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Jan 13, 2004 - Fallout Brotherhood of Steel Walkthrough for PS2 1.2Back

CHAPTER 2 - LOS
The city of Los isn't nearly as unfriendly as the starting cutscene would have
you believe. The inhabitants are as follows:
Harold: The Treehead
--------------------
You might remeber Harold from Fallout 1/2, the ghoul with the tree in his head.
Now he's been reduced to a poor voice actor and even poorer character model. He
wants you to find his body parts and he'll pay 200 caps for the first two and
600 for the last, but no experience! This quest can be skipped quite safely.
Also, you can talk to him about his exploits with Ruby (if you've talked to
Ruby about ghouls) and get 300 exp.
Hieronymous: The Merchant
-------------------------
A stereotype. Is it an Arab ghoul, a Jew ghoul, or both? He doesn't sell you
anything worth buying, so unless you need ammo or stimpacks, just don't bother.
Giese: The Engineer
-------------------
English... punk? Who knows! Find him junk, he'll give you stuff. Find him four
junk and you'll be the proud owner of a Super Sledge. Not much purpose in that,
though, if you get the Slugger.
Nothing at all interesting in here. Talk to Harold/Giese, restock if you want.
Exit to Bridge East.
***********
Bridge East
***********
The first few ghouls are your friends, the rest are not. Kill as necessary.
Your proper heading is east, killing unfriendly ghouls all along the way. When
it seems you've run out of land, fear not! Just use those handy pipes to walk
along. Oh I do love jumping puzzles! There are many paths here, some worthwhile
and some not. The one to your immediate west on the pipes leads to a second
Ripper. From there, head east until the road ends again. The short path to the
southeast (the one with an island of toxins on it) will lead you to a
footlocker containing Harold's eyeball.
Move across the pipes to the southwest and fight yet more ghouls. When it
deadends you'll find a lone pipe to walk across. Use it. Now you're moving more
west than south. On the way there's a small alcolve with Metal Armor in a
footlocker. Be sure to grab that. Eventually you'll be as far west as you can
go. A footlocker to the northwest holds Shotgun Ammo. Hook around and you're
now heading east again. You'll come to an open area and fight a ton of ghouls,
along with some rats. Show no mercy, blah blah blah.
Done with that? Good. To the northeast are more pipes. You'll find a footlocker
and a ripper off a short pipe path. Continue east. Next path contains a bunch
of ghouls, but basically nothing in the way of items. Arrrg. Head a little
north this time and you'll come across yet more ghouls. Their footlocker holds
a good bit of cash. Back to the east are more ghouls, more footlockers, and the
exit. But wait!
<<SECRET WEAPON - MEAT CANNON>>
Okay. See where that save spot its? From here jump as far as you can to the
east. You should land on an invisible path. Go in a straight line to the east
now until you see some land. Just keep walking onto that, save your game. Cross
the pipe to the next island where a ton of ghouls are hanging out, too many to
handle! Or ARE they? If you run around them to the footlocket you'll find the
Meat Cannon, an explosive weapon along the lines of the Incendiary Motor, only
it does more damage and has infinite ammo. Also you'll get a pair of Metal
Boots and a free Combat Shotgun. Not a bad haul and it'll make the rest of the
game like cake for you. Remember: Winners don't cheat, except in awful games
like this.
<</SECRET WEAPON>>
Now make your way back and exit.
**************
Docks Shipyard
**************
Another cutscene. Oh, how I love this story. It's totally true to its Fallout
roots!
Now that you have the Meat Cannon you really don't NEED a walkthrough. I'm
gonna take the rest of the night off!
...ha! Just kidding! No, seriously. If you want to play it fair, don't use it,
because it'll make the game a TOTAL breeze. Starting off you're heading to the
southeast. New, poisonous, ghouls show up... but they're not really harder than
anything else you've fought so far. There's a save spot to the southeast, you
can kind of hang out there for a second.
Start wending your way to the southwest and around boxes. You'll hook around
and start heading north now. You'll reach open ground eventually and find a
fridge with caps and a Frag Grenade in it. Around the corner from this break
some boxes and continue on. In a small side path you'll find a poison throwing
cool. Feel free to waste him and collect Harry's Arm. Keep moving until the
place dead-ends in an alley. In a fridge you'll find a Home-Made Laser pistol.
Backtrack back to the goop you passed.
Head right into the good and then north. When you hit the wall you'll find
another Frag Grenade/Caps fridge. Go through the small house and break some
boxes to continue on. Head to the north path first, open up a fridge for some
caps. Now go south that'll take you back into the goop. Nearby is a fridge with
Metal Gauntlets in it. Grab those, they're good for what ails ya. Keep going
along southwarth and you'll run into an alley with two fences in it, a ghoul
behind each one. Kill these ghouls using all those explosives I've been telling
you to hoard. It's tough, but you'll do it! The best way is to stand right next
to the fence, chuck an explosive in (it'll stick to the fence) and if you hit
the ghoul he'll probably start pressing up against his side of the fence
(making your job way easier). Kill 'em, but before you leave, take the path to
the northwest. The fridge holds yet ANOTHER set of Metal Gauntlets and a Home-
Made Laser Rifle.
<<SECRET WEAPON - SLUGGER>>
Wanna know why? Because now you've unlocked the secret 'Glowing Ghoul'
Miniboss. Head out in the slime and don't worry about finding him, he'll find
you! When he does, waste him and his vanguard with a pathetic amount of ease
and get the massive "Slugger" from him. Nails in a baseball bat never felt so
good.
<</SECRET WEAPON>>
After this just keep heading south. You'll find your exit.
***************
Docks Warehouse
***************
Start of going west. There's on one way to go and that's how I likes it. Plenty
of targets for your new Slugger. When the road turns north, follow that too. A
brief soujourn to the east will net you some ammo and a few more kills to your
name. And there's Junk in a crate to the far north but west is where you wanna
be headed. When the path branches HERE you can go south to kill more ghouls and
find an alley with some ammo and another Home-Made Laser Rifle in it. Back
north is your destination. Be careful around the toxic good and the toxic goo
slinging ghouls at the barricade. Once they're dealt with, continue on. At the
end of the line here you'll find an exit leading back to Bridge West. You can
take it if you REALLY want to give Harold back his body parts, or whatever, but
I never really cared all that much. More of interest to me is the nearby house
that marks your next route.
Head through, killing ghouls and getting ANOTHER Home-Made Laser Rifle. Go east
to find a bunch of super mutants and the (eventual) way to chapter three. Leave
here for now. Saunter a little north and more east for an alley with tons of
ghouls and footlockers, but nothing worthwhile. Start trekking full out north.
To the far north is another waste of an alley (more XP via kills, though).
Where you're eventually headed is east and into the building.
Footlocker's got what should be your fourth Home-Made Laser Rifle. Grab it, why
not? But first you'll have to listen to some "Choice" conversation by the
ghouls in the nearby room. When all's said and done you're in some sort of
church to the holy... Pip Boy? Touch the button that says do not touch and
you're free to go through that open door. The alleyway to the east contains
uncountable treasures in the form of Harold's Rotten Toe, but not much else.
See that flashy star on the map? Exit.
******************
Docks Holding Pens
******************
Hello again Jew Merchant! Wait, what's that you say? Ooooh. You're the Jew
Merchant's BROTHER. Well, sell me some stuff, especially those explosives
(which are now obsolete). When you're done, ask about participating in his
"Sport", which is a gladiator challenge. Why not!
<<GLADIATOR CHALLENGE>>
Level 1: Radscorpions (100 caps)
Level 2: Radscorpions and Spitting Radscorpions (200 caps)
Level 3: Radscorpions and Spitting Radscoprions (300 caps)
Level 4: Radier Chicks (400 caps)
Level 5: Raider Chicks (500 caps)
Level 6: Radscorpions and Glowing Ghouls (600 caps)
Level 7: Radscorpions, Glowing Ghouls, Poison Dogs (700 caps)
Level 8: Glowing Ghouls, Normal Ghoul, Poison Dogs (800 caps)
Level 9: Lots of Ghouls, Glowing Ghouls, Poison Dogs (1000 caps)
Level 10: Poison Dogs, SMG Ghouls (1200 caps)
Level 11: Poison Dogs, Ghouls, SMG Ghouls (1400 Caps)
Level 12: Shotgun Ghouls, Ghouls (1600 Caps)
Level 13: Poison Dogs, Shotgun Ghouls, SMG Ghouls (2000 Caps)
Level 14: Cleaver Ghouls. Shotgun Ghouls (2500 Caps)
Level 15: Cleaver Ghouls, Shotgun Ghouls, SMG Ghouls (3000 Caps)
Level 16: Cleaver Ghouls, Shotgun Ghouls, SMG Ghouls (3500 Caps)
Level 17: Shotgun Ghouls, SMG Ghouls (4000 Caps)
Level 18: Deathclaw (1) (7000 Caps)
Level 19: Deathclaws (3) (10000 Caps)
Level 20: Invisible Death Claws (3) Deathclaws (2) (20000 Caps)
Level 21: Wasteland Stranger with Continuous Laser (50000 Caps)
The only level that should really give you problems is the last one. The trick
to fighting the stranger involves this: Run forward immediately against the
car. When he gets near you should to your right (northeast) to the other side
of the car. If you're lucky he'll get confused now and you can just start
unloading on him. No problem! He'll go down soon enough.
You may want to consider using the Meat Cannon here (if you haven't been using
it all along). Just to preserve your sanity. Anyway, you don't HAVE to do the
Gladiator Pit, but it's a good amount of money (money being totally useless)
and basically a whole level's worth of exp. As will all things in this
lackluster game, it's a "might as well". There's another gladiator pit that the
original merchant in this chapter runs, but it's the exact same one. You can do
it at either merchant, but I use this one just because it's right on the way
anyway. If you're playing on Apocalyptic you might as well just forget it, at
least forget beating it. The Wasteland Stranger's Continuous Laser can kill you
before you even notice you're getting hit.
<</GLADIATOR CHALLENGE>>
When you're done, sell off all those explosives you picked up over the past few
chapters. Ask the Jew Merchant if you know him to get a quest to give a package
to the OTHER Jew Merchant. Save. Head out.
Forge your way to the northeast, killing ghouls and dogs and getting the quest
to rescue the prisoners from the cage. To the southeast you'll find a ghoul
with a Prison Key on him and you can rescue the nearby ones. Start heading
north, where a ghoul will drop the Gate Key. This is NOT the key to the cells.
Further north is the gate you need to go through. On the other side of the gate
you'll be heading west. When you reach the dead-end, there's more Junk in one
of the crates. After this move back to the intersection and continue heading
east. When it dead ends you'll find some ghouls to the south with a Prison Key
or two. To the north is a footlocker with the final piece of Junk. Now go back
to the intersection and start freeing prisoners. In one of the cells you'll
find a bunch of breakable boxes. There's a footlocker behind them with a Heavy
Machine Gun in it.
Somewhat near the exit in a northeasterly corner is a footlocker with Power
Fists in it. When done you're going back to the intersection and north through
that gate. In the next wide open area you'll find the exit to the north.
*********************
Docks Torture Chamber
*********************
Well look what mister big and ugly drug in. Blake, the Ghoul Cult Priest and
pitifully easy boss, has captured the surprisingly WHITE Rhombus of the
Brotherhood of Steel and is presently torturing him. Run up and talk to
Rhombus, who is not nearly as black as some of us might remember him. Around
the outside of the building is ammo and stimpacks, but they're hardly worth
your time. Once you're finished with Rhombus, Blake'll show up behind you and
the fight begins.
<<BOSS - BLAKE>>
What a pain. Shoot and heal. If you've got Rad Child as Cain this fight is way
easier, but it really, really doesn't matter. Blake is barely any harder
without it. When he's done get the caps and key from him, free Rhombus, and
then follow the man.
<</BOSS>
******************
Docks Holding Pens
******************
Rhombus has this crazy idea that he's some sort of Superman. Fortunately, he
IS. It doesn't seem that man can die no matter what punishment is inflicted on
him. Use this to your advantage by letting him get attacked by everyone while
you clean up. Just follow Rhombus until you hit a gate that he makes you wait
until he opens it (the third gate). No you're in new, uncharted territory.
But it's still more of the same, only now there's boxes with stuff in them. Too
bad it's northing all that worthwhile. Keep following Rhombus until a cutscene
starts where he gets blown up by some of the new, improved "Explodey Ghouls".
Kill all of these in a mini-boss fight that seems somehow even easier than
Blake was. Return to Rhombus, who quickly dies (but gives you the Vault
Keycard). Search a back alley for Dual Submachine Guns (which sound good, but
really aren't).
Start heading south, killing Explodey Ghouls on the way. You'll end up back at
the entrance of this area soon. Trade with the merchant for what you need, then
leave.
************************
Docks Warehouse District
************************
Well look where we are again. Start wending your way back to that warehouse
where you saw the Mutants. If you'd lke, use the exit on the far west side to
go back to West Bridge and complete some quests. Giese'll give you a Super
sledge if you have all the pieces of junk, otherwsie it's random bits of crap.
Giving the package to the merchant gets you 200 exp (not bad) and 50 caps
(useless). And if you got all of Harold's parts it's worth a total of 1,000
caps and NO exp. Do it if you please, but 1,000 caps should be pretty
meaningless to you by now, huh?
Remember the alley where you fought those mutants? No? Well... me neither. It's
kind of on the east side of the middle of the map. Sorry I can't be of more
help! Enter the Warehouse
************
VT Warehouse
************
This chapter is finally almost over. Just stick with it!
Inside there seems to be some sort of holy war going on between the Mutants and
the Ghouls. Don't worry though, as soon as they see you they'll abandon all
trappings of what they were doing and focus solely on you. Take the short path
to the west first. It leads to a Combat Helmet and a Monster Ripper in two
footlockers. Then go all the way to the east. This path is VERY long, you'll
fight dozens of ghouls, but it's entirely linear and holds nothing of value.
When you reach the end, exit into the Vault Basement.
******************
Warehouse Basement
******************
Hey, guess what. ANOTHER MINEFIELD. Hooray! Once again, the boxes/siderooms
hold pretty much nothing. Unless you're some obsessed weirdo, just keep plowing
on through.
Okay, that's not ENTIRELY true. When you reach the first big room with mines in
it, there's a Combat Shotgun in a footlocker to the northwest. That's it
though. You'll eventually be able to head west off this wonderfully linear path
when it dead-ends. Here you'll reach a Shop Tec machine, which is like a
merchant but much more annoying. Sell/restock. There's a Home-Made Rocket
Launcher in a nearby room. Move on. To the east you'll find plenty of mutants,
bugs, and a generator you have to turn on. Go back to the elevator you passed
on the way through. Eliminate the bug scourge you've somehow unleashed upon the
world and exit.
********************
Warehouse Basement 2
********************
Bust up boxes for ammo, walk through the door, watch the scene.
<<BOSS - Turrets>>
Oh wow, a boss that actually REQUIRES a strategy... but not much of one. The
turrets here do a ton of damage, but the trick is to get one of them between
you and the rest, that way you're only getting shot by one at a time. Other
than that? Piece of cake.
There's plenty of boxes here. Step into the Vault to end the chapter.
<</BOSS>>
*********************
CHAPTER 3 - THE VAULT
*********************
You all knew it was coming.
In this room, find the computer console and push all the buttons on it. Use the
Shop-Tec to restock and move out to the west.
Take the right branch when the path forks and watch a plain disgusting scene of
scatologitcal proportions. Oh man, I love that stuff so much. Kill the plainly
awful mutants and hit the nearby switch. Now go back and check the other fork
to get into the Garden. Another horde of bugs will charge at you, so dispose
them. Take the east exit (the only one you can).
I could go into detail here, but aside from some Tesla Boots in the far
southwest corner, there's absolutely NOTHING of interest (Save the mutants you
can kill for XP). Exit's to the north, when you're ready.
***********************
Vault Residence Level 2
***********************
Head south here, killing the bugs that get in your way. Use the console and hit
both buttons to clear a path through the shelves. Another console will get in
your way, left middle right left works here. You'll find another Heavy Machine
Gun in a box nearby. Further on is an item you actually want, Tesla Gauntlets.
You'll run into one more set of books in your way here, with four buttons on
the console. This one's a pain, and I never wrote down a proper solutions. Just
hit buttons, you'll get through. You'll come up upon a large group of shelves
on the north side of the room here. Manipulate them in these three patterns.
All out, then all in. The final combination is 110100100 (1 being extended and
0 being retracted). Each time you enter a code, you simply have to run to the
south and collect your goodies from the rooms behind the shelves that open up.
You'll find a Residence Keycard on a corpse in one of them. Go back upstairs
through the elevator you came in from.
*****************
Residence Level 1
*****************
On your way back to the Garden area, check out the doors you couldn't
previously open. The only one that actually holds anything important is the one
near where you saw the masterpiece scene of the mutant 'relieving' himself.
There's a couple Tesla Helmets in there. When you're done, go through the door
in the garden. Fight the Super Mutant mini-boss here (who barely deserves to
have a life bar), get the ammo from surrounding rooms, and then go right down
that elevator.
*****************
Residence Level 3
*****************
Head east and clear out mutants in your usual fashion. You're a tough guy, you
can handle that, right? When the path dead ends and branches, you take the one
to the north. As you move along mutants will swarm out of a large room with an
open door to the north (watch out for the Mutant with the minigun). Use the
computer to turn on the lights, then head out and to the west. Check the room
here for an Assault Rifle. No go aaaaaaaaall the way back to the beginning
(watch out for lasers!) Take not of the open door you pass along the way.
You'll know what it is because there's a room with six robots across from it,
and they're all attacking you.
<<TWO PLAYER ALERT>>
If you're playing Co-op (and I have no idea how you made it this far in such a
boring game if you aren't) there's a room with two switches in it that you have
to hit at the same time. Behind are more mutants and some footlockers with cash
in it (about 16,000). A brief diversion, but not an important one.
<</TWO PLAYER ALERT>>
Careful around those lasers! The first set mostly blinks on and off, but you
have to jump over the laser one. You'll figure out the rest. Just keep moving
north until you're back at the start. Use the console to control one of those
little toaster robots you've seen scooting around. Take him back to the room I
told you to make note of earlier (the one across from the robots) and drive him
into the west section of the place (careful for mutants!). You'll find a switch
in there past the mutants. Hit it to turn the lasers off and you'll be done
with the robot.
Head back to that (blissfully laser free) room now. Take the left fork (where
you sent the robot). In the far back of this room you'll find another, smaller,
room with a switch it in. Hit that. Now take the right fork, kill robots and
mutants. Get on the platform and throw the switch. Exit.
*******************
Vault Residence Hub
*******************
My, what a pretty sight. The footlocker next to you has a super stimpack. Move
right ahead.
<<BOSS - ATTIS, MUTANT GENERAL>>
Attis is the same as any other big, hand to hand boss. He has minions that you
can kill for pretty good exp. Around the room is ammo and stimpacks you won't
have time to get after he's dead, so if it REALLY matters to you, get them now.
<</BOSS>>
*************
Vault Ruins 1
*************
Oh, look who's losing 10 HP a second. This area is not important, just follow
the girl. You can't attack, but if you're playing two player then ONE of you
will be able to (whoever wasn't in the cutscene, probably the person that
didn't lay the final blow on Attis). Nobne of the items are important, just
stimpacks and stuff. Just keep walking.
******
Garden
******
When you wake up (with new, non-bleeding arm) talk to Patty and exhaust her
dialogue options, then do the same with the nearby Mary (you'll get the quest
to find her ring, which I have never actually completed). Across the way you'll
find Ching Tsun, the merchant. I'm telling you, it's not a stereotype laden
game without some crazy Chinese guy looking for computer parts. Find them for
him all the same, though, because they're worth a pretty big load of Cash/Exp
(Finally, a useful quest!). If money's burning a hole in your pocket, you might
consider buying a full suit of Power Armor now, as you won't find anything
better and it'll give you a slight edge.
There is absolutely nothing else of value here. Exit through the door to the
right (your character's right) of where you enter the garden.
******************
Vault Facilities 1
******************
Wander around collecting various items before you open the door. Kill the robot
and the technician you're with will ask you to go through the vent and open the
security force field. Do it, but don't open the field yet. You want to wander
through the rest of the area first and kill all the robots to keep the
technician alive. On the other side of the vent, get the Super Sledge from the
box. If you go north through another vent and west you'll come to a room with
some Ripper Gloves in them. Now go back through that air vent and through that
east exit. Follow the path to the east, killing robots and enter the room to
the south.
Your objective here is to turn off the robot generators by using the three
consoles in the middle of the room. You can, however, use the robot spawners to
farm massive amounts of Computer Parts for that quest. It's up to you. When
you're done with all this, exit through vent on the south side and continue on.
In here you'll find tesla armor. Go west and you'll eventually end up in the
hallway again. Keep going west and you'll see the technician again. Turn off
the forcefield to let him in.
Follow the technician (all the way to the north) and use the save spot before
entering that final room. Protect the Tech as best you can from the robots
swarming in. It takes him about 15 seconds. When done, collect all the Computer
Parts that the robots dropped and exit to the west.
******************
Vault Facilities 2
******************
Straight ahead and all the way to the west you'll find a room. South from here
is lots of ammo and a Continuous Laser, north is a vent. Through the vent
you'll come to a hallway. Follow this to the east (eventually) and kill some
more of those turrets you fought before. Through a door here the room goes
dark. When it gets lit up again you'll fight a bunch of robots with Continuous
Lasers who would be hard, but you've got the Tesla/Power armor. Through the
door to the north.
Through the east path you'll find a TON of robots, and a switch to turn off
robot production. Good stuff. Aaaall the way to the west is one of the circuits
you have to reconnect. Now move back south and then west into unexplored
territory. Kill more Continuous Laser robots here and try to use the door, the
Tech will unlock it for you. Head north through the vent, kiling robots. Now
east and south into the other circuit room. Head back west and south through
the hallway this time. You're trying to exit. Watch out for the new, improved
Explodey Robots. When the Tech dies, you'll find the door locked. That's okay,
there's a vent right there! Use it, then continue eastward to the exit.
******************
Vault Facilities 1
******************
Just exit through the east side
******************
Vault Facilities 3
******************
Go follow the main path until you reach the dead end with the bouncing arrow.
Oh no, what's that? Alert? Whatever. Head back, hitting one of those terminals
on the way to deactivate the forcefield. The first door you see is blocked. No
help there. Keep walking (green beams summon robots) and use the console to
deactivate the nearby lasers. The next console will change of bunch of stuff
and let you into the nearby room. You want Force Fields 1, 5 and 6 turned off.
This way you can head north and past the deactivated Forcefield 7. Dodge the
green lasers (or hit them, who cares?) and find the terminal to turn Forcefield
9 off. As you keep going north you'll end up trapped between some beams and
have to fight some robots. No big deal. Keep going north, hit the console,
through Field 11. The computer on the east side of the room clears the way for
you.
Moving more towards the east you'll find yet MORE robots. If you've got money
to burn, you'll find the Shop-Tec parts in a room on your right. This shop tech
acrries basically all the high-end weapons in the game. So grab them if that's
your thing. This shop sells the best items in the game, including the Turbo
Sledge (which you won't be getting for a long while). So buy what you want if
you've got the money for it. They won't get outdated.
At the end of the hall you see a malfunctioning laser field. Crawl under it
when the bottom one goes out. A console in the side of the room turns off the
forcefield in the middle of the room, then use the computer there to turn off
ANOTHER forcefield. Go south, fight turrets, find Tesla Cleaver. If you've been
using the Slugger this whole time, now you'll want to replace it. The Cleaver's
low damage end is much better. Nearby you'll find the exit to the mainframe. No
problem.
***************
Vault Mainframe
***************
Kill all the Nightkin, use the computer. Judging by the cutscene's dialogue, I
think someone on "Team Chuck" doesn't know exactly what 'sterility' means,
unless mutants have some insight into what the actuall FORMING of a baby "feels
like". Way to go, guys.
Leave.
******
Garden
******
Give parts to Merchant, get quest from Patty. Exit all the way to the west.
*******
Ruins 1
*******
Remember this? Sure you do.
Head west until you can enter a long hall to the north. Rooms hold basically
nothing. Not worth it. Follow the VERY linear path. The side rooms here offer
basically nothing. Tesla Armor bits and a Super Sledge? Pfft. Keep walking!
When you reach the exit, check around a little. See that room to the west? In
there is a box with the Shredder in it. Finally, a GOOD gun! Why not stock up
on bullets at the nearby Shop-Tec. All done? Head out.
*******
Ruins 2
*******
Head north and west, open door. West again and into the south room, you'll find
Power Boots in a box. North is a room with two constantly respawning big
deathclaws (goo for experience?). On the northwest side of the room is a panel
you have to shoot to open a door. Now look through the window and shoot the
switch on the other side. Why? I don't know. Exit the room and go east to the
door you unlocked. Here, you'll want to blow up EVERYTHING to get through. All
computers must go. Your eventual exit is through the path to the East. In the
room with the exit you find Power Armor and Power Gauntlets, if you were too
cheap the buy them already
<<2 PLAYER ALERT>>
Here is the most frustrating thing you'll do with two people. Go into the room
to the west and hit the two switches at the same time. See all those lasers to
the south? You have to jump them one at a time and you BOTH have to make it
because there's two more simultaneous switches on the other side. Hit them too
and you'll be rewarded with a bunch of armor and a naked, dancing, Pip-Boy in a
jar that's barely noticable. I'm reminded of that part in Resident Evil 2 with
the two passcodes where your reward for all that work was a sub-machine gun. Do
it if you want, but for me... no thanks. It'll take you as long as a half an
hour if you or your friend are bad at it. Leave.
<</2 PLAYER ALERT>>
*******
Ruins 3
*******
There's practically nothing work mentioning here besides more gross shilling
for the Bawls drink. There's a Minigun in one of the Eastern rooms (near a
slime puddle), but the only reason to use it is if you've been stockpiling
small bullets. There's Dual Laser Pistols in here too, and those are good, but
I'm not really sure at all where I found 'em. Your exit is in the southeast.
***************
Valt Ruins Cave
***************
French people now... WHAT!? I wonder how a group of people FROM AMERICA living
in a place of total homeostatis undeground for well over a generation would
have such outrageous accents. Maybe that's just me, though.
<<BOSS - Mama Deathclaw>>
Sigh. Kill her like everyone else. Watchout for the rad puddles, she'll use
them to heal herself (somehow). Grab the lab keycard from her corpse and start
trekking back to the garden.
**********
Ruins 3, 2
**********
No new items to speak of, just new deathclaws. Kill as necessary. Near the end
of Ruins 2 you'll find another Shredder, if you need it.
******
Garden
******
Those mutant jerks. What's up with that. Poor, poor Charlie Chan. He never
stood a chance. There's nothing to be gained here, so kill as many mutants as
you want and exit to the southeast.
*****
Lab 1
*****
Finally, the last few areas of the game! Head straight ahead and open up those
lasers. The minigun mutants make a return here, but if you can push them into
the lasers they'll die immediately. Keep that in mind, it helps once or twice.
In a room to the side you'll find the Mega Power Fists and the Plasma Saw, both
very good melee weapons. So use the one of your choice (the fists) and move on.
The next time the path branches there's a pointless room to the south and the
path on to the north.
In this room, the east path leads to nothing but monsters, the west is the way
out. In this room you'll find tons of mutants but basically nothing else. The
exit is in the southwest corner, where you'll have to get an eye off one of the
nearby mutants and use it to go down.
*****
Lab 2
*****
Head on north. A sideroom contains some bugs and a computer you can use to
activate a turret and kill some mutants (why is the exit button bound to the
jump key, but the DESCRIPTION tells you always to use "Y", even when you've
changed the jump key? THat's just plain irratating). Keep moving north to find
another side room with bugs and another turret you can activate (though there's
no mutants around to shoot). On the path you'll find one more bug/turret side
room before you hit a very large room with even bigger bugs in it. Just keep
walking, keep killing mutants. Eventually the mutants will break a forcefield
and lets some deathclaws out (to your advantage). Keep going south from here
and you'll enter a room and be treated to a cutscene. Hit a switch on the
console to release some meaningless substance into the test room, search a
nearby couch for your only chance to get the (not so good) Turbo Plasma Rifle,
then go in and kill that deathclaw.
<<BOSS - Adolescent Deathclaw>>
Someone tell me why an Adolescent Deathclaw is four times bigger than any
others we've fought so far. Those are SOME babies. He really takes a pounding
too, but when you finally do waste him he'll spit up the keycard you need to
end the level.
<</BOSS>>
Head back to where those forcefields were. Go to the west and use the keycard
on the console. Enter the code "929" and use the door to exit
Kevin Johnston's Blog - http://www.300bucks.ca |
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