Sep 30, 2000 - Fallout 2 Walkthrough For PC 1

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Fallout 2: A Post Nuclear Adventure v.1.02d (NA)fallout 2 on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.
Game Guide, revision 2.24 (25 May 2004)

Written by Omkar Namjoshi

homepage: http://falloutnext.cjb.net
e-mail:   omk_489@hotmail.com

CONTENTS:
---------
1. About this guide
2. Character Creation Guide
3. Walkthrough
4. Combat Tactics Guide
5. Appendix
6. Credits

TEXTUAL NOTES
-------------
A list of abbreviations and just some stuff that needs to be noted is included
in this section.

xp:   Experience (general)
kxp:  Experience from kills
NCR:  New California Republic
BOS:  Brotherhood of Steel; technocrats from Fallout 1

ABOUT FALLOUT 2
---------------
Fallout 2 begins in July 2241, about 80 years after Fallout 1 started.
It shares the same game engine with the original Fallout and, like its
predecessor, is just as engaging, original, and violent.

Unlike Fallout 1, Fallout 2 is a much more "mature" game. Take, for
instance, New Reno. New Reno is filled with self-described pimps and
prostitutes, and your character can even become a porn star. Likewise,
there are many more chances to "score" in Fallout 2 to Fallout 1.
These details make the main plot much more contrived (though it's a lot
better than many of games out there) and also make it lose a lot of its
appeal.

The plotline begins when the Vault Dweller was exiled from Vault 13 (end-
game movie in Fallout 1). The Vault Dweller was followed by a few other
dwellers, and together, they trudged northward in the wastelands of
North California.

The small group founded a community, Arroyo. It was (and still is) a
primarily agragrian community and is quite primitive, but the villagers
later turned it into a thriving community.

The Vault Dweller vanished from Arroyo and was presumed dead. His daughter
became the Elder of the village. 35 years after the Elder received the
title of Elder, the economy of Arroyo slowly began to deteriorate and
needed the Garden of Eden Creation Kit (G.E.C.K) to survive. Your character
was chosen for that role and now has been sent to retrieve the G.E.C.K from
the holy Vault 13.

This walkthrough contains a lot of spoilers; read it only if you're
stuck in a certain part of the game and need some help to get out.

I hope you have as much fun as playing Fallout 2 as I have had. Best of
luck to you, Vault Dweller!
 

CHARACTER CREATION
==================
This walkthrough is different in its approach, and a special "highly-tuned"
character is used to maximize effectiveness. The walkthrough will walk you
through in getting the Power Armor early on in the game (or at least after
Vault City), and that is largely responsible for high and low stats featured
in the selected character.

The pre-selected characters can finish the game. Chitsa is the best, as her
intelligence will enable her to finish most of the quests in the game.
Narg is a melee fighter, which is pretty ineffective since virtually all
of the good weapons are ranged attacks. And Mingan, well...a thief-type
is horrible at combat and really isn't great. The character included below
can be considered a heavily modified Chitsa (I used that character as a
base for this one).

Now, here are two very conspicious traits that need to be acknowledged,
though they don't have a big impact on the game:

1. Yes, in Fallout, you can choose whether to be female or male. For the
   most part, it really doesn't matter what your gender is, but there
   are subtle differences that will be taken in account:

   FEMALES
   - In the Den, females can screw a bartender in The Hole for $200.
     They can also screw Joey, the gangster, (though apparently for
     nothing). One major advantage is that females can screw Metzger
     to buy Vic for half the price.

   - In Modoc, females can marry either Miria or Davin.
  
   - In New Reno, females will have difficulty convincing Stuart to
     sign you up for the boxing championships. Also, females can screw
     T-Ray (the chop-shop mechanic) to get the car back (he'll steal it)
     and screw him again to get upgrades.

   MALES
   - In the Den, males can screw a prostitute, although they have to
     pay to get that service done.

   - In Modoc, males can only marry Miria.

   - In Vault City, it's possible to date Phyllis for experience. Males
     can also donate sperm to diversify the genetic base in
     Vault City.

   - In New Reno, males have to pay the car mechanics to get the car
     back without violence. In addition, males are able to screw
     Angela, bishop's daughter.

2. Age will also have a slight bearing on what you'll be able to do and
   what you won't be. I haven't really had any problems with this, as this
   one is more so about personal preference.


Character sheet (used to beat the game):

Gender: Female
Age:    19 years

Primary Skills      Traits         Tagged Skills
--------------      ------         --------------
Strength:     4     Gifted         Small Guns
Perception:   6     Small Frame    Melee Weapons
Endurance:    6                    Speech
Charisma:     8
Intelligence: 9
Agility:      10
Luck:         5

Now, here are details about each of the skills and, in some cases, will
describe why the skill levels were chosen for this character.

MAIN SKILLS
-----------
They're pretty self explanatory, but on the descriptions it tells what
each skill modifies. All skills are important, but try to keep Luck,
Strength, and Perception at least at 4. Characters with Intelligence
values of three or less face a totally different game...the only
options that you'll receive in dialogue are "Ruk" and "Eeg," as
well as the occasional "Yah," "Uh-Huh," and "want morE." The average
level for all skills is 5.

Strength: It modifies carry weight, hit points, weapon handling,
          and some weapon skills.

          In this case, Strength is set at 4. The Power Armor will
          easily offset the penalty from having low strength.

Perception: It modifies some skills and increases accuracy at range.

            A Perception of 6 will allow your character to shoot at
            decent range. If you take mentats, you will be able to get
            the Sniper perk later on.

Endurance: Toughness. It modifies some skills, hit points, and
           resistance to poison and radiation.
      
           An Endurance of 6 was simply chosen to offset the hit point
           penalties incurred from the low strength.


Charisma: Looks. It modifies speech and barter, as well as NPC reactions.
          If you divide it by two and round down, that is the number of
          NPC's you can have. It decreases if you get second-level armor
          implants.

          Having a Charisma of 8 will be beneficial for some dialogue
          options and will allow your character to have 4 NPC's. If you
          get armor implants, it'll go down to 7 or 6, which is still
          a respectable level.

Intelligence: It modifies dialogue options (gives you more), skill points
              given per level, and 'science' skills. High intelligence is
              important and will enable you to complete most of the game's
              quests.

              An Intelligence of 9 won't give every dialogue option, but
              will be able (I think) to finish every quest available (although
              you'll have to repeat the game many many times; i.e., side
              with Hubologists in one game, the Shi in the other, etc.).

Agility: Speed. It modifies many skills, armor class, and action points.
         It is one of the most important combat skills.

         An Agility of 10 will give you 10 action points, which in turn
         will enable you to shoot twice per round, up to 5 with the right
         perks and traits.

Luck: It modifies critical chance, some skills, and the outcome of the
      game.

      A Luck of 5 was chosen - this is "neutral" and will buffer out
      most random encounters.


SECONDARY SKILLS
----------------
Here is a list of other skills that you'll face. Whenever you create
a character, you have to choose three tag skills. Tagging a secondary
skill gives you an instant 20% bonus for that skill and 2% increase
for each skill point used to increase the tag skill.

Small Guns: The use of rifles, pistols, and various small arms. Be sure
            to tag this one, since most combat will take place with small
            arms. This skill can be increased by reading the popular
            magazine 'Guns and Bullets.'
            * This skill was tagged because most of the game's more practical
              weapons are small guns. Small guns are composed of a very
              diverse group of guns, from the weak pipe-rifle (pea-shooter)
              as well as the extremely powerful G11E and M72 guns.
Big Guns: The use of miniguns, rocket launchers, and flamethrowers. This
          skill isn't that great because big guns are fairly easy to aim
          (with the given strength) and that some small arms are better
          than these large weapons. (And even then, energy weapons are
          better than all of these...) Don't tag this one, nor should you
          really consider building this skill. The only good guns in
          this selection include the Bozar, CZ53 "Avenger", and the
          Vindicator minigun.
Energy Weapons: The use of all weapons powered by power cells. This one is
                good in the endgame. The selection of Energy weapons
                includes the strongest single-shot weapon in the game, the
                YK42B Pulse Rifle.
Unarmed: The use of fists in combat. This skill helps early on, but it
         becomes pretty useless in the midgame. This is useful only in
         boxing rounds.
Melee Weapons: The use of knives, sledgehammers, spears, and the like.
               * I tagged this because the Super Sledgehammer can be found
                 early on. It's light and insanely powerful, and can knock
                 down enemies from a long distance.
Throwing: Use of throwing knives and grenades. Pretty useless, if you ask
          me. In the fist place, grenades are hard to find and second, even
          with something like 70% skill, grenades suffer from having a relatively
          low accuracy to hit your desired target. And grenades are quite
          expensive.
First Aid: Recovers a few hit points. You can increase this skill with
           first aid books. It is pretty useless to tag or to build since
           you can read books (and that First Aid kits increase your
           success with this skill.)
Doctor: Recovers a few more hit points than first aid and you can heal
        crippled limbs. I've healed crippled limbs with 45% skill, and a
        doctor's bag increases your chance of success with this skill.
        You should build this to 90% to research combat implants at Vault
        City.
Sneak: The art of moving around without making people notice. I really
       haven't found much use for this skill. You can ignore it. Even a
       low skill will enable you to assassinate the President in the
       end-game. *
Steal: Pretty self explanatory. I didn't have a need to steal from other
       characters, so I ignored it. And the chances of success are greatly
       enhanced from stealing from the back of the character. *
Lockpick: The art of picking locked doors. Now this is one thief-type skill
          that you should pay attention to. Work on this one and build it to
          about 65% or so. You won't have to run through the end-game maze
          with a skill of 85-90% as well as a decent traps skill.
          NOTE: Using lockpicks increases skill by 25%. Using the upgraded
                lockpick sets will increase it even more.
Traps: The skill of arming explosives and disarming traps. Not too
       important; 50% is adequate for arming explosives and detecting a
       few traps. It's also enough to disarm the end-game maze doors.
Science: Covers primarily computers as well as biology, chemistry, physics,
         etc. It can be increased by reading 'The Big Book of Science.'
Repair: Covers standard repair techniques. Build to about 60%. It can be
        increased by using the tool as well as reading 'Dean's Electronics.'
        NOTE: Using a tool increases skill by 25%. A Super Tool Kit will
              increase it even more.
Speech: The act of convincing others that you are right. This skill is
        second to small guns, and is extremely useful in bull**itting
        other people.
        * I tagged this one - it enables your character to convince others to
          do what you want. You can take a diplomatic end-game approach
          with this skill, and will allow you to complete a few quests.
Barter: This skill is used to determine trade prices. Unlike Fallout,
        where you would receive good prices, Fallout 2's bargains are
        worse - even if you raise the skill to insane levels you'll
        be hard-pressed to get good deals.
Gambling: Again, pretty self explanatory. There are more places to gamble
          and more things that require lots of money (compared to Fallout),
          so you might consider building it up. I passed it.
Outdoors: Practical knowledge of the outdoors. You can read Scout handbooks
          to raise this skill. This skill will determine, to a lesser extent,
          how far you can travel in a day and what random encounters you'll
          face.

* One reader (Prisnr2436@aol.com) has said that he found the Sneak and Steal
  skills to be useful. He used the Sneak skill to open lockers that a person
  with low sneak would have difficulty opening (i.e., guards are around) and
  used the Steal skill to pilfer items from people (i.e., Bozars from the
  guards at NCR).

DERIVED STATISTICS
------------------
Derived statistics are statistics that are a direct result of the main
statistics, in other words, increase and decrease a skill and see what
happens. NOTE: These are straight out from the Fallout manual.

Hit Points: The number of "life" points. If it goes to zero, so will
            you.
            Formula : HP = 15 + (2 x EN) + ST. Average is 30.
Armor Class: The higher it is, the harder it is for the enemy to hit
             you.
             Formula : AC = AG + Armor worn. Average is 5.
Action Points: Determines what you can do during combat. They are
               displayed by the green lights in combat.
               Formula : AP = 0.5 x AG + 5. Average is 7.
Carry Weight: Mass of how much equipment you can carry, rated in pounds.
              You can barter for more equipment than you can carry.
              Formula : 25 + (25 x ST). Average is 150 pounds.
Melee Damage: How much extra damage your character does in melee or
              unarmed attacks.
              Formula : ST - 5, min.1. Average is 1.
Damage Threshold: How much damage your armor can withstand when you
                  are hit.
                  Formula : DR = 0 + Armor
Damage Resistance: How much damage your armor can resist when you
                   are hit. The value given in the character screen
                   pertains to normal attacks, while the value given
                   in the inventory screen pertains to different types
                   of attacks, including normal but also explosive,
                   fire, laser, and plasma to name some.
                   Formula : DR = 0% + Armor (Combat Armor has 40% DR)
NPC Slots: How many allied NPC characters that can be in your party.
           Formula : NPCS = CH / 2, round down
                    (A Charisma of 7 will give you 3 NPC slots).
                    Average is 2 NPC slots.    
Poison Resistance: How much poison damage that you can resist.
                   Formula : PR = 5 x EN. Average is 25%.
Radiation Resistance: How much radiation damage that you can resist.
                      Radiation can affect any character, and the only
                      way to get maximum resistance is using RadX.
                      Formula : RR = 2 x EN + Armor Resistance
                                (Combat Armor has 30% Resistance).
                                Average is 10%.
Sequence: Determines who will attack first in combat. Higher is better.
          Formula : SQ = 2 x PE. Average is 10.
Healing Rate: How much you can heal in three hours of rest.
              Formula : HR = 0.5 x EN, min.1. Average is 1.
Critical Chance: Chance of scoring a critical hit on the opponent. I
                 think it increases up to 4 times with a hit to the eyes.
                 Formula : CC = LK. Average is 5%.
* Poison is measured in units; keep it below 25.
* Being 'raidiated' qualifies having a rem count of 75, with 300 or above
  being quite serious. A rem count of 5 or higher will bring symptoms of
  nausea; a rem count of 75 is quite serious, while a rem count of 300 or
  higher is fatal. If you have enough radiation in your body to necessiate
  attention, the message 'Radiation' will appear on the screen.

TRAITS
------
You can choose up to two traits. Traits have both good points and bad points.
Be careful in choosing traits because after you select, there's no going back.
Here is a list:

Fast Metabolism: Your body is much less resistant to poison and radiation,
                 but it heals faster. Don't take this one: you'll want some
                 poison resistance and you'll have to take two RadX's to
                 get complete radiation resistance with or without this
                 perk (unless you have the Rad Resistance perk or 10
                 endurance and Power Armor), and that there are plenty of
                 stimpacks lying around. Don't take this one.
Bruiser: Your strength is increased by two but your actions points are
         decreased by two. Not a good one...you'll need all the action
         points that you have.
Small Frame: Your agility is increased by one but your carry weight drops
             by 30 pounds. It isn't too bad, but the carry weight decrease
             hurts in the beginning. It's worth it for the agility increase.
One Hander: You are good with one-handed weapons but are bad with two
            handed weapons. Not a good choice, since the best weapons are
            two handed.
Finesse: Your normal attacks do 30% less damage but your critical chance is
         increased by 10%. Not too bad of a tradeoff, but I didn't tag
         this one. And critical damage isn't affected.
Kamikaze: Depletes your armor class to what you are wearing but increases
          sequence by 5. It isn't that great because 6 perception is adequate
          enough for sequence.
Heavy Handed: Your melee damage is increased by 4 but criticals do 30% less
              damage. Good in the beginning, and criticals do heaps of
              damage anyway. But it isn't good in the end, where super
              mutants and deathclaws lurk around.
Fast Shot: You can't aim, but your total cost is decreased by one. It
           isn't a bad tradeoff if you have high critical chance, and is
           really really good if you take the perks 'Bonus Ranged Attack,'
           'Sniper,' or 'Slayer.' The turbo plasma rifle will cost 2 AP's
           to shoot and the super sledgehammer will only cost 1 AP with
           those perks. Since most of the aforementioned perks come up in
           the end, it is good to pass this one by.
Bloody Mess: You will always see a grosteque death animation whenever you
             kill a critter. There really isn't a downside to this, so you
             can take this one if you want to.
Jinxed: Everybody makes more critical failures, but so do you! If you have
        9 or 10 Luck, you'll make few critical failures. Only take it if
        you have 9 or 10 Luck. It happens a lot more to your enemies and
        NPC allies rather than yourself.
Good Natured: Your combat skills are decreased by 10%, but speech, doctor,
              science, etc. are increased by 15%. Not that great...you'll
              need high combat skills while 70% or so in the non-combat
              areas will let you go through the game easily.
Chem Reliant: Your addiction rate is increased by 200%, but your withdrawal
              rate is only 50%. Some drugs, like RadAway, have a 10%
              addiction rate and no withdrawal...so, it isn't worth it.
Chem Resistant: Your addiction rate is 50% of normal, but chems only last
                for half as long. Not too bad, since combat doesn't take a
                long time on the Fallout clock.
Sex Appeal: To NPC's of the opposite sex, your Charisma is increased by one.
            The inverse holds true for NPC's of the same sex.
Skilled: You get 5 extra skill points per level, but you get a perk every
         four levels. You'll want those perks as early as possible...they are
         quite useful. Pass this one on.
Gifted: All of your primary stats are increased by one, but you get 5 fewer
        skill points per level and your secondary skills are lowered by
        10%. This is among the best traits, since there are only a few
        skills that you really need to work on.
     
PERKS
-----
At certain points in the game (after each 3rd level or 4th level with skilled)
you will be able to pick a perk for your character. Perks are different than
traits in that they only offer positive things; obviously, there are many
useless perks and a select few that absolutely shine. After the detailed list
of perks, a short list will follow that will include the "good" perks.

Note that there is a primary statistic level for most perks. You can take
drugs (e.g., Mentats or Buffout) to get perks that you wouldn't normally
get. This is especially useful for Sniper/Slayer as they have fairly high skill
requirements.

Action Boy: It gives you one extra action point per level.
            Requirements: 5 Agility, Level 12
            Ranks: 3
Adrenaline Rush: Strength is increased by one if hit points fall below 50%.
                 Requirements: 1-9 Strength, Level 6
                 Ranks: 1
Awareness: You get to see a critter's hit points and what weapon they are
           carrying. Really good.
           Requirements: 5 Perception, Level 3
           Ranks: 1
Better Criticals: It enables instant death and increases damage done by all
                  criticals by 20%.
                  Requirements: 6 Perception and Luck, 4 Agility, Level 9
                  Ranks: 1
Bonus HtH Attacks: All hand-to-hand attacks cost one less action point to
                   perform.
                   Requirements: 6 Agility, Level 6
                   Ranks: 1
Bonus HtH Damage: All hand-to-hand attacks deal two extra hit points of
                  damage per level.
                  Requirements: 6 Agility, 6 Strength, Level 3
                  Ranks: 3
Bonus Move: It gives you two free action points to move around per level.
            Requirements: 5 Agility, Level 6
            Ranks: 3
Bonus Ranged Damage: All ranged attacks deal two extra hit points of
                     damage per level.
                     Requirements: 6 Agility and Luck, Level 6
                     Ranks: 2
Bonus Rate of Fire: All attacks (except unarmed) cost one less action
                    point.
                    Requirements: 7 Agility, 6 Intelligence, 4 Perception,
                                  Level 9
                    Ranks: 1
Comprehension: Your character will gain an additional 50% skill points when
               reading books like Guns and Bullets, Dean's Electronics, etc.
               Requirements: 6 Intelligence, Level 3
               Ranks: 1
Cult of Personality: Your reputation is always positive. Great for evil
                     characters.
                     Requirements: 10 Charisma, Level 12
                     Ranks: 1
Demolition Expert: Explosives will do more damage and will detonate on time.
                   Requirements: 4 Agility, 90% Traps, Level 9
                   Ranks: 1
Dodger: A 5% increase in armor class in addition to armor class bonus when
        armor is worn per level.
        Requirements: 4 Agility, Level 9
        Ranks: 2
Earlier Sequence: It adds two to your sequence per level.
                  Requirements: 6 Perception, Level 3
                  Ranks: 3
Educated: Adds two extra skill points whenever you level up per level.
          Requirements: 6 Intelligence, Level 6
          Ranks: 3
Empathy: Highlights in blue better dialogue choices; highlights in red
         for bad dialogue choices.
         Requirements: 7 Perception, 5 Intelligence, Level 6
         Ranks: 1
Explorer: You'll get more random encounters with this perk.
  &nbs

 
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