Sep 29, 2000 - Fallout 2 Walkthrough For PC 1.2

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Healer: You heal two to five more hit points when using First Aid
        or the Doctor skills per level.
        Requirements: 7 Perception, 6 Agility, 5 Intelligence,
                      40% First Aid, Level 3
        Ranks: 3
Heave Ho!: This perk will increase your strength by two for determining
           range with thrown weapons per level. It won't affect carry
           weight, skills, etc.
           Requirements: Level 6Fallout 2 on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.
           Ranks: 3
Here and Now: Your character gains an additional level instantly.
              Requirements: Level 9
              Ranks: 1
Karma-Sutra Master: Gives better reactions to NPCs when having sex.
                    Requirements: 5 Endurance adn Agility, Level 6
                    Ranks: 1
Karma Beacon: Karma is doubled for the purposes of dialogue.
              Requirements: 6 Charisma, Level 6
              Ranks: 1
Lifegiver: You will gain four hit points when you gain a level per
           level.
           Requirements: 4 Endurance, Level 12
           Ranks: 3
Living Anatomy: A bonus of 10% to the doctor skill as well as dealing
                5 extra points of damage to living creatures. Excellent
                perk.
                Requirements: 60% Doctor, Level 12
                Ranks: 1
Master Thief: It's a one-time bonus of 15% to the Lockpick and Steal
              skills.
              Requirements: Level 12
              Ranks: 1
Master Trader: You have a 25% discount whenever you purchase or barter
               goods from a store or another person.
               Requirements: 7 Charisma, 60% Barter, Level 9
               Ranks: 1
Medic: It's a one-time bonus of 20% to the First Aid and Doctor skills.
       Requirements: Level 12
       Ranks: 1
More Criticals: Increases critical chance by 5% per level.
                Requirements: 6 Luck, Level 6
                Ranks: 3
Mr. Fixit: It's a one-time bonus of 20% to the Repair and Science skills.
           Requirements: Level 12
           Ranks: 1
Mutate!: It changes one of your traits into something else.
         Requirements: Level 9
         Ranks: 1
Mysterious Stranger: A stranger comes from time to time to help you out.
           Requirements: 4 Luck, Level 9
           Ranks: 1
Negotiator: Gives a one-time bonus of 10% to the Speech and Barter skills.
            Requirements: 50% Speech, 50% Barter, Level 6
            Ranks: 1
Night Vision: It reduces the overall darkness by 10% per level.
              Requirements: 6 Perception, Level 3
              Ranks: 3
Pathfinder: It reduces your travel time by 25% per level.
            Requirements: 6 Endurance, 40% Outdoorsman, Level 6
            Ranks: 2
Pickpocket: This perk lets you ignore size and facing modifiers when you
            are stealing.
            Requirements: 8 Agility, 80% Steal, Level 9
            Ranks: 1
Presence: It improves the NPC's reaction by 10% per level.
          Requirements: 6 Charisma, Level 3
          Ranks: 3
Pyromaniac: Your character will do 5 more damage with flamethrowers.
            Requirements: 75% Big Guns, Level 9
            Ranks: 1
Quick Pockets: With this perk, one less action point to access the
               inventory than normal per level.
               Requirements: 5 Agility, Level 3
               Ranks: 3
Rad Resistance: It increases your radiation resistance by 15% per
                level.
                Requirements: 6 Endurance, 4 Intelligence, Level 6
                Ranks: 2
Ranger: The Outdoorsman skill is increased by 15%.
        Requirements: 6 Perception, Level 6
        Ranks: 1
Scout: It increases the size of explorations on the world map by one
       square for each direction.
       Requirements: 8 Perception, Level 3
       Ranks: 1
Scrounger: In a random encounter, it doubles the amount of ammunition
           that you find.
           Requirements: 8 Luck, Level 9
           Ranks: 1
Sharpshooter: It increases your perception for range modifiers only
              per level.
              Requirements: 7 Perception, 6 Intelligence, Level 6
              Ranks: 2
Silent Death: With this perk, you can use the Sneak skill and attack
              a critter using a hand-to-hand attack from the back for
              double damage.
              Requirements: 10 Agility, 80% Sneak, Level 18
              Ranks: 1
Silent Running: You can run and sneak at the same time with this perk.
                Requirements: 6 Agility, 50% Sneak, Level 6
                Ranks: 1
Slayer: A 10-sided dice is rolled. If the number is equal to or below
        your luck, you'll get a critical hit with unarmed or melee
        weapons. It's really nice and works extremely well with the Super
        Sledgehammer, Power Fist, or the Ripper.
        Requirements: 8 Strength, 8 Perception, 80% Unarmed, Level 18
        Ranks: 1
Smooth Talker: Increases your intelligence by one for dialogue purposes
               only per level.
               Requirements: 4 Intelligence, Level 3
               Ranks: 3
Snakeater: It gives you a 25% increase to your poison resistance.
           Requirements: 3 Endurance, Level 6
           Ranks: 1
Sniper: Same as Slayer, except it works with ranged weapons. It is great
        with aimed shots (using Small Guns) and is really really nice
        with burst weapons. (It actually makes the SMG a source of total
        devestation...)
        Requirements: 8 Perception, 8 Agility, 80% Small Guns, Level 18
        Ranks: 1
Speaker: It's a one time bonus of 20% to your Speech and Barter skills.
         Requirements: Level 12
         Ranks: 1
Strong Back: This perk gives you an increase in carry weight by 50 pounds
             per level.
             Requirements: 6 Strength, 6 Endurance, Level 3
             Ranks: 3
Survivalist: This perk gives you a 20% increase in Outdoorsman for survival
             purposes only per level.
             Requirements: 6 Endurance, 6 Intelligence, 40% Outdoorsman,
                           Level 3
             Ranks: 3
Swift Learner: Whenever you gain experience, you'll receive 5% more experience
               per level of the perk.
               Requirements: 4 Intelligence, Level 3
               Ranks: 3
Tag: With this perk, you can pick a new tag skill in addition to the ones
     you already have.
     Requirements: Level 12
     Ranks: 1
Thief: Another one-time bonus of 10% to the Lockpick, Sneak, Steal, and
       Traps skills.
       Requirements: Level 3
       Ranks: 1
Toughness: It adds 10% to your general damage resistance per level.
           Requirements: 6 Endurance, 6 Luck, Level 3
           Ranks: 3
Weapons Handling: It adds 3 to Strength when determining which weapons can be
                  used (determined by strength).
                  Requirements: 5 Agility, Level 12
                  Ranks: 1

GOOD PERK LIST
--------------
Here's a list of the perks that absolutely shine:

- Action Boy (especially if you have 8 oor 9 Agility)
- Awareness
- Better Criticals
- Bonus HtH attacks
- Bonus Move
- Bonus Rate of Fire
- Living Anatomy
- More Criticals
- Mr. Fixit
- Slayer
- Sniper
- Thief

OTHER CHARACTERS
----------------
I had a good time with the aforementioned character (used above). The list
is a selection of other good characters:

Gun-Handling Diplomatic Sniper
- ST 4, PE 6, EN 6, CH 7, IN 9, AG 10, LLK 5
  Take Gifted, and tag Small Guns, Energy Weapons, and Speech.
  Be sure to work on Energy Weapons and Small Guns early on. Get the Power
  Armor early on as well, and in the Brotherhood bunker, get the Pulse
  Rifle and Pulse Pistol.

Rounded Sniper
  ST 4, PE 6, EN 6, CH 8, IN 8, AG 10, LK 5
  Take Gifted, and tag Small Guns, Speech, and Science. Work on Small
  Guns and build Speech to about 125% and Science to 150%. Get the
  Power Armor early on for this character.

Killer Sniper
- ST 4, PE 8, EN 5, CH 7, IN 8, AG 10, LLK 5
  Take Gifted, and tag Small Guns, Energy Weapons, and Melee Weapons.
  Again, get the Power Armor and the weapons cache early on. This
  character will be an absolute bastard in the end game and in combat,
  but will suffer slightly in diplomatic affairs and unarmed boxing.

Killer Sniper (second variant)
- ST 6, PE 7, EN 6, CH 6, IN 7, AG 10, LLK 5
  Same info as above but will not be dependent on Power Armor. However,
  you will need NPC's to survive early on - Sulik, Vic, and perhaps
  Cassidy. Getting the second level of the combat implants is not a
  good idea (as it will decrease your charisma).



WALKTHROUGH
===========
This is the route that is used in this walkthrough:

- Arroyo
* San Francisco / Navarro block (used to get Power Armor)
- Klamath
- The Den
- Modoc / Ghost Farm / The Den
- Vault City / Gecko
* Den (get the car)
- San Francisco / Navarro (now get the PPower Armor if you haven't done so)
- Redding
- Broken Hills
- New Reno / Sierra Army Depot
- Broken Hills (again)
- Raiders / Vault City
- New California Republic / Vault 15
- Vault City (again)
- Vault 13
* Military Base
- Navarro / San Francisco

***
This walkthrough will include (very early on) information to get the Power Armor.
It won't assume that you have it until you've reached Vault City (however, you
can still complete all of the things mentioned, although it is a lot harder),
but after you've got the car (after that section is covered), the walkthrough
WILL ASSUME that you have it.
***

An asterix (instead of a dash) will indicate that the area is optional.

The car is mainly a convinience issue - it speeds up overland travel. Since
there's no real time limit for completing the game, it is not required.

The military base is just included so that your character can gain experience.




ARROYO
======
Notable Areas
1) The Temple of Trials
2) Arroyo Village
3) Arroyo Wilderness
4) Arroyo Bridge

Notable Characters
1)  Arroyo Elder, leader of your village
2)  Klint, the temple guard
3)  Hakunin, the village shaman
4)  Feargus, your young nephew, whining about well
5)  Nagor, your cousin, his dog Smoke is lost
6)  Lucas, a warrior, teaches you unarmed skills
7)  Jordan, a warrior, teaches you melee skills
8)  Aunt Morlis, your aunt, gives you flint
9)  Bridge Guard, sharpens your spear
10) Cameron, he'll challenge you to a fight in the temple
11) Smoke, Nagor's dog
- Various townsfolk
- Geckos in wilderness
- Plants in Hakunin's garden

Notes
1) Survive through the Temple of Trials. You don't
   have to kill all of the critters there.
2) Kill the plants that are invading Hakunin's garden.
3) Find Smoke, Nagor's dog.
4) Fix the Arroyo well.
5) Ask Jordan and Lucas to teach you fighting skills.
6) Ask the Arroyo Bridge Guard to sharpen the spear for you using some flint
   from your aunt.

Quest Experience/Reward Table
- Survive the Temple of Trials: 600 xp
- Kill all of the critters in the Templee: 865 kxp
- Kill the plants of dark soul: 170 kxp
- Kill the plants of dark soul: 100 xp,  2 healing powders
- Fix the well: 100 xp
- Find Smoke for Nagor: 200 xp
- Convince Aunt Morlis to give you flintt: 50 xp

Introduction
------------
Arroyo is the small community where you start off. You'll need to pass
the Temple of Trials before you set off on your journey to find the
G.E.C.K for the beleagured village.

Details
-------
When you start the game, you'll see your character outside a big building.
Enter the building. This is the Temple of Trials.

The temple of trials is full of giant ants and small radscorpions, which
have 6 and 10 hit points, respectively. Since your goal is to reach the
end, it is not necessary to go and kill every critter that you see. (Mind
you, this does become a bit hard if you choose a diplomatic character
instead of a strong character.)

At the first part of the temple (the foyer), you'll encounter two giant
ants. If you proceed forward and to the north towards the locked door, you
won't have to fight any more ants. However, if you go on the first passage
to your right, there are some more ants lurking around there. In the far
right, there is a pot that has one bag of healing powder. In the first room
to your left, there are two scorpions, but no items. And on the second
passage to your right, there are three scorpions. In the room (it has a
wall dividing the room into two) on the right side, there are some bones.
You can examine them and take a spear. At the end of the first level, there
is a locked door. Simply use your lockpick skill to unlock the door.

When you enter the second part of the temple (the hallway), you'll find
lots of raised plates. Stepping on the raised plate makes a spear shoot out
from the wall. (It is highly unlikely for you to get hit by the spear.) If
you go to the room on your right, you'll see two scorpions and a chest,
which contains a bag of healing powder. When you go to the west by the
chasm, you'll see two to three ants. Kill the ants and get the plastic
explosives. If you go to the right passage past the chasm, you'll see two
giant ants (one in the passage, one in the room to the right). After you
kill them, you can go in the room and take the antidote from the chest. At
the end ofthe hallway, you'll see a metal door. Put the plastic explosives
in your active item slot and set the timer, and then run away from the
door. After the explosives blow up, so will the door. Go through for the
final part of the temple.

When you are in the final level, kill the ants in the first room and then
head east to kill some more critters. In the easternmost room, there is a
healing powder. Take the healing powder, and then go west and then go towards
the northern hall, to the room with a firepit in its center. Talk to Cameron,
the final test of the Temple  of Trials. If you have a high speech skill, you
can convince him to not fight you. Otherwise, you have to fight him to leave
the temple. It is not a fight to the death.

If you do decide to fight Cameron, all of your items will be placed in the
chest in the room where you started the final part of the temple. You cannot
use any weapons nor any healing items. After you convince Cameron or you win
the fight, get your items and then open the door. You'll see a short video of
you getting the Vault Suit. Immediately, you'll be transported to the Arroyo
village and you'll also receive some experience.

After you're in the village, go to the elder's tent, which is right next to
you. The elder is wearing brown robes. Talk to the elder and accept the quest
to find Vic and also the G.E.C.K. You'll receive some money and a water flask.
Open the chest behind the elder to get a knife as well as some healing powder.

Next, go to the tent that's directly to the north of the elder's tent. Talk to
Hakunin, the village shaman. Offer to weed his garden (it's to the tent's left).
Go to the garden and kill the spore plants for some experience. Go back to
Hakunin after you've killed the spore plants and he'll give you some healing powders
and will offer to make healing powder for you provided that you give him the
Broc Flower and the Xander Root. You'll also get some experience.

Go to the east of Arroyo and talk to your cousin Nagor, who lost his dog,
Smoke. Offer to find Smoke for Nagor. Next, go south to the head monument
and talk to Lucas. Ask him if he can teach you some unarmed skill, and if
he can, ask him to teach you some. Next, go to the west and repair the damaged
well for a little bit of experience. Go to one of the tents to the east and
find Jordan, who can increase your melee weapons skill.

Now it's time to find Smoke. Head out to the west of Arroyo, into the
wilderness. Smoke is in the western area of the wilderness. After you find
him, return him to Nagor for some experience.

Go to the south of Arroyo, until you reach the great bridge. Talk to the
bridge guard, and ask him about his spear. He'll tell you to go to Aunt Morlis,
who is in the main village, for some flint. Go there, and talk to your aunt
(she's in the southwestern area of the village). Talk to her, and ask her if you
can have some flint. If you get the option, tell her that your journey will be
dangerous and that you need the flint - otherwise, you'll need three healing
powders.

After you get the flint, go back to the bridge, and ask the bridge guard to sharpen
the flint for you. After it has been sharpened, leave Arroyo for the south, or for
Klamath (if you don't want some very special armor).


THE QUEST SOUTH (Actually, to San Francisco, then Navarro, back to San Francisco)
===============
Notable Areas
1) San Francisco's China Town
2) Navarro's Gas Station, Base, and Armory

Notable Characters
1) Matt, the Brotherhood of Steel guard at San Francisco
2) Chris, the Gas Station attendant at Navarro
3) The Enclave Guard at Navarro
4) A random Enclave technician
5) Quincy, a maintenance tech
6) Raul, Vertibird maintenance tech
-  Shi guards (at San Francisco)
-  Enclave Troopers (at Navarro)

Notes
1) Go to San Francisco safely. Once you are in San Francisco, save the game.
2) Talk to Matt and accept the quest to find the Vertibird plans. Save the
   game after accepting.
3) Go to Navarro safely. Talk to Chris and get the password from him.
4) Enter the Navarro base. Once there, get the Advanced Power Armor, the
   Vertibird plans, as well as a Super Sledgehammer and some nifty lockpicks,
   as well as some books and the combat armor. Actually, the Power Armor is
   the only "necessary" component.

Quest Experience/Reward Table
- Get the password from Chris: 1500 xp
- Find the Vertibird plans: 3500 xp
- Return the Vertibird plans: 20000 xp,  access to all Brotherhood of Steel
                              bases

Introduction
------------
The first San Francisco/Navarro block consists of getting the Advanced
Power Armor. The armor will make the game significantly easier. You don't
have to get it immediately, but be sure to get it after finishing the Vault
City / Gecko block (see later sections).

Details
-------
Head south of Arroyo, way down. If you start to see the coast, go east and then
head south until you reach San Francisco. The city is located right next to
the coast. If you find some really hard critters on your way there, be sure to
run away. It might take about four weeks to walk there. San Francisco is
marked as "unknown" on the world map.

Once in San Francisco, go north up the street, and take a left after you see
the boxing ring. Go south and enter the Brotherhood of Steel building. (It has
a guard in metal armor standing next to it.) Talk to the guard, ask why he knows
your name, and then ask who the Brotherhood of Steel is. He'll start talking
about the history of the Brotherhood of Steel and then mention the Enclave.
Offer to infiltrate one of the Enclave's bases at Navarro, and then ask him
how to go about infiltrating the base. The guard will tell you. Head to Navarro
for now.

* Also, if you walk in the various shops - Flying Dragon 8 (on the west side)
  and Red 888 Guns (on the eastern side), you can steal a lot of money from the
  shopkeepers. People have reported success with only a steal skill of around
  30%. You should do this twice - once after entering San Francisco for the first
  time, and after getting the Power Armor from Navarro.

After you get in Navarro, talk to Chris, the gas station attendant. Tell him
that you are looking to join the Enclave, and then tell him that you are a new
recruit. Chris will give you the password. Head north to go to the Enclave
installation. (If this doesn't work, load from an earlier save and try it again.)

Once you are there, talk to the guard, and give him the password, which is
Sheepshead. Enter the Enclave, and go to one of the buildings to the north
that has some people in lab coats. Talk to one of those people, and ask him
if he knows where the Vertibird plans are kept.

After you get the info, go to the eastern maintenance building and talk to
Quincy, one of the men in leather armor. Ask him if you can see the Vertibird
plans. He'll ask you who needed them, and then tell him that Raul needed them.
He'll get really angry, but will let you take the plans. While you're at it,
be sure to loot the other lockers for a lot more stuff.

After you get the plans, go to the western maintenance building and talk to
Raul, the Vertibird repairman. Tell him that Quincy wants to see him. Raul
will get really angry at Quincy, and then he'll ask you to look after the
Vertibirds. Offer to do so, and when Raul leaves, loot the lockers to get
more stuff. After you've looted them, go to the basement of the base. There
is an elevator in the northern section of the base.

Once you're in the basement, go south and left, and loot the lockers there. Get
an Advanced Power Armor, but not necessarily the weapons and ammo. Leave the
base, and head back to San Francisco.

When you're in San Francisco, go give the Vertibird plans to the Brotherhood
guard. He'll make copies and give you back the plans, and also will give
you full access to the Brotherhood facilities. You don't have to, but if
you want, take the Power Armor and the Combat Armor from the base. Leave
for Klamath. The walkthrough will be covered as if you didn't get the Power
Armor, but there will be specific things that you can do with the armor, and
those will also be included.


KLAMATH
=======
Rough Map

                 Canyon
                    |
Trapper Town --- Klamath
                    |
               Wilderness

Notable Areas
1) Downtown
   - Buckner's Bar
   - Vic's old office
   - The Golden Gecko
2) Trapper Town
3) Wilderness
4) Canyon

Notable Characters
1) Aldo, the Klamath greeter
2) Torr, Mrs. Buckner's dimwit son
3) Ardin Buckner, she owns Buckner's
4) Maida Buckner, Ardin's daughter
5) Sulik, an NPC who you can pick up later, he's doing work for the Buckners
6) Smiley, Ardin's boyfriend, he's a trapper
7) Whiskey Bob, the barfly at Buckner's
8) Jon Sullivan, he can give you a boost to melee and unarmed skills
9) Slim, he has the key for Trapper Town
-  Townsfolk of Klamath
-  Barflys
-  Trappers

Notes
1) Loot all of the footlockers and shelves for items. You'll need them
   to barter for more things in Klamath. Also, attempt to steal from the
   miscellaneous characters, especially any money, stimpacks, or weapons/ammo.
   Be sure that you also have 10 beers and 10 bottles of booze, for you will
   need it later.
2) Help Torr guard the "Moo-Moos" against the "bugmen." Attempt to kill the
   Dunton brothers while doing this.
3) Ask John Sullivan to improve your fighting skills.
4) Offer to refuel Whiskey Bob's still.
5) Tell Mrs. Buckner that you will save Smiley, her boyfriend.
6) Kill the Rat-God for Klamath's Trapper Town.
7) Get the fuel injection module for the car (you'll get it in the future).
8) Kill the robot wandering around in Klamath's canyon.

Quest Experience/Reward Table
- Help Torr guard the Brahmin: 250 xp
- Kill all of the radscorpions: 420 kxp
- Kill the Dunton twins: 80 kxp
- Ask Jon Sullivan to teach you fightingg: 150 xp, 10% bonus to fighting skills
- Refuel Whiskey Bob's still: 100 xp, $550
- Pay for Sulik's damages: 500 xp, Sulikk becomes your NPC
- Kill the robot in Klamath: 200 kxp
- Kill all rats in Trapper Town: 400 kxpp
- Kill all rats in first level: 500 kxp
- Kill the rat god: 300 xp
- Kill all rats in second level: 645 kxpp
- Kill all rats in third level: 590 kxp

Introduction
------------
Klamath is a small city that is populated by hunters as well as rats. You'll
be able to get your first NPC here. In addition, you'll be able to attempt
a rescue mission as well as eradicate the city's rat infestation.

Details
-------
When you enter Klamath, head to the left and talk to the door-greeter guy.
Give him five dollars and then ask him about what is going around in
town lately. Afterwards, go talk to Torr, the man who isn't wearing a shirt.
(He's also in front of the Buckner building.) Talk to him, and tell him that
you will help him guard the brahmin right now.

You'll be transported to the Brahmin fields in Klamath, where one lone
radscorpion will come and attack you. Kill the radscorpion, and then
head west. Save the game, and attempt to kill the two Dunton brothers using
your sharpened spear. After they are dead, heal, save the game, and then
attack the remaining radscorpions, which are in the southeastern area of the
fields. There are seven radscorpions to kill. After you've killed all of
the radscorpions, head back to Klamath.

Once you're back in Klamath, save the game, and start to steal from the
other citizens of Klamath. Be sure to steal money, weapons, and 10 beers
and 10 bottles of booze. Steal from the person's back, and after each
successful steal, save the game. After you have had enough stealing, make
way to the northeast, and go to a building that has a sign which reads
"Vic's." Go in the building and take everything from the drawers and shelves.
Be sure that you get the radio, the pipe rifle, and the JHP ammo. In the
southeastern corner of Klamath, close to where you entered, there is
a building with a 'Guns and Bullets' magazine in a shelf. Read the magazine
to receive an increase in your small guns skill.

* GUN Information: Pipe Rifle/10mm Pistol
  ---
  The Pipe Rifle can hold only one 10mm bullet at a time, and its range
  and damage aren't anything special. The 10mm differs from the former
  in that it offers a 12 bullet magazine rather than the single-shot
  Pipe Rifle.

Go back to the Buckner building, and talk to Whiskey Bob. Offer to refuel
the still for him. (You might need to buy him some whiskey while you're at
it.) Head south, until you reach the wilderness. Once you're there, enter
"Sneak" mode. Go to the southwest until you reach a shack. Enter the shack,
pick up the firewood, and put it in the still. After that's finished, leave
for the "civilized" part of Klamath.

After you're in Klamath, talk to Whiskey Bob, and he'll give you $50. With
all of the money and stuff that you have stealed from the denizens, you should
now have more than $350. Talk to Sulik, the guy in the southeastern corner
of the Buckner building. Ask him what's going on, and then ask him if you can
pay for his damages. Offer to pay for them, and then you'll get Sulik in
your party. Also, talk to Ardin, ask her what's wrong, and then offer to find Smiley
(her boyfriend) for her.

* NPC Information: Sulik
  ---
  First and foremost, Sulik is a fighter. He is skilled with sub-machine
  guns and melee weapons, especially the spear and sledgehammer. He's not too
  bad at hand-to-hand combat, either. With a super sledgehammer or a powerful
  SMG, like the H&K P90C, he's walking death. The only problem is that the
  SMG's will become too weak at the end. He's really good to have in the
  beginning.

With Sulik, head to the northwest section of Klamath. Go to the Golden Gecko,
and talk to Jon Sullivan, the guy to the left in the Golden Gecko. Ask him
if he can teach you magic first, and then ask him if he can teach you pugilism.
Afterwards, head to the west of the Golden Gecko to go to the Canyon. Once
in the canyon, kill the robot for some experience. Head back to Klamath, and
then go east for Trapper town.

When you enter trapper town, save the game, and steal from all of the townsfolk
of Trapper Town. Be sure to go and get two gecko pelts and two healing powders
from the westernmost building in Trapper Town.

More importantly, your mission here involves killing the rat god. To kill him,
you have to go to the Blades building and enter through the northwestern entrance.
When you enter through that entrance, you should see an old drawer and a man
wearing a green shirt. Talk to the man, and ask him about Trapper Town. Talk
to him again and ask him if you can have a key to go to the northern areas
of the town. He'll give you the key.

When you get the key, open the locked door, and after you get past the door,
close the door. Go outside, and enter the old guns store. Loot the lockers,
and be sure to get the rubber boots and the 10mm ammo. Give one pair of
boots to Sulik. Afterwards, leave the gun store, and then go to the
western entrance of another building. Tell Sulik to remove his armor and
get the leather jacket from him, and wear it. Kill all of the rats there, and
enter the stairwell that leads to the basement.

After you enter the stairwell, go to the northern room with a desk. Examine
the desk, and get the 10mm ammo. Kill all of the rats in this level, get the
knife on the first easternmost end (it's near the dead body) and a crowbar
in the remins of some bones (it's in the second easternmost end) and take the
ladder that leads to the lower level of the rat caves.

When you're in the second level, kill all of the rats. The rat god will be
there, and he isn't too tough. After all of the rats have been killed, go
to the northeast section of the caves, and climb the ladder that is next
to the bookcase. You're on your way to finding the fuel-injection module.

In this level, kill all of the rats. In the southern corner there's a locker
which contains two stimpacks and 20 dollars. In the southern eastern corner,
there is a dead repair robot. A tool is nearby. Get the tool, and head towards
the locked door on the north side.

Once you are there, examine the shelf and take the dynamite and the crowbar.
Place the dynamite really close to the door, set the timer, and wait until
it detonates. After it detonates, go up the ladder. After you go up, head
south, and examine the broken car on the south. After you get the fuel cell,
head back to Trapper Town, and then to Klamath. Once in Klamath, go to
the Buckner house, and trade for a Leather Armor using spears, meat jerkey,
etc. After you get the leather armor, make sure you have some rubber boots.
Leave Klamath, and head for the Toxic Caves to find Smiley the trapper.


THE TOXIC CAVES (subarea)
=========================
Notable Areas
1) The First Floor
2) The Second Floor

Notable Characters
1) Smiley the Trapper
-  Lots of Golden Geckos

Notes
1) Kill the Golden Geckos.
2) Find Smiley, the trapper.

Quest Experience/Reward Table
- Kill all Geckos in Toxic Caves: 1655 kkxp

Details
-------
Once in the Toxic Caves, kill all of the geckos that you see using your spear
and/or the Pipe Rifle. In the first level, there is a room which contains
some boots, stimpacks, and some RadX which is to the south. Go there and
get everything, and then go to the second level. In the second level, there
are a lot of golden geckos. Use the pipe rifle and the spear to finish them.
Smiley is in the easternmost part of the second level of the caves. Talk
to him and tell him that Ardin is waiting for you. He will be a temporary
NPC in your party. Also, there is a locker in the second floor, next to
the elevator, which contains some RadAway's. Save the game after you've
found Smiley, and then steal 10 golden gecko pelts from him. Save after you
have gotten them successfully. Leave the caves for Klamath.

NOTE: The elevator can only be opened with some Electronic Lock Picks, and
      you also need to repair the generator that powers the elevator. There
      is a Mark II Combat Armor there as well as some powerful weapons and
      some 2mm gauss ammo in the basement.

KLAMATH (again)
===============
Notable Areas
1) See above listing for Klamath

Notable Characters
1) See above listing for Klamath

Notes
1) Go back to Klamath to tell Ardin that you found Smiley.
2) Kill the Geckos in the wilderness.

Quest Experience/Reward Table
- Find Smiley: 1000 xp, $100
- Kill Geckos in Wilderness: 1045 kxp

Details
-------
Once you are in Klamath, talk to Ardin Buckner, and then tell her that you
don't want a reward. She'll give you $100 anyway. Afterwards, talk to Smiley,
ask him if he can tell you the tale of the Gecko, and then ask him how to
skin Geckos. Now, with your newfound knowledge, go to the wilderness, and
kill all of the Geckos there. Be sure you get their pelts. After you have
killed them, leave for the Den.


THE DEN
=======
Rough Map

West Side - East Side

Notable Areas
1) West Side
   - Lara's Hideout
   - Rebecca's Bar/Casino
   - Flick's store
   - Tubby's store
   - Smitty's home
   - The Ghost Home
2) East Side
   - The Hole
   - Graveyard
   - Church
   - Metzger's slave pen
   - Mom's diner

Notable Characters
1)  Rebecca, the owner of the bar/casino
2)  Tubby, he owns a store
3)  Flick, he "owns" a store
4)  Lara, she runs a mercenary camp
5)  Fred, he owes Rebecca a good bit of money
6)  Joey, the local thug who sells Jet
7)  Anna, a ghost who needs to be put to rest
8)  The Great Ananias, he lets you look at the Mummy
9)  Smitty, he sells you the car later on
10) Frankie, he owns the Hole
11) Metzger, he is the slave owner
12) "Mom," she owns the local diner
13) Stacy, she can tell you the story about Cuddles
14) Tyler, he is the leader of the other mercenary gang
15) The bar patron in the Hole, he screws you if you're female for $200
-   Orphaned children that steal your sttuff for Flick (they guard
    the entrances to several buildings)
-   Drunks in Withdrawal
-   Guards
-   Slaves
-   Slavers

Notes
1)  First off, go to Rebecca's bar, and ask her for work. She'll ask
    you to find Fred and collect $200.
2)  After you return Fred's payment, offer to find the book that
    Derek borrowed.
3)  Go to the east side, and screw the bar patron if you're female.
4)  Go to the Slaver's guild, and ask if you can see Vic. Talk to
    Metzger afterwards to see if you can buy Vic.
5)  Go to Mom's, and ask her for some work. Offer to bring the meal
    to Smitty.
6)  Go to the Graveyard and search for a book. (This is Rebecca's second
    quest)
7)  Talk to Stacy and ask her to tell you the story about her cat, Cuddles.
8)  Now go to Lara's place, and ask her for some mercenary work.
    This eventually boils down to eliminating the gang that you might
    have seen earlier at the Church.
9)  Put Anna, the ghost, to rest.
10) Obtain a sample of Jet.

NOTE: The Orphaned children will steal from you if you walk past them.
      Sometimes, they're successful; other times, they aren't. A workaround
      is to walk near the children, and then immediately enter combat
      mode. Run past the children, and enter the building. You have to do
      the same thing (reverse order though) to leave the building safely.

NOTE: Do not attempt to gamble at Rebecca's casino. There is an endless
      conversation bug (in other words, it doesn't end) when you talk to
      one of the casino patrons.

Quest Experience/Reward Table:
- Pay off Fred's debt for Rebecca: 200 xxp, $100
- Find Rebecca's book: 300 xp, $80
- Learn about Vic being a trader: 200 xpp
- Deliver Smitty's meal: 150 xp, stimpacck
- Ask Tyler if you can enter the church:: 500 xp
- Examine the crates in the church: 500  xp, $200
- Ask Metzger if Lara can attack Tyler:  200 xp, $50
- Find a weakness in Tyler's gang: 200 xxp
- Kill Tyler's gang: 485 kxp, $400
- Give Anna the locket: 250 xp
- Put Anna to rest: 600 xp
- Kill Metzger: 1500 xp, $1000
- Kill Metzger and his slavers: 1000 kxpp
- Free Metzger's slaves: 1250 xp

Introduction
------------
The Den is a dangerous place and is a safe haven for drug and slave trading.
You'll be able to bust a slaver ring and a small gang here.

Details
-------
When you enter the Den, go a bit to the south, and then enter Rebecca's bar/casino
(see the note above). Talk to Rebecca, and ask her for some work. She'll
tell you to go and find Fred. To find Fred, leave the bar, go south, and
enter the building where there is only one orphaned child. Enter it, and
talk to the drunk-looking guy (description says that he is "a citizen of
the Den"). Tell him that he owes Rebecca $200. He'll ask for $150 in the
process, and tell him that's okay. (He'll give you lots of nice stuff later
on.) Also, enter the door that leads to Flick, the shopkeeper who is wearing
a green shirt. Ask him what he does he do in the Den, and then ask him if
you can trade. After he shows you his wares, don't trade for anything, and
thank him. Talk to him again and ask him to show you his wares. This time,
he has a .44 magnum revolver that you can barter for. Buy that and its
corrosponding ammunition. Use your gecko pelts to trade for that.

* GUN Information: .44 Magnum Revolver
  ---
  It runs on .44 JHP or FMJ ammunition. The base damage rating is about
  12 to 18 hit points, but with targeted shots, you can easily get more
  than 70 hit points dealt. Plus, with ten Agility, you can shoot two
  aimed shots. It's an excellent small arm. Plus, you can put in a
  speed-loader to reduce the reloading cost to one action point.

Afterwards, leave this area, and go to Rebecca to pay her the $200. She'll
split it in half for you. Talk to Rebecca again and offer to find the missing
book for her. The book is in one of four random locations:

  (1) - The book is by a trashcan (not on fire) with a car door leaning beside
        it. The area is to the south of the graveyard and across the street.

  (2) - The book is in the graveyard. It's close by the John Andersen tombstone.
 
  (3) - The book is by some ruins to the east of the Slaver's Guild. The wall
        to the north is blocking the book, so you'll have to carefully search
        the area.

  (4) - The book is in an outhouse close to The Hole. It's beside the toilet.

After you find the book, you can return it to Rebecca for some experience and
money.

Now, it is time to go to the east side. Go there, and if you are female, go
to the Hole. Talk to the male bar patron, and tell him that he can screw
you for $200. If he says he doesn't have enough money, tell him tough luck
and then ask for $200 again (chances are that he might have the money). If
you are male, you can screw a prostitute if you give her some cash (I don't
know what is the point though...).

Go to the Slavers guild which is to the east. Enter there, and the door
guard will start to talk to you. Tell him that you want to see Metzger
or you want to buy some slaves. Afterwards, talk to another guard who
is holding a slave inside the main building. Ask him about Vic, then
ask if you can see him. Beg if the guard won't let you through. If he
lets you through, talk to Vic, tell him that you are going to free him,
and then give him the old radio that you found in Klamath. Afterwards,
go and see Metzger (he's in the center of the northern room). Talk to
him, and ask him if you can buy Vic. He'll sell him for $1000. If you're
female, you can screw Metzger and buy him for half the price. Also, be
sure to steal the shotgun from Metzger.

* GUN Information: 12-gauge Shotgun
  ---
  Even with its two shell ammo capacity, the shotgun is still a formidable
  weapon. It has a decent range and is quite powerful; targeted shots
  can deal in excess of 50 hit points.

When you talk to Vic, ask him where did he get the water flasks from
for some easy experience.

* NPC Information: Vic
  ---
  In the beginning, 'coward' defines Vic, but after you give him some
  armor and a decent weapon (like a shotgun or better), he becomes a
  whole lot better. Initially, he is inept at combat, but later on, he
  is quite formidable. After he maxes out his level, he can use the
  Gauss Rifle. In the long run, he is a valuable asset.

  Vic can use all small arms, but is horrible at melee combat. His
  specialty is the repair skill.

Next, go to Mom's diner and talk to Mom, the owner of the place. Ask her
what's going on in town. She'll hand you a dinner that she wants you to
give to Smitty. Also, talk to Stacy and ask her why is she so sad She'll
mention a cat, and ask if you can hear the story about her cat. You'll
get some experience for listening to the story. Head to the west side
of the Den to return Smitty's meal.

Smitty is in the far west corner of the West Side of the Den. Go talk
to him, and tell him that you have his meal from Mom's. You'll get 150
experience and a stimpack for giving him the meal. If you take a look
at Smitty's lockers, you can get a tool and other miscellaneous items.
The last locker contains a shovel, which will be required for a quest later
on.

Now it is time to do some mercenary work. Go talk to Lara, who is south
of Tubby's store (it's the central building on the western wing of buildings).
Lara is the woman in the second room. Talk to her, and ask her if there
is any work to be done. She wants you to examine some crates in the Church
on the East Side of the Den. Head there.

Once in the East Side, go to the church, and talk to Tyler. Tell him that
Metzger sent you, and he wants you to check some stuff for him. He'll
get pretty antsy, but will let you in. Once there, examine one column of
the crates to find out that they are filled with chemical compounds.
Head back to the West Side.

When you go there, go talk to Lara, and tell her what you saw. She'll give
you $200 and a new quest: ask Metzger if it is okay for Lara and her gang
to guard the church now. Head to Metzger's slave guild. Talk to Metzger
and ask if Lara can attack Tyler's gang. Metzger will say that it is okay.
Go back to the West Side and talk to Lara. She'll give you another quest:
find a weakness in Tyler's gang.

Go back to the church, and talk to Tyler. Ask him what's going on, and
he'll mention that he's going to a party. Tell him that you want him
to have fun. You'll get more experience. Go back to the West Side.
Talk to Lara, and she'll offer you $300 if you go and fight with her
in order to eliminate Tyler's gang. Say yes. The fight isn't that bad,
especially with Metzger's stolen shotgun and the revolver, and is
ridiculously easy with the Power Armor. After you have killed Tyler's
gang, you'll receive $400.

Now, it is time to put a ghost to rest. Go to the building that is
directly south of the one that Lara usually stays. There should
be a ghost there. Talk to the ghost, and ask her what is the matter.
The ghost says that she can't find it. Ask the ghost what is the object,
and then she'll mention that it is a locket. With this newfound knowledge,
go to Mom's diner. Talk to Mom, eat the meal that she offers you, and then
ask her if she knows about the haunted house. She'll mention that a teen
used the house about two years ago whose name is Joey. Thank her, and
head back (sigh) to the West Side.

Joey is the thug wearing a leather jacket. Talk to him, and ask him for
some information. Ask him about the ghost, and then ask about the locket.
Tell him that he stole it, and buy it from him for $50. With the locket,
go back to the building where you found the ghost, and give her the locket.
Talk to her again, and she'll turn into a pile of bones. Pick up the bones
and head to the graveyard. Find the grave marked "Anna Winslow." Dig up
the grave with your shovel, put the bones in there, and then close it up.
(If you were wondering, the grave is in the southeastern area of the
graveyard.)

If you have the Advanced Power Armor, you can go and kill Metzger for
a good bit of experience. Loot the corpses to get their pistols and
drugs, for they come in handy when it comes to buying weapons later
on. Also, if you have killed Metzger, go to Rebecca's bar. Tell
Rebecca that the fight was easy, and she'll give you $1000 dollars.
Go to one of the merchants in the West Side of the Den, and see if you
can buy some jet (the merchants might sell it to you for about $60).
Head to Vault City now, but stop in the unknown green area while you're
on your way there.

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