot what's left of his corpse and take the money from 
    the footlocker, then return to Salvatore and tell him the full amount or else 
    you're going to be hurt. He'll give you $500 of the returned amount. 
         The second mission requires that you get tribute from Renesco in the 
    commercial row. He will always complain that he doesn't have the cash, and 
    demand some form of identification. Show him a laser pistol if you stole one 
    from Salvatore's room (which you can later just give to Eldridge) for the 
    necessary identification. You will end up making a deal with the man to pay his 
    due in exchange for anything you want from his stock for practically free. 
    Return to Salvatore with the money and get the final mission. 
         The final mission entails acting as a guard for a secret transaction in 
    the desert, the same one that you can spy on if you chat with the Wright 
    Children. This involves just going to the location and staying perfectly still 
    until you're told that you can go. If you wonder around the map, you're sure to 
    be shot by the Enclave, so just leave due S as quickly as you can. When the 
    transaction is complete, you'll be ready to be Made, so don't return to 
         Big Jesus Mordino, like Salvatore, is a man of failing health. In order to 
    get on his good side and do missions for him, always address him as Senior 
    Mordino. Talking to Little Jesus in front of the bar first to get an 
    introduction isn't a bad idea, especially if you're a prizefighter. 
         The first thing you must do for Big Jesus is deliver a package to the 
    stables. Act amiably to everyone, and just accept the fact that you're 
    delivering Jet to a Jet-head to keep him subservient- remember the rules: [1. 
    If there is ever any doubt, there is never andy doubt. 2. Forget who taught you 
    this. 3. No questions, no answers. You accept it and you move on.] Ramirez, the 
    one you deliver the box to, is in the southwestern stable area, among the 
    slaves in the front room, using the characteristic model of the guards in 
    Mordino's casino. Talk to him, deliver the package (DO NOT OPEN IT- THE 
    MORDINOS WILL KILL YOU), and return for the next mission, saying nothing out of 
    turn to Boss Mordino. 
         The second mission involves collecting tribute from the Corsican Brothers 
    Porn Studio. This is very simple if you're a prizefighter, and simple otherwise 
    if you're not. If you have a high EN and CH, go for the acting job if you want. 
    Return to Mordino for the final mission, and make sure to go to the basement of 
    the Desperado. The south corner of the southernmost room holds the poison tank, 
    which you will need for later. Hold on to it, and continue on. 
         Big Jesus then wants Boss Salvatore dead. Do not do this at this point, 
    for reasons I will explain in the next part under the Salvatore section. 
         Talk to Keith Wright and ask for a job, and he'll lead you to his father, 
    who asks you to find out who killed Richard Wright, his son. This thread 
    involves only two complete missions, but the first one is as long as three, and 
    the second one is as potentially dangerous as any other. 
         This first mission is longer than most of the others (not counting the 
    travel time for the Bishop missions), and is definitely a mystery that has 
    several possible means of discovery. The best way to go about this, I think, is 
    not to go to Golgotha and perform an autopsy on Richard's body (smelling the 
    Radscorpion poison), but instead to go talk to Keith and ask to see Richard's 
    room. If you check the bookshelf and have a high enough perception, you'll find 
    an empty jet canister. Using the leads given to you by Boss Wright and Keith, 
    talk to the four possible culprits, but don't accuse anyone: Jagged Jimmy J on 
    Second, Jules on Virgin St, Little Jesus in the Desperado, and Renesco on 
    Commercial Ave. With the canister, Jagged JJ will identify that the dose was 
    laced with radscorpion venom, and that the canister is of the kind that Renesco 
    uses. If you chat with him about this, and act all detective-y, you'll get him 
    to admit that he was asked by his bosses to lace a dose of jet with venom, and 
    that Richard was murdered with it, to make it look like an overdose. 
         If you take the line of going to Golgotha and digging him up, two things 
    happen: 1. you become a grave digger if you weren't already, and 2. you could 
    tell Orville that you dug Richard up, which is something you don't want to do. 
    At any rate, tell Orville that Salvatore spiked his jet and don't confront 
    Salvatore about it. If you finger anyone else but the Salvatores (like the 
    Mordinos because they control the Jet supply), expect whoever you finger to go 
         The second and final mission is to infiltrate the Sierra Army Depot and 
    return back to Wright. SAD itself has a field littered with corpses of the 
    fools that tried to pass the turret drones. Two fences guard the way in, but 
    there is a hole in the first one where a sniper rifle can be found. Beware 
    though- getting that rifle will cause the leftmost turret to attack, but that 
    weapon is exactly what you need to get inside... 
         The best way to get into the base is to first drop all your NPCs off in 
    the bottom-rightmost corner of the screen, so they'll be safe and away from 
    enemy fire. Next, equip yourself with a scoped hunting rifle, sniper rifle, or 
    anything else you can reasonably make a targeted hit with from over 15 world 
    units (paces) away. 
         After you're armed, sneak up to the leftmost turret, just next to the 
    fence, as far left as you can go. In combat, check each world unit on the hex 
    grid in front of the turret, to see when the turret turns red. As soon as you 
    find the right place that will let you snipe the turret, move back one space so 
    the outline turns red again, and end turn. Go back into combat, move to that 
    space, fire a targeted shot at the sensors, then move back to your protected 
    roost and end your turn. The turret will not be able to fire at you, because 
    its aim is blocked and it can't move. Continue to do this until either you 
    score a critical hit on the lenses, destroying them and rendering the turret 
    ineffective, or you kill the turret. Move on to the next one and do the same, 
    hiding behind a fencepost, moving into the open, sniping, then moving back. 
    This can be done for all of the turrets, even the ones next to the SAD's main 
    door. Don't forget about the turret in the fenced in electrical area- it's 
    necessary that that one doesn't fire at you. 
         After the turrets are destroyed, you'll probably want to leave your party 
    where they are, as the next area is mined. To the left of the main gate is a 
    small supply shack with explosives, a rocket launcher, some ammo, a howitzer 
    shell, and three mines in front of it. You need a high lockpick to get past the 
    door, which is also trapped, so you're probably just better off dropping some 
    TNT next to it and getting away, as it will blow the door away. In the long 
    weapons case you can find a rocket launcher and a shell, which is very heavy. 
    Use the shell on the howitzer in the building to the right of the fence gate by 
    going around the truck and using the side door, as the open bay door is mined. 
    When the door is blown, walk inside, and you're done with the mission. If 
    you've got a high lockpick and science, you can have some fun here, but you may 
    want to wait for later. The two punching bags in the weight room can be 'used' 
    to increase Unarmed by 5% each. Don't do this until your Unarmed is at least to 
    125%, because that'd just be a waste. You can return here at any time you want 
    to collect Brain Bot, the weapons and ammo, whatever. 
         You are ready to be made by Wright, so do not return to him at this point. 
         For each boss except for Bishop, there is a general method you can use to 
    get to talk to him before they cut your throat for trespassing as another 
    family's Made Man. You never sneak around Bishop's place because he is the one 
    you must start with first. Sneaking in is the hard part, because you don't have 
    to sneak out; you're a Made Man, and that family loves you until you're made by 
    someone else, at which point, they will attack almost on sight. 
         Effectively, there are only two families you can be made by and end with, 
    if you wish to keep all four statuses. If you can find a way to make it so you 
    can end with Bishop or Salvatore, I'd love to hear about it. 
         Sneaking around the casino, bar and estate can be tricky. I tested this 
    with 78% sneak and 10 AG and was able to do it all, so, more is better. 
         There are two constants about this particular process: 1. Bishop is always 
    first, and 2. Salvatore must always come before Mordino. Remember that, and 
    you'll be fine. 
         If you can rush to chat range with the Boss of the remaining three 
    families, and chat before anyone enters combat, you're home free, as that chat 
    line leads to your being made, and everyone in that family respecting you 
    instantly. The goal is to chat with the three leaders before they pull their 
         Just walk up to him, tell him Calson is being fitted for a coffin, accept 
    being Made, and you're done. If you are made by anyone else when you talk to 
    him, Bishop will call you an emm-effer and have you killed, so, effectively, he 
    is always first, no ifs, ands or buts. 
         Now begins the sneaking. 
        This part is where it gets hazy. You only really have a choice between two 
    families to leave in charge of New Reno (as their made man, the one they love), 
    that being Wright and Mordino, since in order to join Mordino you have to kill 
    Boss Salvatore, and Bishop must be done first. However, I guess by leaving them 
    alive, it'll come down to the game's internal power counter. 
         At any rate, Wright can be done second, third, or fourth. 
         I accomplished this by, under the cover of night, sneaking into the 
    Wright's house courtyard, behind the rails, then entered combat to sneak into 
    the already open house door and to just get inside the house, to get past the 
    two guards at the front of the house. From there, I snuck to put the bookcase 
    between myself and the one Wright Child standing in between the two rooms. 
    Then, I entered combat, and snuck right past him, to near Orville's door. I 
    entered combat again just to be safe, and snuck to the bookcase near the corner 
    of that room, where I left combat. Sneaking to the door, I was simply able to 
    open it without Keith noticing, and as soon as I was on the threshold, I was 
    able to chat to Orville, where I got made. End of story. 
         Now, this is where Mission 3 of Mordino finally comes into play. The job 
    is to whack Salvatore. The easiest way to do this is to get made by him, then 
    execute the script to assassinate him after you're made, then walk to the top 
    of the stairs and wait for him to drop. 
         Salvatore will either be second or third. 
         To infiltrate Salvatore's room, just either sneak part way into the bar 
    and enter combat to go up the stairs, or make a dead run to the stairs and use 
    them right after turning sneak on. 
         On the second floor, things get tough. Mason, if you talk to him and you 
    can, will tell you to go on in. However, touching the door makes him notice 
    that you're a made man, and he'll unsheath his lightbringer and start shootin. 
    Therefore, this is the toughest part of the process, as you must somehow 
    arrange your NPCs (you'll need at least one, probably three or four), so that 
    one of them opens the door and runs into Salvatore's room. I did this by 
    pushing my NPCs around and telling them to change distance until eventually 
    Cassidy went through before Mason noticed me shoving them. You must stay still, 
    and if you've pissed Mason off for any reason, he'll probably just shoot you on 
    sight, so stay in sneak. As soon as the door is open and the way is clear, RUN 
    to Salvatore (get out of sneak) and chat with him before someone enters combat. 
    Then, you're home free to do Mordino Mission 3. 
         To get the full 2000xp and make it a true assassination, three conditions 
    must exist when Salvatore drops: 1. he must not hold an oxygen bottle. 2. you, 
    due to a scripting bug that was never squashed, must hold the poison bottle in 
    your inventory, and 3. Salvatore must not be in combat mode. (-Per Jorner) Wait 
    by the stairs so you won't say "I love killing old people" when he drops, and 
    after he does, you can chat with Mason to see that he was an ass because he 
    really cared about the old codger. 
         You're done here, move on. 
         Last in this guide, but certainly not least, is Big Jesus Mordino. This is 
    probably the easiest time you'll have in this process outside of getting made 
    by Bishop. 
         Simply run past the two bouncers in suits outside, then sneak to the left 
    side office, stopping in front of it, then work your way across the floor 
    between the rows of slot machines, over to the room across from the stairs. 
    From there, simply sneak in combat to the stairs and use them to get up. 
         On the second floor, the doors leading to Mordino should all be open from 
    your last encounter, so it'd probably be easiest to just make for a dead run 
    for Big Jesus, clicking on him until you enter dialogue. That's it for him. 
         For the three bosses you have to sneak up to, it'd of course be best to 
    save before you get inside, and then when you are in, save when you get to a 
    safe point in a different slot. Save early, save often. If you're doing a 
    hardcore game where you can save only once a day, then you ought not even 
    attempt this unless you have balls of steel (the type used in the Red Ryder LE, 
    you know, ball bearings.) 
         Just remember that Bishop is first, and you have a choice as to when 
    Wright is gotten, but you can end with only one family liking you, and that 
    will either be Mordino or Wright. 
         Each boss has his own way of being killed silently and 'accidently,' 
    making it not your fault and allowing you to keep your Made Man status while 
    the boss slowly rots in his room. These options provide thousands of extra 
    points of experience and allow you to help tip the scales of balance on the 
    power levels to get that ending you wanted. 
         This is a bit tougher, especially for me, since I never add anything to my 
    Traps skill, but with a very high Traps skill, you can, after you sleep with 
    Mrs. Bishop and ask about Bishop and his "other pursuits," you'll be given the 
    option to ask if she wants you to kill him. Do this by making an 'accident' 
    occur on his trapped safe (a fairly high Repair is necessary). Go off this 
    floor and wait ten minutes. There is no xp for this, but you do get xp when you 
    tell Mrs. Bishop to move on with her life, after Mr. B is dead. 
         Talk to the children playing outside the Wright estate in the afternoons 
    and evenings while you hold any given pistol in your inventory (don't let it be 
    the Alien Blaster or the Gauss Pistol or anything else like that- best idea is 
    to carry only a single 10mm Pistol). They'll drop everything and spot it right 
    off, asking if they can play with it. If it's not loaded, they'll say they know 
    exactly where to get ammo for it. If you tell them to wave it in their dad's 
    face and pull the trigger, that's exactly what they'll do, and you'll never be 
    blamed for it. 
         Boss Salvatore is a fragile old man, and consequently, requires air to 
    live. As described above in Part II, Section C, hold on to the poison gas tank 
    while you steal his oxygen tank, run over to the landing of the stairs (or 
    anywhere away from Salvatore), and wait. In under a minute, he'll be dead and 
         Mordino, like Salvatore, is also of ailing health. Consequently, any drug 
    you give him except for alcohol, from Nuke Cola to Mentats to Buffout to even 
    his own moneymaker Jet, will kill him. Just don't be in the room after you've 
    used it on him, and you'll be fine. 
         I'd like to thank Whitechocobo666 for telling me to get off my butt and 
    write this thing, and Per Jorner for his excellent Fallout 2 guide, without 
    which I'd be nothing and know nothing. 
         I can be contacted via email at jjansen@islc.net and reached via AIM 
    through my SN of Else Are. Be pithy and to the point and I'll get back to you 
    or even add you to this FAQ if you have something to add.

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