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Fallout 1 & 2 (cz.10)

03.01.2002
21:23
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[1]

erav [ Senator ]

Fallout 1 & 2 (cz.10)

Witam w czesci 10. watku o kultowych Falloutach.
Ten jakze skromny jubileusz postanowilem uczcic w specjalny sposob.Oto przed wami historia The Wanderera i pelna lista perkow.
Link do poprzedniego watku:

03.01.2002
21:24
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[2]

erav [ Senator ]

INTRODUCTION The one good thing about growing old is that you get your way. The new leaders of the Tribe (they refuse to call themselves Elders until I have passed on, which should be soon, if I’m lucky) want me to record my knowledge for future generations. Bah! What knowledge they need is to be found with sweat and blood, not some letters on a page. But the future is a great unknown, and they may have a point. To make them happy, I’ve written down what I feel will be important. (The important words being “what I feel will be important.”) They want me to write my memoirs. Fine. I’ll do it. But as the song goes, I’ll do it my way. And I’m old enough that I will get my way. The Vaults Like all of the original members of the Tribe, I came from the Vaults. Before the War, the government of the United States, which numbered in the thousands of villages, and had many, many tribesman per village, paid to have these huge holes dug in mountains and huts of metal and stone built underground. There were many Vaults. Some were close to cities, and some far away. These Vaults were to be used as safe places in case of atomic war. As you may guess, when the War came your ancestors made it to a Vault. Vault-13 to be specific. For several generations, your ancestors and mine lived within the Vault. As best as they could figure, it was too dangerous to try and leave the Vault. They grew their own food, recycled their waste, read, worked, slept, had families, and even purified the necessary water within the Vault. I was born in the creche, and was raised by the community (and a robot). It was a good life, but all good things come to an end. About three generations after the War, the water-purification chip the Vault relied on to create the fresh water broke down. All the spare parts were missing or busted, and without the water-chip the Vault was doomed. Something had to be done. The Overseer gathered the healthy of us between a certain age and made us draw straws. Guess what? I drew the short one. Wouldn’t be much of story if I didn’t, would it? I left the Vault the next day. The War I know little about the War, but it doesn’t really matter. A lot of people died when a lot of atomic bombs went off and nearly destroyed the world. If you don’t know what an atomic bomb was, then imagine the worst thing possible. Atomic bombs were worse than that. Life on the Outside My first few days were harrowing to say the least. I fought off some giant mutant rats that were more interested in eating me than they should have been. My only clue was the location of another Vault, number 15. I spent a couple of days stumbling through the desert before I came upon a small settlement. I stopped there for help, and encountered the little town called Shady Sands. I helped them, and they helped me. Understand that survival requires that you work together, even with people you may not trust. I did earn the trust, however, of two prominent citizens of Shady Sands - Tandy, and her father, Aradesh. With their knowledge, and the help of a man called Ian, I continued on my way to Vault-15. The ruins of Vault-15, to be more specific. Ravaged by the elements, scavengers, and time itself, Vault-15 was no help for my people. The control room that contained their water-chip was buried under tons of fallen rock, and I had to move on. After a small problem with some Raiders, who would continue for years to plague not only myself, but the Tribe, I found myself in Junktown. It was here that I learned the most important rule of all: doing a good thing sometimes means being a very bad person. My memories of Junktown are tainted, and I feel no remorse for my actions in that place. It was there that I came across a dog, who adopted me and was my faithful friend from there on. I miss Dogmeat to this day. While Junktown was a city of traders (and traitors), it did not have a water-chip. I was not desperate yet, as there was still time for me to recover the chip and return to my home, but I needed to move on. Fortunately, they pointed me in the direction of the Hub, the largest city in the wasteland. The Hub was a larger city than both Junktown and Shady Sands combined. You could drop the Vault in there, and you probably would not notice. But the people of the Hub had no life, and it was a desolate place just the same. It eased my mind, however, to hire some merchants to bring water to the Vault. Looking back, it was probably a mistake to do so, but I was still innocent of the evils that lurked through the ruins of civilization. A small clue led me to the city of the ghouls, the place they called Necropolis. It was there that I encountered large mutants, armed with weapons of an unknown origin. It is with heavy sadness that I say that Ian lost his life in the city of the dead. A super mutant burned him to death with a flamethrower. The passage of time is no proof against the memory of burning flesh. His sacrifice was not in vain, as I did find the waterchip buried beneath the city. It was with easier steps that I returned to Vault-13. Enemies of the State While the Overseer was obviously happy to see me returned to the Vault, alive and with the necessary water-chip, he was distrought at my description of the super mutants. It is here that I realized the mistake I had made with the water-merchants. I had pointed them, and others, in the direction of our home. Without the protection of anonymity, the Vault could easily have been destroyed. The knowledge of the fate of Vault-15 did not help. The Overseer tasked me with a new mission. Find and destroy the danger of the super mutants. Once again, I left the Vault. This time, it was was easier on my heart. Looking back now, I realize it was also the first time I should have seen the true hearts of the other vault-dwellers and the Overseer. I returned to the Hub, looking for clues. Some time was spent there, and I discovered a shady underworld amongst the hustle and bustle of that large city. They thought they could manipulate me, but I proved them wrong and used the crooks instead. I did rescue a young man who belonged to the Brotherhood of Steel. A few trouble-makers tried to stop me, but I learned much about survival since leaving the Vault. It was in my best interest to leave town for a while. I journeyed to this Brotherhood. Thinking they would have the knowledge I sought, I tried to join them. They required me to go on a quest before they would let me in. Thinking it would be a short and easy quest, I agreed and set off for the place they called the Glow. The horror of atomic war was never so obvious to me until then. The Brotherhood was surprised to see me, and even more surprised to see that I had not only survived their quest, but succeeded. They gave me the information I required and some of their technology, and I set off in search of the Boneyard. On my way, I took a detour and stopped by Necropolis in order to see some old friends. Unfortunately, that place was now truly the city of the dead. All the ghouls had been slaughtered. Large mutants roamed the streets. I found one survivor who told me that the mutants had attacked shortly after I had left. Before he died, the ghoul told me that the mutants were looking for pure strain humans, and one in particular. The ghoul’s description of the mutants’ special target fit me perfectly. It was with a heavy heart and a cold burning on my soul that I continued on to Boneyard. The Master The city of Los Angeles must have been the largest in the world before the War. The LA Boneyard stretched forever, the skeletons of buildings lying under the hot sun. Not even the wind entered this dead city. I found many enemies, and a few friends, in the Boneyard. I killed when necessary and learned more about the nature of my true foes. Deep under the ground, I found an evil that was behind the mutants and their army. Within a dark and forbidding Vault, where the walls dripped with human flesh, and the screaming of dying echoed through the halls, I found many evil creatures and mutants. Walking among the misshapen ones, I killed one of their servants and took his clothing. Hidden from casual searches, I made my way to the bottom of the Vault. The deeper into the Vault I went, the more gruesome the journey. More and more flesh was to be found, integrated into the very walls. The worst part of it was that the flesh was still alive, and even aware of my presence. After a while, I found myself in the presence of the most hideous sight yet. I still cannot bring myself to write of this discovery, but let it be known that when I left, the Beast was dead and the Master of the mutant army was no more. The Vats My job was still not finished, for I still had one task remaining. The Master had literally built his army one mutant at a time. Humans, preferably with little radiation damage, were to be captured and sent to the Vats. There they were dipped in something called FEV, which transformed them into the large, grotesque mutants. I had to find these Vats, and put them out of action as well, lest another take the Masters place and continue to build the mutant army. Fortunately, my friends at the Brotherhood had a few clues, and helped me reach my goal. Invading the Vats, I came across more mutants and robots. None could stand in my way. I had a mission. I had a goal. I had a really large gun. It was here that Dogmeat fell, a victim of a powerful energy forcefield. I miss that dog. I destroyed the Vats that day, and with it, the mutant army. The last I heard, they splintered and disappeared into the desert. My Return to Vault-13 I was not treated to a heroe’s welcome when I returned to Vault-13. The overseer met me outside the massive Vault door, and told me point blank that while my services to the Vault will always be remembered, he could no longer trust me or what I had become. He said something along the lines that I had saved the Vault, and now I must leave. Bastard. So, I left. The days and weeks that followed were hard on me. I had met few true friends outside the Vault, and they had died following me. Now, my family had kicked me out and said that I could never return. I screamed. I cried. Slowly I came to realize that the Overseer may have been correct. I had changed. Life outside the Vault was different, and now I, too, was different. But I have never forgiven him for doing what he did to me. I wandered the desert, but never moved far from the mountains that shielded the Vault from the rest of the world. Perhaps I wanted to return, and force my way in, or plead for them to take me back. Fortunately, it did not come to that. I found a few wretched souls, a small group of Vaultdwellers, who upon hearing of what happened to me, had decided to leave the Vault and join my side. They knew little of the outside world, and would have died if it were not for my assistance. Together, our little group moved north, away from the Vault, and away from that old life. Slowly, I taught them what experience had taught me. And together we learned to thrive. The Tribe Over time, our ragtag group turned into a tribe. I fell in love with one of them, and we raised a family, like all of our tribespeople. We founded the Village, beyond the great cliff. It is a secure home thanks to our hard work. We would send scouts back towards the Vault, to help others who thought like ourselves, but that slowly came to an end. We no longer head in that direction. I often wonder what became of Vault-13, and the other Vaults, but I never had the time to go exploring again. I taught the others the skills they would need to survive and grow strong. Hunting, farming and other skills to feed us. Engineering and science to build our homes. Fighting to protect what was ours. My love and I led the village and the Tribe. The Tribe grew, and grew strong with our help. But all things come to an end. Our sons and daughters are now the leaders. I’m sure that the Tribe will continue to grow strong under the leadership of our children. My love perished years ago, and not a day goes by that I do not think of Pat’s face. I see it everytime I look at our children. This journal is our legacy to them, to their children, and to the rest of the Tribe. That is my story, and I am sticking to it. -The Wanderer

03.01.2002
21:25
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[3]

erav [ Senator ]

The Perk List Action Boy Each rank of this Perk will add an additional Action Point to your character’s total number of APs that you can spend each combat turn. Number of Ranks: 2 Requirements: Agility 5, Level 12 Adrenaline Rush When your character’s current Hit Points (HP) drops below 50% of her maximum HP, she gains +1 to Strength. This can raise your character’s Strength to a maximum of 10. Lasts until the end of the current combat. Number of Ranks: 1 Requirements: Strength 1 to 9, Level 6 Awareness This Perk gives you more information when you Examine a critter. You can see their exact amount of hit points, and what weapon they are armed with (if any.) Number of Ranks: 1 Requirements: Perception 5, Level 3 Better Criticals The critical hits you cause in combat are more devastating. You gain a +20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit. Number of Ranks: 1 Requirements: Perception 6, Luck 6, Agility 4, Level 9 Bonus HtH Attacks Your character can make more hand-to-hand or melee style attacks per combat turn with this Perk. The AP cost to use a HtH or melee attack is reduced by one. Number of Ranks: 1 Requirements: Agility 6, Level 15 Bonus HtH Damage With this Perk, your character does more damage when using HtH or melee attacks. Each attack does +2 points of damage for each rank of this Perk. Number of Ranks: 3 Requirements: Agility 6, Strength 6, Level 3 Bonus Move For each rank of this Perk, your character can move an additional two hexes per turn of combat. The first hexes moved each turn cost no APs. At the first rank, your character would have to move three hexes just to be charged one AP. Bonus Move APs show up as yellow lights on the interface bar. Number of Ranks: 2 Requirements: Agility 5, Level 6 Bonus Ranged Damage Your character does +2 points of damage per round fired with ranged weapons, for each rank of this Perk. Number of Ranks: 2 Requirements: Agility 6, Luck 6, Level 6 Bonus Rate of Fire This Perk allows your character to shoot a little faster. Each ranged weapon attack costs one AP less to perform. Number of Ranks: 1 Requirements: Agility 7, Intelligence 6, Perception 6, Level 15 Cautious Nature This Perk increases Perception by +3 in random encounters to determine how far away your character starts from hostile critters. Number of Ranks: 1 Requirements: Perception 6, Level 3 Comprehension With this Perk, your character gains an additional +50% to the number of skill points earned when reading educational books. Number of Ranks: 1 Requirements: Intelligence 6, Level 3 Cult of Personality This Perk will make your character’s Karma a positive modifer to all people. Everybody likes your character! Number of Ranks: 1 Requirements: Charisma 10, Level 12 Demolition Expert For characters that like to blow things up, there is nothing better than this Perk. Explosives set by this character do more damage and will always detonate on time. Number of Ranks: 1 Requirements: Agility 4, Traps 90%, Level 9 Dodger This Perk will lower the chance your character will be hit in combat by increasing the Armor Class by +5 per rank. Number of Ranks: 1 Requirements: Agility 6, Level 9 Earlier Sequence Your character will be more likely to move before other characters in combat with this Perk. Each rank of this Perk will increase the Sequence statistic by +2. Number of Ranks: 3 Requirements: Perception 6, Level 3 Educated Every rank of this Perk will add +2 skill points when your character gains an experience level. Number of Ranks: 3 Requirements: Intelligence 6, Level 6 Empathy You will get a better idea of what to say when you are speaking to an NPC when your character has this Perk. The lines of dialogue will be colorcoded. It us up to you to figure out what the colors actually mean. Number of Ranks: 1 Requirements: Perception 7, Intelligence 5, Level 6 Explorer This Perk will make it more likely that your character will run across strange and interesting random encounters. Number of Ranks: 1 Requirements: Level 9 Faster Healing Characters with Faster Healing just plain heal faster. For each rank of this Perk, your character gains a +2 to the Healing Rate statistic. Number of Ranks: 3 Requirements: Endurance 6, Level 3 Fortune Finder Random encounters yield more money. Of course, you have to take it off the cold, dead bodies of your opponents. Number of Ranks: 1 Requirements: Luck 8, Level 6 Gambler This Perk adds +40 skill points to Gambling. Number of Ranks: 1 Requirements: Gambling 50, Level 6 Gain Agility Increases your Agility by +1 permanently. Number of Ranks: 1 Requirements: Agility 1-9, Level 12 Gain Charisma Increases your Charisma by +1 permanently. Number of Ranks: 1 Requirements: Charisma 1-9, Level 12 Gain Endurance Increases your Endurance by +1 permanently. Number of Ranks: 1 Requirements: Endurance 1-9, Level 12 Gain Intelligence Increases your Intelligence by +1 permanently. Number of Ranks: 1 Requirements: Intelligence 1-9, Level 12 Gain Luck Increases your Luck by +1 permanently. Number of Ranks: 1 Requirements: Luck 1-9, Level 12 Gain Perception Increases your Perception by +1 permanently. Number of Ranks: 1 Requirements: Perception 1-9, Level 12 Gain Strength Increases your Strength by +1 permanently. Number of Ranks: 1 Requirements: Strength 1-9, Level 12 Ghost In areas of darkness, or at night, characters with this Perk gain +20% to their Sneak skill. Number of Ranks: 1 Requirements: Sneak 60%, Level 6 Harmless Your character’s innocent demeanor makes stealing from people a little easier. +40 skill points to Steal. Number of Ranks: 1 Requirements: Steal 50%, Karma > 49, Level 6 Healer Each rank of this Perk will increase the number of Hit Points healed by the use of the First Aid or Doctor skills by 4-10 points. The second rank adds +8-20 points per use. Number of Ranks: 2 Requirements: Perception 7, Agility 6, Intelligence 5, First Aid 40%, Level 3 Heave Ho! For purposes of determining the maximum range of thrown weapons only, this Perk will increase Strength by +2 for each rank. Number of Ranks: 3 Requirements: Level 6 Here and Now With this Perk, your character gains one experience level immediately. Number of Ranks: 1 Requirements: Level 9 HtH Evade If both item slots are empty, at the end of a combat turn, your character will gain 3 points of Armor Class for every unused Action Point (instead of the normal 1 unused AP = +1 point of AC.) Number of Ranks: 1 Requirements: Unarmed 75%, Level 12 Kama Sutra Master This Perk confers great stamina and skill when doing the dirty. Number of Ranks: 1 Requirements: Endurance 5, Agility 5, Level 3 Karma Beacon Your Karma ran over someone’s Dogma. Karma is doubled for the purposes of dialogue and reactions. Number of Ranks: 1 Requirements: Charisma 6, Level 9 Lifegiver Everytime your character gains a level, gain an additional four Hit Points for each rank of this Perk. With two ranks of Lifegiver, that’s +8 HP each level! Number of Ranks: 2 Requirements: Endurance 4, Level 12 Light Step Characters with this Perk are much less likely to set off traps. Number of Ranks: 1 Requirements: Agility 5, Luck 5, Level 9 Living Anatomy This Perk confers +20 skill points to Doctor. Since characters with this Perk have greater knowledge of anatomy, they also do +5 points of damage with every attack to living creatures. Number of Ranks: 1 Requirements: Doctor 60%, Level 12 Magnetic Personality Characters with this Perk can attract an additional party member. Number of Ranks: 1 Requirements: Charisma 1-9, Level 3 Master Thief This Perk gives a one-time bonus of 20 skill points to the Lockpick and Steal skills. Number of Ranks: 1 Requirements: Lockpick 50%, Steal 50%, Level 12 Master Trader This Perk makes your items more valuable when bartering. Number of Ranks: 1 Requirements: Charisma 7, Barter 60%, Level 9 Medic This Perk gives a one-time bonus of 20 skill points to First Aid and Doctor. Number of Ranks: 1 Requirements: First Aid 40% or Doctor 40%, Level 12 More Criticals Characters with this Perk cause more critical hits in combat. Each rank adds +5 to the Critical Chance statistic. Number of Ranks: 3 Requirements: Luck 6, Level 6 Mr. Fixit This Perk gives a one-time bonus of 20 skill points to the Repair and Science skills. Number of Ranks: 1 Requirements: Repair 40% or Science 40%, Level 12 Mutate! Picking this Perk will also make you select one of your current Traits to remove. You then get a chance to pick another Trait. Weird, huh? Number of Ranks: 1 Requirements: Level 9 Mysterious Stranger When you select this Perk, there is a chance (30% + (2x Luck)) that your character will gain a temporary ally, but only in random encounters. Number of Ranks: 1 Requirements: Luck 4, Level 9 Negotiator This Perk gives a one-time bonus of +20 skill points to Speech and Barter. Number of Ranks: 1 Requirements: Barter 50%, Speech 50%, Level 6 Night Vision Your character can see better in darkness when you select this Perk. This reduces the negative for attacking in low-light conditions. Number of Ranks: 1 Requirements: Perception 6, Level 3 Pack Rat Each rank of this Perk adds +50 lbs. to your character’s Carry Weight statistic. Number of Ranks: 1 Requirements: Level 6 Pathfinder This Perk reduces your travel time on the World Map by 25% for each rank. Number of Ranks: 2 Requirements: Endurance 6, Outdoorsman 60%, Level 6 Pickpocket Characters with this Perk do not suffer the negative modifiers for facing and size that are normally associated with Steal. Number of Ranks: 1 Requirements: Agility 8, Steal 80%, Level 15 Presence The initial reaction of NPCs are modified by +10% for each rank of this Perk. Number of Ranks: 3 Requirements: Charisma 6, Level 3 Pyromaniac This Perk will make your character do horrible things with fire -- to other people. +5 points of damage with fire-based weapons. Number of Ranks: 1 Requirements: Big Guns 75%, Level 9 Quick Pockets The cost to access Inventory during combat is only two AP with this Perk. Number of Ranks: 1 Requirements: Agility 5, Level 3 Quick Recovery It only costs one AP to stand up after being knocked down. Number of Ranks: 1 Requirements: Agility 5, Level 6 Rad Resistance Each rank of this Perk increases the Radiation Resistance statistic of your character by +15%. Number of Ranks: 2 Requirements: Endurance 6, Intelligence 4, Level 6 Ranger This Perk adds +20 skill points to Outdoorsman. It also makes finding special random encounters slightly easier. Number of Ranks: 1 Requirements: Perception 6, Level 6 Salesman Your character becomes an adept salesman with this Perk. +40 skill points to the Barter skill. Number of Ranks: 1 Requirements: Barter 50%, Level 6 Scout Your character can now scout a little farther on the World Map. This will increase the amount of the map you can see while exploring and make finding the special random encounters a little easier. Number of Ranks: 1 Requirements: Perception 7, Level 3 Sharpshooter For each rank of this Perk, increase Perception by +2 for the purposes of determining the modifiers for range in combat. Number of Ranks: 1 Requirements: Perception 7, Intelligence 6, Level 9 Silent Death While Sneaking, characters with this Perk do double damage using a HtH or melee attack if they can hit their opponent in the back. Number of Ranks: 1 Requirements: Agility 10, Sneak 80%, Unarmed 80%, Level 18 Silent Running This Perk allows characters to run and still Sneak. Number of Ranks: 1 Requirements: Agility 6, Sneak 50%, Level 6 Slayer In HtH or melee combat, holders of this Perk do critical hits with a successful Luck roll. Number of Ranks: 1 Requirements: Agility 8, Strength 8, Unarmed 80%, Level 24 Smooth Talker Each rank of this Perk will increase the number of options your character has while talking to NPCs. Basically, characters will be able to say things they would not normally be able to discuss due to their Intelligence. Number of Ranks: 3 Requirements: Intelligence 4, Level 3 Snakeater This Perk adds +25% to the Poison Resistance statistic. Number of Ranks: 2 Requirements: Endurance 3, Level 6 Sniper Your character will do a critical hit with a ranged weapon with a successful Luck roll and this Perk. Number of Ranks: 1 Requirements: Agility 8, Perception 8, Small Guns 80%, Level 24 Speaker This Perk gives a one-time bonus of 40 skill points to the Speech skill. Number of Ranks: 1 Requirements: Speech 50%, Level 9 Stonewall Your character is only half as likely to be knocked down in combat. Number of Ranks: 1 Requirements: Strength 6, Level 3 Strong Back Each rank of this Perk increases the Carry Weight statistic by 50 lbs. Number of Ranks: 3 Requirements: Strength 6, Endurance 6, Level 3 Survivalist Gain 40 skill points in the Outdoorsman skill with this Perk. Number of Ranks: 3 Requirements: Endurance 6, Intelligence 6, Outdoorsman 40%, Level 3 Swift Learner Each rank of this Perk adds an additional +5% to your character’s experience point total whenever your character earns experience. Number of Ranks: 3 Requirements: Intelligence 4, Level 3 Tag! Pick an additional Tag skill. Number of Ranks: 1 Requirements: Level 12 Thief A one-time bonus of +10 skill points to Sneak, Lockpick, Steal and Traps. Number of Ranks: 1 Requirements: Level 3 Toughness Each rank of this Perk adds +10 to your character’s Damage Resistance statistic. Number of Ranks: 3 Requirements: Endurance 6, Luck 6, Level 3 Weapon Handling This Perk adds +3 to Strength for weapon minimum Strength checks. Number of Ranks: 1 Requirements: Agility 5, Level 12

03.01.2002
21:31
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[4]

Lechiander [ Wardancer ]

Zajebiście uczciłeś numero 10. Dzięki!!!

03.01.2002
21:53
[5]

Yoghurt [ Senator ]

Nio nio, Erav, to ładnie, ładnie.....ciut wcześnie ten wątek 10, bo dopiero 60 doganiał, ale może być:) Kjut.....Acha, odpowiedź dla poszukiwaczy tajników: Psychol---->DEATHCLAWÓW NIE DA SIĘ URATOWAĆ! Tak to jest zapisane przez programistów i musiałbyś być jednym z nich i pogrzebać w plikach, aby zmienić zakończenie:) Jedyne zakończenia które można zmienić (odpowiedź definitywna, było już o tym chyba w wątku nr. 4 i 5) to The Den (rozwalenie Metzegera- Nierozwalenie Metzegera: Zakończenia różne), Reno (przespanie się z żoną Bishopa- Nieprzespanie się, rozwalenie trzech z czterech rodzin- nierozwalenie: Inne zakończenia), Legendarne (bo podobno nieistniejące) zakończenie- Przyłączenie się do Hubologów w San Fran i popłynięcie (tudzież lot) ich promem.... Vault city vs Gecko: Danie McLurowi dysku Gordona (tego chciwego ghoula) lub niedanie go- różne teksty (ale i tak podbijają Gecko:))....dobra, jakie zmainy dokłądnie, nie powiem, sam odkryj:) Slayerrulez---> Naprawdę chcesz wiedzieć jak się tam dostać? Podpowiem, że nie ma tam naprawdę nic wartego uwagi:) Ale jeśli chcesz, potwierdź:)

03.01.2002
21:59
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[6]

erav [ Senator ]

==>Yogurt i inni Proponuje , aby kontynuowac dyskusje w watku nr 9 ...szkoda by bylo tych 40 postow ;)

03.01.2002
22:09
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[7]

erav [ Senator ]

==>Yoghurt Wiem , ze to troche za wczesnie , ale przez nastepne 3 dni bede na uczelni .Ktos moglby w tym czasie zalozyc watek nr 10 i popsuc tym samym moja niespodzianke.

04.01.2002
06:22
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[8]

MaLLy(R) [ Ghoul's Shadow ]

-->45acp odpowiedż na pytanie jeszcze z wątku 8: zestaw broni jest zarąbisty (jak zrobisz coś jeszcze to podrzuć) imałe zażalenie mój kumpel twierdzi że coś nie tak jest z damagem niaktórych broni (np M4 ma niby za mały) i krótkie pytanko : nie wiesz jak zabrać wszystkich npc (mi się udało max 6, miałem drużynę 5 i się ożeniłem)

04.01.2002
06:31
[9]

MaLLy(R) [ Ghoul's Shadow ]

-->45acp zauważyłem nowe bronie, czy mógł byś sie nimi pochwalić (podesłać)

04.01.2002
09:37
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[10]

Raziel [ Action Boy ]

:'-( --> myślałem że to ja uczcze 10 część wątku i juz miałem sie wkurzyć gdyby ie to że erav umieścił te liste perków itp. A więc brawo! I ok:) dokończymy dyskusje w tamtym wątku a do tego wrócimy gdy bedzie czas:)

04.01.2002
13:13
[11]

MaLLy(R) [ Ghoul's Shadow ]

no to jak zwykle zawale was pytaniami: gdzie jest solar scorcher (w "wczenym" (z encounter'a) vault 13)? kto i ile (jakie) widział zakończenia fallouta (ja: redding 2, broken hills 2 ,new reno 2 , reszty po 1) i od razu koejne pytanko: co zrobić by vault city nie przejało gecko (nie optymalizować reaktora ? , nie reperować go ? czy rozwalić vault city ?) Co kolwiek bym niewybrał to napewno będzie miało swoje konsekwencje na karmie... (a lubię jej mieć kilka tysięcy) no jeszcze jedno: który komputer wysadzic(uszkodzić) na platformie wy rozwalić reaktor (bo jak wypuszcze FEV to gości od reaktra ze mną nie gada) no i pytanie techniczne: pakiego TYPU broni używa FRANK FORIGAN (jakiejś z energetycznych ale jaki typ) pytam z ciekawości. Może to on ma ten chwalebny gauss minigun ?

04.01.2002
13:52
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[12]

MaLLy(R) [ Ghoul's Shadow ]

odświeżam by ludzie zauważyli

04.01.2002
13:52
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[13]

MaLLy(R) [ Ghoul's Shadow ]

odświeżam by ludzie zauważyli

04.01.2002
13:53
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[14]

MaLLy(R) [ Ghoul's Shadow ]

odświeżam by ludzie zauważyli ...

04.01.2002
13:55
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[15]

erav [ Senator ]

Dostalem troche maili z prosba o kontynuacje tematu ... dorzucam wiec troche tekstu i pelna galerie rysunkow...

04.01.2002
13:56
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[16]

MaLLy(R) [ Ghoul's Shadow ]

miało być raz .... (@$@#$%@# komp)

04.01.2002
13:56
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[17]

erav [ Senator ]

Tag Skills Skills are learned abilities of your character. The skill level shows how good your character is at that skill. Each skill will have its own skill level, which is expressed as a percentage. That percentage shows your chance of success, before modifiers. No skill is 100% certain, however, and all skills max out at 95% (after modifiers.) The maximum skill level is 200%. Skill levels can be increased everytime your character gains a level, but it starts getting harder and harder to improve well-known skills. Skills can also be improved by reading specific books or completing quests within the game. Small Guns - Firearms covered by the use of this skill: pistols (both revolvers and autoloaders), sub-machineguns (SMGs), rifles, and shotguns. The skill level is your base percentage to hit. Modifiers include: weapon weight, range, darkness, and cover. This skill is used automatically in combat when you attack with the appropriate weapon. Big Guns - Similar to Small Guns, but this skill affects much bigger weapons: rocket launcher, minigun, flamer, and other large weapons. This skill is used automatically in combat when you attack with the appropriate weapon. Energy Weapons - Also like Small Guns, but it affects any ranged weapon that uses energy cells instead of conventional chemical propellants. This skill is used automatically in combat when you attack with the appropriate weapon. Unarmed - The skill of punching and kicking. Very few weapons will also use this skill (the armed version of Unarmed), like Brass Knuckles. You must not have an active item in one of your slots to use this skill to its full ability, however. ITEM1 is for punch attacks. ITEM2 covers using your feet (don’t ask, it involves some weird yoga practice.) Your character starts by just being able to punch or kick, but there are more unarmed techniques than that. As your character’s characteristics improve, the type of unarmed attack will change. These improvements are automatic, as long as the requirements are met. There are two different modes for each type of attack. Right-click on the Punch or Kick button to change the mode from primary to secondary. The Unarmed skill is automatically used when you attack. Primary Punch Attacks Strong Punch Effects: +3 damage AP Cost: 3 Requires: Unarmed 55%, Agility 6 Hammer Punch Effects: +5 damage, +5% critical chance AP Cost: 3 Requires: Unarmed 75%, Agility 6, Strength 5, Level 6 Haymaker Effects: +7 damage, +15% critical AP Cost: 3 Requires: Unarmed 100%, Agility 7, Strength 5, Level 9 Secondary Punch Attacks Jab Effects: +5 damage, +5% critical AP Cost: 6 Requires: Unarmed 75%, Agility 7, Strength 5, Level 5 Palm Strike Effects: +7 damage, +20% critical, armor piercing AP Cost: 6 Requires: Unarmed 115%, Agility 7, Strength 5, Level 12 Piercing Strike Effects: +10 damage, +40% critical, armor piercing AP Cost: 8 Requires: Unarmed 130%, Agility 7, Strength 5, Level 16 Primary Kick Attacks Strong Kick Effects: +5 damage AP Cost: 4 Requires: Unarmed 40%, Agility 6 Snap Kick Effects: +7 damage AP Cost: 4 Requires: Unarmed 60%, Agility 6, Level 6 Power Kick Effects: +9 damage, +5% critical AP Cost: 4 Requires: Unarmed 80%, Agility 6, Strength 6, Level 9 Secondary Kick Attacks Hip Kick Effects: +7 damage AP Cost: 7 Requires: Unarmed 60%, Agility 7, Strength 6, Level 6 Hook Kick Effects: +9 damage, +10% critical, armor piercing AP Cost: 7 Requires: Unarmed 100%, Agility 7, Strength 6, Level 12 Piercing Kick Effects: +12 damage, +50% critical, armor piercing AP Cost: 9 Requires: Unarmed 125%, Agility 8, Strength 6, Level 15 Melee Weapons - This covers the use of most melee weapons. Knives, spears, hammers are all melee weapons. The skill level is the base chance to hit your opponent, modified by your opponent’s armor class. Melee weapons have a greater chance of doing a critical hit. This skill is used automatically when you attack with a melee weapon. Throwing - Whenever a weapon is thrown, this skill gets used. Knives are melee weapons, but if you throw a dagger at your opponent, this skill will be used. Grenades are a good reason to improve this skill. If you miss, the thrown object still has to end up somewhere. It’s possible to throw a weapon and have it land right at your feet. If it’s a knife, no big deal. If it is grenade, that’s a really big deal. The maximum distance a weapon can be thrown is based on your character’s Strength. This skill is used automatically when you attempt to throw a weapon. First Aid - The skill can heal minor wounds only. When used successfully, it will heal a small amount of Hit Point damage. It can only be used a few times a day. This skill takes a few minutes to use, so it will advance the game clock by a few minutes. If you use a First Aid kit, you will increase your chance of successfully using this skill. Using a First Aid kit on a person will automatically use your First Aid skill (with a positive modifier) on that person. The supplies in a First Aid kit will eventually run out and the item will be automatically discarded. Doctor - This skill heals major wounds. Not only does it heal more HP damage than First Aid, it can also restore a crippled limb to full health (see page 53 for information about crippled limbs.) Like the First Aid skill, it can only be used successfully a few times a day. If all the uses of one of the healing skills are used up, it is still possible to use the other healing skill until it runs out of uses as well. Using this skill will advance the game clock by several hours. Using a Doctor’s Bag will increase your chance of successfully using this skill. Sneak - Sneaking makes it harder for your character to be detected. Using this skill is a toggle. You are either Sneaking, or you are not. When you are Sneaking, you don’t actually know if the skill is working properly. When you first start Sneaking, and every minute after, the computer rolls against your Sneak skill. If successful, all critters will have their Perception halved when trying to notice you. Normally, if your character runs, it will automatically turn Sneak off. You can tell if your character is trying to use this skill if the Sneak icon is displayed above the interface bar. Lockpick - When you use this skill on a locked door or container, the computer will roll against your Lockpick skilled modified by the difficultly of the lock. If successful, the lock will be picked. If you fail, you just lose the time spent trying to pick the lock. If you critically fail, the lock is jammed and cannot be picked until a long period of time has passed. Every attempt takes a few game minutes. A lockpick can be used to increase the chance of success. There are two different types of locks: mechanical and electronic. Use the proper lockpick for the type of lock. Lockpicks cannot be “used” up, but they can be broken or destroyed on a critical failure. Steal - The skill level of Steal determines the base chance of “removing” an item from another person or object without being noticed. Modifiers include: the facing of the target compared to your character (standing right in front of the target is a bad idea), the size of the object you are trying to steal (smaller objects are easier to steal than larger objects), and the number of objects you are You can actually use the Steal skill to plant items on a target. Just drag from your character’s inventory to theirs. They get a chance to notice what you are doing, of course. It works just like a normal Steal, but in reverse. trying to steal at one time (stealing a small number of objects is easier than stealing everything a person owns.) When you use this skill on a person, you will see a loot screen. Drag as many items as you want from the target’s inventory to your inventory. Each item you move will create an opportunity for the target to notice what you are doing. Their chance to notice your Steal action depends on your skill, the result of the Steal roll after all the modifiers, and their Perception. The higher their Perception, the more likely they are to notice your character if she screws up. Traps - This skill is used to spot, disarm, and plant traps and explosives. If you attempt to use a trapped item, you will have a chance to notice the trap based on your Traps skill or Perception (depends on the trap.) If you do not notice the trap, it will go off in your face. You can use the Traps skill to attempt to disarm the trap. If you succeed, the trap is disarmed. If you fail, you can always try again. If you critically fail, the trap goes off in your face. If you find a trap trigger on the floor, you will see the trigger appear. Use the Traps skill on the trigger to attempt to disarm it. If you find a trap on a container, or door, then you see a message in the display window. If you were attempting to open the trapped container or door, Fallout will stop you. Try again and you can set off the trap. The Traps skill is also used when you set and place explosives. To use dynamite, for example, do the following: Open inventory. Select the explosive and Use it. A timer will appear. Set the time you would like the explosive to go off. A Traps roll will be made. If you succeed, the trap will go off on time. If you fail, the trap will go off before you intended it to. If you critically fail, the trap goes off immediately. This is the timer. Use the + and - buttons to adjust the time. Press DONE when the time is set to your satisfation. Press CANCEL to not set the timer on the explosive. Once you start a timer, you cannot stop the explosive from detonating. You can use an explosive to trap a door or container item. Simply use an explosive that is not currently on a timer on the door or container. The game will roll your Traps skill and, if things go well, the next person to open that door will get a major case of concussion and blast damage. Science - This skill is really used in two different ways. The active use of this skill is mostly used on computers and hi-tech pieces of equipment. This skill is also used passively to determine whether or not your character can understand or notice something scientific. This skill covers all the different types of scientific fields. Using this skill generally takes no game time. This skill often needs to be used before the Repair skill. It will give you a general idea of what is wrong. Repair - Use this skill to fix something that is broken, or break something that is fixed. Using the proper tool for the job will help increase the chance of success. The use of this skill will really depend on the situation you come across in the game. Some items may be easier than others to fix. Speech - This skill is only used in extended dialogues (see page 66.) Besides being used to present a convincing argument, and getting the NPC to agree with you, it is used to present a convincing lie and getting the NPC to agree with you. The difference between an argument and a lie is that if you blow the argument, the NPC generally will not want to slit your throat. You never get to use this skill actively while talking, as the lines that Speech rolls are used on are not marked. A higher Speech skill is useful for getting your way. You can use the Speech skill actively to start a conversation, but just clicking on the person is usually easier to do. Barter - The skill of trading goods is used automatically in the barter screen (see page 68.) Your Barter skill, along with many other factors, will be used to set the value of any goods that you are attempting to trade. The only game effect of this skill is to increase the value of your goods (and to meet the requirement of a few Perks.) Gambling - Games of chance will always exist. Whenever you come across a game of chance, this skill will be used to determine whether your character wins or loses. This skill is used automatically when you decide to have your character gamble in the game. Outdoorsman - This is used mostly on the World Map. It will determine if you can avoid a random encounter. It is also used to determine how far away from a critter you start a random encounter, along with your character’s Perception statistic. The Outdoorsman skill may also be used in specific encounters. Outdoorsman is never used actively.

04.01.2002
13:57
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[18]

erav [ Senator ]

Medical Information Poisoned - This means that you have been poisoned (by rattle-snakes, giant scorpions from Hell, or Iguana-on-a-Stick that has gone bad from sitting out in the sun too long.) Note that this is dangerous, but not necessarily fatal. Poison does damage over time. The more poison that you have been infected with, the longer you will take damage. Fortunately, as the poison starts to wear off, it takes longer and longer to damage you again. Radiated - Everyone in the post-nuclear world has some amount of radiation. Heck, if you live on a tall mountain, you will absorb some rads every year. And don’t use those new fangled “Microwaves,” as they can be very bad for your health. When you start the game, you will have very little to no measurable radiation. You can still encounter freak areas of radiation, but you are more likely to run into radiation-infected creatures that mean to do you harm. The more accumulated radiation damage you have, the worse the effect of additional radiation on your body. Since radiation damage takes a while to truly affect you, you would be wise to monitor this characteristic. You can tell exactly how much radiation you have been exposed to by using a Geiger counter. Some doctors may be able to treat radiation damage, and there are two types of drugs that can help. The following are specific types of damage: crippled limbs (or crippled eyes) that have a detrimental effect on your character. They can only be healed with the use of the Doctor skill. First Aid has no affect on this type of damage. Generally, you can only get a crippled limb or eye from a critical hit in combat. Eye Damage - If your character takes a bad blow to her eyes or head, she can be crippled in the eyes. Until the eye damage is healed, your character will have a reduced Perception. This will affect your character’s ability to spot things and will affect ranged combat dramatically. Crippled Right/Left Arm - If your character takes a serious blow to one of his arms, it may be crippled. It could be the arm, or the wrist, or the hand that is seriously hurt. In any case, if one arm is crippled, your character cannot use two-handed weapons. If both arms are crippled, your character is in a serious hurt and cannot use any weapons at all. Crippled Right/Left Leg - A critical hit to your character’s leg may cause that leg to be crippled. If one leg is crippled, it will cost more Action Points (AP) to move. One crippled leg also makes the AP cost to move is increased even more. Most characters, with average amounts of APs, will barely be able to move with two crippled legs. Naturally, having both legs crippled means you still cannot run. Non-combat walking speed is not affected, but this is pretty much a sham to protect your character from ruffians and other nogooddoers. Get to a doctor right quick! Well, as quick as your crippled character can...

04.01.2002
13:57
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[19]

erav [ Senator ]

Szef kuchni poleca: "The Big One" Pancake 1/3 cup Butter 4 eggs 1 cup milk 1 cup flour In a blender whip eggs for 1 min. Gradually add milk and then flour while blender is on. After adding milk and flour continue blending for 30 seconds. Melt butter. Pour melted butter into souffle dish (or round high dish), then add mixture to dish. Bake at 425 degrees for 20-25 minutes (Until fluffy and golden brown & firm. Pancake will fall apart after being removed from the oven. Serve with fresh strawberries, powdered sugar, lemon, syrup, cinnamon, or anything you desire. Makes approximately 8 servings. "Carrion Kabobs" 1/4 cup lemon juice 1/2 cup salad oil 3 cloves of garlic (Minced or pressed) 1 tablespoon ground cumin 2 pounds boned leg of lamb (fat trimmed) cut into 1 1/2 inch chunks 2 each medium sized green, red, yellow bell peppers (or 6 of 1 kind) stemmed, seeded, and cut into 1 1/2inch pieces. In a bowl, combine lemon, oil, garlic, and cumin. Add the lamb; stir to coat. Cover and chill for at least 4, or up to 24 hours. Ignite 60 charcoal briquettes on firegate of barbecue; let burn until coals are covered with just gray ash, about 30 minutes. Spread coals evenly. Place grill 4 to 6 inches above coals. Thread equal portions of lamb,slightly apart, on 6 slender 10- to 12-inch metal, or wooden skewers. Thread equal portions of peppers slightly apart and alternating colors, on 6 more skewers. Brush peppers all over with cumin marinade. Place peppers and lamb on grill. Cook, turning and basting once with cumin marinade, until peppers are tender when pierced, and meat is done to your liking (cut to test), 10 to 15 minutes for medium rare. Makes 6 servings.

04.01.2002
13:59
[20]

erav [ Senator ]

Galerie , przez wzglad na modemowcow , wrzucam do watku numer 9

04.01.2002
14:06
[21]

slayerrulez [ Konsul ]

moze stworzycie nowy watek 'przepisujemy instrukcje F2' ??? ;)) ==> yogurt tak, bardzo chce, poza tym mam kule bilard. gdzie mam ja uzyc -wiem tylko ze w 'broken hills' to all- gdzie wy sie zenicie ??? mowa byla o jakims rodzenstwie ? w jakim miescie ?? znalezliscie siostre sulika?? jak tak to gdzie ?? czy jest jakis bonus za otkrycie calej mapy ?? : ) wymiencie wszystkie spec. miejsca (i co tam sie robi) oto moje : -cafe of broken dreams- mozna tylko pogadac z modelami -bridge of death-niezly armor -talkin' head- 1k exp. -portal- mozna popsuc water chip wiek wczesniej w vault13 -guy in adv.pow.arm. i oil can- troche magazynkow energ. czemu nie mozna zostac hubologiem ??? czy jak mam fast shot to bedzie dzialal sniper ??

04.01.2002
14:08
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[22]

Raziel [ Action Boy ]

erav --> hm... myśle ze trzeba bylo jednak wrzucic to do osobnego wątku (np. Fallout 1 & 2 bonus) bo jak tu jeszcze zaczniemy normalnie gadać (do 100 postów) to modemowcy sie zabiją:)

04.01.2002
14:10
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[23]

erav [ Senator ]

To byl ostatni post , reszte miejca pozostawiam dla was ;)

04.01.2002
14:38
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[24]

MaLLy(R) [ Ghoul's Shadow ]

Może ktoś odpowie na moje pytania !!!!!

04.01.2002
14:59
[25]

MaLLy(R) [ Ghoul's Shadow ]

jeszcze 1 pytanie : jak zmienić nazwę pod ksywką (do kogo mam posłać maila, chodzi mi o adres )

04.01.2002
15:03
[26]

Raziel [ Action Boy ]

Hm... mam propozyje: Mam na myśli żeby w pierwszym poscie każdego wątku umieszcać ten obrazek -->

04.01.2002
15:05
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[27]

Raziel [ Action Boy ]

Mógły ktoś jeszcze dorobić napis "Fallout 1 & 2" - ja bym z chęcią to zrobil ale narazie mam klopoty z dyskiem i niemam odpowiedniego programy (a raczej z painta nie skorzystam:)

04.01.2002
15:06
[28]

Raziel [ Action Boy ]

Ten też jest dobry na logo wątku -->

04.01.2002
15:06
[29]

MaLLy(R) [ Ghoul's Shadow ]

Radziel i inni miejci litość i odpowiedzci na moje pytania (a zwłaszcza ostatnie)

04.01.2002
15:08
[30]

MaLLy(R) [ Ghoul's Shadow ]

-->radziel ja moge spróbować (wyślij mi orginał)

04.01.2002
15:09
[31]

45acp [ Pretorianin ]

Ja mam nodem i nie zamierzam się zabijać! Musze jeszcze raz (i drugi i trzeci....) przejśće eFy...

04.01.2002
15:12
[32]

MaLLy(R) [ Ghoul's Shadow ]

-->45acp nie zrozumiałem twojej ostatniej odpowiedzi

04.01.2002
15:14
[33]

erav [ Senator ]

Mally(R)

04.01.2002
15:14
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[34]

Raziel [ Action Boy ]

RADZIEL? to nie bylo miłe;)) oto odpwoiedzi (moje): 1.Musisz znaleść encounter'a "Guardian of Forever"(wczesne Valut13) i w którymś z pomieszczeń scorcher leży sobie na podłodze... 2.Chyba wszyutskie widziałem ale jest wiele kombinacji (np. nadal nie wiem co sie stanie jak zdąży sie rozwalić enclave przed tym jak Frank Horrigan zabija matta z Brotherhood of Stell oraz Deathclawy... 3.Napraw reaktor ale nic nie mów o tym First Citizen tylko korzystaj z rad tego "drugiego" typka i powino byc ok... 4.nigdy tego nie rozbłem więc niewiem:) 5.Frank Horriga ma "nieco" inne wymiary od zwykłego człowieka więc jego broń raczej ci sie nie przyda:) 6.niamm pojecia jak sie zmienia nicka ale zajżyj do "rejestracja" wpisz swoja xywe i haslo a potem byc moze zmien nicka:) Wystarczy?

04.01.2002
15:16
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[35]

MaLLy(R) [ Ghoul's Shadow ]

-->radziel you made me happy (dosł. tłum. uczyniłeś mnie szczęśliwym)

04.01.2002
15:19
[36]

MaLLy(R) [ Ghoul's Shadow ]

thx erav

04.01.2002
15:20
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[37]

Raziel [ Action Boy ]

Aha to chodzilo ci o przydomek? heh ja myslalem ze ci xywa nie pasuje...

04.01.2002
15:25
[38]

MaLLy(R) [ Ghoul's Shadow ]

aprops geko i vault city to nigdy nie rozmawiam z "lynette" na temat reperacji myśleże chodzi o optymalizacje bo o tym mowa w zakończeniu...

04.01.2002
16:01
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[39]

erav [ Senator ]

==>Raziel proponuje dorzucic do tego "War....war never changes..."

04.01.2002
16:02
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[40]

Grucha [ Konsul ]

Mam pytanie do fachowcow (wlasciwie dwa) -kto moze mi wytlumaczyc dokladnie wartosci wystepujace przy okresleniu roznego rodzaju zbroi np. co oznacza 4/60 % -w jaki sposob odnalezc lokalizacje Sierra Army Depot (zeby mi sie pojawila na mapie) Ps. Po prostu dostalem na leb z ta gra :gram ,gram i gram Faktycznie nie ma innego lepszego RPG:)

04.01.2002
16:04
[41]

Mr_Baggins [ Senator ]

Grucha, lokalizację Sierry dostajesz przy wykonywaniu zadań dla rodziny Wright w New Reno

04.01.2002
16:07
[42]

Grucha [ Konsul ]

No tak ... ale jestem juz made man rodziny Mordino :) I co teraz ?

04.01.2002
16:09
[43]

Mr_Baggins [ Senator ]

Teraz to kicha... New Game???

04.01.2002
16:18
[44]

erav [ Senator ]

==>Grucha 2 sektory na polnoc od New Reno

04.01.2002
16:22
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[45]

Grucha [ Konsul ]

Thnx a lot chlopaki ale co z ta zbroja bo jest to dla mnie sprawa dosyc enigmatyczna Aha i jescze jedno : co to jest implant bojowy i jak go zdobyc ?

04.01.2002
16:26
[46]

Mr_Baggins [ Senator ]

Grucha --> W Vault City w schronie są dane w komputerze medycznym. Trzeba mieć wysokie doctor i science, żeby to wyciągnąć. Potem trzeba mieć kasę, udać się do doktora na przedmieściach VC i pogadać z nim. On zainstaluje ci te implanty.

04.01.2002
16:36
[47]

erav [ Senator ]

==>Gruchy X (np.Red) Memory Module - podwyzszaja cechy w laboratorium BoS , a znalezc je mozna w opuszczonych miejscach typu .Sierra Army Depot ... jak to sie mowi - "szukajcie , a znajdziecie "

04.01.2002
17:01
[48]

erav [ Senator ]

==>Raziel ...moze cos takiego ?

04.01.2002
18:16
[49]

Grucha [ Konsul ]

I jescze jedno pytanie -o co chodzi z tym mutantem Melchiorem w Military Base na najnizszym poziomie ;wzywa deathclawy itp a jak go zabijam to mi sie gra zawiesza. Ps. thnx za odpowiedzi !!!

04.01.2002
20:16
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[50]

Raziel [ Action Boy ]

erav --> yesssssss! pięknie! tylko nie można zrobić jakos tak aby rzucało sie w oczy "Fallout 1 & 2" ? Grucha --> niemam pojecia mi sie gra nie zawiesza nigdy... Mally(R) --> mógłbyś nie nazywać mnie "RADZIEL"? :)

04.01.2002
22:03
[51]

Najmad [ Konsul ]

NO! wlasnie gram kolejny raz :))) tylko ze wczytalem sejwy (kiedys tam zaczalem grac) i niestety cos sie skopalo poniewaz nie moge znalesc zony, a wlasciwie jej trupa w broken hils, no i jak ja mam wykryc spisek ktory tam knuja???? ECHHH taka fajna gra ale bardzo zbugowana.... aha i przed chwila wybralem sobie peerka presence i nastepnego to dam go jeszcze raz (o ile sie da bo nigdy go nie dawalem ) i zrobie taka fajna laske wygadana i wogole a potem dam kamasutra master i zobaczymy :))))

04.01.2002
22:06
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[52]

Jozzo [ Konsul ]

Grucha-->uwazaj z tymi implantami bo podobna charyzme zmniejszaja Posukaj Memow w Klamath i V13

04.01.2002
22:11
[53]

Thornag [ Konsul ]

Gdzie mogę ten programdo modówsciągnącFame czy Faztenie pamiętam

04.01.2002
22:15
[54]

Lechiander [ Wardancer ]

Nieśmiała prośba. Nie mógłby ktoś założyć nowy wątek. Ten jest cosik długawy. I bynajmniej mi nie chodzi o ilość postów. Tylko mnie nie bluzgajcie. Po prostu to przewijanie...

04.01.2002
22:54
[55]

Yoghurt [ Senator ]

Też uważam, że ciut długo się przewija i łąduje..... Wątek dziesiąty uważamy teraz jako poradnik dla początkujących, a wątek 11 będzie powrotem do klasycznej dyskusji i 100pytańdo:) Cóż, może po raz drugi się podejmę założenia watku:)

12.01.2002
07:29
[56]

erav [ Senator ]

Perks + Gecko Skining

22.01.2002
12:02
[57]

erav [ Senator ]

Special Perks: Gecko Skinning - It allows you to get skins off Geckos after you kill them (rescue Smiley in Toxic Caves) Expert Excrement Expediator - +5% speech (shovel Brahmin shit :) in Broken Hills five times ) Vault Training - (after medical training from the doctor in Vault City ) Phoenix Armor Implants - +5% fire, laser, and plasma damage resistance. Dermal Impact Armor - +5% normal and explosion damage resistance.

10.02.2002
17:57
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[58]

erav [ Senator ]

Special Perks - wersja ostateczna : Expert Excrement Expeditor - Shovel crap at Broken Hills 5 times, and you get this perk that gives you +5 to speech. Dermal Impact Armour/Enhancements - These give you +5% damage resistance for normal and explosion. The enhancements give you +10%. Get them after reading about them in Vault City in their medical computer with 80% doctor skill. You can buy them from Vault City and other places for heaps of money. The enhancements give you -1 charisma. Pheonix Armour Implants/Enhancements - These give you +5% damage resistance for fire, plasma and laser attacks. The enhancements give you +10%. Get them after reading about them in Vault City in their medical computer with 80% doctor skill. You can buy them from Vault City and other places for heaps of money. The enhancements give you -1 charisma. Vault City Inoculations - If you are radiated and poisoned and talk to Dr Troy he does something for you and you get this perk which gives you resistance. Vault City Training - If you have a high doctor skill you can talk to Dr Troy and then he will take you on a tour which gives you extra doctor, first aid and possibly science skill. Flower Child - It gives you 50% more resistance to being addicted to drugs, and he says it can be gotten in Fallout 2, but he got it after finishing the game, after he used Father Tully's cheat book. Animal Friend - It lets you automatically be friendly with any animals in random encounters. After finishing the Game Gecko Skinning - Talk to Smiley after rescuing him and he teaches it to you. It lets you skin silver and golden geckos.

25.02.2002
01:23
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[59]

erav [ Senator ]

FALLOUT 2 EVIL WALK-THROUGH Author: Whitechocobo666

25.02.2002
01:23
[60]

erav [ Senator ]

ARROYO You start outside the temple. You can pretty much run through the temple if you want, but it isn't recommended. If you kill all of the ants and scorpions, and disarm all of the traps in the trap room, you can level up (put all the points into speech for this level). The temple is pretty basic to get through. Just remember to pick up every item you find as well. COMBAT TIP: Take one punch or kick at the enemy, and then use the rest of your action points to run away. These enemies hardly have any action points, and therefore they use them all up getting to you. If you do this correctly you shouldn't ever get hit in the temple. To open the first door of the temple, use your lock pick skill on it. This opens the door to a wide corridor. As soon as you move a few steps you will see raised plates. Walk up to them and keep trying to disarm them, until you eventually do. There's lots of experience to be got from that. If you accidentally set off one of the traps, go and pick up the sharpened pole that the trap shot. In this temple area, get some C-4 from the big pot. Go next to the door that you can't open, and set the C-4 for 10 seconds and then drop it and run about 5 hexes away. The door opens when it goes off. There is a trap under the door, but I can't find a way to disarm it. There are a couple of enemies in this next area, so just kill them. When you get to the door, go through it, and you encounter the tribal man. You have three choices: Fight him, talk him out of it, or say you need time to prepare, and go and steal the key. You could probably just pick the lock to the temple door though. Go through the door and you get the vault suit and the pip boy. Go and talk to the elder, and get the money and the flasks. Go to the guy in front of the giant head, and he'll train you in unarmed. Go to a hut near there, and the man with the spear will train you in melee weapons. Go over to Nagor, the guy who has lost his dog. Steal his spear, and then talk to him, and let him run off into the wilderness by himself. Follow him, and you see that he is dead. He has another spear on his body! You can take that! You got two spears and someone dead, you must be a very proud evil person. Go back to the village. Now you can steal items from the people in your village if you want, and then leave the screen to the south. Because you're evil you don't need to waste time and help people. Look at the man at the bridge, and then talk to him about his sharpened spear. He'll tell you to go and get some flint off your aunt. Her house is back in the screen before this one, to the south west. If you can talk her out of it, do that, but if not, steal it from her. Now go back and get your spear sharpened. Now you can leave. Character Update: Karma: 12 Weapon: Unarmed Armour: None GOOD STEALS Elder - knife Elder's chest - knife, healing powder Elder's Shelf - knife, fruit Shelf in house SW of Elder's - xander root Aunt Morlis - flint Aunt Morlis' Pot - $100 Standing Fist - healing powder Mynoc - knife Nagor – spear

25.02.2002
01:24
[61]

erav [ Senator ]

KLAMATH NOTE: In Vault city there is a quest to find 10 booze and 10 beer, so collect it all in this town. Whisky Bob has it, there's some in his still, and you can trade for it and steal it too. NOTE: I'm not going to say to steal stuff or loot stuff anymore, unless there is really good stuff to be found. So remember to search everywhere and steal everything. Talk to the man south of the message board, and call him a drunk. Now talk to Torr, the guy who looks like a tribal, and agree to help him. Kill the first scorpion that's near you, and then end combat. Head west a bit, and talk to the Duntons, and agree to help them. Go and talk to Torr, and say the bugmen are coming, and he will run off. You lose 10 karma. Go back and talk to the Duntons, and receive your cut of $50, 5 pieces of dry meat and -60 karma. Head south, and then search the hut to get the scorpion limbs (useless) and four more pieces of dry meat, then leave the screen and you will arrive back in town. Just a bit north is Vic's house. Raid everything from his house, especially the radio. The Duntons' house is next, but you can't talk to them anymore. Now go over to the Buckner Tavern, and make sure you have $350. Pay the Buckner girl for Sulik, and get his leather armor for yourself to wear, after getting him to come with you. Talk to Whisky Bob and get the quest to refuel his still. You can get him to raise the price to $65, but it doesn't matter. Now talk to Ardin Buckner, and get the quest to find Smiley the Trapper. Now leave to the Golden Gecko tavern. Talk to the pub owner, and he'll ask you where Whisky Bob's still is. Tell him where the still is, and you get -15 karma and $50, and a beer. Now talk to a man in the SW corner of the building, and ask him to teach you magic, and then after a bit he'll teach you some unarmed. If it is night time, you can arm wrestle one of the Duntons. Now go south to the next screen, which is Trapper Town. In Trapper Town, go and find Slim Picket, who is in a building to the west. Talk to him and you find out that he has the key to get through the locked door. You can either talk him out of it, steal the key, pick the lock instead of using the key, give him "what he wants", or buy it off him. Don't buy it. If you give him "what he wants", you'll be closer to getting the gigolo and sexpert titles, so you can do that, or if you steal it you get the experience. Go in the gun shop, and make sure you get the two pairs of boots from the lockers. Now go through the other buildings and kill all the rats and take the ladder down. Your aim here is to go and get the fuel cell regulator from the car. The first level is easy, just kill all the rats, and take a ladder down. This next level has harder and bigger rats, and also the rat god. Avoid the Rat God as you get 50 karma if you kill it. Don't fight it, and go up another ladder to get to another level, which has even bigger rats in it. In this level, when you arrive at the locked door, you can search the shelf to get the dynamite, and then drop the dynamite next to the door to blow it open, or you can pick the lock. Try picking the lock first as you get experience and can keep the dynamite then. Go up there and go down to the car, try and use it and you get the fuel cell regulator. Now go back the way you came, and now it's time to leave Klamath in the direction of the Toxic Caves

25.02.2002
01:25
[62]

erav [ Senator ]

TOXIC CAVES All you have to do is go through the toxic caves, killing the geckos if you want, and find Smiley at the end. Trade one of the pairs of boots to Sulik, so you can both walk on the spilt goo. It's recommended you kill the Geckos for the experience, but you could wait until after you get gecko skinning so you can skin the goldens. When you get to Smiley, say that you are leaving and you get -2 karma. Then just talk to him again and get him to come with you. You can repair the generator now, but you may as well let Vic do it later. Now leave the caves back to Klamath. You get 75 karma points for helping Smiley. Oh well, that took me back to 0 karma. Rick Lucas told me this stuff: Say "see ya" to smiley for the negative karma, and then kill him and take his stuff. You probably get -10 karma, but you can't get the outdoorsman skill or the gecko skinning then. The Gecko skinning isn't that much of a problem but I used Outdoorsman for Tag!. Oh well. I suppose it's an extra -85 karma if you do that. After that, go to the area west of Klamath, where Mr Handy the robot is. Kill it, and then find Torr who is supposed to be there. I'm not sure if Torr is there if you get your money from the Dunton's, instead of saying that you don't want the money from them. Anyway, kill that retard Torr. He can whoop your ass if you're only level 3 or so. Then once you've killed Torr and Smiley, go back to Mrs Buckner and tell her that her son and boyfriend are dead, and if you get the option, laugh at her. That's pretty wicked evil stuff, and I think you would get good negative karma for that. I'm not sure if Torr appears unless you talk to Mrs Buckner about Torr disappearing, and you might only be able to talk to her about that if you didn't get your money from the Dunton's. Oh well.

25.02.2002
01:25
[63]

erav [ Senator ]

KLAMATH Ok, now when you are back in Klamath, go and ask Mrs Buckner for some money and she gives you some. Now talk to Smiley and learn to skin geckos. Now keep talking to him and ask him to teach you about geckos. Even when he says you already know enough about them, he teaches you anyway, and your outdoorsman skill goes up by 1-6 points. Keep doing this as much as you want, but get at least 100 points in it. Now go over to the bathhouse, and talk to Jenny, and ask her about Vic and the Den. Now go off the screen to the south, and kill golden geckos for their skin. Now you can head off to the den, or go and skin some golden geckos at the toxic caves. If you go to the caves, go to the den after that. Character Update: Karma: 0 Weapon: 10mm Pistol Armour: Leather Armour Sulik's Weapon: Sharpened spear Sulik's Armour: Leather Jacket TIP: If you run into trappers on the way, don't kill them, as they give you karma. Instead, buy their golden gecko skins for money, and then steal your money back. GOOD STEALS Jenny - 2 healing powders, $39 Big Nose Sally - 2 flowers, $47 Bath Girl 1 - rope Bath Girl 2 - cat's paw, $12 Whisky Bob - $7, 2 booze, 1 beer, knife, 2 drymeat Person near Whisky Bob - 1 beer, $7 Sulik - sledgehammer, leather jacket John Sullivan - spear, 24 10mm JHP, beer, stimpack, $44 Golden Gecko guy at bar - 2 gecko skins, 2 healing powders, 2 beers, $6 Black guy wanderer - stimpack, drymeat Drunk Greeter - Molotov cocktail, 2 booze, 2 beer TRAPPER TOWN Trapper near fire 1 - 24 10mm JHP, 2 beer, spear, 2 drymeat, gecko skin Trapper near fire 2 - golden gecko skin, $13 Trapper near fire 3 - poison antidote, $6, 2 throwing knives Girl in house - brass knuckles, 24 10mm JHP, golden gecko skin, $5 Guy in same house - 24 10mm JHP, stimpack, $35, knife Slim Picket - (key), 2 stimpacks, 3 drymeat, $20

25.02.2002
01:26
[64]

erav [ Senator ]

THE DEN Firstly, go into Becky's casino and ask for whisky, and about the Dyers, and then buy some whisky. Now go into Flick's house, and trade your useless stuff, and gecko skins in for some 10mm JHP and some shells. Be sure to remove all of Sulik's items, as he will be leaving the group soon. Now go into Lara's gang's house, and get a quest from her to search the church. Now go onto the other side of The Den. Go to 'the hole', and talk to one of the patrons. You can let him spend some time with you for $200. Now talk to Frankie, and ask for whisky, and then ask why his whisky is so expensive, and then tell him he should find out why, and then agree to the quest. Next stop is the slavers' guild. Be absolutely sure that Sulik doesn't have any good items. Say whatever to the man in the front, and then go and talk to Metzger. Sell Sulik into slavery, for $1575 and -15 karma. Next join the slavers, and you get the 'slaver' karmic trait. Say that don't want to do your slave run now. Now talk to him about Vic, and ask if you can see him. Go and talk to the slaver guarding Vic's door, and he'll let you in. Talk to Vic, and give him the radio you found, and then go back and talk to Metzger. Ask him about Vic, and when he wants you to pay him, ask if you can 'work something out', and then agree. Now go and talk to him again, and buy Vic for $500. Go and get Vic out. You get 5 karma. Oh well. Go back and steal Metzger's stuff, including a shotgun, which you should equip. Now go on a slave run, and kill the bad villagers when they attack you, as you get -10 karma each one, and then -100 when you finish the first run, and all other runs you get -15. And make sure that after all the hostile slaves are killed, you steal the slaver's weapons, which are good for this point in the game. Head back to The Den after each run, get your money and then do another, until you can't anymore. Now go and talk to Tyler, and lie to get into the church. Then use the crates, to find out whats in them. Now leave to the other side. Once on the other side, go into Becky's Bar. There is a door in the top left corner of the room, which you have to pick. Do it when the man next to the door moves to talk to the girl at the craps table. To get him to go and talk if he isn't already doing so, just wait 10 minutes. Pick the lock and go down the stairs, and you find Becky has a still. Leave, and go and talk to Lara again, and agree to do her quest of talking to Metzger. Now leave to the other side. Go into Frankies, and talk to him, to get the quest to break Becky's still. Go into his room and get the crowbar from the book case. Go to Metzger and ask permission for Lara's gang to fight Tyler's gang. Now go to Mom's. Talk to Stacy, buy her a drink, and listen to her talk about her cat for 200 experience. The following might not work if you only have 7 charisma, but if you are playing with a higher charisma character it might. Go to Karl, and give him $1000, and don't ask about the GECK. Talk to him again later, and he'll ask you to spend some time with him, for $1000. Agree and you get your money back and are closer to the sexpert and gigolo karmic traits. Leave this screen. Go into Becky's casino, and then go downstairs and destroy the still, by using the crowbar on it. Now go and talk to Lara again, and get the next quest, to find the weakness in Tyler's gang. Go back to the other side. Go to Frankie, and tell him you've broken the still, and you get -50 karma, $500 and 700 experience. Don't tell him to join Becky, as that's 70 karma, and 900 experience. Now go and talk to Tyler, to learn that the gang is having a party tonight. Go to the other screen. Jason Ballin explained this part a bit better, but Rick Lucas told me about it too: Instead of helping Lara, tell her you need time to prepare. Go back to Tyler, and tell her that Lara's going to fight her, and he'll give you $500 to kill her gang. Do that, and you get -5 karma for each of Lara's gang members killed, and you can take $400 off her body, as well as that $500 from before and 1000 experience for "helping Lara win the battle". That would have been an error, but oh well. That's all. If you have a shovel, you may as well dig all the graves, to get the grave digger karmic trait, and lots of negative karma (-5 for each grave dug). There is some buffout in one of the graves, so make sure you take it and keep it. If you have too much to carry, go and put it in the car trunk on the other side of town. Now is probably a good time to leave The Den, for Vault City, but you will find an unknown town on the way. Stop there. Character Update: Level: 5 Karma: -355 Weapon: Shotgun, SMG Armour: Leather Armour Vic's Weapon: Hunting Rifle Vic's Armour: Leather Jacket Steal List Metzger - Shotgun, 20 Shells, stimpack Smitty - 10mm Pistol, 24 10mm JHP

25.02.2002
01:26
[65]

erav [ Senator ]

MODOC You start near the general store. Don't go there yet. Go left, and you see an injured brahmin. Use doctor skill on it, and heal it for 5 karma, and 200 experience. Now go to the house south of where the brahmin was, and get the brahmin to follow you into the house. Talk to Grisham, and ask him to make some jerky for you, with your brahmin. Agree, and you get -5 karma. Go to the well, and 'use' it to move all the planks off the top of it, and then use a rope on it, and go down. Pick up all the coin bags, and you get -1 karma for each one, so that makes a -12 karma total. Go up the end of the north west path, and pick up the BB gun at the end. Now climb back up. Go to the general store, and ask if he has a GECK, and ask what he wants for it. When you can, agree and ask him to cut off his pinky finger, and make sure he does, to get -10 karma. Now leave the screen to go north. Make sure you have 2 sets of dynamite. Go to the north west corner of the screen, where the cage is, and go in. The dogs will attack after a bit, or you can give them jerky instead. Use dynamite next to the pile of rocks, and then move out of the way. The rocks get blown away, so ready an SMG for a fight. Go in the barn, and fight the death claw, which has 200hp. Use burst mode on it from up close, and you should do about 60 damage each shot. You get 800 experience for killing it. Now go into Rose's Bed and Breakfast, and talk to Cornelius who is in the north most room, and after talking to him for a bit, say he needs serious help, and agree to help him. Leave the building, and tell Vic to wait. Go to the outhouse, and use the cupboards there to open it, and then use the middle of it to climb down. Use the dynamite near the cave in, and then climb back up. You will probably get hit for 30 damage. Get Vic and climb down. Go and fight the molerat and get the pocket watch. Go back to Cornelius, and tell him Farrel stole it for 500 experience and -5 karma. Now you can leave Modoc to go to the ghost farm. GHOST FARM At the ghost farm, look at the bodies to find out that they are not real. Go into the house, and step on the rug to fall into the hideout. Go with the guards when they ask, and talk to Vegeir, and agree to help them. Go around and steal stuff off the Slags, there is a repair book and a guns and bullets on people, but there are usually .223 FMJ, .44 Magnum JHP and 10mm JHP ammo on people. Leave through the door behind Vegeir, and go back to Modoc. MODOC Go and talk to Jo at the general store. Go through the conversation, and make Modoc attack the slags, and say you'll lead them. You'll automatically go to the Ghost Farm. GHOST FARM You start off in battle mode, with lots of townspeople and slags around. Try and kill as many slags as you can by yourself, as you get -10 karma each slag killed. Once the battle has finished, loot the bodies, and steal ammo off the townspeople allies. Now go down the back trapdoor, which was the way you came out from the underground last time. All you have to do is kill Vegeir. He has 50 hit points, and an SMG with AP ammo, so he can't do much damage. Loot everything else that you didn't get the first time. Now go back to Modoc. MODOC There isn't much to do, but you can see what the traders and villagers say. Go to Rose's Bed and Breakfast, and talk to her, and she lets you search through the lost and found box. There isn't much there. Now it's time to go to Vault City, so head there. Character Update: Level: 7 Karma: -452 Weapon: Shotgun, 10mm SMG, desert eagle Armour: Leather Armour Vic's Weapon: Hunting Rifle Vic's Armour: Leather Jacket

25.02.2002
01:27
[66]

erav [ Senator ]

VAULT CITY When you get here go and steal the guards stuff. Head up the main street, and outside a shed near the brahmin pen Vic says that Ed lives there. Go in and talk to Ed and get the locations of lots of other towns, and 500 experience. You can trade your stuff at the weapon shop just above the pen. Go and find the little boy, and he asks you to find his doll. It is on the outside of the bar, next to a wall. Get it, talk to him, and rip it's arms off for 100 experience and -3 karma. Go and talk to Cassidy if you want, but he won't join you because you are a slaver, so use some jet on him. He dies of a heart attack, but you don't get any negative karma, but you can take the stuff from his body. Use doctor skill successfully on the man lying inside a tent, and you get 100 experience. Go into the next screen. Go into the customs office and talk to Skeev. Ask him about how to get into the city, and the other ways there are, but don't buy the fake papers, and just end the conversation. Talk again and say you'll turn him in, and tell him you can be pretty persuasive, and eventually he will pay you $300. Take off your armor, and talk to Wallace, and he gives you the day pass. Trade all your beer, buffout, jet, rotgut, booze and other illegal drugs to Vic, and then go inside the city. Get back 10 beer and 10 booze off Vic, and go in the first building on the right, and talk to her about what's on tap, and about real alcohol, and then keep talking, and when she asks you for the alcohol, give it to her, and you get 250 experience and $300. Go to the Amenities A, and steal anything you want from the table to the right of the lady in there. In Amenities B, steal from the table behind the man. Go into the Maintenance building and listen to Vic and Val talk. Go to the servant allocation center, and talk to the man in there, try to sell off Vic, and then raise the price, but don't sell him off, for -6 karma. Go to the information office, the building furthest to the west, and go in, and talk to the guy about books and how you like them better. He gives you some books. Go into the corrections center, and get the quest to scout the area around Gecko. Leave the screen to the north. Go to the citizen office, and steal the First Citizen's mentats. Talk to her and ask how to become a citizen, and agree to take the quest to stop the ghouls reactor leaking. Get the buffout and some jet off Vic, and then save, and take the mentats, jet and buffout, and make sure you aren't addicted to them. Go and talk to Proconsul Gregory, and take the citizenship test. You should pass if you have 9 perception, 9 intelligence and 9 luck, which you will have after the drugs. You get 1000 experience for passing. Go back a screen, and go to the vault. Go in through the vault, and find Dr Troy, who is the man in the white lab coat. Go and talk to him, and then when you're about to leave, he will ask you to get jet. Ask him why he wants the jet, and ask why you shouldn't turn him in now, and make him pay you. I only had 42% barter skill, so I could only get $500 on the first of every month. Try and get as much as possible. You get -3 karma. Now go down to the second level of the vault, because your doctor skill probably isn't high enough yet to use the computer properly on the first floor. There are lots of useful and not so useful items. Starting from the bottom right room going clockwise: Room 1: booze, cat's paw, TV dinner, junk, $3. Room 2: $150, stimpack, poison antidote, Big Book of Science. Room 3: (locked): Voice Recognition Module, Motion Sensor, Water chips. Room 4: (stuck): 2 explosive rockets, 2 AP rockets, 10 Flame thrower fuel, 2 frag grenades, water chips. Room 5: (locked): 5 television dinners, 5 boxes of noodles Room 6: (stuck): Strength Module, metal mk2, lots of ammo Room 7: (locked): Useless Stuff Room 8: (locked): Wrench, tool, other stuff. Go and repair the rattling air vent for 50 micro fusion cells and 100 experience. Go down to level 3.

25.02.2002
01:28
[67]

erav [ Senator ]

Go to the central computer, which is the one near the weird guy, and it talks. Use it and you can learn the location of Vault 15. You can pick the locks to the two doors on this level and get some stuff. Now leave the Vault, and go to the main amenities office. You can buy some good stuff now if you want, like Mk2 metal armour and a combat shotgun. Now leave Vault City for Gecko, in the north east. GECKO When you get to Gecko, just steal stuff, and make sure you get the coolant report and part requisition form from the shelf near Harold. Go to the next screen, to the north west. Go into the survival gear building to the left, and then take the yellow key card out of the locker there. You can trade stuff with him too. Go to the room with lockers in next to Skeeter's room, and make sure you take the lock picks from the locker. Go next door, and talk to Skeeter. You can steal the car part from him without the patch, but if you have the patch, you'll have to kill him later and take it. Go to one of the rooms that has a manhole in it, near the north of the screen. Down there you can talk to the ghouls, and steal some good stuff, and talk to the big molerat. Leave here, and leave the above screen, and enter the reactor. GECKO REACTOR Be sure to steal everything you can in here, because this place will soon be closed...permanently. There's lots of AP ammo for the assault rifle here, and a blue key card in a bookshelf in a bedroom, which you can use at Navarro. The guy in charge of storage can give you a 3-step plasma transformer, if you give him the part requisition farm you good from Harold's desk. It isn't useful though, as this is an evil walk through. Go through the reactor, and when you get past the red key card door (you can steal the red key card or find it in a room), you can either talk to Hank, and give him the coolant report, and he will shut down the reactor, for -20 karma and 550 experience, or use the computer. First save, then use the computer, and choose action, try to access the network, and access the enclave, but you have to guess a password first. You should be able to guess it in a couple of tries, if you can't, just reload. You can talk to the guy for a while. When you finish, use the computer again, and learn to use the robot, and then put in commands in this order: Amplify Plutonium-Gamma Shield Deharmonize Neptunium Impeller Calibrate Uranium-Rod Driver Set Voltage on Saturn-Class Capacitor Test Jupiter Wave Compiler Turn Main Coolant Valve-Off This should send the robot to start a meltdown, and you get 550 experience and no karma. So my advice is to go on the computer and talk to the enclave, and then convince the Hank to do it, even though it takes ages. Now you have to decide whether you are going to run for it, or kill everyone for negative karma and items and experience. Choose what you want. When you run out of the reactor, you get 2500 experience, and -30 karma as well. Unfortunately, I got the berserker title, but it was because I think I killed a ghoul without any weapons that was running away. If you talk to any of the ghouls, they'll fight you, and if you walk past the entrance of the bar, you will have to fight. But if you go over to Skeeter, he doesn't fight you, and neither do any of the other ghouls in that screen. Save, and then turn sneak on, go behind him and shoot him dead, and hope no one comes to look for you. Take the car part from him (if you don't have the patch you can just steal it). Leave Gecko for Vault City.

25.02.2002
01:29
[68]

erav [ Senator ]

VAULT CITY Go to Lynette, and tell her you destroyed the reactor. She will go psycho at you, and when she asks you to leave, do it immediately, or you will be kicked out of Vault City for good. Go and trade in all your stuff you found at Gecko for useful stuff, and if it is the first, go and get your money from the doctor. Go to the two amenities shops, and steal new items, as they should have restocked by now. Go to the corrections center, and give him the map of Gecko (for $300 and 350 experience), and get the quest to scout a route to NCR. Just outside the vault, is a man dressed in green, talk to him, and he says he won't talk to you, but say something about how you don't like slavery in Vault City, and that Vault City is bad, and stuff like that, for the whole conversation, and when he asks you to take his briefcase, offer to do it for free, and not for money. Once you have the briefcase, you can leave. Go back to the Den. If you want you can stop by at Modoc, and pick up your 100 pieces of dry meat from a crate in a room of the slaughterhouse. If you encounter bounty hunters, you can fight them and win good weapons, but they're hard. I encountered them with a herd of deathclaws in a cave, so I got heaps of experience. Character Update: Level: 8 Karma: -764 Weapon: Magnum, Assault Rifle Armour: Metal Armour Mk2 Vic's Weapon: Combat Shotgun Vic's Armour: Leather Armour

25.02.2002
01:29
[69]

erav [ Senator ]

THE DEN Go and talk to Smitty and pay him to install the car parts. Put all of the stuff that you are not going to use straight away in the car trunk, so you can carry more. Now leave and go south east to Redding.

25.02.2002
01:32
[70]

erav [ Senator ]

REDDING Redding is the first town you arrive at that has lots of Super Stimpacks. Steal them all, they're really good. There isn't really much to do in Redding for evil people, but if your level 10 or better you can become Sheriff. The first mission is to go and kick Widow Rooney out. Her house is a bit south of the sherrif's office. Go in, talk to her, and kick her out, and get -25 karma and 1000 experience and $100. You can now talk to Ascorti as much as you want, and each time you can get him to give you a beer, so you can get unlimited beer. Go and get the next mission, which is to split up the fight in the bar. Go to the bar, talk to one of them, and say you'll kill the first person to throw a punch, and then it won't be your blood. Take both of them to jail for $300, 1500 experience and 0 karma. Rick Lucas tells me that if you take the next quest, you don't get positive karma, but I did. Anyway, go and talk to the bartender in the bar, and get info on who cut the whore. Go to the area where the molerat fighting is, in the morningstar mine area, and talk to one of the guys there. He admits to cutting the girl, so you can shoot him. Rick Lucas says he didn't get any positive karma, but I got 5 karma. Oh well. Don't take the next mission though. Go to the screen to the north, and go to the morningstar mine, and get a shovel out of the locker. Go and dig up all the graves, which give you a grand total of -35 karma. Go down the grave that was already open. You should probably take the 3 dynamites from the lockers and cupboards and stuff in both of the mine buildings first, as they are useful in getting heaps of money soon. This is the great wannamingo mine. This screen has lots of rats, and two wannamingos. You should be able to kill the wannamingos without too much trouble. If you aim for the eyes and blind them, they will run away, so run them into the corner of the cave and then shoot them. Then leave this screen to the south. There are a couple more wannimingos here, so kill them, and on this screen there are some ladders which take you to places in Redding when you climb them. There is a room on this screen which is under the saloon, and there is a fridge there with some fruit. There is another ladder that leads up to the back room in the casino. Go up there. Save now. Put your weapon away, and go to the back door of the room with the money changer, and pick the lock. The guard gets a bit angry at you, but set the dynamite, one for 0:30, another for 1:00 and the other for 1:30 and plant them on the guard. Run back down the ladder, and on the little monitor in the bottom left corner it should have said the guard was hit twice with the dynamite. Go back up the ladder, and hopefully the man is dead. If he isn't, reload and try with different times on the dynamite. Go in the backroom, loot the fridge and the lockers, for heaps of money and pay scripts. For me, when I leave the screen after using dynamite the game gets an error and stuffs up. Don't worry about the dynamite thing if that happens to you also. Now go back down the ladder and head north to the screen where you started, and then leave that screen to the west. This screen has four wannamingos for you to kill. Do that, and then head down a ladder. I like the one in the north east of that screen, but the north west one stuffed my game up, so I don't go down that one. This screen has heaps of wannamingos, and their mother too. There is a big machine in the middle of the screen, and if you use it, there is an excavator chip in there for you to take. In a bit of the caves to the far right of this screen there is another excavator chip on the ground for you to pick up. I don't know if this is an error, or bug or what. The wannamingos around here are hard, and attack in groups. This is a good place where the better criticals comes in handy. I killed 3 wannamingos with instant kill critical hits, and I blinded or damaged the air intake of all the others. There is about 8-9 wannamingos on this screen I think. Once you clear out this screen, you're all done, and you get 3500 experience and 0 karma. You don't have to kill the eggs to get the experience, so I just left them. My game might have had an error actually, as it said I cleared out the mine when there was still one wannamingo left. Oh well. Head back to the entrance of Redding. Remove your weapon and talk to the Mayor, get a beer and then buy the deed to the mine for $1000, end the conversation, talk to him again and then sell him the mine back for $2500, 1000 experience and 0 karma. If you want, go to the north side, and sell the chip to Dan at the Morningstar Mine, because he goes for New Reno, for 2500 experience, $1000 and 0 karma. If you do, you get the ending described in here, but if you don't, I think you should get the better ending for evil people, where Redding turns into a "desicated husk" or whatever. Time to leave Redding now, for New Reno. Character Update: Level: 12 Exp: 70,055 Next Level: 78,000 Karma: -844 (Scourge of the Wastes) Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes Vic's Weapon: Sniper Rifle Vic's Armour: Metal Armour Mk2

25.02.2002
01:33
[71]

erav [ Senator ]

NEW RENO You start in Virgin Street of New Reno. Talk to Jules, and ask about the Salvatores and their laser pistols, and then you can talk about the Mordinos and learn where Myron is, and also Golgotha, but you'll be going there soon anyway. Go to the Cat's Paw, when you have a Cat's Paw magazine, and ask Miss Kitty about it, and you get the quest to find 10 Cat's Paws. When you come back she gives you 500, but barter for 100 and she gives you 750. You also get 1000 experience. Go into the desperado casino, and talk to Little Jesus and ask to sell slaves, but don't sell any. Go upstairs and talk to Senor Mordino, and he will say that you're a woman when he asks you to do the quests, but then just say that you can do it anyway. Accept the quest and you will end up at the stables. Go in the building on the right, and talk to Ramirez and give him the box for 500 experience. Before that you can open the box, and steal the 5 lots of jet, but then you won't be able to give the box to Ramirez without fighting him, and if you don't give it to him you don't get the 500 experience. You can go into the back room and go and see Myron, but don't do it yet. Leave the stables and go back to New Reno. At New Reno if you go to where your car was, you'll see that it's disappeared. Go and talk to Jules and yell at him and swear at him, and he'll get scared and tell you where it is, so you go there. Or you can just walk up to where your car is, and then it gives you the opportunity to find the car for yourself. At this place, go in the garage, and you see your car. Go in and talk to the guy in the back room. Say that you want your car back, and if you have enough charisma, you can "get down to bitness" with him for your car back, and 7 charisma is enough to do that. You get 750 experience and 0 karma. End the conversation, and then start again, ask if he can upgrade the car, and give him some more "sweet love", so you get the udgrades for free. If you keep making sweet love to T-Ray, he gets 5000 damage and blows up, but you will get the sexpert and gigolo karmic traits pretty quickly that way. Steal all the stuff from inside his room. Drive your car and then enter New Reno again. Go in the Desperado, and talk to Big Jesus. You get $100 for delivering the jet. Agree to do the next quest, but then use some of your jet on Senor Mordino. He dies, you get 1000 experience and 0 karma, and you can take his combat shotgun and combat leather jacket, which will be good for Myron. Leave and go to the stables. At the stables, go in the backroom, and you can just walk past the bald woman, but if you're a man you should steal the scientific pass off her. Go downstairs and south, and talk to the guards at the door. You can go inside if you are a lady by flirting, and if you are a man say you are a scientist, and have the pass. Go inside, and get Myron to join you. Search around his room for a Cat's Paw, lots of empty hypos and some ammo for his needler. Give him some good armour, and his ammo, take his stimpacks and drugs from him for yourself. Talk to Myron to learn about jet. If you have high enough science skill, you can get him to make super stimpacks, with all your nuka cola and fruit you've been collecting. If your science is high enough you can also convince him there is a cure for jet, for 1000 experience. But anyway, you get 750 experience for Myron joining you. Go back to Reno. Go to the next street, and you can't talk to the porno man because you're a slaver. If you can talk to the man, it would have been better not to kill Big Jesus and get Myron, because of his quests. Oh well. Go into the Shark Club, and make sure you have the briefcase from Moore in NCR. Go upstairs, and then on the second level go to the other set of stairs, and talk to the guards and say you have the briefcase. Instead of going up the stairs, go and talk to Mrs Bishop, in the left corner. When you are about to leave, she will ask you if you want drinks, so go and have some. Afterwards, talk to her, about everything, and ask her if she's from vault city if you can, and she tells you the safe combination and you can get the speech enhancement module from it, which gives you +10 to speech. I couldn't ask about Vault City at the moment. Don't loot the northernmost room yet, but loot the room above Mrs Bishop's. Now go in the room with people in it, and Mr Bishop will talk to you. Be nice to him, and tell the truth, and agree to take his mission, for -5 karma. You get 500 experience and money for completing the earlier mission. Now leave the Shark Club, and go to Salvatore's Bar. Go upstairs, and talk to Mason, and keep telling him you want to see Mr Salvatore, and you get let in after a while. Talk to Mr Salvatore and say you want to work for him, to get the quest to kill Lloyd. Go and ask Mason about the details, and then leave the Salvatores, and leave this screen to the west. In this screen, go to Renesco's, and buy some drugs if you want, as you'll need some strength over in Broken Hills soon. But you'll be coming here soon anyway, so you don't need to, as you'll get his whole stock for free. Go to the church, and if Father Tully is in the back, loot the donation box for -3 karma. There is also 2 Xander roots and 1 Broc Flower in his back yard. Go to the weapon shop, and ask him if the Salvatores buy their lightbringers from here, and then accept the quest to get one. You can leave, and then go around to the west side of the building, and pick the lock at the back, and go through the back to where the dogs are, and then go down the stairs behind the shelves. The man down there can upgrade every upgradable weapon for free, and there is stuff on the desks to take. There is a fridge in the top left corner of the room, with electronic lockpicks in it. Be sure you take those, and keep them until you go back to the Toxic Caves. Back in the room upstairs, there is a locker containing the 9mm Mauser, which is like the handgun on Resident Evil 3 I think, at least it uses the same ammo, 9x19 parabellum. Leave this screen and go to the Desperado. Go to the stairs, and go down. In the southernmost room there is a poison tank which you can use to kill Salvatore, but you don't need it. Go behind all the big tanks, and pick the lock of the door that Lloyd is in. Make him take you to Golgotha, and then make him dig up the graveyard, open the manhole, and then drop the mine down there on his head for -5 karma. Go down there and take the money. My game stuffs up when I go down there, so I have to pay with my own money. Dig up all the other graves. Talk to Myron, ask him to wait here, but let him stay when he tells you about Golgotha. Ask him where the grave is on Golgotha, and then when you're in the southern part of the map, he tells you which one it is. You were digging all of them, so it didn't really matter anyway. It's the one with "Ray Muzyka, Summer '98" on it. You only get the extra stuff if you have Myron with you though, and have asked him about it. In one of the southern graves, there are some mirrored shades, and when they are in your active item slots they give you +1 charisma, so have them there whenever you talk. When you dig up the grave with the ghoul in it, kill it. Once you've dug up all the graves, and killed the ghoul, you get a massive total of -135 karma! Go back to New Reno to Salvatore. Talk to Mason and then go in and talk to Salvatore, and pay him 1000 chips, and you get 500 back, and also 500 experience and -10 karma. Get the next quest to go and get money off Renesco. Go there. At Renesco's, say you are Mr Salvatore's person and you are here to collect the tribute. Keep saying stuff like that, and then say you want a 'discount', he gives it to you and then you get to make your 'purchases'. In other words, you get heaps of drugs for free! Make sure you get every drugs you can. Then leave to Salvatore's again. Pay the 1000 chips, and you get 750 experience and 250 chips. Get the next quest, and ask for a laser pistol which you get, and also you get taught some energy weapon skills if you ask (5%). Then go on the mission. Leave this area when the guy tells you to, and then go back to New Reno. DON'T go back to Salvatore. Go to Commercial Row, and give Eldridge that laser pistol he wanted, for some money and 500 experience. It's time to leave Reno...for now. Head for Broken Hills in the east. Character Update: Level: 13 Karma: -982 Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes Vic's Weapon: Sniper Rifle Vic's Armour: Metal Armour Mk2 Myron's Weapon: Needler Myron's Armour: Combat Leather Jacket

25.02.2002
01:33
[72]

erav [ Senator ]

BROKEN HILLS Firstly, you can help that ghoul under the car if you want, as there's no karma involved. You can talk to Steve if you put your weapons away, but you don't have to. Go into the caravan office, and shovel stuff as much as you can, and you end up getting 500 experience, and receive the "expert excrement expeditor" or something, which gives you +5% to speech, antipathy in Broken Hills and $500. Go to the bar, and buy lots of nuka cola if you want. Use 2 buffout, make sure you aren't addicted and then wrestle Francis the super mutant. You will hopefully lose, so you can get the ball gag. Rest a bit so you get your stats back. Just south of the sheriff, is the doctors. Go in, and joke to him about young and old people to get some free healing next time. If you listen to his story, he'll also give you some free healing next time. Go south and a bit east into that house. Talk to the man there, ask about Broken Hills, and say you hate mutants, and then agree to their quest of rescuing the guys from jail. Go to the jail, and when the mutant walks near the door, sneak and steal the key off him, and then sneak over to the end cells, unlock the door and open it, and then talk to the humans. You end up with -10 karma and 1500 experience, and end up back at the mutant haters house. If you have bad sneak skill, you can just kill the people inside the jail, but I like to do it properly, so I didn't. Talk to the man, and then agree to do the next quest, to get the explosive charge. Go to the East Side of Broken Hills. Over on the east side, head up along the southern house row, and go in the building where the scientist and radscorpion are. Go and steal the radscorpions glasses and the tool. Take the agility and perception tests, for 500 experience each. The professor has 5 mentats in his inventory, so steal them all. Go to the garden near the shed, and talk to the talking plant. Move it in front of the old ghouls home for 2 karma, but 1000 experience. Go back and test intelligence with the professor for 500 experience, and then beat up on the scorpion for -10 karma and 60 experience. That 2 karma earlier was worth it now! Rick Lucas told me about how to get negative karma on this quest: Ok. Go to the north side, and in a house near the top of the screen is a man who gives you a quest to find his wife. Go underground through a manhole or something, and then find the dead bodies of people to the north somewhere. Examine the bodies twice, and then take the note of one of those bodies. Go back to the man who gave you the quest, and he'll ask if you've found her. Say "Is she a hottie with no legs?" and then call him a loser. You get negative karma for this. Wicked bad. Go to the front of the mine. Make Vic and Myron wait, and then go into the mine. You are supposed to have protective gear, but you won't get power armour for a while anyway so you may as well do it now. Go in the mine and run north, and when you take heaps of damage, use some stims. When you get to the mining machine, use the explosive device on it, for 1500 experience and -50 karma. Now all the mutants are gone, so Broken Hills is now stuffed. Go back to the mutant haters house, and talk to them to be allowed to go in the basement of the general store. Go over to the general store, and talk to the lady and ask to use her basement or whatever. There is some good stuff down there... if you don't have any good weapons at the moment. Leave Broken Hills for NCR. Character Update: Level: 13 Karma: -1050 (demon spawn!!!) Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes Vic's Weapon: Sniper Rifle Vic's Armour: Metal Armour Mk2 Myron's Weapon: Needler Myron's Armour: Combat Leather Jacket

25.02.2002
01:34
[73]

erav [ Senator ]

NCR When you get to NCR, pay the bum $5 to watch your car. Go into the slavers house, in the north, and get the mission to get the raiders map for the main slaver. You can steal the Bozar, one of the best big guns, from the guards outside the weapon shop in combat armour, and you can buy stuff there too. Wait until night time, and then go in the empty room in the bar near the entrance. After a bit a man will come in, maybe with some guards, but talk to him anyway. Say your bad, and agree to do his favour. Now rest until morning, and get everyone to holster their weapons, and go inside NCR. Firstly, walk down the main street, until you meet the sheriff, who's south of the police statement. Ask for work, and then ask about working for Westin, and agree to help. Next, go to this weapon shop, and buy stuff if you want to. If your gambling skill is high enough, you can ask about other ways to work, and then the dwarf gives you the password to the gambling room. Now go south a bit, and go in the scientist's place. Go to the desk in the hall and take the paper. If you have science above 80, go and talk to the scientist, and say you haven't studied what he does. Agree to his quest, to get the serum. Go a bit more south to the Doctors. You can ask him about stuff, but go and steal everything from his bookcase, especially the poison. Now head back up the street again, to the church. Enter and close the door behind you. Save the game, and then get a powerful weapon, put sneak on, and then blast her in the eyes. She should die in one hit. End combat as soon as possible, and holster your weapon. You get 2060 experience and -10 karma. Leave the church. North is a Brotherhood of Steel building, but just ignore it. Up that street is a ranger house, so save. I took some psycho too, for the extra damage resistance, as you'll face a flamethrower, a minigun and a combat shotgun in there. Get yourself in a good position, and then talk to the ranger, and tell her to try and shoot you in the head. Now start the fight, and kill them all. Take the map in the chest in the room above. You get 925 experience and -30 karma for killing all the rangers. Rick Lucas told me this good tip against the rangers: Use the serum you just got a few minutes ago on the mutant ranger. It kills it, which will make the fight easier. Wicked again. And you can pick up Cyberhound earlier too. Go north, but save again first. Now it's your choice here. You can either be an evil person, or a evil person that does good for a huge reward. For the former, go north and the lady outside the shop asks you if you want to help. Say no, then go inside, but don't stand near the man. He blows himself up. Talk to the lady, and say your bad at repairing stuff. Wait in the corner for 30 seconds, and she blows up, and her robot too. You can get a psycho of the policemans body, and some books off the girl. For the latter, you'll have to talk to the man. The sequence for talking him out of it is 1-2-1-1-2-2-1-2. If you talk him out of it, you get 6000 experience and 25 karma. It stuffed up for me, and gave me 6300 experience, and then when I talked to the lady after it gave me 3150 experience and 20 karma again, and the books she gives you. I think that may have been an error, but that's what happened to me. I think that error stuffed up my NCR quests by not giving me proper karma for some quests after that. I chose this option, because I wanted some experience. Now head east to the laser barrier. Talk to the man behind it, and then who lives there, and then say you want to see him about work. You get let in there. Go to the south building and give Saltbeef Bob some alcohol and he tells you his Vault 13 story. Go to the big house, talk to the guy outside, say the Sheriff told you to come for work, and then go in the house. Talk to Westin, ask about Vault 13, take the job, go outside and talk to Felix and then take the job. You wait for a while, and some talking deathclaws come. Follow where they go, and if your outdoorsman is high enough, a message comes up and tells you how to track them. Go there and you end up at Vault 13. Leave there, return to NCR and go to Westin's Ranch again. Go into Westin's house, but don't talk to him, as you'll get 1000 experience and 15 karma. Instead, use the poison on him, and then loot his body. Leave here and go to the Bazaar. Go to the slavers and give Vortis the map, for $500. Wait until evening, then go and get the next quest off Merk in the Saloon. Just talk to him and say you've done the quest, and he'll give you $1000 and 1000 experience, but no karma. Now it's time to leave. NEW RENO At New Reno, just head to the Shark Club, go with Mrs Bishop, and then talk to Mr Bishop, and accept the quest to kill Carlson. You get -5 karma for taking the quest and 2000 experience and $500 for assassinating Westin. Purchase anything you might want from the shops, and then go back to NCR. NCR Enter in the Bazaar, holster your weapons, and then go to the south part of NCR. Go into the Hall of Congress, and tell the guy in there that you want to see the president concerning the job. Go and steal the presidential pass off the man in the next room. Leave the hall of congress, and talk to the man outside the laser barrier in this screen. Use the presidential pass on him, and then enter this area. Go south, and through the wooden gate, and stand near the window near the water tank, and SAVE. Get your sniper rifle or something, and put sneak on, enter combat, and aim for the man's eyes. Shoot him, and holster your weapon, and end the round. End combat the next round. If you can't, you'll have to reload and try again. You get -10 karma and 75 experience for killing Carlson. Leave NCR, for the fabled Vault 13. Character Update: Level: 14 Karma: -1100 Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes Vic's Weapon: Sniper Rifle Vic's Armour: Metal Armour Mk2 Myron's Weapon: Needler Myron's Armour: Combat Leather Jacket

25.02.2002
01:34
[74]

erav [ Senator ]

VAULT 13 Follow the cave, and open the vault door with the control panel thing. Enter, and you get 2000 experience. Now get ready for a hard fight. Drug up, reload and change tactics for NPCs, or whatever you do. Open the door and talk to the deathclaw, and find some way to fight him. Aiming for the eyes gives the best chance to get criticals, so do that. If you nearly die, you can run on the exit grid and heal, then go back. You get 1200 experience and -10 karma for every deathclaw, except for Goris, he gives you 900 experience and -10 karma. The deathclaws with 310 HP give you more experience, and the babies give you less. You still lose 10 karma each one though. On the second level, kill the deathclaw, and you can get the prisoner in the top left corner to escape, but you don't get any experience and karma. On the third floor, loot the lockers, and make sure you take the GECK for 4000 experience (although you don't need to take it), and the Navcom parts in another part of the ship. After you've exterminated those deathclaws and taken the stuff, it's time to leave. You'll get a dream about Arroyo. Congratulations on doing the best evil thing yet! Now head west, until you get to the military base. Character Update: Karma: -1190 Weapon: Pancor Jackhammer Armour: Bridgekeepers Robes (power armour soon) Vic's Weapon: Sniper Rifle Vic's Armour: Combat Armour Myron's Weapon: Needler Pistol Myron's Armour: Combat Armour

25.02.2002
01:35
[75]

erav [ Senator ]

MILITARY BASE When you enter the military base, you see lots of tents. Search them all to get good items, and use the holodisk and then read it on the pipboy in status. Use the map that you find, so San Fran goes on your map. After a while all those wolfies attack, so kill them for 660 experience. Go into the military base area, and a bit down from the cart is a metal pole, so use it on the cart. Go up a bit and there is a little hut there, so pick the lock and take some dynamite from inside. Go and use the dynamite with the pole, and then use the cart. The entrance opens and you get 5000 experience. Enter the base, and make sure you have the mutant serum from NCR. In the base, search the bodies of the dead enclave people and read the holodisks. Kill all the rats, and on the left side of this level is a power generator, so repair it for 1500 experience, and access to the lifts. Now go to the upper left of the screen where the mutant is, and then kill the rats so they don't initiate combat first, and then end combat, go behind the mutant and use the serum on it, for 1000 experience. Use the elevator in the top left of the level to go down to level 2. Next to the elevator are those blue boxes which have some rockets in. Now, the bad thing is you get 5 karma for killing each mutant. The good thing is there is some power armour here. First, go all the way to the right, and then up into the room with no one in it. There is a locker in the wall with good stuff. Now get ready for a big fight, and go back left a bit and then south, where all those mutants are. This fight is hard, so aim for the eyes again, and shoot the ones with the big guns first. Now go south a bit more, and then right and loot the lockers. In there is the power armour. Put it on, and now you have extra strength, and therefore you can carry more. Loot whatever you want from this room, and the room before with all the footlockers. Now go back in the elevator, and go down to level 3. On level 3, just go south a bit and then raid the locker in the room to the right, and then take the perception memory module. Now it's time to leave the military base, for San Fran. Character Update: Karma: -1140 Weapon: Pancor Jackhammer Armour: Power Armour Vic's Weapon: Sniper Rifle Vic's Armour: Combat Armour Myron's Weapon: Needler Pistol Myron's Armour: Combat Armour

25.02.2002
01:36
[76]

erav [ Senator ]

SAN FRANCISCO This town is good. First go to the weapon shop, and steal his money, and purchase any 2mm EC you can, and if you have enough money, purchase more power armour, and then steal the money back, and give it to Vic or Myron. Do the same at the equipment shop. Go up the street, and you see 2 people fighting in the ring, the Dragon and Lo Pan. Lo Pan is evil, and the dragon is good. Go left down that street, and enter the first building. Lo Pan is in there, and ask him to train you. Take your power armour off first. Train with him, then rest for 24 hours, and then train etc., until you can't be trained any more. Then put your power armour back on. I got up to 85% before he told me "you've already taken the test of the dragon" and wouldn't train me anymore. Go to the south west corner of this screen, to the Brotherhood of Steel outpost, and talk to the guy there and get the quest to get the Vertibird plans. Go north on the screen, and at the top leave the screen to the east. Go down the stairs, and talk to the robed hubologist at the stairs, and say you're interested in potentially joining their group. Go through the hubologist base and loot all their fruit, because they have lots of it. Go to the room with all the robed guys in it, and then talk to the celebrities, and then go back to the entrance, and SAVE. It's very important. Now talk to AHS-7, and say sure, and then take the scan, but say you don't want to join now, but maybe later. You get -50 karma for taking the scan. If you are lucky, you would have got +1 luck and +1 intelligence, and if you were unlucky you would have got -1 luck. So reload if you get the latter. Go to the far right of the base, and talk to the scientist there. Ask what he does and what new technology he has developed, and then get your power armour upgraded. Wait for a day, talk to him to get your armour, and then steal the money back. Leave this area. Go north from the hubologist area, and then keep heading north until you get on the ship. This place is god for lots of weapons. Lots of the punkers have HK11, gauss rifles, 2mm EC and 4.7mm caseless, which you can steal. I think there's someone that has a XATM092 or whatever gun as well. Go to the computer room that is sort of north east, and go down the manhole to the bottom. Kill all the monsters down there, for 9900 experience. You can talk to the girl that's in the top right corner, and then run to the stairs, and she'll leave, and then go back to the computer room and talk to the guy for 15 karma and 5000 experience. You decide if you want that karma or not. Go all the way to the right of the screen, and then go up the stairs. Go up, and then use the computer, and check the status, so you get the quests to get the Navcom parts and the fuel. Time to leave the ship now, for a "Round-The-World" Trip.

25.02.2002
01:38
[77]

erav [ Senator ]

ROUND THE WORLD NCR Enter the Bazaar, holster your weapons, and then enter, go to the scientist, tell him about the quest, and get the cyberdog as a reward. Now leave for New Reno. NEW RENO Start on 2nd street, and go into the Shark Club. Go up with Mrs Bishop, and have a conversation about her husband, and then ask if she wants you to kill him. You need 80% traps and 80% repair, and then you can say you can rig his safe. Leave her after that, and go into Bishop's room (the one to the most north), and "repair" the safe. Now go and talk to Bishop, and become a made man. You get 2500 experience for whacking Carlson, and 1000 experience for becoming a made man. DO NOT talk to Bishop again, or he'll try and kill you. Go to the ground floor, and then wait until morning. You will hear a muffled explosion or something, and John Bishop gets hit for 328 damage or something around that mark. Leave this screen, come back, and then go and have drinks with Mrs Bishop again. You can ask about her family, and then get 1000 experience (and unfortunately 3 karma) when she agrees that she can leave Reno. Go up to John's room, and loot his body, and his safe. Use the Raider Map. Go into the basement, and loot the lockers, especially the one with the plated boxing gloves in. I am still for some reason a made man of the Bishops. If you aren't, go to the Salvatores and become a made man with them. Leave the Shark Club, and go south a bit, and enter the boxing building. Talk to the dwarf, and get him to let you box. You can just say that he will get heaps of money from sponsoring the only woman boxer. Now fight all the battles. Just aim for the head. Win the first three fights, for 500, 750 and 1000 experience respectively. Then you might want to drug up with buffout to increase your strength, and then fight the masticator, but save first. Aim for the head. He might bite your ear off, and if he does, you'll have to reload, and try again. When you win, you should get the Prizefighter karmic trait, and some damage resistance for normal. I didn't get any of that though. STAY DRUGGED UP!! Go south a bit to the Golden Globes Porn. Since you're a made man of the Bishops now, you can talk to him. If you have 8 charisma, 8 endurance and 8 agility, you can ask if he has any jobs for you straight away. You will get the job, and then haggle the price up a bit. You get 1500 experience and the Porn Star karmic trait. You can get Big Jesus money now, but he's dead so you can keep it. Go and upgrade weapons with Algernon, and buy stuff from the shops, and then go to the Raiders. RAIDERS Go down the ladder, and you get 500 experience. Search the crates, and take whatever you want. You are supposed to be able to become friends with the raiders, by using the ball gag you got from Broken Hills on the tribal guy. You have to sneak though. I tried it and nothing happened. So just leave for Vault City. VAULT CITY Go into the Vault. Search the medical computer for some experience and information about combat implants. Go down to level 2, and now open all the doors with your power strength and electronic lockpicks, and take the useful stuff, and especially the strength memory module. You can loot level 3 as well, if you didn't before. Go to the First Citizen's Office, apologise if she is angry at you, and then tell her Thomas Moore is a spy for NCR. Go to Sargent Stark in the corrections centre, and give him your map to NCR. You get a motion sensor, $500 and 750 experience. You can go out in the courtyard, with 2 sets of combat armour, and then get the combat implants, for $8000 and $5000, and 5% resistance to every attack. Time to leave for Modoc. MODOC Now choose if you either want a husband or wife. Go to Grisham's house, and then either flirt with Miria, or Davin. After that you get married. Set their weapon preference to unarmed, and then give them a power fist or mega power fist, along with some armour. For a little side trek, travel around north of Modoc, and try and run into a merchant who sells weapons. When he arrives on your screen, go and look at what stuff he has in his inventory first. Kill him and his guards if it is the alien blaster, and if it isn't, talk to him and don't buy it. Walk around and do it again. Myron likes the alien blaster. It takes ages to do it sometimes though. Then head to the Toxic Caves. TOXIC CAVES Go to the end of the toxic caves, and repair the generator, and lockpick the elevator and go down. There is a robot that shoots triple rockets down there, so kill it. There's lots of ammo down there, so you may as well take it. Now head for the Den. THE DEN Rick Lucas told me this: Sell your husband/wife into slavery. Go back to Modoc and tell Grisham what you've done, and he'll have a heart attack and die. Bwa ha ha. Should get some negative karma for that one. ARROYO Listen to Hakunin say stuff. Then head south to Navarro. Watch out for the enclave patrols, as they give you karma, and they're usually pretty hard too. Here's my character after the around the world trip: Level: 18 Exp: 170,592 Next Level: 171,000 Karma: -1313 (Demon Spawn) Weapon: Pancor Jackhammer/Gauss Rifle/Gauss Pistol Armour: Hardened Power Armour Vic's Weapon: Sniper Rifle Vic's Armour: Power Armour Myron's Weapon: Alien Blaster Myron's Armour: Power Armour Davin's Weapon: Mega Power Fist Davin's Armour: Combat Armour

25.02.2002
01:38
[78]

erav [ Senator ]

NAVARRO Enclavers give you karma right? So you want to kill as few as possible. When the man talks to you, ask if this is the enclave, and then go through the conversation, and remember the password, for 1500 experience. You have to leave your allies here. Because you can't leave Davin, you'll have to kill him for -10 karma. Now head north. Talk to the first guard, and tell him the password. Go up a bit, and then in the first door in the first building on the right. Talk to the drill sarge, who assigns you to the vertibird shed. Walk away, to the building just south of your post. Go in the kitchen, talk to the cook and have some food. Talk about everything you can, and then leave this room and take the elevator down. Go to the room in the north west. Talk to the man in power armour, and he tells you to change your power armour for a new one, so do that in the room with the lockers. Make sure you get the charisma module as well as the advanced power armour and the other stuff. Go to the computer room, that's in the middle of this floor. You can tease the guard outside, but anyway go in, and talk to one of the scientists, and get him to let you use the computer. Look up some stuff on it. Go across the hall to Doctor Schreber. Ask him stuff, and then ask to help kill the deathclaw. Go to the deathclaw room, and then talk to the deathclaw, and then kill it. You get -30 karma and 500 experience for killing it, and then another 1200 experience when you end battle. Go to the room with the commander in it. Ask the guard what place this is, and then tell him you have to secure the passkey thingo. You will be allowed into the room, talk to the commander and loot the lockers, and make sure you take the fob, which you get 3500 experience for acquiring. Go back up the elevator. Go to the building in the north east. Sneak behind Quincy and take the vertibird plans from the right locker. If you went in a different way you could have convinced him that Raul sent you for the plans, but you can only say the sarge sent you, because you went in the front. Now leave Navarro by going down the lift, and then taking the passage in the north east of the base. Get your allies to follow you and then go back to San Fran.

25.02.2002
01:41
[79]

erav [ Senator ]

SAN FRAN Go and shop at all the merchant's places. Then travel to the Brotherhood of Steel outpost, and give the guy the vertibird plans. Unfortunately, you get 30 karma, but you get 20,000 experience, and full access to their facility. So go in and down the elevator. Go and loot the lockers in the south. They have probably the best energy weapon, the pulse rifle in there, as well as some power armour if you didn't get it all for your group before. Go to the left room, and you can use all those modules that you found. Say yes to medical assistance, and then choose what stat you want to raise. You can't get intelligence, because real evil people can't get that module. Once you've upgraded one stat, go outside and go shopping, as the stores have restocked. Upgrade all your stats. Once Matt, the guy outside, has disappeared, use the computer and ask about Matt, and you can see what happened to him. Now is probably a good time to save, and then go over to Lo Pan, challenge him, and then only test for skills instead of the real thing. If you beat all the guys (aim for the head until they are K.O.ed, and then aim for the eyes, take some buffout and psycho is you want) you get 8000 experience. Now go and challenge The Dragon. This guy is way harder, because he has that perk that lets you get up from being knocked down. So when you knock him out, he gets back up in 2 rounds. Buffout and/or psycho are recommended. When you beat him, go and talk to Lo Pan and you get 3000 experience and -60 karma. That's pretty good I reckon. Now head off to the hubologists. Make a save game, and don't write over it next time you save. Talk to AHS-7 down the stairs, and join the hubologists, and accept his quest. Go up the stairs again, and talk to the scientist. Give him the vertibird plans for -20 karma and 5000 experience, and he asks you to get fuel for the spaceship. Now go to the fighting ring in Chinatown, and then head east. This is the Shi palace. Go up a bit to the scientist room, and talk to the scientist about the computer network. Go to the south building with the scientists in, and talk to the scientist with a scowl on his face. When you can, ask him if he can direct fuel to the tanker for you. Give him the hardened power armour that you got made before, and then tell him to reroute the fuel to the tanker. You get 5000 experience and 3 karma for getting him the armour, and 5000 experience and 5 karma for directing the fuel to the tanker. Go back to the first scientist room, and use the computer. Hack into it, and then direct the fuel to the Hubologists, for 6000 experience and -25 karma. I think it might be a bug that I was able to do that, but it's a good bug. If it doesn't let you do that, don't worry about directing the fuel to the hubologists. Head to the Tanker. Go to the room where badger is, and then wait for everyone other than Badger (and his girlfriend if you rescued her) leave. Go in and close the door, and stand next to the manhole. Then put on sneak, enter combat, kill him in one hit, and then go down the manhole in the same round. That's pretty hard, so you can either dynamite him, or super stimpack him to death. You'll need 13 of them though, so that's a waste. Or you can just shoot him and then everyone else will attack you. Then you get their weapons, so why not. I'd suggest the first way though. You get 450 experience and -10 karma for now. Go back to the Hubologists. Talk to that rocket scientist, and he knows you completed the quest. Go down and talk to AHS-7, and get the next quest to "kill" the president. You get 3000 experience and -25 karma for killing badger. Time to go to the Shi Palace again. Go into the palace area, and then go in the door to the west. Go forward a bit, and then "repair" the funny bit next to the laser barrier to remove it. Go through to the mainframe and hack into it. You get 3000 experience and -25 karma. Go into diagnostics, and then format the hard drive. The guards will attack you, so kill them, and take their stuff. You will become a beserker if you weren't now, unfortunately. Nearly everyone in Chinatown attacks you. Oh well. Kill everyone. It's sort of like Gecko Reactor, how you don't have any choice. Try and end combat ASAP. If anyone knows a way to do this without having to slaughter everyone, please tell me. I ended up killing the merchants too unfortunately, and I didn't want to do that. But there is over 10000 experience from this fight, and over -300 karma too. Go to the Hubologists. Go down the stairs, and speak to AHS-9, who is just north of Crocket, the power armour hardnener. Tell him you've completed the job, and then he says he's good and stuff. Don't kill him though, because you are still evil. You get 5000 experience and I think it's -50 karma, but it might be -60. I'm not sure. Go to the tanker. Don't talk to anyone in the tanker, in case they want to fight you. Definitely DO NOT talk to the guy next to the bar. He fights you and gets everyone else to fight you as well. Go downstairs, and to the left there is a room with a keycard thingo next to it. Use the fob on the keycard machine for 2000 experience. Go up the ladder and use the Navcom parts on the computer for another 2000 experience. Go to the Captain on the bridge, and he fights you. You have to kill him now, for 450 experience. Save, and then use the computer, and go to the enclave. Level: 23 Exp: 271,058 Next Level: 276,000 Karma: -1805 (Demon Spawn) Childkiller Berserker Married Slaver Prizefighter Porn Star Grave Digger Sexpert Gigolo Made Man: Bishop Reputation Klamath: Antipathy Den: Accepted Vault City: Accepted Gecko: Vilified Modoc: Antipathy Broken Hills: Vilified New Reno: Liked Redding: Neutral New California Republic: Vilified Vault 13: Vilified San Francisco: Vilified Raiders: Neutral Vault 15: Neutral Ghost Farm: Vilified Vic's Weapon: Gauss Rifle Vic's Armour: Power Armour Myron's Weapon: Alien Blaster Myron's Armour: Power Armour

25.02.2002
01:42
[80]

erav [ Senator ]

THE ENCLAVE When you get to the enclave, you get 15000 experience. Like Navarro, this place is full of enclavers, and they give you karma, so you don't want to kill them. Enter the building. Go right, to where the floor is green. Tell all your allies to wait here. Go a bit south, and then left, and use the computer. Your science skill depends on how much access you get. I remember with 125 science or so I got all access, but now with 100 science I only get the normal access and president access. Do not do anything is the president's options. You save that for later. Now leave the screen to the right. You're only in this area to loot stuff. In the middle, where all the soldiers are standing in front of their beds, loot the lockers. There is heaps of 2mm EC, enough to last you for ages. In the top right corner is the armoury, which is really good for all you big gunners. There are rockets and an avenger minigun there. But everyone has to go there, to take all the C-4 from there. When you've finished looting, leave this screen to where you were, and then leave the screen to the south of where your NPCs are. Just below where you start is another armoury, with another avenger minigun and more gauss ammo. Go right, to the prison. Go up and talk to the robed figure. She tells you all this stuff about the "effeevee" virus. Go across the hall and talk to the black man in the Vault Suit, and he can tell you how to help them. Loot this level, and then go down. This level has an electrified floor maze. It's set out like this: 1 2 3 4 5 6 7 8 9 Wait for the floor to discharge, then use computers in 2, 1 and 4, and then go into the room west of 4. Loot everything there. Run straight east to the other room. Take the holy GECK if you don't have one on you. I think then it's like 6,5,3,5,6,3,8,9. I know the last four are definitely right. Go down the stairs. You get 2500 experience for surviving the puzzle room. Go to the north west room, where the scientist is in there with the computer and bookcases and stuff. Talk to him, and ask why humans are so different. Keep on talking, don't pull your gun on him, and then when you get the dialogue option, ask why we humans are so different or something like that. It comes up when there is that really big dialogue option first. Then you wait a bit, he decides to release the FEV into the air, but he injects you with antidote, and makes sure the antidote goes to the prisoners. Then leave him. You get 5000 experience. Go to the room with the suited man behind the desk with the map of the world behind him. Close all the doors, and save your game. Talk to him, but don't tell him you are going to kill him. When you've finished talking, go behind him, sneak, enter combat, aim for eyes, kill him, wait a turn, and then end combat. Search his body and take his access key. Go down the stairs that are a bit to the north of where you are now. Loot the lockers to the left, and then go to the room with the mainframe in the north east. Wait for the FEV to kill the scientists, and then save. Place a bomb to the south of the terminals, but still next to the mainframe. Wait for it to blow up, and you get 10000 experience, and 5 karma. You have to do it though, so I don't know why you get karma. Go back up the stairs on this screen. All you have to do here is go south as far as you can, and the door with the spiral staircase is now open. Use it. This is the level to the right of where you started off. Leave this screen to the left. There are some enclave people right in front of you. Talk to their leader, and then say some stuff, and then say that they will blow up unless... or something like that, and if you succeed a speech roll they will join you for the last battle. If you can't get them to join the first time, just keep trying. Get your NPCs to join you again, and then go a bit south, and then walk over to the computer. Use it, and then go into the president's access and then use activate the counter insurgency. The fight will then start. It'll be you, your NPCs, the enclave troops and the turrets all against Frank Horrigan. When he dies, go near him and he talks again and explodes. Hooray (except for the 30 karma or so you get). Now leave.

25.02.2002
01:45
[81]

erav [ Senator ]

Level: 25 Exp: 317,373 Next Level: 325,000 Karma: -1775 (Demon Spawn)

25.02.2002
01:46
[82]

erav [ Senator ]

AFTER THE GAME ARROYO After the Enclave's destruction, the refugees of Vault 13 and Arroyo resettled, building a new community with the aid of the Garden of Eden Creation Kit. Finding themselves hundreds of miles from their Vault, the members of Vault 13 chose to join the villagers in establishing a new community, and their technical expertise, combined with the villager's survival skills, allowed the new settlement to grow and prosper. Two generations of the same bloodline were re-united, and their saviour, the Chosen One, became elder, presiding over the village in the years to come. MODOC The extermination of the Slags only creates new problems for Modoc. Unable to find the Slags' underground cistern that sustains the crops, Modoc is hit hard by the resultant drought. Over the next several years, the people of Modoc either move away or die of starvation. THE DEN Metzger's business in the slave trade soon fades with the removal of the Mordino family. The Den continues to attract criminals, and Metzger's business practices delve further into drugs and prostitution. The Den soon becomes a rallying point and safe haven for raiders in the region. VAULT CITY Over the next few years, the background radiation from Gecko's power plant began to cause mutations in the Vault City population, forcing the citizens to relocate to NCR. NCR, however, recalling past animosity, relegated the Vault City refugees to the status of second class citizens. NEW RENO The Salvatore family of New Reno, having profited from their ties to Navarro, used their laser weaponry to burn the other families into submission. The resultant massacre was dubbed "Ash Friday" and is still celebrated in New Reno to this day. MYRON Myron died less than a year after the defeat of the Enclave, stabbed by a jet addict while drinking in the Den. His discovery of jet was quickly forgotten, and now there is no one who remembers his name. GECKO The Gecko Reactor meltdown had terrible consequences for the region. The resultant radioactivity and heat emanating from the reactor killed every living thing in a ten-kilometre radius and poisoned the area for years to come. Vault City's perceived threat from the peaceful ghouls of Gecko was at an end. REDDING Several years after the Chosen One sold the excavator chip to Dangerous Dan McGrew, Dan used the superior production of his Morningstar Mine to buy the Kokoweef mine and then to reopen the Great Wannamingo Mine. Dan then used his industrial clout to forge an alliance of convenience with the families of New Reno, trading gold in return for protection. BROKEN HILLS The death of the mutants ensured the death of the town. Without their strength and ability to withstand the toxins in the mine, the valuable ore proved unattainable. Those who caused this destruction rejoiced at first... until they realised the foolishness of what they had done. They struggled to keep the community flourishing, but to no avail. The winds and the waste scoured Broken Hills from the map. NEW CALIFORNIA REPUBLIC Shaken by the assassination of Vice-President Carlson, right-wing elements seize control of the Congress and set the New California Republic on the path to military rule. Eventually the survivors of the Enclave find a home in the ranks of NCR. VAULT 15 The squatters of Vault 15 continued their meaningless, non-productive lives. No one noticed when the desert wastes finally claimed 'The Squat'... VAULT 13 By eliminating the deathclaws of Vault 13 you banished yet another species to the realms of extinction, proving, once again, that genocide is a viable solution to any problem... SAN FRANCISCO The Shi, demoralised and leaderless after your rampage through their town, slowly drifted apart. They blended into other towns, hoping to find a place free from the depredations of killers. As for the Tanker vagrants...well, as vagrants do, they drifted on

25.02.2002
01:49
smile
[83]

erav [ Senator ]

Modemowcy wybaczcie :-)

25.02.2002
01:57
smile
[84]

erav [ Senator ]

Special Encounters

25.02.2002
01:58
[85]

erav [ Senator ]

A man guarding a bridge: Here you answer questions to the bridgekeeper. If you answer the first two questions correctly, and then answer the third one with another question, he will get hit for 990 damage and die. You get 750 experience, and you can take his bridgekeepers robes, which are useful until you get the power armour in military base, as they are half the weight of combat armour with the same protection. If you answer the third question correctly, he will just walk off saying that he doesn't get to answer the good questions and stuff. Or you can fight him, and he summons mad brahmin which explode for lots of damage to you when they die. To kill him you have to aim at his eyes and get a critical hit. He has 400 HP and a very high damage resistance. Answers to the first to questions are easy. The third one has many different questions: What NPC is in Fallout 2 that was in Fallout? Answer: Harold, Tandi, Dogmeat, A player NPC or combat NPC? Or something like that. What requirements do you need for the strong back perk? Answer: The level requirement or the ability requirement?All you have to do is answer the question back and he dies. King Arthur and the Knights of the Round Table: You meet King Arthur here, with his "knights". They all have advanced power armour and plasma rifles and stuff. You can talk to the king, and then if your speech is good enough you can make up a direction when he asks where the Holy Hand Grenade is, and he gives you a plasma pistol. If you don't have good enough speech, you ask where the GECK is and he makes up a direction. If you encounter this at a high level you can fight them, for some good negative karma I would think. Or if you are a low level, wait for most of them to leave the screen and then shoot the last one and kill him for some experience and karma. There is no holy hand grenade, it was designed to be put in but the designers never ended up doing it. Unwashed Villagers hunting a Spammer: Here lots of Unwashed Villagers are hunting a spammer. The spammer has around 300 HP, and the Villagers have pistols and knives and stuff. There is history to this, how the Unwashed Villagers message board got a spammer in it or something. So that's why they fight the spammer. You can kill the Unwashed Villagers for 1 experience each, and take their stuff. There's a locker in the south west in a building that you can take stimpacks from. Cafe of Broken Dreams: This is the Maltese Falcon from Fallout, without the original characters, and without the stairs going down to that guy that hires you to kill people. Take off your armour, and talk to the dog, who is Dogmeat from Fallout. He joins your group. Dogmeat is really good if you get him early, and he gets lots of critical hits. You can talk to the people there, but it isn't useful. Federation Shuttle: It shows some dead people from Star Trek I think, and they have Hypos on their dead bodies, which you can take, and they heal you to full HP. I never end up using them though, because they are rare. Oh well. Radiation Plant or something: This is a bad luck encounter, so you won't get it. It has a radiation area, where you get radiated every second, like in The Glow in Fallout maybe. I've never gotten it before. There are also geckos there. Pariah Dog: I've never gotten this, but it's a bad luck encounter. You see a dog, with lots of dead bodies around it. When you talk to it, it follows you, and you get -3 or -4 or something luck, and the jinxed trait. It has 400 or 750 hit points, I'm not sure. You can't get rid of it unless you kill it, but sometimes the game stuffs up and the dog stays stuck following you, using an NPC slot. Tin Woodsman: I got this twice in one game once. You pick up the oil can, and use it on the tin woodsman, and you get 150 micro fusion cells I think. It's supposed to be the tin woodsman from that story with Dorothy and Toto, "The Wizard of Oz". Oh well. A Guardian Portal: It has a stone ring there, so walk through it. This is Vault 13 80 years ago, when Fallout started. Walk around, loot the lockers, and in one of the rooms on the floor is a Solar Scorcher, an energy weapon. I don't like it for that reason. But it only reloads when it is day or in light areas, but uses no ammo. Go and use the main computer, and the water chip breaks, and you get 1000 experience. That was how Fallout started. Stone Head: It talks, and you keep clicking on it, and it gives you a monument piece, which gives you damage resistance like psycho, but I don't know if it increases stats. It is supposed to though, but of course I never used it. It is like psycho perhaps. I don't know. Merchants: There are special merchants in the game, there is Willy above Modoc, who can sell alien blasters, and if you kill him when he has them you get 5. I think the Alien Blaster would rule if you had fast shot and additional rate of fire, because each shot would be 1 AP I think. It would be like the old days 80 years ago when you could use the super sledgehammer and power fist for 1 AP. Oh well. I don't like energy weapons anyway. Another merchant is below San Fran, who can sell the Xl9348 or whatever. It's like a funny assault rifle. You can get it if you kill all the people in the Tanker though. I never got this encounter.

25.02.2002
02:40
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[86]

erav [ Senator ]

FALLOUT BIBLE

25.02.2002
02:42
[87]

erav [ Senator ]

PART 1 DISCLAIMERS 1. The information presented here is a rough draft and will need some heavy revision, but on some level, I wanted you guys to see the core information we had lying around so you can see some of the ideas that were being batted around. Ideally, the information contained in these updates will be revised in the future based on your comments and possible evidence gathered from within the game - some of the people that put this documentation together (me and others) don't have nearly as much knowledge of facts within the game as some of you fans out there. Mistakes and inconsistencies are bound to crop up. When they do, we'll do our best to correct them. 2. I have gotten all the emails on the Bible, I have read them all, and even if I don't have time to respond to each one (special apologies to Jason Mical - I still have to read the PNP game fully), please keep additional questions coming. I want to know everything you want to know. 3. Some of this information you'll see in the Bible is going to be incomplete. The reason for this is because if we ever do a future Fallout product, I don't want to write Black Isle into a corner - we want to leave some holes to fill in ourselves... or holes to escape out of. So forgive the sins of omission when they crop up. Just consider them extra fuel for fan fiction plotlines. 4. The information contained within this documentation could ruin many of the surprises in Fallout 1 and 2, so readers should be aware that there are plenty of spoilers contained within the information below. 5. The next addition will be Monday the 11th. (Monday works better for me, I've found - I get the peace and quiet of the weekend to put stuff together, since my work week tends to be pretty hectic.) I'm not sure what's going to be in that submission just yet, but right now it's ranging anywhere from more info about Tycho and Dogmeat, to organization breakdowns in F2. I'll let you guys know. 6. I don't know about a PDF version yet, but I'll do my best to figure out how to make one. Thanks for supporting Fallout, Chris Avellone down here at Black Isle Studios WHAT'S IN THIS SECTION Anyway, so this submission is going to include the following: - Three huge questions from Sean McGrorey. - All documented known Vaults and their experiments - this list was compiled by Tim Cain, I believe. Tim, that creaky old fogey, doesn't quite remember himself. - The documented Fallout Timeline. This sucks for fans, but it hasn't got all the Brotherhood of Steel or ZAX stuff in it, since I've found some conflicting information on both that may have to wait for a future update. - A marketing blurb picture (History.jpg) compiled by Leonard Boyarsky or Jason Andersonthat gives a run-down on some of the events that led up to the Great War. I had to include it grayscale because the color version was too huge and attempts to reduce it blurred the text. If you want the color version, let me know - it's many megabytes. ANSWER ME THESE QUESTIONS THREE Three huge questions courtesy of Sean McGrorey: 1. Why was it that so many ghouls left necropolis between Fallout 1 and 2 to settle in Broken Hills and Gecko? Is necropolis empty now? Also, why was it that Harold joined the ghouls? I remember him talking as if he weren't a ghoul; When you type in "ghouls" in the question box in the first Fallout he refers to the ghouls as "them". Answer: Ghouls still have the human need to expand and move on - and in the 80+ years between Fallout 1 and 2, the ghouls spread out from Necropolis in all directions... and some had even left before the events in Fallout 1. Necropolis is not empty now; ghouls are still said to reside there, though Set is no longer their leader. It is not clear whether he is alive or dead. Harold joined the ghouls in Fallout 2 because Harold is a kindly sort who likes to help people - when he sees a group of people trying to make their way in the wasteland, he tries to step in and give them a leg up, especially when it can benefit life for everyone. Wherever a key event in Fallout has occurred, Harold always seems to be right there in the middle of things, helping to push the world along and make it a better place. His wit is a little dry and raspy, but he's got a good heart. Harold is not a ghoul, but he is a mutant. What happened to him inside the military base during his assault with Francine, Mark, and Richard Grey is unknown, but it is likely he was exposed to the FEV virus and changed. His last known memory after the attack was passing out then waking back up in the wasteland... changed. 2. Does FEV really cause sterility? In Fallout 1 it seemed like the answer was a resounding yes, and a number of reasons for this were given by Zax and Vree. But then in Fallout 2 after you take Marcus to the Cat's Paw he says "I hope she doesn't get pregnant" and says that the FEV doesn't make mutants go sterile, it just makes it take a few years "to get the juices flowing again". Moreoever, the deathclaws in Vault 13 were infected with FEV and yet they are able to reproduce. So, does the FEV cause sterility or not? Answer: FEV causes sterility in some creatures. FEV does cause sterility in super mutants and ghouls - Marcus' comment in New Reno was a joke only (and it was an inappropriate one, for which I apologize for). For other creatures, however, the FEV does not cause sterility - in fact, it may actually speed up their reproductive cycles (in tandem with potential drawbacks). Known species that can reproduce after being mutated with the FEV include most species of rats, the mantises (who are known to have bred so fast they cover the Salt Lake City area like blankets), the radscorpions, and the deathclaws. This is only a partial list. The deathclaws in V13 are a special case; as part of the Enclave experiments, they were bred as fighting packs for the government. They were not supposed to be able to reproduce, but they were attempting to do so at the time of Fallout 2. It is extremely likely that the Enclave scientists would not have wanted the deathclaws to breed on their own for fear of losing control of them, but that doesn't mean they would have made mistakes in engineering limiters or sterility in them. The wannamingos are a result of FEV virus experiments, but they are sterile. They are not aliens, but word is they were designed as FEV-tailored weapons for waging war on other countries... and they got loose. They do live a long time, but they were dying out at the time of Fallout 2. They have only been sighted in the F2 area and nowhere else in the wastelands. 3. Are the radscorpions a product of the FEV virus? When you talk to the doctor, Razlo, in Shady Sands, he tells you that they were once American Emperor Scorpions but that he has no idea how they mutated because radiation alone couldn't have done it. For that matter, what about all of the other creatures of the wasteland? Which ones have been mutated by FEV and which ones haven't? Maybe in the bestiary each creature could have a stat that shows it's level of FEV infection. Answer: The radscorpions are a result of a combination of radiation and the FEV virus, and Razlo in Shady Sands is correct - they were originally Emperor Scorpions that have grown... big. FEV-Infected Critters in the wasteland include almost all the ones you've seen in F1 and F2: Mantises. Most species of rats. Gecko lizards. Brahmin Scorpions Ants Rumor has it some dogs were affected, but no one's seen any, so for now that's just rumor. Of course, the centaurs are a mash of human, dog, and various other parts... but hey, who knows how that mutation came about. Grey was probably messing around in one of his labs. Various varieties of plants, including the Venus Flytrap. Creatures not mutated by FEV probably did not survive the aftermath of the Great War, with the possible exception of cockroaches... and perhaps normal ants, though there are FEV-infected versions of these species. No one knows where those bird noises in Vault City came from. I'll try to include a chart of FEV-infected creatures in future additions as well as other critters that you may not have seen in F1 and F2. Most likely a great majority of insects were affected (they tend to breed much faster, and their mutations tend to become evident pretty quickly as the generations advance), possibly beetles, some spiders, cockroaches, and other creatures. GLOSSARY Vault-Tec is used two different ways in Fallout 1 and Fallout 2. The correct version is "Vault-Tec." BEHIND THE SCENES In case you guys were ever curious, the man behind the spoken (voice-acted) dialogue in Fallout 1 and Fallout 2 was Mark O' Green, the former head of Interplay's Dragonplay division (our old D&D division before it became Black Isle). He's got a good way with words

25.02.2002
02:44
[88]

erav [ Senator ]

PART 2 VAULT SYSTEM It was intended that while the player was reading the Vault 8 records in Fallout 2, he could discover a classified file (opened with a successful Science skill roll) which explained that Vault 8 was a "control Vault," designed to hold 1000 people and to open on time. This file was intended to foreshadow the discovery of the true and sinister purpose of the Vaults. The player was also intended to apply his Science skill to the central computer in Vault 13 to obtain a history of Vault 13, the Overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the Vaults. The Overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and he drove out the Vault Dweller because he was afraid that he would ruin the experiment... or uncover it. Of course, the Overseer himself caused problems not long after this, according to Martin Frobisher, the leader of Vault 13 in Fallout 2: "There used to be an overseer, many years ago, but he did a bad thing and many of our people left the Vault. Only to die in the Wastes, I'm sure. He was tried and sentenced to death for his crime. We haven't used the title since." Martin did not see the Overseer executed, however... his information comes from the Vault 13 records passed down by his ancestors. Basically, the Vaults were never intended to save the population of the United States. With a population of almost 400 million by 2077, the U.S. would need nearly 400,000 Vaults the size of Vault 13, and Vault-Tec was commissioned to build only 122 such Vaults. The real reason for these Vaults was to study pre-selected segments of the population to see how they react to the stresses of isolationism and how successfully they re-colonize after the Vault opens. Some of the experiments include: Vault 8 A control Vault, intended to open and re-colonize the surface after 10 years. Vault City is the result. Unfortunately. Vault 12 In order the study the effects of radiation on the selected population, the Vault Door was designed not to close. This is the Necropolis Vault... and the ghouls were the result. Vault 13 Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war. Vault 15 Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what you hear from Aradesh in Fallout 1, he has quite a bit of multi-cultural flavoring to his speech. Vault 27 This Vault would be overcrowded deliberately. 2000 people would be assigned to enter, double the total sustainable amount. The location of this Vault is unknown. Vault 29 No one in this Vault was over the age of 15 when they entered. Parents were redirected to other Vaults on purpose. Harold is believed to have come from this Vault. Vault 34 The armory was overstocked with weapons and ammo and not provided with a lock. Vault 36 The food extruders were designed to produce only a thin, watery gruel. Vault 42 No light bulbs of more than 40 watts were provided. Vault 53 Most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly. Vault 55 All entertainment tapes were removed. Vault 56 All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55. Vault 68 Of the one thousand people who entered, there was only one woman. Vault 69 Of the one thousand people who entered, there was only one man. Vault 70 All jumpsuit extruders fail after 6 months. Vault 106 Psychoactive drugs were released into the air filtration system 10 days after the Door was sealed. Rumor has it there were 122 different vault experiments. For Fan Fiction purposes, a lot of these vault experiments have been left open for you to play around with.

25.02.2002
02:45
[89]

erav [ Senator ]

PART 3 Fallout Timeline TABLE, FIRST DRAFT The following timeline information was compiled from information I was able to dig up in Fallout 1 and Fallout 2, as well as some old Word documents lying around. Considering how much has been lost in the years since the bombs dropped, keeping an accurate timeline is difficult, so there is bound to be some inconsistencies. This is considered a first draft, because revisions to this timeline are likely to occur based on feedback from you guys, and feedback is welcome - trying to sift through history is proving to be pretty difficult. :) I couldn't verify certain information on ZAX, the BOS history holodisk, and various logs from the Master, because I've lost my Fallout 1 save games. If anyone has screenshots of these things they'd like to share, I'd be grateful. It'd take me a few days to play back to those spots. Once I get these, I can do another revision of the timeline, since I'm not exactly sure of the chronology for the BOS and Master. Here is what can be recovered from the records that exist: 2051 Seeking to protect business interests and their oil supply, the United States begins to exert increasing pressure on Mexico, citing the political instability and pollution stemming from Mexico as a threat to the United States. Various economic sanctions serve to destabilize Mexico, and the United States military enters Mexico to keep the oil refineries running and making sure oil and fuel continue to make their way north across the border... at Mexico's expense. 2052 A television documentary into the withered husk of the Texas oil fields brings the oil shortage into the American households, and reveals how deep the energy crisis runs. 2052, April The Resource Wars begin. Many smaller nations go bankrupt, and Europe, dependent on oil imports from the Middle East, responds to the Middle East's rising oil prices with military action. The long drawn-out war between the European Commonwealth and the Middle East begins. 2052, May-July The United Nations, already suffering, begins to collapse. In a series of heated debates, many nations withdraw from the organization as the UN tries to keep the peace. At the end of July, the United Nations is disbanded. 2053 The socially transmitted "New Plague" arises, killing tens of thousands. The United States closes its borders and the first-ever national quarantine is declared. The source of the plague is unknown, but rumors persist that it is a genetically engineered weapon. 2053, December Like an exclamation mark on the end of a very bad year, a terrorist nuclear weapon destroys Tel Aviv. 2054, January Limited nuclear exchange in the Middle East raises fears throughout the world. 2054 In light of the Euro-Middle-Eastern conflict and the plague scare, the United States begins plans on Project Safehouse. The project, financed by junk bonds, is designed to create shelters, also called Vaults, for the populace in the event of a nuclear war or deadly plague. Construction begins late in 2054 and proceeds rapidly due to advances in construction technology. 2054 ZAX 1.0 goes on-line, developed by Vault-Tec. Initially a prototype of some of the systems designed to govern the vaults, it is given to the government to help the Department of Energy collect resource data. Within a year, it is taken by the military for plague and tactical research. 2055 FSEF [Actual name of organization is unknown; the acronym is not defined in the timeline] start working on a new virus to kill the New Plague. This virus is the FEV-1, Forced Evolutionary Virus. 2055 ZAX 1.2 is brought in to regulate conditions in FSEF [The Glow]. It is not part of the Vault-Tec preservation software, so it does not have any orders to protect humanity after the bombs fall. 2057, Summer A strain of FEV is tested on animals. 2059 The Anchorage Front Line is established, as the United States increases its military presence in Alaska to protect its oil interests. The Anchorage Front Line causes tensions in the United States and Canada, as the United States attempts to pressure Canada into allowing American military units to guard the Alaskan pipeline. 2059 The first artificial intelligence is born. Limited by memory constraints, its expansion is rapidly halted. The discovery paves the way for future AI research in laboratories throughout the United States. 2060 Traffic on the streets of the world stops moving. Fuel becomes too precious to waste on automobiles, so alternatives are explored - electric and fusion cars begin to be manufactured, but factories can only make limited amounts. Pressure on fusion research increases. 2060 The Euro-Middle Eastern War ends as the oil fields in the Middle East run dry... there is no longer a goal in the conflict, and both sides are reduced almost to ruin. 2060 Initial tests of the new FEV are almost complete. Higher primates seem to survive, gaining intelligence. 2062 New Plague continues to spread. Scientists in FSEF are amazed at what they find about FEV - it is carried by the bloodstream and seems to eradicate all imperfections it fines. It also seems to fill in gaps in the DNA sequence with new information. Animals become smarter, body mass increases, and they become more aggressive. 2063 The construction of the Vaults completed. Drills begin in many cities, but the increasing frequency of the drills has a "cry wolf" effect, and the turnouts for drills trickle off as the years go on. 2065, June Due to enormous demands for electricity in the summer of 2065, a nuclear reactor in New York City almost goes critical. The near meltdown brings into effect power rationing, and the term "Hot Summer" is used to refer to the New York incident. 2065, August Increasing need for mobility in the United States mechanized cavalry leads the military to focus the efforts on creating a man-based tank - essentially, a two-legged walking armored unit: Power Armor. 2065-2067 Power Armor research grows and several prototypes are developed, many of which prove to be unworkable in the field. These prototypes pave the way for future advances in both military and construction technology. 2066, Spring As the oil resources dry up across the globe, China's fossil fuel dependency causes an energy crisis in the nation. China, bordering on collapse, becomes more aggressive in its trade talks with the United States. Unwilling to export oil to China, talks between the United States and China break down. 2066, Summer Adding further insult to the Chinese-American relations, the first crude fusion cell is unveiled, one of the results of the Power Armor project. Devices designed for the fusion cell begin to be manufactured. Incorporating fusion power into the general US infrastructure begins, but the process is too slow to supply power to the regions that need it. Nearly thirteen years later, few sections of the United States were supplied with fusion power. 2066, Winter In the winter of 2066, China invades Alaska. The Anchorage Front Line becomes a true battleground. 2066, Winter As a sign of increasing tension between the two countries, Canada proves reluctant to allow American troops on Canadian soil or allow American planes to fly over Canadian airspace. The United States and Canadian tensions rise, but Canada eventually backs down, and US troops pass through Canada. This sets the stage for the Canadian annexation in 2076. 2067 The first suit of Power Armor is deployed in Alaska. While lacking the full mobility of future versions, this Power Armor is incredibly effective against Chinese tanks and infantry. Its ability to carry heavy ordinance becomes key in various localized conflicts, and it has the power to destroy entire towns without endangering the wearer. China rushes to create its own versions, but they are many years behind the United States. 2069 Canada begins to feel the pressure from the United States military as the US draws upon Canadian resources for the war effort. Vast stretches of timberland are destroyed, and other resources in Canada are stretched to the breaking point. Many Americans refer to Canada as Little America, and Canadian protests are unheard. 2070 The first of the Chryslus motors fusion-driven cars are developed. Reassuringly big and American, the limited models carry a hefty price tag but are sold out within days. Many Chryslus plants have long since been converted into making military ordinance. 2071 Once the military applications of the virus become known, the FEV research being conducted in the Glow is relocated to a military base in southwestern California [The Military Base in Fallout 1, also called Base Omega]. The project at the FSEF [Glow] is put on hold due to the condition of the subjects: Animals seem to be regressing, become dumber, but their body mass remains high. 2072 Several animal test subjects at the Glow suddenly attack in a pack, killing four scientists. They are all killed by security and the remaining animals are separated, drugged, and watched closely. 2072 The United States' increasing demand for Canadian resources causes protests and riots in several Canadian cities. An attempted sabotage attempt of the Alaskan pipeline is all the military needs as an excuse to begin its annexation of Canada... which in fact, had already begun in 2067. 2074 Contrary to their claims of seeking only to retake Alaska from the Reds, American Power Armor units, infantry, and mechanized divisions are deployed to China, but they make slow progress on the mainland, putting a further drain on American resources and supply lines. 2075 FEV research resumes at FSEF in attempt to find out why the animal subjects survived when many human patients did not. Scientists engineer the virus further. 2075, March 21st Research on FEV-1 begins in small quarantine towns in North America. Early results are positive, but within two months, the subjects become victims, displaying deformities and insanity. 2076, January The United States annexation of Canada is complete. Canadian protestors and rioters are shot on sight, and the Alaskan Pipeline swarms with American military units. Pictures of atrocities make their way to the United States, causing further unrest and protests. 2076, June Power Armor prototype completed, resulting in the Power Armor players find in Fallout 1. This is the pinnacle of Power Armor technology before the Great War. Many of these units are sent to China, and they begin to carve a swath through the Chinese forces. The Chinese resources are strained to the breaking point, and the supply lines from the nations China has annexed begin to break down. 2076, July FEV research leaked to the world, raising tensions even further, and causing many countries to withdraw support for the United States. FEV is carried back to secret base, and all records of the project are ordered destroyed. News blackouts begin. 2076, August Food and energy riots begin in major cities throughout the United States. Military units begin to be deployed in cities within the United States to contain rioters, and many temporary jails are constructed. A state of emergency is declared, and martial law soon follows. 2077, January 10th Alaska is reclaimed, and the Anchorage Front Line is again held by the Americans. 2077, January 22nd The first domestic use of Power Armor within the United States for crowd and quarantine control. Units originally serving in China and the Anchorage Front Line find themselves fighting Americans at home. Food riots increase, and many civilians are killed. Several soldiers defect from the military both in Canada and the United States. They are captured, and are sent to military prisons. 2077, February FEV Research nears completion. Protests in many major cities and governments around the world, as well as accusations that the US was responsible for the New Plague. The new virus, FEV, is seen as a threat, and serves only to fuel tensions. 2077, March Prepared for a nuclear attack from China, the president and the Enclave retreats to remote sections around the globe and make contingency plans for continuing the war. 2077, October 23 Bombs are launched; who struck first is unknown... and it is not even known if the bombs came from China or America. Air raid sirens sound, but very few people go into vaults, thinking it is a false alarm. The Vaults are sealed. Great War 2077, October 23 Necropolis Vault [Vault 12] never closes. Once it becomes known that the other vaults have sealed, people within Bakersfield attempt to force their way into Vault 12 to protect themselves and their families. 2077, October 23 The FSEF research facility (the Glow), is hit by nuclear warheads, breaking open the FEV research tanks and releasing it into the atmosphere. Once exposed to radiation, it begins to mutate and infect humans and critters in the wasteland. 2078-2088 The military base (Base Omega) survives, the soldiers and scientists within protected from the radiation and FEV flooding the wasteland. 2080 The first effects of the virus are seen in the survivors. Widespread mutations occur with animals and humans alike. Those that survive the effects of the mutations are permanently changed by the virus. New species are created almost overnight. 2082 Scientists in Base Omega select a new goal and begin to try and make the perfect survivor. They attempt to tailor the FEV, creating FEV-2. They become increasingly secretive, isolating themselves from the soldiers. 2083, Summer The city of Necropolis founded by the ghoul survivors of Vault 12 (and the US citizens that fled to Bakersfield when the bombs fell). 2084, Spring Set takes control of Necropolis, wresting control from the original Overseer. The Vault 12 Overseer is driven north and never heard from again. 2088 When it is discovered that the scientists in Base Omega are testing the new strains of FEV on the soldiers, the soldiers rebel. Under the leadership of General Roger Maxson, they wipe out the scientists, but in the resulting firefight, one of the FEV canisters is ruptured. Fearing contamination, the soldiers seal the base, then head out into the desert, taking supplies and weapon schematics with them. This event was called the "Exodus," and the surviving soldiers went on to eventually form the Brotherhood of Steel. 2089 The Brotherhood of Steel begin establishing a small bunker in the Wasteland (their headquarters in Fallout 1). Originally nothing more than a simple concrete bunkhouse, the BOS began to excavate sub-chambers, slowly building it into a fortress to withstand raider attacks. 2091 Vault 8 opens, and they use their GECK to create fertile ground for their city. This eventually becomes Vault City. 2092 LA Vault opens, the Boneyard is founded and attracts survivors. 2092 Dr. Richard Moreau is exiled from Vault City for murder. The circumstances surrounding the murder are unknown, but he changes his last name to Grey and heads south. 2093 The Hub is founded by a man named Angus, who sets up camp around a filthy oasis in the desert, and he proceeds to begin trading with other settlements. 2096 Vault 29 opens. Harold (now human) sets out to make his fortune as a trader, then caravan boss. Increasing mutant attacks cause him to form one of the first adventuring parties of Fallout to try and find out where the mutants are coming from. 2099 John Maxson, the future High Elder of the BOS in Fallout 1, is born. 2102, Spring Richard Grey's Expedition [including Harold] finds the Military Base/Base Omega and the Expedition is scattered and defeated by mutants at the base. Grey is knocked into one of the vats of FEV by a robotic arm, and Harold is knocked unconscious, only to awaken later out in the wasteland. 2102, Summer Richard Grey, now horribly mutated by the virus, arises from the Vats and begins his plans for the Unity and the master race. He gains the name, "the Master." 2120 The Master starts experiments into the FEV-II. Over the next few years, his experiments produce breeds of strange mutants, but only around the 2137 do his results begin to bear fruit and the super mutants are born. 2120 Angus rules over growing Hub and establishes himself as governor. 2125, Winter Angus is murdered. Hub is thrown into chaos. 2126 A band of merchants seizes the water tower in the Hub. They demand anyone wanting water must pay a toll. The Great Merchant Wars begin. 2126-2128 The Great Merchant Wars are fought, the Water Merchants seal up the town, but are outnumbered. A man named Greene, a police officer, makes the peace and negotiates a settlement. Central Council is formed. 2130 The Great Winter occurs. 2134 A faction within the Brotherhood of Steel gains strength, and they urge the Elders to end their seclusion. Divisionist group splits away from the Brotherhood of Steel, taking some technology and weapons with them... and the old keys to Base Omega/the Military Base. 2135 Roger Maxson dies of cancer, and John Maxson takes up the role of "General" (Elder) within the Brotherhood of Steel. 2135 FEV-II research completed. Master begins gathering test subjects, willing or unwilling, from local human stock, usually caravans. The first super mutant emerges from the vat during this year. For many years, the caravan disappearances are blamed on monsters in the desert, and even when the abductions begin to occur on Hub caravans, the deathclaws are blamed. 2137 Master's begins to mass-produce super mutants. Only about one in six or one in five attempts are successful, and of these successes, only half seem to last to go on to be part of his growing army, now called the Unity. 2140 Decker forms Underground in the Hub and starts pulling strings. 2141, Spring Vault 15 opened. 2141 Vault Dweller born. [This will vary according to your player character's age in Fallout 1.] 2141, Winter Raiders begin to form in the region as food supplies run low. The Khans and the Vipers begin terrorizing local settlements. 2142, Spring Shady Sands founded, wall erected against the raiders. 2145 Cute lil' Tandi is born, unaware that by the time F2 rolls around she will turn into a wizened old crone that is difficult to look at. 2151 The Brotherhood of Steel sends a group out to find out what happened to the Brotherhood exiles, but finds only ruins in the wasteland and no survivors. 2152 As their influence spreads throughout the wastes, the Master finds humans, doomsday cultists, and rather than dip them in the vats, he demands their obedience as spies - their leader is a man named Morpheus, and he pledges his followers to the Master. Morpheus and his cultists form the future core of the Children of the Cathedral. 2155-56 After capturing a caravan of strange-garbed travelers (vault dwellers), Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master learns of other Vaults, and realizing their human occupants are ripe for transformation, begins to send out patrols to Vault locations in search of these other Vaults. 2156 The Master sees advantages in establishing a benevolent "religion," the Children of the Cathedral, and using them as spies in settlements throughout the wastes. Missionaries from the Children of the Cathedral spread slowly across the wasteland, acting as eyes and ears for Morpheus and the Master. 2157 The Master learns the location of the Bakersfield Vault, Vault 14, and sends a detachment of super mutants there to seize the vault. Many ghouls perish in the attack, and Set finally parleys with the super mutants, telling them that the ghouls are the Vault survivors the super mutants are looking for. The super mutants, angered at failing to find an intact Vault, set up a small garrison at the watershed to watch the inhabitants and insure Set's... cooperation in the war to come. 2161, December 5th Vault Dweller is kicked out of Vault 13 to find a replacement water chip. Start of Fallout 1 2161, December 15th Vault Dweller discovers Shady Sands. Meets Tandi. 2162, April 20th Vault Dweller destroys the Military Base. 2162, May 3rd Vault Dweller kicks the Master's ass. 2162, May 10th Vault Dweller returns to Vault 13, only to be driven out. Some members of the Vault leave in search of him not long afterwards. End of Fallout 1 2165, May 12th Vault Dweller removes his Vault suit and from this day forward, never wears it again. 2165, July 10th Vault Dweller founds the small village of Arroyo. 2167, August 18th Construction of Arroyo completed. 2185, Summer At high noon, Marcus and Brotherhood of Steel Paladin Jacob cross paths many, many miles southwest of Broken Hills and fight for a few days. Eventually, they give up, unable to get an advantage over the other. The two start traveling together, arguing over Master and BOS doctrine. 2185, Fall Marcus and Jacob, along with the trail of ghouls, humans, and super mutants, found the community of Broken Hills. 2176, Spring Jacob moves on, says goodbye to Marcus, then vanishes forever. 2186 New California Republic formed, and a central council is created as a governing body. 2188, October 2nd Vault Dweller has a daughter (who becomes the Elder in Fallout 2). 2195, July 20th Enclave scouts discover the remains of the Military Base and find it partially destroyed. 2195, July-August Enclave scientists and chemical corps scour the remains of the Base, while assault squads (including soldier Frank Horrigan, 25 at the time) comb the desert for slaves they can use to mine the military base and get to the Vats. 2195, September Enclave construction crews and super mutant slaves begin excavations. They uncover the FEV virus, and mutations begin to occur. Frank Horrigan comes into contact with the FEV and is sent to the Enclave labs for study. 2195, October Enclave, having obtained the FEV data, abandons the Military Base site after more mutations occur, causing 2nd Generation Super Mutants to arise. Super mutants slaves are abandoned in the Base, and the group forms a new community, led by Melchior. 2195-2220 Horrigan gradually mutates from exposure to FEV, gaining the physique and slow, stupid, single-mindedness of a super mutant. He is kept heavily sedated, operated on, and studied for many, many years. He is conscious for only brief periods at a time, then quickly sedated after the bloodshed is over. 2196 Tandi unanimously elected President of NCR by the NCR council. As expected, she proceeds to do a kick-ass job. 2198 Enclave works on various new technologies, including Power Armor variations. None of these are much of an improvement over the conventional old school Power Armor, and some are actually worse. 2208, January 16th Vault Dweller vanishes from Arroyo, presumed dead, and he leaves his Vault Suit behind, folded on his bed. Some say he was taken by the sky spirits, others say that he felt it was time to move on. 2208, February 2nd The One-Moon (Month) Cycle of mourning for the Vault Dweller ends, and activity in Arroyo begins to return to normal. 2208, February 2nd Final training of the Vault Dweller's daughter for the role of village elder begins. She undergoes a great deal of physical training and tutoring in various sciences, mathematics, and, of course, weapon skills. 2210, January 31st Vault Dweller's daughter takes her mystic test, a key ingredient of which is several pots worth of hallucinogenic plants from Hakuinn's garden. She runs the gauntlet in the Temple of Trials, using her charm to pass the tests. She offers numerous criticisms of the test, resulting in many revisions. 2210, February 2nd Vault Dweller's daughter ascends to role of Village Elder. She rules with a steady hand, and her wisdom is greatly respected. 2215, August 1st Congressman Richardson rises to power within the Enclave, aided by pressure from his father, President Richardson. 2215 Under Presidential Order, Enclave scientists begin to work on an upgraded version of Power Armor. Many prototypes are developed and tested. 2220, March 5th Congressman Richardson is elected president for the first term of five, through aid and political pressure by his father (President Richardson). 2220, October Enclave scientists develop a reliable version of the Mark II Power Armor. The prototype results (and accidents... and explosions... and deaths) are classified by order of the President Richardson for the sake of morale. 2221, January 23rd Tests begin to run dry on Frank Horrigan. It is suggested that he be used as a field operative and be used in tests in the wasteland against local populations. 2221, March 23rd The "Chosen One" is born. The Chosen One's father is not recorded in the tribal records. The reason for this is unknown, but the Elder may have simply been embarrassed. 2231, March 27th Frank Horrigan is manufactured for his new role. A new version of Power Armor is built to accommodate his mass, and he is sealed inside. After a few horrifically successful field tests, Horrigan becomes the Enclave's solution to numerous sticky problems. 2235 The Enclave experiments on deathclaws, attempting to create special fighting units for waging war in hostile environments. Many of these experiments are tested against Horrigan. 2235 While there had already been a small number of ghouls in Gecko at this time, more come to the area, and the town of Gecko is formed. The new influx of ghouls bring scavenged technology and know-how, and the power plant in Gecko becomes operational later that year. Vault City looks upon their new neighbors with growing concern. 2238 Harold arrives in Gecko, and he does his best to help the ghouls with the running of the Nuclear Power Plant. 2241 The worst dry season in many years causes a drought in the Northern California area, hurting crops and brahmin in both Arroyo and Modoc. 2241, January The first samples of Jet begin to arrive in Redding, courtesy of the Mordino family. 2241, February Vault City rejects offers of an alliance with both the Bishop family of New Reno and NCR. 2241, March Raider attacks on caravans to Vault City begin. 2241, July 25th Chosen One begins his mystic test, descending into the Temple of Trials. Start of Fallout 2 2241, July 27th Chosen One leaves Arroyo in search of the GECK. 2242, May 15th Enclave sends a coded sequence to Vault 13, activating its central computer and declaring that is time to leave the Vault. Martin Frobisher gathers the Vault dwellers together for tutorial movie. Less than a day later, they open the Vault door to be greeted by a verti-assault squad who kills three of the citizens who were "resisting," and storms the Vault, seizing all the inhabitants. 2242, May 16th Less than a day later, Vault 13 is opened, only to be greeted by two Enclave verti-assault squads. The squads kill three of the citizens who were "resisting capture," and storm the Vault, kidnapping all the inhabitants. 2242, May 17-21st Enclave animal handlers drop a Deathclaw unit into Vault 13 from a safe distance to kill anyone investigating the Vault and cloak the Enclave's presence. Other Deathclaws are sent into the desert surrounding Vault 13 to check for any escapees or witnesses. 2242, Fall The Chosen One enters the Enclave using the damaged tanker and destroys the Poseidon oil platform, killing the President of the United States and ending the Enclave's plans for world domination. End of Fallout 2

14.03.2002
20:36
smile
[90]

erav [ Senator ]

Wstep do Falloutow

14.03.2002
20:36
[91]

erav [ Senator ]

WAR, war never changes. The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower. But war never changes..... In the 21st Century war was still waged over the resourses that could be aquired. Only this time, the spoils of war were also its weapons. Petroleum and Uranium. For these resourses China would invade Alaska. The U.S. would annex Canada. And the Euroean Commonwealth would desolve into quarreling bickering nation states. Bent on controling the last remaining resourses on Earth. In 2077, the storm of World War had come again. In two brief hours most of the planet was reduced to ciders. And from the ashes of nuclear devistation a new Civilization would struggle to arise. A few were able to reach the relative safety of the large underground vaults. Your family was part of that group that entered Vault 13. Imprisoned safely behind a large vault door, under a mountain of stone, a generation has lived without knowledge of the outside world. Life in the vault is about to change.........

15.03.2002
21:51
[92]

erav [ Senator ]

War, war never changes. The end of the world occurred pretty much as we had predicted, too many humans, not enough space or resources to go around. The details are trivial and pointless the reasons as always, purely human ones. The earth was nearly wiped clean of life, a great cleansing. An atomic spark struck by human hands, quickly raged out of control. Spears of nuclear fire rained from the skies, continents were swallowed in flames and fell beneath the boiling oceans. Humanity was almost extinguished, their spirits becoming part of the background radiation that blanketed the earth. A quiet darkness fell across the planet lasting many years. Few survived the devastation; some had been fortunate enough to reach safety, taking shelter in great underground vaults. When the great darkness passed, these vaults opened and their inhabitants emerged to begin their lives again. One of the northern tribes claims they are descended from one such vault, they hold that their founder and ancestor one known as the vault dweller, once saved the world from a great evil. According to their legend, this evil arose in the far south, it corrupted all it touched twisting men inside, turning them into beasts. Only through the bravery of this vault dweller was the evil destroyed, but in so doing he lost many of his friends and suffered greatly, sacrificing much of himself to save the world. When at last he returned to the home he had fought so hard to protect, he was cast out, exiled. In confronting that which they had feared, he had become something else in their eyes and no longer their champion. Forsaken by his people, he strode into the wasteland. He traveled far to the north, until he came to the great canyons. There he founded a small village Arroyo, where he lived out the rest of his years and so for a generation since its founding Arroyo has lived in peace. Its canyons sheltering it from the outside world, it is home your home, but the scars left by the war have not yet healed, and the earth has not forgotten............

30.03.2002
06:54
smile
[93]

erav [ Senator ]

Potwory z Fallouta :

30.03.2002
06:57
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erav [ Senator ]

Rat Exp 25 - 50

30.03.2002
06:59
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erav [ Senator ]

Giant Ant Exp 25

30.03.2002
07:00
[96]

erav [ Senator ]

Wanamingo Egg Exp 10

30.03.2002
07:01
[97]

erav [ Senator ]

Alien Exp 500-600

30.03.2002
07:02
[98]

erav [ Senator ]

Brahmin Exp 80

30.03.2002
07:03
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erav [ Senator ]

Canine Exp 60

30.03.2002
07:04
[100]

erav [ Senator ]

Centaur Exp 650

30.03.2002
07:05
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erav [ Senator ]

Deathclaw Exp 730

30.03.2002
07:07
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erav [ Senator ]

Turret Exp 200

30.03.2002
07:08
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erav [ Senator ]

Mole Rat Exp 300

30.03.2002
07:09
[104]

erav [ Senator ]

Secuiryty Robot Exp 275

30.03.2002
07:11
[105]

erav [ Senator ]

Human Exp 40 - 400

30.03.2002
07:12
[106]

erav [ Senator ]

Robot (droid) Exp 200

30.03.2002
07:13
[107]

erav [ Senator ]

Manti Exp 70

30.03.2002
07:15
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erav [ Senator ]

Spore Plant Exp 80

30.03.2002
07:16
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erav [ Senator ]

Pig Rat Exp 80

30.03.2002
07:28
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erav [ Senator ]

Rad Scorpion Exp 110-220

30.03.2002
07:37
[111]

erav [ Senator ]

Floater

30.03.2002
07:38
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erav [ Senator ]

Gecko

30.03.2002
07:39
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erav [ Senator ]

Mutant

30.03.2002
07:43
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Security Robot

30.03.2002
07:43
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erav [ Senator ]

Security Robot

30.03.2002
07:44
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erav [ Senator ]

Lesser Scorpion

30.03.2002
08:00
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erav [ Senator ]

Melee Weapons Thrown Weapons

30.03.2002
08:01
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erav [ Senator ]

Advanced Turret

30.03.2002
08:03
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erav [ Senator ]

Small Guns

30.03.2002
08:04
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erav [ Senator ]

Big Guns Energy Guns

30.03.2002
08:05
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erav [ Senator ]

Armors

30.03.2002
08:07
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[122]

erav [ Senator ]

czesc 11

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