So, perks important for all heroes

1. Training "Cold weapons" and "Unarmed" in Arroyo.
After successfully passing the Temple of Trials, Cameron - located in the village at the entrance to the cave - can teach us the basics of hand-to-hand combat if the level of the main characteristic "Agility" of the Chosen One is ≤6, as well as none of the combat skills ("Light weapons", "Heavy weapons ", "Energy weapon", "Unarmed", "Melee weapon", "Throwing") is not selected as primary.

This quest is best completed after gaining additional Unarmed skill points from Lucas, as there is a possibility that after upgrading Cameron's skill, your Unarmed skill will become too high and Lucas won't be able to teach you anything new.

2. Alcohol increases/decreases health.
At the location "Council Residence" in Vault City, you can find the "Bartender of Vault City", which offers us "alcohol-Z". When drinking this alcohol 100 times, we can get one of the following features:
with luck = 1 we will get forever minus 4 health points;
with luck = 2 - minus 2 health points;
with luck = 9 - plus 2 health points;
with luck = 10 - plus 4 health points;

3. Information about subcutaneous armor implants.
Having a Doctor skill level ≥ 75% and Science ≥ 40%, using science on one of the terminals on the first level of Vault 8, you can learn about the possibility of implanting subdermal implants. After that, we will be able to carry out an operation to implant armored implants. The cost of the operation includes the actual payment for services and the availability of combat armor in our inventory ("Combat armor mark 2" and "Combat armor of the Brotherhood" are not suitable for this operation)
NPCs that can perform this operation for you:
1. Dr. Andrew in Vault City Suburbs;
2. Dr. Johnson in Redding;
3. Dr. Fang in San Francisco.

Available operations:
- Armor Implant Phoenix (+5% resistance to fire, laser and plasma damage);
- Improved Phoenix armor (+10% resistance to fire, laser and plasma damage. -1 Attractiveness);
- Under skin armor (+5% to normal damage and explosion resistance);
- Improved under skin armor (+10% normal damage and explosion resistance. -1 Attractiveness);
(Vault 8, this is a Vault located inside Vault City)

4. Obtaining the "Shelter Training" and "Vaccination Shelter" abilities.
Having the "Doctor" skill of at least 75%, intelligence over 2 and a good reputation with Dr. Troy, you can get the special ability "Shelter Training" (+5% First Aid +5% Doctor).
In the future, if you ask the doctor to recover from radiation or poisoning, you can get another special ability "Vault Inoculation" (+10% resistance to radiation and poisons).
(Doctor Troy is located on the first level of "Vault 8")

5. Obtaining the title "Professional Fighter" with the "Corrupted" feature.
With this feature, you can become the champion of New Reno by simply standing in the ring and skipping moves until our opponent critically misses, thus sending himself to a knockout. Unfortunately, this feature can only be useful on the easy difficulty level, and taking it just for the New Reno ring is not the best idea.

6. Mrs. Bishop's Pip Boy Linguistic Amplifier. (+10% Speech)
The Pip Boy Linguistic Booster can be obtained on the second floor of the Shark Club casino from Mrs. Bishop by wooing her (requires a Strength or Attractiveness of at least 6) and asking her about Vault City and education (requires an Intelligence of at least 9).
For the appearance of a dialogue branch about the City of Vault, before seclusion with Mrs. Bishop, she needs to be asked about GECK.

7. Medical amplifier Pip Boy at Renesco. (+10% Doctor)
The medical amplifier can be obtained from Renesco (located in New Reno on the shopping street), but only in a very strange way:
You need to find glasses (you can find it in the inventory of a smart scorpion from Brocken Hills), bring them to Renesco and refuse the reward. Then ask him 20 times about points. Renesco will lose his temper and, in annoyance, will throw the desired amplifier at the Chosen One. This action reduces karma by 8 points.

8. Excrement Extraction Expert (+5 Speech)

This achievement can be obtained by removing brahmin dung five times in a row on the instructions of Bill from Brocken Hills.
Also, this feature lowers reputation in Brocken Hills by 5, which is essentially nothing.

1. Elevator in poisonous caves.

With an electronic lockpick, a good repair skill (≥ 50%) and hacking (≥ 40%), in poisonous caves, you can repair the generator and hack the elevator that leads to the lower level. Here we will be met by a sentry robot, for which it is advisable to take a couple of EMP grenades in order to kill him before he kills us. Further along the corridor you can find excellent armor "Combat Armor Mark 2" and a heavy machine gun "Bozar".

2. Obtaining an alien blaster.

3. Obtaining the rank of Captain of the City of Vault.
The Chosen One can be appointed to this position if he can flatter First Citizen Lynette enough, as well as for her to exchange information with Roger Westin of the NCR.

Possession of this position will give the Chosen One significant advantages. Firstly, the Chosen One will be able to demand compensation from Stark for destroying Cassidy's bar, receiving $500 and 500 experience points. Secondly, he will be able to take Marcus and Lenny to the business center of Vault City, who would otherwise be detained by security. By taking Marcus to Dr. Troy, the Chosen One will be able to get a decent amount of ammo stopped by Marcus's skin over the years of his life, and a bit of experience.

To obtain this title you will need:
- Attractiveness over 7 and Eloquence over 74%;
- In the dialogues, each time choose answers and appeals that call Linnet the "First Citizen". including farewell;
The best way to gain Lynette's respect is with a dialogue ring that allows you to call her First Citizen every time. After obtaining citizenship, this is a question about Vault 13 (if the Chosen One has not yet found it): "First Citizen, it is very important for me to find my ancestor's Vault. If you give me access to these archives, my gratitude will know no bounds." Repeating this request 10 to 15 times will raise Lynette's respect enough to not piss her off.

4. Micronuclear Battery on the second level of Vault 8.
While here, use the "repair" skill on the ventilation grate located at the top of the location to extract 50 micronuclear batteries from it.

5. Free weapon upgrades in New Reno.
Entering the New Reno Gun Shop from the back entrance, behind one of the shelves you can find steps that lead to the basement with the insane Algernon. When giving him a weapon, he can improve it without demanding money in return.
You need to enter this basement only during the day, while the arms dealer is at the counter, otherwise he will become hostile to us. It is also worth paying attention to the dogs guarding the store, with a long bark, the owner will go to check what the problem is and become hostile if he sees us in his room.
List of weapons available for upgrade:
- Electrowhip;
- Revolver Magnum 0.44;
- Desert Eagle 0.44;
- Assault rifle;
- Shotgun;
- Flamethrower;
- Plasma gun;
- Laser pistol;
- Laser rifle;
- Power brass knuckles;
- FN FAL Hidden basement entrance.
- Plasma Rifle
- Fuel for the flamethrower.

Small features when upgrading weapons:
1. When transferring an unloaded weapon, it will be returned to us improved and loaded.
2. Requiring laziness, you can double the amount of Fuel for the flamethrower when it is improved. Even if we give a balloon filled with only 1 unit, Algernon will still give us an improved balloon filled with 10 units. So, by loading and unloading a flamethrower (whose full charge is 5 units of fuel), you can always give Algernon a tank filled with 5 units for improvement.

Also in this basement you can find an electric lockpick that can be used to open the elevator in the "Poison Caverns"

6. Brahmin at the location "Stables".
By using the "Doctor" skill on an angry Brahmin in a pen, 50 nuclear microreactors can be pulled out of the intestines.

7. Magic billiard ball
The Magic Billiard Ball is a secret easter egg that only benefits characters with high Luck. It's hidden in the easternmost pool table on the second floor of the Shark Club in New Reno. You can use it at any time to "answer questions".
With Luck 9 and 10, the following three phrases can come up, which activate three special places in New Reno, Vault City, and Calvary:

"Look in the men's room on the ground floor of the Mordino casino"
"Someone buried a lot of money under the cross with the inscription "Rubbish" on Calvary"
"To activate the computer in front of the Vault in Vault City, enter the code 3PCF186"

When the orb shows these messages, it is possible to find some grenades in the toilet in New Reno, go to the terminal in Vault City to get additional stimpacks and to the grave in Calvary, and find a few hundred dollars there. These places will not give anything until the corresponding message from the magic ball drops out.

8. XL70E3 Rifle
A rare and useless weapon that can be bought at a random encounter to the southeast near San Francisco from a caravaneer, or taken from the corpse of one of the brunettes on a tanker in San Francisco.

Helpful information

1. Jammed lock.
Any lock that you managed to jam will magically become working again after 24 hours, and you can try to pick it again.

2. Tables and shelves at merchants.
For some merchants, when bartering, all goods in the barter window are not available, but they will become available when inspecting shelves and cabinets located next to the merchant.

3. Partner barter skill.
If you do not intend to pour a lot of points into the "Barter" ("Trade") skill, then when traveling with a partner it is better not to pump this skill at all. The exchange uses the skill of the most trade-savvy partner if your skill is lower than his.

Below is the barter skill level of partners that you should pay attention to:
Cassidy - 80%;
Lenny - 80%;
Sulik - 50-65% (grows with character level).

4. Dried meat.
Dried meat is useful when hunting geckos: if you throw it out of your inventory during a fight, the gecko will be distracted, run after the meat and eat it (two turns are spent), ignoring the Chosen One.

Bugs and exploits

1. Silent kill.
Super Stimpacks can be used to silently kill NPCs. To find out how many super stimulants are needed to kill, you need to find out the character’s total health points and divide it by 9 rounded up, for this it is useful to take the Observation ability. For example, a fully healthy President Richardson has 55 HP. 55:9=6,11…, this means that 7 injections will be enough to eliminate him, which will not cure him (he is healthy), but after 2 minutes they will deal damage equal to 63 and kill him.

There are 3 characters programmed to die from 1 dose of the drug:

Roger Westin (this is how the quest to kill Westin is completed)
- Big Jesus Mordino
— Luis Salvatore

2. Prize!
This ability in Fallout 2 allows for very fast leveling of the Chosen One. Algorithm: when creating a character, one of the skills that initially have the lowest value (heavy or energy weapons) must be left NOT the main one and up to level 12 bring it to the desired value, calculated as follows: subtract the skill value at the time of character creation from 300: 300 − 10 = 290 (with the "Kind Soul" trait taken). We divide the result by 2, because "Prize!" doubles the difference between the initial and current value of the skill: 290 / 2 = 145. This means that a skill with a starting value of 10 needs to be brought to a value of 155 points (10 + 145). The method of raising the skill does not play a role, i.e. you can save points if you get the last boosts to the "desired" value through training and quest rewards: the "energy weapon" skill (regardless of its value) can be increased by 10% (special number from Miss Kitty for 10 Cat's Paw magazines ”) and 5% (will train Mason before the last task of Salvatore) in New Reno. Further with the ability "Prize!" the pumped non-core skill becomes the main one and increases to 300%. Due to the fact that in Fallout 2 the uneven cost of increasing the skill, you can immediately roll back the skill from the received doubled up to the value that was BEFORE the Prize! ability, receiving a huge amount of free skill points. Rolling back, for example, a skill from 300% to 202% in total, we get 98 x 6 = 588 skill points at our disposal. Rolling back further, from 201% to 177%, we get another 24 x 5 = 120 skill points. Etc.

3. The effect of drugs on units.
In the game, drugs act simultaneously on all identical units on the map, which means that if we apply any drug to a slaver in the Hole, it will affect all slavers with the same name and sprite (that is, everyone except Metzger). So, you can use 2 doses of screw on the slaver and 2 more on Metzger, wait a bit with the Pip Boy (an hour is enough) until the breaking starts and all the slavers have enough action points to use the firearm. So you can easily kill all the slavers in the Hole at a low character level.

4. An article about the "correct" reading of books

This article details how you can increase the efficiency of reading books under the influence of various substances.

Address to readers

You can share your findings in the comments, the author is very interested to learn something new about his favorite game. Please do not write about special random encounters and things that are available after the end of the game, there is already a lot of information about this on the Internet.

Kirill Shitarev

Andrey Shapovalov

A year ago, the first Fallout came out. The game immediately attracted attention and was subsequently recognized as the best role-playing game of 1997. Some additional excitement around it was caused by the statement of the developers that the continuation for Fallout will be ready in record time - in just a year.

Generally speaking, the promises of the developers and the real time of the release of games are things that are difficult to match lately. It was all the more pleasant to make sure that exceptions are possible - Fallout2 came out on time.

The second pleasant moment is that the authors released their brainchild on the old engine, rightly deciding that it was stupid to reinvent the wheel again (especially since this “bicycle” was named the best role-playing game of the past year). If for First-Person Shooter or 3D-action graphics are the basis of the basics, then for RPG, a well-developed universe and freedom of action come to the fore. Both that, and another in Fallout2 are implemented simply superbly. A logically built world, a famously twisted plot - and at the same time, everything is completely in your hands. There is no more time limit. You can hurry to save your village, you can not hurry; you can behave modestly and quietly, relying on intelligence and diplomacy, or you can break through with a machine gun at the ready; you can carefully follow all the thin threads from which the developers wove the plot of the game, or you can skip all the information that is not very important for completing tasks; you can visit brothels in every town you meet, or you can get married like any respectable person ... In short, everything is in your hands.

Much of the original game's bugs were fixed, though in the words of one witty member of the Igromania editorial board, "the game lost old bugs and acquired new ones instead." These are some buggy control of your teammates' actions during the fight, problems with a boxing match in New Reno, weird delays when loading locations/saved games, etc.

And yet we have a masterpiece. There can't be two opinions here. If you love RPGs and haven't played Fallout2 yet, then you've lost a piece of your life.

And finally, some interesting news. The developers promised that the third part of the game will be, but ... it will be three-dimensional! How this will turn out is not clear, but it is already clear now - Fallout3 will appear oh, how not soon (after all, the engine will be new).

PLOT

Years have passed since the events described in the first part. Your old acquaintance, expelled from his native Vault13, has died. But in the village where he found shelter after long wanderings in the desert, he is still remembered. Therefore, when the threat of complete extinction loomed over the settlement due to the deteriorating ecology, all hopes were placed on the descendant of the great hero. Now this very descendant will have to find a device called GECK (Garden of Eden Construction Kit), in order to restore serenity and prosperity to the village of Arroyo.

And again, as many years ago, a lonely brave man embarks on a journey. The post-nuclear odyssey has begun...

CONTROL

For help in controlling the game, press the key F1.

The main menu is called up in the game by pressing the key Esc. In addition to clear options (save the game, load the game, exit the game), there is also a settings menu (Game Preferences), from which we will begin the description of the control.

IN setup menu(see fig.14) the following items are indicated by numbers.

1 is the difficulty of the game. In this case, we are talking about the passage of the quest part of the game. The higher it is, the more difficult it is for you to recruit an ally, agree on something with an NPC, etc. I advise you to bet on "Easy".

2 - the complexity of the battle. The higher the value of this parameter, the more vitality your opponents have and the more they hurt you. On the Rough level, even encountering rats can mean an early death for you, especially in the early stages of the game. At the same time, you get the same experience points for killing one or another enemy - either at the “Rough” level, or at the “Wimpy” level.

3 - the level of violence. This setting is solely responsible for the graphics - the higher the level of violence, the more blood will flow on the screen. In addition, at the highest level, you will be able to contemplate how with an accurate hit during aimed shooting, your opponents will literally fall apart.

4 - target illumination. The contours of the figures of potential opponents or just passers-by will be painted red. This will either always work (On), or only during combat mode (Targeting only).

5 - combat messages. This is an adjustment of the phrases that appear in the message box. Phrases can be short or long (in the latter case, the torment of enemies when your shots / strikes hit them will be described in full detail).

6 - replicas of NPCs (Non-Player Characters, i.e. everyone except your own character) during the battle. Your enemies and allies will fight in silence or in every possible way warm up their own courage with all sorts of "cool" phrases.

7 - language filter. It regulates the presence / absence of swearing and obscenities in the language of the NPC.

8 - enable running mode. Your hero will either always run (which increases the overall speed of the game), or only when the key is held down Shift.

9 - subtitles during cartoons. Well, everything is clear here.

10 - highlighting objects. If it is enabled, then when you hover over an object lying on the ground, its outlines will be outlined in yellow. Useful when searching in the dark, when it is not entirely clear what exactly is in front of you - something useful or just a pile of stones.

11 - the speed of the battle.

12 - the speed of changing text messages (including during a dialogue with an NPC).

13 - sound settings (music, special effects).

14 - the brightness level of the image in the game.

15 - mouse sensitivity.

Now consider main game screen(see fig.06).

1 - text message window. It displays information about those things that you have poked with the cursor, or reports of wounds received by enemies (or you) during the battle.

2 - button to call the main menu (duplicates its key Esc).

3 - go to the equipment screen.

4 - your remaining hit points (life).

5 - armor class (protection).

6 - calling an automap (duplicating its key Tab).

7 - call the character status screen (for more details on this screen, see the "Creating a character" section below). You will need to go here when you level up your hero to distribute the points received between the various abilities. You will learn about leveling up by the word "Level", which will appear in the lower left corner of the main game screen.

8 - call the PIP "notebook" (for more details, see below).

9 - button to call additional abilities (see fig.04). To apply any ability, first click on the button with its name (the skill level for this ability is indicated opposite), and then click on the object / person on which you want to use this ability.

10 - weapon window for one of the hands. You have two hands, and in each there can be some kind of weapon (for example, in one knife, and in the other - a gun). The window shows the weapon held in this hand, the number of action points (AP) required to shoot / hit with this weapon (in the lower left corner), and the mode of use of the weapon (single shot, aimed shot, burst, direct hit, swing, etc. .P.). To change the mode of using weapons, click on this window right click mice. Please note that not all weapons allow you to use different modes applications (a burst fires, for example, a submachine gun or a six-barreled machine gun). In addition, for firearms and energy weapons there is a special "Reload" mode that allows you to reload cartridges without entering the equipment screen (in the latter case, action points are spent much more and often not enough for a shot). The gun's ammo capacity (ammo remaining in it) is shown as a vertical bar (see item 18 in the same menu).

Sometimes your teammates or other NPCs stand in the doorway and don't want to move, as a result of which you cannot go where you need to. In this case, give them the command to “step aside” (see item 19 in the same menu).

Himself firing process as follows:

– enter combat mode (to do this, click left button mouse on the weapon window or press the key A). A window will open (item 11, see below). Hover over the enemy in the form of a crosshair, you will see a number (say, 95%). This is the accuracy of a shot at a given target. It depends on many factors (your skill in handling this type of weapon, lighting, distance to the target). Now click left button mice. If you shoot single or burst, then the shot will follow immediately. If you shoot aiming, then a screen will appear with an image of the enemy and many arrows pointing to a specific part of the enemy's body (arm, leg, groin, eyes, head, etc., see fig. 16). Each of these arrows will have its own number next to it, indicating the accuracy of hitting a given part of the enemy's body. Click on the arrow where you want to shoot. Keep in mind that it is harder to hit with aimed fire than with a single shot. But on the other hand, with aimed fire, you can inflict a critical wound on the enemy, which can be ten times stronger than the wound from a single shot. Moreover, critical wounds to some parts of the enemy's body lead to very good (for you) consequences:

- a critical wound in the eye can lead to loss of vision, after which the enemy stops shooting at you and takes to flight;

- a critical head wound can lead to instant death (although this does not happen so often);

- after a critical wound in the leg, the enemy first falls, then gets up and (if your blow / shot damaged his limb) immediately rushes into a stampede, even if he still has a lot of life left (sometimes, however, the enemy still continues to shoot back);

- a critical wound in the groin causes the enemy to fall to the ground (while he lies there, the accuracy of a repeated shot at him increases many times) and skips his turn.

The number of shots you can fire in one combat turn is determined by action points (AP), the number of which is displayed on the indicator 12. When there are no more action points, the turn passes to the enemy. You can end the turn with the rest of the AP left, to do this, click on the "Turn" button in window 11. You can exit the battle mode by pressing the "Combat" button in the same window, but this is only allowed when within sight your character or your allies (if any) have no enemies.

11 - battle mode window.

12 - indicator of the number of remaining AP (they are indicated by bright lights).

13 - button for changing hands. During combat, you can fire one weapon and immediately change it to the one in the other hand. AP is not spent on this.

During your adventures, you may come across closed door, or a computer, or some object that can (and should) be influenced somehow. In this case, move the cursor over this item and click right button mice (see fig.06). New options will appear, including:

14 - direct impact (move, turn on, etc.);

15 - look at the subject;

16 - apply another item from your equipment to the object (for example, fasten the rope to a piece of reinforcement);

17 - Apply one of your abilities to an item (for example, open a locked door with the Lockpick ability).

18 - gun ammunition;

19 is a command for your teammates or NPCs to get out of the way.

Now consider gear screen(see fig.08).

1 - items in your "backpack". If there are several items of the same type, a number appears above them indicating the number.

2 - arrows for moving along the "backpack".

3 – information window. Shows the status of your hero, his armor and weapons in each hand.

4 - armor window.

5 - hand windows.

If you want to manipulate items in the “backpack” (unload a gun before selling it or use medicines to improve health), move the cursor to the item and press right button mice. The following options will appear:

6 - look (get general information about the subject);

7 - unload the pistol (if you want to sell it, and keep the cartridges for yourself);

8 - throw (throw an object out of the "backpack" on the ground).

The PIP "notebook" is also an important thing (see Figure 09).

1 - day, month and year.

2 is the current time of day (in this case, 2247 is 10 hours 47 minutes after noon).

3 - by clicking on the bell, you can sleep (during sleep, health is restored a little). You can use sleep as a way to pass the time (in several cases, this will come in handy).

4 - the main screen, which displays all the information.

5 - here is collected all the information about the quests you received in the cities that you managed to visit.

6 - automaps. Everything is clear here.

7 - archives. The cartoons that the game plays to you are stored here (for example, the moment you get your great ancestor's costume).

Let's move on to automap(see fig. 13). It can be called in any area. There are two things to be clarified here.

1 - image clarity switch. If you turn it on (flick the switch), you will see not only the walls of buildings, but also all sorts of heaps of debris, stones and the like.

2 - if you have a Motion Scanner in your hand, pressing this button will show you a lot of red dots. Each such point is a living being (not necessarily hostile to you). The device shows all the creatures on the map, even in those places where you have not yet visited.

Now consider the procedure exchange / purchase of goods. The exchange is made with the NPC either using the "Barter" option, or using the key phrase in the conversation. This will bring up the following menu:

1 - your things;

2 - arrows for sorting through all the things in your "backpack";

3 - having chosen the thing you want to part with (there is nothing extra to carry in your pockets), drag it to your "tray". The price of the item appears in the lower corner of the "tray";

4 - if there are several items of the same type, then an additional menu appears, allowing you to determine how many of these items you want to sell. By clicking on the "+" or "-" icons, you can adjust the number of items. If you want to give away all the items at once, click on the "All" button. Having dealt with the number of items, click on "Done";

5 - these arrows are used to sort through all the things on your "tray".

The choice of items from the seller when buying is carried out in a similar way. When you have selected everything, click on "Offer". What happens next depends on the level of your "Barter" ability. If you have not increased this ability in any way, then the transaction will be successful only if the price of the items you offer is equal to or higher than the price of the seller's items. If your Barter ability is high enough, you will be able to offer cheap items in exchange for expensive ones.

Well, the last thing I will dwell on will be the management of your partners. Start a conversation with a partner you are interested in. You will be taken to a new screen where you can exchange a few phrases with your companion. This will help you regulate the distance at which the assistant walks behind you (the closer the better), and also you will be able to find out what weapons he wields and what he does not (arm the guy accordingly).

Now notice the new "Combat Control" button. Here it is - a more detailed setting of the behavior of your ward during the battle. Click on it and you will be taken to a new screen.

There you can order the assistant to put on the best armor he has in his duffel bag (number 1) and pick up the best weapon for him (number 2).

3 - information on the current state of your partner.

4 - setting behavior in battle. Here we must immediately make a reservation - this setting is rather arbitrary and does not always work (perhaps future patches will correct the situation). So, for example, when installed on Custom, my eagles often just stood still stupidly, and I had to fight off enemies alone.

FALLOUT 2 WORLD

The Fallout2 world itself is an area slightly north of the area where the action of the first part took place (as a guide, the village of Shady Sands became the New California Republic). There is still a desert around, the monotony of which is only occasionally broken by the settlements of people and super mutants (the Master is no longer there, and they live peacefully). It is in these settlements that you will be given tasks. You can also buy/sell weapons and other things there. These settlements on the world map are shown as green circles.

However, not only in these circles you will be in danger. Moving through the desert, you will periodically stumble upon the so-called Random Encounters. These are random computer-generated encounters with mutants, bandits, or other travelers in the world of Fallout. So for the most part, such a meeting means another fight for you. However, there are exceptions - a few special cases, for more about them, see the section "Meetings in the desert".

Now let's talk about quests. In order to get the quest, you usually need to talk to an NPC (Non-Player Character, i.e. one that does not walk with your hero). At the same time, in your PIP, the name of the city in which the conversation took place, and a brief summary of the quest will appear in the Status section (for example, for Vault13, the summary will be: “Find Water Chip”). When you complete the quest, his summary will be crossed out. When you complete a quest, your reputation (Karma) increases (or decreases, depending on which quest you completed).

ASSISTANTS

In Fallout2, everything still depends on your hero, but you can get some (but not so hot) help from allies. These are NPCs (Non-Player Characters) that you can recruit to your side. They will follow your hero and help him during the battles to the best of their ability. Your assistants can use ammo for certain types of weapons (if this assistant can use this type of weapon) and Stimpacks (if their hit points fall below 50%). Then they can perform some actions if their skill in this exceeds yours (for example, Vic will be good at repairing broken machines and equipment). Although now your allies can finally use armor, still do not forget that they are not as cool and smart as your hero. So always make sure they have ammo for their weapons and at least two Stimpacks per brother.

Your allies also have one nice ability - they can carry some of your luggage. Let's say you have a rocket launcher, a flamethrower and a plasma rifle. You want to unload yourself a little, so that later you can pick up something else. To do this, talk to one of your assistants. Use the "Barter" option and put a flamethrower and an incendiary mixture ("cartridges" for the flamethrower) in your assistant's duffel bag. You will immediately feel better. But how then to take this flamethrower? Very simple - use the Steal ability on your assistant. No matter how miserable your level is, your “buddy” will not be offended and will not react at all. And you can safely take a flamethrower and arm yourself with it again. Your assistants can carry a lot of things, so the "Strength" indicator loses its paramount importance for your character. True, with the advent of your car, this quality of partners almost loses its meaning.

How to "recruit" an assistant? To do this, you need to talk to him and invite him to join you. In some cases, you need a certain level in the Speech ability and a fairly high Charisma. Only then will they join you.

CHARACTER CREATION

In a good RPG right choice character is half the battle. In Fallout2, this becomes clear especially quickly.

Initially, you are provided with three pre-created characters: Narg - a warrior, Chitsa - a diplomat, Mingan - a thief. All of them represent three different specializations of your representative in the post-nuclear world. To be a generalist, unfortunately / fortunately (underline as necessary), is completely impossible, and therefore it is necessary to choose priorities: to be hardy or smart, strong or dexterous ... That is, despite the unlimited freedom in “customizing” the hero, you can really choose from three specializations or their hybrids.

By the way, we do not advise you to create a hero with average indicators, try to develop the best, in your opinion, characteristics to the detriment of others, less suitable. Let's take the simplest and most striking example. Here, at the very beginning of the game, you have to go through the dangers of an abandoned temple: there will be many scorpions and traps, but the last test will be to resolve the problem with the person guarding the exit from this place. If you are a diplomat, then you can be persuaded to let him through, "since someone may accidentally die in a fight." If a thief, then using the Steal skill, you can steal the key from the guard, and then open the locked door with him. If you are a warrior, then fight the guard and lay him on both shoulder blades. If all your characteristics are at an average level, then you will not be able to persuade the guard, steal the key, or defeat him. An important rule is to use mainly those characteristics that you develop, that is, do not try to steal the key if you have a low dexterity score, but rather convince the guard to let you go in peace if your charm is on top.

Best option in a combination of military, rogue and diplomatic characteristics and abilities of your hero does not exist, but a couple of acceptable and well-established options can be cited. The first is a hybrid of a thief (high dexterity, which means good thief skills) and a diplomat (high charm and Speech skill). The second is a combination of a warrior and a thief.

The main thing is to decide what you want from that guy who wanders around the monitor screen. Please note that the first of the proposed schemes for creating a hero is focused on a "good boy" who knows how to negotiate with people in a good way and does not like excessive cruelty.

So, option number 1 (diplomat)

The first stage is the definition of the main characteristics.

So, let the strength (ST) be 5 - no more, since the allies will carry part of the luggage, and then an improved power armor will appear, adding 4 units of strength at once.

Observation (PE) also set to 4. Although this is not enough for long-range marksmanship, a small level of observation will allow you to free up a few points to increase a number of other characteristics.

Charisma (CH) is very important for solving many quests, as it allows you to persuade and win over many NPCs who have useful information and little things. I recommend bringing it to 8: then you will find points that will increase the charm by another one.

Endurance (EN), if important, is not very important. It mainly affects the number of hit points received with each new level increase, and resistance to poison and radiation. I advise you to designate stamina as an even number, since new hit points are calculated by the formula "three + stamina divided by two". If you set endurance to 5, then you won’t notice much difference compared to 4. Put 4, otherwise 6 is too much for the hero.

It is advisable to set Intelligence (Int) at a very high level, because this characteristic affects not only the character’s talkativeness, but also the number of new ability points when gaining a level (the formula is as follows - “5 + intelligence multiplied by 2”. Put 9.

The next characteristic is Agility (AG). Must be at the highest level in order to have more action points during the battle. Our choice: 10.

On Luck (LK), spend all remaining stat points to bring it up to 7. You will have a good chance of finding secret places and improve your chance to land a critical hit. Luck will affect both a number of game events and some moments during the battle (on the turn order, for example).

Option number 2 (warrior)

Strength - still 5, because. The best weapons (Plasma Rifle, Scoped Hunting Rifle, and Gaussian Rifle) don't require much strength from you. Yes, and Advanced Power Armor again greatly increases strength.

Observation - not lower than 7. Otherwise, you will not be able to make a sniper out of your boyfriend, which is very bad for a warrior.

Charisma - 4. This is quite enough, especially since there is an opportunity to bring it up to 8 (two points will be given in New Reno for defeating three boxers, one more will be given special points, and the eighth can be obtained using the Gain Charisma perk). It is unprofitable to have more than 4 allies - they will only get under each other's feet.

Endurance - 4.

Intelligence - not less than 9.

Agility - definitely 10 (two shots per turn).

Luck - all remaining points (8).

The second step in creating a character is choosing your superman's personality traits.

From the traits of the character, take Finesse (an increase in the chance to inflict a critical hit by 10%) and Gifted (an increase in all characteristics by 1). By the way, only with Gifted is the above combination of characteristics possible, otherwise they will all be one lower. You can take other features, but keep in mind that they all have both positive influence on the hero, and negative. The exception is, perhaps, Bloody Mess, which only allows you to "enjoy" the most spectacular forms of murder.

The remaining features of the hero are not very useful, and sometimes simply harmful. For example, do not take Fast Metabolism - why do you need to heal twice as fast if the time spent on healing does not affect the game itself and the events in it? You can sleep at least a month - still nothing will change during this time. Better heal twice as long, but have more protection from poison and radiation.

Also ignore the Bruiser, One Hander, and Small frame, they boost some of your stats a bit at the expense of others. Do not take Fast shot either - better take Bonus rate of Fire in the future, which also reduces the amount of movement points per shot, but at the same time allows you to still shoot accurately.

The third stage is the most difficult; choice of three special abilities of the hero (Tags). Two of them are quite clear - Small Guns (to better shoot with light weapons, which are very useful in the early and mid game) and Energy Weapons (energy weapons are the most powerful and effective when skill is developed). It is advisable to choose one of the non-combat skills as the third special ability - the ability to rob your neighbor (Steal), the ability to work with master keys (Lockpick) or the ability to conduct a conversation (Speech). High rates of Lockpick and Speech will greatly simplify life in cities, but Steal is a special conversation in general (see the section “Where to get money”).

It is impossible to say which of these talents is more useful - they are all very good in many situations.

By the way, all the characteristics of the hero, with the exception of luck, can be raised by one if special medical chips are found. Of course, these chips are scattered all over the game world, and it's not so easy to find them, but still, you will definitely come across some of them, which means that you can develop the hero a little with the help of chips and a computer in the Brotherhood of Steel. As in the case of medical operations in the first Fallout "e, you can only raise a characteristic that has a value of less than 10. Therefore, we deliberately lowered intelligence to 9, since a chip that increases this characteristic is quite easy to find, especially if you know that it lies in a box on the first floor in the Sierra Army Base... The charisma chip is in Navarro, the strength chip is in Vault8 (Vaultcity), the observation chip is lost in another Vault "e ...

PERKS

Perks (perks) - these are the traits of the hero, which, although somewhat similar to traits - Traits, but differ from them in that they do not have negative side effects. Usually, perks are given after every three new levels: on the third, sixth, ninth ... but if your hero has the Skilled trait, then perks are given much less often, that is, already at every fourth level received.

Perks mostly directly or indirectly increase the combat and life skills of the character, but there are also some perks that add special abilities such as Awareness. By the way, I highly recommend taking Awareness already at the beginning of the game - you can see the number of lives of any creature in the game, as well as find out the exact information about its weapon. Thus, it is not necessary to think for a long time whether it is worth contacting that bad person or not. Just look at it and everything will become clear to you.

As for other perks, it is worth taking only those that correspond to your specialization. That is, it is better not to take Bonus HtH Damage (increased damage from each melee attack by 2) if you are playing a diplomat or a thief. Don't take Presence (10% improvement to NPC's initial attitude towards you) unless negotiation and subtle lies are not your thing. Focus on those perks that match the image, goals and ways of "solving" the conflicts of your particular hero.

Each of the perks requires a certain minimum of abilities or characteristics of the character. For example, if your Observation score is less than five, then the Awareness perk will not be available to you. What to do to get it? Just bring observation to the desired value. There are many ways: find and use a medical chip of observation, select the Gain Perception perk (adding 1 to observation); hack the game and put the right number... However, the easiest way is to use drugs that temporarily increase observation before getting the level that the perk gives. The "temporality" of drugs is not taken into account by the computer intelligence, and when the effect eventually wears off and Perception goes down, the perk stays with you.

Warning! You probably know that the choice of a perk can be postponed indefinitely by simply clicking on Cancel in the perks menu or by pressing Esc. So this feature of the game, although useful, is at the same time very insidious. If you do not choose a perk in time and the next one is next, the number of perks you select will not be summed up. The opportunity to choose a perk that has not yet been used will simply disappear when the next such opportunity appears. We decided to bring a list of perks that have really proven themselves from the very best side.

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So, perks important for all heroes

– Action boy (+1 to movement points), Awareness, Bonus Rate of Fire (-1 to the time to shoot), More Criticals (+5% to the chance to critically hit), Quick Pockets (not 4, but 2 movement points, to go into inventory), Sniper (more critical hits when firing at enemies), Tag (additional special ability - to quickly raise the skill), Toughness (+10% damage resistance level).

Diplomat Perks

- Cult of Personality (both good and bad consider you "their boyfriend"), Empathy (red color - unwanted phrases in a conversation, green color is what you need), Karma Beacon (greater influence of karma on relations with NPCs), Negotiator (+10% Speech and trade skills can be very useful), Presence, Weapon Handling (an increase in strength by 3 when calculating the minimum for using a particular weapon).

Thief Perks

– Harmless (+20% stealing skill), Master Thief (+15% pickpocketing and stealing skills), Pickpocket (easier to steal), Silent Running (you can run while sneaking), Thief is very important (+10% skills burglary, theft, sneaking, and detecting traps).

Warrior Perks

– Better Criticals (critical hits are more powerful), Bonus HtH Attacks (each melee attack takes one less time), Lifegiver (+4 hit points for each new level, which means increased survivability), Sharpshooter (easier to aim, which means , easier to hit), Slayer (more melee critical hits).

Perks for no one

– Demolition Expert (not so much to explode and the strength of the explosion is not so important), Educated (+2 to skill points at a new level is very little), Earlier Sequence (Gain Agility does the same, only adds agility itself, which means turn points and an increase in many skills), Faster Healing, Mutate! (if you followed our advice in choosing Traits, you don't need it at all), Pyromaniac (is it worth taking a whole perk for one flamethrower when there are a lot of cooler weapons?), Quick Recovery and Stonewall (fortunately, you rarely get knocked down), Smooth Talker (similar to Gain Intelligence, but does not affect intelligence and does not add skill points or increase skills).

Perks for Secret Locations

There are three of them, and all of them, to varying degrees, increase the chance of finding a secret place. Finding secret places is not the main goal of the game, but it is very nice.

– Explorer (a perk entirely focused on finding secret places), Scout (when moving, you see most of the map around you, and also find secrets hidden by developers a little easier), Ranger (increase Outdoorsman skill by 15% and very small magnification chances to reveal the secret).

In addition to these three perks, the discovery of secret places is primarily affected by the hero's luck indicator and the general Outdoorsman skill. And of course, do not forget: if you wander around the map for a long time, you will find something, even if your luck is zero or tends to minus infinity.

FIGHT TECHNIQUE

Regardless of whether you play as a diplomat, thief or fighter, you still have to fight. How often they will occur depends entirely on the characteristics of the hero and your style of play. Theoretically, you can beat the game by fighting only five times (with the inhabitants of the Temple of Arroyo and with the final boss), if in cities you behave quietly and do not interfere in anything, and the Outdoorsman skill is 300%, which allows you to avoid random encounters with opponents when moving from city to city.

However, the “non-combat” passage of the game is the lot of aesthetes, because by refusing to fight, you lose the opportunity to gain a lot of equipment and experience points.

So, your combat career starts from the hero creation screen. Be sure to select Small arms as one of the three special abilities to be able to accurately fire from the vast majority of weapons in the game right from the start. After all, Small arms includes all pistols, shotguns, submachine guns, shotguns, gauss weapons... Try to quickly bring this skill to 100% so that you can deal with serious opponents and take new types of weapons from their corpses, including energy weapons .

The Big Guns skill is responsible for all sorts of heavy things like a flamethrower, a hand rocket launcher, and various types of machine guns. All these toys are given no earlier than the middle of the game and, in fact, they do not represent anything particularly valuable. The flamethrower and rocket launcher are very heavy and ineffective, and machine guns eat a lot of ammo and do not allow you to shoot accurately.

A high Energy Weapons skill makes things much easier for the player towards the end of the game when things like the laser rifle and the plasma gun appear. For the most part, energy weapons and ammo for them weigh little, they hit more accurately and very well penetrate the armor of all enemies, except Enclave soldiers. It's best to get Energy Weapons up to 130-150 and constantly shoot at the eyes, because usually the percentage of hitting them will be 95% thanks to your developed skill! It is very useful to take the Bonus Rate of Fire, which allows you to reduce the cost of a shot by 1 and modify the same plasma gun - in this case, the cost of an aimed shot will be equal to only 4 units of time, that is, with heroic agility and two Action Boy perks, you can shoot the enemy in the eyes three times. Usually every third shot that hits the target is consistently critical and deals damage of 100 points or more.

However, a person does not live by lasers alone, because several times you will be offered to fight hand-to-hand without any protection and weapons, in particular, when boxing in New Reno and in a duel in San Francisco. I advise you to worry about the Unarmed skill in advance and raise it to 60-70%, and then practice on punching bags (+5% skill at a time) and take a series of lessons from kung fu masters in San Francisco. Sometimes it can be useful to put a Mega-Power fist in the jaw of an enemy if you want to save ammo or you don't have enough time to shoot.

About melee Weapons, that is, about melee weapons, you can immediately forget. All kinds of spears and hammers become obsolete as soon as you find a double-barreled shotgun in Redding, and you don’t have to remember them anymore.

Separate words deserve grenades, knives, spears and other throwing means. Throwing skill is responsible for their effective use. Unfortunately, it only makes sense to throw grenades and only at a crowd of enemies. As soon as you get power armor, raise your throwing skill a little to accurately throw frag grenades at your feet in spite of a dozen opponents surrounding you.

The accuracy of your shot or throw ultimately depends on a number of factors: the illumination of the battlefield; distance to the enemy; part of the body on which the blow is applied; the level of protection (AC) of the enemy; development of the characteristics of observation.

With illumination, everything is clear - the darker, the less likely to hit. However, the Night Vision perk significantly improves your accuracy when shooting in the dark.

As the distance between you and the enemy increases, accuracy decreases, although a high Observation score works well to eliminate any negative factors associated with distance. The Sharpshooter perk is also very good - it allows you to increase your observation rate when shooting by 2, even if you initially have a PE of 10 points. Good observation is also important because it allows you to better shoot at specific parts of the body with an aimed shot.

There are a few more tips for combat. First, skirmishes between two merchants and bandits or slave traders and raiders are very useful for your wallet. Just stand on the sidelines until both squads kill each other, and then finish off the survivors and search the corpses for money and useful items.

Secondly, use the slowness of some opponents in order to shoot them once, and then move back to a safe distance. Let the enemy run up to you a little on his turn, shoot again and move even further away. Continue like this until the opponent expires. This tactic mostly works against animals and people with melee weapons. When fighting enemy archers, it's best to stay at a distance where the percentage to hit is 95. Of course, the optimal distance between the enemy and you also depends on the weapon used - if you prefer machine guns, then try to fire bursts at close range. So more bullets will find a hole in the body of the enemy. If you are a fan of missiles, then it is better to move even a little away from the enemy standing close to you so that you are not hurt by the explosion.

Be careful shooting bursts. If you hit your comrade-in-arms, he will take up arms against you and start beating you. In this case, load a save or leave the battlefield, and then return and graciously accept back into the squad a comrade who is angry with you. Unfortunately, this tactic is inappropriate during random skirmishes, so hit enemies only with single shots if there is a chance of getting into your unfortunate burst. By the way, even single shots that hit a partner by mistake will be ignored by him, which means that he will not be angry with you.

Do not let half-dead opponents run away, otherwise you will lose the opportunity to take away their little things and get experience for killing them. Keep in mind that your enemies will run away not only in case of severe injuries, but also when some organ is damaged in them: an arm, a leg, an eye. In this case, even a completely healthy character will run away from you. The same goes for your allies - I thought for a long time why a healthy and heavily armed Salic is running away from one half-dead rat (even if you ordered him to never retreat), until I saw that his leg was injured. As soon as he was cured, his courage returned, and the strange cowardice disappeared.

WEAPONS AND ARMOR

Weapons in the game are divided into six main types: Small Guns (handguns), big Guns (large-caliber and heavy weapons), Energy Weapons (weapons based on laser and plasma technology), melee Weapons (combat using "improvised means"), Throw (thrown) and Unarmed (for hand-to-hand combat).

Small Guns- pistols, rifles, shotguns and shotguns.

Big Guns- six-barreled machine guns (by the way, complete nonsense - a sawn-off shotgun is even cooler), rocket launchers and flamethrowers (things are powerful, but they hit a short distance and are very heavy).

Energy Weapons- laser and plasma pistols, laser and plasma rifles, a rapid-fire laser (Gatling Laser, you can find it in Brotherhood of Steel) and a superweapon (Solar Scorcher). There is a special discussion about this very Scorcher, see "Meetings in the Desert".

Melee Weapons knives, brass knuckles, spears, hammers.

Throw- grenades and throwing knives.

Unarmed- your fists and the cunning Power Fist glove.

Involuntarily, one wonders why in just 80 years of development, mankind has invented so many types of weapons that it was impossible to even dream of in the first Fallout. Some of the already tested types of weapons have received a second wind: some of them have adapted to new types of ammunition such as a flamethrower and its second-generation combustible mixture, some have received additional improvements like the Assault Rifle, which is loaded with hundreds of rounds at once. You can attach an optical sight to your favorite rifle to increase your accuracy when shooting at long distances. You can easily find a sawed-off shotgun, which in the first part was a unique weapon, but then went into mass factory production. You can buy a Mega Power-fist: it's very easy to imagine its power, even if a "simple" energy glove is considered a very advanced weapon.

Absolutely new weapons are no less than improved ones. Take the Tommy Gun, for example, whose bullets do quite a lot of damage (3-20 each) and can rip very powerful creatures to pieces in one hit if you stand close to them and most of the bullets in the queue hit the target.

Another novelty is the M3A1 Grease Gun, which is ideal for physically weak characters towards the middle of the game (minimum strength is 4) and deals even more damage than the Tommy Gun (10-20).

A hunting rifle with an optical sight is very effective in the hands of a sniper. It is in no way inferior in accuracy to a sniper rifle, but it spends less units of time per shot. The only drawback is that you cannot shoot from this gun at nearby enemies, a miss is guaranteed.

However, the real king in the world of firearms is an improved modification of the combat shotgun called the Pancor Jackhammer. This is the choice of a professional who has gone through dozens of unequal fights with strong guys. You can fire a burst from it and, with proper use, knock out 70–80 units of life from the enemy. Single shots are also quite good - 18-29, which allows you to immediately shoot down many small opponents with one shot. Don't give this weapon to allies, as they prefer to fire almost in one burst, which eats up a lot of ammo. Also, don't give your teammates H&K Caws - a slightly weaker version of the combat shotgun.

Gaussian weapons (pistol and rifle) are categorized as light weapons. A significant plus of gizmos based on Gaussian technology is the almost complete disregard for the armor worn on the enemy, even if it is at least three times strong. Damage with a gun is inflicted on average under thirty units, but these thirty units break through even improved power armor of the second modification. Conclusion: weapons against Enclave soldiers, other opponents do not have serious armor higher than combat.

Later in the game, there will be new types of energy weapons. In particular, pulse weapons. It performed well in field trials, but not enough to throw away your favorite plasma gun.

A special, secret energy weapon has the very impressive name Solar Scorcher. You can find it only by going back in time through the Guardian of Future portal. It does not require cartridges, as it is recharged by solar energy and shoots, causing damage on average under 40-50 units. In general, Solar Scorcher can be called a direct descendant of the Alien Blaster from the first game.

As for the new armor, there are three new types of armor. Leather armor mark2 - An improved version of plain leather armor, Combat leather armor is also a variant of leather armor, although better than mark2, it is also very rare to find on sale. Outside of the sale, by the way, it is very difficult to get any armor - it is impossible to remove or steal armor from 99% of opponents, even if they are definitely wearing them. Fortunately, this does not apply to Advanced power armor, which can be found in the Navarro base and on the oil rig. As you understand, Advanced power armor is the most reliable armor, and it also adds 4 units of strength to the hero's performance. The only possibility (besides a critical hit) to seriously penetrate such armor is a Gaussian rifle or a pistol.

WHERE TO GET MONEY

You can get money in the game in three ways: by selling various things (which can be found / taken from killed enemies / stolen), by gambling (in a casino) or simply by stealing them from everyone you meet.

Everything is clear with the first and second methods, but it is worth talking a little about the third. The authors of the game have changed something in the mechanism of theft. Now, for the successful relief of the neighbor’s pocket, you should position yourself out of his field of vision (preferably behind your back). In addition, the size of the object also matters - it is easier to steal money than a six-barreled machine gun. Next - the amount of experience points received for "facilitating the neighbor" directly depends on the number of items that you steal at a time (ie without leaving the victim's inventory screen). If you steal one item at a time, you will get your miserable 10 experience points, and if you rob the merchant of items by five, then, you see, you will already exceed a hundred experience points! However, it is much easier to get caught this way. But who's stopping you from saving first?

So here's some advice for you - when you come to the city, rob all the people you meet and cross and immediately (in the city) exchange all the rubbish you get for something valuable (cartridges, for example). At the same time, you will gain a little experience.

ENCOUNTERS IN THE DESERT

While moving through the desert, you will occasionally stumble upon monsters, bandits, traveling merchants, patrols and special places. Well, with bandits and monsters, everything is clear. Met them, shot them - and order. You can chat with wandering merchants and patrols, buy or exchange something with them. But special places deserve a separate discussion.

There are few of these places, and your “meeting” with them depends solely on the level of your Luck indicator. Each special location is unique and you can only stumble upon it once in the entire game.

Cafe Broken Dreams

You meet an old bar where both characters from the first Fallout and those who remained outside the game, although they were a candidate for the title of the main character, live. Many of the things that these characters say are very funny and difficult to retell. Click on each of them to get a few phrases from each. Tandi, for example, will say that Yang is alive and is found somewhere in the world of Fallout2, but do not believe her - the developers themselves responsibly stated that Tandy is wrong and you will not meet any Yang. Too bad...the guy was right. Pay attention to the Dogmeat dog - you can and should take it with you as an ally. She has 95 health, 14 movement points and bites for 14 units.

Federation Shuttle

What a luck! You stumbled upon a crashed US shuttle. Search three corpses to retrieve three Hypo syringes (Hypo simply translates to “syringe”). The thing is very useful - it allows you to heal about 90 lives, unlike superstimpaks, it does not weigh a single gram and does not entail the loss of part of the acquired hit points. By the way, the object of ridicule of the creators of the game was again the fantastic series "Star Trek", popular abroad. Pay attention to the fact that the dead are wearing red uniforms - as a rule, in Star Trek, all the characters who are supposed to die in the episode usually wear red uniforms.

Mad brahmin

This meeting is of no use. Moreover, mad cows will start running up to you and explode like kamikazes. Try to either run away, or immediately switch to combat mode and shoot all the cows.

Toxic damp

If your luck is equal to two or slightly higher, then you will also meet secret places, only not good ones, but bad ones. Toxic dampness is a typical example of a place waiting for a loser along the way. The essence of the meeting is very simple - you find yourself in some kind of swamp, through which all kinds of gecko lizards run: silver, golden, fiery. However, this is not the worst thing, because the huge doses of radiation that the hero receives every few seconds are much more dangerous. If he doesn't have a dozen RadAway packs with him, he'll have to load a save. By the way, I describe the charms of this place mainly so that when you are offered to visit the Toxic Damp, you will answer “no”, and would not start to be curious.

King Arthur and his books

You meet several people in power armor, one of whom will be called King Arthur, son of Uther Pendragon of the Brotherhood of Steel. He also has a task - to find the Holy Grenade of Antiochus. You will be asked if you have seen her, in response to this it is worth answering “yes” and pointing to the side. The guys will run in the indicated direction and finally report that they have a couple of GECK devices. But they will not give them to you, but they will tell you to look for them yourself. And the paladins will run away, followed by funny men depicting horses, judging by their “Clip-Clop”.

Before the conversation, it makes sense to empty the pockets of the paladins, because they are kind and almost not offended.

By the way, the developers unofficially reported that there is a (very small) chance of finding the Holy Grenade, and out of a hundred people, five or six will definitely find it. And then there is even less chance of meeting King Arthur again and exchanging the Holy Grenade for GECK...

Iron Woodman

The tin woodman forgot to fill up with engine oil and got stuck. It is necessary to help the creation, for which you take an oil can just south of the lumberjack and use it on the poor fellow. For ingenuity, you will receive several packages of Micro Fusion Cells and moral satisfaction.

Crashed Whale

Nothing interesting - just a whale that fell from a great height. Naturally, he crashed and his meat is already rotten, so leave.

In general, this is a joke on the theme of the cult science fiction book “Hitch-Hiker's Guide to Galaxy” in England. The essence of the joke is that the heroes of the book once accidentally created a whale (a side effect of the engine of their spaceship), being at a high altitude above the surface of one planet The whale, of course, fell to the surface of the planet and crashed.

stone head

A talking stone head in the middle of the desert will invite you to participate in a contest of willpower. For the victory, you will receive a piece of stone that can be used in the future (and here's how - let it be a surprise for you).

unwashed villagers

In your wanderings through the post-nuclear world, you can also meet with a crowd of Unwashed people chasing a spammer (spammer). You will be offered to help kill the poor fellow, who has about five hundred lives. You won't get many experience points, but you will find several stimpacks in nearby houses.

Rave Party

Wow! Congratulations - you made it to the rave dance. A lot of people run around randomly, and some offer you to buy drugs. I advise you to kill all these weaklings and collect drugs that are so useful in everyday life. You will need them more...

Guardian of Forever

The most favorite secret place for most fans of Fallout2. Enter the stone portal and find yourself in Vault13, but not in the one you are looking for, but in the one that is in the distant past, when your ancestor still lived, and the water treatment chip was still working. The elevators don't work, so you won't be able to get out of the Vault. And so I wanted to nail the Master again ...

Enter the weapon room and collect the Solar Scorcher secret weapon. After that, dig into the computer to get a message about a broken chip and return to the present.

Pariah Dog

How many corpses are around: both mutants, and ghouls, and ordinary people! And next to it is a lonely and harmless dog. The fact that she likes you will not please you very much. The dog will join the party, and you will be horrified to notice a sharp drop in luck and the appearance of a new hero stat, Jinxed. This means that everyone (including him) in the district will make critical mistakes. The dog is very tenacious, but now it is rather injured. Kill her before she recovers her health. The luck level will return to its previous position, but you will have to get used to Jinxed.

The special properties of the dog explain this a large number of corpses - all of them were the former owners of a cursed pet that brings misfortune and failure.

Bridge of Death

You will come across a bridge on which stands a man in a raincoat. To get out of this place, you need to cross the bridge, and for this you need to answer the questions of the man in the raincoat. There is nothing difficult in his questions - all the answers are in the manual for the game.

It is very difficult to kill a person - it is painfully tenacious, and as a weapon he unleashes kamikaze cows on you. In addition, most weapons do not affect him. But ... there is a tricky way - during the conversation you will have the opportunity to ask him a question (after he asks you two questions). If you do everything right, he will not be able to answer. And the one who cannot answer the question on the Death Bridge dies. So you will get his cloak - excellent armor. However, if you do not kill him, then enjoy his jokes, which he will let go.

FAULTS IN THE GAME

In principle, there are no terrible failures in the game.

It is worth mentioning only a few of the main ones.

First, a strange crash with the full installation of the game on the hard drive. For some reason, loading saved games with this installation option is even slower than in other options. Although not everyone.

The second unpleasant failure is during a boxing match in New Reno. As soon as the second round begins, the game loops - the girl with the poster will now walk forever. To avoid this, immediately after the break between rounds, press the key A(attack) and converge with the enemy. Do not forget to repeat this procedure immediately after the end of the opponent's turn, otherwise the combat mode will turn off and the girl with the poster will reappear.

Well, the last noticeable failure can no longer be attributed to unpleasant ones. Rather, on the contrary, he cannot but rejoice. After you rescue the trapper Smiley from the Toxic Caves near Klamath town, you will be able to talk to him upon returning to the bar where you were tasked with finding him. So, every time you talk to him, your Outdoorsman skill will increase. Thus, if you have patience, you can raise this skill up to 300%!

Please note that a patch recently released by Interplay eliminates all these "ugliness".

QUICK PASSAGE

At the very beginning, go through the Temple of Trials and talk to the old head of the settlement. From it you will learn the coordinates of the city of Klamath. Go there and go to Vic's house, which is in the northeast corner of the central part of the city. Take the walkie-talkie and a single-shot gun from there. Go outside the city and step on the map to the south, taking a little bit to the east. In a few days you will reach the Lair (Den).

In the Lair, talk to the slaver and free Vic by paying 1000 coins for him. Vic will give you the coordinates of Vaultcity. Once you reach it, become its citizen. To do this, you will either need to complete a series of quests related to repairing the reactor in Gekko, or pass a test if you have enough intelligence, observation and scientific knowledge (Science skill). Dig into the computer of the city shelter - get the coordinates of a number of cities. On the second floor of the shelter, climb the boxes, find the voice computer module. Go to NCR and find out the location of Vault15 there. In Vault15 itself, take the quest to save the daughter of one of the residents, deal with the bandits and, after rummaging through the computers, find out the location of Vault13. Go there, talk to the leader of the Deathclaws and fix the main computer with the voice module. Talk to the Deathclaws leader again and get GECK. If you do not have a voice module or do not want to fix the computer, then just steal the GECK from a locked room with many boxes. Take the NavCom chip there.

Return to Arroyo and find out about the attack of bad people on your fellow tribesmen.

Go to San Francisco (southwestern part of the map) and talk to the Brotherhood of Steel paladin and Shi scientists there. Both sides will give the task to find plans for the construction of helicopters. Go to Navarro, kill the man in the robe and go down the stairs. Leave your companions upstairs, sneak past the guards and get the upgraded power armor and plasma gun from the crates to the west. Do not fight with anyone, as they take you for their own. Talk to the computer operators and find out the password for access to the computer nearby. Log in and find out about the existence of FOB. Talk to the commander's guard and ask him (at least 8 points of charisma!) to take this FOB from the commander. Go down to the floor below, chat with the staff and find two technicians in the northeast corner. Tell them that Raul needs the plans for the helicopters and take them from the box nearby.

Go to San Francisco. Let the paladin see the plans and then take a walk around the Brotherhood of Steel hideout. Now give the plans to the Shi scientists and get the task to kill the leader of the Hoobologists. Kill him - this is a man in a gray suit in the far corner of the base in the northern part of San Francisco. Return to the scientists and dig into the central computer. Order to send fuel to the tanks of the tanker, then go to the tanker itself and deal with the creatures in the hold. Insert the FOB into the device next to the closed door. When it opens, go up the stairs to the navigation computer and insert the NavCom into it. Escort the girl upstairs, and then climb the steps in the bar to the captain's cabin. Activate the computer and order it to send the tanker to sea.

Once on the oil rig, go to the barracks area, take away the plastic explosive from there and go down two floors below. One of the three available methods (release of deadly gases by a chemical scientist, planting explosives with theft, direct attack) kill the president and take his card. Activate the card in the computer in the first room after the docks (where there are a lot of guns and a beautiful painting on the floor) and select the "Counter ..." option. Return to the president's corpse, go down a level and plant explosives under one of the supercomputer terminals. When the countdown starts, run to the presidential floor, take the hitherto inaccessible elevator to the barracks and rush to the room with the painting.

Cannons will now fire at the boss and his guards. And you will promptly intervene to take the fire on yourself - the guns have too few lives, but the machine guns are on them ... it will not seem enough.

There is also an alternative way to deal with the boss - to agree with his guards on a joint attack. But the latter is only possible if you have developed charisma and the Speech indicator. And if you have not turned on the computer using the presidential card. So it is not necessary to kill the president, you just need to blow up the supercomputer.

After the death of the boss (hint: it will most likely come when firing from a pulse weapon), run out of the room to the docks and enjoy a magnificent explosion and a long story about the results of your activities, both positive ones - the birth of children from you, saved cities, settled conflicts, and negative.

ARROYO

TEMPLE OF TRIALS

At the very beginning, you need to pass tests in the Temple of Arroyo. Run forward without turning anywhere. Try not to get into a fight - until you need it. Hack the second door and slowly walk across the room behind it. Carefully use the Traps skill on all gray tiles, trying not to step on them. For each trap disarmed, get 25 experience points. Head west and retrieve the plastic explosive from the vase next to the chasm. Activate it in your inventory for 10 seconds and drop it near the door to the north. Walk forward and turn west. Talk to the Temple guard and either agree to fight him, or ask him to wait, and then steal the key from him and open the door for them. You can also ask him the question "Why do we have to fight?", and then choose a long sentence (only available with a Charisma score of 8 or higher). Once in the village, you can return to the Temple by going into the cave in the north to kill everyone. Sleep between fights - this was previously unavailable to you.

THIRD PAGE

DIRECTLY VILLAGE

Helpful information

Talk to the old woman and learn from her the location of Klamath.

After repairing the well, you will gain 100 experience points. Talk to the man next to the stone head and he will increase your Unarmed skill. Talk to the tent dweller east of the stone head to improve your Melee Weapons skill.

QUESTS

Kill the evil plants that infest Hakunin's garden

Talk to the shaman and he will ask you to destroy two harmful plants in his garden. When they are done with, talk to the shaman again to get the healing pouches.

Obtain flint to have Mynoc sharpen your spear

To leave the village, you need to cross the bridge over the abyss. Talk to the bridge guard and ask him about the spear (min. Observation score is 6). You will receive a task to get the flint that your aunt has. Find her near the house, just south of the well. Take a flint from her: either exchange it for three healing bags, or steal it, or persuade her to give it away for free (high charisma). Go back to the flint bridge guard and he will upgrade your spear.

Rescue Nagor's dog, Smoke, from the wilds

One screen east of the shaman's dwelling stands a lone tribesman. Talk to him and agree to find the missing dog. The dog can be found in the area inhabited by gecko lizards, and you need to get to this area through the transition zone in the northwest corner of the village. Just sneak past the lizards to the northwest corner of the area, and then sneak the dog back to the village.

Find Vic the Trader

Finding Vic's trader is easy enough. He is in the next city after Klamath, in Den (Den). Vic has been captured by slave traders and you will have to rescue the poor fellow from captivity.

Retrieve the GECK for Arroyo

Getting the holy artifact GECK (Garden of Eden Creation Kit) is the main objective of the game. To get it, you must first find out where Vault15 is located, and from his computer get information about Vault13.

KLAMATH

Helpful information

Arriving in the city, immediately run around all the houses and climb around the boxes and chests: find a good amount of coins for 300 plus a book on light weapons. In the northeast corner, be sure to go into Vic's house and get the blowgun and walkie-talkie. Talk to the beautiful night moth in the bathroom (her name is Jenny) and find out Den's location. Tip 5 coins to the tramp next to the bulletin board and your reputation in the city will noticeably improve. Talk to the man in the Golden gecko tavern and ask him to train you (Unarmed, Melee Weapons will improve, and you will also get 150 experience points). Feed the dog in the city center and you will get a key and a temporary ally.

In the toilet (small iron house) located at the very transition zone in Trapper Town (western part of the city), you will find the Cat Pawn magazine.

You can steal Scout Handbook from one of the boys.

QUESTS

Refuel the still

Go to Buckner House (north of the bulletin board) and talk to Whiskey Bob. Treat him to alcohol, and then agree to help with the moonshine. Go to the southern transition zone, turn on the "Sneak" mode and make your way past the lizards to the house in the southwest of the area. Take Firewood from the floor and use it on the apparatus in the center. Return to the employer and get money and the opportunity to learn more about the life of the city.

Guard the brahmin

Talk to the dumb strongman Torr next to the Buckner House. He will ask you to help protect his flock. Agree, and you will find yourself in a new area. Kill the scorpion and then a few more in the southern part of the area. Leave the map and get experience points for completing the quest.

Rustle the brahmin

If you choose to be the "bad guy", then the previous quest is not for you. Then you should trick Torr and help steal the sheep. There are two options for passing. The first is to agree to help guard the sheep, and then talk to the two brothers and ask them about the job. If they happily agree to use your services, then talk to Torr and tell him "out there about those scorpions on the other side." When he runs away, talk to the brothers and get your money. And look how your karma has decreased.

The second option for completing the quest is also quite possible ... Follow the movements of the brothers and find them in Golden Gecko. Agree to measure strength with them so that they accept you as one of their own. Then they will definitely agree to accept your help in stealing cattle.

Rescue Torr

Remember that you deceived Torr and he ran away somewhere far away? Talk to the owner of Buckner House, she will complain that Torr has disappeared and no one can find him.

Go to the transition zone in northwest Klamath. Get past the robot or kill it and talk to Torr. Admire the broken helicopter and return to the mistress. She will be so delighted that she will not know how to thank you. Offer to pay her back by forgiving Salik's debt. Contact the owner's daughter. Tell Salik that he is free and that you want to travel with him to gain a valuable ally.

Rescue Smiley the Trapper

Talk to the owner of Buckner House and get a task from her to find a little man named Smiley. You should have a new location on your map: Toxic caves. Go there and break through the obstacles in the form of golden geckos. Beware: the green acid goo on the floor takes away health! To avoid the harmful effects of acid, it is necessary to have rubber boots in the hero's inventory. If you don't have them yet, you can find boots in the cave itself, if you look at the boxes behind the passage in the south. Having reached the tunnels to the eastern dead end, open the door opposite the elevator and take Smiley out into the fresh air. Go back to Buckner House and talk to him so he can teach you how to skin lizards (Gecko skinning perk). After talking with him, you can notice an increase in your Outdoorsman skill. If you want to play dirty, talk to Smiley many, many times to get your Outdoorsman skill up to 300%. But beware: if you used a patch for the game (see the Crashes section), then the "dirty trick" will not work.

If you talk with the hostess, then you can agree that Salik will be released free of charge and you will not have to fork out.

Kill the rat god

Go to the Trapper town area, which is southwest of the central part of Klamath. Talk to the leader of the area and agree to take the key from him to deal with the rats. Open the door with the key, poke around in the boxes of the abandoned Guns store and go down the stairs. Get rid of the rats and go down to the second level of the cave. Kill the rat queen (carefully, it has 50 health), which is not very difficult if Salic takes it over and you deal with the little things. Now go up the stairs in the northeast corner, find the locked door and get the crowbar and dynamite from the box nearby. Try to break the door with a crowbar, and if there is not enough strength, then blow it up with dynamite. Climb to the surface and run to the car, get the part out of it and go back through the dungeons back to Trapper town.

DEN

Helpful information

The whole city consists of two halves of the same size.

The only decent store in the town forgotten by all the gods is Tubby's. It is easy to find it - it is located in the northwestern part of the western half of Den. Here you can buy a pistol and cartridges for it, as well as several stimpaks. With a fairly high character level and high luck here you can buy a psycho-drug, and even a submachine gun "Uzi".

Another local attraction is the guild of slavers. It is located in the eastern part of the city, in the northeast. You can become a slave trader and join a guild, but for this you will receive the nickname Slaver. Brr... many decent people will then refuse to deal with you, and some of the quests will become inaccessible, so I do not advise you to join the ranks of the guild.

Another nuance is to talk to the drunk Karl in Mom's tavern. Give him money (25 coins), stop talking, and then talk again and listen to his story.

Return Anna's locket

To get this quest, you need to go into an empty room at night next to the one where the rogue showing the mummy is found. Talk to a ghost named Anna, and she will give you a task to find her jewel. Get a shovel from the closet in this room. Go to the eastern part of the city and find the Mom's Dinner tavern there, which is opposite the slavers guild building. Talk to the hostess about the hunted house, and she will mention one of the guys who took a number of things from the haunted room.

Go back to the western part of the city and immediately talk to the leader of the trio of bandits near the transition zone. Talk to him about the ghost and pay 50 coins for the gem. You can also take a chance and attack him or be rude so that he attacks himself - get the jewel for free.

Return to Anna and give her the jewel (+250XP) and then pick up the bones. Return to the eastern part of the city, find the grave of "Anne Winslow" (southeast corner), dig it with a shovel, put a jewel and bury the dug grave with the same shovel (+600 experience points). There will be no consequences for the procedure of digging up this grave, but for others they will give an unpleasant (of course, for a good guy) Grave Digger perk.

By the way, one of the graves says: Ray Muzyka (one of the creators of the first Fallout), summer 98. Black humor, you know ...

Deliver a meal to Smitty for Mom

In the Mom's Dinner tavern, ask the hostess about the work - “What's there ...”, then you will get the task to deliver a portion of food to the mechanic. Run to the western part of the city and find the mechanic Smitty in a small house next to the junkyard. Give him food - get some experience and one stimpack.

Collect money from Fred

Find a casino in the western part of the Den. Talk to his owner about a job. Becky will offer to knock out a debt of 200 coins from a certain Fred. Find a man marked as a citizen of Den (that is, not an addict) in the building north of the casino and report that he must pay Becky two hundred cash. Fred, of course, will say that he has little money and can only give 100 coins. If your charisma score is high enough (at least 8), then demand to pay the entire amount to the penny. If you have trouble with charisma, then agree to cover half of the debt from your money. Return to Becky and inform about the completion of the quest (+200 experience points). You will receive a hundred coins as compensation for the labors (that is, you will receive nothing if the charisma did not come out, or, otherwise, you will receive a hundred coins of net profit). However, if you now pay part of the debt for the man, then perhaps after a while he will win a large amount in the casino and give you 2000 coins and ammunition - if you're lucky.

By the way, in Becky's casino you can talk to the girl at the counter, treat her to a mineral water and listen to the story of the defeated army of the Master from the first Fallout (+350 experience points).

Get book from Derek

Once you pay off Fred's debt, ask Becky again if there is a suitable job. You will be asked to find and return the book lent to Derek (not to be confused with Dekker, hehe). ) However, you don’t need to look for Derek, anyway, this psycho will not say anything, but you just need to find a book lying on the ground in the eastern part of Den. This quest is very unusual - the place of the book is not fixed, but is determined randomly when you first appear in the Den! There are four full options for the location of the book:

in the toilet in the northwest corner;

near the southwestern grave, next to the tree;

next to the trash can a little south of the cemetery;

in the northeast corner, under cover of the wall.

Return the book to Becky (no one forbids reading it before that) and get a reward in the form of money of three hundred experience points.

Get car part for Smitty

Chat with the mechanic next to the junkyard and find out that he can sell you one if you find a special car part. You can only find it in Gekko, a city that you still have to go and go to. There you exchange it with the ghoul, return to the mechanic and ask to install the part from Gecko first, and then from Klamath. Get in the car and drive to your health.

Sabotage Becky's still

However, it is possible to simply settle the matter peacefully, without damaging private property. We present a combined (bad and good way) problem solving.

Order a drink from Becky and run to The Hole bar, which is in the northwestern part of the eastern half of Den. Talk to the bartender and tell him that Becky has all the strong drinks cheaper. Frankie will ask you to find out the reason for such cheapness for a hundred cash. Run to Becky's casino, stand next to the hostess herself and sleep until midnight. As soon as the guard moves away from the south door to the gaming table, break it open and go down the stairs. If you didn’t manage to crack the door, and the guard returned, then sleep again until midnight. By the way, you can try to fish out the secret of cheapness in a conversation with Becky, but, most likely, she will not tell you anything.

Near the stairs, simply "look" with the cursor at the moonshine and return to Frankie. Tell about the device (+100 coins) and offer to destroy it. Run to Becky's casino basement and use the crowbar on the moonshine still. Return to Frankie and report the damage to Becky's equipment to receive 500 coins. After that, select the sentence "Becky will build a new moonshine" and offer Frankie to buy alcohol from Becky. In case of successful negotiations (depending on the indicator of charisma), you will receive both experience points (+700) for destroying the apparatus, and points (+900) for peacefully solving the problem.

Lara wants to know what is being guarded in the church

Get permission from Metzger for gang war

Find weakness in Tyler's gang guarding the church

Help Lara attack Tyler's gang

All four quests are tightly tied to the internal disassembly of Lara's gang with Tyler's people and are passed in the order of a specific priority: from the initial extraction of information to direct combat operations. The tasks are quite simple, and they pay quite well for them, not to mention the periodically thrown experience points. Plus there is the opportunity to learn about the connection between the cities of Vaultcity and New Reno - the first supplies pure chemicals for the manufacture of drugs in the second. Very interesting and useful information, the meaning of which will become clear later.

Lara's group lives in a building north of Tubby's shop. Search the closet in the south room - you will find a shooting magazine, a crowbar and three lighting cartridges. Now talk to Lara and take the task from her to find out the contents of the boxes in the church. Run to the eastern half of Den and there, start a conversation with Tyler (the white guard at the door of the church. Say that Metzger sent you and that you need to inspect the church. If your luck and charisma do not fail (if they fail, then the conversation may drag on a little), then this conversation will end, and you will get 500 experience points.Click on one of the boxes (another +500 experience) and return to Lara.Report the situation to her and get the task to negotiate with the head of the slavers about permission to go to war.

Run to them and talk to Metzger: "Lara wants me to ...", and then choose any phrases from those offered. Go back to Lara. After informing her of the consent of the person, you will receive the task of revealing the weakness of Tyler's gang. Run to the church and just talk to Tyler. When you find out that the guys are going to get drunk, return to Lara. Talk to her and agree to take part in the showdown.

Once on the scene, stand on the sidelines while there is a fight between Lara's gang and a lone black guard near the entrance to the church. When he is killed, move away from the church (no need to go into it!) And end the fight. Lara will give you 400 coins, and the quest will be completed, even if a team of thugs is waiting for you inside the church and, by and large, you have not completed your mission. Search the Negro's corpse, take the gun and leave.

Free Vic from his debt by getting his radio from his house in Klamath and paying Metzger

Finally, we leave the most expensive quest. It’s just that by doing the previous tasks, you have accumulated enough money so that their number exceeds one thousand coins…

Talk to Vic by going to the window of his room. There is another option - ask Metzger to see Vic, and then say a few words to the guard of the room with the prisoner. So, in a conversation with the poor fellow, say that you got his walkie-talkie, and contact Metzger. Offer to buy Vic from him and unfasten a thousand coins. By the way, do you know what Vic had to do? Fixing the radio to listen in on Enclave and New Reno communications is, again, interesting information. Tip: before leaving the guild, you can try to steal a double-barreled shotgun and ammo from Metzger, just like you can steal his gun from mechanic Smitty.

There is another solution to the problem... Just kill all the slave traders, get experience points for it and free not only Vic, but also all the slaves. However, now you are not cool enough to take down the bad guys, and therefore it is better to buy Vic. However, as soon as you feel your power, still return to the Den and kill the slavers - what you can’t do for a good cartoon in the final game! And 1500 experience points for killing Metzger, and 1250 experience points for freeing slaves. After the massacre of the slave owners, talk to Becky to receive a cash bonus for a good deed.

So, talk to Vic and accept him into the team. From now on, the quest in Arroyo to find Vic will be considered completed. Ask Vic where Ed the Shepherd can be found and get the coordinates for Vaultcity. That's where we'll go.

MODOC

Helpful information

Dusty rural town. Nothing special, except for a meat-eating competition at Rosa's hotel. After such a competition, you will receive the inscription Poisoned. However, when you settle the problem with the underground inhabitants, the hostess will always be happy to feed you a hearty omelet that instantly restores all lost hit points. True, if you go to the barn in the east (strength 10 units to move stones, or you need explosives) and kill the local Death Claw (+800 experience points), then the mistress will declare an idiot who killed her ... uh ... chicken ( !), which means there will be no more omelets.

In Modoc, you can either marry Miriya, or marry the son of a local butcher (yes, yes!). The house is easy to find - it is near the entrance to the city. In order to pick up Miriya, you need to have some charisma (8 and above) and build a dialogue correctly: 1) What do you do ... 2) I really would like to ... 3) Well, I "ve never known ... 4) I think this is going too far…

You can also marry a guy, and even if the gender of your hero is male - but this is already on the originals. When you get your soul mate, you will also get a special Married perk. The perk is very funny, and the description for it is even funnier. However, I do not advise you to marry, although the “bad guy” can sell his wife to slave traders and get a good monetary replenishment.

Something strange is happening at the farm northeast of Modoc. Investigate and report back to Jo

Deliver Slag message to Jo in Modoc

Jo is suspecious of the Slags. Find out about the dead bodies at the Ghost Farm and find out what happened to Karl

Again, three plot-related quests that are completed one after the other. When entering the city, go to Trader Joe, who lives in the General store next to the entrance area. Ask him about GECK and agree to deal with the ghost farm. Leave the city and head to the Ghost Farm. Examine the corpses (it turns out that they are fake) and go into the house. Stand on the middle carpet to fall into the dungeon. Agree to follow the soldier and agree to help the underground dungeon leader. Take the letter to the sheriff of Modoc and say that, firstly, the corpses are fake, and secondly, that Karl is alive and you saw him as a drunkard in Den's bar (if you didn't talk to him there, you'll have to stomp into Den, and then come back). Get experience points (+3500) and the opportunity to immediately buy some explosives cheaply. By the way, if you leave the conversation and talk to the sheriff again, the discount option will disappear, so don't miss the moment. The merchant will thank you, but then ask you to find Carl and talk to him. Take note of this request. Go to the ghost farm and talk to the leader of the settlement - you will receive the righteous Assault Rifle for your work.

Go to the Den and tell Karl it's alright to come back home

As for Karl, you remember his location - he is in the Mom's bar in the eastern part of Den. Tell him about Joe's words, and Karl will joyfully run home to his native Modoc.

Jonny is missing. Find him and bring him home to Balthas

Jonny's in the Slag caves. Find a way to get Jonny back home to Balthas

A fairly simple task is to find the missing son of Kozhemyaki, who lives north of Trader Joe. The son is located in the area of ​​​​the underground river, which can be reached if you go north in the caves in the Ghost farm. One of this bunch of kids is Johnny. Mention his father's name and he will agree to follow you. On your way to the underground lake, don't forget to look in the bookcases to the east of the leader of the underground inhabitants - there are a lot of bullets and a photo of Elvis Presley.

By the way, if you have not settled the problem between the underground inhabitants and the people from Modoc before, then the leader of the underground will not let him go ...

Farrel has a rodent problem in his garden. Remove the infestation

South of Rosa's hotel (Bed&Breakfast area) is a small house where a man in a red shirt named Cornelius lives. In a conversation, he will complain about the rats that have flooded his garden and prevent him from working. The task is simple - just kill all the rats to one who had a picnic on both beds. As soon as the last one dies, return to Cornelius and inform him about the completion of the quest.

Cornelius has lost his gold pocket watch. Find it and return it to him

Farrel wants you to find Cornelius's gold pocket watch. Find it and return it to Farrel

Talk to Farrell in the north room of Rosa's hotel. He will complain about the theft of his favorite gold watch and ask him to take it back from Cornelius. Cornelius, in turn, will declare that he did not take the watch, and even suffered from unknown thieves himself. To the south of Cornelius's house (that is, to the east of Rosa's hotel) is something like a closet-toilet. Look inside the barrel, after leaving the partners at the top. Having gone down, put dynamite near the stones and get out to the surface. After the explosion, climb inside again and defeat the rat-like creature. Take the watch and bring it to Cornelius... (+1500 experience points). Farrell is best not to give anything, as he will call you a thief and send you away for a long time.

VAULTCITY

Helpful information

A very interesting town. Between the tents is a tavern where you can talk to its owner Cassidy, a man in a green leather jacket. He will complain about life and allow himself to be persuaded to join the team. In a tent nearby, a man irradiated with radiation is lying on the floor. Use a doctoral skill on him (+100 experience points) and a bag of RadAway (+100 exp).

To the south of the tavern stands a little boy crying over Mr. Nixon's doll. Find the doll behind the tavern next to the boxes half a screen northeast of the baby. Return the doll, and you will receive not only experience points (+100), but also information about the wrench. Dig into the pile of rocks behind the tavern and you'll find this wrench.

Find a shepherd in the first area. Ask him about flasks and then about Vault13. As a result, you will receive five thousand experience points and two new cities on the map: New Reno and Redding.

Citizenship

As soon as you move to the area to the north, you will immediately see a post of soldiers guarding a closed door. Go to the house to the east and talk to the assistant visa officer. His name is Skeev. Agree to buy fake citizenship papers from him, and then, if you want, blackmail him to return the money and even receive a small cash increase. For blackmail, 3 units of karma will be removed, unfortunately.

Open the door, talk to the guards. If you tell them to remember you next time, then there will be no more claims against you. You can also yell at them - the main thing is not to let them examine your documents. And the door will open immediately. We do not advise you to inform the female leader of Vaultcity named Lynette about your citizenship. It's fraught. It is better to agree to the task.

However, the tasks may not be completed provided that you have developed intelligence (9 and above), observation (9 and above) and have significant knowledge in the Science skill - then take the test with the senator in the next room, and get both citizenship and and +1000 experience points.

Rescue Amanda's husband, Joshua

Under a small tent to the east of the entrance to the city, you will find a crying woman. Promise to return her husband Joshua, who was taken into slavery for drunkenness. Get inside the central part of Vaultcity and find the head of the Servant Allocation Center in the building to the north. Either buy Joshua from him, or (if you're good with charisma and intelligence) tell him about a terrible disease that is difficult to detect even after thorough medical checks. If the lie succeeds (Speech skill), then Joshua will be released as a carrier of a dangerous infection of "rudeness and disobedience." Return to the quest owner to get some cash.

By the way, to the west of the Servants Allocation Center is a small Information Center building. Talk to its inhabitant and say that you enjoy reading books rather than looking at this stupid monitor screen. For such a statement, you will receive a couple of books as a gift: on repair and on science.

Deliver Moore's briefcase to Mr. Bishop in New Reno

To the east of the Servants Allocation Center, find a preacher yelling all over the street. Keep yelling at him and pretending that you understand him perfectly, and he will eventually give you the task of bringing his suitcase to New Reno into the hands of Mr. Bishop.

Get a plow for Mr. Smith

In a house in the northeast corner of the first district, a peasant lives, complaining about the lack of a plow. Buy it from Harry's gun shop and then talk to the happy peasant. He will give you a gun and at the same time help increase the karma and sympathy of the townspeople towards the hero. Typically, this stat jumps from Antipathy (and Vaultcity initially dislikes you) to Accepted. By the way, a pistol and cartridges can be sold right there in the shop in order to more than compensate for the costs of the plow and even make a small profit.

Deliver pliers (tools) and a wrench to Valerie

As soon as you become a citizen, by purchasing fake documents from the assistant of the visa department, you can go to the second district of the city. By the way, you can also take or buy a day visa, but this is not as convenient as having full citizenship. So, go to the Maintenance Center, where you will talk to the girl and give her wire cutters and a wrench (+250 experience). Wire cutters can be found in many places - in particular, in Gecko in the house of a ghola who lives near the reactor, but one wrench was found in the city of Redding, and the second - right in Vaultcity (check out the section Helpful information). After transferring things, leave this area to the previous one and sleep for a day. Return to the girl and ask her for a set of supertools.

If you don’t have Vik with you, then you can explain where he disappears (+250 experience points), you can also offer her to improve your weapon (attach an optical sight on a gun, increase the magazine of an assault rifle) for a fee.

Deliver beer and booze (10 each) to Lydia

After the gates of the inner city - the first screen. Go to the bar with the sign "TapHouse" and talk to the bartender named Lydia. Complain to her about the lack of a decent drink, and she will ask you to get her 10 bottles of beer and booze. It won’t give you much money for delivery, and it won’t give you enough experience points (+250), so I don’t advise you to specifically look for bottles, too much trouble.

Scout the eight sectors around Gecko and return to Stark

East of the Servants Allocation Center, that is, north of the Maintenance Center, is the Corrections Center building. Come in and chat with the black boss Stark. Ask him about the patrols, and then offer your services in reconnaissance of the area. Get out of the city and just go around the area around Gecko. Return to Stark and report intelligence information (+300 coins, +350 experience points).

Enter NCR and return to Stark

As soon as you explore the area near Gecko, Stark will offer a new task - to go to the New California Republic (NCR).

As soon as you return from there back to Vaultcity, tell Stark about the completed quest (+750 experience points) and get 500 coins and a motion sensor.

Repair the powerplant - actions in Vaultcity

Speak with Mayor Lynette. She is in an office in the southeast corner of the Senate building. Agree to help find a solution to the problem of a nuclear reactor in the city of mutants. Go to Gecko. After receiving the tape there, go back and talk to Senator McRae, who lives in the westernmost room of the Senate. He will agree to help (+750 experience points) and advise you to talk to the person in charge of the distribution of goods. Find him in the Downtown area in the building labeled Ammunitions office. Go to Gecko.

Return with the news of the completed task to repair the power plant to Senator McRae, rejoice at the citizenship you have received and talk with him about optimizing the nuclear power plant. He will tell you that you need to go into the Vault and find the central computer on the third floor.

FOURTH PAGE

Deliver a sample of jet to Dr. Troy

Optimize the powerplant - actions in Vaultcity

Go to the Downtown area and find the entrance to the Vault in the western wall. Talk to the woman and convince her to see the world outside the city to get three hundred experience points. Then you can ask her out on a date or talk about the kids (+100 and +500 experience points). Talk to the doctor and sell him a copy of the Jet drug for a thousand coins. Take the elevator to the second floor. I'll make a brief lyrical digression ... Take Buffout if you don't have enough strength to open jammed doors, and don't climb into boxes - they only contain chips you don't need. Roam around the chests - most of them are not visible behind the walls. Open the second (if you count from west to east) door in the top row of rooms and take a special medical chip. And then take away a lot of ammunition in another chest in the same room. Unlock the fourth door and take the wrench and wire cutters from the chest. They will come in handy for completing the quest. It is very important to open the second door in the bottom row to find the motion sensor in the chest. In the same room, from the second chest, which is near the toilet, you need to pick up the speech recognition module to repair the computer in Vault13. By the way, you can buy exactly the same module from an arms dealer in New Reno for three thousand coins (or two and a half if you bargain).

Open also other doors to find a lot of useful things. Climb up to the third floor, and there, after taking things from lockers and chests, go into the central computer, that is, the one where all three monitors are on. Select the option "Insert a disc into the computer" and perform an operation to optimize it. Next, ask the computer about the vaults, and find out the location of Vault15. It remains only to look for a speech recognition module to find a slot for Pip-Boy (you will find it only if you have developed observation skills - Perception). Let him download the information by selecting the "Wait" option. All done, go away.

GECKO

A gloomy town inhabited by ghouls. Of the sights, only a nuclear reactor and a small dump can be distinguished. Talk to the sheriff of the city, who lives in the building labeled Manager's Office. Find out about the need for a part called the Hydroelectric magnetosphere regulator for the normal functioning of the nuclear plant.

Get super repair kit for Skeeter

In the Junkyard area, which is north of the first part of the city, the mechanic Skeeter lives. You won't have to look for it for a long time - it is located in the southwest of the large reactor, which is under construction. He needs a box of special tools (Super repair kit) for his daily activities. When you find them and bring them to this ghoul, you will receive the second car repair part in Den and the corresponding quest. Although you can not strain too much, but simply steal this part from the mechanic. It’s even more profitable this way - the tool box costs money, then you can sell it or keep it. However, if you want to improve your weapon almost for free, then give the toolbox, and you will be asked to bring a plasma transformer (plasma transformer) How to get it - see below.

Find Woody the ghoul for Percy. Try the Den

As soon as you find yourself in Junktown, then immediately turn west, where you will see a small house. Open the box and take out a yellow card from there. Talk to the ghol and find out about his departed friend. You will be asked to go to Den and find him, agree.

As soon as fate throws you into Den, immediately go to the western part of the city and find a charlatan that lives in the southwestern part. Agree to look at the "mummy", and you will recognize in it a familiar ghoul. Shout to him to run away (+1000 experience points), but don't worry yourself - the charlatan won't do anything to you for this.

Returning to Gekko, go to the ghoul who gave you this quest, and take the reward in the form of anti-radiation drugs.

Solve the Gecko powerplant problem

Repair the powerplant - actions in Gecko

Get 3-step plasma transformer for Skeeter

The problem with the nuclear power plant in Gekko can be solved in several ways. We suggest you repair the station. However, you can also blow it up by persuading the chief mechanic inside to turn off the cooling device.

Talk to the ghoul repairman who lives near the reactor under construction and find out about his plans. Go to the rotten house of three rooms to the west of the reactor under construction and go down the stairs. Find the giant rat whose brother you killed in Klamath and join the cult's ranks. Run with the ankh to the ghoul repairman and take the cassette with important information from him.

Once you receive this cassette, take it to Vaultcity. Once you've obtained the necessary Hydroelectronic part, go inside reactor number five, located to the east of the Settlement area.

Go through the door to the north, talk to Jeremy and get a Plasma transformer from him. Search the crates further down the corridor for a yellow and a blue card. Now go to the southwest corner of the nuclear power plant, and then east. Use the yellow card to open the locked door in the room with the two guards and search the bookcase in the room a little further north for a red card. Go to the southeast corner and talk to Festus there. You can steal the papers from him and take them to Jeremy to get (attention, bug!) the second plasma transducer. Now take it to Mechanic Skeeter and he can upgrade your weapons. Give him your Modoc assault rifle and you'll get a 100 ammo ammo boost for that weapon! You can also put a scope on a hunting rifle ...

From Festus' room, go north and use the card to open the red door. Now you have two options for installing the part in the reactor: do it yourself or program the robot.

The first option: leave the companions and open the door leading directly to the center of the reactor. Run to the red valve on the east wall and quickly use the Hydroelectric part on it. After repairing the reactor and having received 4,000 hard-earned experience points, run out of the reactor room, otherwise the radiation can kill you.

Second option: enter the computer near the center of the reactor and create your own action program for the robot. Here is the complete list of commands in order:

Amplify plutonium-gamma shield

Deharmonize Neptunium Impeller

Calibrate Uranium Rod Driver

Set voltage on Saturn-Class Capacitor

Test Jupiter wave compeller

Install Hydroelectric Magnetosphere Regulator

There is a third option: talk to Festus and convince him that only he is so good and smart that he can save the city (+4250 experience points). Must have at least 8 charisma.

After the reactor is repaired, talk to Festus and agree to the task of optimizing the nuclear power plant.

Optimize the powerplant - actions in Gecko

Station Optimization - Tell Festus about the cassette you used in Vaultcity's central computer. Go to the robot control terminal and use this cassette on it. It's done - the station is optimized, so get 2500 experience points. By the way, keep in mind that optimizing the power plant may eventually lead to the capture of Gecko and the destruction of the unfortunate gholas by Vaultcity soldiers.

After optimizing the power plant, you can talk to Mayor Gekko and show concern for the gholas in a conversation with him. Listen to the mayor's story (you will be given 3 Superstimpacks) and then ask about the story of his fellow doctor. If you want, you can accept him into the detachment - he is an excellent doctor, although he is not an important fighter.

RAIDERS

Helpful information.

There are no quests. More precisely, there was one, but the creators of the game removed it, because they did not have time to complete it in time. This quest was related to the savage Shadow-Who-Walks, who should just be killed because he is "bad".

If a very stupid character (2-3 intellect) uses the safe, he will be able to knock on it and ask "Who's there?" (hehe).

The raider base is located right between Broken hills and Vaultcity. You need to find her and kill all the bandits, and kill them not for the sake of money and experience, but in order to help the inhabitants of Vaultcity in the fight against their competitors: New Reno and New California, who directly or indirectly support the raiders. So, once in a mountainous area, go into the cave, go east there. Along the way, there is a chance of falling to the floor below, into the domain of scorpions. In this case, kill them and climb the stairs back up. After finding the passage directly to the raiders' hideout, get ready to disable the exploding traps that are triggered when they step on the slabs. Open both doors with master keys and deal with a gang of raiders. If you haven't reached level ten or haven't gotten at least some protection from iron armor, then it's best to retreat and come back here later. Either way, give your allies a few stimpacks and give them a "defensive" behavior in combat. Try to quickly eliminate the raider commanders, as their weapons deal the most damage. Guys with pistols are less dangerous, so save them for later. Once the raiders are done, search the corpses and then head to the northeast corner of the cave. There is a big black safe - you need to open it. How to open? Unlock the cabinet next to the safe and take the dog collar; go to the northwest corner and unlock the box next to the bed, take the second dog collar from there. The third dog collar is in another drawer, which is next to the bed on the screen to the north of the safe. Once all three collars are yours, go to the safe and try to open it. Select the first option which reads "Hmmm. Maybe the numbers on this three dog tags can open the safe.” A pleasant click will announce that the safe is open, and you will be given five thousand experience points. Take away all the useful things, do not forget to grab a book in a blue cover. Come out of the raider caves and receive a message about the destruction of the bad guys and 2000 experience points.

Return to Vaultcity and inform Lynette that the raider gang has been defeated, and then tell them that these noobs were supplied by Mr. Bishop from New Reno. Mention the evidence in the form of a blue book taken from the Raiders' safe. When the conversation is over, you will be credited with 2000 experience points and will be given more money.

BROCEN HILLS

Helpful information

Go to the doctor and buy stimpacks from him at low prices. Speak to the caravan master in the southeast building in the Downtown area. Clean the cows several times for 100 coins, and get a special perk "Dung Cleaner". In the next part of the city lives a professor - a specialist in the mental development of creatures. Steal a lot of mentats from him, and then offer to compete with his scorpion in observation, dexterity and intelligence. Observation in a scorpion is low, but we had even less (only 5), but luck is 10 units. helped a lot (+500 experience points). In terms of dexterity, my hero also caught up with a scorpion (+500 experience points), but shamefully blew a game of chess. Remember the professor talking about a sentient plant? Find it in the garden, put the shovel into your inventory and talk to the plant. Agree to dig it up and transplant it to another place (+1000 experience points) and learn how to beat the scorpion in chess. Return to the professor and take the IQ test again - the scorpion will be defeated (+500 experience points). He will immediately pounce on you, but you will kill him with one shot. Leave the professor - let him create new scorpions.

Beat Francis at arm-wrestling

Talk to the city tavern, first with the bartender, and then with the mutant. Francis will offer to arrange an arm wrestling match - save the game and agree. If you win (+350 experience points), you will get Power Fist. If you lose, you will have to pay for yourself. Literally. You will probably be interested to know what the magic ball says: you can beat Francis with great strength and endurance.

Break Manson and Franc out of prison

To the south of the house of Marcus, the sheriff of the city, lives a couple of conspirators. Buy a "psycho" from them and talk about the hatred of mutants. Agree to release two innocent guys from custody. Go to the prison south of Marcus, talk about the illegality of the detention, and then choose long phrases. If everything goes well, you will receive the key. Open the doors for them and the mission will be completed.

Blow up the mine's air purifier

Return to the conspirators and be tasked with destroying the air purifier in the mine to end the mutants once and for all. Next, run to Markus and report the conspirators (+2500 experience points). The quest will be considered completed. However, you can actually blow up the mechanism in the mine, which you repair during one of the quests (see below). However, I strongly advise against taking this task seriously unless you are playing the bad guy.

Find the missing people for Marcus

Marcus will complain about the mysterious disappearance of some of the town's residents. What to do? Go to the next area, find the toilet there and go down through the hatch into the dungeon. Go to the northeast corner where you will see human corpses (+500). Search the woman's body - you will find a note. Exit the toilet and talk to the man in the house in the northeast (+500 experience points). Go to Francis and talk about his business (+1000 experience points). After that, tell Marcus about the bodies found (get 500 coins or a rifle with a telescopic sight if you agreed to complete the quest for free).

Divert more electrical power to Eric's home

To the north of the toilet, where you went down to search for missing people, a lonely ghoul lives in a house. He asks for help to increase the amount of energy allocated to him. Return to the first area and talk to the local electrician there. A little pressure on him, and he will agree to help the unfortunate. In extreme cases, you can arbitrarily include more energy in right house, just used the science skill on the computer. Return to the ghoul and get good advice, and with it Buffout, which is more useful than just good advice.

Fix the mine's air purifier

Get this quest from the mutant who lives next to the mine entrance. He will offer to fix the faulty air purification mechanism, otherwise the gas can destroy the entire city. Of course, to repair the mechanism you need to find special parts. The mutant will advise you to go to Renesco in New Reno. So you will do ... Talk to Renesco and take the parts. Return to the mine in Broken Hills and leave your allies behind. Get some sleep and go inside. Run quickly, shooting at the ants, one screen to the north, then turn east and follow the tunnel leading to the northeast. After finding the mechanism, use the part on it (+1500 experience points). Now the air will not slowly kill you, but will become harmless. You can clear the entire mine of uninvited guests, if you want, of course. Return to the mutant who gave the quest to receive your reward.

NEW CALIFORNIAN REPUBLIC

Helpful information

This city originated on the site of the Shady Sands settlement and is ruled by Tandi, who was wrested from the clutches of the raiders by your ancestor in the first part. The very first area is quite interesting: slave traders live here, there is also an excellent weapons store. You can steal two Bozars from the merchant's guards - very powerful machine guns that spend ammo at an insane rate. You can sell one to the same merchant for a decent amount and buy the necessary ammunition. By the way, in order to buy things, it is better not to talk to the merchant, but to climb the bookshelves in his tent, and he himself will offer all the contents of any of the three shelves. In this area, find a junkyard and a resting mechanic in a brown raincoat. Order him to install the part on your car for 1000 coins (now the speed of the car will be one and a half times higher) and give him a few hard coins for retold rumors.

Stop brahmin raids

Go to the central part of the city and talk to the sheriff, he is on the street. Find out about the job and inquire about work for Westin in particular. Go west to the force field, talk to the guard and say that you were sent by the sheriff to work. Now look into the little house in the south, give the man something to drink and find out about the map to Vault13 and about the mean doctor. If you want, return to the central part of the city and talk with the doctor (Hospital building). He will offer to buy a map for 10,000 coins... However, this is not required, it is better to find shelter13 yourself.

At the Westin Ranch, talk to the guard near the front door (not near the force field) and also report that the sheriff sent you. Enter the house and agree to guard the herd. Chat with the front door guard again and relax while watching the night guard of the two-headed cows. As soon as you marvel at the talking Deathclaw, leave the pasture and run to Westin. Tell him a long phrase about needing one person to look after the cows (+1000 experience points).

In the central area of ​​the city, find a house that is difficult to enter due to a tree covering with leaves front door. Save your game and chat with a fan of the Hubologist cult. Agree to the operation and see your characteristics. If your luck is less than it was before the operation, then boot up and try again - as soon as everything goes smoothly, your luck indicator will increase (permanently!) by 2. There is a bar to the south of here; buy booze and beer for Lydia in Vaultcity if you haven't already found 10 bottles of both.

Get the map from the NCR Rangers, for Vortis the slaver

This quest will be given to you by slave traders when asked about a suitable job. Go to the central part of the city, there find the rangers in the house with the super mutant and with the crumpled cars. Rummage through the table in the room next to the super mutant. Take the found card to the slavers and get half a thousand coins from them.

Free the slaves in the slave pen, for the Rangers

Talk to the rangers and express your hatred for the slavers. Agree to complete their task and go to smash the headquarters of the slavers. Attack first and try to lure the opponents to the doorway, and then shoot them one by one. The stolen Bozar can also be very useful, provided that the skill with heavy weapons is great enough. Once everyone is laid down, run to the cages with slaves and work on the terminals. It's likely that each terminal will take a few tries, so be persistent and/or raise your science skill a bit. Once all the slaves have been freed, return to the rangers to join their orderly ranks (+3000 experience points).

Retrieve Parts/Gain Access to Vault15

This task will be given to you by Tandi, the leader of the New California Republic. Having agreed to fulfill it, leave the city and go a little to the east, where Vault15 is located.

"Take care of Officer Jack" for Mira

To the north of the Ranger Headquarters, there is a girl with a robot asking for help. According to her, some psycho has strapped himself with explosives and is about to explode. If you want to solve the problem radically, then just kill the psycho and take his little things. Another option is to let it explode and then fix the damaged equipment (talk to the girl to get the books). The third option is to steal the “psycho” drug from the psycho (this is not necessary, but it is very necessary for further adventures) and persuade him not to rage. The conversation is going to be tough, so here it is in full:

- Don "t do this ....

Who wants to kill you?

So let the law deal...

– So blowing up the power plant…

– Look, think this through

Yes, Jack. It's true.

- Now "s your chance ....

If your charisma is not high enough or the Speech indicator is not developed, then it is quite possible that the conversation will not work - no one promised an easy life. However, if your diplomat negotiates with the psycho, you will receive 6000 experience points! Plus books from a girl.

complete brahmin drive

In the central part of the city, talk to the shorty in the northwest corner. Ask him about the job and agree to accompany the herd of cows. Head south to the force field and sleep until the next day. Talk to the stocky man and hit the road. As soon as you reach Redding, the merchant will count out your 2000 coins and in addition 1000 of the same yellow rounds, if not a single cow died on the way.

Kill Hubologist in NCR for Merk

Ask about the job of a liquor salesman at the Rawhide Saloon, a bar located south of the slavers' headquarters. Return here at night and in the small room next to the bar, talk to the mafia Merck. He will offer to test your strength before giving you a job. We need to eliminate the preacher of Hubology. Find this guy in the house with greenery near the entrance and use three superstimpacks on him. This is enough for him to die in a few minutes (+2000 experience points).

Retrive papers from Dr Henry

Return at night to Merck and ask about the next job. The mafia will offer to seize some papers from Dr. Henry for a reward of 1000 coins. Go to the doctor (the one with the cybernetic dog) and take the necessary papers for the production of cybernetic dogs from the locker in his house.

Eliminate Mr. Bishop

As soon as Mr. Bishop in New Reno gives you the task of organizing the accident with Westin in NCR, run to Westin himself and talk to him. He will offer you to refuse the order and slap Bishop himself. Go back to New Reno and shoot Bishop and his guards. Return to Westin for a reward of 750 or 1125 coins (as agreed).

VAULT15

Rescue Chrissy

As soon as you get to Vault15, talk to the aunt in the center of the settlement. She will complain about the disappearance of her daughter Chrissy and offer to help her. Run east, convince the girl to move away from the transition zone and talk to the raider in the new area. Tell him that one of you may die (if you want to play the role of a diplomat), and he will give the key and stop running into. Open the door to the bound Chrissy and free her. On the way back, steal a sniper rifle and ammo from the guard. Another option is to kill everyone, take everything and remove the key from the corpse of the raider.

Go back to your aunt and talk to her. The quest will be completed (+2500 experience points), and you will have the opportunity to have a close chat with the local leader who lives in the northeast building.

Kill Darion

The leader of the settlement, after a long conversation, will ask you to deal with Darion, the leader of the raiders, and will give you a red access card. Use it on the door next to the house where Chrissy was being held and go inside. Without talking to anyone, go to the second elevator and go up to the third floor. In the southwest corner, climb into the computer and download information about the location of Vault13 from there. Rummage through the crates to get a super stimpack, computer parts, and an Uzi with ammo. Go into the room with the leader of the bandits and turn on the Sneak mode. Sneak along the wall past Darion and get to the terminal. Download information about the spy from it. In principle, now you can quietly and unnoticed leave, but the quest to kill Darion will remain unfulfilled. Therefore, steal assault rifle ammo and their stimpacks from the men in green armor. After that, approach Darion and he will speak to you. Select the Barter option and buy a stimpack, drug and flamethrower fuel from him - then return the money by removing it from the corpse; and so a friend will not be able to eat a stimpack and Buffout. Start a fight and kill them all. You can eat one "psycho", as the guys are cool cool.

There is another way to fight. Escort and leave your companions to the southeast corner of Darion's room and stand in the doorway. From there, shoot at the bandits and lure them to the passage. If the bug works, then two with brass knuckles and a dog will run after you, and the rest will rush in the opposite direction, hit the wall and stand still, doing nothing. As soon as you kill the attackers, come up and kill the passive "observers" one by one. Once Darion is dead, gain 6000 experience points.

Take the elevator down to the first floor. Deal with the bandits and take their mentats (finally!) and ammo.

Complete deal with NCR

Give spy holodisk to authority in NCR

Talk to the settlement leader in Vault15 and return to NCR. Talk to Tandi and then her assistant in the next room - for completing both quests (computer parts from the box in Vault15 and information about the spy) you will receive 4000 and 5000 experience points.

VAULT13

Once you know the location of Vault13, go there for GECK. Go through the caves to the door of the shelter. Use the terminal to open the door and go inside Vault13 (2000XP). Talk to the leader of the Deathclaws, promise to fix the computer. Rise to the third floor, find the supercomputer and rummage around in its terminal. Climb into the terminal again, and if you already have a voice module in your backpack, then you will repair the computer. The voice module can either be found on the second floor of the vault in Vaultcity or purchased from an arms dealer in New Reno.

Talk to the leader of the Deathclaws again (5000 exp) and get GECK (4000 exp) from him. GECK can also be stolen from the storage room on the third floor - in any case, look there to find combat armor and a NavCom part in the boxes. Talk to the cloaked Deathclaw Goris and question him. Exit the conversation and talk to Goris again to invite him to become a member of your squad.

In Vault13, there is a man locked in a separate room in the corner of one of the levels. If you talk to him, you will find out that it was he who messed up the speech recognition chip of the local computer, because. considers the Deathclaws vile creatures and a threat to the existence of mankind. He will ask you to help him escape. If you agree, then you will have to fight against all the Deathclaws, but why do you need this? Refuse his offer and he will attack you. Kill this man and talk to the Deathclaw chieftain again.

As soon as you leave the shelter, you will see the fourth dream of the shaman of the village with a call to urgently carry the GECK. You can take your time in Arroyo, because anyway, the time spent on the road does not affect further events in any way.

REDDING

A small mining town where a lot of gold is mined. Thanks to this metal, Redding has become a tidbit for neighboring rulers: from New Reno, NCR and Vaultcity. A doctor lives right there, who will completely restore your health for just 100 coins. You can buy mentats from him - I strongly advise.

By the way, in the boxes in the sheriff's room is a double-barreled gun, which is very useful for a character who went to Redding immediately after Den.

Find the excavator chip

Talk to the owner of one of the mines - either Kakoweef or Morningstar. You will be given the task to find a special chip for a mining machine. Get down in any way (through a dug grave, elevator, well) into the Redding dungeons and arrange genocide for rats and several Wanamingos. Having cleared the first level of the mine from the creatures, go down to the second and finish what you started there. In the end, finish off Queen Wonamingo and beat all the eggs. In the center of the second floor is a huge mechanism. Rummage through it to find the right chip. Once again inspect the mines until you kill all the Wonamingos. You will learn about the final cleaning of the mine by text message (+3500 experience points). Now get out to the surface and talk to the mayor of Redding, which is located in the casino. Buy the rights to the mine from him for 1000 coins, and immediately sell them for 2500 (+1000 experience points). And the excavator chip must be given to either of the two owners of the mines, just keep in mind that Morningstar is supported by the drug lords from New Reno, but Kakoweef respects the guys from NCR. Deciding who to give the chip to is up to you. In general, we chose Kakoweef (you need to play a good hero) and received a thousand cash and 2500 experience points.

pay the debt

Talk to the sheriff, and if you've already become a ranger or have developed your hero enough, he will offer you the first task. We need to solve the problem with a woman who does not pay the mayor for housing. The tenant herself lives in a house to the west of the sheriff and is really not going to pay. Talk to the mayor in the casino and pay him the woman's debt from your own pocket.

Break up the bar brawl

The second task is to break up the fight between the miners. It takes place northwest of the Sheriff, in the Malamute bar. Threaten the guys that if they don't calm down, you will start practicing shooting at moving targets. Take one of the parties (Kakoweef or Morningstar) to the prison. Get money and 1500 experience points from the sheriff. By the way, you can shoot everyone, but is it necessary?

Find out who cut the whore

The third quest from the sheriff is vaguely reminiscent of the work of a detective. It is necessary to find out who offended the girl and punish the villain. Go to the Malamute bar and talk to the barmaid about the incident. Now go to the Morningstar office and talk to one of the two miners in the dorm. The guy admits his guilt, but begins to threaten and make excuses. Declare that you are a sheriff, and his arguments will be taken into account in court (+1250). The criminal will be in prison, and the task will be completed. Meanwhile, if you really don’t like the guy, you can just kill him, and no one will even say a word to you.

Kill Frog Morton

The last task of the sheriff is to shoot Frog Morton, the leader of the local gang. Go to the transition zone in the east. Deal with the rats and a few bandits. Look into the building in the northwest, where Morton himself and his guards sat down. Kill them all and collect a bountiful harvest of shotguns and shotgun ammo. Pay attention to the weapon of the leader - it can be sold dearly. As soon as the battle is over, you will be informed about the destruction of Frog Morton's gang (+3000 experience points). Return to the sheriff and receive 1000 coins and the sheriff's medal as a final gift for your service. By the way, the sheriff will warn that Frog has three brothers who will try to take revenge. He's right, there will indeed be a new kind of random gang skirmishes led by one of the Morton brothers.

FIFTH PAGE

NEW RENO

A very pleasant city for those who play the bad guy, as there is an opportunity to significantly lower your karma. And an even nicer city for the good guys, because New Reno offers a lot of quests and a lot of weapons and useful drugs (Mentats and Buffout), which are not so easy to get in another city. New Reno itself is controlled by four mafia families: Wright, Mordino, Salvatore, Mr. Bishop. If you complete all the quests for one of the families, then it is likely that you will become a member of it. To be between by whom And how choose, I’ll say that Wright trades in the production of alcohol, the Mordino family is responsible for the manufacture of Jet streams, Salvator is involved in behind-the-scenes deals with the Enclave, and Bishop is known for terrorist activities in Vaultcity (by the way, you can understand him - why is he worse than Mordino, who buys a lot of drugs chemicals in the same "law-abiding" Vaultcity?). New Reno is also famous for its boxing tournaments. You can also participate in them, however, to do this, go down to the basement of the Shark Club casino and get gloves with iron plates inside. These gloves are twice as powerful as regular gloves, meaning you're twice as likely to win in boxing. Go to the Jungle Club in the 2nd Street area and volunteer to fight. After the first victory, get the Prizefighter title, which will be useful for more successful conversations with the inhabitants of New Reno and will give you points (500, 750,1000, 2500 experience points for four opponents). Combat Tactics: You don't have to be strong or very trained in hand-to-hand combat, but you do need to know a few tricks. First: hit with an aimed kick to the legs to cripple the enemy (he can only take two steps per turn); and then attack him with swoops - hit a couple of times, retreated two steps. The second trick is: if a targeted blow to the head makes the opponent pass out, then you automatically win. The third trick: do not take drugs before the fight, as they will not work during the fight.

Deliver ten Cat's Paw magazines to Miss Kitty

In the first area (Virgin street) you can visit the house with Cat's Paw moths. Talk to the hostess and mention the magazines you found. The girl will be interested and offer to buy them if you collect a collection of 10 pieces. You won't get much for them, only half a thousand coins, but if you bargain, you will bring their value to 750 coins.

Recover your stolen car

If you come to New Reno by car, it will soon be stolen from you. Don't worry, it's not a bug, it's a feature. Talk to Jules, the man in the red shirt near the parking lot. Press on it and it will show you the way to the hijackers. Go to the garage and solve the problem with the bandits. In principle, the car can be peacefully redeemed, but the bandits are so weak and few in number that they can easily be killed. As soon as the guys are finished, get in the car and drive back to the parking lot. Although, if we agree peacefully, then they will refuel your car and improve it a little ...

QUESTS FOR MAFIA FAMILIES

A quick note: every boss likes to be treated with respect, doesn't tolerate threats, and hates people from other families. After completing a few quests for the family, you can join this family. At the same time, other families will take up arms against you: they will attack as soon as they see you nearby, and their quests will become inaccessible to the hero. It is almost impossible to refuse an offer to join a family, since you are immediately attacked by all its members. Therefore, we do this: we complete all the quests for a specific mafia family, but we don’t say anything about the most recent quest to the boss (which means that he cannot report an offer to join his mafia). We move on to another family and do the same ...

MORDINO

His office is located in the first district of the city (Virgin street) in the Desperado casino, on the second floor.

Deliver Big Jesus"s package to Ramirez at the Stables

The task is simple - deliver the briefcase-diplomat to Ramirez in the stables (Stables). Talk to him politely, don't speak too much and hand him the diplomat (+500 experience points). There is an opportunity, before giving the diplomat, to delve into it and find a lot of drugs - Jet. In this case, Ramirez, of course, will be offended, so I strongly advise you not to act so dishonestly. Return to the employer for money and a new job. By the way, in the stables you can talk to the leading scientist and ask him for a temporary pass (you can steal it, which is easier). Go down to the basement, talk to the door guards to the guy Myron (Myron) and claim a pass. Start a conversation with Myron, during which you can convince him of the possibility of an antidote to Jet (+2000 experience points) and receive an order to find endorphin blockers. Be sure to ask about the Mordino family and how happy Myron is. The guy lacks respect from the mafiosi, so play on his sick feelings by saying that if he leaves them for you, Mordino will finally understand how much they needed him (+750 experience points).

Collect tribute from the Corsican Brothers

We need to collect tribute from the owners of the porn studio. Find them in the 2nd Street area and just talk to them about the payout. Take the money and return to the boss (+500 experience points).

Assassinate Boss Salvatore for Big Jesus Mordino

Kill Salvatore. You can use the old-fashioned way by shooting point-blank and then fighting with the guards. You can put a couple of sticks of dynamite with a clockwork. However, the most original and "pleasant" way for the bad guys is to simply steal the Oxygen tank from Salvator. The boss will simply suffocate in a couple of minutes (+500 experience points), and you will leave as if nothing had happened. If you decide to start a fight, then search the bodies of the guards. One will reveal points that increase your Charisma score by 1 (if it is in one of the hero's hands, and not in the inventory!).

BISHOP

Lives on the third floor of the Shark Club casino in the 2nd street area. The easiest way to get to Bishop is to bring him the briefcase from the spy in Vaultcity. Very important! On the second floor of the casino, rummage through the billiard table next to the stairs to the third floor - get a magic ball. Use it many times to get tons of gags and hints. For example, you can find out that the game Descent to Undermountain sucks, or that you need to look in the toilet on the first floor of the Desperado casino (there really are three grenades there). There are a lot of such tips: from passwords to tips on how to defeat the super mutant in Broken Hills. On the second floor of the casino, talk to the girl and agree to her tempting offers (agree only if you find and bring the diplomat to Bishop already!). Open the room's safe and take the goods from there. Search the next safe in the room to the north with your lockpicking skill and you'll set off a trap explosion. Turn on the Sneak skill and stand in the corner of the room. After about ten seconds, a guard will come running, stand a little and rush back. And you open the safe and take the record and the map of the raiders from there.

Assassinate Westin in NCR without making it look like a murder

It's not an easy task to kill Westin, but in a way that doesn't look like murder. Well, there are several options. The first option is to use 7-8 superstimpacks on Westin (he has 40 lives). The second possibility is to poison him with a syringe of poison taken from a doctor at the NCR center. I recommend a syringe to make Westin's "accidental death" look more authentic. Return to New Reno and report back to the boss (+2000XP). Get the promised money and a new task.

Murder Carlson in NCR

Now Mr. Bishop wants Vice President Carlson dead at NCR. And not necessarily an "accidental" death, you were allowed to frolic and shoot. Go to NCR, visit Tandi and whistle the access card from her assistant. Use it on the guard at the force field in the same area and enter the vice president's house. Use steal to put a couple of sticks of dynamite in his pocket and run away. When both explode, Carlson will no longer be able to interfere with Bishop. Declare the successful completion of the mission to Mr. Bishop himself (+2500 experience points), and you will be accepted into his family.

SALVATOR

Located on the second floor of Salvadore's bar, west of the Shark Club casino. Talk to him very politely if you have enough charisma, of course.

Track down Pretty Boy Lloyd, recover the stolen money, and make an… example of him

The wanted guy is found in the basement of the Despersdo casino, the headquarters of the Mordino family. Leave your allies near the entrance to the basement, as in the version without a patch, the computer may freeze. Go downstairs, break open the door to him and talk to Lloyd. Promise not to kill him if he gives you half the gold. Follow him and order him to dig a grave. Prudently skip the person ahead, and then go down to the grave yourself. A fight will begin here, but not for long, since Lloyd only has two shotgun shells, and there are no other weapons. Take 1000 coins from the box and return to New Reno. Grab your friends and talk to Mr. Salvator (+500XP). Honestly say that you found the money and only 1000 coins - half will be returned to you.

Go visit Renesco the Rocketman and collect Mr. Salvatore's tribute of $1000.

Mr. Salvator's next task is to get a "profit tax" of 1000 coins from the drug dealer Renesco. From Salvator's Bar, go to the western transition zone. Find a chemist there. Say several times that you are a representative of Salvator, and then offer to contribute his share of your funds in exchange for some discount on the purchase of Renesco products. Take all the drugs and stimpacks, as well as everything you can take, and give one coin in return. Return to Salvatore, he will praise you and return 250 coins.

Help guard a secret transaction taking place in the desert

The next task from Mr. Salvator is to help guard an important trade operation. Leave your friends behind and agree to follow Salvator's bodyguard. Stand still and listen to the conversation with the Enclave soldiers. As soon as some of the people run, run away from here with her. Report the situation to Salvatore (+1000 experience points), and you can become a member of his family (+1000 experience points).

WRIGHT

From the area of ​​the second street, go to the transition zone in the east. There is the residence of the alcohol producer. The most peaceful and poor family, but the most "good" compared to others.

Find out who was responsible for Richard Wright's overdose

First, talk to the man in the northern building about the job. Go to the house in the south and tell Keith (Keith) that the man sent you to Mr. Wright. Open the door and talk to the boss. Don’t speak out in particular, but take the quest to find the culprit behind the death of his son. Talk to Keith again and ask about Richard, clarify information about the boy's room, and then go there. Richard's room is located south of Mrs. Wright's, next to the kitchen. Search the box near the door - you will find an empty package from under the Jet (+500 experience points). With this evidence, go to the 2nd Street area, where you will talk to the drug dealer Jagged JimmyJ. (a guy in a red shirt in the middle of the street). Ask him about the "safety" of the drugs, then mention Jet's empty package. The drug dealer will smell the scorpion venom (+500 experience points) and advise you to visit Renesco. Go to Renesco and tell me about the poison in Jet's package. Renesco hesitates, and you put pressure on him to find out that Mr. Salvator himself ordered him to poison the drug (+1000 experience points). Go to Mr. Wright and talk to him: the first phrase is “Richard was poisoned”, the second is “Scorpion venom was added to his drug”, the third phrase is “They say that Salvator is behind this (do not mention Renesco in the phrase, otherwise Wright blame him!) Mystery of Richard's death solved (+2000 experience points)! Wright can do nothing with Mr. Salvator, as the gut is thin, but he will offer you a new job.

Bust up Wright's still beneath the train station

If you have high enough intelligence and charisma, then talk to Mrs. Wright and tell her about her husband's sale of a huge amount of liquor. She will not believe it and will ask you to come to the church (in the Commercial Row area), which is north of Renesco, and talk to her. Find a church, sleep until the next morning, and wait ten seconds for Mrs. Wright to arrive. She will tell you about the moonshine still hidden underground and ask you to destroy it. Run to the Wrights, in the eastern part of the city, and go down the stairs in the northern building. Put the skill Sneak and use the crowbar on the alcohol tank (+500 experience points). Sneak up to the stairs and return to the church. Tell about the completed task and state that a little money would not hurt you. Get some money and a unique weapon - a bat that hits an average of 20 units plus requires only three points of time to hit (and can be sold for about 2500 coins).

Find a way into the Sierra Army Base

Mr. Wright will ask you to infiltrate the army base and return back. Leave the city and go to a new location.

SIERRA ARMY BASE

First of all, leave your friends out of reach of the guns, and use the “psycho” yourself (once if you already have combat armor, twice if you don’t, but you can forget about the drug with power protection). Sneak up to the cannons as close as possible, switch to combat mode and shoot accurately at the "eyes" of the cannons. If you manage to break the sensor lens, the cannon will stop firing and wait for you to destroy it. As soon as all the guns are silent, break open the door to the small bunker to the south of the base and take the shell to the artillery piece. Look at the projectile and pay attention to the date of its manufacture - another joke of the developers. The gun itself is in the building to the east, so insert ("use on") a projectile and click on that gun. As a result, the locked door that leads inside the base will be destroyed. Before you look inside, it is advisable to go down the stairs next to the generators and press the switch there. Thus, you will turn off half of the base's energy capacities, which means that impenetrable force fields will become passable, although they will cause damage to you. Inside the base, look in the table near the entrance and look at the document. Approach the computer in front of the force field and select Tсhaikovsky as the password. Inspect the boxes on the first floor of the base: at the top you will find cartridges and power armor, in the southeast corner you will find two boxes with an intelligence chip and a human eye. Use the eye on the device next to the elevator (retina scanner) and go up to the third floor. By the way, the eye can not be used, since with a high lockpicking skill, it is quite possible to unlock the door to the west of the elevator, which leads to the stairs. Run east and then north. Search the crate in the small room to the west of the supercomputer - you will find it very well. interesting information about the beginning of the Third World War and a certain oil rig of the Poseidon company ... You will find the second eye in the safe. Now communicate through the terminal of the supercomputer with the electronic brain. Agree to help the poor girl and use the eye on the second retina scanner to open the elevator leading to the fourth floor. Go to the northeast room and look into the small rooms along the way to find some Buffouts, Psychos, Mentats, and Stimpaks. Go to the computer next to the room filled with green barrels. Test your science skill. It must be at least 130%. If less, then use the Tag perk! (an interesting bug is associated with it - if you choose science as a skill for it, then this skill will increase dramatically!). Select the Retrieve option and then Brain. Take out the cybernetic brain and return to the third floor to the supercomputer. Go to the northeast and use the extracted brain on the Robobrain robot, then the Biogel that is lying nearby, and the motivator that is obtained by killing any robot of the same type. Use the computer next to the robot and give the command to revive it. All! You have received a new, very valuable ally. Get out of the base.

San Francisco

San Francisco is a disco city... You immediately find yourself in the city's Chinatown, where senseis constantly go back and forth and kung fu masters live. From here you can either get to the docks area (transition zone in the northwest corner), and from there to the tanker, or find the Hubologists' base (transition zone in the north). Shi Temple is located to the east of the main part of the city. From San Francisco, you need to get to the oil rig for the final showdown with the Enclave. This can be done either by enlisting the support of the "bad" Hubologists (and flying away on their shuttle), or by helping the inhabitants of the tanker to bring it to full readiness. However, I advise you to use a tanker - it's easier.

Get the vertibird plans for the Brotherhood of Steel

Talk in detail with the guard of the local branch of the Brotherhood of Steel (southwest corner of the central part of the city). You will be asked to get the helicopter blueprints that are stored in Navarro. Leave all allies in San Francisco and worry about finding power armor. It can be bought in a store just east of the Brotherhood of Steel for more than forty thousand. It is very difficult to save such money, so it is better to practice stealing. For example, the weapon shop at the opposite end of the area is guarded by three guards with cool guns. By stealing them, you will already receive approximately 15 thousand in hard currency. Add your cash and your own combat armor - the store owner will improve your power armor, and not for nothing, but for 10,000 coins. However, you can threaten him with death, and he will be so scared that he will do everything for free.

ROAD TO OIL RIG: SHUTTLE

The Hubologists need plans for a vertibird from Navarro

Talk to the man in the white coat next to the shuttle. He needs the blueprints for the helicopter. As soon as you get them and show them to the Brotherhood of Steel guard, take them to the employer (+5000 experience points).

The Hubologists need fuel for their spaceship

Hubologists need fuel for their shuttle. This is done simply - go to the Shi temple, find a computer terminal there, hack it and select the Fuel and Derivatives option, and then - "Deliver oil to the Hubologists". Report the completion of the task to the person (+5000 experience points), and he will say that the shuttle is ready to fly. The funny thing is that you can send fuel to both the Hubologists and the tanker! Get 11000 experience (6000+5000 respectively).

Kill Badger so the tanker vagrants will embrace the Hub

Go down the stairs next to the shuttle, and then talk to the man in the gray cloak standing near the stairs about your joining the sect. He will offer to listen to the performance of celebrities from New Reno, and the force fields will immediately disappear. Find this hall in the center of the base and chat with the celebrity after the lecture; then return to the man in the gray cloak and agree to do the dirty work. Find the tanker, look inside and talk to the geek on the main floor. He is the Badger you were ordered to. Go to the stairs behind him, shoot something more powerful and immediately go down into the hold. Repeat this move a few times to kill Badger, but don't antagonize the tanker's occupants. Report the completed order to the employer at the Hubologist base (+3000 experience points), and you will receive the second task.

Kill the Shi Emperor

A very difficult task, so if your character has not yet reached the twentieth level and does not flaunt power armor, you will have a pretty tough time. Go to the Shi temple, disable the force field with the repair skill and crack the password of the supercomputer. Read the information, and then format the disk (+7000 experience points). Most likely, you will be attacked by the guards. Accept the "psycho" and get out of the temple to the base of Hubologists with fights. Report on the completed task (+5000 experience points).

ROAD TO OIL RIG: TANKER

Find Badger's girlfriend in the hold below the ship

Go down into the hold of the tanker and put all the creatures there. Try to lure them out one by one or find a doorway so you can only fight one opponent. By the way, it was noticed that the pulse gun has practically no effect on the Floaters monsters ... In the northeast corner, a girl is waiting for you, whom you will help to get out of the hold as soon as the battle is over. Talk to Badger the geek about rescuing his girlfriend (+5000 experience points).

The navigation computer needs the NavComp part to work

Go down into the hold and look for a device in front of the locked door that says "Use Tanker FOB here..." Use FOB on this device (+2000XP) and then go upstairs. Apply the NavCom parts, i.e. the parts found in Vault13, to the computer with the two monitors lit up to get the tanker's navigation system in order (+2000 experience points).

The tanker needs fuel

Climb to the main floor of the tanker and find the stairs up in the southeast corner. Talk to the captain, and then delve into the computer. You will learn that the tanker needs fuel. Well, go to Badger and ask him about the fuel. Offer him to hack Shi's network and wait a day before the next conversation with him (+5000 experience points). All! The tanker is ready to sail. Return to the captain and climb into the computer. Tell the program to sail away and enjoy the cartoon. Upon arrival, 15,000 experience points will be forfeited.

Kill the AHS-9

Quest is very simple. Just kill the leader of the Hubologists and return to Emperor Shi's advisor.

The Dragon wants you to take out Lo Pan – hand to hand Lo Pan wants you to take out the Dragon – hand to hand, if possible

Kung fu masters Lu-Pan and Dragon live in two large buildings in the center. The henchmen of the first wear red clothes, and the second is guarded by guys in blue. Dragon is the guy for the "good" heroes, but Lo-Pan is for the "bad" ones. Consider the Dragon. Talk to the half-naked man in gym- This is the Dragon. Ask him to train you, then sleep for a day and repeat the training procedure until the master says that he taught you everything he knew. After a series of training, talk to the Dragon again and agree to face his enemy Lo-Pan in open combat. Go to Lo-Pan in the adjacent building to the west and offer him a fight to the death. Otherwise, you will be offered to defeat his students first: four fighters in four single skirmishes, and then a couple more in the fifth, final one. Otherwise, you will only fight one in the face of Lo-Pang. By the way, the best kick in my opinion is the Power kick. Try to hit them in the eyes of Lo-Pang with an aimed strike. If you manage to knock out his eye, then for several moves it will be possible to spoof the enemy with impunity, and with the maximum chance of hitting. As soon as the opponent's health drops to a minimum, he will take out a pistol and begin to shoot back. Don't let him do that by constantly knocking him to the ground. After the victory, you will be credited with 2000 experience points, and after talking with the Dragon, you will receive another 3000.

NAVARRO

Deal with the deathclaw

As soon as you appear, an old man in a purple cloak will run up to you. Ask him about Navarro and he will tell you about the location of the Military base, passing it off as Navarro. If you have already been to this base, you can tell him that he is lying, and then, when he starts to turn on the radio, attack him by saying "Wrong move, partner". In principle, the old man can be killed immediately, and it will not affect anything. Open the door to the small house in the north, lift the lid in the center and go down the stairs. Before that, it is advisable to leave your allies to wait for you at the top. This is the first condition for the Enclave warriors to accept you as one of their own; the second condition is the equipped power armor that you found in the Military base.

So, go along the corridor to the east, talk to the nearest person in power armor, and you will be prompted that you can go to the eastern warehouse and equip yourself. Step in and loot the ammo, beam rifle, and, most importantly, upgraded power armor from the crates.

Head south to the scientists' quarters. If the hero's charisma score is high enough (from 7–8 or higher), then talk to the scientist in the room with the supercomputer. Find out the password from him by logging into the computer, find out everything you find until all available options run out. If your charisma is low and your intelligence is high (9-10), then the computer can be hacked so as not to reveal the password. The password, apparently, can be obtained if you go down to the floor below and find it in the southwestern building of the cook. Ask him about all the available rumors, and he will tell you about the scientist's girlfriend, whose name will be the password.

Once the computer has given you all the information (a picture of the Enclave's main base will appear on the map), go to the lone scientist's room to the west. Talk to him, and then, having learned that the walls of his laboratory are soundproof, feel free to kill him. Get a thousand experience points... Talk to the dog and agree to look for a part to repair it. Get down to the lower floor. Talk to the technicians in the northeastern part of the map, and then find an indoor hangar with a helicopter and a mechanic. Tell him the doctor asked for a cyberdog part and take it from the drawer. As for the drawings of the helicopter, they must be taken from Quincy. Quincy is the chief of operations, and he is in the northeasternmost building. You need to talk to him and say "I was told by a tech ...", and then confirm that it was Raul - "Yeah, that "s the guy". Take the blueprints from the locker and get experience (+3500 points). If if you want, you can get a lot of useful things from other cabinets and drawers.

In principle, you can take the part for repairing the cyberdog yourself by playing off the mechanic in the hangar (his name is Raul) and Quincy.

here, leading to the room with the Deathclaw. Explain to the guard that you need to kill this creature, and you will be able to open the door. Tell the Deathclaw that you want to free him, not kill him. Open the south door with a blue access card and get the next quest completed, and at the same time gratitude for the creation, improving karma and accruing experience points.

Retrieve the FOB from the base Commander

Now the final quest remains at this base - obtaining FOB from the commander. He lives in an apartment just northeast of the rooms with scientists and is guarded by a guard in a green combat suit. Say “What is this place”, then “I have business…”, and then choose the longest phrase from several lines. In order for the guard to believe you, you must have a fairly high charisma score - 7 or higher. It makes sense to save before the conversation and replay it if the previous attempt was unsuccessful. So, open the door, contact the commander and open both iron boxes. One of them contains the desired FOB (+3500 experience points). Leave the room and leave the base - there is nothing more for you to do here.

OIL RIG

Once on the oil rig, go to the front hall of the Enclave, and from there - to the eastern transition zone. You will find yourself in the soldiers' barracks. Search the lockers in the northeast room for four plastic explosives. Return to the front hall and now go down the stairs to another floor. When you see the captives, talk through the force field with the headman, and then with one of the people opposite her. You will be advised to blow up the reactor three floors below. Well, go down the second ladder right next to the prisoners and get ready to go through the labyrinth. It consists of several rooms with terminals in them. Pressing the terminals opens certain doors, and not necessarily next to the terminal. It is necessary in a short time (you are constantly being shocked) to press a number of terminals in strict sequence. Click on the console in the first room, then on the other console in the west, south, east and run through the east door. There, take it from the GECK box if you forgot yours or lost it somewhere. In the western room, you can get an even better version of power armor than you got in Navarro. Once you've collected everything from both rooms, return to the starting point: use the terminal to the east, then to the west, run through the room to the south, use the terminal there, then go two rooms to the east. Click on the terminal in the southeast room and the maze exit will open. Go down the stairs (+2500 experience points). So, find the scientist in the northwest room. If your charisma is 10 and your intelligence is good, then talk to him about the FEV virus and the harm from it. The scientist admits that the Enclave was wrong, which means that it must be destroyed, and will release the virus directly into the air of the base (+5000 experience points). In a couple of hours, civilian deaths will begin, one of which could be the president! Take the "presidential card" from his corpse. If the president does not die, then use 7-8 superstimpaks on him, and in an hour you will be able to search his body. Another option is to plant a couple of time mines, the third option is to shoot and quickly hit the road to another floor. Come back, and no one will even attack you ... Go down the stairs, which is north of the presidential hall, to another floor. There, find the mechanic in the south room and talk rudely to him about the reactor. He gets scared and blows up your reactor. Another possibility is to destroy the reactor: find the supercomputer in the northeast room, place a plastic explosive under the middle terminal (+10000 experience points per explosion) and run from here to the floor with the deceased president. Use the stairs leading up, next to the one you came down here. Run through the barracks to the front hall. Speak with the Enclave Soldier Sergeant. Tell him that the reactor has been destroyed and everything will blow up. If he doesn't believe you (your Speech skill is too low), then say "bye" politely. Start the conversation again and continue until he agrees to run with you. Make your way (Sneak) along the south wall of the main hall without being spotted by the metal giant. Go to the computer terminal: if your intelligence is really high and the Science skill is well developed, then look through the list of all users (type T.Mooray and download information on the reactor) and log in as the president. Another option is to enter the option associated with the help file and then access the president's login. So, logging in as the President, select Counter Insurgency. Get out of the terminal and watch a fascinating show: 4 soldiers of the Enclave and a dozen cannons pour fire on the unfortunate boss. You don't even have to interfere, the boss is already dead. By the way, he has 999 lives, but that won't help him... With the death of the giant (+10,000 experience points), exit the hall through the door in the northwest.

FOR THOSE WHO WILL BE ENOUGH

After a fascinating cartoon, a debriefing follows. All your good and bad deeds lead to various consequences: some cities slowly die, some become leaders of the post-nuclear world. If you had a good time with Angela Bishop, then she will have a baby. If you didn’t kill the head of the slave traders in Den, then be prepared for the flourishing of slavery ... In general, you can’t list everything, and you don’t need to - you’d better find out for yourself. However, after all this, you will be prompted to continue the game. Agree! There are a few things that were tucked away by cunning developers especially for those who completed the game to the end. I will give out two secrets: talk to father Tulli (father Tulli), and get Fallout2 Hint book. Read this hintbook and all skills will increase up to 300 (three hundred) percent! In addition, each new reading will add another 10,000 experience points, so reading to you is not re-reading. Another secret: in Vaultcity, go back to the local main computer in the vault, make sure your powers of observation are at least 8 (take mentats) and log in and then log out. You will notice a small slot where you will insert your Pip-Boy. Log into the computer again and insert the Pip-Boy into the already found slot again. It remains only to read the list of people who worked on Vaultcity, and then find a computer in the upper left corner of the same level. Each time you use it, get 20,000 experience points.

That's all. You, as always, on a white horse.

Description:

Tired of looking for the corpse of the boss that has fallen somewhere after a hot shootout?

Tired of looking around in vain attempts to understand where they are shooting from?

Do you want to be prepared in advance for where the enemy will appear from and see him from afar?

Then this mod is for you!

The mod adds:

  • the ability to turn on the illumination of the corpses of defeated enemies, including the particle effect, which is visible from a very long distance and even through textures. This will greatly facilitate your task of finding a corpse. Moreover, a completely peeled corpse will stop glowing and will not distract your attention.
  • the ability to turn on the illumination of enemies with one of the 9 proposed colors and see your enemies from afar;
  • the ability to enable a fix for the built-in in-game target illumination when the "Targeting HUD" modification is installed in the Power Armor helmet. This fix will exclude the highlighting of friendly NPCs, only hostile characters will be highlighted. You can take a separate fix for armor .
The backlight can be one of these colors:
  • red
  • green
  • blue
  • yellow
  • violet
  • purple
  • pink
  • dark green
  • blue

No additional equipment is required, but
all these options work only with the Scrapper talent taken, level 1 is enough.


Update 1.1:

1. Fixed an issue where some corpses would continue to glow even without loot inside (e.g. Deathclaws).
2. Fixed a problem with the display of particles. The particles have been reworked and the color changed to be less vibrant.
3. Added colors:
dark green,
blue.
4. Changed the texture for the highlight, now it is smoother.
5. Corpses with keys or passwords will now always glow until you remove the key or password from them.
6. An addon has been added, when installed, the corpses will not glow if they contain only armor, which is no longer needed by the player in the midgame, namely:
- Leather armor and its modifications,
- Raider armor and its modifications,
- Super Mutant Armor
- Fabric items.
- Initial masks, helmets, goggles, etc.
- Dryn (weapon of super mutants)
There are conflicts with this addon, see Conflicts.
7. Added installation option, in which the corpses will be highlighted only when the weapon is pulled out (you can remove the weapon by holding the "R" key for a long time).

Update 1.2:

Fixed problem with Russian localization.

Installation:

Better install with , because the mod is specially configured for this installation.

You can also install manually:
1. From the core folder, select the folder with the setting you need and copy the "file_name" file from the desired folder .esp to the game's Data folder:

  • Both - illumination of both corpses and enemies
  • Corpses Only - highlighting only corpses
    • Always - always highlight corpses
    • WhenWeaponOut - highlight corpses, only when weapons are drawn
  • Enemies Only - highlight only enemies
2. From the media folder, copy the directory to the game's Data folder textures
3. Depending on whether you want the particles to be displayed or not, copy the meshes folder and all its contents from the folder with the name below to the game's Data folder:
  • with particles - display particles
  • without particles - DO NOT display particles
4. From the addons folder, copy from the desired subfolder file "filename" .esp to the game's Data folder:
  • Plus_Visor_Fix - fix for built-in in-game target illumination
  • Exceptions - do not highlight corpses, if they contain only armor that the player no longer needs in the midgame, namely: leather armor and its modifications, raider armor and its modifications, super mutant armor, cloth items, initial masks, helmets, goggles, etc., drin (weapon of super mutants).
5. Optionally from a foldercolors select the desired color and replace the file from the folder textures\spc\Highlight_Enemy.dds with this file or textures\spc\ Highlight_Corpse.dds without changing the name. Names d must stay Highlight_Enemy.dds and Highlight_Corpse.dds

6. Open C:\Users\%USER%\AppData\Local\Fallout4\plugins.txt
Add lines with copied filenames " filename.esp" without quotes
Save plugins.txt

Removal:
  • Delete the Corpses_and_Enemies_Highlighting.esp file from the Data folder, as well as Corpse_Highlight_Exceptions.esp and Visor_Fix.esp, if any.
  • Delete spc directories from Data/textures and Data/meshes folders
  • Delete strings with names of remote .esp files from C:\Users\%USER%\AppData\Local\Fallout4\plugins.txt
Conflicts:

There may be conflicts when using the addon to exclude the highlighting of the initial armor. Conflicts are possible with mods that change the initial armor, such as the Armorsmith Extended mod. Either don't use my addon, or put it higher in loadorder, but correct operation is not guaranteed.

An example of how the mod works:
(particles visible through walls)

P.S. I took into account all your comments on how effects work on armor (points, modifications, etc.) and tried very hard to bring them to life, but, unfortunately, after a large number of hours of work, I could not overcome the bugs of the game. Thanks to Bethesda for a raw and baggy product. As a result, until a normal tool for creating mods comes out, I don’t plan any more changes, the mod will remain as it is. If you think it doesn't fit the lore of the game or isn't well balanced, well, that's your right.