_________ _ _ ___________ _____ / ______/ / \/ \ \___ ___// __ \ | | | || | | | / / \ | | |__ __ | || | ___ _ _ | | /_/ | | | _// \ | || | / _ \ / \ / \| | / / | | / /\ \ | || |/ / \ \| | | || | / / | |/ /__\ \| || || | | || | | || | / / | || __ || || || | | || | | || | / / | || | | || || |\ \_/ /\ \_/ /| | / /_____ | |\_/ \_/\_/\_/ \___/ \___/ \_/ /________\ | / |/ EVIL WALK-THROUGH Version 1.6 Author: whitechocobo666 email@example.com http://www.geocities.com/whitechocobo666/ ASCII by Angelwingnl! Well there are some walk-throughs for this game, but they are all for good characters, who do all the quests for good guys and get really high karma. This walk-through is for mainly evil characters, who will only do evil things, unless there is a huge advantage to be made. Pure Evil characters can use it too, they are just like mainly evil characters but they don't do the 3 or so good quests in the game that I put in the Walk- through (vertibird plans, Smiley, talking in NCR). If there is a good way and an evil way to complete something, this walk-through will do it the evil way. So if you are scared of being evil or something, you probably won't want to actually use this. But everyone should complete the game at least once to see what being evil in Fallout 2 is like. This faq assumes that you know how everything works and how to play the game properly. It is recommended that you have finished the game at least 1 or 2 times. This is based on the Australian version of the game, and it isn't patched. The game being patched wouldn't make much difference with relation to these evil quests. This is my first walk-through, but because I like Fallout 2 so much, and no one had made an evil walk-through, I decided to make one. Note: This is for the truly evil characters. You are not a truly evil character if all you do is go and do all the good quests, and come back and then slaughter the towns afterwards. Slaughtering the towns is stupid, and is for dumb evil characters. If you do all the good quests, you are a good character. If you do any good quests that make a good ending, you are banished from evil land to a good person. This walk through is for the truly evil character of course. None of that slaughtering in here, unless they attack you first, for a good reason. Getting caught stealing and then slaughtering them, or making a conversation and then getting into a fight are NOT good reasons. IF YOU SEE ANYTHING I'VE MISSED SO FAR, PLEASE EMAIL ME SO I CAN PUT IT ON HERE! I'll put your name in the credits of course. CONTENTS REVISION CHARACTER Stats Traits Skills Overall Perks Karmic Traits Tips WALKTHROUGH ENDINGS CONCLUSION REVISION Version 1.0 The first version of the walk-through. Got up to Vault City Version 1.1 Finished the game and the walk-through and everything. I will still update if people email me extra stuff. Version 1.2 Done conclusion, perks, bounty hunters, fixed up some stuff and maybe added some other stuff. Version 1.3 Added special encounters. Added some stuff about special perks, thanks to Jason Ballin (firstname.lastname@example.org) Version 1.4 Rick Lucas told me lots of new evil stuff and Jason Ballin told me another thing. Version 1.5 Terry told me lots of the alternate pathways stuff, of how to get the good people's stuff at the start, and a slave trick and Pariah Dog trick. I added the power armour from the start trick (which I don't really like). Got an ascii art from angelwingnl! Some other stuff too. Version 1.6 Updated some stuff. Yay. CREDITS People on message boards who have said stuff about how to complete quests. Gamefaqs because it's good and I gave this faq to them. Any other site that puts my walkthrough on their site. Interplay and Black Isle for making it and developing it and producing it or whatever it is that they did to the game. Chris (gfen02) for telling me to do the special encounters. Jason Ballin (email@example.com) for telling me the real stuff about Flower Child, Vault City Training and Animal Friend perks, and about turning on Lara's Gang. Rick Lucas told me lots of stuff that I missed to put in this for version 1.4. Terry told me stuff about getting Cassidy and the Sierra Army Depot, and about the special slave runs and the Pariah Dog brain extraction for version 1.5. Angelwingnl gave me an ascii art for the title! It's good! DamnationLtd <firstname.lastname@example.org> gave me his way of killing Miria. It's funny. Janne Hanhela told me something about the trap in the Temple of Trials. Awesome on the Fallout 2 No Mutants Allowed board said my character was no good. Yippee. Trent, for reminding me about the crashed whale, and the repairing in NCR bug. He told me that last year, oh well. CHARACTER A truly evil character will do as many evil things as possible. Therefore you have to min-max the stats so that you can receive the most quests and still be able to kill properly. STATISTICS: Strength: 5. This is enough, because the advanced power armour gives +4 to strength, which gives 9. Then you can get the +1 module to take it up to 10. Strength isn't really that important, unless you are going to be a melee or HtH. But it's good to have 10 anyway, so all the weapons can be used without skill drop. Perception: 6. The best thing about perception is the sniper perk, which you get at level 24, and you need 8 perception for. You can get the gain perception perk to add +1, and the perception module found in the military base adds +1 also, so you get the 8 needed for the sniper perk. Perception also helps with distance shooting, but you can just get a sniper rifle or a high weapon skill instead. Endurance: 4. This controls how much hp you start with and get per level. The two important perks from endurance are lifegiver and toughness. Lifegiver only needs 4 endurance, but if you want toughness, you'll have to swallow some buffout. Charisma: 7. Charisma is mainly important for the number of NPCs you can get, and also the speech skill, so you want it earlier on. The sunglasses, the memory module and the gain charisma will get it up to 10. If you don't want the power armor at the start, you can have whatever you want. Intelligence: 8. Intelligence is probably the most important, because of the dialogue options, the skill points and all the skills that use it. The gain intelligence perk raises it by 1, but because you are a slaver you will miss out on the memory module for it. If you are a bit unlucky or lucky, you will get an extra point from the hubologists. Agility: 8. This gives you 9 AP, and for 10 AP, you need 10 AP, so you probably shouldn't do that. Agility is also important for combat skills, and you need 8 agility for the slayer and sniper perks. 9 AP is pretty good and can be upgraded to 11 AP if you get two levels of action boy, but you don't really need it. Luck: 9. The main reason this is so high is because Vault City citizens need to be lucky to pass the test. High luck is also very useful for the sniper perk, and perhaps slayer, and it will help you find random encounters. But if you don't care about being a citizen, take this down to 6 and put the points elsewhere. You can gain luck if you want to take it to 10, which will get you a critical hit every shot with sniper. Or you can lower it to 8, and get gain luck, or lower it to 7 and hope the hubologists give you +2 to luck, but that's pretty risky. So summed up: Str: 5 Per: 6 End: 4 Cha: 7 Int: 8 Agi: 8 Luck: 9 TRAITS: Gifted: The true evil character should have this. It gives +1 to all stats. You would already know that though. Fast Shot: It depends what weapons you want to specialise in. If you want big guns, take it. Anything else don't take it, because it stuffs up unarmed and HtH aimed shots. Finesse: Not really useful to me, but other people like it, so if you want it, take it. Sex Appeal: +10% speech when talking to the opposite sex, and -10% speech when talking to the same sex. Not too bad for females. Bruiser: Gives you an extra 2 points, but lowers AP by 2. If you take it, put it back onto agility to get back to 8 AP, and then you have higher skills in combat, and can get some more perks. I wouldn't do it though. 1 extra AP is better. Fast Metabolism: You can heal quicker. There isn't really any time limit (except the 13 years), so you have unlimited time to heal almost. But you don't really need poison or radiation resistance. So get it if you want. One Hander: The main one handed weapon that you'll use is the gauss pistol. There isn't that much use for this. Kamikaze: +5 sequence, -8 AC. The AC bonus won't make much a difference, the perception will more, so it's ok. The other traits aren't useful to me. Summed up: Gifted Sex Appeal Awesome (from NMA) doesn't like me using sex appeal, so take Kamikaze or Fast Metabolism instead, if you don't like it, either. SKILLS: Small guns: This or big guns should be tagged, as your main combat skill. The best small guns are the gauss pistol and gauss rifle. You have small guns for most of the game, so this is pretty useful. But since you might be doing it the evil way, you can pick up big guns at the start, but you'll run out of ammo. The "Guns and Bullets" magazines increase small guns skill, but are pretty rare. Big guns: This or small guns will be tagged. The best guns here are the bozar and the vindicator minigun. The bozar ammo is easy to find, so you'll be able to use it straight away when you get it (but that probably won't be until ncr). Energy weapons: This would have been good if you got energy weapons at the start, when the enemy isn't wearing power armour. This would still be alright though, but only after you have the sniper perk, as the critical hits will probably go through the power armour. I don't like it that much though. Unarmed: This is for fighting with no weapons or glove weapons, the most powerful being the mega power fist. This is also used in a couple of quests, the New Reno boxing and San Fran fighting. Don't put any points in this until you get trained by Lo Pan. He can put you up to nearly 100% with it. Melee: Melee fighting uses Hand to Hand weapons, like spears, sledgehammers, cattle prods and so on. The weapons are usually a bit better than unarmed weapons, but you don't need them for any quests, so they aren't as useful. Throwing: Throwing weapons are not that useful unless you are facing a group of unarmored people. The best use for the throwing skill in my opinion are the electromagnetic pulse grenades, when you use them in the Sierra Army Depot against the robots. But since you won't be going there, you don't need this skill. First Aid: It lets you heal people. Don't spend any skill points on it, because doctor is used for some quests, and it does pretty much the same thing, but better. You can also find many books that will increase first aid. But you can use the first aid field medic kit to increase the chance of healing the most. Doctor: Doctor is first aid with the ability to heal crippled limbs. Doctor is also used in some quests, mainly ones in Vault City. I think you need over 80% doctor to find out about combat implants, which give you damage resistance. Sneak: Sneak lets you walk around without being detected, and lets you kill people without others hearing, and might help with the steal skill, but I'm unsure of that. Sneaking is pretty useful because your going to assassinate people with your gun, so I got it up to 80% or so. Steal: Perhaps the most useful non combat skill. Stealing gives you lots of good items, and a little bit of experience. Use this skill all the time, but remember to save first. You can just reload if you stuff up, no matter what your skill, and you'll get it after a while. But if you're like me, and the game takes ages to load (I usually go and get something to eat while waiting for games to load), it's good to have high. Lockpick: This is another very useful skill. It lets you open locks with either lock picks or your hands. The higher your skill in it, the more chance you have of picking the lock. You can pick most locks with around 50% pick locks skill and with Mk II lock picks. You don't get the Mk II lock picks for ages though. So get it up to 70% or something. Traps: Traps help you disarm the traps mainly. It isn't really used for quests. With power armor you don't really need to disarm traps, because they will do hardly any damage. It lets you set traps also. You need to have say around 80% to assassinate Bishop properly. But since traps aren't really that useful, you probably won't get it up that high. If you are planning on assassinating Bishop, you need high repair skills too. Science: Science is a pretty good skill, that is pretty useful, as it lets you hack into computers with success, and talk about scientific stuff with other scientists, and to examine things before you repair them. It's not very useful at the start of the game, but as you progress, it is used more. Myron the NPC has science for a skill, so he can do scientific such like examining things scientifically, but not hacking into computers. You should probably get it to about 80 or 90 for New Reno. You need 75% science skill to get Myron to make super stimpacks. The "Big Book of Science" increases this skill, but they are pretty rare. Repair: This lets you "repair". You can repair power generators, and also laser barrier generators, which turns them off. It also helps you rig a certain safe. You can upgrade it with "Dean's Electronics" books. Those books are pretty common. You don't need to put any points into it, because Vic can repair stuff for you. But if you want to assassinate Bishop you need 80%. Speech: This is the talking skill. The more you have, the better chance you have of lying, and being believed. Or people take you seriously at least when you are telling the truth. You'll want to tag it because it's used for heaps of quests, and it gets you better stuff when you're talking. Once it's up to 100 or so you don't really need to increase it any more. Barter: Barter lowers the price of the merchants goods. The price of yours stay the same. Barter isn't that effective, so you don't really need to put it up high. I think the barter skill is used when you buy special stuff when you are talking, like the vault recognition module and the car from the Chop Shop. But that doesn't happen very often. Your barter skill won't get the merchants prices any where near yours, and most of the time you can just steal instead of barter. You probably shouldn't waste points on this skill. Gambling: This determines how good you are at gambling on the slot machines and on the roulette table. With 100 skill you win on the $5 slots, but not the $25. You should either invest in this skill a lot, or not at all. If you know craps, you can play that with around 30 skill. Since you are lucky, your gambling level will already be pretty high. It's up to you what you want to do with this skill. Outdoorsman: It lets you avoid random encounters. Don't tag it or put points on it because in Klamath smiley will upgrade it for free, to at least 103% (I stopped there). 'Tis cheating though, oh well. There is lots of books for it, but they won't do any good because your skill will be too high for them. Tag Skills: Small guns Speech Steal Awesome (from NMA) doesn't like me tagging steal. So if you don't like me taking steal as a tag skill, take lockpick instead. So our character is so far: FALLOUT VAULT-13 PERSONNEL RECORD 25 July 2241 0824 hours Name: Koko Age: 16 Gender: Female Level: 01 Exp: 0 Next Level: 1,000 ::: Statistics ::: Strength: 05 Hit Points: 028/028 Sequence: 05 Perception: 06 Armor Class: 008 Healing Rate: 01 Endurance: 04 Action Points: 09 Critical Chance: 9% Charisma: 07 Melee Damage: 01 Carry Weight: 150 Intelligence: 08 Damage Res.: 000% Agility: 08 Radiation Res.: 008% Luck: 09 Poison Res.: 020% ::: Traits ::: Sex Appeal Gifted ::: Skills ::: Small Guns ..... 047% Big Guns ....... 006% Energy Weapons . 006% Unarmed ........ 046% Melee Weapons .. 036% Throwing ....... 022% First aid ...... 018% Doctor ......... 009% Sneak .......... 019% Lockpick ....... 014% Steal .......... 034% Traps .......... 014% Science ........ 022% Repair ......... 014% Speech ......... 045% Barter ......... 018% Gambling ....... 035% Outdoorsman .... 014% PERKS: When I had finished the game, these are what I had: ::: Perks ::: Awareness Bonus Rate of Fire Better Criticals Sniper Lifegiver Pickpocket Swift Learner Tag! Gecko Skinning Dermal Impact Armor Phoenix Armor Implants Expert Excrement Expeditor The order I got them was: 3) Swift Learner 6) Awareness 9) Better Criticals 12) Tag! 15) Bonus Rate of Fire 18) Lifegiver 21) Pickpocket 24) Sniper Swift Learner was chosen first, but that was a bad decision. 5% experience is only 5000 experience for every 100,000 you get. And you only get up to 300,000 experience. So choose a better perk than that. Awareness was chosen because it's good to know what weapons and health the enemy has. It's a good choice. Better Criticals is one of the best perks, it means that the table that it is rolled on will be 20% better. I think the table would be something like this: >30% = 2x damage 30%-45% = 3x damage 45%-60% = no armour 60%-70% = 2x damage without armour 70%-80% = 3x damage without armour 80%-90% = 2x damage without armour + cripple 90%< = 3x damage without armour + cripple I just made that up, but I think it would be something like that. This is rolled after you hit. With Better Criticals it would add 20%, so you would get good stuff a lot more. Tag! Puts equal skill points onto a skill you choose. So if 100 points have been put onto a skill, another 100 will be added. Then the skill increases twice as fast. But once you've tagged a skill, straight away you can take all the points that were just on it off, and then put them elsewhere. This is what I did with outdoorsman, because it was at 103% from training with Smiley. I put it onto traps, science and repair. Bonus Rate of Fire lets you fire quicker by 1 AP. It's one of the best perks. Lifegiver gives you an extra 4HP, and an extra 4HP every level after. So that means you get 8HP per level, which means you'll have heaps of HP by the end. If you take this at level 12 instead, you'll have an extra 24 HP by level 18. If you plan to spend lots of time levelling up in the wastes, take this earlier, and take the second level of this the next perk level. Then you'll get 12HP per level. Pickpocket lets you steal items more easily. So you can steal stuff from those San Fran guards even when they look straight at you. It also counts really heavy stuff as really light when stealing. I just took this because I wanted to steal some stuff. Taking something else is recommended. Sniper is one of the best perks, especially when you have luck 10. I am not sure if it rolls a 100-sided dice, and then puts your luck as a percentage (10 luck is 95%), or it rolls 2 6-sided dice. I think it would be the former though, as the latter would get no criticals if the character had luck 1. I think it might add your critical chance to the percentage as well, but it can't go over 95%. Other perks are good too. People like Sharpshooter for some reason, but I never pick it. Toughness is really good, if you take all three levels of it you will have an extra 30% damage resistance, so you'll have about 80% at the end of the game without drugs. Slayer is good too, but you can only get that at level 24 and above. It's supposed to give you a critical hit every time. I never take it so I'm not sure. The Gain ability skills are ok, but you don't really need stats that are that high. If you had low agility though, Gain Agility is good. Like Bonus Rate of Fire, Bonus HtH attacks is really good. Pick it if you like to fight HtH. Action boy and many others are good, so pick whatever you want. SPECIAL PERKS Expert Excrement Expeditor: Shovel crap at Broken Hills 5 times, and you get this perk that gives you +5 to speech. Dermal Impact Armour/Enhancements: These give you +5% damage resistance for normal and explosion. The enhancements give you +10%. Get them after reading about them in Vault City in their medical computer with 80% doctor skill. You can buy them from Vault City and other places for heaps of money. The enhancements give you -1 charisma. Pheonix Armour Implants/Enhancements: These give you +5% damage resistance for fire, plasma and laser attacks. The enhancements give you +10%. Get them after reading about them in Vault City in their medical computer with 80% doctor skill. You can buy them from Vault City and other places for heaps of money. The enhancements give you -1 charisma. Vault City Inoculations: If you are radiated and poisoned and talk to Dr Troy he does something for you and you get this perk which gives you resistance. I've never got it, and evil people won't get it. Vault City Training: Jason Ballin says that if you have a high doctor skill you can talk to Dr Troy and then he will take you on a tour which gives you extra doctor, first aid and possibly science skill. Flower Child: Jason Ballin told me stuff about this one. It gives you 50% more resistance to being addicted to drugs, and he says it can be gotten in Fallout 2, but he got it after finishing the game, after he used Father Tully's cheat book. Animal Friend: Jason Ballin says this is in Fallout 2 as well, but he got it after finishing the game. It lets you automatically be friendly with any animals in random encounters. Animals are probably geckos, dogs, manti, not deathclaws, aliens, floaters, centaurs, and some other ones. Gecko Skinning: Talk to Smiley after rescuing him and he teaches it to you. It lets you skin silver and golden geckos. KARMIC TRAITS Childkiller: You get this when you kill one child. Don't get this the stupid way, by killing kids in cities, just kill the kids in random encounters. It's much more evil. And isn't stupid. Berserker: Just slaughter lots of defensive people in a town. You're sure to get it in San Fran if you don't get it anywhere else. Slaughtering towns just because you like to slaughter is stupid, so don't do it. You need a REALLY good reason to do that, such as they are attacking you and you can't do anything about it. Married/Divorced: You can get married in Modoc, to either Miria or Davin. You can get divorced in New Reno, by giving Father Tully some booze. Slaver: Become a slaver in the Den, and then you lose lots of quests in the game. But if you aren't a slaver you aren't truly evil, so get it straight away after you sell Sulik into slavery. Prizefighter: Just beat up people at the boxing ring for this one. You're supposed to get better unarmed skill, 12 to normal damage resistance and some other stuff, but it never works for me. Porn Star: Become a porn star in Golden Globes Porn, New Reno. You need 8 endurance, 8 charisma and 8 agility. You get money and become a celebrity in New Reno for it. Party members supposedly leave you but it never happened to me. Grave Digger: All evil people are grave diggers. Most of the good ones are too. DIG ALL GRAVES! Sometimes they give you good stuff, and they give you -5 karma each grave dug. Yay for negative karma. Sexpert: Just have sex enough and I think you get this trait. You can get this one pretty quickly if you screw everyone you possibly can. Gigolo: You get this for having sex and abnormal things happen. Like with T-Ray when he blows up, when you get caught in Modoc and in Broken Hills with Francis. I'm not sure though. Made Man: Bishop/Salvatore/Wright/Mordino: Made Man of a family gives you free time at the Cat's Paw, and discounts off items at certain shops. Only good people are made men of the Wrights, and evil people are with other families. Champion: Boo the champions. They are the positive karma people who do all the good stuff. You definitely won't get this karmic trait. TIPS: These are the main things to collect, other than the obvious stuff that you would usually collect: Broc Flowers and Xander Roots and empty hypos, for stimpacks. Fruit and Nuka Cola, for super stimpacks. All alcohol, for lowering enemy perception. All drugs, most are useful. Best places to aim when shooting: I like to aim for the eyes to do damage, and if enemies are running away, aim for the legs. If the enemy is using a really big gun, aim for the arms, and if it is aiming for the groin can knock people out, but there isn't as much chance of knocking them out as hitting someone in the head. The way the critical hit chance works is this (I think): (critical chance + percentage lost for aiming) / chance to hit So if your aiming for the eyes and have a 95% chance to hit with a 9 % critical hit chance, you have a 9 + 60 / 95 = 72% chance. That's why in the beginning of the game if you have a 50 % chance to hit and a 10% chance critical hit, instead of getting a critical every 10th hit, you get one every 20th. Shopkeepers: With some shopkeepers, you can purchase items for cash, and then steal the cash back from their person. This works with the dwarf gambler in NCR, and both shopkeepers in San Fran. This is how you purchase the power armours and good stuff and still have money left over. Pretty spiffy eh? Bounty Hunters are the hardest battles you will face. When you meet them early, they usually have: 2 or 3 power fists and combat armour, 1 laser pistol with combat armour, 1 laser rifle and combat armour, and 1 sniper rifle with metal armour. They are hard, but if you psycho up or are well equipped you will live. Later on, when you get to level 19, they are WAY harder. They all have power armour and gauss pistols and gauss rifles and avenger miniguns and stuff. You'll probably have to run away. They are really hard. But I pretty much didn't have to go on the map much after level 19 so it was ok. You do get -10 karma for each bounty hunter though, and their weapons, which are really good. WALKTHROUGH VERY IMPORTANT (sort of): When I talk about going north, it to the top left corner of your screen. So south is the bottom right corner. Just thought I'd say that because other people might think of north as top right. North might also be directly up on your screen. Sometimes that's how I did it. Oh well. For the first half I usually talk about north as straight up the screen, and after Vault 13 I think that north is to the top left corner. ALTERNATE PATHWAYS My walk-through describes the basic pathway to finish the game. You can do these things before you start using my walk-through properly, so that it gives you more opportunities later on. I don't really like doing this, but anyway: 1. Advanced Power Armour from the start When creating a character, tag the speech skill and give yourself a charisma of 7 or higher. You may want to tag energy weapons too. Do Arroyo as normal, and Klamath if you want, and get the really high outdoorsman skill from Smiley if you want. You should put all your points into the speech skill. Now head south on the map as far as you can, saving every few squares to avoid dying in the random battles. When you're a few squares from the bottom of the map, head west and then enter San Francisco. Go to the Brotherhood of Steel hideout to the south west in Chinatown, and agree to do their quest, making sure you ask if their is a special way to get in, and that he tells you to say you are a new recruit. Navarro is now on your world map. Leave San Fran and go to it. Save every couple of squares to avoid dying and having to do it all again. Once you get to Navarro, ask if this is the enclave, and say you're a new soldier and all that, and then get the password. Enter the base to the north and say the password. When in the base, go down the lifts and then raid the lockers in the north west. There is Advanced Power Armour in there, as well as a plasma rifle, ammo and the charisma module. Go back up stairs and go to the north east of the base. Sneak behind the man guarding the lockers and loot the vertibird plans. Go back to San Fran and give the Vertibird Plans to the Brotherhood for 20,000 exp. You'll go up to level 7 or so. Enter the base, go downstairs and raid the lockers for the pulse rifle and some brotherhood combat armour and power armour. You can also use that charisma module on yourself with the computer. Now go back to Klamath and continue. BEWARE: This ruins the enjoyment of the game, so you probably shouldn't do it. 2. Getting Cassidy (by Terry and Rick Lucas) Before becoming a negative karma person or a slaver/beserker/childkiller, go to the Vault City courtyard and get Cassidy to join your team. You can't tell him to leave your group though if you want him to join back up, so once you get to Navarro you'll lose him. You can get Marcus too, but then you have to do the good quests for Broken Hills. Terry says that if Cassidy has power armour as well as you, you can get into Navarro, although it's harder to get the password. 3. Opening the Sierra Army Depot (all of it by Terry) Before your karma goes under -99 or becoming a slaver/beserker/childkiller/porn star, go to the Wrights, and talk to one of Wright's Sons in the train station to get the introduction you need. Go to the Wright's house and talk to another of the Son's outside the father's door, and you get let to talk to Mr Wright. You may have to be level 10 or 11 or something though. Talk to him and get the quest. Finger Jagged Jimmy J (I think Terry told me to finger him because he wouldn't give you karma), and get the next quest to scout the Sierra Army Depot. You can go there later and get Skynet and lotsa good stuff like the intelligence module. I'm not going to put it in my walk-through because the pure evil character wouldn't get it. If you get the pariah dog encounter, take it to the brain extraction room in the Sierra Army Depot, and you have to extract it twice, and you'll get -100 karma. The Pariah Dog will come back to life where you encountered it first, and you can just keep doing it over and over again. Anyway, I know how to do the Wright quests but I'll put in Terry's way (saves me the trouble bwa ha ha). "a) Ask Keith Wright about possible suspects and have him mention Jagged Jimmy J. Then ask him where Richard's room is. Find the empty Jet cannister in Richard's room for 500 XP, 0 Karma. " "b) Take the empty jet cannister to Jagged Jimmy and find out that it's been poisoned! Be sure to barter for all his stimpacks afterwards. 500 XP, 0 Karma." "c) Talk to Renesco about the jet cannister. Get him to reveal that someone forced him to poison the jet. 1000 XP, 0 Karma." "d) Go back to Mr. Wright and tell him that Jagged Jimmy J murdered Richard. Why Jagged Jimmy? Because.... you hate the way his mouth runs like a car motor... and, his inventory does not periodically regenerate like Jules' and Renesco's does... muahahhaha! 500 XP, 0 Karma. (Of course, you could tell Mr. Wright that the Salvatores poisoned the kid and why they did it for 2000 XP and positive karma, but that is clearly the GOOD way to complete this quest.)" "Of course, accept the Sierra Army Depot quest and of course, do NOT return to Mr. Wright once you've destroyed all the turrets." "Completing the quests in this manner also results in the following additional ending (sic):" "Although a man was accused of the murder of Wright's son and marked for death, the true identity of Richard Wright's murderer was never found. It remains a closed chapter in Wright family history." There you go. I not like to do it, though… ARROYO You start outside the temple. You can pretty much run through the temple if you want, but it isn't recommended. If you kill all of the ants and scorpions, and disarm all of the traps in the trap room, you can level up (put all the points into speech for this level). The temple is pretty basic to get through. Just remember to pick up every item you find as well. COMBAT TIP: Take one punch or kick at the enemy, and then use the rest of your action points to run away. These enemies hardly have any action points, and therefore they use them all up getting to you. If you do this correctly you shouldn't ever get hit in the temple. To open the first door of the temple, use your lock pick skill on it. This opens the door to a wide corridor. As soon as you move a few steps you will see raised plates. Walk up to them and keep trying to disarm them, until you eventually do. There's lots of experience to be got from that. If you accidentally set off one of the traps, go and pick up the sharpened pole that the trap shot. In this temple area, get some C-4 from the big pot. Go next to the door that you can't open, and set the C-4 for 10 seconds and then drop it and run about 5 hexes away. The door opens when it goes off. There is a trap under the door, and (submitted by Janne Hanhela) it's hard to see, you just push 4 and then click under the door and after a while you'll click on the trap. Anyway it's about 4 pixels or something that you can see. There are a couple of enemies in this next area, so just kill them. When you get to the door, go through it, and you encounter the tribal man. You have three choices: Fight him, talk him out of it, or say you need time to prepare, and go and steal the key. You could probably just pick the lock to the temple door though. Go through the door and you get the vault suit and the pip boy. Go and talk to the elder, and get the money and the flasks. Go to the guy in front of the giant head, and he'll train you in unarmed. Go to a hut near there, and the man with the spear will train you in melee weapons. Go over to Nagor, the guy who has lost his dog. Steal his spear, and then talk to him, and let him run off into the wilderness by himself. Follow him, and you see that he is dead. He has another spear on his body! You can take that! You got two spears and someone dead, you must be a very proud evil person. Go back to the village. Now you can steal items from the people in your village if you want, and then leave the screen to the south. Because you're evil you don't need to waste time and help people. Look at the man at the bridge, and then talk to him about his sharpened spear. He'll tell you to go and get some flint off your aunt. Her house is back in the screen before this one, to the south west. If you can talk her out of it, do that, but if not, steal it from her. Now go back and get your spear sharpened. Now you can leave. Character Update: Karma: 12 Weapon: Unarmed Armour: None GOOD STEALS Elder - knife Elder's chest - knife, healing powder Elder's Shelf - knife, fruit Shelf in house SW of Elder's - xander root Aunt Morlis - flint Aunt Morlis' Pot - $100 Standing Fist - healing powder Mynoc - knife Nagor - spear KLAMATH NOTE: In Vault city there is a quest to find 10 booze and 10 beer, so collect it all in this town. Whisky Bob has it, there's some in his still, and you can trade for it and steal it too. NOTE: I'm not going to say to steal stuff or loot stuff anymore, unless there is really good stuff to be found. So remember to search everywhere and steal everything. Talk to the man south of the message board, and call him a drunk. Now talk to Torr, the guy who looks like a tribal, and agree to help him. Kill the first scorpion that's near you, and then end combat. Head west a bit, and talk to the Duntons, and agree to help them. Go and talk to Torr, and say the bugmen are coming, and he will run off. You lose 10 karma. Go back and talk to the Duntons, and receive your cut of $50, 5 pieces of dry meat and -60 karma. Head south, and then search the hut to get the scorpion limbs (useless) and four more pieces of dry meat, then leave the screen and you will arrive back in town. Just a bit north is Vic's house. Raid everything from his house, especially the radio. The Duntons' house is next, but you can't talk to them anymore. Now go over to the Buckner Tavern, and make sure you have $350. Pay the Buckner girl for Sulik, and get his leather armor for yourself to wear, after getting him to come with you. Talk to Whisky Bob and get the quest to refuel his still. You can get him to raise the price to $65, but it doesn't matter. Now talk to Ardin Buckner, and get the quest to find Smiley the Trapper. Now leave to the Golden Gecko tavern. Talk to the pub owner, and he'll ask you where Whisky Bob's still is. Tell him where the still is, and you get -15 karma and $50, and a beer. Now talk to a man in the SW corner of the building, and ask him to teach you magic, and then after a bit he'll teach you some unarmed. If it is night time, you can arm wrestle one of the Duntons. Now go south to the next screen, which is Trapper Town. In Trapper Town, go and find Slim Picket, who is in a building to the west. Talk to him and you find out that he has the key to get through the locked door. You can either talk him out of it, steal the key, pick the lock instead of using the key, give him "what he wants", or buy it off him. Don't buy it. If you give him "what he wants", you'll be closer to getting the gigolo and sexpert titles, so you can do that, or if you steal it you get the experience. Go in the gun shop, and make sure you get the two pairs of boots from the lockers. Now go through the other buildings and kill all the rats and take the ladder down. Your aim here is to go and get the fuel cell regulator from the car. The first level is easy, just kill all the rats, and take a ladder down. This next level has harder and bigger rats, and also the rat god. Avoid the Rat God as you get 50 karma if you kill it. Don't fight it, and go up another ladder to get to another level, which has even bigger rats in it. In this level, when you arrive at the locked door, you can search the shelf to get the dynamite, and then drop the dynamite next to the door to blow it open, or you can pick the lock. Try picking the lock first as you get experience and can keep the dynamite then. Go up there and go down to the car, try and use it and you get the fuel cell regulator. Now go back the way you came, and now it's time to leave Klamath in the direction of the Toxic Caves. TOXIC CAVES All you have to do is go through the toxic caves, killing the geckos if you want, and find Smiley at the end. Trade one of the pairs of boots to Sulik, so you can both walk on the spilt goo. It's recommended you kill the Geckos for the experience, but you could wait until after you get gecko skinning so you can skin the goldens. When you get to Smiley, say that you are leaving and you get -2 karma. Then just talk to him again and get him to come with you. You can repair the generator now, but you may as well let Vic do it later. Now leave the caves back to Klamath. You get 75 karma points for helping Smiley. Oh well, that took me back to 0 karma. Rick Lucas told me this stuff: Say "see ya" to smiley for the negative karma, and then kill him and take his stuff. You probably get -10 karma, but you can't get the outdoorsman skill or the gecko skinning then. The Gecko skinning isn't that much of a problem but I used Outdoorsman for Tag!. Oh well. I suppose it's an extra -85 karma if you do that. After that, go to the area west of Klamath, where Mr Handy the robot is. Kill it, and then find Torr who is supposed to be there. I'm not sure if Torr is there if you get your money from the Dunton's, instead of saying that you don't want the money from them. Anyway, kill that retard Torr. He can whoop your ass if you're only level 3 or so. Then once you've killed Torr and Smiley, go back to Mrs Buckner and tell her that her son and boyfriend are dead, and if you get the option, laugh at her. That's pretty wicked evil stuff, and I think you would get good negative karma for that. I'm not sure if Torr appears unless you talk to Mrs Buckner about Torr disappearing, and you might only be able to talk to her about that if you didn't get your money from the Dunton's. Oh well. KLAMATH Ok, now when you are back in Klamath, go and ask Mrs Buckner for some money and she gives you some. Now talk to Smiley and learn to skin geckos. Now keep talking to him and ask him to teach you about geckos. Even when he says you already know enough about them, he teaches you anyway, and your outdoorsman skill goes up by 1-6 points. Keep doing this as much as you want, but get at least 100 points in it. Now go over to the bathhouse, and talk to Jenny, and ask her about Vic and the Den. Now go off the screen to the south, and kill golden geckos for their skin. Now you can head off to the den, or go and skin some golden geckos at the toxic caves. If you go to the caves, go to the den after that. Character Update: Karma: 0 Weapon: 10mm Pistol Armour: Leather Armour Sulik's Weapon: Sharpened spear Sulik's Armour: Leather Jacket TIP: If you run into trappers on the way, don't kill them, as they give you karma. Instead, buy their golden gecko skins for money, and then steal your money back. GOOD STEALS Jenny - 2 healing powders, $39 Big Nose Sally - 2 flowers, $47 Bath Girl 1 - rope Bath Girl 2 - cat's paw, $12 Whisky Bob - $7, 2 booze, 1 beer, knife, 2 drymeat Person near Whisky Bob - 1 beer, $7 Sulik - sledgehammer, leather jacket John Sullivan - spear, 24 10mm JHP, beer, stimpack, $44 Golden Gecko guy at bar - 2 gecko skins, 2 healing powders, 2 beers, $6 Black guy wanderer - stimpack, drymeat Drunk Greeter - Molotov cocktail, 2 booze, 2 beer TRAPPER TOWN Trapper near fire 1 - 24 10mm JHP, 2 beer, spear, 2 drymeat, gecko skin Trapper near fire 2 - golden gecko skin, $13 Trapper near fire 3 - poison antidote, $6, 2 throwing knives Girl in house - brass knuckles, 24 10mm JHP, golden gecko skin, $5 Guy in same house - 24 10mm JHP, stimpack, $35, knife Slim Picket - (key), 2 stimpacks, 3 drymeat, $20 THE DEN Firstly, go into Becky's casino and ask for whisky, and about the Dyers, and then buy some whisky. Now go into Flick's house, and trade your useless stuff, and gecko skins in for some 10mm JHP and some shells. Be sure to remove all of Sulik's items, as he will be leaving the group soon. Now go into Lara's gang's house, and get a quest from her to search the church. Now go onto the other side of The Den. Go to 'the hole', and talk to one of the patrons. You can let him spend some time with you for $200. Now talk to Frankie, and ask for whisky, and then ask why his whisky is so expensive, and then tell him he should find out why, and then agree to the quest. Next stop is the slavers' guild. Be absolutely sure that Sulik doesn't have any good items. Say whatever to the man in the front, and then go and talk to Metzger. Sell Sulik into slavery, for $1575 and -15 karma. Next join the slavers, and you get the 'slaver' karmic trait. Say that don't want to do your slave run now. Now talk to him about Vic, and ask if you can see him. Go and talk to the slaver guarding Vic's door, and he'll let you in. Talk to Vic, and give him the radio you found, and then go back and talk to Metzger. Ask him about Vic, and when he wants you to pay him, ask if you can 'work something out', and then agree. Now go and talk to him again, and buy Vic for $500. Go and get Vic out. You get 5 karma. Oh well. Go back and steal Metzger's stuff, including a shotgun, which you should equip. Now go on a slave run, and kill the bad villagers when they attack you, as you get -10 karma each one, and then -100 when you finish the first run, and all other runs you get -15. And make sure that after all the hostile slaves are killed, you steal the slaver's weapons, which are good for this point in the game. Head back to The Den after each run, get your money and then do another, until you can't anymore. SPECIAL TRICK BY TERRY If when you go on the slave run, you skill all of the slaves and then return to the Den, you get the -10 karma for each slave killed, and you don't get paid for the run, but the run doesn't count towards your number of runs, so you can do it an unlimited amount of times! You'll get beserker too, which you'll get anyway later. Lots of negative karma is good. Now go and talk to Tyler, and lie to get into the church. Then use the crates, to find out whats in them. Now leave to the other side. Once on the other side, go into Becky's Bar. There is a door in the top left corner of the room, which you have to pick. Do it when the man next to the door moves to talk to the girl at the craps table. To get him to go and talk if he isn't already doing so, just wait 10 minutes. Pick the lock and go down the stairs, and you find Becky has a still. Leave, and go and talk to Lara again, and agree to do her quest of talking to Metzger. Now leave to the other side. Go into Frankies, and talk to him, to get the quest to break Becky's still. Go into his room and get the crowbar from the book case. Go to Metzger and ask permission for Lara's gang to fight Tyler's gang. Now go to Mom's. Talk to Stacy, buy her a drink, and listen to her talk about her cat for 200 experience. The following might not work if you only have 7 charisma, but if you are playing with a higher charisma character it might. Go to Karl, and give him $1000, and don't ask about the GECK. Talk to him again later, and he'll ask you to spend some time with him, for $1000. Agree and you get your money back and are closer to the sexpert and gigolo karmic traits. Leave this screen. Go into Becky's casino, and then go downstairs and destroy the still, by using the crowbar on it. Now go and talk to Lara again, and get the next quest, to find the weakness in Tyler's gang. Go back to the other side. Go to Frankie, and tell him you've broken the still, and you get -50 karma, $500 and 700 experience. Don't tell him to join Becky, as that's 70 karma, and 900 experience. Now go and talk to Tyler, to learn that the gang is having a party tonight. Go to the other screen. Jason Ballin explained this part a bit better, but Rick Lucas told me about it too: Instead of helping Lara, tell her you need time to prepare. Go back to Tyler, and tell her that Lara's going to fight her, and he'll give you $500 to kill her gang. Do that, and you get -5 karma for each of Lara's gang members killed, and you can take $400 off her body, as well as that $500 from before and 1000 experience for "helping Lara win the battle". That would have been an error, but oh well. That's all. If you have a shovel, you may as well dig all the graves, to get the grave digger karmic trait, and lots of negative karma (-5 for each grave dug). There is some buffout in one of the graves, so make sure you take it and keep it. If you have too much to carry, go and put it in the car trunk on the other side of town. Now is probably a good time to leave The Den, for Vault City, but you will find an unknown town on the way. Stop there. Character Update: Level: 5 Karma: -355 Weapon: Shotgun, SMG Armour: Leather Armour Vic's Weapon: Hunting Rifle Vic's Armour: Leather Jacket Steal List Metzger - Shotgun, 20 Shells, stimpack Smitty - 10mm Pistol, 24 10mm JHP MODOC You start near the general store. Don't go there yet. Go right, and you see an injured brahmin. Use doctor skill on it, and heal it for 5 karma, and 200 experience. Now go to the house south of where the brahmin was, and get the brahmin to follow you into the house. Talk to Grisham, and ask him to make some jerky for you, with your brahmin. Agree, and you get -5 karma. Go to the well, and 'use' it to move all the planks off the top of it, and then use a rope on it, and go down. Pick up all the coin bags, and you get -1 karma for each one, so that makes a -12 karma total. Go up the end of the north west path, and pick up the BB gun at the end. Now climb back up. Go to the general store, and ask if he has a GECK, and ask what he wants for it. When you can, agree and ask him to cut off his pinky finger, and make sure he does, to get -10 karma. Now leave the screen to go north. Make sure you have 2 sets of dynamite. Go to the north west corner of the screen, where the cage is, and go in. The dogs will attack after a bit, or you can give them jerky instead. Use dynamite next to the pile of rocks, and then move out of the way. The rocks get blown away, so ready an SMG for a fight. Go in the barn, and fight the death claw, which has 200hp. Use burst mode on it from up close, and you should do about 60 damage each shot. You get 800 experience for killing it. Now go into Rose's Bed and Breakfast, and talk to Cornelius who is in the north most room, and after talking to him for a bit, say he needs serious help, and agree to help him. Leave the building, and tell Vic to wait. Go to the outhouse, and use the cupboards there to open it, and then use the middle of it to climb down. Use the dynamite near the cave in, and then climb back up. You will probably get hit for 30 damage. Get Vic and climb down. Go and fight the molerat and get the pocket watch. Go back to Cornelius, and tell him Farrel stole it for 500 experience and -5 karma. Now you can leave Modoc to go to the ghost farm. GHOST FARM At the ghost farm, look at the bodies to find out that they are not real. Go into the house, and step on the rug to fall into the hideout. Go with the guards when they ask, and talk to Vegeir, and agree to help them. Go around and steal stuff off the Slags, there is a repair book and a guns and bullets on people, but there are usually .223 FMJ, .44 Magnum JHP and 10mm JHP ammo on people. Leave through the door behind Vegeir, and go back to Modoc. MODOC Go and talk to Jo at the general store. Go through the conversation, and make Modoc attack the slags, and say you'll lead them. You'll automatically go to the Ghost Farm. GHOST FARM You start off in battle mode, with lots of townspeople and slags around. Try and kill as many slags as you can by yourself, as you get -10 karma each slag killed. Once the battle has finished, loot the bodies, and steal ammo off the townspeople allies. Now go down the back trapdoor, which was the way you came out from the underground last time. All you have to do is kill Vegeir. He has 50 hit points, and an SMG with AP ammo, so he can't do much damage. Loot everything else that you didn't get the first time. Now go back to Modoc. MODOC There isn't much to do, but you can see what the traders and villagers say. Go to Rose's Bed and Breakfast, and talk to her, and she lets you search through the lost and found box. There isn't much there. Now it's time to go to Vault City, so head there. Character Update: Level: 7 Karma: -452 Weapon: Shotgun, 10mm SMG, desert eagle Armour: Leather Armour Vic's Weapon: Hunting Rifle Vic's Armour: Leather Jacket VAULT CITY When you get here go and steal the guards stuff. Head up the main street, and outside a shed near the brahmin pen Vic says that Ed lives there. Go in and talk to Ed and get the locations of lots of other towns, and 500 experience. You can trade your stuff at the weapon shop just above the pen. Go and find the little boy, and he asks you to find his doll. It is on the outside of the bar, next to a wall. Get it, talk to him, and rip it's arms off for 100 experience and -3 karma. Go and talk to Cassidy if you want, but he won't join you because you are a slaver, so use some jet on him. He dies of a heart attack, but you don't get any negative karma, but you can take the stuff from his body. Use doctor skill successfully on the man lying inside a tent, and you get 100 experience. Go into the next screen. Go into the customs office and talk to Skeev. Ask him about how to get into the city, and the other ways there are, but don't buy the fake papers, and just end the conversation. Talk again and say you'll turn him in, and tell him you can be pretty persuasive, and eventually he will pay you $300. Take off your armor, and talk to Wallace, and he gives you the day pass. Trade all your beer, buffout, jet, rotgut, booze and other illegal drugs to Vic, and then go inside the city. Get back 10 beer and 10 booze off Vic, and go in the first building on the right, and talk to her about what's on tap, and about real alcohol, and then keep talking, and when she asks you for the alcohol, give it to her, and you get 250 experience and $300. Go to the Amenities A, and steal anything you want from the table to the right of the lady in there. In Amenities B, steal from the table behind the man. Go into the Maintenance building and listen to Vic and Val talk. Go to the servant allocation center, and talk to the man in there, try to sell off Vic, and then raise the price, but don't sell him off, for -6 karma. Go to the information office, the building furthest to the west, and go in, and talk to the guy about books and how you like them better. He gives you some books. Go into the corrections center, and get the quest to scout the area around Gecko. Leave the screen to the north. Go to the citizen office, and steal the First Citizen's mentats. Talk to her and ask how to become a citizen, and agree to take the quest to stop the ghouls reactor leaking. Get the buffout and some jet off Vic, and then save, and take the mentats, jet and buffout, and make sure you aren't addicted to them. Go and talk to Proconsul Gregory, and take the citizenship test. You should pass if you have 9 perception, 9 intelligence and 9 luck, which you will have after the drugs. You get 1000 experience for passing. Go back a screen, and go to the vault. Go in through the vault, and find Dr Troy, who is the man in the white lab coat. Go and talk to him, and then when you're about to leave, he will ask you to get jet. Ask him why he wants the jet, and ask why you shouldn't turn him in now, and make him pay you. I only had 42% barter skill, so I could only get $500 on the first of every month. Try and get as much as possible. You get -3 karma. Now go down to the second level of the vault, because your doctor skill probably isn't high enough yet to use the computer properly on the first floor. There are lots of useful and not so useful items. Starting from the bottom right room going clockwise: Room 1: booze, cat's paw, TV dinner, junk, $3. Room 2: $150, stimpack, poison antidote, Big Book of Science. Room 3 (locked): Voice Recognition Module, Motion Sensor, Water chips. Room 4 (stuck): 2 explosive rockets, 2 AP rockets, 10 Flame thrower fuel, 2 frag grenades, water chips. Room 5 (locked): 5 television dinners, 5 boxes of noodles Room 6 (stuck): Strength Module, metal mk2, lots of ammo Room 7 (locked): Useless Stuff Room 8 (locked): Wrench, tool, other stuff. Go and repair the rattling air vent for 50 micro fusion cells and 100 experience. Go down to level 3. Go to the central computer, which is the one near the weird guy, and it talks. Use it and you can learn the location of Vault 15. You can pick the locks to the two doors on this level and get some stuff. Now leave the Vault, and go to the main amenities office. You can buy some good stuff now if you want, like Mk2 metal armour and a combat shotgun. Now leave Vault City for Gecko, in the north east. GECKO When you get to Gecko, just steal stuff, and make sure you get the coolant report and part requisition form from the shelf near Harold. Go to the next screen, to the north west. Go into the survival gear building to the left, and then take the yellow key card out of the locker there. You can trade stuff with him too. Go to the room with lockers in next to Skeeter's room, and make sure you take the lock picks from the locker. Go next door, and talk to Skeeter. You can steal the car part from him without the patch, but if you have the patch, you'll have to kill him later and take it. Go to one of the rooms that has a manhole in it, near the north of the screen. Down there you can talk to the ghouls, and steal some good stuff, and talk to the big molerat. Leave here, and leave the above screen, and enter the reactor. GECKO REACTOR Be sure to steal everything you can in here, because this place will soon be closed...permanently. There's lots of AP ammo for the assault rifle here, and a blue key card in a bookshelf in a bedroom, which you can use at Navarro. The guy in charge of storage can give you a 3-step plasma transformer, if you give him the part requisition farm you good from Harold's desk. It isn't useful though, as this is an evil walk through. Go through the reactor, and when you get past the red key card door (you can steal the red key card or find it in a room), you can either talk to Hank, and give him the coolant report, and he will shut down the reactor, for -20 karma and 550 experience, or use the computer. First save, then use the computer, and choose action, try to access the network, and access the enclave, but you have to guess a password first. You should be able to guess it in a couple of tries, if you can't, just reload. You can talk to the guy for a while. When you finish, use the computer again, and learn to use the robot, and then put in commands in this order: Amplify Plutonium-Gamma Shield Deharmonize Neptunium Impeller Calibrate Uranium-Rod Driver Set Voltage on Saturn-Class Capacitor Test Jupiter Wave Compiler Turn Main Coolant Valve-Off This should send the robot to start a meltdown, and you get 550 experience and no karma. So my advice is to go on the computer and talk to the enclave, and then convince the Hank to do it, even though it takes ages. Now you have to decide whether you are going to run for it, or kill everyone for negative karma and items and experience. Choose what you want. When you run out of the reactor, you get 2500 experience, and -30 karma as well. Unfortunately, I got the berserker title, but it was because I think I killed a ghoul without any weapons that was running away. If you talk to any of the ghouls, they'll fight you, and if you walk past the entrance of the bar, you will have to fight. But if you go over to Skeeter, he doesn't fight you, and neither do any of the other ghouls in that screen. Save, and then turn sneak on, go behind him and shoot him dead, and hope no one comes to look for you. Take the car part from him (if you don't have the patch you can just steal it). Leave Gecko for Vault City. VAULT CITY Go to Lynette, and tell her you destroyed the reactor. She will go psycho at you, and when she asks you to leave, do it immediately, or you will be kicked out of Vault City for good. Go and trade in all your stuff you found at Gecko for useful stuff, and if it is the first, go and get your money from the doctor. Go to the two amenities shops, and steal new items, as they should have restocked by now. Go to the corrections center, and give him the map of Gecko (for $300 and 350 experience), and get the quest to scout a route to NCR. Just outside the vault, is a man dressed in green, talk to him, and he says he won't talk to you, but say something about how you don't like slavery in Vault City, and that Vault City is bad, and stuff like that, for the whole conversation, and when he asks you to take his briefcase, offer to do it for free, and not for money. Once you have the briefcase, you can leave. Go back to the Den. If you want you can stop by at Modoc, and pick up your 100 pieces of dry meat from a crate in a room of the slaughterhouse. If you encounter bounty hunters, you can fight them and win good weapons, but they're hard. I encountered them with a herd of deathclaws in a cave, so I got heaps of experience. Character Update: Level: 8 Karma: -764 Weapon: Magnum, Assault Rifle Armour: Metal Armour Mk2 Vic's Weapon: Combat Shotgun Vic's Armour: Leather Armour THE DEN Go and talk to Smitty and pay him to install the car parts. Put all of the stuff that you are not going to use straight away in the car trunk, so you can carry more. Now leave and go south east to Redding. REDDING Redding is the first town you arrive at that has lots of Super Stimpacks. Steal them all, they're really good. There isn't really much to do in Redding for evil people, but if your level 10 or better you can become Sheriff. The first mission is to go and kick Widow Rooney out. Her house is a bit south of the sherrif's office. Go in, talk to her, and kick her out, and get -25 karma and 1000 experience and $100. You can now talk to Ascorti as much as you want, and each time you can get him to give you a beer, so you can get unlimited beer. Go and get the next mission, which is to split up the fight in the bar. Go to the bar, talk to one of them, and say you'll kill the first person to throw a punch, and then it won't be your blood. Take both of them to jail for $300, 1500 experience and 0 karma. Rick Lucas tells me that if you take the next quest, you don't get positive karma, but I did. Anyway, go and talk to the bartender in the bar, and get info on who cut the whore. Go to the area where the molerat fighting is, in the morningstar mine area, and talk to one of the guys there. He admits to cutting the girl, so you can shoot him. Rick Lucas says he didn't get any positive karma, but I got 5 karma. Oh well. Don't take the next mission though. Go to the screen to the north, and go to the morningstar mine, and get a shovel out of the locker. Go and dig up all the graves, which give you a grand total of -35 karma. Go down the grave that was already open. You should probably take the 3 dynamites from the lockers and cupboards and stuff in both of the mine buildings first, as they are useful in getting heaps of money soon. This is the great wannamingo mine. This screen has lots of rats, and two wannamingos. You should be able to kill the wannamingos without too much trouble. If you aim for the eyes and blind them, they will run away, so run them into the corner of the cave and then shoot them. Then leave this screen to the south. There are a couple more wannimingos here, so kill them, and on this screen there are some ladders which take you to places in Redding when you climb them. There is a room on this screen which is under the saloon, and there is a fridge there with some fruit. There is another ladder that leads up to the back room in the casino. Go up there. Save now. Put your weapon away, and go to the back door of the room with the money changer, and pick the lock. The guard gets a bit angry at you, but set the dynamite, one for 0:30, another for 1:00 and the other for 1:30 and plant them on the guard. Run back down the ladder, and on the little monitor in the bottom left corner it should have said the guard was hit twice with the dynamite. Go back up the ladder, and hopefully the man is dead. If he isn't, reload and try with different times on the dynamite. Go in the backroom, loot the fridge and the lockers, for heaps of money and pay scripts. For me, when I leave the screen after using dynamite the game gets an error and stuffs up. Don't worry about the dynamite thing if that happens to you also. Now go back down the ladder and head north to the screen where you started, and then leave that screen to the west. This screen has four wannamingos for you to kill. Do that, and then head down a ladder. I like the one in the north east of that screen, but the north west one stuffed my game up, so I don't go down that one. This screen has heaps of wannamingos, and their mother too. There is a big machine in the middle of the screen, and if you use it, there is an excavator chip in there for you to take. In a bit of the caves to the far right of this screen there is another excavator chip on the ground for you to pick up. I don't know if this is an error, or bug or what. The wannamingos around here are hard, and attack in groups. This is a good place where the better criticals comes in handy. I killed 3 wannamingos with instant kill critical hits, and I blinded or damaged the air intake of all the others. There is about 8-9 wannamingos on this screen I think. Once you clear out this screen, you're all done, and you get 3500 experience and 0 karma. You don't have to kill the eggs to get the experience, so I just left them. My game might have had an error actually, as it said I cleared out the mine when there was still one wannamingo left. Oh well. Head back to the entrance of Redding. Remove your weapon and talk to the Mayor, get a beer and then buy the deed to the mine for $1000, end the conversation, talk to him again and then sell him the mine back for $2500, 1000 experience and 0 karma. If you want, go to the north side, and sell the chip to Dan at the Morningstar Mine, because he goes for New Reno, for 2500 experience, $1000 and 0 karma. If you do, you get the ending described in here, but if you don't, I think you should get the better ending for evil people, where Redding turns into a "desicated husk" or whatever. Time to leave Redding now, for New Reno. Character Update: Level: 12 Exp: 70,055 Next Level: 78,000 ::: Traits ::: Gifted Sex Appeal ::: Perks ::: Awareness Better Criticals Swift Learner Tag! Gecko Skinning ::: Karma ::: Karma: -844 (Scourge of the Wastes) Berserker Slaver Grave Digger ::: Reputation ::: Arroyo: Idolized Klamath: Antipathy Den: Accepted Vault City: Accepted Gecko: Vilified Modoc: Antipathy Broken Hills: Neutral New Reno: Neutral Redding: Neutral Vault 15: Neutral Ghost Farm: Vilified ::: Skills ::: ::: Kills ::: Small Guns ..... 109% Men ............ 022 Big Guns ....... 006% Women .......... 020 Energy Weapons . 006% Ghouls ......... 036 Unarmed ........ 065% Brahmin ........ 010 Melee Weapons .. 056% Radscorpions ... 022 Throwing ....... 022% Rats ........... 087 First aid ...... 058% Robots ......... 001 Doctor ......... 080% Dogs ........... 003 Sneak .......... 074% DeathClaws ..... 035 Lockpick ....... 075% Geckos ......... 038 Steal .......... 100% Aliens ......... 028 Traps .......... 075% Giant Ants ..... 009 Science ........ 072% Repair ......... 075% Speech ......... 097% Barter ......... 038% Gambling ....... 055% Outdoorsman .... 102% Character Update: Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes Vic's Weapon: Sniper Rifle Vic's Armour: Metal Armour Mk2 NEW RENO You start in Virgin Street of New Reno. Talk to Jules, and ask about the Salvatores and their laser pistols, and then you can talk about the Mordinos and learn where Myron is, and also Golgotha, but you'll be going there soon anyway. Go to the Cat's Paw, when you have a Cat's Paw magazine, and ask Miss Kitty about it, and you get the quest to find 10 Cat's Paws. When you come back she gives you 500, but barter for 100 and she gives you 750. You also get 1000 experience. Go into the desperado casino, and talk to Little Jesus and ask to sell slaves, but don't sell any. Go upstairs and talk to Senor Mordino, and he will say that you're a woman when he asks you to do the quests, but then just say that you can do it anyway. Accept the quest and you will end up at the stables. Go in the building on the right, and talk to Ramirez and give him the box for 500 experience. Before that you can open the box, and steal the 5 lots of jet, but then you won't be able to give the box to Ramirez without fighting him, and if you don't give it to him you don't get the 500 experience. You can go into the back room and go and see Myron, but don't do it yet. Leave the stables and go back to New Reno. At New Reno if you go to where your car was, you'll see that it's disappeared. Go and talk to Jules and yell at him and swear at him, and he'll get scared and tell you where it is, so you go there. Or you can just walk up to where your car is, and then it gives you the opportunity to find the car for yourself. At this place, go in the garage, and you see your car. Go in and talk to the guy in the back room. Say that you want your car back, and if you have enough charisma, you can "get down to bitness" with him for your car back, and 7 charisma is enough to do that. You get 750 experience and 0 karma. End the conversation, and then start again, ask if he can upgrade the car, and give him some more "sweet love", so you get the udgrades for free. If you keep making sweet love to T-Ray, he gets 5000 damage and blows up, but you will get the sexpert and gigolo karmic traits pretty quickly that way. Steal all the stuff from inside his room. Drive your car and then enter New Reno again. Go in the Desperado, and talk to Big Jesus. You get $100 for delivering the jet. Agree to do the next quest, but then use some of your jet on Senor Mordino. He dies, you get 1000 experience and 0 karma, and you can take his combat shotgun and combat leather jacket, which will be good for Myron. Leave and go to the stables. At the stables, go in the backroom, and you can just walk past the bald woman, but if you're a man you should steal the scientific pass off her. Go downstairs and south, and talk to the guards at the door. You can go inside if you are a lady by flirting, and if you are a man say you are a scientist, and have the pass. Go inside, and get Myron to join you. Search around his room for a Cat's Paw, lots of empty hypos and some ammo for his needler. Give him some good armour, and his ammo, take his stimpacks and drugs from him for yourself. Talk to Myron to learn about jet. If you have high enough science skill, you can get him to make super stimpacks, with all your nuka cola and fruit you've been collecting. If your science is high enough you can also convince him there is a cure for jet, for 1000 experience. But anyway, you get 750 experience for Myron joining you. Go back to Reno. Go to the next street, and you can't talk to the porno man because you're a slaver. If you can talk to the man, it would have been better not to kill Big Jesus and get Myron, because of his quests. Oh well. Go into the Shark Club, and make sure you have the briefcase from Moore in NCR. Go upstairs, and then on the second level go to the other set of stairs, and talk to the guards and say you have the briefcase. Instead of going up the stairs, go and talk to Mrs Bishop, in the left corner. When you are about to leave, she will ask you if you want drinks, so go and have some. Afterwards, talk to her, about everything, and ask her if she's from vault city if you can, and she tells you the safe combination and you can get the speech enhancement module from it, which gives you +10 to speech. I couldn't ask about Vault City at the moment. Don't loot the northernmost room yet, but loot the room above Mrs Bishop's. Now go in the room with people in it, and Mr Bishop will talk to you. Be nice to him, and tell the truth, and agree to take his mission, for -5 karma. You get 500 experience and money for completing the earlier mission. Now leave the Shark Club, and go to Salvatore's Bar. Go upstairs, and talk to Mason, and keep telling him you want to see Mr Salvatore, and you get let in after a while. Talk to Mr Salvatore and say you want to work for him, to get the quest to kill Lloyd. Go and ask Mason about the details, and then leave the Salvatores, and leave this screen to the west. In this screen, go to Renesco's, and buy some drugs if you want, as you'll need some strength over in Broken Hills soon. But you'll be coming here soon anyway, so you don't need to, as you'll get his whole stock for free. Go to the church, and if Father Tully is in the back, loot the donation box for -3 karma. There is also 2 Xander roots and 1 Broc Flower in his back yard. Go to the weapon shop, and ask him if the Salvatores buy their lightbringers from here, and then accept the quest to get one. You can leave, and then go around to the west side of the building, and pick the lock at the back, and go through the back to where the dogs are, and then go down the stairs behind the shelves. The man down there can upgrade every upgradable weapon for free, and there is stuff on the desks to take. There is a fridge in the top left corner of the room, with electronic lockpicks in it. Be sure you take those, and keep them until you go back to the Toxic Caves. Back in the room upstairs, there is a locker containing the 9mm Mauser, which is like the handgun on Resident Evil 3 I think, at least it uses the same ammo, 9x19 parabellum. Leave this screen and go to the Desperado. Go to the stairs, and go down. In the southernmost room there is a poison tank which you can use to kill Salvatore, but you don't need it. Go behind all the big tanks, and pick the lock of the door that Lloyd is in. Make him take you to Golgotha, and then make him dig up the graveyard, open the manhole, and then drop the mine down there on his head for -5 karma. Go down there and take the money. My game stuffs up when I go down there, so I have to pay with my own money. Dig up all the other graves. Talk to Myron, ask him to wait here, but let him stay when he tells you about Golgotha. Ask him where the grave is on Golgotha, and then when you're in the southern part of the map, he tells you which one it is. You were digging all of them, so it didn't really matter anyway. It's the one with "Ray Muzyka, Summer '98" on it. You only get the extra stuff if you have Myron with you though, and have asked him about it. In one of the southern graves, there are some mirrored shades, and when they are in your active item slots they give you +1 charisma, so have them there whenever you talk. When you dig up the grave with the ghoul in it, kill it. Once you've dug up all the graves, and killed the ghoul, you get a massive total of -135 karma! Go back to New Reno to Salvatore. Talk to Mason and then go in and talk to Salvatore, and pay him 1000 chips, and you get 500 back, and also 500 experience and -10 karma. Get the next quest to go and get money off Renesco. Go there. At Renesco's, say you are Mr Salvatore's person and you are here to collect the tribute. Keep saying stuff like that, and then say you want a 'discount', he gives it to you and then you get to make your 'purchases'. In other words, you get heaps of drugs for free! Make sure you get every drugs you can. Then leave to Salvatore's again. Pay the 1000 chips, and you get 750 experience and 250 chips. Get the next quest, and ask for a laser pistol which you get, and also you get taught some energy weapon skills if you ask (5%). Then go on the mission. Leave this area when the guy tells you to, and then go back to New Reno. DON'T go back to Salvatore. Go to Commercial Row, and give Eldridge that laser pistol he wanted, for some money and 500 experience. It's time to leave Reno...for now. Head for Broken Hills in the east. Character Update: Level: 13 Karma: -982 Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes Vic's Weapon: Sniper Rifle Vic's Armour: Metal Armour Mk2 Myron's Weapon: Needler Myron's Armour: Combat Leather Jacket BROKEN HILLS Firstly, you can help that ghoul under the car if you want, as there's no karma involved. You can talk to Steve if you put your weapons away, but you don't have to. Go into the caravan office, and shovel stuff as much as you can, and you end up getting 500 experience, and receive the "expert excrement expeditor" or something, which gives you +5% to speech, antipathy in Broken Hills and $500. Go to the bar, and buy lots of nuka cola if you want. Use 2 buffout, make sure you aren't addicted and then wrestle Francis the super mutant. You will hopefully lose, so you can get the ball gag. Rest a bit so you get your stats back. Just south of the sheriff, is the doctors. Go in, and joke to him about young and old people to get some free healing next time. If you listen to his story, he'll also give you some free healing next time. Go south and a bit east into that house. Talk to the man there, ask about Broken Hills, and say you hate mutants, and then agree to their quest of rescuing the guys from jail. Go to the jail, and when the mutant walks near the door, sneak and steal the key off him, and then sneak over to the end cells, unlock the door and open it, and then talk to the humans. You end up with -10 karma and 1500 experience, and end up back at the mutant haters house. If you have bad sneak skill, you can just kill the people inside the jail, but I like to do it properly, so I didn't. Talk to the man, and then agree to do the next quest, to get the explosive charge. Go to the East Side of Broken Hills. Over on the east side, head up along the southern house row, and go in the building where the scientist and radscorpion are. Go and steal the radscorpions glasses and the tool. Take the agility and perception tests, for 500 experience each. The professor has 5 mentats in his inventory, so steal them all. Go to the garden near the shed, and talk to the talking plant. Move it in front of the old ghouls home for 2 karma, but 1000 experience. Go back and test intelligence with the professor for 500 experience, and then beat up on the scorpion for -10 karma and 60 experience. That 2 karma earlier was worth it now! Rick Lucas told me about how to get negative karma on this quest: Ok. Go to the north side, and in a house near the top of the screen is a man who gives you a quest to find his wife. Go underground through a manhole or something, and then find the dead bodies of people to the north somewhere. Examine the bodies twice, and then take the note of one of those bodies. Go back to the man who gave you the quest, and he'll ask if you've found her. Say "Is she a hottie with no legs?" and then call him a loser. You get negative karma for this. Wicked bad. Go to the front of the mine. Make Vic and Myron wait, and then go into the mine. You are supposed to have protective gear, but you won't get power armour for a while anyway so you may as well do it now. Go in the mine and run north, and when you take heaps of damage, use some stims. When you get to the mining machine, use the explosive device on it, for 1500 experience and -50 karma. Now all the mutants are gone, so Broken Hills is now stuffed. Go back to the mutant haters house, and talk to them to be allowed to go in the basement of the general store. Go over to the general store, and talk to the lady and ask to use her basement or whatever. There is some good stuff down there... if you don't have any good weapons at the moment. Leave Broken Hills for NCR. Character Update: Level: 13 Karma: -1050 (demon spawn!!!) Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes Vic's Weapon: Sniper Rifle Vic's Armour: Metal Armour Mk2 Myron's Weapon: Needler Myron's Armour: Combat Leather Jacket NCR When you get to NCR, pay the bum $5 to watch your car. Go into the slavers house, in the north, and get the mission to get the raiders map for the main slaver. You can steal the Bozar, one of the best big guns, from the guards outside the weapon shop in combat armour, and you can buy stuff there too. Wait until night time, and then go in the empty room in the bar near the entrance. After a bit a man will come in, maybe with some guards, but talk to him anyway. Say your bad, and agree to do his favour. Now rest until morning, and get everyone to holster their weapons, and go inside NCR. Firstly, walk down the main street, until you meet the sheriff, who's south of the police statement. Ask for work, and then ask about working for Westin, and agree to help. Next, go to this weapon shop, and buy stuff if you want to. If your gambling skill is high enough, you can ask about other ways to work, and then the dwarf gives you the password to the gambling room. Now go south a bit, and go in the scientist's place. Go to the desk in the hall and take the paper. If you have science above 80, go and talk to the scientist, and say you haven't studied what he does. Agree to his quest, to get the serum. Go a bit more south to the Doctors. You can ask him about stuff, but go and steal everything from his bookcase, especially the poison. Now head back up the street again, to the church. Enter and close the door behind you. Save the game, and then get a powerful weapon, put sneak on, and then blast her in the eyes. She should die in one hit. End combat as soon as possible, and holster your weapon. You get 2060 experience and -10 karma. Leave the church. North is a Brotherhood of Steel building, but just ignore it. Up that street is a ranger house, so save. I took some psycho too, for the extra damage resistance, as you'll face a flamethrower, a minigun and a combat shotgun in there. Get yourself in a good position, and then talk to the ranger, and tell her to try and shoot you in the head. Now start the fight, and kill them all. Take the map in the chest in the room above. You get 925 experience and -30 karma for killing all the rangers. Rick Lucas told me this good tip against the rangers: Use the serum you just got a few minutes ago on the mutant ranger. It kills it, which will make the fight easier. Wicked again. And you can pick up Cyberhound earlier too. Go north, but save again first. Now it's your choice here. You can either be an evil person, or a evil person that does good for a huge reward. For the former, go north and the lady outside the shop asks you if you want to help. Say no, then go inside, but don't stand near the man. He blows himself up. Talk to the lady, and say your bad at repairing stuff. Wait in the corner for 30 seconds, and she blows up, and her robot too. You can get a psycho of the policemans body, and some books off the girl. Or, talk to him, and before he blows up the bomb, shoot him. Or, if you're a bit good, you can repair the computer system over and over, getting experience and books over and over. Thanks to Trent. For the latter, you'll have to talk to the man. The sequence for talking him out of it is 1-2-1-1-2-2-1-2. If you talk him out of it, you get 6000 experience and 25 karma. It stuffed up for me, and gave me 6300 experience, and then when I talked to the lady after it gave me 3150 experience and 20 karma again, and the books she gives you. I think that may have been an error, but that's what happened to me. I think that error stuffed up my NCR quests by not giving me proper karma for some quests after that. I chose this option, because I wanted some experience. Now head east to the laser barrier. Talk to the man behind it, and then who lives there, and then say you want to see him about work. You get let in there. Go to the south building and give Saltbeef Bob some alcohol and he tells you his Vault 13 story. Go to the big house, talk to the guy outside, say the Sheriff told you to come for work, and then go in the house. Talk to Westin, ask about Vault 13, take the job, go outside and talk to Felix and then take the job. You wait for a while, and some talking deathclaws come. Follow where they go, and if your outdoorsman is high enough, a message comes up and tells you how to track them. Go there and you end up at Vault 13. Leave there, return to NCR and go to Westin's Ranch again. Go into Westin's house, but don't talk to him, as you'll get 1000 experience and 15 karma. Instead, use the poison on him, and then loot his body. Leave here and go to the Bazaar. Go to the slavers and give Vortis the map, for $500. Wait until evening, then go and get the next quest off Merk in the Saloon. Just talk to him and say you've done the quest, and he'll give you $1000 and 1000 experience, but no karma. Now it's time to leave. NEW RENO At New Reno, just head to the Shark Club, go with Mrs Bishop, and then talk to Mr Bishop, and accept the quest to kill Carlson. You get -5 karma for taking the quest and 2000 experience and $500 for assassinating Westin. Purchase anything you might want from the shops, and then go back to NCR. NCR Enter in the Bazaar, holster your weapons, and then go to the south part of NCR. Go into the Hall of Congress, and tell the guy in there that you want to see the president concerning the job. Go and steal the presidential pass off the man in the next room. Leave the hall of congress, and talk to the man outside the laser barrier in this screen. Use the presidential pass on him, and then enter this area. Go south, and through the wooden gate, and stand near the window near the water tank, and SAVE. Get your sniper rifle or something, and put sneak on, enter combat, and aim for the man's eyes. Shoot him, and holster your weapon, and end the round. End combat the next round. If you can't, you'll have to reload and try again. You get -10 karma and 75 experience for killing Carlson. Leave NCR, for the fabled Vault 13. Character Update: Level: 14 Karma: -1100 Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes Vic's Weapon: Sniper Rifle Vic's Armour: Metal Armour Mk2 Myron's Weapon: Needler Myron's Armour: Combat Leather Jacket VAULT 13 Follow the cave, and open the vault door with the control panel thing. Enter, and you get 2000 experience. Now get ready for a hard fight. Drug up, reload and change tactics for NPCs, or whatever you do. Open the door and talk to the deathclaw, and find some way to fight him. Aiming for the eyes gives the best chance to get criticals, so do that. If you nearly die, you can run on the exit grid and heal, then go back. You get 1200 experience and -10 karma for every deathclaw, except for Goris, he gives you 900 experience and -10 karma. The deathclaws with 310 HP give you more experience, and the babies give you less. You still lose 10 karma each one though. On the second level, kill the deathclaw, and you can get the prisoner in the top left corner to escape, but you don't get any experience and karma. On the third floor, loot the lockers, and make sure you take the GECK for 4000 experience (although you don't need to take it), and the Navcom parts in another part of the ship. After you've exterminated those deathclaws and taken the stuff, it's time to leave. You'll get a dream about Arroyo. Congratulations on doing the best evil thing yet! Now head west, until you get to the military base. Character Update: Karma: -1190 Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes (power armour soon) Vic's Weapon: Sniper Rifle Vic's Armour: Combat Armour Myron's Weapon: Needler Pistol Myron's Armour: Combat Armour MILITARY BASE When you enter the military base, you see lots of tents. Search them all to get good items, and use the holodisk and then read it on the pipboy in status. Use the map that you find, so San Fran goes on your map. After a while all those wolfies attack, so kill them for 660 experience. Go into the military base area, and a bit down from the cart is a metal pole, so use it on the cart. Go up a bit and there is a little hut there, so pick the lock and take some dynamite from inside. Go and use the dynamite with the pole, and then use the cart. The entrance opens and you get 5000 experience. Enter the base, and make sure you have the mutant serum from NCR. In the base, search the bodies of the dead enclave people and read the holodisks. Kill all the rats, and on the left side of this level is a power generator, so repair it for 1500 experience, and access to the lifts. Now go to the upper left of the screen where the mutant is, and then kill the rats so they don't initiate combat first, and then end combat, go behind the mutant and use the serum on it, for 1000 experience. Use the elevator in the top left of the level to go down to level 2. Next to the elevator are those blue boxes which have some rockets in. Now, the bad thing is you get 5 karma for killing each mutant. The good thing is there is some power armour here. First, go all the way to the right, and then up into the room with no one in it. There is a locker in the wall with good stuff. Now get ready for a big fight, and go back left a bit and then south, where all those mutants are. This fight is hard, so aim for the eyes again, and shoot the ones with the big guns first. Now go south a bit more, and then right and loot the lockers. In there is the power armour. Put it on, and now you have extra strength, and therefore you can carry more. Loot whatever you want from this room, and the room before with all the footlockers. Now go back in the elevator, and go down to level 3. On level 3, just go south a bit and then raid the locker in the room to the right, and then take the perception memory module. Now it's time to leave the military base, for San Fran. Character Update: Karma: -1140 Weapon: Pancor Jackhammer Armour: Power Armour Vic's Weapon: Sniper Rifle Vic's Armour: Combat Armour Myron's Weapon: Needler Pistol Myron's Armour: Combat Armour SAN FRANCISCO This town is good. First go to the weapon shop, and steal his money, and purchase any 2mm EC you can, and if you have enough money, purchase more power armour, and then steal the money back, and give it to Vic or Myron. Do the same at the equipment shop. Go up the street, and you see 2 people fighting in the ring, the Dragon and Lo Pan. Lo Pan is evil, and the dragon is good. Go left down that street, and enter the first building. Lo Pan is in there, and ask him to train you. Take your power armour off first. Train with him, then rest for 24 hours, and then train etc., until you can't be trained any more. Then put your power armour back on. I got up to 85% before he told me "you've already taken the test of the dragon" and wouldn't train me anymore. Go to the south west corner of this screen, to the Brotherhood of Steel outpost, and talk to the guy there and get the quest to get the Vertibird plans. Go north on the screen, and at the top leave the screen to the east. Go down the stairs, and talk to the robed hubologist at the stairs, and say you're interested in potentially joining their group. Go through the hubologist base and loot all their fruit, because they have lots of it. Go to the room with all the robed guys in it, and then talk to the celebrities, and then go back to the entrance, and SAVE. It's very important. Now talk to AHS-7, and say sure, and then take the scan, but say you don't want to join now, but maybe later. You get -50 karma for taking the scan. If you are lucky, you would have got +1 luck and +1 intelligence, and if you were unlucky you would have got -1 luck. So reload if you get the latter. Go to the far right of the base, and talk to the scientist there. Ask what he does and what new technology he has developed, and then get your power armour upgraded. Wait for a day, talk to him to get your armour, and then steal the money back. Leave this area. Go north from the hubologist area, and then keep heading north until you get on the ship. This place is god for lots of weapons. Lots of the punkers have HK11, gauss rifles, 2mm EC and 4.7mm caseless, which you can steal. I think there's someone that has a XATM092 or whatever gun as well. Go to the computer room that is sort of north east, and go down the manhole to the bottom. Kill all the monsters down there, for 9900 experience. You can talk to the girl that's in the top right corner, and then run to the stairs, and she'll leave, and then go back to the computer room and talk to the guy for 15 karma and 5000 experience. You decide if you want that karma or not. Go all the way to the right of the screen, and then go up the stairs. Go up, and then use the computer, and check the status, so you get the quests to get the Navcom parts and the fuel. Time to leave the ship now, for a "Round-The-World" Trip. ROUND THE WORLD NCR Enter the Bazaar, holster your weapons, and then enter, go to the scientist, tell him about the quest, and get the cyberdog as a reward. Now leave for New Reno. NEW RENO Start on 2nd street, and go into the Shark Club. Go up with Mrs Bishop, and have a conversation about her husband, and then ask if she wants you to kill him. You need 80% traps and 80% repair, and then you can say you can rig his safe. Leave her after that, and go into Bishop's room (the one to the most north), and "repair" the safe. Now go and talk to Bishop, and become a made man. You get 2500 experience for whacking Carlson, and 1000 experience for becoming a made man. DO NOT talk to Bishop again, or he'll try and kill you. Go to the ground floor, and then wait until morning. You will hear a muffled explosion or something, and John Bishop gets hit for 328 damage or something around that mark. Leave this screen, come back, and then go and have drinks with Mrs Bishop again. You can ask about her family, and then get 1000 experience (and unfortunately 3 karma) when she agrees that she can leave Reno. Go up to John's room, and loot his body, and his safe. Use the Raider Map. Go into the basement, and loot the lockers, especially the one with the plated boxing gloves in. I am still for some reason a made man of the Bishops. If you aren't, go to the Salvatores and become a made man with them. Leave the Shark Club, and go south a bit, and enter the boxing building. Talk to the dwarf, and get him to let you box. You can just say that he will get heaps of money from sponsoring the only woman boxer. Now fight all the battles. Just aim for the head. Win the first three fights, for 500, 750 and 1000 experience respectively. Then you might want to drug up with buffout to increase your strength, and then fight the masticator, but save first. Aim for the head. He might bite your ear off, and if he does, you'll have to reload, and try again. When you win, you should get the Prizefighter karmic trait, and some damage resistance for normal. I didn't get any of that though. STAY DRUGGED UP!! Go south a bit to the Golden Globes Porn. Since you're a made man of the Bishops now, you can talk to him. If you have 8 charisma, 8 endurance and 8 agility, you can ask if he has any jobs for you straight away. You will get the job, and then haggle the price up a bit. You get 1500 experience and the Porn Star karmic trait. You can get Big Jesus money now, but he's dead so you can keep it. Go and upgrade weapons with Algernon, and buy stuff from the shops, and then go to the Raiders. RAIDERS Go down the ladder, and you get 500 experience. Search the crates, and take whatever you want. You are supposed to be able to become friends with the raiders, by using the ball gag you got from Broken Hills on the tribal guy. You have to sneak though. I tried it and nothing happened. So just leave for Vault City. VAULT CITY Go into the Vault. Search the medical computer for some experience and information about combat implants. Go down to level 2, and now open all the doors with your power strength and electronic lockpicks, and take the useful stuff, and especially the strength memory module. You can loot level 3 as well, if you didn't before. Go to the First Citizen's Office, apologise if she is angry at you, and then tell her Thomas Moore is a spy for NCR. Go to Sargent Stark in the corrections centre, and give him your map to NCR. You get a motion sensor, $500 and 750 experience. You can go out in the courtyard, with 2 sets of combat armour, and then get the combat implants, for $8000 and $5000, and 5% resistance to every attack. Time to leave for Modoc. MODOC Now choose if you either want a husband or wife. Go to Grisham's house, and then either flirt with Miria, or Davin. After that you get married. Set their weapon preference to unarmed, and then give them a power fist or mega power fist, along with some armour. For a little side trek, travel around north of Modoc, and try and run into a merchant who sells weapons. When he arrives on your screen, go and look at what stuff he has in his inventory first. Kill him and his guards if it is the alien blaster, and if it isn't, talk to him and don't buy it. Walk around and do it again. Myron likes the alien blaster. It takes ages to do it sometimes though. Then head to the Toxic Caves. TOXIC CAVES Go to the end of the toxic caves, and repair the generator, and lockpick the elevator and go down. There is a robot that shoots triple rockets down there, so kill it. There's lots of ammo down there, so you may as well take it. Now head for the Den. THE DEN Rick Lucas told me this: Sell your husband/wife into slavery. Go back to Modoc and tell Grisham what you've done, and he'll have a heart attack and die. Bwa ha ha. Should get some negative karma for that one. ARROYO Listen to Hakunin say stuff. Then head south to Navarro. Watch out for the enclave patrols, as they give you karma, and they're usually pretty hard too. Here's my character after the around the world trip: Level: 18 Exp: 170,592 Next Level: 171,000 ::: Traits ::: Gifted Sex Appeal ::: Perks ::: Awareness Bonus Rate of Fire Better Criticals Lifegiver Swift Learner Tag! Gecko Skinning Dermal Impact Armor Phoenix Armor Implants Expert Excrement Expeditor ::: Karma ::: Karma: -1313 (Demon Spawn) Childkiller Berserker Married Slaver Prizefighter Porn Star Grave Digger Sexpert Gigolo Made Man: Bishop ::: Reputation ::: Klamath: Antipathy Den: Accepted Vault City: Accepted Gecko: Vilified Modoc: Antipathy Broken Hills: Vilified New Reno: Liked Redding: Neutral New California Republic: Vilified Vault 13: Vilified San Francisco: Accepted Vault 15: Neutral Ghost Farm: Vilified ::: Skills ::: ::: Kills ::: Small Guns ..... 131% Men ............ 050 Big Guns ....... 006% Women .......... 036 Energy Weapons . 011% Children ....... 001 Unarmed ........ 096% Super Mutants .. 014 Melee Weapons .. 062% Ghouls ......... 037 Throwing ....... 022% Brahmin ........ 010 First aid ...... 082% Radscorpions ... 023 Doctor ......... 081% Rats ........... 110 Sneak .......... 085% Floaters ....... 004 Lockpick ....... 085% Centaurs ....... 002 Steal .......... 100% Robots ......... 002 Traps .......... 081% Dogs ........... 014 Science ........ 100% Manti .......... 006 Repair ......... 091% DeathClaws ..... 049 Speech ......... 119% Geckos ......... 044 Barter ......... 064% Aliens ......... 037 Gambling ....... 060% Giant Ants ..... 016 Outdoorsman .... 104% Weapon: Pancor Jackhammer/Gauss Rifle/Gauss Pistol Armour: Hardened Power Armour Vic's Weapon: Sniper Rifle Vic's Armour: Power Armour Myron's Weapon: Alien Blaster Myron's Armour: Power Armour Davin's Weapon: Mega Power Fist Davin's Armour: Combat Armour NAVARRO Enclavers give you karma right? So you want to kill as few as possible. When the man talks to you, ask if this is the enclave, and then go through the conversation, and remember the password, for 1500 experience. You have to leave your allies here. Because you can't leave Davin, you'll have to kill him for -10 karma. Now head north. Talk to the first guard, and tell him the password. Go up a bit, and then in the first door in the first building on the right. Talk to the drill sarge, who assigns you to the vertibird shed. Walk away, to the building just south of your post. Go in the kitchen, talk to the cook and have some food. Talk about everything you can, and then leave this room and take the elevator down. Go to the room in the north west. Talk to the man in power armour, and he tells you to change your power armour for a new one, so do that in the room with the lockers. Make sure you get the charisma module as well as the advanced power armour and the other stuff. Go to the computer room, that's in the middle of this floor. You can tease the guard outside, but anyway go in, and talk to one of the scientists, and get him to let you use the computer. Look up some stuff on it. Go across the hall to Doctor Schreber. Ask him stuff, and then ask to help kill the deathclaw. Go to the deathclaw room, and then talk to the deathclaw, and then kill it. You get -30 karma and 500 experience for killing it, and then another 1200 experience when you end battle. Go to the room with the commander in it. Ask the guard what place this is, and then tell him you have to secure the passkey thingo. You will be allowed into the room, talk to the commander and loot the lockers, and make sure you take the fob, which you get 3500 experience for acquiring. Go back up the elevator. Go to the building in the north east. Sneak behind Quincy and take the vertibird plans from the right locker. If you went in a different way you could have convinced him that Raul sent you for the plans, but you can only say the sarge sent you, because you went in the front. Now leave Navarro by going down the lift, and then taking the passage in the north east of the base. Get your allies to follow you and then go back to San Fran. SAN FRAN Go and shop at all the merchant's places. Then travel to the Brotherhood of Steel outpost, and give the guy the vertibird plans. Unfortunately, you get 30 karma, but you get 20,000 experience, and full access to their facility. So go in and down the elevator. Go and loot the lockers in the south. They have probably the best energy weapon, the pulse rifle in there, as well as some power armour if you didn't get it all for your group before. Go to the left room, and you can use all those modules that you found. Say yes to medical assistance, and then choose what stat you want to raise. You can't get intelligence, because real evil people can't get that module. Once you've upgraded one stat, go outside and go shopping, as the stores have restocked. Upgrade all your stats. Once Matt, the guy outside, has disappeared, use the computer and ask about Matt, and you can see what happened to him. Now is probably a good time to save, and then go over to Lo Pan, challenge him, and then only test for skills instead of the real thing. If you beat all the guys (aim for the head until they are K.O.ed, and then aim for the eyes, take some buffout and psycho is you want) you get 8000 experience. Now go and challenge The Dragon. This guy is way harder, because he has that perk that lets you get up from being knocked down. So when you knock him out, he gets back up in 2 rounds. Buffout and/or psycho are recommended. When you beat him, go and talk to Lo Pan and you get 3000 experience and -60 karma. That's pretty good I reckon. Now head off to the hubologists. Make a save game, and don't write over it next time you save. Talk to AHS-7 down the stairs, and join the hubologists, and accept his quest. Go up the stairs again, and talk to the scientist. Give him the vertibird plans for -20 karma and 5000 experience, and he asks you to get fuel for the spaceship. Now go to the fighting ring in Chinatown, and then head east. This is the Shi palace. Go up a bit to the scientist room, and talk to the scientist about the computer network. Go to the south building with the scientists in, and talk to the scientist with a scowl on his face. When you can, ask him if he can direct fuel to the tanker for you. Give him the hardened power armour that you got made before, and then tell him to reroute the fuel to the tanker. You get 5000 experience and 3 karma for getting him the armour, and 5000 experience and 5 karma for directing the fuel to the tanker. Go back to the first scientist room, and use the computer. Hack into it, and then direct the fuel to the Hubologists, for 6000 experience and -25 karma. I think it might be a bug that I was able to do that, but it's a good bug. If it doesn't let you do that, don't worry about directing the fuel to the hubologists. Head to the Tanker. Go to the room where badger is, and then wait for everyone other than Badger (and his girlfriend if you rescued her) leave. Go in and close the door, and stand next to the manhole. Then put on sneak, enter combat, kill him in one hit, and then go down the manhole in the same round. That's pretty hard, so you can either dynamite him, or super stimpack him to death. You'll need 13 of them though, so that's a waste. Or you can just shoot him and then everyone else will attack you. Then you get their weapons, so why not. I'd suggest the first way though. You get 450 experience and -10 karma for now. Go back to the Hubologists. Talk to that rocket scientist, and he knows you completed the quest. Go down and talk to AHS-7, and get the next quest to "kill" the president. You get 3000 experience and -25 karma for killing badger. Time to go to the Shi Palace again. Go into the palace area, and then go in the door to the west. Go forward a bit, and then "repair" the funny bit next to the laser barrier to remove it. Go through to the mainframe and hack into it. You get 3000 experience and -25 karma. Go into diagnostics, and then format the hard drive. The guards will attack you, so kill them, and take their stuff. You will become a beserker if you weren't now, unfortunately. Nearly everyone in Chinatown attacks you. Oh well. Kill everyone. It's sort of like Gecko Reactor, how you don't have any choice. Try and end combat ASAP. If anyone knows a way to do this without having to slaughter everyone, please tell me. I ended up killing the merchants too unfortunately, and I didn't want to do that. But there is over 10000 experience from this fight, and over -300 karma too. Go to the Hubologists. Go down the stairs, and speak to AHS-9, who is just north of Crocket, the power armour hardnener. Tell him you've completed the job, and then he says he's good and stuff. Don't kill him though, because you are still evil. You get 5000 experience and I think it's -50 karma, but it might be -60. I'm not sure. Go to the tanker. Don't talk to anyone in the tanker, in case they want to fight you. Definitely DO NOT talk to the guy next to the bar. He fights you and gets everyone else to fight you as well. Go downstairs, and to the left there is a room with a keycard thingo next to it. Use the fob on the keycard machine for 2000 experience. Go up the ladder and use the Navcom parts on the computer for another 2000 experience. Go to the Captain on the bridge, and he fights you. You have to kill him now, for 450 experience. Save, and then use the computer, and go to the enclave. Here's the whole thing this time: FALLOUT VAULT-13 PERSONNEL RECORD 21 June 2242 1233 hours Name: Koko Age: 16 Gender: Female Level: 23 Exp: 271,058 Next Level: 276,000 ::: Statistics ::: Strength: 10 Hit Points: 080/141 Sequence: 10 Perception: 07 Armor Class: 038 Healing Rate: 01 Endurance: 04 Action Points: 09 Critical Chance: 010% Charisma: 08 Melee Damage: 05 Carry Weight: 275 lbs. Intelligence: 09 Damage Res.: 060% Agility: 08 Radiation Res.: 068% Luck: 10 Poison Res.: 020% ::: Traits ::: Gifted Sex Appeal ::: Perks ::: Awareness Bonus Rate of Fire Better Criticals Lifegiver Pickpocket Swift Learner Tag! Gecko Skinning Dermal Impact Armor Phoenix Armor Implants Expert Excrement Expeditor ::: Karma ::: Karma: -1805 (Demon Spawn) Childkiller Berserker Married Slaver Prizefighter Porn Star Grave Digger Sexpert Gigolo Made Man: Bishop ::: Reputation ::: Klamath: Antipathy Den: Accepted Vault City: Accepted Gecko: Vilified Modoc: Antipathy Broken Hills: Vilified New Reno: Liked Redding: Neutral New California Republic: Vilified Vault 13: Vilified San Francisco: Vilified Raiders: Neutral Vault 15: Neutral Ghost Farm: Vilified ::: Skills ::: ::: Kills ::: Small Guns ..... 143% Men ............ 103 Big Guns ....... 006% Women .......... 041 Energy Weapons . 011% Children ....... 001 Unarmed ........ 123% Super Mutants .. 014 Melee Weapons .. 066% Ghouls ......... 037 Throwing ....... 022% Brahmin ........ 010 First aid ...... 084% Radscorpions ... 024 Doctor ......... 082% Rats ........... 110 Sneak .......... 085% Floaters ....... 004 Lockpick ....... 086% Centaurs ....... 002 Steal .......... 100% Robots ......... 002 Traps .......... 082% Dogs ........... 014 Science ........ 100% Manti .......... 006 Repair ......... 091% DeathClaws ..... 050 Speech ......... 119% Geckos ......... 051 Barter ......... 077% Aliens ......... 038 Gambling ....... 060% Giant Ants ..... 016 Outdoorsman .... 104% ::: Inventory ::: 3x Hypo 3x Lighter 59x Jet 19x Rot Gut 42x RadAway 9x Gamma Gulp Beer 23x Rad-X 4x Roentgen Rum 63x Stimpak 35x Super Stimpak 16x Mentats 29x Buffout 55x Beer 7x Morningstar Mine Scrip 1x Expanded Lockpick Set 4x Jet Antidote 9x Psycho 9x 2mm EC 1x Tool 1x Electronic Lockpick 6x Nuka-Cola 10x Xander Root 44,330x Money 5x Broc Flower 1x PPK12 Gauss Pistol 1x Mirrored Shades 1x M72 Gauss Rifle 1x H&K G11E 1x Advanced Power Armor Total Weight: 119 lbs. This is all the stuff I'm taking to the enclave. I have advanced power armour on, and have the mirrored shades and gauss rifle as my items. When I go up a level, I'm going to drug up to 8 perception, and then choose Sniper for my perk. Vic's Weapon: Gauss Rifle Vic's Armour: Power Armour Myron's Weapon: Alien Blaster Myron's Armour: Power Armour THE ENCLAVE When you get to the enclave, you get 15000 experience. Like Navarro, this place is full of enclavers, and they give you karma, so you don't want to kill them. Enter the building. Go right, to where the floor is green. Tell all your allies to wait here. Go a bit south, and then left, and use the computer. Your science skill depends on how much access you get. I remember with 125 science or so I got all access, but now with 100 science I only get the normal access and president access. Do not do anything is the president's options. You save that for later. Now leave the screen to the right. You're only in this area to loot stuff. In the middle, where all the soldiers are standing in front of their beds, loot the lockers. There is heaps of 2mm EC, enough to last you for ages. In the top right corner is the armoury, which is really good for all you big gunners. There are rockets and an avenger minigun there. But everyone has to go there, to take all the C-4 from there. When you've finished looting, leave this screen to where you were, and then leave the screen to the south of where your NPCs are. Just below where you start is another armoury, with another avenger minigun and more gauss ammo. Go right, to the prison. Go up and talk to the robed figure. She tells you all this stuff about the "effeevee" virus. Go across the hall and talk to the black man in the Vault Suit, and he can tell you how to help them. Loot this level, and then go down. This level has an electrified floor maze. It's set out like this: 1 2 3 4 5 6 7 8 9 Wait for the floor to discharge, then use computers in 2, 1 and 4, and then go into the room west of 4. Loot everything there. Run straight east to the other room. Take the holy GECK if you don't have one on you. I think then it's like 6,5,3,5,6,3,8,9. I know the last four are definitely right. Go down the stairs. You get 2500 experience for surviving the puzzle room. Go to the north west room, where the scientist is in there with the computer and bookcases and stuff. Talk to him, and ask why humans are so different. Keep on talking, don't pull your gun on him, and then when you get the dialogue option, ask why we humans are so different or something like that. It comes up when there is that really big dialogue option first. Then you wait a bit, he decides to release the FEV into the air, but he injects you with antidote, and makes sure the antidote goes to the prisoners. Then leave him. You get 5000 experience. Go to the room with the suited man behind the desk with the map of the world behind him. Close all the doors, and save your game. Talk to him, but don't tell him you are going to kill him. When you've finished talking, go behind him, sneak, enter combat, aim for eyes, kill him, wait a turn, and then end combat. Search his body and take his access key. Go down the stairs that are a bit to the north of where you are now. Loot the lockers to the left, and then go to the room with the mainframe in the north east. Wait for the FEV to kill the scientists, and then save. Place a bomb to the south of the terminals, but still next to the mainframe. Wait for it to blow up, and you get 10000 experience, and 5 karma. You have to do it though, so I don't know why you get karma. Go back up the stairs on this screen. All you have to do here is go south as far as you can, and the door with the spiral staircase is now open. Use it. This is the level to the right of where you started off. Leave this screen to the left. There are some enclave people right in front of you. Talk to their leader, and then say some stuff, and then say that they will blow up unless... or something like that, and if you succeed a speech roll they will join you for the last battle. If you can't get them to join the first time, just keep trying. Get your NPCs to join you again, and then go a bit south, and then walk over to the computer. Use it, and then go into the president's access and then use activate the counter insurgency. The fight will then start. It'll be you, your NPCs, the enclave troops and the turrets all against Frank Horrigan. When he dies, go near him and he talks again and explodes. Hooray (except for the 30 karma or so you get). Now leave. THE END!!! This is the character I ended with: 23 June 2242 0823 hours Name: Koko Age: 16 Gender: Female Level: 25 Exp: 317,373 Next Level: 325,000 ::: Statistics ::: Strength: 10 Hit Points: 117/157 Sequence: 10 Perception: 08 Armor Class: 043 Healing Rate: 01 Endurance: 04 Action Points: 10 Critical Chance: 010% Charisma: 08 Melee Damage: 05 Carry Weight: 275 lbs. Intelligence: 09 Damage Res.: 065% Agility: 08 Radiation Res.: 083% Luck: 10 Poison Res.: 020% ::: Traits ::: Gifted Sex Appeal ::: Perks ::: Awareness Bonus Rate of Fire Better Criticals Sniper Lifegiver Pickpocket Swift Learner Tag! Gecko Skinning Dermal Impact Armor Phoenix Armor Implants Expert Excrement Expeditor ::: Karma ::: Karma: -1775 (Demon Spawn) Childkiller Berserker Married Slaver Prizefighter Porn Star Grave Digger Sexpert Gigolo Made Man: Bishop ::: Reputation ::: Klamath: Antipathy Den: Accepted Vault City: Accepted Gecko: Vilified Modoc: Antipathy Broken Hills: Vilified New Reno: Liked Redding: Neutral New California Republic: Vilified Vault 13: Vilified San Francisco: Vilified Raiders: Neutral Vault 15: Neutral Ghost Farm: Vilified ::: Skills ::: ::: Kills ::: Small Guns ..... 151% Men ............ 104 Big Guns ....... 006% Women .......... 041 Energy Weapons . 011% Children ....... 001 Unarmed ........ 123% Super Mutants .. 014 Melee Weapons .. 066% Ghouls ......... 037 Throwing ....... 022% Brahmin ........ 010 First aid ...... 086% Radscorpions ... 024 Doctor ......... 083% Rats ........... 110 Sneak .......... 095% Floaters ....... 004 Lockpick ....... 087% Centaurs ....... 002 Steal .......... 100% Robots ......... 002 Traps .......... 083% Dogs ........... 014 Science ........ 100% Manti .......... 006 Repair ......... 091% DeathClaws ..... 050 Speech ......... 131% Geckos ......... 051 Barter ......... 077% Aliens ......... 038 Gambling ....... 060% Giant Ants ..... 016 Outdoorsman .... 104% Big Bad Boss ... 001 ::: Inventory ::: 3x Hypo 3x Lighter 58x Jet 19x Rot Gut 46x RadAway 9x Gamma Gulp Beer 26x Rad-X 4x Roentgen Rum 71x Stimpak 38x Super Stimpak 16x Mentats 29x Buffout 55x Beer 7x Morningstar Mine Scrip 1x Expanded Lockpick Set 4x Jet Antidote 9x Psycho 23x 2mm EC 1x Tool 1x Electronic Lockpick 6x Nuka-Cola 10x Xander Root 44,330x Money 5x Broc Flower 1x PPK12 Gauss Pistol 1x Plastic Explosives 1x Advanced Power Armor 2x M72 Gauss Rifle 1x G.E.C.K. 1x Paramedics Bag 1x Presidential Access Key 1x Mirrored Shades 1x M72 Gauss Rifle 1x H&K G11E 1x Adv. Power Armor MKII Total Weight: 226 lbs. This is the ending I got. If you don't want to know, look away now. ARROYO After the Enclave's destruction, the refugees of Vault 13 and Arroyo resettled, building a new community with the aid of the Garden of Eden Creation Kit. Finding themselves hundreds of miles from their Vault, the members of Vault 13 chose to join the villagers in establishing a new community, and their technical expertise, combined with the villager's survival skills, allowed the new settlement to grow and prosper. Two generations of the same bloodline were re-united, and their saviour, the Chosen One, became elder, presiding over the village in the years to come. MODOC The extermination of the Slags only creates new problems for Modoc. Unable to find the Slags' underground cistern that sustains the crops, Modoc is hit hard by the resultant drought. Over the next several years, the people of Modoc either move away or die of starvation. THE DEN Metzger's business in the slave trade soon fades with the removal of the Mordino family. The Den continues to attract criminals, and Metzger's business practices delve further into drugs and prostitution. The Den soon becomes a rallying point and safe haven for raiders in the region. VAULT CITY Over the next few years, the background radiation from Gecko's power plant began to cause mutations in the Vault City population, forcing the citizens to relocate to NCR. NCR, however, recalling past animosity, relegated the Vault City refugees to the status of second class citizens. NEW RENO The Salvatore family of New Reno, having profited from their ties to Navarro, used their laser weaponry to burn the other families into submission. The resultant massacre was dubbed "Ash Friday" and is still celebrated in New Reno to this day. MYRON Myron died less than a year after the defeat of the Enclave, stabbed by a jet addict while drinking in the Den. His discovery of jet was quickly forgotten, and now there is no one who remembers his name. GECKO The Gecko Reactor meltdown had terrible consequences for the region. The resultant radioactivity and heat emanating from the reactor killed every living thing in a ten-kilometre radius and poisoned the area for years to come. Vault City's perceived threat from the peaceful ghouls of Gecko was at an end. REDDING Several years after the Chosen One sold the excavator chip to Dangerous Dan McGrew, Dan used the superior production of his Morningstar Mine to buy the Kokoweef mine and then to reopen the Great Wannamingo Mine. Dan then used his industrial clout to forge an alliance of convenience with the families of New Reno, trading gold in return for protection. BROKEN HILLS The death of the mutants ensured the death of the town. Without their strength and ability to withstand the toxins in the mine, the valuable ore proved unattainable. Those who caused this destruction rejoiced at first... until they realised the foolishness of what they had done. They struggled to keep the community flourishing, but to no avail. The winds and the waste scoured Broken Hills from the map. NEW CALIFORNIA REPUBLIC Shaken by the assassination of Vice-President Carlson, right-wing elements seize control of the Congress and set the New California Republic on the path to military rule. Eventually the survivors of the Enclave find a home in the ranks of NCR. VAULT 15 The squatters of Vault 15 continued their meaningless, non-productive lives. No one noticed when the desert wastes finally claimed 'The Squat'... VAULT 13 By eliminating the deathclaws of Vault 13 you banished yet another species to the realms of extinction, proving, once again, that genocide is a viable solution to any problem... SAN FRANCISCO The Shi, demoralised and leaderless after your rampage through their town, slowly drifted apart. They blended into other towns, hoping to find a place free from the depredations of killers. As for the Tanker vagrants...well, as vagrants do, they drifted on. CONCLUSION Well that's a pretty good ending. Except for Redding of course, but the only ending I had ever got before this was the bad one. It says how lots of other towns tried to take over Redding, and then eventually everyone moved, and there was nothing left of the desicated husk that was once Redding. You can get that ending by pretty much doing nothing there. For the ending of Arroyo, even after getting rid of the GECK you still get that ending. For Vault 13, you would get that ending anyway, but this time you actually earn it. If there was a hubologist ending it would say that the hubologist ship took off and then crashed or something. Well that's all. Please e-mail me and tell me the stuff I missed out on! SPECIAL ENCOUNTERS XXXXXXX told me that I didn't put these in. It's just that I didn't think they were really evil enough. But since a high luck score is what you need to get these encounters, and a high luck is what you have, I thought I should put it in. A man guarding a bridge: Here you answer questions to the bridgekeeper. If you answer the first two questions correctly, and then answer the third one with another question, he will get hit for 990 damage and die. You get 750 experience, and you can take his bridgekeepers robes, which are useful until you get the power armour in military base, as they are half the weight of combat armour with the same protection. If you answer the third question correctly, he will just walk off saying that he doesn't get to answer the good questions and stuff. Or you can fight him, and he summons mad brahmin which explode for lots of damage to you when they die. To kill him you have to aim at his eyes and get a critical hit. He has 400 HP and a very high damage resistance. Answers to the first two questions are easy. The third one has many different questions: What NPC is in Fallout 2 that was in Fallout? Answer: A player NPC or combat NPC? (Or something like that) What requirements do you need for the strong back perk? Answer: The level requirement or the ability requirement? All you have to do is answer a question back and he dies. King Arthur and the Knights of the Round Table: You meet King Arthur here, with his "knights". They all have advanced power armour and plasma rifles and stuff. You can talk to the king, and then if your speech is good enough you can make up a direction when he asks where the Holy Hand Grenade is, and he gives you a plasma pistol. If you don't have good enough speech, you ask where the GECK is and he makes up a direction. If you encounter this at a high level you can fight them, for some good negative karma I would think. Or if you are a low level, wait for most of them to leave the screen and then shoot the last one and kill him for some experience and karma. There is no holy hand grenade, it was designed to be put in but the designers never ended up doing it. Unwashed Villagers hunting a Spammer: Here lots of Unwashed Villagers are hunting a spammer. The spammer has around 300 HP, and the Villagers have pistols and knives and stuff. There is history to this, how the Unwashed Villagers message board got a spammer in it or something. So that's why they fight the spammer. You can kill the Unwashed Villagers for 1 experience each, and take their stuff. There's a locker in the south west in a building that you can take stimpacks from. Cafe of Broken Dreams: This is the Maltese Falcon from Fallout, without the original characters, and without the stairs going down to that guy that hires you to kill people. Take off your armour, and talk to the dog, who is Dogmeat from Fallout. He joins your group. Dogmeat is really good if you get him early, and he gets lots of critical hits. You can talk to the people there, but it isn't useful. Federation Shuttle: It shows some dead people from Star Trek I think, and they have Hypos on their dead bodies, which you can take, and they heal you to full HP. I never end up using them though, because they are rare. Oh well. Radiation Plant or something: This is a bad luck encounter, so you won't get it. It has a radiation area, where you get radiated every second, like in The Glow in Fallout maybe. I've never gotten it before. There are also geckos there. Pariah Dog: I've never gotten this, but it's a bad luck encounter. You see a dog, with lots of dead bodies around it. When you talk to it, it follows you, and you get -3 or -4 or something luck, and the jinxed trait. It has 400 or 750 hit points, I'm not sure. You can't get rid of it unless you kill it, but sometimes the game stuffs up and the dog stays stuck following you, using an NPC slot. Tin Woodsman: I got this twice in one game once. You pick up the oil can, and use it on the tin woodsman, and you get 150 micro fusion cells I think. It's supposed to be the tin woodsman from that story with Dorothy and Toto, "The Wizard of Oz". Oh well. A Guardian Portal: It has a stone ring there, so walk through it. This is Vault 13 80 years ago, when Fallout started. Walk around, loot the lockers, and in one of the rooms on the floor is a Solar Scorcher, an energy weapon. I don't like it for that reason. But it only reloads when it is day or in light areas, but uses no ammo. Go and use the main computer, and the water chip breaks, and you get 1000 experience. That was how Fallout started. Stone Head: It talks, and you keep clicking on it, and it gives you a monument piece, which gives you damage resistance like psycho, but I don't know if it increases stats. It is supposed to though, but of course I never used it. It is like psycho perhaps. I don't know. Merchants: There are special merchants in the game, there is Willy above Modoc, who can sell alien blasters, and if you kill him when he has them you get 5. I think the Alien Blaster would rule if you had fast shot and additional rate of fire, because each shot would be 1 AP I think. It would be like the old days 80 years ago when you could use the super sledgehammer and power fist for 1 AP. Oh well. I don't like energy weapons anyway. Another merchant is below San Fran, who can sell the XLOE73 or whatever. It's like a funny assault rifle. You can get it if you kill all the people in the Tanker though. I never got this encounter. Crashed Whale: Trent told me about this ages ago, I forgot to put it in. There's a huge crashed whale, and there's a pot of daisey's nearby, which do absolutely nothing. I might have forgotten some of these so tell me if I have. Please E-mail me about stuff I've missed. Then I can put you in credits and stuff. You can put this walk-through where you want on a site or whatever as long as it is in it's original form and has my name on it, but please tell me if you want. I would like to know, but you don't have to. You are not supposed to sell this or whatever, I don't know why you would want to, but I couldn't care less if you do as long as it has everything in it and especially my name on it. If you are going to take bits out of this you have to ask me first. I will pretty much probably say you can. Please visit my site www.geocities.com/whitechocobo666/. It has a good chocobo game that you should go in. Chocobos are good. Y e-mail is email@example.com. Please e-mail me if you know stuff i've missed out that is evil or no karma, but no positive karma ones. Please tell me stuff! Fallout 2 (C) to Black Isle or Interplay or someone. I don't really know or care much. Evil Walk-through (C) whitechocobo666 2000/2001, kupo!
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