Fallout Secrets 2. Fallout Secrets: Traveling Usefully

  • 12.12.2019

When creating a character, I recommend creating a highly specialized one, for example a war, a thief, a diplomat, a scientist ... Too average character is a bad choice, he will always lack something, while a specialist by the end of the game will be able to resolve all issues by force.

1. Arroyo

The first test is more of a training session than a real test. Tactics hit & run (hit-run) is universal for cleaning the temple from aggressive inhabitants. You should carefully search all the corpses and boxes - everything will come in handy in the village. The fight with the case is also quite simple - if you can't cope, you can put objects on the floor, and pick them up during the battle, thereby providing yourself with some advantage. A diplomat character can even avoid a fight by persuading him to disperse with the world.

In the center of the village, having received a task from the elder, you can complete quests and practice hand-to-hand combat and the use of melee weapons. What should be done right away is to upgrade the spear at Minoka... The most profitable and simple option is not starting a dialogue with Morlis, activate barteri to exchange a stone for a scorpion tail. You can also rummage at Morlis in the tent - there are 100 coins. The hunting grounds are inhabited by geckos - they can be solved with the help of a freed dog. There are also components for potions and stimpacks. Three bags with a healing potion can be obtained from the shaman for completing the quest to weed his garden from predatory plants.

2 Clamath

A small town, the majority of the inhabitants of which hunt for lizards.

Once in town, search the chests, boxes and shelves in all houses. You will find a magazine on small arms and enough junk to exchange it for leather armorwhich you will probably find useful. In an abandoned shop Vika (you will recognize it by the sign) there is a single-shot self-propelled gun, a broken radio and several flasks from Vaults 13... It is very advisable to take the radio with you - you will still need it.

At the entrance to the city, on the corner near the pub Buckner, a local drunk is hanging around. Give him five coins for a drink, and you can ask him about Klamath, and at the same time get the "sympathy" of the locals for their generosity. By the way, he has a Molotov cocktail in his inventory - does he really drink it ?! In the tavern "Golden Lizard" a man by name is hanging out John Sullivan... Talk to him, and he will offer for free to teach you melee, as well as the use of melee weapons (+150 exp. And 10% to both skills). The owner of a tavern always has something "expensive and pre-war" on sale - either anti-radiation drugs, or pistols and cartridges for them. However, he does not sell such things to just anyone - therefore, during the conversation, you should make a subtle hint at his "special sources", and if a man pretends not to understand - say that "he can give a real price for them" - it should work.

In addition to two taverns, there is a butcher shop in the city danton brothers (hefty crooks) and their sister's brothel Sally.

In the beer hall Buckner you will find a savage named Sulik... The slave traders kidnapped his sister, and he came to Klamath to find her, but did not find Vika, got drunk out of grief and started a pogrom. Now he has to work out 350 coins - a hefty sum by local standards. If you talk to Maida Buckner and pay for Sulikathen he can join you. The satellite is not bad - it is quite tenacious, it can carry a sufficient amount of cargo and perfectly owns any melee weapon. However, it is better not to pay for it yet - soon you will have the opportunity to release it for free.

Nearby, behind the counter, there is someone Whiskey Bob... He's broke now, so give him some change for a drink. For this, the man will offer you a job - you need to throw some wood into his moonshine still outside the city. It pays 50 coins, but if you bargain, you can rip off more. Go south to the trapper corral. There is a hut Boba, however, several hungry lizards block the way to it. You can sneak past them, you can interrupt them - it doesn't matter. Go inside, throw some firewood into the alembic (+100 exp.) And come back. You can then go for the award to Whiskey to Bob, or you can come to the owner "Golden Lizard" and in response to his questions, tell him where the moonshine still is located. He will give 50 coins, and your karma will decrease by 15 units - this bartender has ties with alcohol dealers from Den, and he is interested in destroying the alembic. It is clear that Bean after that he will be furious and will not pay you anything ...

Near the pub Buckner another guy is hanging around - his name is Torr, he is a son mrs Bucknerslightly moved. The poor man is frightened by the fact that "people-bugs" steal the brahmins at night, and asks for help. Well, go with him to the pasture. If you kill all the scorpions there, then after leaving the location, you will receive experience points for saving the brahmins and karma (+ 250 exp., +50 karma). But did you notice in the pasture danton brothers? If you, without killing all the scorpions (!), Talk to them and if they are not embarrassed by your good reputation, they will ask you to help them hijack the brahmins. You can even agree with them in advance - when the brothers come in the evening to "Golden Lizard", invite them to measure their strength - winning will increase your chances of getting the job. In this case, there is even an opportunity, having come with them to the pasture, to dissuade them from stealing the Brahmins (+50 karma). Then then kill all the scorpions, be sure to chat with Torrom and you can leave - the quest to protect the brahmins is considered completed, karma and experience are applied.

But let's say you still decide to steal the Brahmins. Scorpios are alive, and you are wondering what to do with Torromwho guards the brahmins. Idea! Come up to Torru and tell him that you saw the bug-people "over there" and you will guard the cattle while he runs away for help. Torr runs away (-10 karma), and your brahmins - come to Danton and get a reward, experience and another minus in karma (+150 experience, -50 karma). Everything, you can return to the city. Mrs Buckner will complain that Torr has disappeared somewhere. It turns out that after you stole the brahmins from him, this eccentric fled into a canyon in the northwest. A broken robot will meet you at the entrance to the location - finish it off, avoiding close contacts. In the depths of the canyon lies a crashed helicopter, and around it wanders completely distraught Torrwho scared the robot to death. Grab Torra with you and come back (+200 exp., +50 karma) After talking with mrs Buckner you can take some money or ask them to free Sulik, then your karma will increase again (+75 units). And in general, it is more profitable than paying the full amount for it.

There is another problem - the trappers in the western part of Klamath suffer from rat infestations. Head over there. In one of the buildings you will find a lonely man named Slim Picket... You can talk to him, and he will tell a lot of interesting things. Ask him for the key to the door leading to an abandoned part of the city. Tell him that you want to deal with the rodents - then he will not refuse you. The key can be obtained in another way - by feeding the dog in the eastern part of Klamath. You can do without this key at all - break down the locked door, blow it up, or just pick the lock.

In an abandoned block, you will see an annex with the inscription "GUNS" on the wall. No, there won't be any weapons, but the boxes will contain two pairs of boots and a handful of cartridges. Probably, both will be useful to you.

The rooms opposite are full of rats. Killing rats that come across you on the way, go through all the rooms and find yourself near the hatch leading down. Aha, already something interesting! Get down.

You found yourself in a dungeon of unknown purpose - earlier there was not a bomb shelter, not a warehouse, or some kind of factory. Empty barrels with a sign of radiation, standing here and there, are suggestive. You should not worry - if the radiation was here at one time, then everything has already disappeared. But rats come across at every step ... Methodically clear the corridors from them until you find yourself in front of the next hatch. Get down further. Here you will meet larger specimens of rats, and deeper into the dungeon, you will stumble upon a huge pink rodent - the king of rats. Defeating him is not so difficult: although he is tenacious and can bite very hard, this creature, like all rats, is sensitive to blows to the eyes and head. When killed, get 300 exp. for completing the quest. In one of the corridors lies the eaten body of the trapper - you will find a 10mm pistol in his pockets! Then look for the second staircase up - it will lead you to the third part of the dungeon. Kill two grizzly moles there (these are the largest rodents) and all the remaining rats, and then pick up pliers in one place from the floor (they are good for repairing). The way to the last staircase upstairs will be blocked by a locked door. It is difficult to crack it, but there is dynamite on the shelf nearby, with which it can be easily blown up. Everything, get out into the fresh air.

In front of you is a completely fenced-off block. Nearby you will find an old car on blocks. Pull the fuel controller out of the back seat - you will really need this part later. That's all, you can return the same way to the inhabited part of the city ...

Talk with Ardyn Buckner, and find out that the trapper is missing Smiley... She will give you coordinates "Poisonous Caves" (Toxic Caverns)where he went to find the lair of the golden lizards. Leave the city and head there. These caves are full of lizards, mostly golden ones - rather unpleasant opponents at the beginning of the game. Beware, their bites can cause a little radiation in the bargain! You will often come across acid puddles on your way - if you have rubber boots in your inventory, you can safely walk through these puddles. Be careful though: the boots may eventually dissolve!

Not far from the entrance to the cave there is a small room in which you can find another pair of boots and other things. When you clear the upper floor, get down and move on. In the end, you will find another room in which just sits Smiley... Radom is a locker containing a certain amount of anti-radiation drugs. The room contains a broken generator that powers the elevator winch. It can be repaired, but the elevator door is still locked, and can only be opened with an electronic master key, which usually appears towards the end of the game. The elevator leads to the lower floor, where a robot guard with a rocket launcher stands alone and there are many boxes with useful things... Anyway, come up with Smiley up. At the entrance to the cave, he will say goodbye to you and offer you to get to Klamath separately, and your quest is considered completed (+1000 exp.). Before that, you can, if you like, either steal the fourth pair of rubber boots from him, or exchange it for one coin (they cost nothing).

Back in Klamath, talk to Smiley. In gratitude for his salvation, he will teach you how to skin lizards. (this is the "Furrier" perk, or Gecko Skinning). Ardyn Buckner will offer you a small reward, but if you haven't freed it yet Sulikathen this is another chance to do it for free. That, in general, is all the quests in the city. If the brothel is a pleasure to spend time with Jenny, chances are that you will receive carmic trait "Gigolo" ("Gigolo", or "Sexpert")... It only affects the words of the prostitutes after you sleep with them.

Jenny can also tell you where the other nearest city is located - Dan, or, as it is also called, "Yama". Danton Brothers you can kill with complete impunity, for this they will even increase your karma by 10 units, but only, of course, if you don't touch anyone else.

Finally, there are four magazines in the city "Cat's paw"... One is in the toilet in the northwest, the other can be bought from Dantonov or remove it from their corpses, the third is to steal from one of the prostitutes, and the fourth lies in the closet, in a locked room by Dantonov... The door there is very difficult to break, it is easier to knock it out or blow it up. You will still need these magazines, like many other things. Well, that's all - let's go further!

3. Den

The nest of rabotargovites and the dregs of society. Although a very interesting place after Arroyo ...

After learning from Sulik about the disappearance of Vic, and his possible whereabouts, go to Den. At the entrance to the city there is an indication of local stalls and attractions. When shopping, be careful - local children are stealing. If you have something stolen, you should immediately apply the skill "steal" on the offender - he will not attack.

After completing Becky Dyer's quest to shake money out of the narik, she will ask you to find the book "Lavender Flower". You don't need to search for a long time - she is in the cemetery. A medal for Anna - Joey has a ghost, Mom will tell you about it. Buy the medallion from Joey after scaring him with the prospect of eternal pursuit by the ghost of Anna. If you are still a girl then practice on Joey - get the Sexpert perk? After Anna turns into a pile of bones, take them to the cemetery and bury them in her grave. You will be informed that Anna's spirit has calmed down.

Mom will ask you to take the food to Smitty. Ask him about Highwayman. You don't have to look for the controller in Dene - you will come across it later. Talk to Metzger about Vick. Give Vick the broken walkie-talkie. Will you buy Vick out for 1000 coins, or for 500 if you are her? Complete Laura's quests. Then get permission from Metzger to sort things out between the gangs. Help Laura and sell the trophies.

If you have enough money, buy a Magnum revolver - a very useful thing.

In Mom's cafe, it is also worth talking to the drunkard sitting at the far table - this is Karl. Ask him what happened to him - this information will be useful to you. You can also ask the girls in the cafe and in the bar - they will tell interesting stories.

If you don't give a damn about karma, rummage around in the cemetery and join the rabotarg guild. To end the slave trade in Dena, kill Metzger and his gang. To do this, you can pre-lock the doors in his building with a lock using the burglary skill.

4.Modoc

On your way to Vault City, you will encounter the drought-devastated farming town of Modoc.

The main quest here is to establish relations between Modoc and the inhabitants of the Ghost Farm. To do this, talk to Joe, he will tell you where the farm is and ask you to find out what is happening there. After talking with the slugs (the inhabitants of the farm) and examining the dummies of corpses on stakes, you can return to Here, Karl's story will come in handy. Find out about his missing son Johnny from Balthus and head to the slugs. Johnny plays with the children at the underground reservoir. Let the slug leader know Modoc has agreed to cooperate and ask about Johnny. Return to Modoc to receive your reward, an Improved Leather Jacket.

The clock for is in the latrine. Go downstairs with some dynamite? Set a timer for 1 minute and get out of there! After contemplating the picturesquely fallen organic mud, climb up again. Kill the rat and take the watch.

You should not go to the fenced house in the north - the owners will be against it, and besides the evil female deathclaw nothing awaits you there ... Also, you should not pick up coins in the well - this will have a bad effect on karma. If you have enough skill, heal the brahmin's leg. What to do with it - decide for yourself. In Grisham's house, you can take a quest to repel the attack of wild dogs on the brahmins.

You can also get a spouse here. Cough cough.

5. Vault City

The historical homeland of the Master. A closed community with very fascist views.

You can get into Vault City by obtaining a fake citizen ID or a day pass. Citizenship can be obtained either by passing a test at the consulate, or by completing the main quest - saving the city from radioactive contamination. Vic will point you to the junk dealer's hut who sold him your flask. Unfortunately, he does not remember anything. The boy Curtis is standing near the bar - he is looking for the missing doll of President Nixon - it is around the corner of Cassidy's bar. After overhearing the boy's conversation with the doll, take the wrench from the heap of stones near the bar.

In the bar at the entrance to the inner city, agree to get real alcohol - if you don't have it with you, then bring it later. Taking Vick with you, go to Valerie - she is a mechanic and his daughter. After listening to their conversation, contact Valerie - she will ask you to get the tools. You already have them - a wrench and a set of tools. Visit her after your first hike in Gecko. Do not try to enter the city's refuge without real citizenship - pile on the pill. You can ask the librarian for a couple of books by complaining that soon there will be no books at all.

Ask Consul Gregory McClure about the problem with Gekko and agree to help. Now head to Gecko and talk to Harold. Don't try to comment on it. appearance - he will be offended. Harold will tell you that the power plant needs a Magnetosphere Regulator for normal operation (Why not painted! Hehe). Return to Gregory and inform him about it - he will give you permission to receive a regulator in the warehouse. Visit Valerie - several sets of tools should come to her. If you don't come - wait a day, if you come ask for one - it will come in handy. Complete the quests of the inhabitants of the outer city - buy a new plow for Smith, give Rad-Away to vomiting Charlie, free Joshua and persuade Cassidy to travel with you.

After completing the quest with Gekko and becoming a citizen, visit the first citizen Linnet. She will tell you a lot. You can also visit the hideout now.

On the first floor from Dr. Troy, you can get medical training in Vault City if the doctor's skill is more than 80. From the computer near the door to his office, having medical knowledge, you can learn about the technology of protective implants. If you have more than 8 strength, you can profit from junk on the second floor. As a last resort, accept Buffout. A rattling sound is heard from the ventilation grill - there is someone sniffing Fusion Power Cells. Don't sell them - they are the power source for the Highwayman. Download useful information from the computer on the third floor.

You can complete the security chief's quest to explore the area around Gekko. Repair an Auto Dock in the suburbs with the toolbox. In the center of the city there is a guy shouting all sorts of nonsense. If you agree with him, he will ask you to take the suitcase to Mr. Bishop in New Reno.

6. Gecko

A city inhabited by peaceful ghouls. The main local attraction is the nuclear power plant.

Returning to Gecko with the Magnetosphere Regulator, go to repair the power plant. To get to the main reactor, you need yellow and red key cards - they can be found in cabinets. From the reactor terminal, you can contact the Enclave and tease the assholes.

Insert the regulator into the panel (corresponding menu function). To successfully activate the repair program, enter this sequence of commands: 2 4 1 3 5 If the commands are entered correctly, then after the robot has executed the program, two more items will appear in the menu: set the regulator and turn off the cooling system. Add a command to set the regulator and run the program again. Having adjusted the operation of the reactor, you need to take on a task to optimize its operation. To do this, go down into the dungeon under the unfinished power unit in the northwestern part of the city and talk to the rat that looks like the rat king from Clamath. The Rat will give you a data cassette for optimization.

Return to Gregory and obtain citizenship, then go down to the hideout and use the main computer to optimize the data on the disk. Take Valerie's Tool Kit if you haven't already. Now go back to the power plant and copy the data to the reactor terminal. Talk to Skeeter - the mechanic will exchange tools for a fuel cell controller. You must have at least 2500 bucks to install the controller and economizer on the Highwayman. Get Skeeter the plasma regulator from the warehouse at the station - Harold's permission in the box.

After talking with Lemmy, take him to your team if charisma allows. Percy is a very generous merchant - you can buy an FN-FAL rifle from him for cheap and, if charisma allows it, upgrade it for free from Skeeter. Agree to help Percy find his friend in Den and return to Den.

7. Redding

Mining town - gold is mined here. A bone of contention between major cities.

Having bought the Highwayman and freed (the same mummy of Ananius), go to Redding. Here you will learn about the opposition of large cities for the right to own gold-bearing mines. If the level allows, complete the tasks of the sheriff or get the chip for the excavator from the mines inhabited by aliens. It is better to get there from the cemetery or through the well near the house. In the same way, one gets into the locked room of the casino. Be careful - the gray alien is a female. She is very dangerous like the female Deathclaw.

Give the chip to the one whose ideology you like best. After completing the last task of the sheriff to eliminate the head of the local gang, you get from him the sheriff's badge, his duties and a warning about the other older brothers Mortons. Talk to the local doctor Johnson, he will talk about the dependence of most miners on the jet. This can be reported to Councilor Gregory McClure and Dr. Troy in Vault City. For this purpose, take a sample of the jet with you.

Dr. Troy will investigate the jet and create an antidote. Take the Antidote Sample at Doc Johnson Redding. You can eavesdrop on the dock's conversation with the fool he sheltered - very funny. In the city center, a little boy will talk about how his father, Melchior, a magician and a miner, was taken by the iron men. It was the Enclave who recruited miners to work at the Mariposa military base. You will meet him later - he has changed a lot.

Now you can go to New Reno or Broken Hills.

8. New Reno

A city that specializes in entertaining its visitors and shaking money out of them. Controlled by the mafia.

Talk to the dealer jet at the entrance - he will tell you a lot. In addition, a drunk priest will pour out his soul and information for a bottle of beer. Eldridge will offer you a Vault-Tec voice module for 3000 coins. Buy it - you will need it. It is also possible to become a boxing champion and a porn star with the appropriate, uhm, skills. This will guarantee you the respect of the locals.

First, complete the quests of the Mordino and Salvatore families.

At the Stables, you will meet Myron, a cynical asshole with a lot of self-importance. Nevertheless, he is useful - he knows how to make stimpacks and an antidote. In order for him to learn how to make super-steampacks, he needs a level of maturity. At Calvary, force Lloyd to dig out a cache and when he comes down, climb up behind. He will attack you, and you will kill him. You can dig up a ghoul from the grave from where the rustle is heard. The poison tank for Salvatore is in the basement of the Desperado Club, in the same place as Lloyd.

After completing the assignment of B.Ezusa Mordino to eliminate the head of Salvatore, do not return to him. If you suddenly want to kill all Salvatore, then you will find fashionable glasses at Mason - they say they increase charisma. They can also be stolen. M.Ezus has a unique knife - it is a little more abruptly than the usual army one. Returning to the main street and discovering the lack of a wheelbarrow, shake Jules. Suffer him until he says that the Highwayman has been stolen and shows where. ALLOW all the assholes who dare to steal YOUR Highwayman and take him.

Then it is worth taking up the quests of the Wright family. Talk to older brother Wright at the railway station, and he will give you his recommendation. Father Wright will give you a task to find the killer of his son. In order to find the main piece of evidence - a can of a jet with poison, you need to ask his brother, who is guarding his father's office, about the room, where he lies behind the locker. Ask the drug dealer Jimmy G. about the spray can and he will point you to Renesco the Rocketman. Renesco resides in the Merchant Quarter, in the same place as the Eldridge Armourer. Renesco will cry to you that he was forced to make the poisoned jet of Salvatore. Tell about Salvatore Wright, it's better not to talk about Renesco. He, in turn, will cry that he has nothing to fight with Salvatore, and will offer you to investigate military base Sierra in the northwest of New Reno. Agree and get a reward and a special set in the Eldridge store, becoming a member of the Wright family. Eldridge will also give you the task of finding a sample laser weapon for him.

If you have an electronic master key, or a high hacking skill, feel free to go to the Sierra base. In any case, you should shoot turrets from something long-range and collect weapons from the corpses of unlucky marauders.

In the Shark Club of the Bishop family, in the room by the stairs to the office of John B. there is a lot of useful stuff, and in the pool table there is a magic and no less billiard ball. Rumor has it that with high luck this little thing can be very useful ...

You will also meet Bishop's wife and daughter Angela. The wife is bisexual. If you manage to properly process them (there are special perks for this), then before falling asleep they will tell you a lot of things. There are useful things in the safes: cosmetics, for example - they also say they increase the charisma of women, but the most useful one is in John B.'s room - the raider map (not to be confused with the ranger map) It will help you safely get into their lair in the east. The main thing is to carefully break the lock on the safe and neutralize the traps ...

9. Broken Hills

Brken Hills is a peaceful community of ghouls, humans and mutants who, despite their differences, try to live in peace. However, they have a lot of opponents - both external and internal.

If you enter the city by car, then run over the ghoul. Fortunately, he will not suffer much. Complaining about the lack of road signs in the desert, he will talk about the case when he was hit by a truck with a New Cola and rolled over (special encounter from Fallout1)

Talk to the doctor and listen to his story, after that he will treat you for free.

If you hate super mutants, complete Jacob's assignments - his pharmacy is behind the dock house. Sheriff Marcus is a super mutant and one of the founders of the city will give you a task to find the missing people - they are in a far corner of the dungeon with ants. Report this to Makus. Next, he will ask you to fix the air cleaner in the uranium mine. Talk to Zayus, the mutant minemaster, and he will send you to Renesco in New Reno with instructions. Having brought it, you will have to install it. If the sun does not have Energy Armor, you will need stimpacks - there is no breath in the mines. Zayus will reward you with a Combat Shotgun.

After repairing the mine, Marcus will agree to join you. If you go through the wall to the right of the mine entrance, you will come across a sleeping pilot who is well preserved. Next to him is a box containing uranium ore. Take the ore to the refinery - they will agree to clean it for 1000 coins. Come back every other day and you will be offered 1,500 coins for leaving the uranium. Why do you need uranium? Take your money better! A smelly subject lives in the eastern part of the city - this is evidenced by the many flies around his house. He will ask you to plug in his house so he can take a shower. Do it yourself, or persuade the ghoul at the e-station. A talking plant grows on the garden bed near the hatch in the ants' dungeon, which will ask you to help him (you need a shovel) in gratitude, it will tell you how to defeat a scorpion-chess player.

A ghoul lives in the house near which it asks you to plant it, he promises to tell you about the treasure in exchange for some things - all this is in the center of the city, you just need to look. With the long-awaited information about the treasure, head to the well in the center. The treasure will be dropped by you to the bottom. Then contact the treasure hunter Mickey, and he will agree to go downstairs. However, this is a terrible fake - there will be 10,000 bottle caps in the bag, long out of use. Strongly upset by this circumstance, you will forget to pull Mickey out of the well.

10 raiders

If you complete the task of the chief of the Vault City security to reconnoiter the road in NCR, you will encounter a raider camp along the way. There are two ways to get there. One is through a cave with traps, the other is through a secret passage. The safe can be opened by collecting all the captains' tags in your inventory. Carefully the safe is mined!

11 Sierra outpost

One of the abandoned military bases.

To smash the gate to the base, you will need a howitzer in the hangar. A shell for her in a locked shed with an electronic lock. If you turn off the power plant, the power of the fields inside the base will drop.

Having penetrated inside, enter into the terminal the password written down on the one lying in the table. On the top floor, find Corporal Dixon's eyeball, or open the door to the freight elevator. Combat Armor is in one of the lockers. All shields are disabled using a set of tools, but be careful - a failed attempt will activate the security robots. On the second floor there are many useful things, including a bitten cookie, which can be eaten before the fight with Horrigan - temporarily increases the number of action points by one. You can turn off the voltage supplied to the floor in the corridor leading to the armory from the terminal in the southeast corner of the room.

Don't go to the northern part - there are many traps and nothing. On the third floor, find General Clifton's eye - he had access to the fourth level. Receive a task from Skynet. There are traps in the corridor to the bio-storage on the fourth floor. To remove a cyberbrain, you need more than 100 science skill. You can also remove the brain from any partner using an extractor and be like a local fascist scientist, whose diaries you can find in an office with an extractor terminal. However, Skynet needs a cyberbrain. By the way, the brains of prisoners of war were used for robots with a brain ...

Having received the brain, return to the first floor and activate the alarm by digging into the retina scanner. Extract the motivator from the killed robot brain and go down to the third floor. Use all three ingredients: biomed gel, motivator and brain on a broken robot. Run the Activation program - now you can take it into the command.

Return to the Wrights with a report on the successful infiltration of the base.

12. NKR

The New California Republic is a powerful alliance that includes several cities and many smaller cities and has good relations with the Brotherhood of Steel. Once a small settlement called Shady Sands, organized by natives of the fifteenth refuge, now the NCR is a force that many have to reckon with.

At the entrance you will see an arms dealer's tent, he has a gauss rifle and other useful things. People in cages are slaves. Rangers based in a garage in the central part of the city will ask you to free them, after which they will accept you into their ranks. If you are a worker, it is best to stay away from them. Next to the garage there is a substation, a girl with a robot will ask you to stop the swaggering cop Jack. Nehai explodes - the system is easy to fix. After a successful renovation, the girl will give you some books.

Ask the doctor about his experiments - he will give you a serum he developed to reverse the mutation process in super mutants. Try it on a mutant - is the effect amazing? Return to the dock with the report, and he will give you his cyber. Ask the sheriff about working in the city. On the Westin ranch, you can get a task to find out the reason for the disappearance of the Brahmins. After standing and guarding them, you will see two talking deathclaw, who, after seeing you, will leave. If you manage to follow them, then you will be taken straight to Refuge 13.

President Tandi will also tell you about the Vault Dweller and give you the task of finding some electronic devices in the 15th shelter, along the way having dealt with the raiders.

13. Vault 15

It is home to a gang founded by the lone survivor of Tandi's liberation 80 years ago by a raider. Above is a small settlement that supplies the raiders with recruits and serves as a cover for them.

One of the residents of the settlement upstairs, Rebecca, will ask you to find her daughter Chris. Go along the path to the northeast, tell the woman guarding the passage that the girl's life depends on this and she will let you through. Kill the raiders guarding Chris and free her. There is a trap on the door in the rock, and the settler leader has the key to it. There is another passage to the shelter - a hatch near the entrance to the settlement.

Raiders who meet you at the exit of the elevator can be tricked into saying that you are new if you are a diplomat. A doctor captured by raiders will heal you for free. Repair the generator on the second floor. Electronic devices are in the warehouse on the third floor. Powerful pistol. 223 caliber.

If you approach the leader of the gang, he will attack you. He is armed with a flamethrower. From the terminal of the main computer, you will learn about the location of Vault 13. If you still decide to kill all the raiders, then you can negotiate with Tandi to provide assistance to the settlers and include the settlement in the NCR.

14. Vault 13
This hideout is inhabited by sentient deathclaw - they are the result of the Enclave's experiment in breeding cheap and effective cannon fodder. Forced to serve the Enclave, they stormed the shelter when the Enclave needed its inhabitants. The purpose of the experiment at Vault 13 was this: when the Enclave needs DNA unchanged by mutagenic factors, they will find it in Vault 13. Actually, this is the main reason for the expulsion of the Vault Dweller - the altered DNA was not supposed to get into the 13th shelter. This provoked an uprising of the inhabitants, and the overseer lost his post. Then, at the request of the residents of Vault 13, the Brotherhood of Steel installed a computer in the shelter that controls all the systems of the shelter. Now that the deathclaws have fled, they have found a place where no one bothered them. However, someone messed up the voice module of the computer and it stopped executing commands. Deathclaws were forced to steal cattle in order to survive.

Speak with Grutar, the leader of the pack. He will ask you to fix the computer, and you, as a board, ask him for G.E.C.K. This is where the voice module purchased from Eldridge in New Reno comes in handy - just plug it into the Brotherhood computer. The warehouse contains combat armor and spare parts from the tanker's navigation computer - a very important thing. Goris lives in the library - a special deathclaw. He travels a lot disguising himself as a person with the help of a hoodie. He can be taken to the team.

15. Military base

Mariposa Military Base - FEV storage facility. The enclave, finding it destroyed, recruited slave miners to excavate.

To get to the base, you will need a metal pole, dynamite and rope. Apply all this on the minecart. Pushing it, you will blow up the blockage and see the passage to the base. Inside you will come across records of Enclave soldiers and super mutants. Repair the generator and the elevator will work. On the second floor there is an Energy Armor guarded by mutants. Eavesdrop on the conversation of mutants in the hallway - it's funny.

At the very bottom is the mutant Cupronickel - the same Cupronickel magician from Redding. Kill him quickly, otherwise he will summon completely unfriendly deathclaw.

16. San Francisco

This city is inhabited by the descendants of the crew of a Chinese submarine. Tolerance for harsh living conditions gave these people a great advantage in the post-nuclear world. As a result, they have seen rapid growth in all areas of activity.

The US government miscalculated its plans to end China.

Dr. Fung, who lives here, is a highly qualified specialist. He can install protective implants much cheaper from the suburbs of Vault City (you need 1 set of combat armor for each operation).

Local shops are full of useful items - power armor, gauss rifle, etc.

Local masters of oriental martial arts are at war with each other. The dragon can teach you how to fight better. If you can defeat his students in test fights, then he will allow you to fight Lo Pan on his behalf.

Talk to the local Brotherhood of Steel representative, Matthew, and he will give you the task of retrieving the blueprints for a helicopter from the Enclave base in Navarro, north along the coast. The blueprints of the helicopter are also needed by the Emperor's advisor Ken Lee. Matthew will copy them, and give the original to Ken Lee. Matthew will then let you into the Brotherhood bunker, where you will find a Pulse Rifle and another set of energy armor. A medical computer can increase your stats by using special chips.

Ken Lee Will let you go to the emperor after the reprisal against the leader of the hubologists. The Emperor is a computer, from his terminal you can give the command to refuel the tanker.

You can, of course, join the hubologists, but this will bring nothing but trouble. A scientist based on hubologists can upgrade energy armor.

The tanker is inhabited by punks. Inside there are two shops with good goods and prices. In order for the captain to agree to help, you need to help his friends. At the entrance you will meet Chip - he lost his spleen at cards. She was sold to Dr. Wong - he is in the palace of the emperor. Tell Wong that she is human and he will give her to you. In the hold, rescue your friend from mutants and aliens. To activate Nav Com you will need Vault 13 parts and the FOB key from the Navarro Base Commander's office.

When the computer is restored and the fuel is filled, you can go to the Enclave.

17. Navarro

Enclave outpost and helicopter transfer base.

You still have to kill the man in the hoodie, so do it right away. Open the hatch in the shed attached to the gas station and go downstairs.

Tell the quartermaster that you are new to the base and he will send you to the warehouse. Grab the Upgraded Energy Armor and Plasma Rifle. Go to Dr. Schreber and close the door, now kill the fascist. K-9 the robot dog will want to join you. The motivator for K-9 is in Raoul's hangar. Tell him that Schreber sent you and he will give you the motivator. Take the card from the door to the vetilation channel from the table.

Talk to the guard guarding Xarn's deathclaw war saying that the doctor sent you and free Xarn. You can enter the base commander's office by posing as a cleaner. To do this, ask the guard about who has access to the commander. The FOB key is in the locker. Need to sneak up, pick the lock and drag it away.

If you talk to a sergeant on the surface, you will have to hide from him in order to avoid reprimand for unauthorized resignation. If the sergeant notices you three times, he will attack. The plans for the helicopter can be obtained from Quincy after convincing him that Raoul needs them. To do this, you need to find out about the disagreement between Raoul and Quincy from the chef at the base.

18. Enclave
Stronghold and stronghold of the US government. Based on an oil platform in the Pacific Ocean. Residents of Vault 13 and your village have been brought here to experiment with the new FEV toxin. The hour of the last battle has come.

It is better to leave your partners near the terminal at the entrance and walk around the Enclave in energy armor, otherwise the security system will recognize you as an enemy. Climb over the cabinets and drawers at the dock level, get down the stairs at the entrance. Speak with your tribe elder and the leader of Vault 13 residents. Go downstairs.

Here you will see a maze. The side rooms contain another G.E.C.K., a lot of weapons and an Improved power armor mark II. After passing the maze, you will be taken to the floor where the president's office is located. The president has a card that activates special protective protocols. Kill the president by placing dynamite on him to get it.

The card can only be used from the terminal in the dock level hall at the entrance. Here is the doctor who developed the new FEV toxin. He will tell you about the plans of the Enclave. With a sufficiently high conversation skill, he can be convinced of the immorality of these actions, after which he will release the FEV toxin into the ventilation system of the Enclave base.

Climbing the stairs you will find yourself on the floor of the reactor control terminal. You can blow up the main control panel in the eastern part, or you can threaten to convince the chief engineer in the southern part of the room to overload the reactor. The second option will not be possible if toxins enter the ventilation system.

After the reactor is overloaded, it is activated. Now you can get to the dock level through the opened door on the level with the president. The hall now houses the bodyguard of President Frank Horrigan, a cybernetically enhanced super mutant.

Use the presidential clearance to activate the turrets and use the turrets and teammates to kill him. The path is clear!

A few general tips:

1. If at a chance meeting you are not confident in your abilities, then click on the "A" key, thereby you will immediately enter the battle mode and be able to assess the situation. If there is no threat, then you can always leave the battle.

2. The merchants' money is refreshed after some time. If you have a lot of things, but the merchant does not have money, then buy ammunition.

3. Myron makes steampacks from an empty syringe, broccoli, and xander root. Super steampacks from regular steampack, fruit and new cola, so it's better to stock up on these in advance. The antidote is made from scorpion tails. All these things must be kept in inventory.

4. Caravaners meet in Vault City, Redding, Broken Hills, and NCR. The further south, the more dangerous the route.

5. After defeating the Enclave, return to Vault City, go down to the main computer and load information about your adventures into it. Now go to the library to the terminal by the wall - every time you click on the terminal, you will receive 20,000 experience points.

(from Silver Dragon & Helga)

"Friends who can join you" and what needs to be done to make them join:

Sulik - In Klamas, pay 350 bucks for it. Good at Unarmed, waving a sledgehammer, God forbid. Operated by SMG.

Cassydy - In VaultCity, wields SmalGans, has excellent Shotgun skills (very useful in the beginning). In the end, it shoots perfectly with a Gaussian cannon.

Myron - In New Reno, full of dystrophic and gawky, besides, he is also a junkie. Can be cured with the Antidote, from Jet (by the way, he invented it, not the Antidote but Jet;)). Very useful as a second Shaman, in the sense that he can do SteamPacks, and O Miracle SuperSteampaki. And all that is necessary is a bottle of Nuka-Cola and a mutated fruit that looks like an apple. Sometimes he tries to shoot (it is extremely rare for him). You can't keep in his inventory what you can swallow :), he tries to grab them all. Especially drugs. He shoots relatively well from GaussPistol "a. You can take him to a prostitute to raise his fighting spirit;))

Broken Hill Sheriff, He's a Super Mute... To take it, you need to fix the air conditioner in the mine. Spare part for air conditioner in New Reno. And find the missing people. More on this below. Skill BiGGans, He has a good machine gun. In the beginning it is better for him not to stand on the road. He also does not wear Armor, it is too small for him;)

Gecko Pretzel - Doctor, complete bullshit. He is by the way Ghol.

Goris - Vault13 - On DesKlov :()... He urinates well, but dies, constantly, climbs forward all the time. He sits on the third floor. Wrapped up like that, humpbacked. He will then leave you, but you can pick him up back in vault13 after the showdown with the clots in the same place. The entries on the computer you were fixing. After this showdown, the Brotherhood Guard will also throw back his hooves (or rather, they will help him). The recording can also be viewed on a computer in their closet.

Vic - The merchant is held captive by the Slavers, $ 1000 ($ 500 - for a woman) to the boss, or a lot of scalps and he is yours. He fixes well. Subsequently, he has a good command of Small Weapons. I gave him a gauss! Helpful bastard.

Doggie from "Cafe of Broken Dream", good old DogMeat... In order for him to go with you, you need to take off your armor and show yourself to his eyes in your original T-shirt.

Random Encounter Lonely Dog (750HP) - random location - in the middle of the battle, this creature reduces your luck and that of your enemies to 1 and all weapons fall out of your hands. A very addictive creature, there is no point in it, if it floods you, its corpse will pursue.

In Modoc, you can get married / get married. Moreover, there are a lot of funny glitches with this moment. Such as, for example Man for Man, Baba for Baba... These two are complete suckers and it is better not to take them at all. It's better to leave your daddy, and then talk when he calms down. By the way, you have to run away from the wedding ceremony and clean the store until the owner returns.

Brain Bot - the robot that you collect in the Sierra, a cool infection, fires very well from a gauss. You can put the brains of someone from your party into it, whose brains are the characteristics of the robot.

Two cyberdogs, but more on that below. One in Navarro one in NKR

Secrets and Tips:

1. There is a very impudent shameless uninteresting and very quick way to get rich. (Are your eyes already burning?;) At the very beginning of the game, go to San Francisco. On a tanker, there, from a peasant (sometimes from a woman), you can steal a Gausska there. And a bunch of other goodies. San Francisco is located two cells to the right of Klamas and does not turn down anywhere. If you downloaded Biggans, then you should be pleased that the guards of the merchant in NCR have a cannon called Bozar, with some difficulties they easily tibrate.

2. Steal more and more often, take the Steal skill at the beginning and swing it to at least 100%. As unpleasant as it is, but ...

3. Sunglasses, when you hold them in your hand, add Charisma.

4. Operations to raise the characteristics can be done again in the Brotherhood. Only with a computer that can do operations for you, something happened, it does not work: (It will work if you use special modules (Green, Blue, etc. there are 4 of them). One is still at the base in Navarro like one in Sierra Army Depot, another like in Vault 13/15, and one in Vault 8 in Vault City on the second floor in a drawer.

5. Narcot (Mentat) adds charisma, you can (should) shake it before an important conversation. Not to get used to it, s / l :)

6. There is also a free way to swing your OutDoors Man skill up to 300 units. We must constantly ask Smily to teach how to catch geks, and each time he adds 5 units. Imho a bug, probably, in a patched one this cannot be created.

7. Help in the theft can be played by a simple drink, you just need to give water to whomever you need and it will be easier to shake things. IMHO

8. If your charm plays well gambling, then you can cash in on the most money just playing in the casino.

9. If you are overloaded, you can use the glove compartment of your car or your friends as a carrier of luggage, and if all this is also overloaded;) you can load your friends with any amount of cargo in one clever way. To do this, you just need to tell him to wait for you, and then barter him whatever you want.

! Warning! If your Friend is overwhelmed, then he is very reluctant to intervene in a fight, and may lose armor.

Random Locations:

1. The talking head gives a pebble, you use it and something is added to you.

2. Doggie in the middle of the carnage. about him is written above.

3. Beating a certain Spammer "a (funny!), In the boxes that are there you can add a few stimpacks and even little things.

4. Guarded bridge, the monk asks you to answer 3 questions. On the third, you answer with a question, and it explodes, leaving behind a very good armor (or rather a robe, by analogy the spilled KombatArmor only weighs 10 kg less). If you kill him, they give 7000exp.

5. Federal Shuttle (I haven't met it myself). There are corpses lying next to him, they have something like a syringe. this is something like MegaStimpak, it heals you until you are fully recovered.

6. A whale-type animal is dead. Nearby there is a flowerpot lying around. You can pick it up as a keepsake, but it does nothing.

7. Cafe of Broken Hopes. Higher...

8. A man in PowerArmor asks for an oil can, then gives 150 MGF for it.

9. Various caves with all kinds of wickedness, a lot of experience! Especially cool if bandits hang out in this cave. A bunch of trophies. You just need to be pumped up.

10. Knights of King Arthur, they all have the names of famous knights. They are looking for a holy hand grenade. They may ask you for 2 plasma grenades. In revenge they can give you a PlasmaPistol.

11. A stone gate in the middle of the desert, you pass through it and find yourself in Vault13 80 years ago (there is no Huck;) but there is no one there and only a computer on the third floor (the one with a water chip) is writing. I will not tell you what happens;) But until you find an experimental pistol (rulez!), Do not touch the computer.

Experience level is located at 00668130 and 005709C0, 005707AC (hacking through the artmani program)

Open the file <имя героя>.gcd using any hex editor. Change the lines below to “ 0A”:

Offset - Byte - Value

0 - 8 - strength

10 - 2 - wisdom

10 - 6 - endurance

10 - 10 - charm

20 - 4 - intelligence

20 - 8 - agility

30 - 2 - luck

As a result, all parts of the SPECIAL are at the level of ten, and with the growth of the main characteristics, skills also grow.

Another option is to replace at the very end of the same file 05 on 23 ... So you can set all the characteristics to 10.

One item is good, two is better

Saves are located in the root directory of the game at / data / savegame / slot #. All files except automap.sav, save.dat and worldmap.dat - these are maps that contain a separate part of each city along with everything that lies there. To double an item, throw it on the ground and save, for example, in the first slot, then pick up this item and save on the second slot. After copying the corresponding map from the second save, the first item will double (one will be on the ground, the other in the inventory).

I love you bug!

  • In the glorious city of Dan, ask Bandit Joe for a dose. If you have less than $ 500, you can get hold of a ton of jets. In this case, the pockets of the drug dealer will be filled with money, which can later be stolen. This is done like this: answer the offer to buy with consent, to which your interlocutor will rightly notice that you do not have enough money. Now choose the first answer twice. As a result of the machinations carried out, you will acquire a deadly substance, and Joe - 500 coins. This trick can be continued indefinitely.
  • In Klamath, you can ask Trapper Smiley about hunting lizards indefinitely. Thus, you can increase the wanderer's skill up to 300%!
  • In Dan, go to Becky's Casino and play high. If a combination that is advantageous to you does not appear on the screen, press “0” and talk to the dealer again - the bets are saved! This process can be continued indefinitely.
  • In Brokken Hills, there is a secret room in the mine (to find it, look at the map), where the pilot sleeps in a lethargic sleep. Uranium ore can be found next to it. This ore can be sold to the Gecko Station Master. Money from this transaction can be received indefinitely.

Developer: Black isle studios
Publisher: Interplay Productions
Localizer in Russia: 1C
Publisher in Russia: 1C
Officially sold with: October 1998
Russian status: in official sale since May 19, 2006
Genre: RPG

DEVELOPER MESSAGES

From the main menu, hold down the key and click on the Credits button. Instead of the usual names of the developers of the game, their various remarks and statements will appear, which were outlined during the creation of Fallout 2. Translating them, you will laugh.

EASTER EGG

To find easter egg can be in the basement "Arms of New Renault". It lies in a pot among the boxes in the southeast corner of the basement. Finding a pot is very, very difficult, even for a knowledgeable person, look for it until you find it! To make this task easier for yourself, we recommend using our screenshots. You can't use the egg in any way, it's just a joke.

STAR WARS

In the screenshot you can see the Vault-Tec logo located in the lower left corner of the world map. Take a good look at it. Two codes are written at the top left and right. This is one of the developers' jokes based on the Star Wars saga.
In the left corner it says "L5-AA23". Remember where Princess Leia was imprisoned on the Death Star? Correctly "Level 5, Detention Block AA23" (level 5, prison block AA23). In the right corner it says "TK-421". This is nothing more than the callsigns of Luke Skywalker.

ICON

Go to the folder with installed game and take a look at the fallout2.exe file. Now change the file display mode, for example, to "Tile". Pay attention to the same file again, it should change the shortcut to Tim Kane's bearded face ... Don't even ask who he is ... (Works only in the first two parts of the game).

BUFFY

Start the game with a female character named Buffy. Get a leather jacket and put it on. Then go to Becky in Dan and talk to her. She will mistake you for someone else (namely, for the heroine of the series), tell you about some Dave, and then give you an ultrasound submachine gun, metal armor, $ 1,000, 5 clips of ammo, 5 stimulants, a Plasma Grenade and a Flower ...
Dialogue:
Becky: Buffy! It's you! How do you? How much time has passed!
You: Huh?
Becky: Dave sends hi, he would have dropped by if he could, but he's on the run now.
You: And where is it going?
Becky: Was going to go to the commandos ... or was he chasing the commandos. I don't know exactly, but something like this.
You: Oh.
Becky: Oh, he asked me to give you this. This is a gift from the Handy family. It should come in handy.
You: What is this?
Becky: Oh, just a few knickknacks. Here. [Becky gives you $ 1000, 5 stimulants, metal armor, "ultrasound", 5 clips of ammunition, a plasma grenade and a flower].
You: Thank you.
Becky: No problem. It was not difficult for me. Well, I better get back to work.
You: Thanks, bye.
P.S. The dialogue was copied from the 1C version.

SAME SCREENSAVER

Open Pip-Boy 2000 and wait for a while to see the old screensaver of your Pocket PC. In this case, moving the mouse is prohibited, otherwise you will not see anything.

BLACK HUMOR

If you "poke" on the gravestones of the graves in the game, you will notice the phrase: - "Fergus Urquhart: the trunk was not enough to make a notch." This is none other than the head Black isle studios game developer company. Alas, her (company) no longer exists. In the second screenshot, a joke about another developer, after reading it you will understand everything yourself.
Note: The inscriptions on the graves are constantly changing at random. So, if you "poke" on the same tombstone as in the screenshot, and there will be another joke, then you shouldn't "roll the barrel" on us.

MAYBE ...

The guy on the third floor of Vault 8, in Vault City, sings a song from the intro to the first part of the game:

Maybe ... you "ll think of me, when you are all alone,
Maybe the one who is waiting for you will prove untrue
Then, what will you do?

KNIGHTS OF KING ARTHUR

While wandering through the wastelands, you can accidentally stumble upon a group of people called the Knights of King Arthur. These are soldiers, armed to the teeth, dressed in the armor of the Brotherhood of Steel, who are looking for various technologies.
In particular, they will ask you if we have seen the Holy Antiochus hand grenade and if you answer that you have seen, you will receive 500 coins and a thank you in addition.

MANUAL ANTIOCH POMEGRANATE

Following random meeting, which should be the logical conclusion of the previous one. In order to visit this location, you must first visit the previous one.
So, in front of us is a ground strewn with bones, in the center of which is an ordinary-looking rat. But she is ordinary only outwardly because she is very powerful and tenacious. At the bottom of the map are the very Knights of King Arthur. Almost immediately, a fight will begin between the rat and these people. If you can get into the cave, then the most secret and most powerful object in the entire game awaits you - Antiochus' Holy Hand Grenade.
If you do not mind, then you can use it for its intended purpose in relation to the rat. The reward will be a large number of experience points.

EXPLOSIVE BRAMINS

A similar meeting with a herd of Brahmins was in Fallout 1... The only difference is that the two-headed cows not only moo but also explode when they come into contact with an object, that is, with you and your partners. A very dangerous random meeting, because after it you can miss several partners in your squad.

STONE HEAD

You meet a huge stone head created by certain tribes, but not simple, but speaking. Do not rush to talk to her, but first read what she has to say. It's worth it.
After that, talk to her and after a fascinating dialogue, the head will give you a piece of stone, but, again, not a simple one, but which will seriously increase the character's characteristics. The only pity is that not always.

BRIDGE GUARDIAN

This time we meet the guardian of the bridge in a location called the Bridge of Death. A certain man in a dirty robe blocks our way to the other side, and when we try to talk to him, he agrees to let you through only when you answer his three questions. (Yes, yes, this is a reference to the 1975 film Monty Python and the Holy Grail, famous in the West)
At first glance, it seems simple, but the questions are far from easy and the catch is that if you do not answer correctly, you immediately die. If your answer is correct (which is very difficult to do), then the man in the robe simply leaves and lets you pass. If you try to kill him, then he sends exploding brahmins at you and you immediately die.
But in this whole situation there is one small nuance ... As the guard of the bridge said, the one who cannot answer the question will die. And if on the last, third, question you can ask the guard of the bridge again, then he will not be able to answer your question and will immediately explode!
Such a funny pun turns out. By the way, the situation was almost the same in the film.

CAFE OF BROKEN HOPES

Cafe of Broken Dreams with the Maltese Falcon sign. Does the second name remind you of anything? Exactly! Absolutely the same cafe was in the first part of the game, only, of course, with different characters and lines.
Here, the most noteworthy is the dialogues of visitors and the famous dog Dogmeat, which you can take with you as a companion by feeding something edible. For example, an iguana on a stick.

GUARDIAN OF ETERNITY

This time the hero stumbles upon a sculptural work of art with a strange appearance. This local wonder of the world is called "Guardian of Forever", in the English version - Guardian of Forever. In general, this structure is a reference to one of the series of the previously popular series Star trek.
If you run through the stone ring, then you will be teleported to Vault 13, but not the one that you are looking for, but to the past eighty years ago, that is, just before the events of the first part of the game. If you go to the Vault's weapons room, you will find a unique Solar Scorcher pistol on the floor, which is charged by sunlight, that is, endless and very powerful.
When you get tired of wandering around the level, then go to the main computer terminal and break the water chip using not cunning manipulations ... Yes, yes, this is nothing more than a reference to the first part of the game.

FAILURE DOG

In the middle of the wasteland, you stumble upon people and other creatures who died an agonizing death, among which a mongrel stands innocently. It would seem a poor creature, it would be necessary to help her, but no matter how. After the dog joins you as a companion, the hero's luck parameter will immediately drop to one. The only way to restore the parameter is to kill the dog. But be careful, the dog has a lot of hit points, as much as 750.

CRASHED SHUTTLE

You find yourself in a location called "Crashed shuttle". Before you appears a crashed space shuttle with another reference to the series "Star Trek" (Star Trek), around which lie three corpses dressed in red robes, as in the series. If you search them, you can find three unique injections of a certain drug Hypo, which, when used, restores a large number of character points of life.

TIN WOODMAN

Once, wandering around the world map, main character stumbles upon a man in Enclave armor who cannot move. It turns out that his armor was able to rust somehow without being lubricated. Fortunately, there is a butter dish lying next to him ( unique itemBy the way), having picked it up, you can help a person by lubricating his armor, for which a person will give you several atomic batteries as a reward.
As you probably already guessed, this is a reference to the "Wizard of the Emerald City" in particular to the lumberjack there.

LANDFILL FOR NUCLEAR WASTE

The next chance encounter is the consequences of some man-made disaster, you stumble upon a dump of nuclear waste with a pile of barrels of green liquid and opponents in the person of various Geckos, from ordinary to fire-breathing. There is nothing useful in this location, so we would advise you to get your feet out of here as soon as possible.

SPAMER MUST DIE

Probably someday you will stumble upon a location where a group of people are trying to kill a spammer. To make it clear what is going on here, we had to dig a little on the Internet and this is what we found: The Unwashed Villagers hunting a spammer. This meeting is a link to a real event. "The Unwashed Villagers" - the existing and now Internet community, which became the first large fan clan of the game Fallout... As for the location itself, then you have a choice, either to help the clan members, or a spammer, or to remain a passive observer. From the point of view of morality and honor, it is logical to kill the prevailing side in terms of numbers. For killing clan members, your Karma indicator will slightly decrease, and if you kill a spammer, it will increase. If you don't do anything, the spammer will be killed and the clan members will scatter.

CRASHED Whale

You stumble upon a whale crashed from a fall from a great height in the middle of the wasteland. This is a direct reference to the old 1981 series The Hitch Hikers Guide to the Galaxy. There the whale crashed in a similar way. In addition to the whale, in this location you can find a unique item - a pot of geraniums, which is absolutely useless. There is nothing more to see here, you can safely go your own way.

So let's start:

If, during the battle with Frank Horrigan, all turrets are turned off, and Sulik is with a sledgehammer, then there is a possibility that the critic on Frank's leg will lead to the fact that he will jump on one leg and as a result, having made a hole in the platform, he will fall into the water. ..

And if Frank successfully hits with a grenade launcher, he breaks through the wall and goes headfirst into the hold of the ship, where he can be found at the end of the game. In this case, you can remove the armor from him. But the knife and machine gun will be destroyed by the explosion ...

If you have an Intelligence of 10, Perception of 10 and you have taken the additional skill that gives life twice, then you can kill Frankie Horrigan with the Fireball spell! ..

If you measured Vick with her daughter Valerie and took out the nuked cover from the well, then take the cover to her and another rope and she will collect the eternal ruble. To do this, you need to have repairs above 160. Now all Nuka-Cola in vending machines is free. If you mess around with selling bottles, then your million is not far off ...

If you play a guy with luck above 9 and charm above 8, and sleep with Miriya's brother in Modoc, then in New Reno, near Wright's mansion, you will meet a boy who will call you dad! (Do this before taking any work from Wright) And if you still give this boy a gun after that, he will not run to kill the head of the Wrights, but will join your group. When he is killed, your karma will drop dramatically ...

And here's another feature. If at the entrance to the military base, having luck 10, having done all the manipulations with the cart at the end, do not push it, then after passing the game (apparently from the blast wave from the platform) it disappears from this location and ends up ... in the NKR! Near the Dweller monument. If you hover over it, it says "You seem to have seen it somewhere," then we use it ... an explosion occurs and on the site of the monument, littered with fragments, there is an obelisk (the one that was in Shady Sands). When asked about this, Tandi replies that it was Aradesh's idea to save on building materials ...

Somewhere in the desert there is a secret Hubbologist base. So, if you find it (its location is reported by a computer from the hubbologists of San Francisco, but you need more than 230 science and 10 intelligence), then you can find a Gauss machine gun (like Vindicator), 300 billion covers from the first Fallout and make the doctor there plastic surgery, to increase the charisma by 5 (in case of an unsuccessful operation, the charisma is automatically reduced to 1) ...

If you join the sect of hubbologists and bring an amputated toe to the secret base, then your clone with all skills and characteristics will be made for you, which will be carried with the character as a partner. But for this you need to have an Intelligence of more than 8 and science more than 200%.

If you stay in Glow just long enough not to die and receive the maximum dose of radiation, then the hero starts to glow like some ghouls. There is no shooting penalty at night! But then you are often attacked on the map. Still, a flashlight walking in the desert is visible from afar! And in Necropolis they will accept ...

Not far from Modoc, where Horrigan shoots a family, if you have a reputation in the red, have the Grave Digger and Child Slayer perks, charisma at the maximum, Modoc's location and already at least once talk to Miria, it becomes possible to tell him: "Hey Frankie, spit on them , I know one funny place nearby - it's called Modok, there are such girls! .. Come on, you won't regret it! " And then everything is simple - going to Miriya's house you need to trip Frank and throw him into the well, and throw dynamite there, and then, having dealt with the guards, you can climb into the well and remove artifacts from Frank! Moreover, this option allows NOT to be confused with Navarro and the Oil Platform AT ALL - it will be enough to ram GEKK in Arroyo and the game will be won ...

If you win a VERY LOT of money in New Reno or Redding in a casino, then when you leave it you run into the local lads, they nicely ask you to return the good (well, you naturally refuse), kill, search the corpses and in one of the corpses you find The hand of the hand of Death (desklava), which acts as a weapon in melee ...

There is a bookcase in Broken Hills that the Chosen One is trying to lift entirely (everyone has probably seen it), but it lacks strength. If the strength is 10 + Adv.PowerArmor + all the perks for carrying cargo and packing, then it rises and is transferred to the inventory. Why do you think it is SO heavy? It is packed with books ...

Do you remember Merzger's refrigerator in Dena? It can be repaired with a high Repair skill. Then it can be powered either from batteries, if you put a fuel battery regulator in it, which everyone incorrectly puts in the Chrysler Highwayman, and cool Nuka-Cola in it - chilled it gives +20 HP and temporarily + to resistance against damage and fire and + to action points (also temporary) ...

If a Persian of the 1st level is criticized, and at the same time they write that the rib is broken, then, apparently, another joke on the biblical theme awaits us, because a mysterious stranger perk appears, who will appear with us during the battle. Does the lady throw fruit very well? And not the first freshness, as even at the initial stages they knock out 15-35 HP each. And closer to the end, in general, any tower demolishes the first time. You need to try to get a useful lady on the first level ...

Once at 13, we wet the most important beast from the grenade launcher. As a result, a claw falls out of the exploded carcass, but we are in no hurry to loot, and to take the GEKK, we generally do not go to other levels. And we pick up a claw and fly to our native Arroyo. Where is Chanukin when talking, that we have stumbled upon a holy refuge, but the death flooded with hands notices a claw in the inventory, and makes us an amulet out of it, which, when worn in one of the hands, increases luck, and it should like to help us if only we found HECK as soon as possible. The second claw can be obtained in the Enclave by playing the role of the executioner. It will enhance perception. If you hold both amulets in two hands, then no living creature will attack you ...

If you eat 100 jets, you can learn to fly. And if this happens in the Gekko area, after you talked to the Enclaveman through the terminal, then you can meet a vertibird with an Enclave off-site team. After which awaits us air battle... Having shot down a helicopter, you can well stock up on various cool weapons, including a 20 mm Vulcan cannon with 500 rounds ...

If you kill 1000 pseudo-centaurs, then the Chosen One on the 1000th centaur says: "That's enough, I've had enough, we must find the den of these creatures!" After that, appears on the world map new location under the name "Sanctuary of the Centaurs", which fills the last place in the names of cities. In this hideout, centaurs are able to shoot weapons and throw grenades. After you cut them all out, you will meet with their leader, who will join you, provided that during the game you have killed 1000 scientists ...

If you hit a machine gun with a sledgehammer on the trunks, they will bend and shoot at your feet, and in this way you can get rid of the twenty-first finger. On the foot...

If you blame Vick for calling you boss, boss, etc., more than 20-30 times a day, and so on for a month, then one day he will bequeath you with the ass of a brahmin. This chase will stay behind you in the circle of your NPCs forever.

There is such a feature in the Temple of Trials: if you are sooo big mu ... kghhm, that is, a loser and, standing near a pit (an abyss (big such)), catch a critic from some thread of a scorpion or an ant, so that Chuzen is thrown away and he rolled. If he rolls into a pit and rises to his feet there (without dying after being hit), he will fall (the pit is underfoot) to the basement of the Temple, where the abandoned military warehouse is located, and even there you can find TurboPlasma, Vindicator, Power Bronik, etc. P. etc. You can get out of there by the elevator, which will take Chuzen upstairs. The elevator exit doors are skillfully disguised at the very beginning of the Temple, in the wall, so it is impossible to see them from the Temple.

If you have melee and hand weapons more than 200 and complete all the quests for Salvatore and take out all the other families, then he accepts you into his clan and then gives you cards with a secret yakuza base where you must first defeat 5 people in hand-to-hand combat from 120-400hp, and then 5 more with the same number of hp with swords and you are accepted into the yakuza and after completing the quest "take out the city of refuge" "take out NKR" and "and take out SAN FRAN" you are given a laser saber with 700dmg damage ...

If you have all the doctor's perks and this skill is well-trained (250%), then at the Special Encounter with a whale and a flower, you can sew and revive this whale. And if you have the "persuasive speech" perk and the speech pumped up to 200, he can be persuaded to take you to the Enclave ...

A howitzer in the Sierra is attached to a car. To do this, you need to bring Marcus there and ubazarit him to drag the gun to the wheelbarrow. Only Marcus can also shoot from it ...

If you bring Lenny to the Sierra, then he can transplant your brain to SkyNet. As a result, you will become a robot, get +2 to intelligence, +2 to action points, -3 to charisma, and you will be able to write off information from computers without holodisks ...

When you find a holy grenade, take it to New Reno Arms. Kill the seller and go down to the basement to the fool who upgraded your weapon. Talk to him and he, seeing the grenade, will join you, saying that this is a lost gift that his father gave him as a child, and it turns out that he went crazy because the raiders stole it from him. He will also open the coordinates of 2 military bases and 3 shelters.

You can put a grenade into the computer in Volta 15, run away. The computer explodes, you can pull wires from it. We blow into the Enclave, if in the labyrinth room (or whatever) we catch a glitch with the car in the middle of the aisle, then we use the wires on the wheelbarrow, go out, use the wire a to the nearest door (remain in the inventory), return - the wheelbarrow disappears. We bring down the Enclave (it doesn't matter if you win the game or not) and we get an infinite charge in the car - it is powered by the Enclave! True, it works only on half a card, in order to work more, you need to "power" from a generator in Navarro or from a Volt 8. And if the wires are connected to the walkie-talkie, and the walkie-talkie to the Highwayman, then you can listen to music from the C: \\ My Music folder with subfolders! ..

If you descend from the berth in San Fran at the tanker and go under it in a strictly defined place, you can find the Master from the first Foul. He will say that the explosion of the cathedral did not completely destroy him, and that he again collected himself in pieces. If you tell him that you are a descendant of Dweller, then he will attack you and die from the first blow. If the karma is 5000 and the conversation is 250, then you can convince him to become your part. Then all parameters will gradually increase and all mutants will obey your orders.

In Navarro, if you use science on a computer many times, the message "You see a big red button. Looks strangely" will appear. If after that apply the repair, then a dialog will appear: "You see a big red button. It" s looks so strangely, so you realy wants to use it "-Use it -Not use it. If you use it, then you launched a nuclear missle to the Aroyy. Game is over. ”Indeed, the game will end.

In the temple of trials, you need to use science and repairs in some very specific order on all torches, and an elevator will move out of the pit in the temple. If you ride it, then we find ourselves in a strange place - everything is cybernetic, and the Borgs walk there, receiving 100/100% resistance from one of the types of damage, if they miss 2 hits with this type of damage. In the end, we are captured and turned (fanfare!) Into a Borg just like them. We get the same accumulated invulnerability and an assimilator that allows you to turn NPCs into Borgs, + 300% to all skills, an automatic plasma gun, plus the ability to call a detachment of 6 Borgs to help you during the battle. And on the shuttle you can take off to the Borg Sphere (don't ask me what it is). And in a conversation with NPCs in cities, you can say "We are Borg. You will be assimilated. Resistance is useless", after which we begin to fight with the whole city with the support of a Borg detachment from our side. By the way, have you ever wondered why corpses disappear from cities? The Borgs are dragging them, that's why. And the whole ANCLAVE, along with Frankie, can also be assimilated.

And finally, the most downhole thing:

If you meet a talking turnip in the desert And after you talk to her and she gives you a stone, you need to rest for 10 minutes, stand in front of your head and start eating apples (you need to eat 100-150 pieces), while smacking deliciously and saying "What savory apples ", and then put one in front of your head and say" That's it, I can't take it anymore, I got drunk, although I'll eat the last one, "then the head will say that if you give her your last apple, then she will give you another stone, you can agree, but if say that what for you one more stone, the head will say: "Boy, but I have nothing else, and for an apple I am ready to do anything." Then you say that since there is nothing you have to work out, the head agrees and in a minute it is no longer a head sticking out of the ground, but a stone giant that came out of the ground and became your NPC. The stone giant has 1000 HP, 6 AR, the armor class is 100% and the luck is about 10, so do not go to the casino with him, as he will immediately crawl to the slot machine and work off the debt, and you should not lose such an assistant. For example, if you travel around the map on his shoulder, the view radius will increase by 1 cell. He cannot enter buildings, but in battle he is indispensable, it is practically impossible to kill him, he can crush enemies, (he does not own any weapon, only hand-to-hand, but all his critical hits take away 100-200 HP. If you come with him to San- Fran and collect 10 ropes and tell him about the problem with the fuel on the tanker, then he will offer his help, and, tying ropes around his belt and tying the ends to the tanker, wade you to ANCLAVE. And if one stone giant is not enough for you, then go in Arroyo, and when the Arroyo stone head sees your assistant, he recognizes him as his brother Mark, but he will not want to go under the pretext that he is good in the village. Then we go to Hanukin and pour 10 bottles of beer into him, rest 15 minutes and we see how the shaman briskly ran out of need, and since the nearest suitable place is the head, you yourself understand what will happen ... After that, we go to the head and say, "Maybe he changed his mind, but", the head answers that he agrees, since goats are crazy , with% yt anywhere. As a result, you already have 2 stone giants.