The OFFICIAL Katman Fallout 2 FAQ

Written by

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l \ l__l__  l   l  l  l  /        \   l   l   .

(Boy, that ASCII sucks huh?)

If you want to talk to the one and only Katman about anything but the Sega 
Dreamcast, drop him a line at cgalli@teleline.es
Make sure it contains no Dreamcast refrences, as he becomes bitter and resentful 
at the mention of that awful machine. Thank you. Oh yeah, and he doesn't want to 
buy anything, or visit anyone's website that doesn't involve video games or 
parodies of such. But he's happy to talk. Really. No kidding. He REALLY hates 
the Dreamcast... He likes the Playstation and N64 though, so feel free to talk 
about that. But he doesn't like the Dreamcast. He likes the Saturn though, but 
he doesn't like Sports games, so don't mention those... He should type up 
something about what not to talk to him about... Oh yeah, and no sex sites or 
porn, his folks'll get mad... He needs a secretary... He also likes to talk 
about Brave Fencer Musashi! Definately! But if you don't like that don't bother! 
If you've never PLAYED it , that's fine... Oh yeah, he likes Pokmon! And Blink 
182! But not Duran Duran... He changed his mind about Pokemon recently, BTW.
Oh yeah, E-mail me before you post it on your site. If I see it on someone's 
site whom I didn't give permission to, you're over pal, since I'll either 
assimilate you or use a Lumina Rotation on you or use the Fire Scroll on you. 
You'll regret it pal! I'm the Legendary Brave Fencer Musashi! Ah ha ha ha ha! 
Actually you won't regret asking, and I'll probably say yes if I don't wanna be 
difficult, but I CAN do all that stuff!!! Especially the assimilating part, 
'cause I'm the Legendary Brave Fencer, and I've got a Fusion sword! Bwahaha! 
I'll trap you in a Bincho Field! Yall're gonna get a whuppin! (SLAP!!!) Ouch... 
OK, I have a Brave Fencer Musashi fetish, what's wrong with that? (Sob)

Version List

1.0 The first version
1.4 Added to the walkthrough, added this version list. Also worked and filled 
out some of the other sections, take a look again.
1.8 Added even more stuff. This is getting really fleshed out!
2.0 I'm getting lots of e-mail! This must be really popular. Added something 
from some guy/chick named Tone on Navarro. My Wordpad is beginning to annoy me, 
since whenever I try to cut/paste something it starts double-spacing all my 
lines...
2.5 More walkthrough stuff. Almost done...

Table of Contents

1. Introduction
1.1 Intro to the FAQ
1.2 Intro to the Series
1.2a Intro to Fallout
1.2b Intro to Fallout 2

2. Character Generation

3. Walkthrough
3.1 Arroyo and the Temple of Trials
3.2 The Den
3.3 Klamath and the Toxic Caves
3.4 Modoc and the Ghost Farm
3.5 Redding
3.6 Vault City, Vault 8, and Gecko
3.7 The Raiders' Camp
3.8 Broken Hills
3.9 New Reno, Golgotha, and the Stables
3.10 The Sierra Army Depot
3.11 Vault 15 and the New California Republic
3.12 Vault 13
3.13 The Military Base
3.14 San Francisco
3.15 Navarro
3.16 San Fran revisited
3.17 The United States of America (Oil Rig)

All below here UNDER CONSTRUCTION!

4. Hints and Tips

5. Conclusion

6. Glossary

7. Credits/People I Don't Like (PIDL, Prounounced PIDDLE)

1. INTRODUCTION

1.1 Intro to the FAQ
Fallout 2 is by far one of the best games ever made, but it is difficult, and as 
such I decided to write a walkthrough/FAQ for the game. Note that the methods 
explained in the walkthrough are by no means completely thorough, and as such 
you should read the other FAQs too, as my methods are different than thiers.


1.2 Intro to the Series
The Fallout series currently consists of two games, dubbed Fallout and Fallout 
2. Made by Black Isle, a subdivision of Interplay, they are "back to the basics" 
Role Playing Games (RPGs). They are set in a post-apocalyptic setting, after a 
devastating nuclear war, in Southern California. They center on exploration and 
diplomacy more than combat, but in both games you're gonna have to bust some 
heads and bust some caps to win.  is sorta like that too, except you're in 
Allucaneet Kingdom instead of California.
They rely on the "General Universal Role Playing System" or "GURPS" system. This 
has been used in other games as well, like Planescape:Torment. The games have a 
graphic engine consisting of well-animated sprites against rendered backgrounds. 
They are not 3D, but are very deep and engrossing so it hardly matters. By far, 
the Fallout series is one of the best of all time.

1.2a Intro to Fallout
Fallout 1 sets you as a young man (or woman) who lives in a vault, one of many 
scattered around the wasteland. These Vaults were built before the war for 
people to live in. After the war, the vaults opened, and the inhabitants usually 
emerged to explore and begin a new life.
However, Vault 13 never opened, as the inhabitants were content. Unfortunately, 
the chip that controls the machine to purify water for the Vault breaks down, 
leaving the poor souls there with only 150 days worth of water. You are chosen 
to head out into the wastes to retrieve a new chip, or at least some more water. 
In the process, you'll battle mutated rats, scorpions, and people, and defeat an 
evil mutant army that's planning to rule the world.

1.2b Intro to Fallout 2
Fallout 2 sets you once again as a young woman (or man). However this time 
you're from a tribe begun by the former hero of Fallout 1, the Vault Dweller. 
Your tribe is dying, and they need the holy Garden of Eden Creation Kit to 
survive. You are sent to find one.
Fallout 2 has you once again battling rats, scorpions, people, and plants, and 
also introduces the evil Enclave, an orginization planning to kill everyone but 
themselves!
Changes from Fallout 1

*Interface bar is a different color
*Many new character models and monsters
*New textures
*Many new weapons
*Can avoid random encounters
*Can get hitched :-)
*Many new chances to score...
*NPCs are much more customizable
*There's a chance for an expansion pack...
*You can't type in stuff to ask people anymore...
*No real time limit
*Much harder, the skill checks can be impossible (The first game was pitifuly 
easy...)

1.3 Intro Song

Fallout 2: A Kiss to Build a Dream On

(The intro begins with a trumpet solo. We see the outside of a room, and hear 
this part of a song)

Oh, give me
A kiss to build a dream on
And my imagination
will feed my hungry heart
Give me
one thing before we part
a kiss to build a dream on...

(The view moves inside of a room, and we see a projector and screen. The 
projector comes on, while the song is still playing...)

Yeah, give me
A kiss to build a dream on
And my imagination
will make that moment live
Give me
what you alone can give
a kiss to build a dream on

(The projector is showing a movie called LEAVING THE VAULT. It shows cartoony 
characters preparing to leave a bomb shelter. There are 2 rules, it says.)

Rule 1: Wear protective eye wear (Years of living in the Vault can make one's 
eyes sensitive to sunlight. Failure to do this can result in ETREME eye damage!)
Rule 2: Line up in an orderly fashion

(Meanwhile, the song is in a trumpet solo, so we can concentrate on the movie. 
It is showing how you can build a new life)

Once you leave the Vault, prepare to build a new life using the GARDEN OF EDEN 
CREATION KIT!
G.E.C.K
With the GECK, you can create the new world you've been waiting for!

(The picture changes to a photo of a suburban street, circa 1950. The words 
"RESULTS NOT GARUNTEED" are in the top corner.)

Oh give me
A kiss to build a dream on
and my imagination
will build upon that kiss
Oh, baby, all I ask is this
A kiss to build a dream on!

(The projector flashes off, and we see a metal door with red lights above it. 
The door flies open, and we enter. We see a heavy Vault door. The controls 
activate, and the door opens, reavealing a silouted family. The camera pans over 
to a man wearing insectoid armor. He raises a gun. We see the family one last 
time before he begins to fire.)

Fallout 1: Maybe

After "Fallout" appears on a black screen, a picture flashes up of a cartoony 
guy standing near a plant. The scene switches to the guy behind a Vault door. It 
closes as he waves at us.

A song is playing:
Maayyyyyyybbbeeeeeee
You'll think of me
When you are all alone

 The screen then changes to "GALAXY NEWS NETWORK". "Our boys keep the peace in 
newly annexed Canada!" It shows a man tied up, with two men in futuristic armor 
behind him. One pulls out a gun and shoots the struggling man twice in the back 
of the head.

Maybe the one who
is waiting for you
will prove untrue
then what will you do?

We then see a commercial for a robot: MR. HANDY! He's sooo HANDY! It shows Mr. 
Handy walking the dog :-)

Maybe you'll sit and sigh
wishing that I were near...
Thennnn
Maybe-maybe-mabye

(The TV breaks, and we see that it was sitting in a deserted wasteland, in the 
ruins of a house.)

2. Character Generation

The Fallout series boasts a very detailed character system, consisting of 
distribution of points to skills and attributes. At the beginning of each game, 
you need to create a character to represent you in the game (Like the Avatar in 
the Ultima series). Creating an effective character is what this chapter will go 
into.
To begin with, your character has 7 basic statistics. They are:

Strength - Strength determines your pure physical strength. It determines how 
much damage you do with your fists or a close-range (hand-to-hand) weapon. It 
also determines your Hit Points and how much you can carry. Strength is put into 
play in many parts of the game, giving it Importance Rank 4.

Perception - Perception is not just what you can see, it's also what you can 
smell, touch, taste, and hear. Perception is used to determine how good you are 
at stealing, lockpicking, and using traps, and also how good you are with guns 
and throwing weapons. High perception is useful if you plan to snipe folks. This 
is used in some quests, giving it Importance Rank 3.

Endurance - Endurance is how long you can sustain something, whether it be 
poison, radiation, carrying stuff, or damage. Endurance determines how many Hit 
Points you get each level, and also your natural resistance to Poison and 
Radiation. It also helps determine your carrying weight. It is not used in any 
quest, giving it importance rank 5.

Intelligence - Intelligence is your IQ, brains, smarts, that sort of thing. The 
sort of thing you lose by watching too much TV, you know? This determines how 
many skill points you get to add to your skills each level. It determines what 
you can say to people, how good you are with computers, stuff like that. It is 
by far the most important statistic, and you should try to get a nine in it or 
better at the start. It's Importance Rank is 1, the highest.

Charisma - Charisma is a combination of how you look and how you act around 
people. Your "People Skills" so to speak. Charisma determines how people react 
to you, and how many party members you can carry. If you want to pimp your 
spouse, like it says on the box, you need a Charisma of at least 7. However, you 
really don't want to get married anyway, and a low Charisma can be easily 
bypassed by drugs, so it is the least important stat. It's Importance Rank is 7, 
the lowest.

Agility - Agility is how fast you are. Agility is used to tell if you can avoid 
traps, how many Action Points you are given each turn, whether you can dodge 
attacks or not, and a few skills. Try to get an 8 in this, since having a full 
10 APs is very important for combat. It's Importance Rank is 2. 

Luck - Luck is, well, the effect fate has on you. Good Luck is good, bad Luck is 
bad. It's used to determine if you can gamble well, and also whether you can 
find rare random encounters. It is used to determine if you cause a good hit 
during combat. It's Importance Rank is 6.

You have five points (Character Points) to put into any of those, and you start 
with 5 in each. You can rearrange points as you which, as long as you don't go 
over 10 or under 1. Once you're done distributing points around the statistics, 
go down to the optional traits box at the bottom.

You can pick two traits, but as the name says, they're optional and you don't 
have to (I've heard of cases where you're forced to pick a trait, but I wouldn't 
know since I always pick two). All the traits have a good part and a bad. If you 
want the good, you have to take the bad. Your choices are:

Fast Metabolism: You have a 0% resistance to Radiation and Poison, but you gain 
2 to your natural healing rate. I kinda like this one, because when your HPs 
start soaring toward the 100s, it takes a LONG time to heal on the PipBoy, 
espescially if you have a healing rate of 1. Also, it's not like poison and rads 
are that bad, anyway.

Bruiser: You get +2 to Strength, but you lose 3 Action Points. Not a good thing 
IMO, since APs are possibly the most important thing during combat. You can take 
the 2 points from Strength and give them to other stats.

Small Frame: This takes away about 50 lbs. from your Carry Weight, but gives you 
a few APs. Might be useful to counteract Bruiser, which will give you back the 
50 lbs. and add to your melee damage. However, you'll be missing out on the 
opportunity for Gifted.

One Hander: You're better with one-handed weapons, like pistols and knives, but 
you suck with two-handed weapons, like rifles and sledgehammers. This is 
counterproductive near the end of the game, when you'll select your ultimate 
weapon, either the Super Sledge, Gauss Rifle, or Turbo Plasma Rifle (All two-
handed weapons!).

Finesse: You'll do less damage in general, but to make up for it you'll do 5% 
more criticals, and they'll also do more damage. I dunno about this one, since 
5% isn't very much, whereas the damage could be used for something else.

Kamikaze: You have NO natural Armor Class (Which is a modifier to determine if 
you are hit in battle or not), but your Sequence is higher. Sequence determines 
when you get to go in a combat turn. I like AC more than Sequence, and everyone 
goes before you at the end anyway, and during a turn you'll get to go anyway, so 
forget this Trait.

Heavy Handed: You gain +2 to your Melee Damage derived stat, but your critical 
hits aren't as good. This doesn't mean you do fewer criticals, it just means 
your hits aren't as good. The opposite of Finesse, they completely counteract 
each other. I picked it the first time through, and the bad part didn't seem too 
bad, so I usually pick it. Technically, it gives you a -5% on the critical 
table. Give it a try.

Fast Shot: Whenever you use an Energy, Small Gun, Big Gun, or Thrown weapon, it 
costs one less AP. However, it has a massive downside: You can no longer make 
targeted attacks. You'll never even see the targeted shot icon. Ugh... Some 
people like it, but I prefer to shoot at people's eyes. Also, it's bugged, as 
this even counts for hand-to-hand and unarmed attacks. What a mess.

Bloody Mess: Speaking of a mess, this Trait forces the most violent deaths. With 
a simple punch, a part of the enemy's gut will go flying. With the Gauss Rifle, 
the head pops off. With a Miningun or a Vindicator, the enemy's torso gets 
shredded. With the Turbo Plasma Rifle, the enemy melts. It's either all a good 
thing or all a bad thing... I reccomend you don't take it, however, as some of 
the messier deaths include the enemy's stuff getting dropped in a big pile, that 
you have to go through one by one, which sucks.

Jinxed: Everyone in the game makes lots of critical failures. This includes you, 
but it's more them than you. All a good thing or all a bad thing, though it is 
mighty funny, as is .

Good Natured: Your combat skills are lower, but your First Aid, Doctor, Speech, 
and Barter skills are higher. The gain makes up for the loss. In Fallout 1, this 
was replaced by Night Person, in which you lost 1 Perception and Intelligence 
during the day, but gained 1 in the night.

Chem Reliant/Chem Resistant: With Reliant, you'll get addicted to chems more 
often, but you recover faster from them. That's all a bad thing. With Resistant, 
they only affect you half as long, and you'll only get addicted half as much. 
Don't take Chem Reliant, since it works, well, backwards.

Skilled: You get 5 more skill points per experience level, but you get a perk 
only every four levels. Depends on what you like more, since you would only get 
perks every three levels other wise. This was a lot nicer in Fallout 1, since it 
would add 10% to every base skill.

Gifted: You gain +1 to EVERY SINGLE primary statistic, but unfortunately you get 
5 less skill points per level and -10% to EVERY SINGLE base Skill. This is a 
really good thing for a really bad thing. I take it every time, though, because 
you can redistribute the points.

Now, after you select your traits, you need to select 3 Tagged Skills. These 
skills gain 20% when you tag them, and gain 2% for every 1 skill point you spend 
on them. The skills are:

Small Guns: This is used for pistols, rifles, shotguns, and the Gauss Rifle and 
Pistol. This is the most useful skill, and I always tag it. The Gauss Rifle is 
one of the game's ultimate weapons, but ammo for it is rare and expensive. The 
downside of Small Guns is that the ammo usually goes "Splat" against anyone 
wearing armor, which doesn't do much. The Gauss Rifle pierces armor, though, and 
AP Ammo can help. This score is often very average, around 50%, during creation 
and the start of the game. It can be improved by using Guns Monthly magazines as 
well as Skill Points, but the magazines lose effect after a while.

Big Guns: Miniguns, Rocket Launchers, and Flamers use this skill. It's not 
needed for the skill to be high, because these weapons have incredibly high 
accuracy, since all you're doing is spraying bullets everywhere. With a pitiful 
30%, I mutilated a whole herd of Mad Brahmin with a good ol' Vindicator Minigun! 
Big, strong characters would do good by this, as the ammo and weapons weigh 
quite a lot. The problem is you often end up hitting anyone in the way of your 
shot too, so be careful in a crowded firefight. Another downside is that these 
weapons are very heavy. Yet another problem is that these weapons gobble up 
ammo, and reqire reloading after every three shots usually. Everyone starts with 
an OK score, except for puny weaklings.

Energy Weapons: Ray guns, beam weapons, that sort of high-tech thing. This is 
used for Pulse Pistols, YK32B Rifles, and the Turbo Plasma Rifle, among others. 
These weapons do lots of damage, but are a little dampened against the Enclave. 
I use the Gauss Rifle there, as the ammo is plentiful. The ammo for Energy 
Weapons is also used as fuel for the Car, which makes you run out of ammo often 
unless you hoard it or don't use the car. Some of these weapons are heavy, as 
well. Also, if you're not careful, the weapon can explode and damage/kill you, 
though this only happens with a low score in the skill. This is real Star Trek 
stuff, so everyone begins with a pretty pitiful score.

Unarmed: Karate, Jujitsu, and other stuff. It's not very impressive by any 
means, unless you took Bloody Mess. It won't even do a lot of damage. Some 
weapons use this skill, like Brass Knuckles, Spiked Knuckles, Power Fist, and 
Mega Power Fist. Actually, those four are all of them. Unarmed forces you to get 
in close, which leaves you open to attack, espescially from anyone wielding a 
Minigun or such weapon. Everyone naturally starts with a good score in this, 
since it's not that hard to figure out how to walk up and punch someone :-)

Melee Weapons: The use of spears, knives, and swords. Lots of different weapons 
roll against this skill, like the Spear, Knife, Vibroblade, Wakazichi Blade, and 
many, many others. It's essential to living through the Temple of Trials. It has 
the same downsides as Unarmed, however. Once again, everyone starts with a 
pretty good score in this. 

Throwing: The use of grenades and throwing knives. Explosives in this game are 
really weak, so I usually forget about this skill. You can also throw Rocks, but 
they do a mere 1-3 damage. Ugh. Also weapons for throwing are usually expensive 
(except for Rocks), and you run out of "ammo" often. You usually miss, too. 

Sneak: The ability to sneak around and avoid being seen or heard. This is very 
useful for thiefly characters near the beginning, since chances are they won't 
want to battle the numerous enemies. Sneak is also very important for a 
particular Perk, Silent Death. Sneak doesn't really have a downside, except that 
you can't run while you're doing it without a certain Perk.

Steal: Err, well, stealing things... That's basically it, stealing things. This 
also goes for planting things. This is by far one of the most useful skills, and 
it's easy to succeed at even with low skill. Of course, stealing from the back 
helps, and don't expect to be able to steal big things, like rocket launchers 
and miniguns, unless you have high skill. You can get busted for stealing minor 
things as well. Note that you can steal and plant from your party members as 
much as you want. Always save before stealing, so that if you get busted 
stealing, you can just reload your saved game.

Lockpick: The ability to pick locks, both primitive and electronic. This is 
useful as well, though lockpicks are rare. Don't attempt this without high 
skill, as you could jam the lock, and have to wander the desert for a month or 
two before it'll open again. That's the main downside, and Lockpicks are rare, 
as I said. This is increased by using a Lockpick or Electronic Lockpick to pick 
the lock.

Traps: Laying explosives and other traps, and disarming traps. Explosives in 
this game are weak, like I said, so this skill has only one use: HUMOR! If you 
take a bomb, set it for thirty seconds, then reverse-Steal it onto someone, then 
run away, prepare to roll on the floor laughing... Disarming traps can be 
helpful, but the traps in this game aren't very deadly.

First Aid: Healing minor wounds. This can only be used 5 or 6 times a day, 
before you get too tired to use it anymore. I THINK it might have a non-active 
use, in telling how much Stimpaks heal. The only downside is that it has a limit 
of four or five times a day. This is improved using a First Aid Book as well as 
Skill Points, however the books lose effect eventually.

Doctor: Healing more major wounds. One of two ways you can heal crippled limbs, 
the other is to visit a professional doctor. If you have Doctor 90% or above, 
you can get combat implants. It has a limit of three to four times a day, but 
it's still kinda useful.

Science: The practical use of knowledge and science. It helps with computers and 
many other things. This is very useful in getting one of the NPCs, Skynet. 
However, Skynet needs the inactive use. If you get Myron, he'll take care of all 
the active uses for you. This is improved using a Big Book of Science as well as 
Skill Points, however as usual the books eventually lose effect. It has no 
downside.

Repair: The pysical use of the Science skill. The two skills usually work 
together, and you will often have to use Science before you repair something, to 
determine what is wrong. It's entirely active use, and Vic will usually handle 
it for you, once you get him. This is increased if you use a Tool Kit or Super 
Tool Kit on something, however if you critically fail (screw up big time, so to 
speak), they can break. Also using Dean's Electronics books improve this, but 
they also lose effect.

Barter: The ability to convince others that your goods are worth a lot. In 
Fallout 1, you could easily cheat the merchants, and sell them back the stuff 
they sold you for more of a price. In Fallout 2, with 300% Barter skill, and 
with 500 Karma, and being Idolized in the town where I was, the stuff I sold was 
half price to the stuff they sold. Just leave it where it is.

Speech: Convincing others, and lying to them. This has no active use, but very 
often you'll use it during a conversation. It's used very often, and in Fallout 
1 you could kill the last boss with it! This is quite possibly the most useful 
non-combat skill, invest a lot into it.

After you pick your Tag Skills, select your gender. Females have it a WHOLE lot 
easier, as they can, errr, seduce men into giving them what they want... There 
is no active difference though, apart from the graphics, obviously.

Finally, pick your age, from 16 to 35. I like being 18 to 20, myself, but I 
don't really tell any difference. 

Click the save button, save your design in case you die before you even save the 
game (it'll happen!), and then click start!

3. The Walkthrough

(Note: I assume you understand the basic workings of the game, like combat, 
movement, and item use...)

3.1 Arroyo and the Temple of Trials

You start the game in front of the Temple of Trials, which you need to cross 
through to earn your Vault Suit and PipBoy and prove yourself to your tribe. 
Walk on in. Note that you CAN fight the guy defending your way out, but then the 
entire village will hate you, and you'll end up fighting them all. You may be 
able to kill one or two of them, but you can't slay the whole village.

The first critter you meet is an ant. Go ahead an kill it if you want, and 
thieves can sneak around them. Continue to the North, battling or avoiding the 
enemies, and go to the left at the juncture. Go up to the door and lockpick it. 
Don't worry, you'll always make this roll.

Now through the door you'll start seeing Raised Plates. These plates will shoot 
a Sharpened Pole at you if you step on them and don't make a saving roll. 
Thieves can use the Traps skill on them to disarm them and gain 25 XP; or you 
could just avoid them. If you want to avoid them, stay against the east wall.

Head to the left after you get through this hall, and battle off the 3 ants 
(there's no way around it!). Go to the left again, until you reach a big ceramic 
pot. Dig through the pot and get a bomb, then go up to the door, SAVE THE GAME, 
set the bomb for 10 seconds, go into attack mode, and go through two pretend 
turns :-)

The bomb will blow up, making a door. Go through and go left at the next 
junction, then north from there. Through the door is a firey pit and a guy. The 
guy wants to fight you to prove your worthiness. Talk to the guy if you like. 
People with a tagged Speech skill can talk him out of fighting you, thieves can 
steal the key from him, and bruisers can fight him off. He'll leave your stuff 
in the chest back in the hall, if you fight. Also, the more diplomatic way you 
get past him, the more XP you get for it. Talking to him gets 800 XP, stealing 
the key gets 600 XP, and kicking him around gets 400 XP. I reccomend stealing 
it, that's what I always do. You always seem to make the roll, but save 
beforehand, just in case.

Now, after the movie, you get the Vault Suit and your PipBoy. You're in front of 
the village elder, or as I call her, Hillary Clinton :-)

She'll explain to you about your quest: Find the Holy Garden of Eden Creation 
Kit! She'll also give you 150 bucks (That's NOT a lot of money...) and a water 
flask, telling you to find the person it belongs to, Vic the trader. She'll also 
tell you the location of another town, Klamath, which is to the East. There's 
also a Knife in the chest behind her.

Now head North, until you get to another tent. There is a guy there, named 
Hakunin. He wants you to weed his garden for him. However, the weeds in his 
garden fight back...

To the north is Hakunin's garden. The two big plants in there are Spore Plants, 
and they shoot Plant Spikes at you. However, they're not very accuracte, so you 
should be able to easily slay them. With that you'll get 480 XP, and chances are 
your first level. Also, characters that use the Throwing skill can throw the 
Plant Spikes as a weapon.

Head back to Hakunin's tent, and he'll give you some healing powder. This 
restores some HP, but it takes away 1 Perception for about an hour. It dosen't 
matter right now, but when you get a gun you should start using Stimpaks 
instead. Hakunin will also offer to make more powder for you when you find some 
Broc Flower and Xander Root. 

To the west of the hut is your cousin Nagor. He wants you to find his dog for 
him. Go to the west-northwest, and into the green Exit Grid. Now you're in the 
hunting grounds, and there are Geckos around. You can fight the geckos, but I 
just avoided them. The dog is to the northwest, in the area surrounded by rocks 
and goo. The goo, do note, will sap a couple HP when you step on it.

Take the dog back to Nagor, for 200 or so XP. Head back to the hunting grounds 
and fight off the Geckos if you wish, but what you're looking for is conic 
grasses, which are Xander Roots, and orange flowers, which are Broc Flowers. Get 
as many as you can, then take them back to Hakunin, which will make healing 
powder out of them for you. There's also some Xander Root in a tent south of 
Hakunin's tent.

Near that same tent, there's your other cousin, Feargus. (Named after the 
Director, Feargus Urqhart. He shows up a few more times too...) He wants you to 
fix the well, so do just that with your Repair skill. Even further south is your 
aunt Morlis. She has some flint on her that you should steal. If you fail the 
roll, she won't get mad. To the north of her is a stone head and a guy, get him 
to teach you some Unarmed skill, which gives you 5 points toward it. To the east 
of him is a guy in a tent who has a spear. He will teach you some Melee Weapons 
skill for a 5-point boost toward it.

Now head to the south and go through the green exit grid. The only thing of 
importance here is the guy standing in front of the bridge. If you have OK 
perception, like 6 or so, then you'll notice that he'll have sharpened his 
spear. Tell him this, and in exchange for the flint he'll sharpen your Spear. 
It's better than a Sledgehammer now!

Now leave the area through the red exit grid.

Stuff you should have by now:

*Semi-good Unarmed or Melee Weapons skill
*Sharpened Spear
*A few bags of Healing Powder
*Some money
*Vic's Water Flask
*Some XP
*A copy of Squaresoft's 

3.2 Klamath and the Toxic Caves

Head East on the world map

Things you might encounter here:

When you get to Klamath, click the green triangle to enter. If you arrived 
during the night, rest until morning. Straight in front of you is Aldo, the 
Greeter. You can give him 5 bucks if you like, and it'll improve your Karma and 
reputation in Klamath. High Karma is important, because if you're evil Bounty 
Hunters will attack you. They wear Power Armor, so stay away from evil things.

North of this is the trader's shack. You can buy things if you'd like, and meet 
your first party member, Sulik. Sell some stuff to get another $150, or steal 
it, and buy off Sulik. He's a good member, and uses Melee Weapons. Chances are 
he's a lot stronger than you, but you don't directly control him, so it evens 
out. Instead, he fights on his own, according to preset options before combat. 
Also here is Whiskey Bob. He wants you to head down to the Trapping Grounds and 
add more wood to his still, so his brew won't go bad. Go down south, through the 
exit grid, and you'll be in the Trapping Grounds. Head further south, fighting 
or avoiding the Geckoes around, until you get to a shack. Inside is a still and 
some wood. Use the wood on the still for 100 or so XP, then head back to Bob for 
$50 and some Karma points.

Talk to Maida while at the trader's shack. She'll send you on a quest to find 
her friend Smiley, who disappeared in the Toxic Caves while hunting geckoes 
(Well, it's a little more complicated than that, but that's the basic gist of 
it). Don't go to the Caves quite yet, we're not done here.

North of the shack is the Bath House. You can pay a few bucks to screw someone 
here (Even if you're female :-), and after enough screws you'll get the Gigolo 
Karmic Title or the Sexpert title. I never noticed either of these doing 
anything, so don't waste your cash. Well, then again it IS kinda funny, and it's 
YOUR cash... This is one of the few things you can't also do in ...

To the east of the Bath House is the local bar, the Golden Gecko. You can buy 
some "Gecko piss" here (It's beer...), and get some for everyone. This will 
improve your rep in Klamath. There is a guy here named John Sullivan who will 
teach you some Unarmed and Melee Weapons skill. All you have to do is let him 
string you along with his "Sweet Science" line, and then ask if he's been 
pulling your leg when you get the chance. This is rather useful, and it's free! 
You also get a free beer for it, what a bargain. Beer is not very useful 
actually, all it does is lower your Perception for a short time. However, you'll 
need it later, so hang on to it.

Northeast of the Bath House is Vic's shop. Vic's that guy you're hunting for at 
the moment, so go there and get the Pipe Rifle (A crappy weapon), and Vic's 
Radio, which you'll need later. There's also some bullets for the Rifle there. 
Loot the place and move on.

Northwest of the Bath House is the Duntons' place. They sell Beef Jerky there, 
which you feed animals with. Get a piece, but don't touch the bookshelf or 
they'll attack you (Don't bother killing them, just reload the game. There's 
nothing on the bookshelf.) Go find the dog wandering around, and talk to him. 
You'll give him some Jerky, and he'll give you a key. Hang on to it. 

The northwest exit leads to a canyon, where there's a robot. It'll attack you, 
but all you have to do is hit it once, then run away. It has hardly any APs, so 
it'll stop before it can hit you. Hit it again and repeat. If you have the 
newest patch installed (Get one at www.interplay.com), one of the bodies will 
have a yellow keycard on him. Get it and leave.

The southwest exit leads to Trapper Town. The only important thing here is the 
answer to a quest: Why have rats been plaguing Klamath? Why, because of a giant 
mutated lab rat! How obvious can you get? :-) Anyway, go through the maze-like 
building to the north and unlock the door with the key you got (Or talk the guy 
into opening it, or lockpick it. Pick one.) Go through it and through more 
mazelike buildings until you get to a manhole. Go ahead on in.

There's a lot of rats underground, but they only have 3 HP apeice. Blast or 
smash them with your favorite implement of destruction, then go on until you 
find another manhole. Go down it.

Kill the rats, and you'll finally meet the Rat King. He'll use scraching 
attacks, but he doesn't do too much damage, though you may have to heal.  When 
he dies, head north from the central chamber until you get to a door. Lockpick 
it/blow it up, and climb the ladder. Go over to the car and check it to get the 
a car part that minimizes the amount of fuel you use. If you don't have the 
newest patch, it also functions as the Fuel Cell Injector that you need for the 
car, so you don't need that part.

Return to Trapper Town from the caves. Take a look around the town and find some 
rubber boots. Hang on to them for now.

It's time to move on, so leave Klamath.

Head up north to the Toxic Caves. This is a relatively simple maze, however the 
goo on the floor will chop off 1 or 2 HP every time you step on a goo-filled 
hex. Also, walking on goo without rubber boots will make you grow a sixth toe! 
(You can get this removed in Vault City) With the pair you have, you should be 
able to get to Smiley and out with time to spare.

Go through the first chamber and climb down the ladder. Battle off or sneak 
behind the Geckoes here, and go south, then northeast, then northwest at the end 
of the corridor. Go into the metal-floored area, open the door, and voila! 
There's Smiley. Talk to him and he'll join you (Actually, he just runs behind 
you.) Leave the caves through the same way. At the beginning of the caves, you 
can cross the big pit of goo to the south after you drop off Smiley. There's a 
new pair of rubber boots, a stimpak, and other things.

Go back to Klamth for a sec to visit Smiley in the trader's hut. He'll teach you 
how to skin Geckoes, as well as give you 3% Outdoorsman skill every time you 
talk to him. This is an easy way to get to 300%, the highest value, for free! 
You can't get deals like that in , that's for sure!

Leave Klamath, and journey to the Den.

Stuff you should have by now:

*Leather Armor
*The location of the Den (One square east, four squares south of Klamath)
*Healing Powder and/or Stimpaks
*A semi-good non-combat skill
*Pipe Rifle
*Vic's Radio
*Sulik
*300% Outdoorsman skill (See above)
*Gecko Skinning and another perk (You pick!)
* for an Emulator or the Sony Playstation. PLAY IT NOW!

3.3 The Den

When you've dealt with all the random encounters, you'll finally be at the Den! 
This is a seedy place, and the first thing you'll notice is the signpost. Read 
it, then head east to Becky's. Notice the kids standing near the doors? They 
steal stuff if you don't run, so set the preferences to "Always run". Now go 
inside and talk to Becky.

Becky wants you to go to find a guy named Frank and get her money back. Frank is 
south of Becky's, in another building. Go there, running past the little thieves 
near the door, and talk to the guy in yellow. He's Frank, and he has the money, 
but wants you to spot him half of it, and then 2/3rds of it. Everyone I've met 
says to give him the dough, but I never did. Go ahead and do whatever you want, 
then take it back to Becky for some XP, Cash, and Karma. In , the cash is 
measured in Drans, BTW.

Becky then wants you to find her book "The Lavendar Flower". Go to the East Side 
through the green Exit Grid, and go southeast. There's a guy wearing blue that 
will tell you he threw the book off somewhere. It's random where it is, so look 
around. It's usually hard to find. Take it back to Becky for the usual XPCK 
reward.

West of Becky's is Tubby's. Tubby will sell you stuff, but doesn't have any 
quests for you. South of Tubby's is Lara's place. Lara wants you to find out 
what Tyler is storing in a church on the East Side. Go there, and to the south, 
to find the church. Tell Tyler Metzger sent you, and he'll let you in. Click on 
a box to solve it, then head back to Lara for XPCK.

Lara then wants you to ask Metzger if she can fight Tyler. Go to the Slaver's 
Guild on the East Side, which is the easternmost building to the north, and chat 
with the guards. They'll let you in to talk to him, and then all you have to do 
is ask. Go back to Lara for a SUPER BLASTER! No, not really, just XPCK.

Lara now wants you to find a weakness in Tyler's gang. Go back to the church and 
talk to Tyler. Tyler will tell you he's having a party that night, all you have 
to do is be friendly. Go back to Lara.

HOWEVER, Lara won't give you your XPCK until you help her open up a Stone Cold 
can of whupass on Tyler, so tell her you will. That night...

Your party and Lara's gang are one team. Tyler's gang is the other team. Your 
job is to kill all of Tyler's gang, while keeping yourself, Lara, and all your 
NPCs alive. On your first turn, throw a flare at the guards to make light. 
Otherwise, do the usual thing you do during fights. It's completely possible to 
let Lara's gang do all the work, so you can do that if you'd like, just as long 
as Lara lives through it. Lara reminds me a little of Princess Fillet, from you-
know-what game...

You get a hefty chunk of XPCK off of this sequence of jobs, and you get whatever 
loot Tyler and his gang had. Now head back to the place where you first met 
Lara, and head east to the Junkyard. Smitty there says that he'll sell you the 
car for a car part (Which you have, if you have an unpatched game), and $2000 
(Which you should also have, after these profitable jobs.) Buy it and dump any 
uneeeded stuff in the trunk. It'll be safe there. Loot the lockers in Smitty's 
place for a shovel and a tool, which you'll need.

Sleep until midnight, then head to the Haunted House, in the south part of the 
West Side. You'll see a ghost there, who wants you to go and find her locket. 
Joey has it, he is the ganger in the east near the green Grid. Either talk him 
out of it, or shoot him. If you're female you can screw him, I wonder why you 
never get pregnant after all these screws? I shot him, as I'm usually male, and 
got the locket. Head back over to the Ghost, and give her the locket for XPK. 

She'll die and leave her bones, which you can pick up. Head over to the 
graveyard on the East Side and look until you find her grave (Check the 
gravestones, she's Anna Winslow) and dig up her grave, put the bones in, and un-
dig it. If you dig the others you'll be tagged as a Grave Digger and lose Karma. 
This will get you more XPK if you do it right.

Head over to where Frank was, and chat with the guy in the southernmost room. 
He'll sell you weapons and anything those kids stole, as well as get pissed if 
you insult his accent :-) Head over to the East Side and go far to the east, to 
Moms. Mom wants you to take Smitty, whom you just chatted about the car with, a 
meal. Do that for a Stimpak, lots of Karma, and a free meal, but no cash. Mom 
also wants you to kill Metzger, but you're way too weak to attempt that now.

Head up to the Slaver's Guild and talk to Metzger. Talk him into letting you see 
Vic, then tell the door guard that Metzger let you in. The guard will open the 
door, letting you talk to Vic. Give Vic his Radio, and he'll fix Metzger's 
radio. Go up to Metzger and ask if you can buy Vic. He'll sell him to you for 
$1000. If you're female, he'll sell him for $500 and some makin' sweet love by 
the radioactive fire. Do that. Vic joins you. Give him a good gun, a knife, some 
ammo, and some armor.

Head over to the Chrysalis Motors Highwayman, your new ride. It's time to hit 
the road!

By now, you should have:

*The Car
*A good gun
*Vic
*At least $500 left
*At least 5 Stimpaks
*Some RadAway
*Directions to Modoc and Redding, and to Vault City from Vic

3.4 Modoc and the Ghost Farm

Head up to Modoc. This is a rural place. The first thing you should do is head 
East from the start, to the slaughterhouse. The man, Grisham, there has a 
daughter named Myria and a son named Davin. If you have 8 or better Charisma, 
save the game, go up to your choice, and offer to screw. Grisham will bust in 
and force you to MARRY your choice! The sequence is hillarious, especially with 
Vic and Sulik fighting during the wedding.

Getting married is a VERY, VERY bad thing. Talk to your spouse. Ask them to 
wait-They don't! Ask them to move further away-They won't! Kill them-Grisham 
attacks! The only way to get rid of them is, of course, to divorce them. I'll go 
into this in the New Reno section. Or you could get into a random encounter and 
they'll die instantly :-)

Anyway, after you're done laughing from the homosexual weddings (Espescially the 
female-female wedding :-), go northwest to the General Store. To make a long 
story short, the Mayor wants you to investigate a mysterious farm to the North 
of Modoc. We'll be heading there later when we're done here. Buy a bomb while 
you're here, we'll need it later. It only costs a mere $1000, less with higher 
barter skill.

You can visit the slauterhouse to the east, but there's no point in doing so. 
South of the slaughterhouse is a hurt Brahmin. Use Doctor skill on it. It'll 
start following you. Take it down to Grisham's place in the South and sell it. 
One week later, come back for 500 peices of Jerky :-) 

To the north of the General Store is the Tannery. The owner of the Tannery wants 
you to find his son Johhny for him. Talk to his dog, and the dog will join your 
party. The dog almost sucks as much as a spouse, and the spouses at least can 
CARRY something! Grab him up and head over to the well. "Use" the well to move 
away the boards, and go buy a rope from the General Store to climb down into it. 
There's a bunch of coin bags down there, which you can take for the cost of 2 or 
3 Karma a pop. You'll also find Johhny's BB Gun down there, which you get some 
XP for. It's a crappy weapon though, and ammo is rare. Climb back up, tell the 
Tanner you found the gun for a warm, fuzzy feeling. Johhny's not dead yet 
though...

Head north through the green Exit Grid. You're now in the Bed and Breakfast. 
Head north to the building of the same name, and into it. Talk to Rose, who will 
chat with you for the price of some food. If you get the Brahmin Fries, you can 
enter the contest, and get poisoned for 1 unit's worth :-)

You can also order water for 1000 dead presidents, which is just a TAD pricy. 
However, if you order it you'll get a free chocolate chip cookie, which is worth 
a free AP. It's not permanent, however. There's a pen in the northwest, with a 
DeathClaw inside. This DeathClaw will kill you and everyone else in this section 
of town, so don't risk it yet. Head back south.

Now there's not much else to do, so leave Modoc and head North to the Ghost 
Farm. This place is covered with blood and dead bodies (Errr, not really... Just 
look at one of the bodies!) Head up northeast to the shack, and go on in. 
However, before you can crack open one of those boxes, you fall down a pit! 
(Actually there's three pits to fall down, but that's beside the point...) So 
now you're underground. Talk to the guy, then go over and talk to the owner of 
the place. He'll let you see Johnny, who was down here all along. Come back and 
tell him you want to go back to Modoc and tell them what you found. He'll agree, 
and you get to go up a rope back to the surface.

Head back to Modoc, and tell the Mayor. He'll tell you that they've lost one of 
their people, and that if they don't find them in 30 days they'll attack. Go 
back to the farm and tell the owner. He'll tell you that the guy ran off to the 
southwest, so go to the Den.

Metzger has the guy, and you can do it the easy way or the hard way. The easy 
way is to kill him, which you should be able to easily do now. The hard way is 
to buy him, which'll cost you a dime or two. Kill Metger and his goons, loot the 
bodies, go down to Mom (Remember her?), and tell her you killed him for some XP, 
Cash, and Karma.

I can't quite remember whether you have to take the guy back to Modoc or he'll 
go there himself, but head back to Modoc and tell the guy you have him for XPCK, 
and then head back to the Ghost Farm and tell the guy for XPK, and free run of 
the place. Go tell Johnny you can go now.

Take Johnny back to the Tanner's for XP, Karma, and a brand spankin' new Combat 
Leather Jacket. Nice, until you get the Leather Armor MK. 2.

Head North and go east to talk to Farell. First off, he wants you to kill the 
rats in his garden. Do that for XPK. Then he wants you to help him find 
Cornelius's watch. Go over to the outhouse and climb down into the loo. Then 
drop a bomb and get the HECK OUT OF THERE! If you set it well, you won't be 
killed, and you can go back in (The entire Bed and Breakfast is covered in crap 
now! :-) and fight a Molerat for the watch. DON'T take it back to Cornelius 
himself, as he'll think you're the thief. Take it to Farell instead, and you'll 
have mostly finished up Modoc, unless you want to try to kill the Deathclaw 
(Note that if you DON'T kill it, it will kill everyone in the Bed and 
Breakfast!)

Well, you finished up Modoc, and by now you should have:

*A Bomb or two
*Lots of XP
*Three good perks (Two if you have Skilled) (I prefer Toughness and Awareness)
*Combat Leather Jacket
*No spouse ^_^
*Lots of jerky and stimpaks and healing powder, Oh My!
*The location of Vault City and Redding

3.5 Redding

Head far to the South to get to Redding. Take your car, but if it runs out of 
energy feed it some Small Energy Cells or Micro Fusion Cells. When you get 
there, head to the Casino, the first building you see. Characters with high 
Gambling skills can make out, as well as those with high Steal and Barter 
skills. Go talk to the Mayor. He wants you to clear out the Wannamingo mines for 
him, and will sell you the deed, which you can then sell back when you've 
cleared them out. Go look around the town if you'd like, but the mines, Casino, 
and Painless Doc Johnson's place are the only important things in this section.

Come to think of it, scratch that last line. There's the Sheriff's, which will 
give you a few quests if your level is high enough, and the Malamute, which is 
there for comic relief and any males that want a few pumps on the whore there. 
You also go there for a few quests from the Sheriff. Go North to the Fightin' 
Molerats and the Mine.

You can bet on the Molerat fights at noon, and perceptive characters or those 
with Empathy can make out here. You can visit the various mine leaders, but the 
only place that's vital here is the Wannamingo Mine to the west, so go there.

There's some mutant Pig Rats here, as well as some tougher normal rats, with a 
whopping 8 HP! Oh no! One bullet from your favorite firearm will kill 'em. Head 
east, then north to a manhole. Head down it to get to the mine. There's 
Wannamingos here, who use tentacle attacks and can cause radiation. Weak 
characters will get nowhere here, so make sure you have a good weapon and armor. 
Use shots to the Eyes? for best results, however don't try for the groin socket 
as it does less damage. Battle all the Wannamingos in every sector of the mine, 
and when you kill the Gray Wannamingo you'll have gotten them all. Head back to 
the Mayor, who will pay you twice what you payed for the deed, and some XP and 
Karma.

That's pretty much the only important here, so leave.

You should have:

*The same things you had from Modoc and the Ghost Farm.
*Some more XPCK
*Lots of Stimpaks.
*Brave Fencer...No, you probably already know what I'm gonna say...

3.6 Vault City, Vault 8, and Gecko

Hop in the car and head to Vault City, which is in the very northeast corner of 
the map. Explore the sectors around it to see Gecko, which is labeled Unknown. 
Explore the 8 squares around Gecko while you're at it. You'll use the info in a 
bit. Now head to Vault City and click the triangle.

Vault City is full of bigots and a**holes, so you don't want to go in there 
directly right now. Instead, the arrow takes you to the courtyard, an area on 
the outside of the City itself. Head east and north until you see a tent. The 
woman inside wants you to find her husband, Joshua, for her. He was taken as a 
Servant for Vault City, so we'll have to have her wait for a second. Tell her 
you'll find him.

Northwest of that is a kid who wants you to find his Richard Nixon doll. The 
doll is near the bar, and it looks like a book. Save your game before talking to 
the kid, and try both conversation paths (Giving it up, or tearing it up in 
front of him). It's hillarious how you get XP for both the good and evil paths! 
Now listen to the kid until he tells Nixon he wants to dig up his Daddy's 
wrench, then head up to the rocks near where you found the doll. Check the 
biggest lone rock for a Wrench. You'll need this in a second.

Head up to the Bar you were just by, and chat with the bartender, Cassidy. You 
should be able to talk him into joining you if you have 8 Intelligence, like I 
usually did. He's a great character, and uses rifles, knives, spears, and brass 
knuckles (though not Spiked Knuckles or the Powerfist). He's incredibly 
accurate, and does tons of damage with a Gauss Rifle or Pistol. He has a Sawed-
off Shotgun on him, which you should replace with the Combat Shotgun in Vault 
City. His main problems are that he goes through ammo like a vacuum, and if you 
give him any steroids he dies. Save and do it anyway, just to see what happens 
:-)

Head to the tent near the Bar and meet Pukin' Steve or whatever his name is. Use 
Doctor on him, then give him Rad-Away, than another Rad-Away for a bunch of XP. 
East of there is the general store, but it all sucks, and your real shopping 
trip comes in just a sec...

Head up north through the green grid. Yes, even getting into the city is a big 
chore, as you'll find if you talk to the guards. You have a few ways to get in: 
The stealhy way, the diplomatic way, and the thiefly way.

The stealhy way is to go into the nearby bulilding on your right. Talk to the 
first guy in there, and he'll sell you fake Citizenship papers. Use these to 
enter the city, and to buy items from the Amenities store.

The diplomatic way is to go into said building, talk to the guy in the back, and 
talk him into giving you a Day Pass. However, if you do this, you can't use the 
Amenities store.

The thiefly way is to go at night and go into said building. Go into the back 
and lockpick the locker in the corner, then take a Day Pass. Once again, the 
store is closed to you until later if you do this.

For a funny scene, try the first steahly way, then rat the guy out to the guy in 
the back. He disappears after your chat... :-)

Anyway, when you have the papers or a Day Pass, talk to the guards. If you have 
a pass, they'll search you for alchohol and drugs. If you have those, you can't 
go in, so give them all to Sulik, Cassidy, or Vic, as you'll need them later. If 
you have the papers, they'll just open the door. In any case, go on in.

You're now in main Vault City, which you could probably tell by the cool music. 
Head east to Vault 8, which has guards in front of it. Technically, you very 
well COULD go into attack mode and sneak in and forget the Gecko quests 
entirely, and the guards couldn't stop you, but we're gonna do it the hard way 
:-)

South of the Vault entrance is the main Amenities store. People with fake 
Citizenship papers can buy stuff here, and it's all good, if expensive. Be sure 
to pick up a Combat Shotgun for Cassidy, Metal Armor MK2 for you, Leather Armor 
MK2 for Cassidy, a Magnum Revolver for Vic, and  Metal Armor for Vic. Give the 
Combat Leather Jacket to Sulik, and buy some Shotgun shells for Cassidy. If 
you're anything like me, you're itching for the energy weapons, so just be 
patient.

Near the entrance to the main city is the Bar. Get your beer and booze back from 
your various NPCs, and give 10 of each to the Bartender for XP, Cash, and Karma. 
(Good ol' XPCK!) Head north along the path from there to the branch Amenities 
offices, where you can get some Stimpaks and RadAway. You're probably short of 
Radaway if you did the pukin' guy quest, so get some more. Get some RadX too, 
we'll need it later. If you see any Psycho, grab it at all costs. It raises 
general Damage Resistance, is cumulative, never addicts, and lasts a while. All 
it does is lower INT for a day or so, which is easily fixed. Buffout is useful 
for the humor value (save and use some on Cassidy ;-), and Mentats are good for 
a laugh up here at the Citizen's Area, when you take a Citizenship test. Be 
careful with the RadAway, as you can get addicted to it :-) 

The shop owners are smart alecs, and don't sell anything we haven't already seen 
(Except maybe Psycho, which is useful - see above), so head east to the 
Sheriff's place. He wants you to scout the 8 sectors around Gecko, which is the 
now-named Unknown. You've already done that, so tell him for XPCK and a quest to 
scout a path to NCR. We'll be doing that anyway, so make a mental note and tuck 
it away. West is the Servant Allocation building. Talk the guy into selling 
Joshua back to you for XPK. You can also sell your party members, which in 
Fallout 1 was probably a good idea, but not here. Save and sell your spouse if 
you got married in Modoc though :-)

Head north to the Citizen's Area. The only place of importance here is the big 
Council building, so go there. You can take the Citizenship test here, and get 
various results based on your INT. You always fail though, even with 10...

In the lower-right room is First Citizen Lynette. As a rule, always save before 
talking to her, as she is a really big hypocrite, and saying the wrong thing 
could result in anything from you getting kicked out of Vault City to the guards 
attacking to not being able to talk to her anymore. She is fun to insult though, 
which you ought to try a few times. What you want is to convince her you came 
from Vault 13 to get on her good side. She's not really rewarding, but she does 
give you a useful quest to disable the Gecko power plant, or more accurately 
stop the spread of radiation into the groundwater. This is a very awkward quest, 
and there's about 5 different ways to handle it. THere's no awkward quests in  
though, uh uh...

The easiest way is what I'm going to describe. Go out of the city and up to 
Gecko. Head east to the Harp, where you can buy "Tragic" cards, and play against 
people. If you have high luck or gambling skill, you'll win often. You can also 
trade here, but all Wooz has is beer and trading cards. If you buy the ghouls 
here enough beer, they glow in the dark :-) Fusion glows in the dark too, since 
in  it glows blue and white.

Northwest of here is Harold's place. Talk to him, and he'll tell you he needs a 
Hydroelectric Magnetosphere Regulator (They got it from Marvin the Martian in 
the cartoons :-) He says Vault City has one, so we'll be heading back when we're 
done here. Talk to the whitish ghoul in the other room. This is Lenny, and if 
you give him a chance to join you because he didn't join your ancestor, the 
Vault Dweller, he'll do just that. He uses his fists, knives, or needler guns. 
He's very good with the Doctor skill. Get him if you want then move on. However, 
I didn't get him, since my character "Musashi" didn't use party members. He did 
use two Wakazichi blades, though.

North through the grid is another section of Gecko. The only important things 
here is a guy who wants a Super Tool Kit, which we'll get in a second, and a guy 
who wants you to deliver a disc of info to Vault City. Head back to Vault City, 
in fact.

Go up to the Main City. At the repair shop is a woman named Valerie, who is 
Vic's daughter. If you have him with you, they'll have a funny "moment". Talk to 
her and give her your Wrench from the Courtyard and the Pliers from the Den. 
You'll get some XPCK. Also convince her to love Vic again for some XPK.

Head back up to the Council area, and tell the guy in the far left room about 
Gecko's problem. He'll give you a pass for the Regulator. Get it from the 
Amenities office, then head back up to Gecko.

Go east from the first area to get to the Power Plant. Steal a Keycard from the 
guards inside to open the doors, and make your way to the northeast, where the 
robot and the big hole are. Use the computer, insert the Regulator, and enter 
the commands in the order the planets come in. I.E, push the Mercury thing 
before the Venus thing, and so on and so on. Save your game after finding the 
correct sequence, then either tell it to install the Regulator or to blow up the 
plant :-) The correct way is to install the Regulator.

Head back to Vault City and go to the council area. Tell the guy standing in the 
far-left room that you fixed Gecko's problem. He'll make you a Vault Citizen and 
give you some XP and Karma. You can now enter the Vault, and you're no longer 
searched when you enter the city. You can also freely buy stuff from the 
Amenities store. Head into Vault 8 from the first screen.

Follow the hall and enter the Vault through the Vault door. Open the locker in 
the hall following the door, and get the stuff. Head right from the junction and 
talk to Sybil. Males can donate sperm for genetic diversity in Vault City (XPK) 
and go out with Sybil (XPK). Females can do neither, due to a lack of sperm and 
homosexuality. Either gender should check the computer. Those with high Doctor 
skill will find info on combat implants. Check the computer 30 times for a 
message about beating the game and what happens afterward, and check it 35 times 
for something funny...

Talk to the Doctor. He wants you to bring him Jet, which you should have. You 
get 1000 bucks and some XP and Karma. If you're poisoned, he'll give you the 
Vault City Innoculations perk, which adds a few to Poison and Radiation 
resistance, and good Doctors can get the Vault City Training perk, which adds to 
First Aid and Doctor.

Hop in the Elevator and go to floor 2. Strong people can open the jammed doors, 
and thieves can lockpick the locked ones. You're looking for a Voice Recognition 
Module, which you'll need in a while. Check the boxes for lots and lots of water 
chips :-) There's over 2000 in the assorted boxes, but they're only worth 5 
bucks each. You had to go to such lengths in Fallout 1 to get one, and now... 
Note that 5 * 2000 = 10000...

On floor 3 you can loot the supply area with the lockers. the guy here will sing 
"Maybe" by the Ink Spots, which is the intro to Fallout 1. (The intro to Fallout 
2 is "A Kiss to Build a Dream On", but you should know that... :-) Head over to 
the main computer and use it. You'll get the location of Vault 15, which is 
very, very far to the south. If you're perceptive, you'll notice a slot for your 
PipBoy, which you should use. It'll add a log to your notes. Come back here 
after you beat the game for a nice reward :-) In , when you beat the game, you 
get to make a "Fin" save and come back to get anything you missed!

Go back to Valerie a game day or so after you've done this. She has 5 Super Tool 
Kits, and will give you one. It adds to your Repair skill when you use it as an 
item. Go to Gecko and give it to the ghoul for a Fuel Cell Injector, which you 
need for the car instead of the part in Klamath if you have the new patch.

Back in the Courtyard visit the Hospital. Go into the back and fix the Auto-Doc, 
and if you have any combat armor tell the doctor that you want some combat 
implants. He'll do it for 5K bucks and your combat armor. You can then get that 
implant upgraded for 1 Charisma, 10K bucks, another Combat Armor.

I think there's something you should do with the Ghoul that gave you the 
holodisc, but I can't remember. Any ideas?

Anyway, by now you need:

*The location of Vault 15
*A Voice Recognition Module
*Lenny
*Good Metal armor
*Combat Shotguns for you and Cassidy
*Vault Citizenship
*The location of Broken Hills and New Reno
*A quest to kill some raiders

3.7 The Raiders' Camp

Straight south from Vault City is the Khans' camp. This is by far the simplest 
area in the game. Go on in, navigate the caves, and kill all the raiders at the 
camp. That's it. Just do that. You'll get three different dog tags, which you 
should take back to the Vault City Sheriff for some XPCK. Also they have nice 
weaponry, and cash on the bodies.

By now you should have

*More XPCK

3.8 Broken Hills

South of the Khans' Camp is Broken Hills, a mutant-human-ghoul city. When you 
come in your car, you'll run over a ghoul, but don't worry about it, he's fine. 
Put away your weapons and tell your NPCs to do the same. The guy you meet will 
tell you about the town. Head south to the employment area. Here you can join a 
caravan and shovel Brahmin doo. Do the Doo enough times to become an Expert 
Excrement Expeditor, which is a perk. It increases your speech skill. You get 
100 pictures of George Washington every time you shovel doo. The caravan jobs 
are worth a free trip to NCR or Vault City, and 100 pictures of Abraham Lincoln 
(500 bucks, smarty!) You can also buy stuff here. In Brave Fencer... No, just 
forget it...

Head down the main street until you meet a mutant. This is Marcus, whose voice 
is supplied by the guy who plays Lt. Worf in Star Trek: The Next Generation. He 
is a partyy member, but seeing as he's the sheriff of Broken Hills, he won't 
join you yet. He wants you to find out where the missing people here are going. 
Head north from here to get to a General Store. The lady sells items, which are 
OK, but at night you can sneak into her basement and take all her guns. This 
also works if you say you hate mutants, even if you don't.

South of where Marcus was standing is the bar. You can buy drinks here, and arm 
wrestle Francis the mutant. If you win, you get a Power Fist. If you lose, you 
wake up in Francis' house with a Ball Gag. If you lose, search the nearby 
bookshelf for a Inflatable Sex Doll. If you're female and have a "Sexpert" 
Karmic title, the doll might be named after you :-) In  this doesn't happen 
either, but hey, it's an E-rated game...

Afterwards, head east to the mine area. The actual mine is up north, and the 
proprietor wants you to fix the air purifier. You can go in and battle the Giant 
Ants (shudder) inside if you'd like, they're from all the way back in Arroyo, 
but you can fix the purifier without a certain part for it. Also, you take 2-3 
damage every few steps in there.

In the southeast of the mine area is a scientist who has a Radscorpion. The 
scorpion is intelligent, and will challenge you in some skill tests. If you have 
a stat your particularly good at, like Perception, challenge it in that. Head 
north from the lab to find a talking Spore Plant that wants to be replanted. If 
you still have a shovel, use it on the plant to replant it. It'll teach you the 
Flying Liver Attack chess manuever, which you should use on the scorpion. The 
scorpion attacks you if you do this, so kill it and take its glasses :-) Oh 
yeah, kill the plant after you've done this, we're mincing XP here...

Look for a manhole in the mining area, and head down it. Go northeast through 
the maze until you find a bunch of bodies. Examine them until you find one that 
has "been shot" before it was chewed. You'll get a note. Take the note to 
Francis for some XPCK. Make sure to kill all the ants down there too, since  
doesn't like giant ants...

We'll be coming back here, but there's nothing left, so leave.

By now, yada yada yada

*A burst-fire weapon
*Lots'a ammo
*Lots'a healing
*Lots'a XP
*Lots'a dough
*Yada yada yada

3.9 New Reno, Golgotha, and the Stables

Head straight east from Broken Hills to get to New Reno. This place is really 
cool, and it's run by 4 crime families - The Bishops, Salvatores, Wrights, and 
Mordinos. The first thing you'll be doing here is visiting the Mordinos, in 
fact.

The first building on the right is the Cat's Paw, a brothel. You can get screwed 
here, and get a quest to find 10 Cat's Paw Magizines for Miss Kitty. Accept it, 
though I doubt you'll ever find that many :-) Across from the Cat's Paw is a guy 
in a red shirt, Jules, who tells you about the assorted crime families. Make 
sure to talk to him about the Salvatores, who, might I add, have LASER PISTOLS! 
Well, they're not that great, but it's better than nothing :-) He also tells you 
the location of Golgotha and the Stables, where Myron lives.

Head to the Desperado casino on Main Street. If you have good Gambling skill, 
you can rake in the cash here, and there's supposedly one table where you always 
win. Talk to Little Jesus (Pronounced Hey-Seuss, for the non-Spanish-inclined :-
), who will tell you to talk to his dad whom is upstairs. Go upstairs and make 
your way to the room in the middle. Big Jesus wants you to deliver a package to 
the Stables, in the north. Accept and you'll be notified of the location on your 
map. Go there and deliver the package to the guy. It's that simple. Now Mordino 
wants you to get his money back from the Corsican Bros. They're in the next 
screen to the North, in the Golden Globes porn studio. Get Mordino's money and 
come back. Mordino then wants you to KILL Salvatore, but don't. You get XPCK as 
a reward for all of this.

Now head to the screen with said Porn Studio. The first building on the right is 
the Gym, where you can box. Save before each fight, as the game can glitch and 
the fights are hard :-) If you fight The Masticator, when he hits you he might 
bite off your ear, so be careful, as that takes away 1 Charisma permanently. Aim 
for the groin/eyes/head for good hits, and just for fun (save the game 
beforehand), try kicking someone as you fight...

North of there is the Bishops' place, but I don't remember what you do there 
other than screw Bishops' wife and daughter, therefore screwing him over :-) You 
can gamble here too. The important place is to the west of this casino (The 
Shark Club), and to Salvatore's. Here you can meet Louis Salvatore, who wants 
you to get his money back from some dude named Lloyd. He's in Bishop's club, and 
will take you to Golgotha to get it. He has a land mine in there, kewl! Drop the 
mine on him, thus killing him, and take back Salvatore's money. Salvatore lets 
you keep half of it.

He then wants you to get some of his money back from Renesco the Rocketman (Boy, 
this guy loses money everywhere, huh?) Renesco will want you to loan him the 
money in exchange for a discount at his store, which is worth 750XP. Do that, 
and deliver it to Salvatore.

He has one more mission left, but I forget what it is :-) He gives you a free 
laser pistol, and you can ask Mason how it works for a free Energy Weapons 
boost. Now go northeast out the exit grid.

The important thing here is to the south, where Family Wright lives. Wright 
wants you to find out who's been doping up his son, but don't give him cement 
shoes, or make him sleep with the fishies, or give him a third eye, or make him 
wake up next to a horse head :-) He suspects it's Lil' Jesus Mordino. There's 
supposed to be a hard way to do this, but I just fingered Lil' Jesus :-)

Now he wants you to go to the Sierra Army Depot and scout it. This dungeon is so 
big it deserves its own section!

You should have by now:

*A laser gun
*OK Energy Weapons skill
*At least 15000 Washington pictures
*Some Small Energy Cells
*Some... Wait! The car's gone! Follow the tracks to get to a chop shop. Females 
can screw T-Ray for the car, but males have to pay/kill him. He also mentions 
something about moving stuff out of the trunk. Don't worry, it's not your stuff. 
He increased the capacity of it for you. You get the car back, and he'll also 
sell you some fuel for it (and condoms!)
*The location of the Sierra Army Depot
*The location of the Stables
*The location of Golgotha

3.10 The Sierra Army Depot

Northwest of New Reno is the Sierra Army Depot. Your first challenge at this 
place is even getting it; turrets surround the area and fire visciously at 
anyone that gets near. In fact, the place is littered with bodies of people 
who've tried before. Note that the bodies don't have anything, so don't bother 
looting them. The best you'll find is some 5MM JHP.

Battle the turrets and break them down. Go through the gate and head to the left 
to find a room with a Howitzer and a shell for it. Fire the Howitzer at the wall 
to blow open the door, and go on in. Characters with good Science skill are 
rewarded for their efforts here, as there are many computers. Use the first one 
you see to disable the forcefields. Without them you would have died. Even then, 
you'll still take some damage when you walk through them.

Go to the elevator and head straight down to floor 4. Go over to the main 
computer and release the soldier from Cryo-freezing. He'll run out the door 
after a short chat and die messily of Cryogenic Death Syndrome. Loot his melted 
body for a kewl BB Gun, the Red Ryder LE. It does 15 damage no mater what, could 
possibly do more, and is very accurate and has a long range. It has a large 
magazine, but ammo for it is rare and heavy.

Now save the game, and try to get a brain. If you have good science skill, 
you'll be able to get a Cybernetic Brain, which is the one you need. Get it, 
then head up to floor 1 again. Go to the operating room near the exit and get 
two cases of Biogel and Prv. Dixon's eye. You can use the eyeball on the non-
service elevators. Hang on to the Biogel.

Head down to floor 2, where you'll see lots of baby security bots lined up in a 
row. Take out your favorite burst mode weapon or explosive, and go insane on 
them. They won't fight back! Head through the electric floored hall to get to a 
place with a broken Nuka-Cola machine. On the floor is a cookie, which you can 
eat for a free AP. It's only temporary, though.

Now go to floor 3. Talk to the central computer and tell it that you'll get it a 
body. Save your game, then add the Cybernetic Brain and the Biogel to the broken 
robot down the hall. Tell it to initialize, and Skynet joins the party. He has 
high Science skill and uses heavy shotguns and rifles. Pistols, though, it won't 
use. He can completely disable the forcefields here too. Once you've gotten him, 
head back to New Reno after killing all the robots and looting the place.

3.9 II: New Reno Revisited

Head over to the Wrights and tell him you did it. Wright will make you a Made 
Man of Family Wright. Pick a name (I was "Magnum", myself, this began my habit 
of naming my save games), and you'll get the "Wright" to buy special stuff from 
the Gun Shop and to get you and your human party members screwed for free at the 
Cat's Paw. "Made Man" is a Perk, which increases your rep in New Reno and with 
underworlders. Everyone here respects you now, too. It's funny if you talk to 
the whores!

Head to New Reno Arms, in the north of the west side of New Reno. You can buy 
the Bozar and Minigun, or you can just do what I did: Provoke the guy into 
attacking you, and let your party members kill him. Give him a laser gun from 
the Salvatores first for XPCK.

At night sneak into the back room of New Reno Arms to meet Algernon. Algernon 
will upgrade most all of the upgradable weapons, like Flamer and Plasma Rifle 
and Laser Pistol. Make sure to unload them first, because he gives you a free 
magazine with each upgrade as long as the gun is empty.

South of New Reno Arms is the Church. Father Tully will divorce you here if you 
got married, and he has a present for you if you beat the game. That's about it 
for New Reno, so leave and head south to Vault 15/NCR. I chose NCR, but you can 
do these in any order you wish.

3.11 Vault 15 and the New California Republic

Head straight south from New Reno to get to the New California Republic, NCR for 
short. This place is EXTREMELY glitchy, and some quests have no solution at all, 
so don't be discouraged if you can't find out what to do here.

Head north from the start to find a tent and some guys in Combat Armor 
protecting it. Steal from them to get one of the game's rarest weapons, the 
Bozar. It's a burst-fire only weapon that uses 15MM rounds, and does a ton of 
damage. I sold it though, since it sells for a high price.

From here, head south. You'll find a bum that'll guard your car for five bucks. 
He starts singing humorously later, so hang around if you wanna hear it (I 
nearly fell out my chair the first time!). I dunno if anything bad will happen 
if you don't pay him to watch it, so you might as well. It's only five bucks!

East of here is a small junkyard, and if you look around you'll find a guy in a 
purple robe. He offers to put a fuel blower on your car. Say yes, it costs 1000 
caps, BTW, and rest for an hour. It'll be done by then. The fuel blower 
increases the car's fuel efficency, meaning you use less fuel as you drive 
around. Definately worth it, seeing as the fuel is expensive.

North of the guy is is a house and some slave pens. Don't go there yet, as 
there's no point at the moment. The slavers are not that hard, but it doesn't 
make sense to attack them yet.

Head south of the guy instead to find a bar. You can buy drinks and stuff here, 
and also get info, but there's nothing you haven't seen or heard before (No, I 
don't have a GECK. Yes, I hate tribals. No, I don't know where Vault 13 is. And 
so on, and so on). One guy will mention that someone in NCR has been to Vault 
13. This area is so buggy and incomplete that I've never found this guy. I think 
he's the doctor in the main area though. Any help?

Now head south further, but put away any guns or other weapons you're holding, 
and tell your party members to do the same. Leave Goris outside if you don't 
have the latest patch, otherwise, the guards will think his claws are weapons. 
However, we don't have Goris yet if you've been paying attention, so...

This place is so buggy, as I've repeated many times, that there's only a few 
things to do here that don't end up in you getting killed, and also end in you 
getting a reward. Head southeast from the start to find the base of the heroic 
New California Rangers. They want you to go kill the slavers I was telling you 
about. Do that then come back for some cash, a code ring, and some good karma.

Head North from here to see a girl and her robot. She wants you to save the 
building she's in front of. Go ahead on in. Jack the Policeman is inside. 
Provoke him at the start, then slowly ease off until he gives it up. Save your 
game beforehand though, so we can exploit poor Jack the Policeman for our evil 
purposes.

Let Jack die. Insult him or whatever so he kills himself and damages the reactor 
he was in front of. Now the girl runs in, orders you to fix the reactor, and 
whines about Jack dying. Do as she says. You'll get a couple books and 3000XP. 
Now fix it again. Guess what? You just got a couple of books and 3000XP. Lather, 
rinse, repeat. It'll work every time.

South of here in a new area is a statue of the Vault Dweller from Fallout 1, and 
the NCR Town Hall or whatever sort of place it is. Tandi from Fallout 1 (She 
sucked. She couldn't equip anything good!) wants you to go and offer to help the 
squatters at Vault 15, which is east of NCR if my memory hasn't failed me. As 
you leave, steal the pass from Tandi's butler. Now you can get through the laser 
doors on the west side of most of the NCR screens. However, there's no point in 
doing so.

Leave NCR and head to Vault 15.

Vault 15 is the same Vault from Fallout 1, only there's now some squatters 
living nearby. The squatters don't like strangers, and tell you to leave. Don't. 
Instead head up to the vault. There's a girl there who doesn't want you to go 
in, and a guy in a house raping another girl (no you perv, he's just getting 
ready to!) Kill the first girl, or talk to her, depending on what you're better 
at, and then go in and kill the guy and save the other girl. Bring her back to 
her mom in the squatter's village, and now the villagers will like you. This is 
a good thing, since Tandi wants you to convince the squatters that NCR will help 
them.

Now that you got the key from the dead guy, go on into the vault. You can do it 
the stealthy way or the brute force way, just like most everything else in this 
game. The stealthy way is to mosey on in, tell the guards that you're new, and 
head down to the third floor to fight with the "boss" of this area. The other 
way if your character is too dumb to talk them out of shooting you is to kill 
everyone on every single floor. Either way, the outcome is the same: You end up 
killing every single person on every single floor of the vault. These areas 
weren't made well, like I said. However, while you're down on the third floor, 
use the Boss's computer. You'll finally find out where Vault 13 is!

Head back to the squatters after you kill the boss (You'll know if you get extra 
XP for killing someone). They'll agree to join with NCR. Head back to NCR, and 
Tandi will pay you in cash. That's about all you can do here if you play a 
"good" character, and it's the ONLY things you can do here that actually work 
and don't end in you getting attacked by all of NCR. Therefore, you're done 
here.

By now, you should have:

*Level 15 or better
*5 good perks, or 3 with Skilled. "Pack Rat" is a good one, as is "Awareness" 
and "Empathy"
*Lots'a cash
*Lots'a XP
*A Bozar
OR A Laser Rifle
OR A Minigun or such weapon
(Depending on which skill you use)
*Lockpicks 
OR Improved Lockpicks if you can get 'em
*Combat Armor or better
*The location of Vault 13

3.12 Vault 13

Vault 13 is west of NCR, if I remember correctly. Go there.

OH NO! There's Deathclaws in the Vault! I'm sure you've tussled with a Deathclaw 
or two before. They're tough creatures, with lots of HP and attack power. Wait a 
second! These Deathclaws want to talk! The "leader" Gunther, wants you to fix 
the voice-controlled computer in the third floor. This is no problem at all, and 
you'll LIKE the reward :-) 

Go down there, chatting with anyone you wish (of particular intrest is the 
shrine to the original Vault Dweller on the second floor). At the third floor 
head south, then west into the room. The hooded...thing...there wants to join 
you to see the world. Agree, and you'll get to see what's under that hood during 
your first fight. Goris does lots of damage using a claw attack, but can't equip 
armor except that robe, which is just a graphical representation. Head east at 
the junction you just passed to eventually find the computer. Fix it using that 
Voice Recognition Module from Vault City. Head back up to Gunther and you'll get 
(Drumroll): A GECK!!!!!! Yay! You also get a few hundred thousand XP for it, 
enough to shoot my guy up a couple levels. Now go back down and check the locker 
room (It's in the same place as in Vault 8) YOU NEED THE NAVCOM PARTS THERE! 
SUPER IMPORTANT! GET 'EM!

Now head back to Arroyo, with tales of Glory and Victory. However, if you check 
your Karma screen, Arroyo is no longer listed... When you get there (Hint: use 
the car :-), you'll see why. The Enclave came and destroyed Arroyo, killed most 
of the warriors, and kidnapped everyone else. Ugh. Isn't it ironic, dontcha 
think?

That's all that's really important in Vault 13. Don't forget to loot the place.

By now you should have

*Level 20 or above
*A good weapon in whatever skill you use
*Lots of Super Stimpaks
*YOU NEED THOSE NAVCOM PARTS!
*Any good armor, you won't need it much longer...
*You DON'T have the next location yet, nor will anyone tell you where it is, so 
you'll just have to trust me :-)

3.13 The Military Base

Head west from Vault 13, and eventually you'll come along a circle labeled 
"Unknown". This is your next destination, the Military Base from Fallout 1. This 
place is completely optional, and there's nothing you absoulutely need to do 
here. However, you can get very nice items here, like Power Armor.

To begin with, go northeast and into the shack. Get the Dynamite, then head 
south and get the Pole. Use the pole on the cart, then use the dynamite on the 
pole. Push the cart, and it'll blow up and destroy the rubble in front of the 
entrance. Make sure none of your party members are close to the explosion, 
BTW...

Inside here, you'll need either Vic or a good Repair skill. Head northwest and 
get the holodisc from the dead Enclave trooper. Read it if you want, then follow 
the path to the west. You'll eventually come across a generator. Turn it on, and 
you'll now be able to use the elevator that's north of this. Note that you 
should be looting everything that you want for later, so I'm not gonna tell you 
if it's not something really important, like what we're gonna get here in a 
second.

Head down to the second floor. Now either sneak around, or ready your best 
weapon, preferably one with burst-fire, as this is the hardest group fight that 
doesn't involve the Enclave. Head east, and for cat's sake BE CAREFUL! That room 
to the south with all the bunk beds is full of Super Mutants! They have Flamers 
and Power Fists too, so they'll be tough. If you feel you're ready for that, 
save the game and go ahead. Note that after about 5 turns reinfocements for the 
Mutants will arrive from the other rooms, so be ready for them too. After 
searching around for a while, in a room to the south of the elevator, you'll 
find what we came here for in the first place: A new shiny suit of POWER ARMOR! 
This is useful, as it has a Normal Damage Threshold of 14, which is quite a lot, 
and I doubt you've seen an armor with a number that high. It has good numbers 
for everything else too.

Feel free to look around the third floor. It's full of Super Mutants, and, you 
guessed it, Super Duper Mutants! Yes really, I'm not kidding, Super Duper 
Mutants! The HP count here is probably off the scale, way up into the 50 
thousands, so make sure you have a REALLY GOOD weapon. There's one more elevator 
here, down into the fourth floor, which wasn't in Fallout 1. There's a mutant 
here that'll sic Deathclaws and Fire Geckos on you. If you've been following my 
walkthrough, you haven't met Fire Geckos yet. They breathe fire, obviously, and 
have huge defense. I don't reccomend going down here, as my level 50 guy was 
easily slain by the huge number of monsters.

By now you should have (It's probably BNYSH now, huh?)
*Level 24 or above
*8 or 6 good perks, depending on your traits. Slayer's always good, as is 
Sniper.
*Lots of money. You'll NEED it here in a bit
*Power Armor
*If you'v been keeping up with talking to people in the assorted areas you've 
been, you'll have the location of San Francisco. Otherwise, you're just gonna 
have to trust me. That's the next area, BTW

3.14 San Francisco

San Francisco is way, way, way to the west, it's practically on the coastline. 
Be careful traveling there, and don't get trapped on the outcroppings of the 
land to the sea. You'll see what I mean when you get there. Be careful if you go 
west from the military base, as you can end up fighting floaters, deathclaws, 
centaurs, or aliens, which are the hardest non-Enclave enemies in the game.

When you finally get there, the first thing you'll probably notice is that it 
does NOT look like San Francisco circa 2000. In fact, it looks incredibly 
Chinese. Go ahead north, and you'll find a ring. There's two karate dudes here, 
named Lo Wang and The Dragon. The Dragon is good, Lo Wang is bad. Each wants you 
to fight for them and help defeat the other. You can challenge each to a fight 
for skill or to the death. So pick one, and get to punchin'! You need extremely 
high Unarmed skill to do well here, and you also need a good Melee Damage 
derived stat. Be careful if you fight Lo Wang, as he brings a 5MM pistol to the 
fight :-) This thing hurts big time, since you can't wear armor when you fight. 
Ouch. Punch people in the groin/eyes for good hits.

After you're done fighting whomever you wanna fight, head west. You'll 
eventually find a Brotherhood of Steel outpost. By now you've probably seen 
these in the Den and NCR. This one, however, has a guy standing in front of it 
that does something other then deny you access. He wants you to go over to 
Navarro, and steal some Vertibird plans. I usually go to Navarro now since the 
quests with the cults are dangerous, and can get you loathed in town.

3.15 Navarro

Navarro is to the north of San Francisco, and is rather small. Before we enter, 
I've gotta "brief" you on what's going to happen here.

Hakunin has probably told you about Navarro already, but if you've been 
following the walkthrough you haven't been there yet. Navarro is a military base 
for the Enclave, and it's populated mostly by guys with high-powered energy 
weapons in power armor that can decimate you easily. Thus, the one way to do it 
fighting is to take it a part at a time. If you got the quest from Matt (the 
Brotherhood of Steel guy in San Francisco), you'll have the option to pretend 
that you're a new recruit. I've never done this, and I would greatly appreciate 
it if someone sent in the way. Instead, I'm going to tell you the way I did it 
(it being clear out Navarro and get the Vertibird plans).

Oh yeah, and BE CAREFUL around here. You can encounter Enclave patrols here, 
which consist of four or five guys/gals in Advanced Power Armor wielding Plasma 
pistols and YK32 Pulse Rifles. As you can imagine, it's tough, so be careful. If 
you manage to kill one, you can steal all their stuff, which is very useful, 
since you can get lots'a cash for it. However, these guys don't give you very 
many XP, nor do they give you their Advanced Power Armor. Try to get a Plasma 
weapon or a Pulse rifle. Vibroblades work too. If you're really lucky one will 
drop a Gauss Pistol (You'll tell if they have one by the VWOOP-SHWOOM! sound it 
makes, the noise is very distinctive), which naturally pierces armor. Make sure 
to collect lots of EC cartridges if you're gonna use it though, as those are the 
most expensive ammo in the game. Anyone armed with a Gauss weapon will drop them 
if you kill them quickly (IE, before they use them on you!)

To begin with, you'll be in a gas station, in front of a guy in a purple robe. 
He'll chat with you, ask him if this is Navarro. He'll say it's not. Kill the 
lying scum on the spot after you say you'll leave. Steal his radio if you'd 
like, and head to the shack north of where you started. Lockpick the door, or 
blow it up with a bomb, and use the trapdoor. (BTW, if you want to meet the guy 
on the box art and title screen, head north instead. He'll chat with you, well 
actually order you to leave, but he does look and sound REALLY cool. Oh yeah, be 
careful as this place is mined!)

You're in the real Navarro now, and noone's on alert for you yet. Carefully 
sneak down the hall, and take out the enemies at the crossroads as quickly as 
possible. When they're gone, head south and take out the guy in Advanced Power 
Armor there (Very tough, as APA is the second-best armor in the game!). Aim for 
the eyes, and use AP rounds or a Plasma gun. I guess you can consider this guy a 
"mini-boss". When you beat him, head into the room he was guarding. Your eyes 
will light up with delight, since this is Navarro's storeroom!!! Steal the 
Minigun (!) Micro Fusion Cells (!!), Plasma Rifle (!!!), and Advanced Power 
Armor (!!!!!!!!). The Advance Power Armor is great, as it pretty much reduces 
physical attacks (except from Vibroblades) to nothing, due to its high Normal 
Damage Threshold. It also is good against fire and explosions. The Plasma Rifle 
will be your trustly pal throughout the endgame (actually that or a Gauss 
Rifle...), and melts enemies on the finishing blow :-). Head east from here, 
then northeast to the commander's room. Kill her, then take the Tanker Fob in 
the locker. THIS IS IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!! YOU NEED 
THIS!!!!!!!!!!!!

After you're done laughing maniacially from the Fob and the weapons/armor, leave 
your party members in the storeroom (yes, really!), and head outside (not 
outside as in to the Gas Station, but out of the storeroom :-). People will rush 
to attack you, but thanks you your new weapons you can easily melt or burn them 
all, espescially the puny scientists.  These people often drop Plasma rifles or 
Laser pistols, so collect 'em all :-) Also make sure to head down to the lab and 
speak with the cyberdog there, it'll join you later. Its name is K9, BTW, and it 
needs a new motivator. Note that this only works if you kill the scientist it 
belonged to, but he's probably hanging around the lab anyway, and will attack 
you with a Laser pistol on sight. He falls easily to two Plasma blasts to the 
groin :-)

That's basically all you do here. Blast people, take items, get the Vertibird 
plans that are topside, use the motivator you also find topside to fix the dog.


By Now You Should Have:

*K-9 (If you wanted him, he's not great)
The VERTIBIRD PLANS! YOU NEED THOSE!!!!!!!!
*THE TANKER FOB! IF YOU HAVE TO DROP THE VERTIBIRD PLANS TO GET THIS, GO 
AHEAD!!!!!!!!!!!!!
*A new Turbo Plasma Rifle
*Lots of Micro Fusion Cells to feed said rifle
*Advanced Power Armor, which makes you look cool
*At the very, very least, level 27. We're almost to the end!

3.16 San Fran revisited

OK. Head back to San Francisco and deliver the Vertibird plans to Matt. You'll 
probably get enough XP to boost a level (hey, the more the merrier, right?), and 
the right to enter all those Brotherhood of Steel outposts. (I'm sure you've 
seen them, there's one in the Den and one in NCR.) This, however, is the only 
one with anything useful. 

REALLY useful, as it turns out. This is possibly the best place in either game 
for info on what caused the War (Artificially intelligent machines were bored, 
so they screwed around with people, eventually leading to the War.). Also, you 
actually MEET one of these machines down here (He's the one that tells you 
this). This machine will offer to PERMANENTLY raise one of your stats, so long 
as you have the corresponding Memory Module. There was one in Vault 13 and one 
in the Military Base. There's one more, but I don't know where it is. Any help?

Check the lockers here as well, for a few items. There's new armor here too, 
Brotherhood Combat Armor. You already have something better though, and likely 
so do all your party members. It sells for a bit though!

OK, here's the preperations for the last part of the game:

*A Turbo Plasma Rifle OR Gauss Rifle OR Vindicator Minigun
*Advanced Power Armor
*At least 30 (!) Super Stimpaks (I guess 20 would work too, if you have a lot of 
Intelligence and Science skill)
*A Plastic Explosive or Dynamite
*A saved game right here
*NO PARTY MEMBERS! THIS IS REALLLLLLY IMPORTANT! LEAVE 'EM HERE!
*The Tanker Fob and Navcom Parts
*A very good Lockpick Skill (We're talkin at the very least 200%!).

Head North to the Oil Tanker. The second-best shops in the game are here. Buy an 
advanced lockpicks set, you'll need it. Head downstairs (the stairs are kinda 
hard to find, keep looking!), and kill the aliens there. They should be easy, if 
not, well, you're screwed when you get to the good 'ol USA. You'll find what 
looks like a Vault Door here. Use the Fob on the Control Panel. Go in and use 
the Navcom Parts on the computer. Use the computer to set the location back to 
normal.

Go to the second floor (upstairs twice, duh!), and save your game. Use the 
computer there, tell it to go, and watch the awesome cinema (Well, I thought it 
was awesome...) You'll be at the last part of the game: The Oil Rig.

3.17 The Oil Rig

First of all, never ever ever ever take off your armor here until you change to 
Advanced Power Armor MK. II. Otherwise you'll have the entire Enclave trying to 
shove bullets into your throat all at once.

Go inside from the first screen, then southeast. Use the computer there. The 
higher your Science skill and Intelligence, the more info you'll be able to milk 
out of it. It's just filler though.
Head southeast again. You'll get the the holding chambers. Loot the place, then 
head southeast further. You'll find your Elder, old Hillary Clinton again! 
She'll babble on an on (try calling her a b****), and then order you to save 
her, your villagers, and the people of Vault 13. Ya see, the Enclave has been 
using them to test a deadly version of the FEV Virus (the stuff that made all 
those Super and Super Duper Muants at the Military Base). Anyway, keep going 
south. You'll get to the official Super Annoying Laser Grid Zap-'Em-Up Puzzle. 
Actually, it's only annoying if you have low lockpick skill. Use your Electronic 
Lockpicks and crack open the doors. Note that if you fail, you'll get a 50HP 
(OUCH!) shock, so be careful. First head to the center, then head southwest. 
There you'll find a few boxes with loot, including

*EC Cartriges (Gauss Gun ammo!)
*Advanced Power Armor MK2 (!!!) (Actually, it's not that big a leap from APA 
MK1, but a little is better than nothing, right?)
*A Gauss Rifle (Get it to sell for when you get back to dry land)
*A Vindicator Minigun (Too heavy)
*A Gatling Laser (Really cool)
*Lots of Micro Fusion Cells and Minigun Ammo

Go back to the center when you're done and head the opposite way. This place is 
less impressive. The only thing of note is the other GECK there...

Head south from the center and climb the stairs.

I'm tired of working on the walkthrough for now, but I'm going to finally make 
those other sections! Yay!

4. Hints and Tips

A bunch of these are borrowed from Seather's Fallout 2 Fansite, which is quite 
possibly the best out there. He's obviously spent a long time on it, go and 
check it at http://members.xoom.com/seather/. It's kewl, and has stuff for Delta 
Force 2 if that's your thing. Credit will be given where credit is due, so any 
that are taken from different people are going to be placed under the Credits 
section.

Special Encounters: (All special encounters are completely random, but are 
easier to find with high Outdoorsman skill, Luck, and the Ranger and Scout 
perks. They appear as a text box with the description given listed in it. Select 
YES to enter. Also, special encounters are unique due to the ring around the 
lightning bolt when you find one)

The Cafe of Broken Dreams: This is a cafe in the middle of nowhere, that's full 
of hero models from Fallout 1. Also, Dogmeat from Fallout 1 is here, and if you 
remove your armor he'll join you! He's kinda crummy though. Try shooting Dogmeat 
before he joins you also...

A Crashed Federation Shuttle: There's nothing here but said shuttle and a couple 
of bodies. Check the bodies for 3 Hypos, which heal about the same amount as a 
Super Stimpak, without the HP lowering properties of same. That's all thats 
here.

A Guardian Portal: Go through the giant stone ring to get to Vault 13. Only now, 
it's 13 years ago, and that's the time during Fallout 1! Don't touch the 
computers till you're ready to leave, since when you do you'll break the Water 
Chip, thus teleporting you back and verifying your own birth, which is worth a 
few thousand XP. Make sure you pick up the Solar Scorcher lying on the floor 
here. It does pretty good damage, and never runs out of ammo (You have to reload 
it though, and you can't during the night...). After looting the place, head 
back by breaking said computer.

The Unwashed Villagers Hunting A Spammer: Well, the name says it all. Go and 
watch the lynching if you want, but since lynching is bad, what I do is kill 
every last one of them, up to and including the spammer. They have lots of good 
stuff on them, and there's also a couple stimpaks in the locker nearby.

A Tin Woodsman: This location disappears when you're done with it. All thats 
there is a tin woodsman, as it says, that looks strangely like a guy in Advanced 
Power Armor :-) Go get the oil from a nearby hut, and use it on him. He'll thank 
you with a few Micro Fusion Cells, and you get to keep the oil can :-)

Unknown: This one is DEADLY. It doesn't seem to have a name, but when you get 
there, you instantly fall into the middle of a giant toxic waste dump! This 
makes you severely radiated, and there's also some deadly fire geckos and 
deathclaws around! This usually only comes up if you have less then 4 Luck.

Bridge of Death: This is from Monty Python and the Holy Grail. There's a guard 
wearing purple in front of the bridge. Go up to him and talk to him. Answer the 
first two questions (What is your name? King Arthur! What is your quest? I seek 
the Holy Grail!) however you wish. However, he'll make the next one rather 
difficult (What is the level requirement for the Pack Rat perk? I, I don't 
know... AHHHH!!!!!). This is rather difficult, and if you answer incorrectly 
he'll blow you to smithereens no matter what. If you answer correctly, he moves 
and lets you cross the bridge. The correct thing to do is ask him a question 
back (usually the last choice on the third question). This makes him blow up, 
and you get to steal his robes. These protect you about as much as Combat Armor, 
but you can't dismantle it for combat implants. If you attack him, BTW, he sics 
a Mad Brahmin on you, and if you kill that he sics another one, and another one, 
and another one...

King Arthur and his knights: These are actually a bunch on guys in Power Armor, 
and Sir Robin's minstrel :-) If you couldn't guess, this is from Monty Python 
and the Holy Grail. They want you to tell them where the Holy Hand Grenade of 
Antioch is :-) Just give them some phony direction, and they'll give you a laser 
gun for it :-) Or you can just kill them all and take the stuff for yourself :-) 
:-)

Unknown: I forgot what this one is called, but it DOES have a name. If you have 
really low luck, you might stumble upon a bunch of dead farmers and a dead 
deathclaw. There's a dog nearby, and it joins your party. However, in an ironic 
twist, this is a BAD thing, since the dog has about 500 HP, runs away from any 
fight (even if you try to kill it), reduces your luck to 2, and gives you the 
Jinxed trait, even if you already have two! It IS porrible to kill it and get 
your stats and traits back, but it takes a lot of ammo and time. The dog is 
either called the Bad Luck Dog or Pariah Dog.

A Herd of Brahmin: Just a bunch of usual Brahmin. Or are they... Actually, these 
Brahmin are of a rare breed, the Mad Brahmin. They blow themselves up REAL good. 
Don't touch them, and run away as soon as possible if you see one...

I think that's all of them.

Hints:

Sometimes when you fight near a mountain, you'll see a cave. You can actually go 
into the cave, and there's usually some weak Deathclaws or other enemies. 
Sometimes, however, there's some "Robbers", wearing Power Armor. They have good 
stuff, but they're kinda tough to kill, so be careful.

You can steal things ONTO someone, such as bombs that are ready to explode or 
such. This is a good way of weakening someone before a fight.

If you click on someone and hold down the button, then select the backpack, you 
can use an item on them. Fun things to do with this include:

Using Beer on the final boss (Makes him a LOT easier to kil)
Using a drug on Cassidy (Kills him)
Using Jet on someone (lots of it will eventually kill them!)
Using Super Stimpaks on someone COULD eventually slay them, but it's REALLY not 
worth it, especially when you could always use the above trick!
Using the poison from NCR on someone (Just gives them one or two poison 
counters)
Reading a book to a party member
Feeding a party member Beef Jerky or such (It's more realistic...)

More hints/tips/cool glitches later...

5. Conclusion

I hope you liked this Fallout 2 FAQ. I enjoyed making it, especially 'cause it 
got published on 4 SITES!! HA HA HA! That's probably not much though... If you 
want to talk to me or ask questions or something, my E-mail is 
cgalli@teleline.es. The name's Katman, if you couldn't tell.

6.Glossary

AC: Armor Class. Determines the hit rate of an enemy attack. The higher the 
better.
Arroyo: Village in Northwestern California, circa around 2050. Home to the Vault 
Dweller and his decendants.
Balance: Fallout 1 wasn't very balanced. It was possible to beat it in two days.  
Fallout 2 is. It's impossible to beat it in a week if you're good. Any 
questions?
Blessid Union of Souls: Good to listen to while playing Fallout 2.
Blood: Can be set on the Options screen, from None, Some, Full, and Maximum, or 
something like that. There's lots of it in Fallout 2!
Bloody Mess: A rather disgusting Trait.
Brave Fencer Musashi: Really cool Sony Playstation game. Go ahead and try it if 
you have one. Made by Square.
CD: Listen to one while you're playing Fallout 2. Blink 182 is a good choice.
Den: City in Northwestern California, circa 2050. Very seedy.
Dreamcast: Ugh...
DOS: Doesn't work with Fallout 2 very well.
Elements: See PROPERTIES
Fallout: First in a series of 2 games by Interplay.
Fallout 2: Second in the series.
Fallout 3: Under development, it's said it'll be 3D.
Frank Horrigan: Member of the Secret Service, circa 2050. End boss of Fallout 2, 
very deadly.
Graphics: Usually pretty good if your computer is fast. See BLOOD.
HP: Hit Points. A measure of the general health of a person/thing. When it's all 
gone, it's hasta-la-by-bye. The higher the better, obviously.
Hub: City in California, circa 2025. Inaccesible in Fallout 2, but is very 
important in Fallout 1.
Jump: Sorry, no jumping in the Fallout games. If someone gives you Fallout 2 as 
a gift, you might jump for joy, however.

More definitions, you guessed it, LATER!

7. Credits/People I don't Like (PIDL, prounounced Piddle, don't forget!)

I, the great Cory Garett Galliher, better known as Katman, created this document 
out of the goodness of my heart. If you wish to place it on your website, ask me 
first. Give me the adress too, since I like looking at Fallout 2 websites. If 
you place it on your site without asking, and I see it, you are SOOOOO 
DEAD!!!!!!!!!!! I'll label your site "Sorry" if you do that, as in "Man, that's 
a sorry site!" HA HA HA!
I don't like Ryan Hathaway. You know who you are.
I don't like whoever's working on translating Pokmon Gold/Silver. HURRY IT UP 
ALREADY!
I don't like whoever forced me to push ALT-0233 to make an  as in Pokmon.
I don't like whover started pronouncing Pokmon as "Pokey-man". ARRGHHH!! It's 
"poh-KAY-mon"!
I don't like whoever put that corny rock music in Messiah. How annoying!
I don't like Seather. Just kidding ;-)
I don't like Sean Teoh either. Just kidding again :-)
I REALLY don't like escargot. That stuff is NASTY! Blech!
___________________

This document copyright 1999-2000 Cory Galliher. All rights reserved.
Fallout and Fallout 2 copyright 1997-1998 Interplay Productions.

