Sep 26, 2000 - Fallout 2 Walkthrough For PC 1.5

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VAULT 15
========
Rough MapFallout 2 on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.

Squat ---- Vault Entrance

Notable Areas
1) The Squat
2) Vault 15

Notable Characters
1) Rebecca, a squatter whose daughter has been kidnapped
2) Zeke, the leader of the squatters
3) Darion, the leader of the Khan Raiders (they've taken refuge in
   Vault 15)
4) Chrissy, Rebecca's daughter who has been kidnapped by the raiders
5) Dalia, a squatter who is standing guard
6) Doc Jones, he's Darion's personal physician who is also being held
   prisoner by the raiders
-  Squatters
-  Raiders

Notes
1) Offer to find Chrissy for Rebecca.
2) Kill the raiders who are holding Chrissy hostage.
3) Make an offer with Zeke so that NCR can annex the Squat. In return,
   offer to kill the raiders who are currently living inside Vault 15.
4) Find the electronic parts in Vault 15. Also, be sure to raid it - there
   are lots of useful weapons and items in there. Fix the generator in
   the second level for some experience.
5) Access the computer in the Vault Library (third floor) to find Vault 13.
6) Disable the forcefield from the third level (if you've fixed the
   generator), and access Darion's computer.

Quest Experience/Reward Table:
- Kill the raiders that are holding Chrissy hostage: 510 kxp
- Return Chrissy safely to Rebecca: 2500 xp
- Fix the generator: 3000 xp
- Kill Darion: 6000 xp
- Kill the raiders in the third level: 22350 kxp
- Kill the raiders in the second level:  1800 kxp
- Kill the raiders in the first level: 11350 kxp

Introduction
------------
The Vault 15 area is home to a few squatters who rely on Darian, the
Vault 15 raider leader, for support. Darian is the only surviving
Khan Raider; his followers have occupied and renovated the vault.
NCR seeks to annex it.

Details
-------
When you enter Vault 15, you'll enter in a small village known as the
Squat. Everybody there will refuse to talk to you except for one woman
whose daughter has been kidnapped. (She's towards the northeast from the
man who is wearing a blue shirt. Also, "older woman" is in her description.)
Talk to her, and tell her that you can go to a private location. Ask her
questions about the squatters, Vault 15, etc. and then ask her to tell you
her problem. Offer to find her daughter, and then leave for the northeast.

You'll find a guard on the way there. Her name is Dalia; tell her that a
young child's life is at stake. She'll allow you to go through.

Once you're in the east (the entrance to Vault 15), talk to the gun guards
and kill both of them. Take the key from the corpse of the male guard and
open the door where Chrissy is being held. Rescue her, and go back to the
Squat. When you're back in the squat, talk to Rebecca (Chrissy's mom).
(She's inside the tent.) Rebecca will talk to Chrissy, and then will give
you and Zeke the inside scoop of Darion. She'll send you to talk with Zeke.
Zeke is in the building towards the northeast.

When you talk to Zeke, ask him what he intends to do with the raiders.
Make him an offer to join the NCR, and then tell him the deal's advantages.
He'll agree, and then he'll give you a new quest: kill the raiders that are
living inside Vault 15. Also, ask him where is Vault 15 so that he can give
you a red key card which can open the door that leads to the vault. Save
the game and head there.

Once you're in the entrance of Vault 15, use the keycard on the elevator
door. Enter the vault. When you enter it, a raider will immediately spot
you and will start talking to you. Tell her that you're new here and that
your name is Pat. She'll believe you. Go in the first floor through the
entrance in the cavern, and then go to the doctor if you need healing.
You can also get some information about Darion from the doctor. Head for
the second floor and raid it; do the same for the third. In the second
level, towards the left, there is a broken generator. First, use the
science skill on it to find the problem, and the use the repair skill to
repair the generator for a lot of experience. Also, there's a room to the
north which contains a .223 Pistol, some ammo, and some stimpacks. Be sure
that you get the pistol.

* GUN Information: .223 Pistol
  ---
  This is the second most powerful pistol in the game (second to the PPK12
  Gauss Pistol) and is ranked 4th out of all small arms for raw damage. It
  is an extremely powerful weapon with really good penetration. Its only
  drawbacks include low range/poor accuracy (common to most pistols) and
  a five-round magazine. Like its name suggests, this weapon uses the .223
  FMJ round.

The computer parts for NCR are in the storage shed of Level 3 (it's in one
of the rusty lockers towards the south). There should be a super stimpack
in one of the lockers as well. If you go to the library (the room to the
left; it has a good computer), you can access the working computer to find
the location of Vault 13. If you've restored power, there will be another
computer in the room towards the right of the library that you'll need to
access. Use it to disable the force fields in the 1st level. Save the game.
Kill the raiders in the third level. After you've killed them, access the
computer in Darion's chamber using the science skill. You will find out
that one of the congressmen in NCR is a spy working for Darion. Also, on
a corpse of one of the raiders (the one guarding the room next to the
library) is an H&K P90c, one of the best burst-mode weapons available.

* GUN Information: H&K P90c
  ---
  The P90c is an awesome sub-machine gun that dishes out good damage using
  the common and cheap 10mm round. It does decent damage because of the
  12-round burst mode and also because of the 10mm's size. With the right
  perks and traits, you can use burst mode three times per turn (fast shot,
  1x action boy, and bonus rate of fire). It stands second to the superior
  H&K G11 series SMGs. It has a 24-round magazine, but middling range.

  Also, this particular SMG is loaded with 9mm ammo, but you have to reload
  it with 10mm ammo. You can shoot with the 9mm rounds while they're still
  in the gun.

Go in the second level, and do the same, killing all the raiders. Do the
same for the first level. After you've killed the raiders, leave the vault
via the ladder, and then tell Zeke that you've killed the raiders. He'll
send a courier to NCR so that the group can join the Republic. Leave for
NCR.


NCR (again)
===
Notable Areas
1) See above section for NCR

Notable Characters
1) See above section for NCR

Notes
1) Tell Tandi about the Vault 15 situation and also about the NCR spy.

Quest Experience/Reward Table:
- Retrieve the computer parts and allow  Vault 15 to be annexed by the
  NCR: 5000 xp, $6000
- Tell Gunther that Feargus is a spy: 40000 xp, $4000
 
Details
-------
Enter NCR unarmed and in the council area. Go speak with Gunther and tell
him that you're ready to report on the situation of Vault 15. Afterwards,
go and speak with Tandi. Tell her that you have the parts and that the
Squatters are willing to negotiate with Tandi to join the NCR. Also, tell
her about the spy in the NCR congress. Be sure to pick up your reward from
Gunther. Now, it's time to go to Vault City.


VAULT CITY (yet again)
==========
Notable Areas
1) See above section for Vault City

Notable Characters
1) See above section for Vault City

Notes
1) Tell Sark that you've scouted the route to NCR.
2) Deliver Westin's holodisc to Lynette.

Quest Experience/Reward Table:
- Tell Sark that you've scouted out NCR:: 750 xp, $500, Motion Sensor
- Deliver the holodisc to Lynette: 1500  xp, H&K G11, two frag grenades

Details
-------
When you enter Vault City, go to the Corrections Center and speak with
Sark. Ask him for some recon work, and then tell him that you've scouted
the route to NCR. Afterwards, go to the City Council and tell Lynette that
you've delivered the holodisc to Westin. Give her the holodisc that Westin
gave you, and she'll direct you to Randal for the reward. Save the game.
You'll be heading for Vault 13 next.


VAULT 13
========
Notable Areas
1) Cavern
2) First Level (medical building)
3) Second Level (living quarters)
4) Third Level (computer systems, hatchery)

Notable Characters
1) Gruthar, leader of the talking Deathclaws
2) Joseph, the resident physician
3) Matt, a prisoner (he broke in the hatchery)
4) Valdis, he guards the entryway to the hatchery and mainframe
5) Kerith, the deathclaw mother
6) Jim, he has been hired to fix the computer
-  Deathclaws
-  Humans

Notes
1) Enter the Vault with the voice recognition module. If you don't have it,
   either search for it in Vault City (it's covered in the above sections)
   or buy it from Eldridge for $1500.
2) Fix the computer using the recognition module on the third floor.
3) Get the Navigation Computer parts.
4) Get the G.E.C.K. for Arroyo.

Quest Experience/Reward Table
- Enter Vault 13: 2000 xp, Arroyo is capptured*
- Help Gunthar fix the computer: 5000 xpp  , G.E.C.K. (if you didn't take it
  earlier)
- Get the G.E.C.K.: 4000 xp

Introduction
-------
Vault 13 is home to the G.E.C.K., the item that your village needs. It is
also home to a group of talking deathclaws. The deathclaws can mimick
human speech and are highly intelligent, but are just as good in combat as
their less-intelligent kin.

Details
-------
when you get there, use the computer to open the door, and then enter Vault 13.

When you're in the vault, open the door and talk to the deathclaw standing
ahead of you. Talk to him, and ask him about the local brahmin raids. He
will apologize, and then will ask you to fix their computer (it cannot
understand voice commands) so that their raids will stop. Offer to fix it
for him. If you're hurt, then go talk to the doctor in the medical
facility. There's not much to do in the second floor.

If you go to the third floor, you can meet Dalia again and another lady.
The mainframe terminal (the one which you have to repair) is in this room,
as is the G.E.C.K. and the Navigation Computer parts. If you go to the left
and into the library, you can pick up another NPC by the name of Goris.

* NPC Information: Goris
  ---
  Goris is a formidable NPC. Even if he cannot wear armor, his tough skin
  is equivalent to combat armor or so. He also can't use weapons, but he
  can get about 40 hit points of damage with his claw. The bad thing is
  that he leaves you in two weeks because he fears his pack is in trouble.
  He's a good addition to have within that timeframe. But after he leaves,
  you can go back to Vault 13 to recruit him again.*

Now it's time to fix the computer. Go to the right, and examine the
terminal next to the mainframe. Open it up, and then install the voice
module. Also, go in the storage shed (the room with lockers) and use the
lockpicks to open the locker on the right wall that is closest to the
south. It contains the Navigation Computer parts. If you want, you can get
the G.E.C.K. (it's in the locker on the northern wall, towards the left),
but Gunthar will give it to you if you fix the computer. If you go and look
at the other lockers, you will find some medical equipment, but that's it.
Head for the first level, and tell Gunthar that you have fixed the
computer. You will receive lots of experience, plus the G.E.C.K. Leave for
Arroyo for a massive suprise.

* When you enter Vault 13, the Enclave will come and take away the village
  dwellers of Arroyo. The sole survivor will be Hakunin, and he'll give you
  the location of Navarro (you already have it). If you've spoken with
  Goris, you can get a good bit of information about the Enclave and what
  they have done. In fact, that group is the remenant of the U.S.
  Government and it has regulated the construction of the Vaults.

  Also, the Enclave will come (again) into Vault 13 two weeks from the day you
  enter it. Of course, the group will kill everybody except for Goris. Even if
  you defeat the Enclave within the two-week period, they will still come. If you
  do enter the vault after the deathclaws are dead but before the Enclave is destroyed,
  you will get a bad ending for Vault 13 (as opposed to no ending at all).

  If you want to recruit Goris again, speak with Goris - he'll tell you to see
  the video showing the encounter between Horrigan and Gruthar. After you see
  it, Goris will join you again.

 
ARROYO (again)
======
Notable Areas
1) See above section for Arroyo.

Notable Characters
1) See above section for Arroyo.

Notes
1) Talk to Hakunin once you arrive.

Details
-------
When you enter Arroyo, Hakunin will immediately start to talk with you.
It turns out that the same group (the Enclave) that took the Vault 13
citizens to the island military base have done the same for Arroyo.

Hakunin will mention that the tribesmen have been taken to Navarro, a
satellite Enclave base. (They were there for a brief amount of time before
being sent to the main Enclave base in the Pacific Ocean.) You've already
been there to get the powered armor and the Vertibird plans.

If you want to get a lot of experience points, go to the Military Base,
which is sandwiched between San Francisco and Vault 13. Yep, it's the same
military base where the vats were in the original Fallout, except this time
it has been destroyed. The Enclave went there to get the remaining amounts
of the FEV virus. If you want to skip the military base, go to San
Francisco. The Military Base will be covered next.


MILITARY BASE
=============
Notable Areas
1) Outside of the Military Base (tents)
2) The Military Base
   - Level 1 (entrance)
   - Level 2 (armory/med lab)
   - Level 3 (holding area)
   - Level 4 (F.E.V vats)

Notable Characters
1) Grundel, the first Super Mutant who you will face
2) Melchoir, the final Super Mutant who you will face (he can throw
   random critters at you, the toughest being the deathclaws)
-  Radiated Rats
-  Super Mutants
-  Super Duper Mutants
-  Melchoir's Pets (deathclaws, fire gecckos, nasty floaters without
   poisoning ability, mutated mole rats)
-  Dead Enclave troopers

Notes
1) Kill the dogs when you enter the base. Wait until a dog attacks.
2) Enter the military base.
3) Kill everything in the base. Be sure to raid it.
4) Repair the generator in the first level (needed to operate the lights
   and the elevator).

Quest Experience/Reward Table:
- Kill the dogs that are lurking outsidee: 660 kxp
- Open the Military Base: 5000 xp
- Fix the generator in the first level:  1500 xp
- Kill all of the enemies in the first llevel: 1320 kxp
- "    "   "  "   "       "  "   second  "   : 6250 kxp
- "    "   "  "   "       "  "   third   "   : 4365 kxp
- Kill Melchoir and all of his pets in tthe fourth level: 11565 kxp

Introduction
------------
This is the ruins of the old Military Base in the original Fallout. It has
been destroyed twice, once by your character's ancestor and again by the
Enclave.

Details
-------
In the beginning, you will be surrounded by several wolves. Kill them using
your melee weapons. Afterwards, scout the tents, and be sure to read the map
of San Francisco if you don't know where it is. You'll find some energy cells
and some rockets. You can also get a holodisc from one of the footlockers in
one of the tents; there are five of them and are scattered throughout the base.
The discs will tell you how the Enclave obtained the F.E.V.

To enter the base, walk up to the mine cart, and towards the south, you'll see
a pole. Pick up the pole (it's pretty heavy) and place it on the cart. Go to
the north and enter the shack there (you'll need to pick the lock to enter it).
Take one stick of dynamite and place it on the cart without setting the timer.
Push the cart to blow up the pile of rocks in order to create an entrance to
the base. Enter it.

When you enter the base, you'll see two corpses of Enclave troopers. If you
examine them, you can find some plasma grenades, melee energy weapons, radios,
and a holodisc on one of them. Head towards the left and kill all of the rats
that you see there. Also, fix the generator using a combination of the Science
and Repair skills for some experience.

Be sure to explore the depths of the first level and be sure to kill every
critter that you can find. After you're done, head to the second level. The second
level is a lot like the first, except that all of the enemies are super mutants
weilding heavy weaponry. You should be able to take them out with ease, especially
if you have the powered armor from Navarro. If you scout around, you can find
several energy weapons, lots of health equipment (including six super stimpacks),
and even a suit of the standard T-51b powered armor. This suit is older and isn't
as good as the one that you should be wearing. If you don't have powered armor yet,
be sure to put this suit on. Also, examine the corpses of the Enclave troopers to
get some more grenades as well as the holodisc.

Go to the third level, and kill all of the super mutants there, and examine the
corpses of the Enclave troopers. Again, you'll find the same thing. The mutants
in the third level are a bit tougher than the previous ones that you've faced,
particularly in that they have energy weapons rather than conventional weapons.
After you've killed the final batch of mutants, head to the fourth level, and
save the game.

The fourth level will be the one of the hardest levels in the game, not to
mention the military base itself. Melchoir guards this part of the military
base. He's surrounded by the remains of the F.E.V virus (I think), and can
throw grenades which evolve into deathclaws, fire geckos, floaters, and
mutated molerats. If you want a quick victory, kill Melchoir immediately using
your most powerful weapon. Otherwise, start killing his critters until he runs
out to maximize your experience points.

The footlocker holds the PPK12 Gauss Pistol, an extremely powerful firearm, as
well as a holodisc (the latter item could be in Melchoir's corpse, I don't
remember). Get the gun and leave the base for Navarro.

* GUN Information: PPK12 Gauss Pistol
  ---
  The Gauss Pistol is the most powerful pistol in the game and has
  penetration equal to that of the more powerful pulse-based weapons. The
  only drawback is the relative scarcity of 2mm EC ammo in the Fallout 2
  world (save for the Enclave main base). It can do about two times the
  damage that the .223 pistol can muster, and is an excellent weapon for
  killing literally anything. The extremely powerful M72 is the only small
  arm that is more powerful than this weapon.


NAVARRO (again - but covered in a completely different way above)
=======
Notable Areas
1) The Gas Station
2) Military Installation
3) Underground Base

Notable Characters
1) Chris, the gas station attendant (you might have killed him)
2) Raul, Vertibird mechanic
3) Quincy, mechanic
4) Sergeant Granit, he controls the guard activities
5) Base Commander, she is in charge of the base
6) Dr. Schreber, the base medic (he cannot heal you)
7) Cookie, the Navarro cook (good source for gossip)
8) K-9, a robotic NPC that is a dog
9) Xarn, a deathclaw who is about to be terminated by the Enclave.
-  Enclave troopers (powered armor)
-  Enclave troopers (combat armor)
-  Mechanics
-  Scientists and Technicians

Notes
1) Kill Chris if you haven't done so.
2) Don't worry about the vertibird plans; if you followed the walkthrough
   up until this point, you should have them. Check the above section if
   you still haven't gotten them.
3) Get the FOB from the base commander.
4) Save Xarn the deathclaw. Alternatively, you can kill him for a bit
   more experience than what you would get for saving him. Or you can do
   both.
5) Fix K-9.

Quest Experience/Reward Table:
- Kill Chris: 1500 xp
- Kill Chris: 300 kxp
- Retrieve the Vertibird plans: 3500 xp
- Retrieve the Tanker FOB: 3500 xp
- Kill Doctor Schreber: 1000 xp
- Kill Doctor Schreber: 125 kxp
- Save Xarn: 1500 xp
- Kill Xarn: 500 xp
- Kill Xarn: 1200 kxp

Introduction
------------
If you have followed this walkthrough so far, you should know the procedure
on how to enter Navarro. Navarro is heavily guarded by several Enclave
guards clad in powered armor. There are four ways into the heavily-guarded
base. Also, if you have NPC's, you should leave them in the entrance of
the base, but if they're wearing Power Armor, then they can tag along
with you (the grunts there will think that they are Enclave troopers).

Details
-------
The first entrance is in the old gas station. To enter Navarro from there,
you have to kill Chris, the gas station attendant. The entrance leads to
the subterranean portion of the Navarro complex. The second entrance is
located to the west, and you'll have to enter an air vent to access that
area. Also, a blue pass key is needed for the door to open (it can be found
in the Gecko power plant). The third method requires you to go talk to Matt,
the Brotherhood of Steel member in San Francisco. Tell Matt that you would
like to find the vertibird plans, and then ask him how to go about infiltrating
the base. After you've done that, talk to Chris, and ask if you can join the
Enclave. He'll give you the password, Sheepshead, which you'll have to give
to the gate guard. The last option, of course, is to enter the base through
the front and assault it. After you've gotten the password from Chris, be
sure to kill him in one turn.

The primary objectives in this area are to acquire the vertibird plans as
well as a key fob. To get the vertibird plans, go to the above-ground part
of the base, and start asking Navarro technicians about the Vertibird plans.
After you've received information about their whereabouts, go to the right
maintenance wing (the one with the diesel truck in front of it). Talk to
Quincy (the mechanic) by the lockers. Ask if you can see the plans, and
then tell him that Raul sent you. He'll get angry, but will allow you to
look at the plans and, as an added bonus, all of the other items in the
rest of the lockers. If he bugs you about authorization, use the 'Sneak'
skill and lockpick the lockers to obtain their contents. After you've
retrieved the plans, make way to the left maintenance wing (the one with
the vertibird parked in front). Talk to Raul, the mechanic there, and tell
him the incriminating stuff that Quincy has mentioned. Raul will go and
beat up Quincy, and you're free to examine the loot stashed within the
lockers here. You may already have found the vertibird plans if you've followed
the walkthrough to get the Advanced Power Armor.

To retrieve the key fob, go and talk to Cookie, the cook in the mess area
(it's a building a bit to the left of the road). Ask him about the base, and
also, how to go to the Enclave area. He'll mention something about a FOB.
Go to the subterranean portion of the base, and there should be a hallway
leading to a room with the Base Commander in Power Armor. Talk to the
commander's guard, and tell him that you need to get the FOB for security
reasons. He'll let you in. Once you're in the room, talk to the Commander.
The Commander will tell you where the FOB is located. Retrieve it.

Finally, you can also save or kill (or even both) Xarn, a deathclaw. He's
one of the intelligent deathclaws belongs to the same species as his
bretheren in Vault 13. Go to the base medical lab, which is located to the
southwest of the underground portion of the base. Talk to the doctor there,
and ask him about his profession, etc. After he mentions deathclaws, ask if
you can kill the one being held up in Navarro. He'll accept your offer.
Close the door to the medical lab (stay inside, though), and use a weapon
that can kill the doctor in one shot (he doesn't have armor and has 45 hit
points). After you kill him, examine his desk and take out the blue pass key
(if you have one from the nuclear plant in Gecko, you don't have to take it).
Enter the deathclaw chamber and tell the deathclaw that you'll free him (or
that you'll kill him). If you want to free him, use the key card on the
locked door. If you want to do both (at the expense of losing karma points),
open the locked door and then kill him. Alternatively, you can tell him that
you'll save him and then go on a killing spree in Navarro - the deathclaw
will join the fight with you, and he'll be on your side.

You probably have noticed a robo-dog in the medical lab. It should be disabled,
and it will need a motivator unit for it to work. The robo-dog is pretty much
the same as the other one in NCR, so you can pass this NPC up. But if you
do want it, go to the vertibird garage (overworld) and examine the lockers for
the motivation unit. There's an electric motor there also that looks similar
to the motivation unit, but it will not work. After you get the motivation
unit, use it on the robo-dog for some experience and a new NPC. Mind you, he's
the only NPC that can traverse Navarro base that doesn't have to wear Power
Armor. Save, and head for San Francisco.


SAN FRANCISCO
=============
Rough Map
             
            Hubologists
    Seaport  /
       |    /
       |   /
   Chinatown -- Shi Temple

Notable Areas
1) Chinatown
   - Businesses (Flying Dragon 8; Dr. Fung's office)
   - Boxing Ring
   - The Dragon's and Lo Pan's training centers
2) Shi Temple
   - Computer rooms
   - Emperor's Throne Room
3) Hubologists
4) Seaport
   - Oil Tanker
 
Notable Characters
1)  The Dragon, one of the icons of the Shi
2)  Lo Pan, another icon of the Shi
3)  Dr. Fung, Chinatown's doctor
4)  Lao Chou, owner of the Flying Dragon 8 store
5)  Matt, the Brotherhood of Steel guard
6)  Ken Lee, the Emperor's advisor
7)  Dr. Wong Yi Tze, the Shi's leading researcher
8)  AHS-7, the Hubologist who handles matters involving new recruits
9)  AHS-9, the leader of the Hubologists
10) Juan Cruz and Vikki Goldman, two porn stars who are ardent believers
    in Hubology
11) Chip, the tanker vagrant who sold his spleen
12) Badger, the vagrant who lost his girlfriend (also the resident computer
    technician)
13) Marc, a vagrant who describes himself as "a resident smart-ass"
14) Suze, Badger's girlfriend
15) Captain Ron Meyers, a former Enclave technician, now captain of the
    Poseidon oil tanker
-   Shi
-   Shi guards
-   Hubologists
-   Tanker vagrants

Notes
1)  Help the Dragon kill Lo Pan.
2)  Defeat Lo Pan's fighters (for experience) under the guise of helping him.
    Then kill him in the ring.
3)  If you haven't done so, give the vertibird plans to the Brotherhood.
4)  Give the vertibird plans to the Shi.
5)  Offer to kill the Hubologists for the Shi.
6)  Get the Zeta-scan at the Hubologists, and then kill them.
7)  Find Badger's girlfriend, and kill the creatures that infested the oil
    tanker.
8)  Retrieve Chip's spleen.
9)  Make the oil tanker suitable for travel (install the Navigation Computer
    parts, transfer fuel).
10) Go to the Enclave base.

Quest Experience/Reward Table:
- Defeat the Dragon's fighters: 8000 xp
- Defeat Lo Pan's fighters: 8000 xp
- Give the Vertibird plans to the Shi: 55000 xp
- Kill the Hubologists: 8300 kxp
- Kill AHS-9 for the Shi: 5000 xp
- Kill the critters in the underground llevel of the tanker: 10500 kxp
- Return Suze to Badger: 5000 xp
- Use the FOB to access the navigation ccomputer room: 2000 xp
- Fix the navigation computer: 2000 xp
- Convince Dr. Wong to return Chip's splleen: 2000 xp
- Direct fuel to the oil tanker: 5000 xpp
- Help Chip get his spleen replaced: 30000 xp

Introduction
------------
San Francisco is undergoing a new renaissance era. It's heavily populated
by the Shi people as well as religious fanatics. Here, you'll be
able to finally access the Enclave Oil Rig, the last destination your
character will face.

Details
-------
When you enter San Francisco, make your way to the north. You should see a
boxing ring. (When you enter San Francisco for the first time, you should
see two men fighting each other in a boxing ring. The barechested man is
the Dragon; the other is Lo Pan.) Go a bit to the right and then go to the
north, and enter the Dragon's training center. Talk to the Dragon, and ask
him who he was fighting. Then tell him that he must triumph, and then tell
him that you are the person capable of taking out Lo Pan. The Dragon will
offer you a test of skills, namely, defeating his fighters. Tell the Dragon
that his offer is fair, and then take the test. You'll have to defeat
several fighters in an ascending order of difficulty; the last one will have
around 150 hit points or so. Also, you'll be healed after each fight. After
you've defeated the fighters, then go to Lo Pan's training center (directly
to the left of the Dragon's center). Talk to Lo Pan, and ask him who he was
fighting. Tell him that the Shi are sheep, and then tell him that you can
take out the Dragon. He'll offer you a test which is exactly the same as the
one that the Dragon offered you. Tell him that it is fair, and then take the
test. Again, defeat his fighters, and then tell Lo Pan that you are going to
fight him.

Lo Pan is somewhat easier than some of the Dragon's and even his own fighters.
If you don't finish off Lo Pan quickly, he'll pull out a .223 pistol and then
start to attack you. But then again, it is easy to inflict critical damage
on him. Unfortunately, you will not receive any experience for defeating him.
After you've killed him, go to the Shi temple, which is directly to the
right.

NOTE: The way that the fights are scripted is extremely buggy. For instance,
      if you hit your opponent just once, you will win the fight, but the
      challenger will remain in the ring, and will attack you in the next
      fight. It can get hectic at times, especially when there are several
      fighters in the ring (all are allied against you). However, the fights
      can linger on until death - and if you end combat there, you'll be
      stuck inside the ring.

      It's also advisable not to save the game during combat; you are more
      prone to being stuck in the ring.

When you're in the Shi temple, go through the hall, and enter the Emperor's
room. Talk to Ken Lee, the Emperor's advisor (he's the man wearing the lab
coat). Ask him if you can see the Emperor, and then give him your name. He'll
ask for you to go to Navarro and get the Vertibird plans (which you already
have) and give them to Dr. Wong Yi Tze (he's in the computer room that's close
to the throne room; he is described as a rotund Shi man). You'll receive a
good bit of experience for your efforts.

NOTE: If you haven't delivered the vertibird plans to the Brotherhood, do
      so before delivering them to the Shi - Matt, the BOS soldier, has the
      foresight to make duplicates (unlike the Shi). After you've given the
      plans to the BOS, give them to the Shi afterwards.

After you've delivered the plans to the Shi, go back to Ken Lee. He'll give
you a new quest, namely, the death of the Hubologist leader AHS-9. Head for
the Hubologists' hideout now.

Once you reach the hideout, descend down the stairwell, and talk to AHS-7.
Tell him that you're interested in joining the Hubologists, and he'll
direct you to the auditorium where you'll hear a speech by Juan Cruz and
Vikki Goldman. Talk to them, and tell them that you're willing to join the
Hubologists. They'll give you a holodisc about Hubology. You can read it
to get an idea of what it's about.

Now, you can get a Zeta-scan from AHS-7. After the scan is complete, tell
him that you want to use your ability for the Hub, your ability for the
Great Wheel, etc. AHS-7 will ask you to kill Badger, one of the tanker
vagrants. Refuse his offer, and AHS-7 will leave. If done properly, the
scan should increase your luck by one at the detriment of some karma points.
You might have seen a man wearing a tuxedo - this is AHS-9. (He's sort of
close to the auditorium, albeit in a different room.) Go and kill him, and
then, eliminate the rest of the Hubologists. After you've killed them, go
back to the Shi temple. Tell Ken Lee that you've killed AHS-9. You'll be
granted access to speak with the Emperor (by the way, the emperor is a
computer). Head for the oil rig now.

When you reach the oil rig, go talk to Chip, the man whose description tells
that he is in considerable pain. Talk to him and offer to find his spleen.
Afterwards, enter the room with computers in it. This room is also occupied
by Badger, a vagrant in leather armor. Save the game, and enter the ladder
that leads downstairs. Kill all of the critters down there. After you've
killed them, go through the room that requires the FOB and install the
navigation computer parts into the navigation computer. After that, go back
to where the critters were, and find Badger's girlfriend (she's in the
northeast quadrant of that area). Return her to Badger. After you've
returned her to Badger, go downstairs again, but this time, go near the
forklift. There is a door a bit to the left of the forklift that is
controlled by the FOB; go to the door and open it up using the FOB that you
got from Navarro. Enter the room, and climb the ladder; use the computer
parts on the computer on the right hand side. Leave that area, and head back
to Badger's computer room. From there, head to the tankers' bridge (it's
located to the right; climb up the stairs to access it).

When you get to the bridge, talk to the captain. Ask him about the ship,
and he'll tell you that it needs fuel to make the trip to the Enclave base.
After that, leave the tanker for Chinatown.

Once you're back in Chinatown, go to the Flying Dragon 8 store (it has a
brahmin pasture behind it) and talk to Lao Chou. Ask him for some info,
and then tell him that you're looking for a spleen. He'll tell you that
he sold it to Dr. Wong (the researcher at the Shi temple). Go to Dr. Wong,
and ask him about the spleen. He will tell you that he wants to eat it (the
rest is a Silence of the Lambs plug). Tell him that he has to substitute
the spleen for a liver, and then, tell him that it is indeed a human spleen.
He'll tell you that he'll give Chip back his spleen within a day.

At the Shi temple, you also have to direct fuel along a pipeline to the oil
tanker. Go to the Emperor computer, and go into the chemistry database. Choose
the fuel option, and direct the fuel to the oil tanker. After you've directed
the fuel, go to Chinatown, and talk to Dr. Fung. Tell him that you have a
friend who needs help with a spleen. Dr. Fung will charge you $1000. Pay
him. Leave for the Brotherhood of Steel building, and heal yourself there.
After you've healed yourself, go back to the oil tanker, and tell Chip the
good news about his spleen. He'll tell you that he'll be back within a day.
After Chip leaves, rest for one day to receive your reward. You'll get some
experience points and some information about the lost Arroyo villagers.
At this point, make sure that you drop your NPC's off in the ship, and also
make sure that you are wearing some form of Power Armor. (You can get a suit
from the Brotherhood of Steel building or at Lao Chou's store if you still
need one; you should be wearing the other Power Armor that you got in
Navarro.)

Save the game, and head to the bridge. Access the computer, and tell the
ship to "go." You're on your way to the Enclave base, the final area of the
game.


THE ENCLAVE
===========
Rough Map

Entrance---Barracks/Armory---|
  |                          |
  |                          |
  |                 (via emergency exit)
  |---Prison                 |
          |                  |
          |                  |
       Storage/Shock Room    |
          |                  |
          |                  |
     Presidential Quarters---|
          |
          |
      Nuclear Reactor

Notable Areas
1) Entrance
2) Barracks/Armory
   - Equipment lockers at the right side
3) Prison, mini-Armory
   - Equipment lockers to the northwest
   - Prison cells to the southeast
4) Storage/Shock Room
   - Storage areas on both left and right sides
   - Maze with electrified flooring; serves as a defense
5) President's Room
   - President's chamber
   - Vice President's chamber
   - Curling's chamber
   - Situation/War Rooms
6) Control Room
   - Computer rooms
   - Reactor housing
   - Reactor control computers

Notable Characters
1) Martin Frobisher, the leader of Vault 13, imprisoned
2) The Arroyo village Elder, now incarcerated
3) President Dick Richardson, President of the U.S.A
4) Vice President Bird, a video-game incarnation of Dan Quayle
5) Dr. Curling, head of the "Project"
6) Tom Murray, chairman of the Atomic Energy Commission
7) The President's secretary, an incarnation of Monica Lewinsky
8) Sergeant Granite, Enclave defector who will help you take down Horrigan
9) Frank Horrigan, mutated Secret Service Agent, also the end-boss
-  Enclave citizens
-  Enclave scientists
-  Enclave guards
-  Vault 13 prisoners
-  Arroyo prisoners

Notes
1) Access the computer in the entrance, and read the report concerning the
   nuclear power plant.
2) Go to the Barracks, and get the plastic explosives and 2mm EC ammo.
3) Talk to Frobisher and the village Elder.
4) In the storage area, get the Advanced Power Armor MK II, the M72 Gauss
   Rifle and, if you haven't done so yet, the G.E.C.K.
5) Survive the shock room.
6) Kill President Dick Richardson and retrieve his Presidential pass key.
7) Release the F.E.V into the Enclave air system.
8) Blow up or disable the computers that control the nuclear reactor.

Quest Experience/Reward Table:
- Enter the Enclave : 15000 xp
- Complete the shock room maze: 2500 xp
- Kill President Richardson: 110 kxp
- Convince Curling to release F.E.V intoo the air: 5000 xp
- Convince Murray to disable the nuclearr reactor: 12500 xp
- Blow up the computers that control thee reactor: 10000 xp
- Get Sergeant Granit's help in killing  Horrigan: 1500 xp
- Kill Frank Horrigan: 10000 kxp

Introduction
------------
This is the final destination in the game. Like Navarro, the Enclave
oil rig is heavily guarded by both guards in Power Armor as well as
robots. Be sure that you and your NPC's are clad in some type of Power
Armor before entering.

Details
-------
When you enter the base, access the computer towards the southwest side.
Login as one of the users it lists, and download the security status for
the nuclear reactor. After you've gotten the status, go towards the right,
and enter the barracks/armory.

Once you're in the armory, go in the hallway, and follow it until you reach
its end. You should see a room with bunk beds that is guarded by guards who
are wearing an older design of Power Armor. Raid the lockers on the northern
side for some 2mm EC ammo. The ammo is needed for the M72 Gauss Rifle. After
you've gotten the ammo, head for the armory, which is located a bit towards
the north. You should get some plastic explosives from here. After you've
gotten the necessary items, leave this room and head back to the entrance.
Now, you have to go to the detention cells.

Go through the hall in this new area, and then take a right to enter the
detention cells. The prisoners from Arroyo and Vault 13 are being held here.
You can talk to the Elder of the village as well as Martin Frobisher (the
leader of Vault 13) to get an idea of what's going on. Afterwards, go down
the stairwell to go through a corridor to reach the President.

The corridor is essentially a very powerful defense mechanism; the floor,
which is electrified, can deal up to 10 damage to you. When you enter the
maze, you'll have to use the terminals to open and close doors. An ASCII
map about the maze as well as the order has been provided below:

    A - B - C            Order to get through the maze:
    |   |   |
1 - D - E - F - 2        B, A, D, equipment runs (1 and 2), E, F, B, C,
    |   |   |            A, G, H, I, (leave the corridor)
    G - H - I

where A-I are the respective terminals, 1 and 2 denote equipment rooms. In
room #1, you can get the M72 Gauss Rifle as well as the Advanced Power Armor
MK II. In the second equipment room, you can get the G.E.C.K (if you've
forgotten it) as well as various healing items and weapons.

* GUN Information: M72 Gauss Rifle
  ---
  This weapon is the strongest small gun in the game and also is one of the
  strongest weapons (second only to the Pulse Rifle). It can deal about 30
  hit points of normal damage on Enclave troopers and can go over 150 hit
  points on critical hits. It's a superior weapon that is a must have to
  get. The Enclave base is chock full of 2mm EC ammo, which is extremely
  rare in the Fallout world.

After you've completed the maze, head to the Presidential Quarters. Once
you're there, go through the hallway until you reach the vice president's
office (he's in a suit). You can talk to him, and his conversation is
reminiscent of Dan Quayle (actually, virtually everything he says is one
thing that Quayle had already said at one point). The President's room can
be accessed by going through the door with the President's seal on it. Once
you are in there, close the door and enter 'Sneak' mode. If you want, you
can talk to the President and find out about the "project" and a brief
history about World War III. The main objective here is to kill him - arm
yourself with the M72 and shoot him in the head (or anywhere, for that
matter, as long as he is dead - and in one shot). After you've killed him,
get the presidential pass key from his corpse. Now, there are two easy routes
that you can take to beat the game.

* ROUTE ONE: Convince Dr. Curling to release the F.E.V in the Enclave
 
  To complete the game this way, go to Dr. Curling's office, which is to the
  far left of the Presidential Quarters (his description will read that he
  is a very tired man). Talk to him, and tell him that you're from Arroyo.
  He'll mention that you have to go back to the detention cell, but you have
  to tell him that he is wrong. Tell him about saving thousands of lives,
  and then he'll mention that he's going to restore "real humans" to the
  wasteland. Tell him that you're human, and then ask him how your DNA is
  different. He'll start to discuss the "project," but then, you'll have to
  cut him off by telling him that you are just as human as he is or that
  change is the one universal constant. Let him think about his decision,
  and then allow him to vaccinate you from the F.E.V. He'll release the F.E.V
  in the Enclave compound, which will kill all civilians and scientists
  (save for Dr. Curling, Tom Murray, the President, and the Vice President).
  After he has released the F.E.V, rest for 10 minutes, and then climb the
  stairwell to the nuclear power plant. Once you're there, go to the three
  computers on the right side (they're close to the mainframe). Detonate
  the plastic explosives there.

* ROUTE TWO: CONVINCE MURRAY TO DISABLE THE REACTOR

  Go to the nuclear reactor room, and head towards the southern computer
  complex. There should be a nicely furnished office with a guard standing
  beside it and Tom Murray (he's in a lab coat) standing by his desk. Talk
  to Murray, and tell him that you need him to shut down the reactor. He'll
  resist; threaten him. He'll offer to shut it down for you. After he shuts
  it down, leave the area.

There will be a 10 minute timer before critical meltdown. Leave the compound
by going back to the Presidential Quarters, and by taking the emergency
stairwell (it's in the southern area). The stairwell will lead you to the
barracks. Once you're there, leave the barracks for the entrance.

When you get to the entrance, you'll see an Enclave troop squadron. Talk to
their leader, Sergeant Granite, and tell him that you're leaving to get back
to your people. He'll mention that Frank Horrigan is guarding the area and
preventing anybody from leaving. Granite will then go on to say that he's
an extremely tough guy. He'll say that he pities you. Tell him about the
situation with the nuclear reactor. Offer to give the squadron refuge in
your ship for their aid in taking down Horrigan. After you've enlisted their
aid, run towards the southern end of the Enclave. Go to the computer and
put in the presidential passkey. Activate the counter-insurgency protocol,
and the robotic turrets will start to hit Frank Horrigan. Hit Horrigan with
your Gauss rifle; Granite's squadron has a Pulse Rifle, a Gauss Pistol, a
Turbo Plasma Rifle, and a Gatling Laser cannon. This will be a very easy
fight for you, especially since you have the counter-insurgency protocol
installed. Horrigan's suit will cause his torso to split from the rest of
his body after it has sustained 999 hit points of damage. If you talk to
him, he'll suicide. Leave the compound to finish the game.


ENDINGS
=======
The endings will vary depending on the quests that you've chosen. If you've
followed this route, this is what will happen:

- The Dwellers from Vault 13 and Arroyo  create a community together using
  the G.E.C.K.

- Slavery has been eradicated from the DDen because of Metzger's and
  Mordino's death.

- Modoc becomes a strong farming villagee.

- Vault City, now free from the raiders  and the N.C.R, captures Gecko
  because of the optimized nuclear reactor there. The ghouls are now treated
  as slaves by Vault City.

- New Reno is controlled by the Wright ffamily. They destroy more than half
  of the town by killing the remaining crime families.

- Myron dies about a year after you desttroyed the Enclave.

- Broken Hills disbands because the urannium supply is extinguished.

- Redding is now annexed by N.C.R becausse you sold the mine chip to Marge
  LaBarge, a prominent N.C.R supporter. Redding also becomes far more
  productive because jet has been virtually eliminated from that town.

- N.C.R fully annexes Vault 15 because oof your support.

- The Shi build a new empire in the San  Francisco bay area after the
  death of the Hubologists.


COMBAT TACTICS
==============
Like the original guide, here is a section that gives information about
general combat tactics, plus a boss guide.

ARMOR AND AMMO
--------------
The type of ammunition used will change the amount of damage dealt to
the target. JHP is always the superior choice, followed by FMJ. Forget
AP ammo. AP is, in the first place, more expensive, and although it
does penetrate a bit more than JHP ammo, it deals very little damage.
It's useless against anything - JHP is always superior. Shotgun Shells
deal good damage regardless of the target used, and FMJ is like a
'neutral' ammo - it works okay on both armored and non-armored targets.
It doesn't suffer nearly the damage penalty of AP ammo, but it penetrates
far better than JHP. 7.62mm and .45 caliber ammo are effective only on
lighlty armored targets. Caseless ammo is generally pretty good in
penetration but quality degrades as the armor is stronger; the EC
ammo used in Gauss weapons has excellent penetration. Generally speaking,
even the strongest "normal" weapons deal little damage to heavily armored
targets, with the notable exceptions being the Bozar and guns that run on
either caseless or EC ammo.

As for energy weapons, their real effectiveness depends on the type of
weapon used. For instance, laser weapons aren't as effective as plasma
weapons on armored targets. Plasma is good against anything except for
Tesla armor. The Pulse-weapons use a different technology and is
very effective against every type of armor - in the game engine, I
think no type of armor can effectively block this type of attack.

In addition, for burst weapons, armor modifiers are added to each
bullet. I.e, if you use the burst mode on a SMG to fire 10 rounds,
the armor will absorb damage from each bullet and then will add up
the unabsorbed damage to give the total damage dealt, as opposed to
the total damage being calculated and then being reduced.
--------------------------------------------------------------------
Consider combat armor, which has a damage threshold of 8 hit points
and a damage resistance of 60% against laser attacks. (8 hp/60%)

The way armor works is like this: if you are wearing combat armor
and somebody hits you with a laser rifle, you will receive x amount
less. Say that if you're wearing the Vault 13 jumper, which has
no protection whatsoever, and the enemy uses the laser rifle and hits
you for 42 hit points of damage.

Take the same situation with combat armor on. The armor will naturally
deflect 8 hit points of damage because of the damage threshold. Now
only 34 hit points remain. The armor can resist 60% of that damage.
Multiplying 34 by 60% will give you 20.4, and rounding that down
will give you 20. You'll only take 20 hit points of damage with the
armor instead of 42.

GENERAL TACTICS
---------------
- You can cripple your foe at five pointts if you score a critical while
  aiming at their legs, arms, or eyes. If you cripple your foe's legs,
  he or she will have a hard time walking around. If you cripple one of
  the enemy's arms, then he or she won't be able to use two-handed weapons
  (and of course, if you cripple both of them, then the enemy will have to
  resort to unarmed attacks). If you cripple your opponent's eyes, then he
  or she will suffer from reduced Perception levels.

- Aiming for the eyes usually gives a hiigh critical chance and does gobs of
  damage. Also, on male NPC's, hitting them in the groin makes them fall
  down.

- Always use the right weapon for the joob. For lightly armored targets,
  you should attack unarmed or with a melee weapon that doesn't consume
  ammo. For "regular" targets (i.e., most humans and super mutants) use
  regular shots, and use targeted and/or burst shots if possible and if
  effective. For armored humans and critters, use powerful weapons that
  have good penetration (like the PPK12/M72, G11(e), Vindicator, Plasma
  Rifles, and the YK42B ).

- Also use the right ammo for the job ass well. AP ammo might seem to be
  better than JHP ammo while hitting armored targets, but the game engine
  always gives lots of negative modifiers to damage with AP ammo. AP ammo
  penetrates better than JHP ammo, but always use JHP. It's the best type.
  FMJ isn't that bad either. The only exceptions to the rule seem to be
  AP and Explosive rockets, which to me seem to deal about the same amount
  of damage.
 
BURST WEAPON TACTICS
--------------------
- You can give your shots "up close and  personal." This works well
  for most targets. With regular-strength burst weapons, like the M3A1
  or MP9, you should get about 60-70 hit points of damage, whilst with
  the G11(e), you should get about 150 plus hit points of damage.

- Burst shots have a wide area of effectt. If an ally is in the middle, you
  might want to not do a burst shot. Here is an example of the
  "burst cone:"

                  X (you)
                  |
                 / \\
                / | \\
               / ||| \\
              / ||||| \\
             / ||||||| \\
            Area of effect
          
  This is why giving the shots "up close and personal&qu

 
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