Fallout 2 quests. Walkthrough of the Den (Hole). Perks for secret places

After Klamath we find ourselves in Den, a small crime town in fallout 2. Something like New Reno, only in miniature. There is no main thing in the city. Anarchy all around. The guild of slave traders and its owner Metzger are very influential in Den. There is a casino where Becky runs the show. She has a ton of guards, and is apparently second only to Metzger. It turned out that Vic fell out of favor with Metzger and was cruelly deprived of his freedom. It's all about some kind of radio. Our main task is to free Vic and find out about shelter 13 and the flask.


Take money from Fred

The task is given by Becky, the owner of the casino. Fred owes her 200 rubles. In principle, a simple task, but firstly you need to find Fred (he looks like a haggard man in yellow clothes). There are a lot of such people, but when you hover your mouse over them, the inscription “drug addict” appears. If you point at Fred, it will say "den resident". He hangs out either near Flick's store or at Becky's casino. Sometimes I couldn’t even find it, that is, there were only drug addicts everywhere (although maybe I’m not attentive). But that's not all. Having found Fred, when you try to talk to him, he will talk all sorts of bullshit (there will be inscriptions above his head). Accordingly, you need to try to talk to him several times. And at different times (for example, after a couple of hours).

Borrow a book from Derik

The second task from Becky is given after taking the money from Fred. Someone Derick took the book from Becky and won’t give it back. Derick hangs out on the east side of town in front of Mom's diner, or maybe inside. After talking with him, it turns out he threw it away somewhere. You need to search throughout the entire location of this part of the city. The book can be behind walls, behind trees, and so on. We need to inspect everything carefully. In this case, the book ended up in a cemetery.

Lara's quests

Here are four tasks from Lara, the leader of a local gang. Issued one by one. So, first, find out what Taylor's rival gang is guarding in the old church in the eastern part of the city. To do this, we go there and tell the guard that Metzger sent us to check the goods. Next, we go in and check the boxes. Nothing complicated. We return to Lara. Second task. We need to ask Metzger for permission to have a showdown between Lara and Taylor. Let's go and ask, Metzger doesn't mind. The third is to recognize the weak point in Taylor's defense. We approach Taylor and ask how he is doing. He replies that today they are planning a grand drinking party. This is exactly what we need. We return to Lara and outline the situation. And the last task is to help in the attack on Taylor's gang. We agree. End of tasks.

Bring food to Smitty from Mom

Mom is the owner of a tavern in the eastern part of Den. He asks Smitty to deliver food. And Smitty is in the western part, at the car junkyard. By the way, you can exchange a super repair kit from Smitty, the one that is very useful.

Find car parts for Smitty

This is the beginning of a quest about our one and only machine. This quest is long, so a separate one has been written for it.

Here she is our beauty!

Help Vic free himself

The main task in Den. If we want to resolve the issue peacefully, then first we need to bring Vic the old radio from his closet in Klamath. And then pay Metzger 1000 rubles. If we play as a female character, then for sex with Metzger the price can be reduced to 500 rubles. You can kill Metzger (more on this below) and, accordingly, free Vic for free. After this, Vic reveals that he took the flask of refuge 13 from his friend Ed. Ed lives in Vault City.

Find Anna's medallion

Someone Great Ananius, whose house is just below Lara’s house, invites you to look at the mummy (which looks more like an ordinary ghoul) and listen to a ghost story. Let's listen to the story. It turns out that at exactly midnight a ghost appears in the next room. Fine. We wait until midnight... and we actually see a ghost. After talking with him, we receive a task about finding the medallion. We run all over the city, asking everyone about the ghost (however, no one knows, because there are not even such question options). But when we come to Mom, we learn some details about this house. It turns out that Joy (the bandit who stands behind Flick’s house in the company of two other robbers) stole this very medallion. If you can’t persuade him to return the medallion just like that, then you can do it for money. It is impossible to steal because the medallion is not visible in the inventory. You can kill Joey, no one in the area is offended (except his partners). Next, we return this trinket to the ghost. We take the resulting bones with us and go to the cemetery. We dig up a grave with the headstone “Anna Winslow” (because it’s her pendant), put the bones there and bury it. To dig and bury, you need to use a shovel on the grave. You can get a shovel from Smitty's closet.

Rest

Flick (a merchant with a funny accent) can be killed, no one will be offended and karma will not be reduced. Probably because he uses illegal child labor. By the way, the kids in Den are impudent and can steal from us. To avoid this, you need to hit them once and end the battle. That is, do not kill. And make sure that Sulik doesn’t kill either. No one in the city will be offended by this either. Now the children are afraid of us like fire and run away when we approach. Although you don’t have to bother, because they only steal once, and often they don’t succeed.

As mentioned above, you can buy a super repair kit from Smitty (a mechanic at a car junkyard). The thing is expensive (more than 1000 rubles), but extremely useful. This is the best repair skill booster in the game.

Chat with Lynn, a visitor to Becky's casino, who will tell you her memories of the Master. At Mom's inn, listen to a story about cats from one of the visitors. The drunkard Karl is sitting there, listen to his story (just don’t laugh at him). By the way, we will return to Karl later.

It is here that a big and difficult battle awaits us for the first time. We can kill Metzger and his entire gang. It's difficult. We need to prepare. Sulik can be left somewhere far away, because he will most likely be killed. We buy ourselves a good vest and a pistol. I bought all this from Flick. There was leather armor and a magnum revolver. Not a desert eagle (desert eagle in our opinion), but one that requires four action points per shot, as opposed to the usual five. This revolver allowed two aimed shots to be fired in one turn. Also, before the fight, you need to steal the psycho from one of Metzger’s guards and use it on yourself. Of course, it all depends on the leveling of the hero and the style of play. Maybe you should wait a little and sway. Then free the slaves. To do this, go up to one of them and say that he is free. After this, Becky will give us 1000 rubles.

You can not kill Metzger, but join the guild and become a slave trader. A tattoo will be made on the forehead, speaking of our vile occupation. You can sell one of your companions into slavery, which is also very bad.

At the very bottom of the western part of the Den there is a Brotherhood of Steel checkpoint. After talking with a fellow fraternity, we realize that we are already being watched. Just like that. We haven’t had time to do anything yet, but we’re already attracting attention. Although, in principle, we run everywhere, asking about the GEKK. GEKK is a serious thing, not a bunch of crap. Any city could probably use it.

Several cities may await us further. From Vic we learn about the City of Vault. From Joy about New Reno. But we can learn about Redding in a very strange way. Trader Tubby can show you this city in a conversation. At the same time, without mentioning Redding as such. Below is an example dialogue that will lead to Redding appearing on the map of our Pip-Boy. First you need to ask why everyone is selling drugs. To which Tubby will answer that he won’t say it for free (or something like that). Then we offer 50 rubles, 100 rubles, or we threaten. Tubby answers us and Redding appears. Here the, let’s say, nonlinear passage begins. That is, you can go anywhere. But I would still advise you to go to Vault City first. Firstly, there is the necessary part from the machine. Secondly, we can hire another partner for Cassidy. Well, and, it seems, according to the plot it should be so, because Vic took the flask from his friend Ed from Vault City. It is impossible not to mention Modoc. This city has not been mentioned anywhere up to this point. You can only stumble upon it by going to Vault City.

This document will help gamers complete the Fallout 2 game by completing all the quests (or almost all). Based on my own experience and, mainly, on the passage from an unknown author and the leadership of Alexey Kravtsov. If the information comes from such sources or somewhere else and has not been personally verified by me, then such phrases begin with words like “I heard out of the corner of my ear that...”, “According to unverified information...”, “According to rumors... " and so on.

Quests are numbered as they are on the Pip-Boy unless otherwise noted.

Terminology according to the Russian version from the “Left Corporation” with an already built-in patch to version 1.02 (a distinctive feature of the version is that in the main menu in the lower left corner it is written: “Russian version (l), 1998 Left Corporation. Play for your health!”), so in Possible variations of some names will be suggested in brackets.

Creating a hero

A properly created character is the key to success in any RPG.

Here, in my opinion, the most optimal characteristics of the hero will be offered:

Basic indicators:

Sniper (Pure Heavy)

  • Strength: 5-6 (6-7)
  • Wisdom: 8
  • Stamina: 4-5
  • Charisma: 5-6
  • Intelligence: 8 (9-10)
  • Agility: 9-10
  • Luck: 5.

In additional skills, we take talent (otherwise you won’t get that much swing) and accuracy. Never take the striking hand and sexuality - this, in my opinion, is generally unacceptable for fallout. Some take a fast shooter, but this makes aimed fire impossible.

For a sniper, we upgrade our hand weapon skills (pistols, rifles, etc.), you can upgrade your energy weapons (ie, plasma, laser, etc.) weapons and theft.

In any case, take 1-2 weapon skills and distribute the remaining skill points between theft, hacking, conversation, doctor or science.

Let's comment.

Let's start with talent - it adds 1 unit. to the main qualities (strength, etc.), however, the skills will be worse and there will be fewer skill points per level, but, in my opinion, it’s worth it. Accuracy increases the chance of a critical hit by 10% - a good thing.

Now let's move on to the main indicators. For a sniper, strength greater than 6 is not needed, because... in the 8th shelter (see Vault City) we take a red memory module, with the help of which our strength increases, and in Navarro we take Self-propelled combat armor (Advanced Power Armor), it adds another 4 units. to strength (min. strength for gauss rifle 6); but for a machine gunner, a force of more than 6 units makes sense. (if you carry junk like heavy machine guns, although for PTRS (bozar) 6 is enough). Wisdom at 8 is optimal - there is a memory module in the Military Base that increases it. The minimum condition (and luck of 5) for bonuses to increase critical attacks, speed bonus, etc. I have verified from my own experience that endurance of 5 is quite enough.

Charisma, in principle, will also be around 5-6 normally, but still 6 looks preferable in the early stages of the game. Choose from the calculation that OB/2 is the maximum number of assistants (if you do not take a special bonus that increases the maximum number of companions). High intelligence will not hurt anyone - it is needed to work effectively with computers and the number of skill points per level depends on it, especially if you are a machine gunner, then Big Gun needs to be very cool. By the way, already during the game, even if you didn’t upgrade hand weapons when creating your character, you still shouldn’t neglect them - you won’t be walking around with bazookas and machine guns all the time. (Imagine how you interact with one single ant...). Dexterity is needed so that you have a lot of AP (action points) and a high armor class. Less than 9 AP is strongly not recommended (for example: a burst requires 6 AP (without any bonuses), a regular single shot usually requires 5 AP). Well, for good luck, as much as there is left will be, but it’s better not to bet less than 5 at all

  • manual, energy, steal;
  • manual, heavy, steal;
  • heavy, steal, hack.

Brief description of skills

  • Hand weapons. These are pistols, machine guns, rifles. The most effective are shotguns and rifles, especially: hunting rifle, army rifle, M-95 (X&X Raven), Pankhor Jackhammer (according to Fargusovskaya), sniper carbine, Gauss rifle. (Arranged in order of increasing coolness. So, if you come across such guns somewhere, take them without hesitation). Among the PP, the .233 pistol and the Hegler X11 and X11E stand out - you can give them to Sulik. Advantages of hand-held weapons: light weight, low strength requirements. Gauss rifle demolishes any(except for the last monster) with a maximum of two shots (if you shoot aiming at the eye). Cons: burst shooting is not very cool (compared to heavy weapons), although Jackhammer or Heglers shoot bursts very well. The sniper carbine has a high AP cost.
  • Heavy weapons. Various machine guns and a bazooka (yes, there is only one modification of the bazooka in the game). The most prominent representatives: PTRS (bozar), Vindicator machine gun and, in general, that’s all. Quite a lot of players chat with everyone. Indeed, this is not a bad thing, especially since cartridges for it are very common. Heavy weapons are good for mass killings - if objects are in the same line of fire, then by shooting at the furthest one, you will most likely hit or even kill enemies close to you. But you must use it carefully, because you can hit your traveling companion.
  • Energy weapon. Mainly represented by weapons that fire only single shots. Has high theoretical damage. Apart from laser and plasma pistols, the plasma gun (and even more so its upgrade - the turbo plasma gun), UK42B, and also the laser rifle have good characteristics. If you have a powerful energy weapon, then don’t hesitate to use the above guns. Solar Scorcher and Alien Blaster are also interesting.
  • Hand-to-hand. There’s no need to really pump it up, although the fighters in San Francisco need more than 120% to pass the test. Also needed to win the boxing tournament in New Reno. Useful in the early stages of the game.
  • Steel arms. This class of weapons is generally useful only in the early stages of the game. With the advent of a decent gun, the need for spears, sledgehammers and other things disappears.
  • Throwing. There are only grenades, throwing knives and stones here. There are few grenades in the game, and throwing knives too, so it’s not necessary to swing them
  • Orderly. Needed to heal minor wounds. A completely unnecessary skill, in my opinion. The doctor is better.
  • Doctor. It also heals the hero, etc. It is much better than the orderly, if only in that for each successful use they give more experience. Necessary for implantation. By alternating rest (days) with the doctor, you will quickly heal your hero and increase experience.
  • Steal. It is needed to enter some rooms, or for other purposes where it is better not to be noticed, for example, for theft. 50-60 percent is enough.
  • Breaking into. Required to open locked doors. Useful in the early stages of the game. It's better to have it over 80%, quite often you have to hack something.
  • Steal. With this skill you can steal anything. In the early stages it is useful to steal stimpaks. It will come in handy when you need to steal PTRS. Gauss rifle, etc. A very useful skill, it is better if you have a theft skill of more than 80%.
  • Traps. Necessary for planting explosives and preventing them from exploding in your hands. Also for disarming traps. It is not necessary to swing it particularly, although 50-60% will not hurt.
  • The science. Required for working with computers. Adds features such as talking with an enclave using a computer in the power plant in Gesko. With science >120%, you can repair the robot in the Sierra, and also rummage through the hubbologists' computer (see San Francisco). So decide for yourself whether to swing it at the beginning of the game. Books will help to rock science.
  • Repair. Necessary for repairing various things. Needed to repair the generator in the Military Base, toxic caves, etc., as well as to disable force fields. It is useful to have more than 80%. There are books to increase this skill.
  • Talk. To persuade someone to do what you want, you need to add new conversation points. It's easier for you to deceive someone. But at the beginning of the game there is no particular need to swing. It is useful to have more than 80%.
  • Trade. The higher the skill, the cheaper you will be able to sell various goods. However, the price at which you will sell things will not increase.
  • A game. Necessary for successful gambling. Personally, I don't gamble (in the game), and I have enough money. So I don’t use this skill at all.
  • Wanderer. Helps you avoid unpleasant encounters in the desert; the greater this skill, the more often you will be asked the questions “Do you want to see so-and-so?”, the higher the chance of coming across one of the random locations.

Mmm-yes, I loaded everyone here full program, but let me give you some general useful tips.

  • Feel free to use the art of theft, just save before stealing (in case someone notices you!). Stand behind the object (if it is impossible, then so that he at least does not see you); You can try using the "Sneak" skill (hotkey - 1).
  • Stick your nose everywhere you can (cursor with palm) - in the early stages of the game, take everything, but in the later stages you can limit yourself to only truly useful or expensive things. Don't forget to search the corpses.
  • Talk to everyone you can talk to - you can learn a lot of interesting things.
  • In the beginning - until you acquire a hunting rifle and at least a dozen steam packs, use the hit-and-run tactic (the so-called Hit&Run).
  • Take mainly those bonuses listed below.

A list of the coolest bonuses for a sniper, and in general for any other types of heroes.

  • Fast reaction. Increases the order of actions. An ideal option for the first bonus, initially the choice is small.
  • More critical attacks. The minimum conditions are MD8, UD5, apparently a quick reaction bonus, maybe SL6. Increases critical strike chance by 5%. Quite a useful thing. As a rule, I take it as a second bonus.
  • Best Critical Attacks. His description is strange. Apparently, this means that if you deal critical damage, then this is very bad damage. I take it as the third or fourth bonus. The minimum conditions are the “more critical attacks” bonus.
  • Speed ​​bonus. For me it appears somewhere on the 3rd or 4th bonus. The minimum conditions are the same as for the bonus of increasing the chance of critical damage, or even this is a bonus itself. Reduces AP per shot by 1 while maintaining the ability to aim a shot.
  • After the 3rd or 4th bonus, quality enhancement bonuses will appear (SL. MD. ABOUT, etc.). If you have LV9, then take the agility bonus. In general, I advise you to take one of these bonuses.
  • The power of life. A very useful bonus. For each level of this bonus, hit points per level increase by 4. Without this bonus, with each level you add 4 hit points. If you took this bonus once, then with each level you will gain not 4, but 8 life points, if 2 times, then 12, etc.
  • Accuracy. Makes sense if you have a low level of manual or energy weapons and cooler bonuses are not available. With this bonus you will shoot more accurately, i.e. the hit chance will be higher and 95% will persist at longer distances than without this bonus. But this bonus is not the best, it is better to upgrade your wisdom.
  • Sniper. The minimum condition is an accuracy bonus and something else. His description is original. Apparently this means that you will deal more critical damage when shooting.

There are also a few interesting bonuses, but in general, they are not the coolest. For example, “thief” - a 10% increase in the skills of stealing, hacking, sneaking and, IMHO, the “trap” skills.

Well, that seems to be all for now.

Let's proceed directly to the description of the quests.

Arroyo

I hope there is no need to describe how to pass the test in the Vault Dweller Temple. Most importantly, do not swallow the healing powder - it reduces wisdom (temporarily), and then it will be useful later.

Quests

1. Save Dymka, Nagor’s dog, from the lizards.

How to find out: We approach Nagor, this is your brother, he stands east of the shaman, and he will complain to you that he has lost his dog.

Performance: we go to the northwestern edge of the village, go to another location, beat all the lizards, walk along the stone path, trying not to step into the green puddles (they burn). The dog will be there.

2. Find a stone for Minos and sharpen the spear.

This quest is given to you by the "Man Guarding the Bridge" after you ask him why his spear looks so strange.

Performance: we approach your aunt, who never loved you, and exchange the flint for 3 healing powders (or a few bucks through barter). You can also just steal it. We return to Minos, and he will sharpen your spear.

3. Water all the weeds in Hakunin's garden.

How to get a: we talk to the local shaman, and he will tell you that weeds have appeared in his garden.

Performance. We go to his garden and kill a couple of predatory flowers. For this he gives you 3 healing powders.

4. Find Trader Vic.

This quest is given to you by the Elder herself. Vic is located in Yam (Den) with Metzger.

5. Bring GECK to Arroyo.

In a conversation with the Eldest after Vic, she will just order you to find this damn KOSOGOR (PARADISE CITY CREATION KIT), in the Fargus version - GEKK. He lies in the 13th shelter and in the ENCLAVE. More on this later.

  • There are two men in the village who improve your skills: one - hand-to-hand combat, the other - handling knives. The first one stands near the huge head, and the second one is in a tent nearby.
  • Fix the well. For this you will receive 100 experience points.
  • Your aunt (I think) has 100 coins in her pot.

Klamath

Quests

1. Throw some firewood into the moonshine still.

How to find out: buy Whiskey Bob something to drink at the bar, and he'll ask you for it.
Performance. We go south, go to the next location, kill the lizards, go into the hut, find this device there and put firewood there, they are lying around in the house itself (it makes sense to complete this task after quest No. 2).

2. Rescue the trapper Smile.

This task is given to you by the aunt in the bar - the mother of the owner Sulik.
Performance. We leave Klamath and go to the poison caves (poisonous caves, Toxic Caves), having previously grabbed rubber boots in the trapper area. We find Smile, don’t forget to grab Rad Away and Rad X in the locker near the elevator. You need to talk to him, then we accompany him to the exit from the caves. We return to Klamath, find a trapper in a bar, he will teach you how to skin lizards. In gratitude for this, the mother allows her daughter to let Sulik go free of charge. It won't hurt to persuade the latter to join you. By the way, if you turn on the generator in the poison caves and use an electronic master key to open the elevator, then a combat robot will meet you below (so it’s better to come here without friends and after you take a cool gun and armor), and in the lockers you will find some good candy.

3. Protect the Brahmins.

The quest is given to you by the big savage Torr, he stands near the bar.
Performance. After the bazaar with Torr, you find yourself in a Brahmin pasture. We kill all the scorpions; when you leave the zone, the quest will be credited to you. You can kill the twin brothers. Don't agree to their offers. Each brother has a studded brass knuckle - a rather expensive and powerful thing.

4. Kill Pinky - the lord of rats.

Apparently, this task appears after talking to the "Tall Lanky Man", he is standing near the locked door in the trapper area.
Performance. First you need to get a key to open the locked door. You can get it from the guy who gives you the quest, or by feeding the dog in the city center. In a house with a lot of rats, there is a hatch in the upper right corner. We climb into it, wander around the caves, kill Pinky. After killing the albino mole, we do not return the same way, but find another staircase. Then in the new caves we find a locked door. If you can’t hack it, we simply blow it up with dynamite, which lies nearby on the shelves. We go up the stairs, search the car, find some kind of detail (it seems to be a fuel corrector).

  • After completing the drunkard's quest, he can be pawned, but his karma will decrease.
  • In another bar (not the one where Sulik is standing) there is a guy who improves your hand-to-hand combat.
  • Be sure to find out the coordinates of Yama.
  • Don't forget to pick up the radio from Vic's house. Other things won't hurt either.
  • Try to buy leather armor.

Pit (Den, Den)

Quests

1. Collect money from Fred.

Go to Rebecca's bar and she will tell you that Fred owes her 200 coins. We run into Fred (flick will most likely have him, he is designated as a “resident of the Pit” - in my version, but in other versions his description should also be somehow different from most dudes), shake him for bucks (at least 100) , don't lend anything. We give the money to Becky. When you enter the Pit a few months later, you will see that Fred bought himself a suit and became rich. Bait with him - he will give you $2000; then he gave me 4 or 5 packs of atomic batteries and small power units, as well as a plasma grenade.

2. Take the book from Derek.

Rebecca's second task. We move to the eastern side, Derek walks near Mom’s establishment - this is a man in a green shirt and is also designated as “Dweller of the Pit.” He will tell you that he left the book somewhere and doesn’t remember where. If you have enough patience to find the book on this map - well done, go to Becky and get coins. (According to some reports, it is most often lying around in the cemetery (or maybe buried in a grave???)).

While working on updating the site (12/07/2016), I finally decided to get confused and find out where this book was located. It turned out that it could be in one of four places:

  • in the toilet north of Frankie's;
  • near the burning barrel in the south of the location;
  • in the cemetery, near the tree at the westernmost (left) grave;
  • in the northeast of the slavers' guild between four trees standing behind the destroyed wall;
  • Near the trash heap opposite the old church.

While re-passing, I finally found it just between four trees. Accordingly, no one buried her in the grave!

3. Lara wants to find out what is in the church.

How to get a: we chat with Lara, she is standing in the house under Tubby’s shop.

Performance. We go to the eastern part, go to the market with the church security, say that you are from Metzger, and that he wants to make sure that everything is in order. By the way, difficulties may arise here; save before the market. Well, if everything goes well, we go into the church and look into the first box we come across. We go to Lara, we get bucks.

4. Obtain permission from Metzger for disassembly.

Lara's second quest. We bazaar with Metzger and get permission - he really doesn’t care who will guard his chemicals.

5. Find a weakness in the actions of Tyler's gang.

Lara's third quest.
Performance. We go shopping with Tyler and find out that they are drinking at night.

6. Help Lara defeat Tyler's gang.

Lara's fourth and final quest. We take out the security of the church, go inside, kill the rest. We bazaar with Lara, we receive gratitude and coins. You can ask Lara for time and pledge it to Tyler, in which case you can take everyone out, but this will reduce your karma.

7. Deliver food from Mom to Smitty.

Mom asks me to bring food for Smitty. Elementary.

8. Bring Smitty a car part.

This task is given by the mechanic himself. Skeeter in Gesko has the vitally important parts, without which the car simply won’t move. A useful part is also lying around in Klamath.

9. Save Vic from slavery by getting radio parts from his shop and paying Metzger.

First you need to talk to Vic. If the guard does not let you through, then you can chat with the merchant through the window. We give the radio to Vic, scribble with Metzger, pay $1000, take Vic. The radio is in his house in Klamath (it says so on it - Vic's house), there is also a lot of other interesting things there.

10. Return the medallion to Annushka.

At night, a ghost appears in the house next to the Brotherhood of Steel office. We chat with him (or with her, as you wish, since the ghost is female), we receive a quest. Chat with Mamanya, she will send you to a certain Joseph (or something like that). The guy surrounded by punks in the western part is the one we need. We run into him, he gives you the medallion. We take it to Annushka. After completing the quest, bury Annushka's bones in the cemetery - gain experience (just don't confuse the graves - look at the gravestones).

  • If you try alcohol at Rebecca's, the owner of the Hole will give you a task to find out why she (alcohol) is so cheap. We approach the bar door, which leads to a shallow room. After a while, the guard goes to the tables, we go into the little room, go down to the basement, look at the moonshine still. We report to the owner of the hole. He will ask you to break the unit, but you can try to talk him into buying alcohol from Becky and not breaking the unit. (I didn’t take this quest myself, it’s retold from other people’s words).
  • Listen to the story of the kitten at Mama's daughter and the story of the woman at Becky's bar.
  • If you don't want to pay Metzger, Can(and even sooner need to) take out the slave traders. Advice: steal Metzger's stimulant and shotgun and lock yourself in his room. Then the remaining slave traders can be shot through the window next to the door. I don't recommend doing this unless you have a hunting rifle. After taking out the slaves, do not forget to tell the slaves that they are free. For killing Metzger, Becky will offer 1000 coins; if you refuse, your karma will increase. I heard that you can, playing as a woman, join the slave traders' guild and free Vic by sleeping with Metzger. (not verified by me). But for joining the slave traders, your karma will decrease (significantly) and you will have a corresponding brand on your forehead (in the Fargus version that’s what Metzger says - we’ll give you a brand). Attention: In some versions of the game, glitches are possible when leaving the city after a showdown with Metzger. Before the battle, save in a separate position.
  • Don't forget to talk to Carl (he's at Mom's) and listen to his ghost story.
  • Flik leads the child thieves. If you kill him, your karma will increase. It is best to do this when he has a hunting rifle (8-20/40 /10 .233 - damage/range/max. number and type of cartridges).
  • In any case, steal the "Psycho" from the guard Vic - a very expensive thing. It is better not to use it on yourself - it may become addictive or the like. troubles.
  • You can find out the location from the drug dealer
Kirill Shitarev

Andrey Shapovalov

A year ago the first Fallout was released. The game immediately attracted attention and was subsequently recognized as the best role-playing game of 1997. Some additional excitement around it was also caused by the developers' statement that the sequel to Fallout would be ready in record time - in just a year.

Generally speaking, the promises of developers and the actual release times of games are things that are difficult to reconcile lately. It was all the more pleasant to make sure that exceptions are possible - Fallout2 was released on time.

The second pleasant moment is that the authors released their brainchild on the old engine, rightly deciding that reinventing the wheel again was stupid (especially since this “bicycle” was named the best role-playing game of last year). If for First-Person Shooter or 3D action graphics are the basis, then for RPG a well-developed universe and freedom of action come to the fore. Both of these are implemented simply superbly in Fallout2. A logically constructed world, a brilliantly twisted plot - and at the same time, absolutely everything is in your hands. There is no longer any time limit. You can rush to save your village, or you can take your time; 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 weaved the plot of the game, or you can ignore all the information that is not very important for completing tasks; you can visit brothels in every town you come across, or you can get married like any respectable person... In short, everything is in your hands.

Most of the shortcomings of the first part of the game were eliminated, although at the same time, according to one witty member of the editorial board of Igromania, “the game lost its old bugs, in return for which it acquired new ones.” These include somewhat buggy control of your teammates' actions during battle, problems with a boxing match in New Reno, strange delays when loading locations/saved games, etc.

And yet we have before us a masterpiece. There can be no two opinions here. If you love RPGs and still haven't played Fallout2, then you've missed out on a piece of your life.

And to top it off - interesting news. The developers promised that there will be a third part of the game, but... it will be three-dimensional! How this will turn out is unclear, but it is already clear that Fallout3 will not appear any time soon (after all, the engine will be new).

PLOT

Years have passed since the events described in the first part. Your old friend, 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 deteriorating ecology, all hopes were placed on the descendant of the great hero. Now this same descendant will have to find a device called GECK (Garden of Eden Construction Kit) in order to use it to return serenity and prosperity to the village of Arroyo.

And again, like many years ago, a lone brave man sets out on a journey. The odyssey through the post-nuclear world has begun...

CONTROL

For help in game controls, press the key F1.

The main menu is called up in the game by pressing a key Esc. In addition to the 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 controls.

IN setup menu(see Fig. 14) the numbers indicate the following points.

1 – game difficulty. In this case, we are talking about completing the quest part of the game. The higher it is, the more difficult it is for you to recruit an ally, negotiate something with an NPC, etc. I advise you to set it to “Easy”.

2 – battle difficulty. 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 this or that enemy - both at the “Rough” level and at the “Wimpy” level.

3 – 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 outlines of the figures of potential opponents or just passers-by will be painted red. This will be in effect either always (On), or only during combat mode (Targeting only).

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

6 – NPC remarks (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 fuel their own courage with all sorts of “cool” phrases.

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

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

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

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

11 – speed of the battle.

12 – speed of changing text messages (including during dialogue with NPCs).

13 – sound settings (music, special effects).

14 – image brightness level in the game.

15 – mouse sensitivity.

Now let's consider main game screen(see Fig.06).

1 – text message window. This displays information about the things you pointed at with the cursor, or messages about wounds received by enemies (or you) during the battle.

2 – button to call the main menu (its key is duplicated Esc).

3 – go to the equipment screen.

4 – your remaining hit points (life).

5 – armor class (protection).

6 – calling the automap (its key duplicates Tab).

7 – call up the character status screen (for more information about this screen, see the “Character Creation” section below). You will need to go here when leveling up your hero to distribute the points received between various abilities. You will learn about level up by the word “Level”, which will appear in the lower left corner of the main game screen.

8 – call the PIP “address book” (see below for more details).

9 – button for calling additional abilities (see Fig. 04). To use an ability, first click on the button with its name (opposite the skill level for this ability is indicated), and then click on the object/person on whom you want to use this ability.

10 – weapon window for one of the hands. You have two hands, and each can contain some kind of weapon (for example, a knife in one and a pistol in the other). The window shows the weapon held in a given hand, the number of action units (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 weapon use mode, click on this window right click mice. Please note that not all types of weapons allow the use of different modes of use (for example, a submachine gun or a six-barreled machine gun fires in bursts). In addition, for firearms and energy weapons there is a special “Reload” mode, which allows you to reload ammunition without entering the equipment screen (in the latter case, action units are spent much more and are often not enough for a shot). The gun's ammunition (the remaining cartridges) is shown in the form of a vertical column (see item number 18 in the same menu).

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

Himself shooting 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 (point 11, see below). Move the cursor in the form of a crosshair over the enemy, you will see a number (for example, 95%). This is the accuracy of the 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, the shot will follow immediately. If you shoot with aim, 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). Next to each of these arrows there will be a number 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 aimed fire is more difficult to hit than a single shot. But with targeted 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 certain parts of the enemy’s body lead to very good (for you) consequences:

– a critical wound to the eyes can lead to loss of vision, after which the enemy stops shooting at you and runs away;

– a critical head wound can lead to instant death (although this does not happen very 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 to the groin causes the enemy to fall to the ground (while he is lying there, the accuracy of a repeated shot at him increases many times) and he misses his turn.

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

11 – battle mode window.

12 – indicator of the number of remaining APs (they are indicated by bright lights).

13 – button for changing hands. You can fire one weapon during a fight and immediately change it to the one in the other hand. AP is not spent on this.

As your adventures progress, you may come across a closed door, or a computer, or some object that you can (and should) somehow influence. In this case, hover 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 object;

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

17 – use one of your abilities on the item (for example, open a locked door using the Lockpick ability).

18 – gun ammunition;

19 – a command for your partners or NPCs to get out of the way.

Now let's consider equipment 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 quantity.

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 – windows of hands.

If you want to manipulate items in the “backpack” (unload a pistol before selling it or use medicine to improve your health), move the cursor to the item and click 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 from the “backpack” onto the ground).

The PIP “notebook” is also an important thing (see Fig. 09).

1 – day, month and year.

2 – 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 time (in several cases this will come in handy).

4 – the main screen on which all information is displayed.

5 – all the information about the quests you received in the cities you have visited is collected here.

6 – automaps. Everything is clear here.

7 – archives. This is where the cartoons that the game plays for you are stored (for example, the moment you receive the costume of your great ancestor).

Let's move on to automap(see Fig. 13). She can be called in any area. Two things should 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 piles of garbage, stones and the like.

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

Now let's look at the procedure exchange/purchase of goods. Exchanges are made with NPCs either using the “Barter” option or using a key phrase in a conversation. The following menu appears:

1 – your things;

2 – arrows to sort through all the things in your “backpack”;

3 – having chosen the item you want to part with (no need to carry anything extra 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 that allows 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 figured out the number of items, click on “Done”;

5 – these arrows are used to sort through all the things on your “tray”.

The selection of items from the seller when purchasing is carried out in the same way. When you have chosen 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 things you offer is equal to or higher than the price of the seller’s things. If your Barter ability is high enough, then you will be able to offer cheap things in exchange for expensive ones.

Well, the last thing I will focus on is managing your partners. Start a conversation with the 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 follows you (the closer the better), and you will also be able to find out which weapons he wields and which he does not (arm the guy accordingly).

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

There you can order your 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 quite 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 stupidly in place, and I had to fight off enemies alone.

WORLD OF FALLOUT 2

The world of Fallout2 itself is an area located slightly north of the area where the first part took place (as a reference, 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 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. There you can buy/sell weapons and other things. These settlements are depicted on the world map as green circles.

However, it is not only in these circles that dangers await you. As you move through the desert, you will periodically come across so-called Random Encounters. These are randomly 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 details see the section “Encounters in the Desert”.

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

ASSISTANTS

In Fallout2, everything still depends on your hero, but you can get some (though not much) help from your allies. These are NPCs (non-player characters) that you can recruit to your side. They will follow your hero and help him during battles to the best of their ability. Your assistants can use ammo for certain types of weapons (if the assistant can use that type of weapon) and Stimpacks (if their hit points drop below the 50% mark). Then they can perform some actions if their skill in this is superior to yours (for example, Vic will be good at repairing broken machines and equipment). Although your allies can now finally use armor, keep in mind that they are not as tough or 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 you can pick up something else later. To do this, talk to one of your assistants. Use the “Barter” option and put a flamethrower and incendiary mixture (“cartridges” for the flamethrower) in your assistant’s duffel bag. You will immediately feel better. How then to take this flamethrower? It’s very simple - use the “Steal” ability on your assistant. No matter at what meager level you have it, your “friend” will not be offended and will not react at all. And you can calmly take the flamethrower and arm yourself with it again. Your assistants can carry quite a lot of things, so that the “Strength” indicator loses its paramount importance for your character. True, once you have a 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 score. Only then will they join you.

CHARACTER CREATION

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

Initially, you are given three pre-created characters: Narg - a warrior, Chitsa - a diplomat, Mingan - a thief. They all represent three different specializations for your representative in a post-nuclear world. To be a generalist, unfortunately/fortunately (underline as appropriate), is completely impossible, and therefore you need 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 performance; try to develop the best characteristics, in your opinion, to the detriment of others that are less suitable. Let's give the simplest and most striking example. At the very, very beginning of the game, you need to go through the dangers of an abandoned temple: there will be many scorpions and traps, but the last test will be resolving the problem with the person guarding the exit from this place. If you are a diplomat, then he can be persuaded to let you through, “since someone might accidentally die in a fight.” If you are a thief, then using the Steal skill, you can steal the key from the guard and then open the locked door with it. If you are a warrior, then fight the guard and knock him down 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 your agility is low, but rather convince the guard to let you go in peace if your charm is high.

There is no optimal option for combining the military, thieves and diplomatic characteristics and abilities of your hero, but you can give a couple of acceptable and well-proven options. 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 is wandering across the monitor screen. Please note that the first of the proposed schemes for creating a hero is aimed at a “good boy” who knows how to negotiate well with people and does not like unnecessary cruelty.

So, option number 1 (diplomat)

The first stage is to determine the main characteristics.

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

Also set Observation (PE) to 4. Although this is not enough for accurate shooting at long distances, 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 things. I recommend increasing it to 8: then you will find points that will increase your charm by another unit.

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

It is advisable to set Intelligence (Int) to 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 “5 + intelligence index multiplied by 2.” Set it to 9.

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

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

Option number 2 (warrior)

Strength is still 5, because The best weapons (plasma rifle, scoped hunting rifle and gauss rifle) will not require much strength from you. And Advanced Power Armor again greatly increases strength.

Observation - no lower than 7. Otherwise, you won’t be able to turn your guy into a sniper, which is very bad for a warrior.

Charisma – 4. This is quite enough, especially since it is possible to increase it to 8 (two points will be given in New Reno for defeating three boxers, another will be given by 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 – no less than 9.

Agility – definitely 10 (two shots per turn).

Luck – all remaining points (8).

The second stage in creating a hero is choosing the character traits of your superman.

From the character traits, take Finesse (increases the chance of inflicting a critical hit by 10%) and Gifted (increases all characteristics by 1). By the way, only with Gifted the above combination of characteristics is possible, otherwise they will all be one lower. You can take other features, but keep in mind that they all have both a positive and negative impact on the hero. 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 downright harmful. For example, don't take Fast Metabolism - why would you need to heal twice as fast if the time spent on healing has no effect on the game itself and the events in it? You can sleep for at least a month - still nothing will change during this time. It's better to heal twice as long, but have greater protection from poison and radiation.

Also ignore Bruiser, One Hander and Small frame: they slightly increase some of your stats at the expense of significantly reducing others. Don’t take Fast shot either - it’s better to take Bonus rate of Fire in the future, which also reduces the number of movement points per shot, but at the same time allows you to shoot accurately.

The third stage is the most difficult; selection of three special abilities of the hero (Tags). Two of them are quite clear - Small Guns (to better shoot from light weapons, which are very useful in the early and mid-game) and Energy Weapons (energy weapons are the most powerful and effective with developed skill). As a third special ability, it is advisable to choose one of the non-combat skills - the ability to rob your neighbor (Steal), the ability to work with master keys (Lockpick) or the ability to conduct a conversation (Speech). High indicators of Lockpick and Speech will greatly simplify life in cities, but Steal is a completely different matter (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 hero’s characteristics, with the exception of luck, can be raised by one if special medical chips are found. Of course, these chips are scattered throughout the game world, and it’s not so easy to find them, but you will certainly come across some of them, which means you can develop your 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, you can only raise a characteristic whose value is less than 10. Therefore, we deliberately reduced intelligence to 9, since the chip that increases this characteristic is quite easy to find, especially if you know that it is lying in a box on the first floor in 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 are traits of a hero that, although somewhat similar to Traits, differ from them in that they do not have negative side effects. Typically, perks are given after every three new levels: at the third, sixth, ninth... but if your hero has the Skilled feature, then perks are given much less frequently, that is, at every fourth level received.

Perks mainly directly or indirectly increase the character's combat and life skills, but there are also some perks that add special abilities such as Awareness. By the way, I strongly recommend taking Awareness at the beginning of the game - you can see the number of lives of any creature in the game, as well as find out accurate information about its weapons. Thus, you don’t have to think long about whether you should get involved with that bad person over there or not. Just look at him and everything will become clear to you.

As for other perks, you should take only those that correspond to your specialization. That is, it is better not to take Bonus HtH Damage (increasing damage from each melee attack by 2) if you are playing a diplomat or a thief. Don't take Presence (improving the NPC's initial attitude towards you by 10%) if negotiation and subtle lies are not your element. Focus on those perks that correspond to the image, goals and methods of “resolving” conflicts of your particular hero.

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

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

SECOND PAGE

So, perks that are important for all heroes

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

Perks for the diplomat

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

Perks for a thief

– Harmless (+20% to theft skill), Master Thief (+15% to hacking and stealing skills), Pickpocket (easier to steal), Silent Running (you can run and sneak at the same time), Thief is very important (+10% to skills burglary, theft, sneaking and trap detection).

Perks for a warrior

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

Perks for no one

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

Perks for secret places

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

– Explorer (a perk entirely aimed at finding secret places), Scout (when moving you see most of the map around you, and also find secrets hidden by the developers a little easier), Ranger (increases the Outdoorsman skill by 15% and a very small increase in the chances of revealing a 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, don’t 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.

COMBAT TECHNIQUE

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

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

So, your fighting career begins with the hero creation screen. Be sure to select Small arms as one of the three special abilities so that you can shoot accurately from the vast majority of weapons in the game from the very 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 ones .

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

High Energy Weapons skill makes life much easier for the player towards the end of the game, when things like the laser rifle and plasma gun appear. For the most part, energy weapons and their ammunition weigh little, they hit more accurately and penetrate very well 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 hit rate will be 95% thanks to your developed skill! It is very useful to take 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. Typically, every third shot that hits the target is consistently critical and deals damage of 100 units or more.

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

You can immediately forget about melee Weapons, that is, melee weapons. Spears and hammers become obsolete once you find a double-barreled shotgun in Redding and are no longer needed.

Grenades, knives, spears and other throwing weapons deserve a special mention. The Throwing skill is responsible for their effective use. Unfortunately, it only makes sense to throw grenades and only into a crowd of enemies. As soon as you get power armor, raise your throwing skill a little to accurately throw fragmentation grenades at your feet in spite of the dozens of enemies surrounding you.

The accuracy of your shot or throw ultimately depends on a number of factors: the lighting of the battlefield; distance to the enemy; the part of the body that is struck; the enemy's security level (AC); development of observation characteristics.

Everything is clear with lighting - the darker it is, the less chance you have of getting in. However, the Night Vision perk significantly improves your accuracy when shooting in the dark.

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

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

Secondly, take advantage of the slowness of some enemies to shoot them once, and then retreat to a safe distance. Let the enemy run up to you a little during his turn, shoot again and move further away. Continue like this until your opponent gives up the ghost. This tactic mainly works against animals and people with melee weapons. In a battle with enemy shooters, it is better to stay at a distance at which the hit percentage is 95. Of course, the optimal distance between the enemy and you also depends on the weapon you are using - if you prefer machine guns, then try to fire bursts at point-blank range. This way, more bullets will find a hole in the enemy’s body. If you are a fan of rockets, then it is better to move even a little away from the enemy standing close to you so that you are not hit by the explosion.

Shoot in bursts more carefully. If you hurt your comrade, he will turn on you and start beating you. In this case, load your save or leave the battlefield, and then return and graciously accept the comrade who was angry with you back into the squad. Unfortunately, such tactics are inappropriate during random skirmishes, so hit enemies only with single shots if there is a chance of hitting your own with an unsuccessful burst. By the way, even single shots that hit your partner by mistake will be ignored by him, which means he won’t be angry with you.

Do not let your half-dead opponents run away, otherwise you will lose the opportunity to take away their things and gain experience for killing them. Please note that your enemies will run away not only if they are severely wounded, but also when some organ is damaged: 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 Salik, healthy and armed to the teeth, was running away from one half-dead rat (even if you ordered him never to retreat), until I saw that his leg was damaged. As soon as he was cured, his courage returned and his strange cowardice disappeared.

WEAPONS AND ARMOR

Weapons in the game are divided into six main types: Small Guns (hand-held firearms), big Guns (large-caliber and heavy weapons), Energy Weapons (weapons based on laser and plasma technologies), melee Weapons (combat using “improvised means”), Throw (throwing) and Unarmed (for hand-to-hand combat).

Small Guns– pistols, rifles, shotguns and sawn-off shotguns.

Big Guns six-barreled machine guns (by the way, complete nonsense - a sawed-off shotgun is even cooler), rocket launchers and flamethrowers (powerful things, 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 conversation 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.

One can’t help but wonder why, in just 80 years of development, humanity has come up with so many types of weapons that could not even be dreamed of in the first Fallout. Some already tested types of weapons received a second wind: some of them were adapted to new types of ammunition such as a flamethrower and its second-generation combustible mixture, some received additional improvements like the Assault Rifle, which can be loaded with hundreds of rounds at once. You can attach an optical sight to your favorite gun to increase accuracy when shooting at long distances. You can easily find a sawn-off shotgun, which in the first part was a unique weapon, but now went into mass factory production. You can buy a Mega Power-fist: it is very easy to imagine its power, if even a “simple” energy glove is considered a very advanced weapon.

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

Another new item is the M3A1 Grease Gun, ideal for physically weak characters closer to 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 takes less time to shoot. 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 the improved version of the combat shotgun called the Pancor Jackhammer. This is the choice of a professional who has gone through dozens of unequal battles with strong guys. You can fire a burst from it and, if used correctly, 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 enemies with one shot. Do not give this weapon to your allies, as they prefer to fire almost in bursts, which eats up a lot of ammo. Also, don't give your teammates H&K Caws - a slightly weaker take on the combat shotgun theme.

Gaussian weapons (pistol and shotgun) belong to the category of light weapons. A significant advantage of gizmos based on Gauss technology is the almost complete ignoring of the armor worn by the enemy, even if it is at least three times stronger. The damage dealt by a gun is on average thirty units, but these thirty will penetrate even improved power armor of the second modification. Conclusion: weapons against Enclave soldiers; other opponents do not have serious armor higher than combat armor.

Later in the game there will be new types of energy weapons. In particular, pulse weapons. It has proven itself well when tested in military field conditions, but not so well as to throw away your favorite plasma gun.

The 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 with solar energy and fires, causing an average of 40–50 damage. In general, Solar Scorcher can be called a direct descendant of Alien Blaster from the first game.

As for the new armor, there are three new types. Leather armor mark2 is an improved version of simple leather armor, Combat leather armor is also a variant of leather armor, although better than mark2, but at the same time very rarely found on sale. Outside of 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 wearing it. 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 stats. The only way (besides a critical hit) to seriously penetrate such armor is with a gauss rifle or 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/stealed), 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’s worth telling a little about the third. The authors of the game changed something in the theft mechanism. Now, to successfully lighten your neighbor’s pocket, you should position yourself out of his field of vision (preferably behind his back). In addition, the size of the object also matters - it is easier to steal money than a six-barreled machine gun. Next, the number of experience points received for “relieving your neighbor” directly depends on the number of items that you steal at one time (that is, without leaving the victim’s inventory screen). If you steal one item at a time, you will get your measly 10 experience points, and if you rob the merchant of five items, then, lo and behold, you will already exceed a hundred experience points! However, it is much easier to get caught this way. But who is stopping you from pre-saving?

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

MEETINGS IN THE DESERT

As you move through the desert, you will occasionally encounter monsters, bandits, wandering merchants, patrols, and special places. Well, everything is clear with bandits and monsters. We met them, exchanged fire, and everything was in order. You can chat with wandering merchants and patrols, buy or exchange something with them. But special places deserve a separate discussion.

There are only a 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 come across an old bar, where both characters from the first Fallout live, as well as those who remained outside the game, although they were candidates for the title of protagonist. Many of the things these characters say are very funny and difficult to retell. Click on each of them to get several phrases from each. Tandi, for example, will say that Ian is alive and is located somewhere in the world of Fallout2, but do not believe her - the developers themselves responsibly stated that Tandi is mistaken and you will not meet any Ian. It's a pity... the guy was right. Pay attention to the Dogmeat dog - you can and should take it with you as an ally. She has 95 life, 14 movement points and bites 14 units.

Federation Shuttle

What a luck! You came across a crashed US shuttle. Search three corpses to recover three Hypo syringes (Hypo simply translates to “syringe”). The thing is very useful - it allows you to heal about 90 lives, unlike super stimpaks, it doesn’t weigh an ounce and does not lead to the loss of some of the acquired hit points. By the way, the sci-fi series “Star Trek,” popular abroad, was again the object of ridicule from the game’s creators. Note 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 will not yield anything useful. Moreover, mad cows will start running up to you and exploding like a kamikaze. Try to either run away or immediately go into combat mode and shoot all the cows.

Toxic damp

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

King Arthur and his books

You meet several people in power armor, one of whom identifies himself as 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 you should answer “yes” and point your hand to the side. The guys will run in the indicated direction and finally report that they have a pair of GECK devices. But they won’t give them to you, they will tell you to look for them yourself. And the paladins will run away, followed by funny men pretending to be horses, judging by their “Clip-Clop”.

Before a conversation, it makes sense to pick out the paladins’ pockets, because they are kind and will hardly be offended.

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

Iron Woodman

The tin woodcutter forgot to fill up with machine oil and it jammed. We need to help the creature, for which take the oil can just south of the woodcutter and use it on the poor fellow. For your 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 challenge you to take part in a competition of willpower. For winning, you will receive a piece of stone that can be used in the future (here's how - let it be a surprise for you).

Unwashed Villagers

In your wanderings around the post-nuclear world, you can also meet a crowd of Unwashed people chasing a 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 steam packs in nearby houses.

Rave Party

Wow! Congratulations - you made it to the ravers' dance. A lot of people are running around randomly, and some are offering you to buy drugs. I advise you to kill all these weaklings and collect drugs that are so useful in everyday life. They will be more useful to you...

Guardian of Forever

The most favorite secret place for most Fallout2 fans. Enter the portal made of stones and you will find yourself in Vault13, but not in the one you are looking for, but in the one that is located in the distant past, when your ancestor still lived and the water purification chip still worked. The elevators do not work, so you will not be able to leave the Vault. And I really wanted to bully the Master once again...

Go to the weapons room and pick up the secret weapon Solar Scorcher. After this, rummage through the computer to get a message about a broken chip and return to the present.

Pariah Dog

There are so many corpses around: mutants, ghouls, and ordinary people! And nearby there 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 notice with horror a sharp drop in the luck indicator and the appearance of a new characteristic of the hero Jinxed. This will mean that everyone (including him) in the district will make critical mistakes. The dog is very tenacious, but is now quite wounded. Kill her before she regains 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 former owners of a cursed pet that brings misfortune and failure.

Bridge of Death

You will come across a bridge with a man in a cloak standing on it. To leave this place, you need to cross the bridge, and to do this you must answer the questions of the man in the cloak. There is nothing complicated in his questions - all the answers are in the game manual.

It is very difficult to kill a person - he is extremely tenacious, and as a weapon he unleashes kamikaze cows on you. Besides this, most weapons have no effect on 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 correctly, he will not be able to answer. And the one who cannot answer the question on the Bridge of Death dies. So you will get his cloak - excellent armor. However, if you don’t kill him, then enjoy the jokes he makes.

CRASHES IN THE GAME

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

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

Firstly, a strange glitch 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 for everyone.

The second nasty glitch was during a boxing match in New Reno. As soon as the second round begins, the game goes into a loop - the girl with the poster will now walk forever. To avoid this, immediately after the break between rounds, press the A(attack) and converge with the enemy. Do not forget to repeat this procedure immediately after the end of the enemy's turn, otherwise the combat mode will turn off and the girl with the poster will appear again.

Well, the last noticeable glitch can no longer be classified as unpleasant. Quite the contrary – he cannot help but please. After you rescue the trapper Smiley from the Toxic Caves near the town of Klamath, you can 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 increase this skill to 300%!

Please note that the patch recently released by Interplay eliminates all these “disgraces”.

QUICK PASSAGE OF THE GAME

At the very beginning, go through the Temple of Trials and talk to the old woman who is the head of the settlement. From her 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 radio and single-shot gun from there. Leave the city and follow the map to the south, heading a little to the east. In a few days you will reach the Lair (Den).

In the Lair, talk to the slave trader and free Vic by paying 1000 coins for him. Vic will give you the Vaultcity coordinates. 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 Geko, or pass a test if you have enough intelligence, observation and scientific knowledge (Science skill). Dig into the computer of the city shelter and get the coordinates of a number of cities. On the second floor of the shelter, after climbing through the drawers, 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, rummaging through the computer memory, find out the location of Vault13. Go there, talk to the Deathclaws leader and repair the main computer using the voice module. Talk to the Deathclaws leader again and get the GECK. If you don’t have a voice module or don’t want to repair your computer, then simply 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 be tasked with finding plans for helicopters. Go to Navarro, kill the man in a robe and go down the stairs. Leave your companions at the top, sneak past the guards and take the improved power armor and plasma rifle from the boxes to the west. Don't fight with anyone, because they take you for one of their own. Talk to the computer operators and find out the password to access the computer nearby. Log in and find out about the existence of FOB. Talk to the commander's guard and beg him (with at least 8 charisma!) to take this FOB from the commander. Go down to the floor below, talk to the staff and find two technicians in the northeast corner. Tell them that Raul needs helicopter plans and take them from the box nearby.

Go to San Francisco. Let the paladin look at the plans and then take a walk around the Brotherhood of Steel shelter. Now give the plans to the Shi scientists and receive the task of killing the leader of the Hubologists. Kill him - this is a little 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 the fuel to be sent to the tanker's tanks, then go to the tanker itself and deal with the creatures in the hold there. 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. Take the girl upstairs, and then go up the steps in the bar to the captain's cabin. Use the computer and order it to send the tanker sailing.

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

Now the cannons will fire at the boss and his guards. And you will promptly intervene to take the fire - the cannons have too few lives, but the machine guns on them... it won’t seem enough.

There is 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 Speech. And if you did not turn 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 happen most quickly 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 - the birth of children from you, saved cities, resolved conflicts, and negative.

ARROYO

TEMPLE OF TRIALS

At the very beginning, you need to pass tests in the Arroyo Temple. Run forward without turning anywhere. Try not to get into a fight - unless you have to. Hack the second door and slowly walk around the room behind it. Carefully use the Traps skill on all gray tiles, trying not to step on them. For each trap you disarm, you will receive 25 experience points. Turn west and take the plastic explosive from the vase next to the abyss. Activate it in your inventory for 10 seconds and throw it near the door in 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 with it. 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 and above). Once in the village, you can return to the Temple by going into the cave in the north to kill everyone. Get enough sleep between fights - this was not available to you before.

THIRD PAGE

DIRECTLY THE VILLAGE

Helpful information

Talk to the old woman and find out 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 finished, talk to the shaman again to get the healing bags.

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 - 6). You will receive a task to get the flint that your aunt has. Find her next to the house, just south of the well. Take the flint from her: either exchange it for three healing bags, or steal it, or persuade her to give it away for free (high charisma). Return to the bridge guard with the flint and he will improve the fighting qualities of your spear.

Rescue Nagor's dog, Smoke, from the wilds

One screen east of the shaman's home stands a lone tribesman. Talk to him and agree to find the missing dog. The dog can be found in an area inhabited by gecko lizards, and this area must be reached through the transition area in the northwest corner of the village. Simply 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 Trader Vic is quite easy. 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 task of the game. To get it, you must first find out where Vault15 is located, and get information about Vault13 from his computer.

KLAMATH

Helpful information

Arriving in the city, immediately run around all the houses and crawl through the boxes and chests: find about 300 worth of coins 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 moth in the bathroom (her name is Jenny) and find out Den's location. Tip 5 coins to the tramp next to the notice 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 receive 150 experience points). Feed the dog in the city center and receive a key and a temporary ally.

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

You can steal a Scout Handbook from one of the boys.

QUESTS

Refuel the still

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

Guard the brahmin

Talk to the dim-witted strongman Torr near the Buckner House. He will ask you to help protect his herd. 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 receive experience points for completing the quest.

Rustle the brahmin

If you decide to be a "bad guy", then the previous quest is not for you. You should then 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 “about those scorpions on the other side.” When he runs away, talk to the brothers and get your money. And see how your karma has decreased.

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

Rescue Torr

Remember that you tricked Torr and he ran off into the distance? Talk to the owner of Buckner House, she will complain that Torr has disappeared and no one can find him.

Go to the transition area in northwest Klamath. Make your way past the robot or kill it and talk to Torr. Admire the broken helicopter and return to the owner. She will be so happy 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 you want to travel with him to gain a valuable ally.

Rescue Smiley the Trapper

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

If you talk to the owner, you can agree that Salik will be released free of charge and you won’t have to fork out the cash.

Kill the rat god

Go to the Trapper town area, which is southwest of central 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, search through the drawers of the abandoned Guns store and go down the stairs. Deal with the rats and go down to the second level of the cave. Kill the queen rat (be careful, she has 50 hit points), which isn't very difficult if Salik takes her on and you deal with the small stuff. Now go up the stairs in the northeast corner, find the locked door and take the crowbar and dynamite from the box nearby. Try to break the door with a crowbar, and if you don’t have enough strength, then blow it up with dynamite. Rise to the surface and run to the car, get the part out of it and return through the dungeons back to Trapper town.

DEN

Helpful information

The entire city consists of two equal-sized halves.

The only decent store in a town forgotten by all the gods is Tubby's. It is easy to find - it is located in the northwestern part of the western half of Den. Here you can buy a pistol and ammunition for it, as well as several steam packs. With a fairly high character level and high If you're lucky, you can buy psychonarcotics and even an Uzi submachine gun here.

Another local attraction is the slave traders' guild. 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. Brrr... many decent people will then refuse to deal with you, and some quests will become inaccessible, so I don’t recommend joining the guild.

One more nuance - talk to the drunkard Karl in Mom's tavern. Give him money (25 coins), stop the conversation, and then talk again and listen to his story.

Return Anna's locket

To get this quest, you need to go into the empty room at night next to the one where the rogue is found, showing the mummy. Talk to the ghost named Anna and she will give you a quest to find her jewel. Take the shovel from the cabinet in this room. Go to the eastern part of the city and find Mom's Dinner tavern, which is opposite the slave traders' guild building. Talk to the owner about the hunted house, and she will mention one of the guys who grabbed 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 three bandits near the transition area. Talk to him about the ghost and pay 50 coins for the jewel. You can also take a risk and attack him or be rude so that he attacks himself - you will receive the jewelry for free.

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

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

Deliver a meal to Smitty for Mom

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

Collect money from Fred

Find a casino in the western part of Den. Talk to his owner about work. Becky will offer to extract a debt of 200 coins from a certain Fred. Find a man designated 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 in cash. Fred will naturally say that he doesn't have much 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 last penny. If you have problems with charisma, then agree to cover half of the debt from your money. Return to Becky and report completing the quest (+200 experience points). You will receive a hundred coins as compensation for your work (that is, you will not receive anything if you did not come out with charisma, or, in the opposite case, you will receive a hundred coins of net profit). However, if you pay part of the debt for the guy now, then perhaps after a while he will win a large sum 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 mineral water and listen to the story about the defeated army of the Master from the first Fallout (+350 experience points).

Get books from Derek

Once you have repaid 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, this crazy guy won’t say anything anyway, but you just need to find a book lying on the ground in the eastern part of the 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 southwest grave, next to the tree;

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

in the northeast corner, under the cover of the wall.

Return Becky's book (no one forbids you to read it first) and receive a reward in the form of three hundred experience points.

Get car part for Smitty

Talk to the mechanic near the junkyard and learn that he can sell you one if you find a special car part. You can only find it in Geko, a city that you still have to walk and walk to get to. There you exchange it with the ghoul, return to the mechanic and ask to install first the part from Gecko, and then from Klamath. Get in the car and enjoy your ride.

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) solution to the problem.

Order a drink from Becky and run to The Hole bar, which is in the northwestern part of the eastern half of the Den. Talk to the bartender and tell him that Becky's all strong drinks are 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 owner of the establishment and sleep until midnight. As soon as the guard moves away from the southern door towards the gaming table, hack it and go down the stairs. If you didn’t have time to break the door, and the guard returned, then sleep again until midnight. By the way, you can try to find out the secret of cheapness in a conversation with Becky, but most likely she won’t tell you anything.

Near the stairs, just “look” at the moonshine still with the cursor and return to Frankie. Tell about the device (+100 coins) and offer to destroy it. Run to the basement of Becky's casino and use the crowbar on the moonshine still. Return to Frankie and report the damage to Becky's equipment to receive half a thousand coins. After that, select the offer “Becky will build a new moonshine still” and invite Frankie to buy alcohol from Becky. In case of successful negotiations (depending on the charisma indicator), you will receive both experience points (+700) for destroying the device, and points (+900) for a peaceful solution to 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 squabbles between Lara’s gang and Tyler’s people and are completed in a specific order: from the initial extraction of information to direct combat operations. The tasks are fairly simple, and the pay for them is quite good, not to mention the periodic experience points awarded. 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 production 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 southern 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 the Den and there start a conversation with Tyler (the white guard at the door of the church). Tell him that Metzger sent you and that you need to inspect the church. If your luck and charisma do not fail (if they fail, the conversation may drag on a little), then the conversation will end there, and you will receive 500 experience points. Click on one of the boxes (another +500 experience) and return to Lara. Report the situation to her and receive the task of negotiating with the head of the slave traders 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. Return back to Lara. After informing her about the person’s consent, you will receive the task of identifying 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 at 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 finish 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 black man's corpse, take the gun and leave.

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

We leave the most expensive quest for last. Simply, by doing previous tasks, you have accumulated enough money so that its amount exceeds a 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 Vik from him and unfasten a thousand coins. By the way, do you know what Vic needed to do? Repairing a walkie-talkie to listen to conversations between the Enclave and New Reno is again interesting information. Advice: before leaving the guild, you can try to steal Metzger's double-barreled shotgun and ammunition, just as you can steal mechanic Smitty's pistol.

There is another solution to the problem... Simply kill all the slave traders, get experience points for this 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 Den and kill the slave traders - what you won’t do for the sake of a good cartoon at the end of the game! And 1500 experience points for killing Metzger, and 1250 points for freeing slaves. After dealing with the slave owners, talk to Becky to receive a cash reward for your 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 you can find Shepherd Ed and get the Vaultcity coordinates. That's where we'll go.

MODOC

Helpful information

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

In Modoc, you can either marry Miria, or marry the son of the local butcher (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 construct the 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 marry a guy, even if your hero’s gender is male - but this is already on the originals. When you receive your soul mate, you will also acquire the special Married perk. The perk is very funny, and the description for it is even funnier. However, I do not advise getting married, although the “bad guy” can sell his wife to slave traders and get a good income.

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 suspicious 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 another. Once you enter the city, go to Trader Joe's 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 leader of the underground dungeon. 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 to 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 opportunity will disappear, so don't miss the moment. The merchant will thank you, but then ask you to find Karl and talk to him. Please 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 efforts.

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

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

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

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

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

To the south of Rose's Hotel (Bed&Breakfast area) there is a small house where a man in a red shirt named Cornelius lives. In the conversation, he will complain about the rats that have infested his garden and are preventing him from working. The task is simple - just kill every single rat that had a picnic in both beds. As soon as the last one dies, return to Cornelius and report completing 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 the Rose Hotel. He will complain about the theft of his favorite gold watch and ask to take it back from Cornelius. Cornelius, in turn, will state that he did not take the watch, and even suffered from unknown thieves. To the south of Cornelius's house (that is, to the east of Rosa's hotel) there is something like a closet-toilet. Look inside the barrel, after leaving your partners at the top. After going down, place dynamite near the stones and get out to the surface. After the explosion, climb inside again and kill the rat-like creature. Take the watch and bring it to Cornelius... (+1500 experience points). It’s best not to give anything to Farrell, 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 there is a tavern - in it you can talk with 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 exposed to radiation is lying on the floor. Use the doctor's skill (+100 experience points) and a packet of RadAway (+100 exp) on him.

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 that are located half a screen northeast of the child. Return the doll and you will receive not only experience points (+100), but also information about the wrench. Dig through the pile of rocks behind the tavern and you'll find this wrench.

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

Obtaining 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 in the east and talk to the assistant visa master. His name is Skeev. Agree to buy fake citizenship documents from him, and then, if you want, blackmail him to return the money and even get a small cash increase. Unfortunately, 3 units of karma will be deducted for blackmail.

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

However, you don’t have to complete the tasks provided that you have developed intelligence (9 and above), observation skills (9 and above) and have significant knowledge of the Science skill - then take the test from 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 are okay with charisma and intelligence) tell him about a terrible disease that is difficult to detect even after thorough medical checks. If the lie is successful (Speech skill), then Joshua will be released as a carrier of the dangerous infection of “rudeness and disobedience.” Return to the quest requester to get some cash.

By the way, to the west of the Servants Allocation Center there is a small Information Center building. Talk to its inhabitant and tell him that you would rather read books than look at this stupid monitor screen. For such a statement, you will receive a couple of books as a gift: on repairs and on science.

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

To the east of the Servants Allocation Center, find a preacher screaming throughout the street. Constantly assent to him and pretend 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 flow for Mr. Smith

In a house in the northeastern corner of the first district there lives a peasant who complains about the lack of a plow. Buy it from Harry's weapon shop, and then talk to the happy peasant. He will give you a pistol and at the same time help increase the karma and sympathy of the townspeople towards the hero. Usually this indicator jumps from Antipathy (and initially the residents of Vaultcity do not like you) to Accepted. By the way, the pistol and cartridges can be sold right there in the shop to more than offset the costs of the plow and even make a small profit.

Deliver pliers (tools) and a wrench to Valerie

Once you become a citizen, by purchasing fake documents from the visa assistant, you will be able to enter 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 living next to the reactor, but one wrench was found in the city of Redding, and the second was found right in Vaultcity (check out the section Helpful information). After handing over your things, leave this area to the previous one and sleep for a day. Return to the girl and ask her for a set of super tools.

If you don’t have Vic 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 to 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 TapHouse sign and talk to the bartender named Lydia. Complain to her about the lack of decent booze, 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 recommend specifically looking for bottles, it’s too much hassle.

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. Stop by and chat with the black boss, Stark. Ask him about patrols, and then offer your services for reconnaissance of the area. Leave the city and simply walk around the area around Gecko. Return to Stark and provide intelligence information (+300 coins, +350 experience points).

Enter NCR and return to Stark

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

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

Repair the powerplant - actions in Vaultcity

Talk to the city leader, Lynette. She is in an office in the southeast corner of the Senate building. Agree to help find a solution to the problem of the nuclear reactor in the city of mutants. Head 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 MacRae, rejoice at your citizenship and talk to him about optimizing the nuclear power plant. He will tell you that you need to go into the Vault and find the central computer, which is on the third floor.

PAGE FOUR

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 kids (+100 and +500 experience points). Talk to the doctor and sell him a copy of the drug Jet for a thousand coins. Take the elevator to the second floor. I’ll make a brief lyrical digression... Take the drug Buffout if you don’t have enough strength to open jammed doors, and don’t climb into the boxes - they only contain chips you don’t need. Look through the chests - most of them are not visible behind the walls. Open the second (counting from west to east) door in the top row of rooms and take the special medical chip. And then take 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 be useful for completing the quest. It is very important to open the second door in the bottom row to find a 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, exactly the same module can be bought from a weapons dealer in New Reno for three thousand coins (or for two and a half - if you bargain).

Also open other doors to find a lot of useful things. Go up to the third floor, and there, after taking things from the lockers and chests, go into the central computer, that is, the one where all three monitors are lit. Select the “Insert disk into computer” option and perform the operation to optimize it. Next, ask the computer about the shelters and find out the location of Vault15. All that remains is to look for the speech recognition module to find the slot for the Pip-Boy (you will find it only if you have developed powers of observation - Perception). Let him pump the information by selecting the “Wait” option. That's it, it's done, leave.

GECKO

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

Get super repair kit for Skeeter

In the Junkyard area, north of the first part of the city, lives a Skeeter mechanic. You won't have to look for it for long - 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 tasks. When you find them and bring them to this ghola, you will receive a second part to repair the car in Den and complete the corresponding quest. Although you don’t have to try too hard, you can simply steal this part from a mechanic. It’s even more profitable - a box with tools costs money, then you can sell it or keep it. However, if you want to improve your weapon practically for free, then give the toolbox, and you will be asked to bring a 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, immediately turn west, where you will see a small house. Open the box and take out the yellow card from there. Talk to the ghol and find out about his departed friend. You will be asked to go to the Den and find him, agree.

As soon as fate brings you to Den, immediately go to the western part of the city and find the charlatan who lives in the southwestern part. Agree to look at the “mummy” and you will recognize a familiar ghoul in it. 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 Geko, go to the ghoul who gave you this quest and collect your reward in the form of anti-radiation drugs.

Solve the Gecko powerplant problem

Repair the powerplant – actions in Geko

Get 3-step plasma transformer for Skeeter

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

Talk to the ghoul repairman who lives next to the reactor under construction and learn 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 ranks of the cult. Run with the ankh to the ghoul repairman and take the cassette with important information from him.

Once you receive this tape, take it to Vaultcity. After receiving the necessary Hydroelectronic part, go inside reactor number five, located east of the Settlement area.

Go through the door in the north, talk to Jeremy and trade him for a Plasma transformer. Search the drawers further down the hall to find a yellow and 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 two guards and search the bookcase in the room a little to the north - you will find 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 receive (attention, bug!) a second plasma converter. Now take it to mechanic Skeeter and he can upgrade your weapon. Give him your assault rifle from Modoc, and get an increase in the ammunition capacity of this weapon to 100 rounds! You can also put a sight on a hunting rifle...

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

First option: leave your 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. Having repaired the reactor and received 4 thousand 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 program of actions for the robot. Here is the complete list of commands in the required sequence:

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). You must have charisma of at least 8.

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

Optimize the powerplant – actions in Geko

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

After optimizing the power plant, you can talk to Mayor Geko and show concern for the gholas in a conversation with him. Listen to the mayor's story (you'll be given 3 super stimpaks) and then ask about the story of his fellow doctor. If you want, you can take him into the squad - he is an excellent doctor, although he is not a good fighter.

RAIDERS

Helpful information.

There are no quests. More precisely, there was one, but the creators of the game removed it because they didn’t have time to finish it. This quest was related to the savage Shadow-Who-Walks, who should simply be killed because he is “bad”.

If a very stupid character (2-3 intelligence) uses the safe, they 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 her not for the sake of money and experience, but in order to help the residents of Vaultcity in the fight against their competitors: New Reno and New California, who directly or indirectly support the raiders. So, once you are in a mountainous area, go into the cave and go east there. Along the way, there is a possibility of falling to the floor below, into the domain of scorpions. In this case, kill them and climb the stairs back up. Having found the passage directly to the raiders' shelter, get ready to disarm the exploding traps that are triggered when you step on the slabs. Open both doors with master keys and deal with the gang of raiders. If you have not reached the tenth level or have not obtained protection at least in the form of iron armor, then it is better to retreat and return here later. In any case, give your allies a few Stimpaks and make them “defensive” in battle. Try to quickly destroy the raider commanders, as their weapons cause the most damage. Guys with pistols are less dangerous, so leave them for later. Once the raiders are dealt with, loot the corpses and then head to the northeast corner of the cave. There is a large black safe there - 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 drawer next to the bed, from there take the second dog collar. The third dog collar is in another drawer next to the bed a screen north of the safe. Once all three collars are yours, go to the safe and try to open it. Select the first option that says “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 half a thousand experience points. Take all the goodies, don’t forget to grab a book with a blue cover. Leave the raider caves and accept the message about the destruction of the bad guys and 2000 experience points.

Return to Vaultcity and tell Lynette that the gang of raiders has been defeated, and then say that these scoundrels were supplied by Mr. Bishop from New Reno. Mention the evidence in the form of a blue book seized from the raiders' safe. When the conversation is over, you will be awarded 2000 experience points and some more money.

BROCEN HILLS

Helpful information

Go to the doctor and buy steampacks from him at low prices. Talk to the caravan master in the southeastern building of the Downtown area. Clean cows several times for 100 coins and get the 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 Scorpio in observation, dexterity and intelligence. Scorpio's powers of observation are low, but we had even less (only 5), but luck was 10 units. helped a lot (+500 experience points). In terms of dexterity, my hero was also on par with a scorpion (+500 experience points), but he shamefully lost a game of chess. Remember the professor talking about an intelligent plant? Find it in the garden bed, put the shovel in 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 defeat a scorpion in chess. Return to the professor and take the intelligence test again - the scorpion will be defeated (+500 experience points). He will immediately attack you, but you will kill him with one shot. Leave the professor - let him create new scorpions.

Beat Francis at arm-wrestling

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

Break Manson and Franc out of prison

To the south of the house of Marcus, the town's sheriff, lives a couple of conspirators. Buy “psycho” from them and tell them about their hatred of mutants. Agree to release two innocent guys from custody. Go to the prison south of Marcus, talk there about the illegality of 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 receive the task of destroying the air purifier in the mine to put an end to the mutants once and for all. Next, run to Marcus and report the conspirators (+2500 experience points). The quest will be considered completed. However, you can actually blow up the mechanism in the mine that you are repairing during one of the quests (see below). However, I strongly advise against taking this task seriously unless you are playing as a bad guy.

Find the missing people for Marcus

Marcus will complain about mysterious disappearance some city residents. What to do? Go to the next area, find a 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 and 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 affairs (+1000 experience points). After this, tell Marcus about the bodies found (receive 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. Press him a little and he will agree to help the unfortunate man. As a last resort, you can voluntarily turn on more energy to the desired house, just use 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

Receive this quest from the mutant living next to the mine entrance. He will offer to fix the faulty air purification mechanism, otherwise the gas could 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. That's what you will do... Talk to Renesco and take the parts. Return to the mine in Broken Hills and leave your allies. Get some sleep yourself and go inside. Run quickly, shooting away the ants, north one screen, then turn east and follow the tunnel leading northeast. Having found 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 task to receive your reward.

NEW CALIFORNIA REPUBLIC

Helpful information

This city arose on the site of the Shady Sands settlement and is ruled by Tandi, which your ancestor rescued from the clutches of the raiders in the first part. The very first area is quite interesting: slave traders live here, and there is an excellent weapons store right there. You can steal two Bozars from the merchant's guards - very powerful machine guns that consume ammo at an insane speed. You can sell one to the same merchant for a decent amount and buy the necessary ammunition. By the way, 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 the entire contents of any of the three shelves. In this area, look for a junkyard and a resting mechanic in a brown cloak. 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 the rumors retold.

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 be especially interested in working for Westin. Go west to the force field, talk to the guard and tell him that the sheriff sent you to work. Now look into the small house in the south, give the guy something to drink and find out about the map to Vault13 and about the vile doctor. If you want, return to the central part of the city and talk to 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 tell him that the sheriff sent you. Go into 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 that one person is needed to look after the cows (+1000 experience points).

In the central area of ​​the city, find a house that is difficult to enter because of a tree covering the front door with leaves. Save the game and chat with a fan of the Hubologist cult. Agree to the operation and look at 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, the luck indicator will increase (permanently!) by 2. To the south of here is a bar; 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 you will find the rangers in a house with a super mutant and with damaged cars. Rummage through the table in the room next to the super mutant. Take the found card to the slave traders and receive 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 destroy the slavers' headquarters. Attack first and try to lure opponents to the doorway, and then shoot them one by one. A stolen Bozar can also be very useful, provided that your skill in handling heavy weapons is high enough. As soon as you kill everyone, run to the cages with slaves and operate on the terminals. It is likely that each terminal will require several attempts, so be persistent and/or raise your science skill a little. Once all the slaves have been freed, return to the rangers to join their 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 carry it out, leave the city and walk a little to the east, where Vault15 is located.

"Take care of Officer Jack" for Mira

To the north of the rangers' headquarters there is a girl with a robot asking for help. According to her, some crazy person tied himself with explosives and was about to explode. If you want to solve the problem radically, then just kill the psycho and take his things. Another option is to let it explode and then repair 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 is very necessary for further adventures) and persuade him not to become violent. The conversation is going to be difficult, so let’s quote it in full:

– Don't do this….

– Who wants to kill you?

– So let the law deal...

– So blowing up the powerplant...

– Look, think this through

- Yes, Jack. It's true.

– Now "s your chance….

If your charisma is not high enough or your Speech indicator is not developed, then it is quite possible that the conversation will not work out - no one promised an easy life. However, if your diplomat comes to an agreement 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 short guy in the northwest corner. Ask him about his 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 guy 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 along the way.

Kill Hubologist in NCR for Merk

Ask about the liquor salesman's job at the Rawhide Saloon, a bar south of the slavers' headquarters. Return here at night and talk to the mafioso Merc in the small room next to the bar. He will offer to test your strength before giving you a job. The preacher of Hubology must be eliminated. Find this guy in the house with greenery at the entrance and use three super stimpaks on him. This is enough for him to die in a few minutes (+2000 experience points).

Retrieved papers from Dr Henry

Return to Merc at night and ask about the next job. The mafioso 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 from the locker in his house the necessary papers for the production of cybernetic dogs.

Eliminate Mr. Bishop

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

VAULT15

Rescue Chrissy

Once 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 invite you 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 you the key and stop pushing. Open the door to the tied up Chrissy and free her. On the way back, steal a sniper rifle and cartridges from the guard. Another option is to kill everyone, take everything and remove the key from the raider’s corpse.

Return to your aunt and talk to her. The quest will be completed (+2500 experience points), and you will have the opportunity to closely communicate with the local leader who lives in the northeastern 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 Chrissie was kept and go inside. Without talking to anyone, go to the second elevator and go up to the third floor. In the southwest corner, get into the computer and download information about the location of Vault13 from there. Rummage through the drawers to get a super stimpak, computer parts and an Uzi with ammunition. Go into the room with the bandit leader and turn on Sneak mode. Sneak along the wall past Darion and get to the terminal. Download information about the spy from it. In principle, you can already leave quietly and unnoticed, but the quest to kill Darion will remain unfulfilled. Therefore, steal assault rifle cartridges and their stimpaks from people in green armor. After this, approach Darion and he will talk to you. Select the Barter option and buy a steam pack, a drug and fuel for a flamethrower from him - then you will return the money by removing it from the corpse; and so the friend will no longer be able to eat the Stimpak and Buffout. Start a fight and kill them all. You can eat one “psycho”, since the guys are happy and cool.

There is another battle option. Lead and leave your partners in the southeast corner of Darion's room and stand in the doorway. From there, fire at the bandits and lure them towards the passage. If the bug works, then two people with brass knuckles and a dog will run after you, and the rest will rush in the opposite direction, run into the wall and stand still, doing nothing. As soon as you kill the attackers, go up and kill the passive “observers” one by one. Once Darion dies, gain 6000 experience points.

Take the elevator 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 with 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 the GECK. Go through the caves to the shelter door. Open the door using the terminal and go inside Vault13 (2000 experience points). Talk to the leader of the Death Claws, promise to fix the computer. Go up to the third floor, find the supercomputer and rummage through 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 City Vault, or purchased from the arms dealer in New Reno.

Talk to the Deathclaw leader again (5000 experience points) and get the GECK (4000 experience points) 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 drawers. Talk to the cloaked Deathclaw Goris and question him. Leave 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 damaged the speech recognition chip of the local computer, because... considers Deathclaws to be vile creatures and a threat to the existence of humanity. 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 speak with the Deathclaw Chieftain again.

As soon as you leave the shelter, you will see the fourth dream of the village shaman with a call to urgently carry the GECK. You don’t have to rush to Arroyo, since all the same, the time spent on the road does not in any way affect further events.

REDDING

A small mining town where a lot of gold is mined. Thanks to this metal, Redding became a tasty morsel for neighboring rulers: from New Reno, NCR and Vaultcity. There is a doctor right there who will completely restore your health for just 100 coins. You can also buy mentats from him - I highly recommend it.

By the way, in the drawers in the sheriff’s room there is a double-barreled shotgun, which will be very useful for the character who goes 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 of finding a special chip for a mining machine. Go down by any means (through an open grave, elevator, well) into the Redding dungeons and commit genocide to the rats and several Wonamingos. Having cleared the first level of the mine from the creatures, go down to the second and finish what you started there. Finally finish off Queen Wonamingo and beat all the eggs. In the center of the second floor there is a huge mechanism. Search through it to find the chip you need. Inspect the mines again until you kill all the Wonamingos. You will learn about the final cleaning of the mine by text message (+3500 experience points). Now get to the surface and talk to the mayor of Redding, who is 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 mine owners, just keep in mind that Morningstar is supported by drug lords from New Reno, but Kakoweef respects the guys from NCR. Deciding who to give the chip to is your business. In general, we chose Kakoweef (you have to play a good hero) and received a thousand in cash and 2500 experience points.

Pay the debt

Talk to the sheriff, and if you have already become a ranger or have developed your hero sufficiently, he will offer you your first task. We need to solve the problem with the woman not paying the mayor her rent. The tenant herself lives in a house west of the sheriff and really has no intention of paying. Talk to the mayor at the casino and pay him off the woman's debt from your pocket.

Break up the bar brawl

The second task is to break up a fight between 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 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 vaguely resembles 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 bartender about the incident. Now go to the Morningstar office and talk to one of the two miners in the dorm. The guy admits guilt, but will begin 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 end up 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 sheriff's latest assignment is to shoot Frog Morton, the leader of a local gang. Go to the transition area to the east. Deal with the rats and a few bandits. Look into the building in the northwest, where Morton himself and his guards are holed up. Kill them all and collect a bountiful harvest of shotguns and ammunition for them. Pay attention to the leader's weapon - it can be sold at a high price. As soon as the battle is over, you will be informed that Frog Morton's gang has been destroyed (+3000 experience points). Return to the sheriff and receive 1000 coins and a 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 fight, led by one of the Morton brothers.

FIFTH PAGE

NEW RENO

A very nice city for those who play the bad guy, as there is an opportunity to significantly reduce your karma. And an even nicer city for good guys, because New Reno offers a lot of quests and a lot of weapons and useful drugs (Mentats and Buffout) that 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, it is likely that you will become a member of it. To be between by whom And how to choose, I will say that the Wrights make their business in the production of alcohol, the Mordino family is responsible for the production of Jet flows, Salvator is involved in backroom 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 purchases a lot of drugs chemicals in the same “law-abiding” Vaultcity?). New Reno is also famous for its boxing tournaments. You can also take part in them, but 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 your first victory, you will receive the title Prizefighter, which will be useful for more successful conversations with the residents 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 need to know a few tricks. First: hit the legs with a targeted blow to cripple the enemy (he will only be able to take two steps per turn); and then attack him with swoops - hit him a couple of times, move away two steps. The second trick: if a targeted blow to the head causes the enemy to lose consciousness, 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 owner 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 haggle, you will bring their value up to 750 coins.

Recover your stolen car

If you come to New Reno by car, it will soon be stolen from you. Don't be afraid, this is not a bug, but 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 into 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 into the car and drive back to the parking lot. Although, if you come to an agreement peacefully, 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 several quests for a 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 all its members will immediately attack you. Therefore, we do this: we complete all the quests for a specific mafia family, but we don’t tell the boss anything about the very last quest (which means he cannot report the 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 to Ramirez in the Stables. Talk to him politely, don't speak too much and hand him a diplomat (+500 experience points). Before handing over the diplomat, there is an opportunity to delve into it and find a lot of drugs - Jet. In this case, Ramirez, of course, will be offended, so I strongly advise against acting so dishonestly. Return to your 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 guards at the door to the guy Myron (Myron) and apply for 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 mafia, so play on his hurt feelings by saying that if he leaves them for you, Mordino will finally understand how much they needed him (+750 experience points).

Collect tributes 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 payouts. Take the money and return to the boss (+500 experience points).

Assassinate Boss Salvatore for Big Jesus Mordino

Kill Salvator. You can do it the old fashioned way by shooting at point-blank range and then fighting with the guards. You can plant a couple of sticks of dynamite with a clock mechanism. However, the most original and “pleasant” way for the bad guys is to simply steal Salvator’s Oxygen tank. 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 glasses that increase the charisma indicator 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 take him the briefcase from the spy in Vaultcity. Very important! On the second floor of the casino, rummage through the billiard table, which is next to the stairs to the third floor, and you will get a magic ball. Use it many times to get a lot of jokes and tips. 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 a 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 it and already bring the diplomat to Bishop!). Open the room's safe and take the goods from there. Search the next safe in the room to the north with your Lockpick skill and you'll cause the trap to explode. Turn on the Sneak skill and stand in the corner of the room. In about ten seconds a guard will come running, stand there for a moment and rush back. And you open the safe and take the record and the raiders map from there.

Assassinate Westin in NCR without making it look like a murder

The task is not easy - to kill Westin, but so that it does not look like murder. Well, there are several options possible. The first option is to use 7-8 super stimpaks on Westin (he has 40 lives). The second option is to poison him with a syringe containing poison taken from the doctor at the NCR center. I recommend a syringe to make Westin’s “accidental death” look more authentic. Return to New Reno and report your success to the boss (+2000 experience points). Receive the promised money and a new task.

Murder Carlson in NCR

Now Mr. Bishop wants Vice President Carlson dead in NCR. And not necessarily an “accidental” death, you were allowed to frolic and shoot. Go to NCR, visit Thandi and swipe the access card from her assistant. Use it on the guard at the force field in the same area and go into the vice president's house. Using theft, 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. Report the successful completion of the mission to Mr. Bishop himself (+2500 experience points), and you will be accepted into his family.

SALVATTOR

Located on the second floor of Salvadore's bar, to the 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 the computer may freeze in the version without the patch. Go downstairs, break open the door to it 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 let the person go ahead, and then go down into the grave yourself. A fight will begin here, but it will be short-lived, since Lloyd only has two shotgun shells and no other weapons. Take 1000 coins from the box and return to New Reno. Pick up your friends and talk to Mr. Salvator (+500 experience points). Honestly say that you found money and only 1000 coins - they will return half to you.

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

Mr. Salvator's next task is to extract a "profit tax" of 1000 coins from the drug dealer Renesco. From Salvator's bar, go to the western transition area. 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 goods. Take all the drugs and stimpaks, as well as everything you can take, and give one coin in return. Return to Salvator, 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 protect an important trade operation. Leave your friends and agree to follow Salvator's bodyguard. Stand still and listen to the conversation with the Enclave soldiers. As soon as part of the people runs, run away from here with them. Report the situation to Salvator (+1000 experience points), and you can become a member of his family (+1000 experience points).

WRIGHT

From the second street area, go to the transition area to the east. The distillery's residence is located there. The most peaceful and poor family, but the most “good” in comparison with others.

Find out who was responsible for Richard Wright's overdose

First, talk to the guy in the northern building about work. Go to the house in the south and tell Keith that the guy sent you to Mr. Wright. Open the door and talk to the boss. Don’t make any special appearances, but take on the quest to find the culprit behind the death of his son. Talk to Keith again and ask about Richard, find out information about the boy's room, and then go there. Richard's room is south of Mrs. Wright's room, next to the kitchen. Search the box near the door - you will find an empty Jet package (+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 drugs, then mention the empty package of Jet. The drug dealer will smell scorpion venom (+500 experience points) and advise you to visit Renesco. Go to Renesco and tell him about the poison in Jet's package. Renesco hesitates, and you press 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 will blame him!)". The mystery of Richard's death has been solved (+2000 experience points)! Wright cannot do anything with Mr. Salvator, since he has little guts, 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 selling a huge amount of alcoholic beverages. She won't believe it and will ask you to come to the church (in the Commercial Row area), north of Renesco, and talk to her. Find a church, sleep until the next morning and wait about 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. Set the Sneak skill and use the crowbar on the alcohol tank (+500 experience points). Sneak up the stairs and return to the church. Talk about the task you completed and state that you could use some money. Get some money and a unique weapon - a bat that hits on average 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 the reach of guns, and use “psycho” yourself (once if you already have combat armor, twice if you don’t, but with force protection you can forget about the drug). 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. Once all the guns are silent, break open the door to the small bunker 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 from the developers. The gun itself is located in the building to the east, so insert (“use on”) the shell and click on this gun. As a result, the locked door that leads inside the base will be destroyed. Before looking inside, it is advisable to go down the stairs next to the generators and press the switch there. By doing this, you will turn off half of the base’s energy capacity, which means that impassable force fields will become passable, although they will cause you damage. Inside the base, look at the table near the entrance and look at the document. Go to the computer in front of the force field and select Tсhaikovsky as the password. Examine 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 your eye on the device next to the elevator (retina scanner) and go up to the third floor. By the way, you don’t have to use your eye; fortunately, with a high hacking skill, you can quite easily unlock the door to the west of the elevator, which leads to the stairs. Run east and then north. Search the box in the small room to the west of the supercomputer - you will find very interesting information about the beginning of the Third World War and a certain oil rig of the Poseidon company... In the safe you will find a second eye. Now communicate through the supercomputer terminal with the electronic brain. Agree to help the poor thing 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 several Buffouts, Psychos, Mentats and Stimpaks. Approach 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! (there is an interesting bug associated with it - if you select science as a skill for it, then this skill will increase sharply! ). 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 obtained brain on the Robobrain robot, then the Biogel that is lying around, and the motivator, which 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 gained a new, very valuable ally. Leave the base.

San Francisco

San Francisco is a disco-style city... You immediately find yourself in the city's Chinatown, where sensei constantly walk back and forth and kung fu masters live. From here you can either get to the dock area (crossing area in the northwest corner), and from there to the tanker, or find the Hubologists base (crossing area 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 Brotherhood of Steel branch (southwest corner of the central part of the city). You will be asked to obtain the blueprints for the helicopter that are stored in Navarro. Leave all your 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’s very difficult to save that kind of money, so it’s better to practice stealing. For example, the weapons store at the opposite end of the area is guarded by three guards with cool guns. Having stolen them, you will already receive approximately 15 thousand in hard currency. Add your cash and your own combat armor - the store owner will upgrade 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.

PATH TO THE 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 blueprints for a helicopter. As soon as you get them and show them to the Brotherhood of Steel guard, bring 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 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 near the shuttle, and there talk to the man in a 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 room 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 computer guy on the main floor. He is the Badger you were ordered to do. Approach the stairs behind him, shoot something more powerful and immediately go down into the hold. Repeat this move several times to kill the Badger without turning the tanker's inhabitants against you. Report the completed order to the employer at the Hubologists base (+3000 experience points), and receive the second task.

Kill the Shi Emperor

A very difficult task, so if your character has not yet reached level twenty and is not wearing power armor, you will have a rather difficult time. Go to the Shi Temple, disable the force field using the repair skill and crack the supercomputer password. Read the information, and then format the disk (+7000 experience points). You will most likely be attacked by the guards. Take the “psycho” and fight your way out of the temple to the Hubologists’ base. Report the completed task (+5000 experience points).

PATH TO THE 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 fight only one enemy. By the way, it has been noticed that the pulse gun has practically no effect on Floaters monsters... In the north-eastern corner there is a girl waiting for you, whom you will help get out of the hold as soon as the battle is over. Talk to computer scientist Badger about saving 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 the FOB on this device (+2000 experience points) and then go up. Apply NavCom parts, that is, parts found in Vault13, to a computer with two lit monitors so that the tanker’s navigation system is in order (+2000 experience points).

The tanker needs fuel

Go up to the main floor of the tanker and find the stairs up in the southeast corner. Talk to the captain, and then rummage through the computer. You learn that the tanker needs fuel. Well, go to Badger and ask him about the fuel. Invite him to hack the Shi network and wait a day before talking to him again (+5000 experience points). All! The tanker is ready to sail. Return to the captain and access the computer. Tell the program to sail and enjoy the cartoon. Upon arrival, you will receive 15,000 experience points.

Kill the AHS-9

The quest is very simple. Just kill the Hubologist leader 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 first's henchmen 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 those who play the “bad guy.” Consider the Dragon. Talk to the half-naked man in the 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 sessions, talk to the Dragon again and agree to fight his enemy Lo-Pan in open combat. Go to Lo-Pan in the neighboring building to the west and invite him to fight to the death. Otherwise, you will be asked to first defeat his students: four fighters in four single skirmishes, and then a couple more in the fifth, final one. Otherwise, you will fight only one in the person of Lo-Pang. By the way, the best kick in my opinion is the Power kick. Try to hit them in Lo-Pang's eyes with a targeted blow. If you manage to knock out his eye, then for several turns you can kick the enemy with impunity, and with a maximum chance of hitting. As soon as the opponent's health drops to a minimum, he will take out a pistol and start shooting back. Don't let him do this by constantly knocking him to the ground. After victory, you will be awarded 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, you can kill the old man right away, and it will not affect anything. Open the door to the small house to the north, lift the lid in the center and go down the stairs. Before this, it is advisable to leave your allies waiting 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 wearing power armor, which you found in the Military base.

So, go along the corridor to the east, talk to the nearest person in power armor, and they will tell you that you can go to the eastern warehouse and equip yourself. Come in and grab ammo, a beam rifle and, most importantly, improved power armor from the drawers.

Go south to the scientists' rooms. If the hero’s charisma score is high enough (7–8 and above), then talk to the scientist in the room with the supercomputer. Find out his password by logging into the computer, find out everything you find until you run out of all available options. If your charisma is low and your intelligence is high (9–10), then your computer can be hacked so as not to find out the password. The password can apparently be obtained by going down to the floor below and finding a cook in the southwestern building. Ask him about all the available rumors, and he will tell you about the scientist’s beloved girlfriend, whose name will be the password.

When the computer gives you all the information (an image of the main Enclave base appears on the map), go into the room of the lone scientist in 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. Go down to the bottom 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 that the doctor asked for a part for the cyber dog, and take it from the drawer. As for the helicopter drawings, you need to take them from Quincy. Quincy is the Operations Manager and is located 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 drawings 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 to repair the cyber dog yourself by pitting the mechanic in the hangar (his name is Raul) against Quincy.

here, leading to the room with Deathclaw. Explain to the guard that you need to kill this creature, and you can open the door. Tell Deathclaw you want to free him, not kill him. Open the southern door with a blue access card and receive the completion of the next quest, and at the same time the gratitude of the creature, improved karma and the accrual of experience points.

Retrieve the FOB from the base Commander

Now the final quest remains at this base - obtaining an 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 trust 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, turn to the commander and open both iron boxes. In one of them lies 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 to find four plastic explosives. Return to the main hall and now go down the stairs to another floor. When you see the prisoners, talk through the force field to the headman, and then to one of the people opposite her. You will be advised to blow up the reactor three floors below. Well, go down the second staircase right next to the prisoners and get ready to go through the maze. It consists of several rooms with terminals in them. Pressing terminals opens certain doors, not necessarily next to the terminal. You need to press a number of terminals in strict sequence in a short time (you are constantly shocked). 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, pick up the GECK from the 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 have 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 through two rooms to the east. Click on the terminal in the southeast room and the exit to the maze 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 hasn’t let you down, then talk to him about the FEV virus and the harm from it. The scientist admits that the Enclave was wrong, which means 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 super stimpaks 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 run to another floor. Go back, and no one will even attack you... Go down the stairs north of the presidential hall to another floor. There, find the mechanic in the southern room and talk rudely to him about the reactor. He will get scared and blow up your reactor. Another option to destroy the reactor: find the supercomputer in the northeast room, place a plastic explosive under the middle terminal (+10,000 experience points per explosion) and run from here to the floor with the late president. Use the stairs leading up, next to the one you used to come down here. Run through the barracks to the main hall. Talk to 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 politely say "bye." Start the conversation again and continue until he agrees to run away with you. Make your way (Sneak skill) along the southern wall of the main hall so that the metal giant does not notice you. Go to the computer terminal: if your intelligence is really high and your Science skill is well developed, then look through the list of all users (enter 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 entry. So, after logging in as the President, select Counter Insurgency. Exit the terminal and watch a fascinating show: 4 Enclave soldiers and a good 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 this will not 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 NOT BE ENOUGH

After the most fascinating cartoon comes a debriefing. All your good and bad deeds lead to different consequences: some cities are slowly dying, some become leaders of the post-nuclear world. If you have a pleasant time with Angela Bishop, she will give birth to a child. If you didn’t kill the head of the slave traders in Den, then be prepared for the rise of slavery... In general, it’s impossible to list everything, and there’s no need to - it’s better for you to find out everything yourself. However, after all this you will be asked to continue the game. Agree! There are several things that were hidden by cunning developers especially for those who completed the game to the end. I'll give away two secrets: talk to father Tulli and get a Fallout2 Hint book. Read this hintbook and all your skills will increase up to 300 (three hundred) percent! In addition, each new reading will add another 10,000 experience points, so you won’t have to re-read it. Another secret: In Vaultcity, go back to the local main computer in the safehouse, make sure your observation is at least 8 (accept the mentats) and log into the computer, then exit. You will notice a small slot where you insert your Pip-Boy. Log back into the computer and reinsert the Pip-Boy into the slot you already found. All that remains is to read the list of people who worked on Vaultcity, and then find the computer in the upper left corner of the same level. Each time you use it, you will receive 20,000 experience points.

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

Fallout 2 is an open-world computer role-playing game developed by Black Isle Studios and published by Interplay Entertainment in 1998. It is the second part of the Fallout series. Despite the fact that the game engine has remained virtually unchanged from the first part, thanks to the detailed elaboration of the game world and plot, the sequel managed to surpass it in popularity.

Background

80 years after the events of Fallout, the secluded village of Arroyo, founded by the Vault Dweller, began to decline. New strength was needed to breathe life into the fields. The village elder sends Favorite(eng. Chosen One) in the wasteland behind the miracle of pre-war engineering technology - GECK (eng. GECK, Garden of Eden Creation Kit- GECK, Generator of the Tabernacles of Eden Compact; Unlicensed versions also use the translations “Group of Edenic Structural Components” and “KoSoGoR” - “Kit for the Creation of a City-Paradise”), created so that the inhabitants of the shelters who came to the surface could establish a new life. The Chosen One goes on a dangerous quest...

Game process

The Fallout 2 engine has undergone few changes compared to Fallout, as a result of which the gameplay is almost no different from its predecessor. However, the game world has been enlarged compared to the first part.

Progress of the game

The plot of the game develops as you receive and complete quests. Quests are tasks that appear to the player during the game or given to him by other characters. There are several hundred quests in Fallout 2, and only one of them is required.

Completing the initial quests in Arroyo does not require much effort and rather serves to prepare the player for future difficulties. At first, the Chosen One has very little ammunition and a small amount of money. He is given the first task and the location of the nearest city on the global map is indicated.

Over time, the player may have access to a car - the Chrysalis Highwayman, which significantly speeds up travel around the global map and can store things in the trunk. It can be improved as the game progresses. For example, if you leave a car unattended in New Reno, a group of people will steal it. When meeting them, it turns out that they have expanded Highwayman's trunk. Then you can return the car by force, pay for it, or just come back another time. Later in Fallout New Vegas, his remains will be found in a large radioactive puddle, apparently after the Chosen One didn’t need him on the oil rig, he was stolen by raiders, broken and abandoned, as a result of which a small location “Highwayman Crash Site” appeared.

Although Fallout 2's gameplay is designed to last over one hundred hours of play, the authors either accidentally or deliberately gave experienced players the opportunity to complete the game quickly. Such a walkthrough takes 40-50 minutes of real time, but is hardly used by experienced players (unless you need to quickly equip a character to explore a specific place in the game), who prefer to enjoy simply being in the Fallout world and the gameplay.

After completing both story missions, the player has the opportunity to continue playing, after which new opportunities and dialogue options appear in Vault City and New Reno (this idea was implemented by Chris Avellone, who was involved in the design of these cities (Fallout Bible)), for example, Tully's father can give away a book that increases all skills up to 300% and gives 15,000 experience after reading. The main difference of this book is that it does not disappear after reading. Therefore, the player can get the highest level with it.

Time limit

Unlike the first part, there is no time limit in Fallout 2. The game begins on July 25, 2241 and automatically ends after exactly 13 years of game time, and an honest and complete passage takes no more than one and a half to two game years, regardless of the chosen playing style. Warning dreams in which a tribal shaman talks to you do not limit you in time. This is rather a plot twist for those players who cannot complete the original task - to get the GECK. And even if you find the GECK before the fourth dream, when you come to Arroyo you will still find Hakunin lying in blood and dying.

Main characters

  • Chosen One (Chosen One) - the main character (or heroine) of the second part of the game, the grandson (or granddaughter) of a person from the shelter. There are three ready-made characters available in the game (in addition to the ability to create your own):
    • Narg (Narg) - thanks to excellent physical fitness, he is the best hunter of the tribe. He is simple and straightforward. If Narg can’t figure something out, he simply destroys everything, and he does this perfectly! Narg wants to become the leader of the tribe, and nothing will stop him. Narg is a warrior, a savage.
    • Mingan (Mingan) - soft gait and quick grasping reflex help him satisfy his needs. Several years ago, people decided that this thief would be better off using his talents on some other tribe. Since then, Mingan became a scout. However, the tents of neighboring tribes are no longer of interest to him... It's time to set off on a long journey. Mingan is a thief.
    • Chitsa (Chitsa) - knows how to persuade and negotiate. Dazzling beauty helps the girl in this. She trades better than anyone in the tribe and knows first-hand the dangers of the desert. Now her people need help, and Chitsa hears the call of a long journey... Chitsa is a diplomat.
  • Oldest- Leader of the village of Arroyo. It is she who sends the Chosen One, who has passed through the Temple of Trials, in search of the sacred GECK.
  • Hakunin (Hakunin) - shaman Arroyo. He can be useful early in the game by making healing powder from the required ingredients. He dies during the Enclave's attack on Arroyo, but manages to show the Chosen One the location of Navarro's base.
  • Dick Richardson (Dick Richardson) - President of the United States and leader of the Enclave, one of the main antagonists of the game. It was he who planned and organized an operation with a modified FEV, designed to “cleanse” the United States of America from mutants (ghouls, “unclean” people and the like - in other words, from everyone except Enclave employees who were vaccinated in advance). Richardson was familiar with the purpose of the Vaults, but he did not see them as anything more than test tubes of preserved people on which he could conduct experiments.
  • Frank Horrigan (Frank Horrigan) - the main negative character of Fallout 2 (the name is taken from the character in the film In the Line of Fire, who was also a Secret Service agent). A mutant cyborg with a huge and extremely durable body. He participated in excavations at the Mariposa military base, where he mutated and subsequently became a test subject in Enclave experiments, which did not have the most positive effect on his intellect. He leads almost all combat operations of the Enclave. The Chosen One is encountered several times in scripted scenes, attacked the Brotherhood of Steel bunker in San Francisco, and also confronts him in the final battle. Strong, cunning, evil, tenacious and simply mean. Has 999 health points.
  • Marcus (Marcus) - super mutant, co-founder, mayor and sheriff of Broken Hills. A very experienced fighter who wields heavy weapons; does not wear armor (according to him, it simply does not “fit” on him), but this is compensated by his enormous health and resistance to damage, like all super mutants. Also found and mentioned in other parts of the game.
  • Tandi (Tandy) - President of the NKR. The same Tandi that the Vault Dweller saved from raiders in Fallout, but eighty years older.
  • Big Jesus Mordino(English) Big Jesus Mordino) - head of the Mordino mafia family in New Reno in 2241. Big Jesus - “a fat man with tiny black eyes. He's sweating and he's breathing really hard."
  • Orville Wright(English) Orville Wright) is the head of the Wright mafia clan in New Reno, engaged in the production and distribution of moonshine.
  • Luis Salvatore(English) Louis Salvatore)- the head of the Salvatore family in New Reno.. Due to problems with his heart and lungs, he almost never leaves his room on the second floor of his bar and does not part with the breathing mask, which is connected to the oxygen bag on his side.
  • John Bishop(English) John Bishop) is the head of the Bishop mafia clan. His dream is to unite with the New California Republic and get a seat as a senator from the state of New Reno in its Congress. He is the only one of the four New Reno gangsters who cannot be hired simply from the street, but only by being well vetted and recommended.
  • Myron(English) Myron) - a young genius from New Reno, a self-taught chemist who, commissioned by the Mordino family, created a unique drug - Jet ( Jet, Screw). Can produce medications (and also unnecessarily consume stimulants and drugs if they are in his equipment). Myron's significant shortcomings are his complete unsuitability for battle (low health and cowardice) and his annoying emphasis on the importance of his person. Can be important for completing the quest to obtain an antidote from the jet (if the player has a weak Doctor skill).
  • Ascorti(English) Ascorti) is the mayor of Redding and casino owner. He is resourceful and looks for profit everywhere.
  • Harold(English) Harold) is the leader of the ghouls in Gekko, although not a “classic” ghoul by origin. He has a tree sticking out of his head, which he calls either Herbert or Bob. Another character from the first Fallout; was personally acquainted with the Lord before his (and his) mutation. He can also be found in Fallout 3.
  • Roger Westin(English) Roger Westin) is an important political figure in the NKR in 2241, a member of the council. He has a large ranch and is one of the main cattle barons in the republic. From a political point of view, he supports President Tandi's choice: peaceful expansion of the NKR.
  • Janet Lynette (Lynette) is the first citizen of Vault City, effectively ruling the city. She became famous among players for her bad character and touchiness. In addition, she despises ghouls, super mutants and just people from the outside.
  • Joe(English) Jo) - the owner of a store in Modoc, facilitates trade between Modoc and other cities, exchanging food and leather goods produced in the city for everything necessary. He also happens to be "the mayor, the sheriff, the justice of the peace, and every other official you can imagine."
  • Ken Lee(English) Ken Lee) - Advisor to Emperor Shi. Officially considered an advisor to Emperor Shi. In reality, he actually runs the empire, making decisions based on the predictions of a supercomputer.
  • Metzger(English) Metzger) - leader of the slave traders in the Hole. Kept Vic as a slave because he sold Metzger a non-working radio. Metzger tracked him down, and before Vic could leave town, he had him locked up until he could pay the ransom and fix the radio.
  • Vegeir(English) Vegeir) - leader of the Usheltsev. He prefers to speak using poetic sayings and eloquence rather than brute force and harshness in communication.
  • Sergeant Arc Dornan(English) Arch Dornan) - a soldier at Navarro Air Base in 2241. He is always in a bad mood. He is always looking for a reason to punish his subordinates for any offense and the slightest deviation from the regulations.
  • Gruthar(English) Gruthar) - the leader of the intelligent death claws living in Vault 13 in 2241, the father of Goris. After the Chosen One finds and takes away the GECK, two weeks later a punitive squad of the Enclave led by Frank Horrigan will appear in Vault 13 and destroy the entire population of intelligent death claws , including Gruthar himself.
  • Captain A. Ron Myers(English) Captain A. Ron Meyers) - is the leader of the tramps from the tanker SKP "Valdez". He was a technician in the Enclave, worked in Navarro, but later left. It is he who tells the Chosen One what needs to be done in order for the tanker to float.
  • Darion(Darion, before 2161-2241) (eng. Darion) - leader of the New Khan gang in 2241, the main enemy in Vault 15. During the Vault Dweller cleared the Khan camp and freed Tandi, Darion hid and was the only survivor. From that moment on, he wanted revenge on the Exit and Tandi, while at the same time being paranoidly afraid of reprisals.
  • NIK-9(English) AHS-9) - head of hubologists.

Companion Characters

  • Vic (Vic) - merchant from Klamath. Kidnapped by slave traders from Dan, where he can be freed. Can repair objects. At the first levels in battle it is ineffective, but has good prospects for development. Vika's daughter lives in Vault City and knows nothing about the fate of her father.
  • Cassidy (Cassidy) is the owner of a bar in the suburbs of Vault City, who has clearly been through a lot of troubles in his life. Cassidy has heart problems (if she abuses stimulants, she can die from a stroke); Despite this, he is an excellent shot with rifles and fights hand-to-hand. One of the best allies. Claims he was a savage.
  • Miriya and Devin (Miria & Devin) - a brother and sister living in Modoc, with one of whom you can marry (and regardless of the gender of the main character). Unlike other assistants, they are not able to develop, they handle weapons extremely poorly and refuse to leave the main character under any pretext (two non-violent ways are to get a divorce in New Reno, or sell into slavery in Vault City or the Pit).
  • Skynet- an artificial intelligence that controls the security system of the Sierra army unit and wants to get out of there. To do this, the main character needs to place the carrier brain (in addition to the specimens available in the laboratory (monkey brain and defective brain), it is possible to extract the brain from one of his partners) into the robot. The cyberbrain is most desirable for this, the human brain is less desirable. Only the cyberbrain is capable of improving, only the cyberbrain and the human brain are capable of shooting. Which brain is extracted from Sierra’s laboratory directly depends on the player’s Science skill, and with low science, the cyberbrain is not recognized at all. Features - a good shooter (characteristics directly depend on the brain used), cannot be treated using conventional methods. For treatment, he has his own recovery system, which is activated, when asked to, up to three times a day.
  • Goris (Goris) - an albino deathclaw from Vault 13, engaged in exploring the world around him (in terms of intelligence, he is not inferior to an adult). Excellent in close combat, but unable to wear armor or use weapons. Unable to run in combat or act non-aggressively.
  • Lenny (Lenny) is a ghoul doctor who can be found in Gekko. Witness to the adventures of a person from the shelter in Necropolis. Feature - a huge level of health, of little use in battle, since it only shoots from pistols and submachine guns and a Gauss pistol, in combination with power armor, will make him a good support fighter). Does not require treatment.
  • Marcus (Marcus) - the chosen one can meet Marcus in Broken Hills where he will ask him to help find missing people and advise him to go to Zaius to help fix the air purifier at the uranium mine. By investigating further cases in the city, you can inform on the people who have started a conspiracy against super mutants. If the Chosen One resolves these problems, Marcus agrees to become his partner. The mutant fights well in close combat and also wields heavy and energy weapons. There is no armor for Marcus, but he has a lot of health, which partly compensates for its lack. Among his shortcomings, it should be emphasized that he, without hesitation, can kill the entire group of the Chosen One with one burst from a minigun.

Locations

Map of the area coinciding with the game map.

Cities

Klamath (Klamath, Klamath) is the first city on the path of the Chosen One, where he entered in search of the merchant Vic. A small poor town, half ruins, inhabited by trappers - gecko hunters. The Klamath dungeons are inhabited by rats, led by the rat god Pinky. The city is located approximately on the site of the real-life Klamath Falls.

Dan (Den, Hole-Yama) is a dirty town. Almost its entire population consists of bandits and drug addicts. The Slaver's Guild is located here.

Modoc (Modoc) - a quiet and peaceful place, a small farming town, gradually dying from drought.

Redding(English) Redding) is a mining town on which the entire California economy rests. Gold is mined here, which allows the city to purchase everything it needs from Vault City, NKR and New Reno, which are fighting for influence on Redding. There are wanamingos in the mines of Redding.

Vault City(City) ( Vault City) - founded by people from Vault 8. A parody of Ancient Rome: a technologically advanced democracy, the fruits of which are available only to a select few (Citizens) who try not to have anything to do with strangers. Slavery actually exists in Vault City, although the residents themselves never call it that.

Gekko (Gecko) - a city of ghouls - people affected by radiation. The main facility in Gekko is a working nuclear power plant.

Broken Hills (Broken Hills) - a settlement in which uranium ore is mined. Here people, ghouls and super mutants live in peace. However, some residents do not agree with this state of affairs and are plotting to undermine the existing balance.

New Reno (New Reno) is the largest (both in size and in number of quests) city in Fallout 2. Everything that happens here is controlled by four mafia families: the Salvatore, Mordino, Bishop and Wright. A gloomy and dangerous place that provides the player with a huge number of opportunities. Represents the "reborn" city of Reno, now the second largest in Nevada.

  • Calvary (Golgotha) - New Reno City Cemetery. A place where the mafia reprisals all undesirables.
  • Stables (The Stables, Drug shop) - the place of development and production of the drug "Vint" by the Mordino family. Located north of New Reno. Myron lives here.
  • Garages- a place for storing and repairing machines. You can get there if you drive to New Reno.

New California Republic(NKR) ( New California Republic) is a large city that appeared on the site of Shady Sands from the first part of Fallout. A democratic community with a strong government, in which drugs and the slave trade are prohibited. A potential basis for building a new state in a post-nuclear world.

San Francisco (San Francisco) is a large prosperous city, entirely inhabited by the Chinese (descendants of the military from the PRC submarine), led by Emperor Shi, and almost not connected with the rest of the world. The headquarters of the religious sect of Hubologists is also located here. There is a tanker in the port of San Francisco, on which the hero will have to go to the main base of the Enclave.

Small settlements

Arroyo (Arroyo) is the home village of the Chosen One, where the game begins. It was founded by a Vault Dweller after his expulsion from Vault 13.

Horror Farm, or Ghost Farm (Ghost Farm) - a farm near Modoc. It belongs to the descendants of one of the pre-war self-defense organizations (translated from Fargus - Slugs, from 1C - Ushelts), who have been living underground for about a hundred years. The farm was not touched by the drought, which so ruined the lives of the inhabitants of Modoc, so the Outlaws were forced to protect it in a strange way, namely by intimidating strangers with the help of scarecrows mounted on stakes, terribly similar to dead human figures. The Aliens appear on the surface at night, often smeared with phosphorescent paint. This is how the farm got its name.

Squat(English) The Squat) - a settlement near Vault 15, inhabited by squatters covering Darion's group who settled in the shelter.

Shelters

Vault 13 (Vault 13) - the legendary shelter where the hero of the first part of the game came from. All inhabitants were abducted by the Enclave for experiments with FEV (man-made evolution virus). Inhabited by sentient Deathclaws. A good place to search for GEKK.

Vault 8(English) Vault 8) - not a separate location, but a part of the City of Vault, the people who founded the City of Vault came from here, after the construction of the city with the help of the GECK, the shelter began to be used as a warehouse.

Vault 15 (Vault 15) - a location that was also found in the first part of Fallout. Occupied by Darion's gang of raiders. Squatters live on the surface.

False Vault 13- a location of no interest. You can get here by following the wrong lead. It is a destroyed, unfinished prototype of the "Sacred Thirteenth".

Other locations

Temple of Trials(English) Temple of Trials) is the training location where the game begins. It is part of Arroyo.

Toxic caves (Toxic Caves, Poison Caves) is a small location north of Klamath, where the player finds himself to rescue the trapper Smiley. The danger here is represented by numerous geckos and radioactive waste spilled everywhere. There is also an abandoned military facility of unknown purpose, which can be penetrated.

Sierra Army Unit (Sierra Army Depot) - an abandoned military warehouse, reliably guarded by automatic security systems. You can get here by receiving the appropriate quest from the head of the Wright family in New Reno. In reality, approximately here (north of Reno), there is an active military warehouse.

Raiders (Raiders) - the base of robber-raiders in a deep cave filled with traps. Raiders regularly attack Vault City on behalf of the Bishop family (which, in turn, acts in conjunction with one of the NKR senators). The raiders attack the player without warning.

Navarro (Navarro) - a military base of the Enclave, necessary for refueling rotorcraft. Three important quests are completed here: stealing rotorcraft blueprints, obtaining Enclave power armor and the FOB key to control the tanker. The game's internal mechanics refer to Navarro as Colusa, the city of Colusa actually existing in this location.

Military base (Military Base) - an abandoned military base, the location of vats with FEV from Fallout. Populated by hostile mutants (former miners from Redding). Its name - Mariposa - is mentioned only in holodisks in Fallout.

Enclave (The Enclave listen)) is the home base of the US government that survived the nuclear war. Located on an oil rig off the coast of California. The enclave is a developed military-technical organization that is about to establish a new world order. Destroying the Enclave is one of the two main goals of the game.

Population and fauna

The world of Fallout 2 is populated not only by normal people who managed to survive a nuclear war and the post-nuclear period without significant changes, but also by various mutants. Sometimes it is difficult to determine where the fauna is and where the citizens of the new Earth are.

  • People- the main type of inhabitants of the post-nuclear world. All people are descendants of those who survived the war in special shelters (or simply underground, like the “aliens” from the Horror Farm), Chinese submarine sailors who settled in abandoned San Francisco, or the American government and military who sat out the war on an oil platform in the Pacific ocean Humans dominate all cities and locations except Gekko, Vault 13 and the Military Base. In Broken Hills they make up a third of the population. The Chosen One and his main enemies, the “enclave members,” are people. People in the game can have completely different attitudes towards the mission of the Chosen One and towards him himself (this also depends on the reputation that the player earns for himself during the game). Some are friendly, some are indifferent, others are hostile.
  • Guli- people who suffered from huge doses of radiation and FEV. Ghouls dominate Gekko, a city with a working nuclear power plant. They also make up a third of Broken Hills' population. All ghouls (according to one of them) are living witnesses of the pre-nuclear world and the war itself. Radiation did not kill them, but forced them to adapt. In Fallout 1, ghouls were residents of one of the nuclear shelters, which was planned (as part of an experiment) not to be closed at the start of a nuclear war. Therefore, ghouls are comfortable near a source of increased radioactivity, such as a nuclear power plant. The dead are completely sterile, and over time their population decreases. Ghouls almost always get along with the Chosen One, as long as the Chosen One is not acting hostile.
  • Mutants- people who mutated during the inhuman experiments of one of the characters in the first part (during immersion in FEV). Most of them are at the Military Base (all sentient beings) and in Broken Hills (every third). They are also found in NKR. Mutants are much larger and stronger than humans, but generally retain anthropomorphic characteristics. Mutant Marcus is quite friendly and is even ready to join the Chosen One after completing some quests. Mutants from the Military Base are always aggressive and want to attack.
  • Fallout 2 of the first part, the improvements made, as the reviewer said, make the game even more exciting. The detailed and “depressing” graphics, the soundtrack that conveys the atmosphere of nuclear destruction, and the character creation system were praised. However, House felt that the game was quite difficult and could disappoint the player at first. The reviewer also mentioned small software bugs present in the game.

    The magazine "Best Computer Games" gave the game 9.8 points out of 10 and called it a cult among games all over the world.

1 . Pass the Temple of Trials(Temple of Trials):

Location...Arroyo, Temple of Trials;
issues.....nobody;
experience......600;
reward.... Vault Dweller costume(Vault Dweller jumpsuit).

2 . Repair the well:

Location...Arroyo, village(the village);
gives..... Fergus(Feargus);
experience......100;
reward....no.

3 . Save Smokey(Smoke):

Location...Arroyo, hunting lands(hunting grounds);
gives..... Nagore(Nagor);
experience......100;
reward....no.

4 . Clean up the garden Khakunina(Hakunin) from “weeds”:

Location...Arroyo, village;
gives out.....Hakunin;
experience......100;
reward... two servings Medicinal Powder(Healing Powder).

5 . Get flint:

Location...Arroyo, bridge(the bridge), village;
gives..... Minok(Mynoc);
experience......50;
reward.... Sharp Spear(Sharpened Spear).

6. Improve Skill Hand to Hand Combat(Unarmed):

Location...Arroyo, village;
gives..... Lucas(Lucas);
experience......0;
reward....+5% to Hand-to-Hand Combat Skill.

7. Improve Possession Skill Edged Weapons(Melee Weapons):

Location...Arroyo, village;
gives..... Jordan(Jordan);
experience......0;

1 . Fill the moonshine still:

Location...Klamath, southern outskirts(the trapping grounds);
gives..... Whiskey Bob(Whiskey Bob);
experience......100;
reward...50 coins.

2 . Save Trapper Smiley(Smiley the Trapper):

Location... Toxic Caves(the Toxic Caves);
gives..... Erdin Buckner(Ardin Buckner);
experience......1000;
reward....Skill Skinning Geckos(Gecko Skinning Perk).

3 . Protect Brahmins:

Location...Klamath;
gives..... Torr(Torr);
experience......250;
reward....no.

4 . Solve the rat problem in Klamath:

Location...Klamath, trapper area;
issues.....nobody;
experience......300;
reward....no.

5 . Improve Possession Skill Edged Weapons(Melee Weapons):

Location...Klamath, "Golden Gecko"(“Golden Gecko”);
issuing..... Danton brothers(Dunton brothers);
experience......150;
reward....+10% to Melee Weapon Skill.

6 . Improve Skill Hand to Hand Combat(Unarmed):

Location...Klamath, "Golden Gecko";
gives..... John Sullivan(John Sullivan);
experience......150;
reward....+10% to Hand-to-Hand Combat Skill.

7 . Steal the Brahmins:

Location...Klamath;
issued by.....the Danton brothers;
experience......150;
reward....no.

8 . Save Torr:


gives.....Erdin Buckner;
experience......200;
reward.... Sulik or 100 coins.

9 . Kill a broken robot:

Location...Klamath, western outskirts;
issues.....nobody;
experience......0;
reward.... Yellow Access Card(Yellow Pass Key).

1 . Free Vic:

Location...Dan;
gives..... Elder(The Elder);
experience......0;
reward....Vic.

2 . Talk to Vic about the score flasks from Vault 13(Vault 13 water flask):

Location...Dan;
issues.....Elder;
experience......200;
reward....information about Ed from Vault Cities(Vault City).

3 . Kill Matzger(Metzgar):

Location...Dan;
issues.....nobody;
experience......1500;
reward....1000 coins or +50 karma from Becky(Becky);

4 . Free Matzger's slaves:

Location...Dan;
issues.....nobody;
experience......1250;
reward....no.

5 . Join to Slaver Guilds(Slavers Guild):

Location...Dan;
gives out.....Matzger;
experience......0;
reward....the opportunity to go on slave raids;

6 . Find Becky's moonshine still:

Location...Dan;
gives..... Frankie(Frankie);
experience......400;
reward....100 coins.

7 . Convince Frankie to buy drinks from Becky:

Location...Dan;
issues.....nobody;
experience......900;
reward....no.

8 . Break Becky's moonshine still:

Location...Dan;
gives out.....Frankie;
experience......700;
reward....500 coins.

9 . Deliver Smitty(Smitty) auto parts:

Location...Dan;
gives out.....Smitty;
experience......0;
reward....car.

10 . Repair your car yourself:

Location...Dan;
issues.....nobody;
experience......0;
reward....car.

11 . Return Anna's medallion(Anna's Locket):

Location...Dan;
gives.....Anna;
experience......250;
reward....Anna's ashes :).

12 . To lay Anna's ashes to rest:

Location...Dan.
issues.....nobody;
experience......1200;
reward....no.

13 . Collect debt from Freda(Fred):

Location...Dan;
gives out.....Becky;
experience......200;
reward....no.

14 . Get a reward from Fred:

Location...Dan;
gives.....Fred;
experience......0;
reward...2000 coins, 200 SEC, 250 MFC and plasma grenade(Plasma Grenade).

15 . Return the book to Becky:

Location...Dan.
gives.....Rebecca;
experience......300;
reward....80 coins.

16 . Find out what's in the church:

Location...Dan;
gives..... Lara(Lara);
experience......500;
reward...200 coins.

17 . Get to church:

Location...Dan;
issues.....nobody;
experience......500 (or 700 if you do this before talking to Lara);
reward....no.

18 . Find a weak spot Tyler gang(Tyler's gang):

Location...Dan;
gives.....Lara;
experience......200;
reward....no.

19 . Get permission from Matzger for Lara to attack:

Location...Dan;
gives.....Lara;
experience......200;
reward...50 coins.

20 . Help Lara attack Tyler's gang:

Location...Dan;
gives.....Lara;
experience......0;
reward....400 coins.

21 . Hand over Lara to Tyler:

Location...Dan;
issues.....nobody;
experience......1000;
reward....100 coins.

22 . Deliver lunch from Moms(Mom) Smitty:

Location...Dan;
gives out.....Mommy;
experience......150;
reward.... stimulant(Stimpack) if you deliver lunch within 24 hours.

23 . Listen to the story Stacy(Stacy):

Location...Dan, "Lunch at Mommy's"(“Mom’s dinner”).
gives out.....Stacy;
experience......200;
reward....no.

24 . Listen to the story Lianna(Leanne):

Location...Dan, Becky's bar;
gives.....Lianna;
experience......350;
reward....no.

1 . Return Johnny(Jonny):

Location...Modoc, Ghost Farm(Ghost Farm);
gives..... Baltas(Balthas);
experience......2500;
reward.... Leather combat jacket(Combat leather jacket).

2 . Protect Brahmins(brahmin):

Location...Modoc;
gives..... Grisham(Grisham);
experience......250;
reward....1000 coins (-100 for each killed Brahmin).

3 . Blow up the toilet:

Location... Northern Modoc(North Modoc);
issues.....nobody;
experience......500;
reward....shovel, bag, fruit.

4 . Return gold watch:

Location...Northern Modoc;
gives..... Cornelius(Cornelius) or Farrel(Farrel);
experience......1500;
reward....no.

5 . Heal your leg Bassey(Bessy):

Location...Modoc;
issues.....nobody;
experience......200;
reward....Bessie.

6 . Send Bassie to Slaughter:

Location...Modoc;
issues.....nobody;
experience......0;
reward....100 pieces jerky(Meat Jerky).

7 . Explore the Ghost Farm:

Location...Modoc, Ghost Farm;
gives..... Joe(Jo);
experience......500;
reward....no.

8 . Deliver message to Slug Joe:

Location...Modoc, Ghost Farm;
gives..... Vagair(Vegeir);
experience......700 (2000, if you play as a character with the parameter Intelligence/Intelligence less than 4);
reward....no;

9 . Find Carla(Karl) and report that they are looking for him:

Location...Modoc, Dan ( "Lunch at Mommy's"/"Mom"s dinner").
gives.....Joe;
experience......500;
reward....no.

10 . Merge Slagov(Slags) with Modoc:

Location...Modoc, Ghost Farm.
gives out.....Joe, Vagair;
experience......3500;
reward.... assault rifle(Assault rifle) and 50 5mm JHP.

11 . Clear Farrel's garden:

Location...Northern Modoc;
gives.....Farrel;
experience......300;
reward....no (if you play as a character with an Intelligence parameter less than 4, then Farrel will give you Cookie/Cookie).

12 . To marry Mirii(Miria) or marry Davina(Davin):

Location...Modoc;
issues.....nobody;
experience......0;
reward....Miria or Davin as an additional companion.

13 . Inform Grisham about the death of Miriya or Davin:

Location...Modoc;
issues.....nobody;
experience......0;
reward....no.

1 . Bring Skeeter(Skeeter) Super Toolbox(Super Tool Kit):

Location...Gekko, Dump(Junkyard);
gives out.....Skeeter;
experience......250;
reward.... Fuel consumption controller(Fuel Cell Controller).

2 . Bring Skeeter a three-step plasma converter:

Location...Northern Gekko;
gives out.....Skeeter;
experience......350;
reward....free weapon upgrade of your choice.

3 . Repair the reactor:

Location...Gekko;
gives..... Harold(Harold);
experience......4500 (if you used a repair robot for the purpose of repair);
reward....no.

4 . Optimize reactor operation:

Location...Gekko, Vault City(Vault City);
gives..... Festus(Festus);
experience......2500;

5 . Take the holodisk Gordon(Gordon) in Vault City:


gives out.....Gordon;
experience......750;
reward....no.

6 . Destroy the reactor:

Location...Gekko;
issues.....nobody;
experience......3050;
reward....no.

7 . Find Woody(Woody):

Location...Gekko, Dan(Den);
gives..... Percy(Percy);
experience......1000;
reward....3 Rad-X, 4 RadAway.

8 . Play with University(Wooz):

Location...Gekko, bar "Harp"(“Harp”);
issued by.....University;
experience......0;
reward....a deck of playing cards "Tragic"(if you win).

9 . Get a doctor on your team Lenny(Lenny):

Location...Gekko;
gives out.....Lenny;
experience......0;
reward....Lenny.

1 . Get a plow for the family Mr. Smith(Mr. Smith):

Location...Vault City, Suburb(Courtyard);
issued by.....Mr. Smith;
experience......250;
reward...Desert Eagle, 20 .44 Magnum JHP or 150 coins.

2 . Convince Cassidy(Cassidy) leave the bar and join yourself:


gives out.....Cassidy;
experience......300;
reward...Cassidy.

3 . Find Mr Nixon(Mr. Nixon):

Location...Vault City, Suburb;
gives..... Curtis(Curtis);
experience......100;
reward.... wrench(Wrench).

4 . cure Charlie(Charlie):

Location...Vault City, Suburb;
issues.....nobody;
experience......300;
reward....no.

5 . Repair Auto-doc(Autodoc):


issues.....nobody;
experience......100;
reward....The auto-doc will work properly and you will no longer lose money during treatment.

6 . Cut off the sixth toe:

Location...Vault City, Suburban Clinic;
issues.....nobody;
experience......0;
reward.... Mutated Finger(Mutated Toe).

7 . Talk to Edom(Ed):

Location...Vault City, Suburb;
gives..... Vic(Vic);
experience......500;
reward....no.

8 . Release Joshua(Joshua):

Location...Vault City, Suburb;
gives..... Amanda(Amanda);
experience......500;
reward...32 coins or sex with Amanda (if you play as a man).

9 . Convince Walas(Wallace) is that you need to meet with First Citizen(First Citizen):

Location...Vault City, Suburb;
issues.....nobody;
experience......no;
reward.... Day Pass(Day Pass) to Vault City (parameter Intelligence/Intelligence must be at least 4, and Skill Have a Conversation/Speech - no less than 75%).

10 . Buy from Skiva(Skeev) false documents:

Location...Vault City, Suburb;
issues.....nobody;
experience......no;
reward...fake Vault City citizenship.

11 . Start blackmailing Skiv:

Location...Vault City, Suburb;
issues.....nobody;
experience......no;
reward....300 coins.

12 . Hand over Skeeve to Walas:

Location...Vault City, Suburb;
issues.....nobody;
experience......no;
reward...Day Pass to Vault City (Skill Trade/Barter no less than 75%).

13 . Take the citizenship test:

Location...Vault City;
gives..... Gregory(Gregory);
experience......1000;
reward....citizenship of the City of Refuge.

14 . Deliver the case Moore(Moor) Mr Bishop(Mr. Bishop):

Location...Vault City, New Reno(New Reno);
gives out.....Moore;
experience......500;
reward...250 coins.

15 . Surrender Moore Lynet(Lynette):

Location...Vault City;
issues.....nobody;
experience......500;
reward....no.

16 . Sell ​​your companions into slavery:

Location...Vault City;
issues.....nobody;
experience......0;
reward....100-250 coins for each of them.

17 . Force Stark(Stark) apologize to Cassady:

Location...Vault City;
issues.....nobody;
experience......500;
reward....500 coins.

18 . Bring Jet(Jet) Dr. Troy(Dr. Troy):

Location...Vault City, Vault 8(Vault 8), first floor;
issued by.....Dr. Troy;
experience......0;
reward....1500 coins (Trade Skill at least 95%; Jet must be with you when receiving the task).

19 . Tell Dr. Troy about the process of creating Jet:


issues.....nobody;
experience......750;
reward....the antidote to Jet will be produced within one month, not three.

21 . Help Doctor Troy create an antidote for Jet:

Location...Vault City, Vault 8, first floor;
issued by.....Dr. Troy;
experience......2000;
reward...an antidote to Jet.

22 . Talk to Dr. Troy about medicine:

Location...Vault City, Vault 8, first floor;
issues.....nobody;
experience......0;
reward....Skill “Vault City Training”, +5% to Skills The doctors/Doctor and First Aid/First Aid (Doctor's skill must be at least 75%).

23 . Talk to Dr. Troy about radiation exposure and poisons:

Location...Vault City, Vault 8, first floor;
issues.....nobody;
experience......0;
reward....Skill “Vault City Inoculations”, +10% to Resisting Poison/Poison Resistance and Resistance to Radiation/Radiation Resistance (Doctor’s skill must be at least 75%; you must have the “Vault City Training” Skill).

24 . Get treatment from Dr. Troy Marcus(Marcus):

Location...Vault City, Vault 8, first floor;
issues.....nobody;
experience......0;
award...20 7.62mm, 50 5mm JHP, 20 9mm ball, 24 10mm JHP, 10 .45 caliber, 40 .44 Magnum JHP, 40 .44 Magnum FMJ and 50 .233 FMJ.

25 . Start blackmailing Dr. Troy:

Location...Vault City, Vault 8, first floor;
issues.....nobody;
experience......0;
reward....1000 coins (Trade Skill at least 75%).

26 . Hand in Dr. Troy Lynet:

Location...Vault City;
issues.....nobody;
experience......1000;
reward....no.

27 . Convince Phyllis(Phyllis) see the world around us:


issues.....nobody;
experience......300;
reward....no.

28 . Ask Phyllis on a date:

Location...Vault City, Vault 8, first floor;
issues.....nobody;
experience......100 (only for male characters);
reward....no.

29 . Convince Phyllis that sterilization is a problem:

Location...Vault City, Vault 8, first floor;
issues.....nobody;
experience......300;
reward....no.

30 . Donate genetic material:

Location...Vault City, Vault 8, first floor;
gives out.....Phyllis;
experience......500 (only for a male character with an Intelligence parameter of at least 4);
reward.... magazine “Cat's Paw”/Cat's Paw Magazine (only if you ask).

31 . Repair the ventilation in the shelter:

Location...Vault City, Vault 8, second floor;
issues.....nobody;
experience......100;
reward....50 MFC.

32 . Explore the archives:

Location...Vault City, Vault 8, third floor;
issues.....nobody;
experience......350 (use Skill on the computer Science/Science);
reward....no.

33 . Explore the medical database:

Location...Vault City, Vault 8, first floor;
issues.....nobody;
experience......500 (Doctor's skill must be at least 75%);
reward....no.

34 . Praise Martina(Martin) for singing:

Location...Vault City, Vault 8, second or third floor (depending on the time of day);
issues.....nobody;
experience......0;
reward....+1 to karma.

35 . Deliver buzz and beer:

Location...Vault City;
gives..... Lydia(Lydia);
experience......250;
reward....300 coins.

36 . Bring tools Valerie(Valerie):

Location...Vault City;
gives.....Valerie;
experience......250;
reward...50 coins, Super Toolbox(Super Tool Kit), improving weapons for money.

37 . Convince Valerie to give her father a chance:

Location...Vault City;
issues.....nobody;
experience......250;
reward....no.

38 . Explore the area Gekko(Gecko):

Location...Vault City;
gives.....Stark;
experience......350;
reward....300 coins.

39 . Scout the route to NKR(NCR):

Location...Vault City;
gives.....Stark;
experience......750;
reward....500 coins, free Motion Detector(Motion Sensor).

40 . Give the holodisk with economic data to McLure:

Location...Gekko, Vault City;
gives..... Brain(Brain);
experience......750;
reward....no.

41 . Tell McLure about Jet's problem Redding(Redding):

Location...Redding, Vault City;
issues.....nobody;
experience......250;
reward....no.

42 . Tell McLure about the delivery of the antidote from Jet to Redding:

Location...Vault City, Redding;
gives out.....McLure;
experience......2500;
reward....500 coins (if you demand this reward, you will not receive experience).

43 . Destroy most of the raiders:

Location... Raider's Lair(Raiders Lair);
experience......2000;
reward....no.

44 . Report the elimination of the raider threat:

Location...Raider Lair, Vault City;
give out.....Wallace, Stark, Lynet;
experience......1000;
reward....1000 coins, citizenship of the City of Refuge.

45 . Hack the raiders' safe:

Location...Raider's Lair;
issues.....nobody;
experience......500;
reward.... Office Book(Account Book).

46 . Prove that the raiders were hired by Mr. Bishop:

Location...Vault City, Raider's Lair;
gives out.....Lynette;
experience......1000;
reward....500 coins.

47 . Prove that the NKR hired Bishop:

Location...Vault City, New Reno;
gives out.....Lynette;
experience......2500;
reward....no.

48 . Deliver the holodisk to Linet Westinu(Westin):

Location...Vault City, NKR;
gives out.....Lynette;
experience......2000;
reward....1000 coins (if you return without a holotape).

49 . Get a Skill ”Alcohol Increased Life Points”(“Alcohol Raised Hit Points”):

Location...Vault City, bar "Living room"(“Parlour Room”);
issues.....nobody;
experience......0;
reward....+ 2-4 Life Points (parameter Good luck/Luck not lower than 9-10 respectively).

1 . Heal the sheriff's leg Marion(Marion):

Location...Redding;
issues.....nobody;
experience.......not known;
reward....no.

2 . Solve the debt problem Widow Rooney(widow Rooney):

Location...Redding;
issues.....Sheriff;
experience......1500 (if you help the widow pay off her debts);
reward...100 coins and beer (if you kick the widow out of the house).

3 . Clear Great Wanamingo Mine(the Great Wanamingo Mine):


gives..... Mayor of Ascorti(Mayor Ascorti);
experience......3500;
reward....no;

4 . Sell ​​the Great Wanamingo Mine to Mayor Ascorti:

Location...Redding;
issues.....Mayor of Ascorti;
experience......1000;
reward...2500 coins;

5 . Hand over To Painless Dr. Johnson(Painless Doc Johnson) antidote for Jeta(Jet):

Location...Redding;
issues.....nobody;
experience......2500;
reward...2000 coins or +25 to karma;

6 . Hire a caravan guard:

Location...Redding;
issues.....no one;
experience......0;
reward....route to Vault City(Vault City) - 1000 coins ( Ben Wade/Ben Wade), in New Reno(New Reno) - 1500 ( Savinelli/Savinelli) or in NKR(NCR) - 2000 ( Stanwell/Stanwell).

7 . Ask Josh(Josh) on values:

Location...Redding;
gives: nobody;
experience......0;
reward....free beer.

8 . Find the prostitute killer:

Location...Redding, saloon "Malamute"(“Malamute”);
issues.....Sheriff;
experience......1250 (if you solve the problem peacefully);
reward....500 coins.

9 . Break up a bar fight:

Location...Redding,
issues.....Sheriff;
experience......1500;
reward....300 coins.

10 . Destroy Morton's frog(Frog Morton) and his gang:

Location...Redding, old Wanamingo Mine building(old Wanamingo Mine building);
issues.....Sheriff;
experience......3000;
reward....1000 coins.

11 . Sell ​​excavator chip:

Location...Redding, Great Wanamingo Mine;
gives..... Dan McGrew(Dan McGrew) Marge LaBarge(Marge LeBarge);
experience......2500;
reward....1000 coins.

1 . Get a discount at "Cat's Paw"(“Cat's Paw”) Julsa(Jules):

Location...New Reno, Street of Virgins(Virgin Street);
issues.....nobody;
experience......0;
reward...discount at the brothel "Cat's Paw".

2 . “Just talk” to one of the prostitutes in “Cat's Paw”:


issues.....nobody;
experience......0;
reward....+3% to Skill To have a dialog/Speech (or +2% if this Skill is selected as your Primary).

3 . Listen to the story Jimmy G(Jagged Jimmy J) about his scar:

Location...New Reno, second street(2nd Street);
issues.....nobody;
experience......0;
reward... two free servings Jeta(Jet).

4 . Hire a caravan guard:

Location...New Reno, Virgin Street;
issues.....nobody;
experience......0;
reward....route to Redding(Redding) - 1500 ( Savinelli/Savinelli).

5 . Become a boxing champion in New Reno:

Jungle Gym;
issues.....nobody;
experience......4750 (500 points for the first battle, 750 for the second, 1000 for the third and 2500 for the fourth);
reward....1500 coins (50 for the first battle, 50 for the second, 400 for the third and 1000 for the fourth; with the Dialogue Skill developed by at least 76%, or with the Skill Trade/Barter, the amount of each win can increase by 25%), popularity in the city, +5% to Skill Hand to Hand Combat/Unarmed, the ability to rummage through the club's lockers.

6 . Bite off your ear Mesilke(Masticator):

Location...New Reno, 2nd Street, Jungle Gym;
issues.....nobody;
experience......0;
reward....Kneader's ear (costs 750 coins).
7 . Hire a porn studio:

Location...New Reno, second street, Golden Globes;
issuing..... Corsican Brothers(Corsican Brother);
experience......0;
reward....5 coins per session (or 3 coins if you force it Miriya/Miria or Davina/Davin).

8 . Become a porn star:


experience......1500 (given only once);
reward...500 coins (for each film), popularity in the city, the opportunity to rummage through the studio's lockers.

9 . Star in a special movie after finishing the game:

Location...New Reno, 2nd Street, Golden Globes;
issue.....Corsican Brothers;
experience......0;
reward....2000 coins.

10 . Divorce:

Location...New Reno, church;
issues.....nobody;
experience......0;
reward....no more wife/husband.

11 . Get from Father Tully(Father Tully) Fallout 2 Hint Book(Fallout 2 Hintbook) after finishing the game:

Location...New Reno, church;
issues.....nobody;
experience......10000 (each reading);
reward....all your Skills develop up to 300%.

12 . Ask Cody(Cody) show where your car went:

Location...New Reno, spare parts store(chop shop);
issues.....nobody;
experience......500;
reward...you find your car.

13 . Return the car:


issues.....nobody;
experience......750;
reward....your car.

14 . Upgrade your car:

Location...New Reno, parts store;
gives..... T-Ray(T-Ray);
experience......0;
reward...your trunk capacity doubles and your car uses less energy.

15 . Upgrade your car after finishing the game:

Location...New Reno, parts store;
gives out.....T-Ray;
experience......0;
reward....your car uses virtually no energy.

16 . Fuck T-Ray to death:

Location...New Reno, parts store;
issues.....nobody;
experience......5000;
reward....T-Ray explodes.

17 . Get Medical Booster for Pip Boy(Pip Boy Medical Enhancer):

Location...New Reno, store Renesco(Renesco);
issues.....nobody;
experience......500 (when using an Amplifier);
reward....+10% to Skill "Doctor"/Doctor (when using an Amplifier).

18 . Find and talk to Algernon(Algernon):

Location...New Reno, store New Reno Arms;
issues.....nobody;
experience......0;
reward... free weapon upgrade.

19 . Collect 10 issues of the Cat's Paw magazine:

Location...New Reno, Cat's Paw brothel;
gives..... Miss Kitty(Miss Kitty);
experience......1000;
reward...500 coins and a rare fifth issue of the magazine, which when read adds +10% to the “Energy Weapon” Skill (if you ask for 750 coins as a reward, you will not receive the magazine);

20 . Get it Eldridge(Eldridge) laser pistol:

Location...New Reno, New Reno Arms;
gives.....Eldridge;
experience......500;
reward....1500 coins.

21 . To be introduced Big Jesus Mordino(Big Jesus Mordino):

Location...New Reno, Virgin Street;
issues.....nobody;
experience......0;
reward....the opportunity to work for the Mordino family.

22 . Improve Possession Skill Edged Weapons(Melee Weapons):

Location...New Reno, Virgin Street, Desperado;
gives..... Little Jesus Mordino(Little Jesus Mordino);
experience......0;
reward...+5% to Melee Weapon Skill if you are a man, or +10% if you are a woman (parameter Charm/Charisma must be at least 6).

23 . Sell ​​your companions into slavery to Big Jesus Mordino:

Location...New Reno, Virgin Street;
issues.....nobody;
experience......0;
reward....200-1000 coins for each of them (with a well-developed Skill Trade/Barter).

24 . Deliver the parcel to the Stables:

Location...New Reno, Desperado, Stables(Stables);
experience......500;
reward....100 coins.

25 . Take money from the Corsican brothers:

Location...New Reno, Golden Globes;
gives out.....Big Jesus Mordino;
experience......500;
reward....125 coins.

26 . Kill Salvatore:

Location...New Reno, Desperado, Salvatore's Bar;
gives out.....Big Jesus Mordino;
experience......1000 (+1000 additional points, as you become a member of the Mordinos’ Made Man mafia family);
reward....500 coins, Leather Armor II(Leather Armor Mark II) and "Grease Gun".

27 . Talk to Majori Riid(Marjorie Reed) about Jet:

Location...New Reno, Stables;
issues.....nobody;
experience......500 (The “Science” skill must be developed by no less than 75%);
reward... Stables ID Badge.

28 . Go to Myron as a prostitute:

Location...New Reno, Stables;
issues.....nobody;
experience......500;
reward....you get to Myron (parameter Charm/Your character's Charisma must be at least 6).

29 . Add Myron to your team:

Location...Stables;
issues.....nobody;
experience......750;
reward....Myron (who can make Stimpaks and Jet).

30 . Cure a Brahmin:

Location...Stables;
issues.....nobody;
experience......100;
reward....50 MFC.

31 . Convince Myrona(Myron) on the possibility of creating an antidote to Jet:

Location...New Reno, Stables.
issues.....nobody;
experience......2000 (your character's Intelligence parameter must be at least 9-7, and Skill "The science"/Science - 81%-76% respectively);
reward....opportunity to contribute to the creation of an antidote to Jet;

32 . Get Linguistic Enhancer for Pip Boy(Pip Boy Lingual Enhancer):

Location...New Reno, second street, Shark Club;
issues.....nobody;
experience......250 (+500 points when using the Amplifier);
reward....+10% to Dialogue Ability (when using an Amplifier).

33 . Talk to Mrs Bishop(Mrs Bishop) after sex (Mr Bishop must be dead) about her leaving:


issues.....nobody;
experience......1000 (parameter Intelligence/Your character's Intelligence must be at least 7);
reward....no.

34 . Change the combination on Mr. Bishop's safe:

Location...New Reno, 2nd Street, Shark Club;
issues.....nobody;
experience......0;
reward....Mr. Bishop dies (Skill "Traps"/Traps must be developed at least 76%).

35 . Kill Vestina(Westin):

Location...New Reno, NKR, Rachno Vestina(Westin's ranch);
gives out.....Mr. Bishop;
experience......2000;
reward...1000 coins (your character's Intelligence parameter must be at least 8, and Trade Skill must also be well developed);

36 . Kill the advisor Carlson(Carlson):

Location...New Reno, NKR;
gives out.....Mr. Bishop;
experience......2500 (+1000 additional points, since you become a member of the Bishop mafia family);
reward....1000 coins (your character's Intelligence parameter must be at least 8), you become a member of the Bishop mafia family.

37 . Find Handsome Lloyd(Pretty Boy Lloyd):

Location...New Reno, Salvatore's Bar, Desperado;
gives..... Salvatore(Salvatore);
experience......500;
reward....500 coins, Plastic Explosive(Plastic Explosives);

38 . Take money from Renesko:

Location...New Reno, Renesco store;
gives.....Salvatore;
experience......750;
reward...250 coins, discount on goods in Renesko's store (if you agree to help him pay off the debt).

39 . Help guard a secret deal in the desert:

Location...New Reno, Salvatore's Bar;
gives.....Salvatore;
experience......2000;
reward.... Laser Gun(Laser Pistol), +5% to Skill "Energy Weapon"/Energy Weapons; 300 coins, 80 SEC and Metal Armor II/Metal Armor Mark II (only if you like both Salvatore and Mason/ Mason), or 150 coins and Metal Armor/Metal Armor (if Mason doesn’t like you), or 50 coins (if both Mason and Salvatore don’t like you), you become a member of the Salvatore mafia family;

40 . Replace Salvatore's oxygen tank with a poison tank:

Location...New Reno, second street, Salvatore's Bar;
issues.....nobody;
experience......2000;
reward...Salvatore dies.

41 . Talk to children Wright family(Wright Family) and give one of them a gun:

Location...New Reno, Wright estate(Wright mansion);
issues.....nobody;
experience......1500;
reward....you become aware of the place where the vertibirds are unloaded Enclave(The Enclave).

42 . Give one of the Wright family children a gun and ask him to “scare Daddy”:


issues.....nobody;
experience......0;
reward.... Orville Wright(Orville Wright) dies.

43 . Talk to Mrs. Wright(Mrs Wright):

Location...New Reno, Wright estate;
issues.....nobody;
experience......0;
reward....flower, a Nuka-Cola/Nuka-Cola and 3 coins (provided your character's Intelligence is below 4).

44 . Find those responsible for the overdose Richard Wright(Richard Wright) Jatom:

Location...New Reno;
gives out.....Orville Wright;
experience......4000 if you point out the real killer (500 points for finding an empty canister from Jet in Richard's room, 500 for showing the canister to Jimmy G, 1000 for talking about it with Renesko, and 2000 for explaining the motives for the murder to Orville Wright), or 500 if you point out the fake;
reward....350 coins, 2 booze and 40 Shotgun Shells if you point to a real killer, or 250 coins, 2 booze and 20 Shotgun Shells if you point to a fake one.

45 . Find the entrance to Sierra Army Base Depot(Sierra Army Depot):

Location...New Reno, Wright Estate, Sierra Army Depot;
experience......1000;
gives out.....Orville Wright;
reward...you become a member of the Wright mafia family.

46 . Destroy the Wrights' distillery:

Location...New Reno, Wright estate;
gives.....Mrs. Wright;
experience......500;
reward...237 coins and Beat Louisville(Louisville Slugger);

To be continued...