Fallout 2/Walkthrough: Difference between revisions

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== Contents ==
<br clear=all />
 
<br clear=all />
#. <s>Legal Disclaimer</s>
<pre>
#. About this guide
CONTENTS:
#. Character Creation Guide
---------
#. Walkthrough
<s>1. Legal Disclaimer</s>
#. Combat Tactics Guide
2. About this guide
#. Appendix
3. Character Creation Guide
#. Credits
4. Walkthrough
5. Combat Tactics Guide
6. Appendix
7. Credits


ABOUT THIS GUIDE
== About this guide ==
================
This project was started in early August 2001 to complement my full-length
This project was started in early August 2001 to complement my full-length
Fallout game guide. So far, the walkthrough is about 85% complete and has
Fallout game guide. So far, the walkthrough is about 85% complete and has
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TEXTUAL NOTES
=== Textual notes ===
-------------
 
A list of abbreviations and just some stuff that needs to be noted is included
A list of abbreviations and just some stuff that needs to be noted is included
in this section.
in this section.


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


ABOUT FALLOUT 2
=== About Fallout 2 ===
---------------
 
Fallout 2 begins in July 2241, about 80 years after Fallout 1 started.
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
It shares the same game engine with the original Fallout and, like its
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CHARACTER CREATION
== Character creation guide ==
==================
This walkthrough is different in its approach, and a special "highly-tuned"
This walkthrough is different in its approach, and a special "highly-tuned"
character is used to maximize effectiveness. The walkthrough will walk you
character is used to maximize effectiveness. The walkthrough will walk you
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though they don't have a big impact on the game:
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
#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:
  most part, it really doesn't matter what your gender is, but there
#*Females
  are subtle differences that will be taken in account:
#**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.
  FEMALES
#**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.
  - In the Den, females can screw a bartender in The Hole for $200.
#*Males
    They can also screw Joey, the gangster, (though apparently for
#**In the Den, males can screw a prostitute, although they have to pay to get that service done.
    nothing). One major advantage is that females can screw Metzger
#**In Modoc, males can only marry Miria.
    to buy Vic for half the price.
#**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.
  - In Modoc, females can marry either Miria or Davin.
# 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.
 
  - 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):
Character sheet (used to beat the game):


Gender: Female
Gender: Female<br>
Age:    19 years
Age:    19 years


<pre>
Primary Skills      Traits        Tagged Skills
Primary Skills      Traits        Tagged Skills
--------------      ------        --------------
--------------      ------        --------------
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Agility:      10
Agility:      10
Luck:        5
Luck:        5
</pre>


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


MAIN SKILLS
=== Main skills ===
-----------
 
They're pretty self explanatory, but on the descriptions it tells what
They're pretty self explanatory, but on the descriptions it tells what
each skill modifies. All skills are important, but try to keep Luck,
each skill modifies. All skills are important, but try to keep Luck,
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level for all skills is 5.
level for all skills is 5.


Strength: It modifies carry weight, hit points, weapon handling,  
;Strength:
          and some weapon skills.
: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.
          In this case, Strength is set at 4. The Power Armor will
;Perception:
          easily offset the penalty from having low strength.
: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.
Perception: It modifies some skills and increases accuracy at range.
;Endurance:
 
:Toughness. It modifies some skills, hit points, and resistance to poison and radiation.
            A Perception of 6 will allow your character to shoot at
:An Endurance of 6 was simply chosen to offset the hit point penalties incurred from the low strength.
            decent range. If you take mentats, you will be able to get
;Charisma:
            the Sniper perk later on.
: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.
Endurance: Toughness. It modifies some skills, hit points, and  
;Intelligence:
          resistance to poison and radiation.
: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.).
          An Endurance of 6 was simply chosen to offset the hit point
;Agility:
          penalties incurred from the low strength.
: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:
Charisma: Looks. It modifies speech and barter, as well as NPC reactions.
:It modifies critical chance, some skills, and the outcome of the game.
          If you divide it by two and round down, that is the number of
:A Luck of 5 was chosen - this is "neutral" and will buffer out most random encounters.
          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 ===


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


Small Guns: The use of rifles, pistols, and various small arms. Be sure
;Small Guns:
            to tag this one, since most combat will take place with small
: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.'
            arms. This skill can be increased by reading the popular  
: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.
            magazine 'Guns and Bullets.'
;Big Guns:
            * This skill was tagged because most of the game's more practical
: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.
              weapons are small guns. Small guns are composed of a very
;Energy Weapons:
              diverse group of guns, from the weak pipe-rifle (pea-shooter)
: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.
              as well as the extremely powerful G11E and M72 guns.
;Unarmed:
Big Guns: The use of miniguns, rocket launchers, and flamethrowers. This
: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.
          skill isn't that great because big guns are fairly easy to aim
;Melee Weapons:
          (with the given strength) and that some small arms are better
:The use of knives, sledgehammers, spears, and the like.
          than these large weapons. (And even then, energy weapons are  
: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.
          better than all of these...) Don't tag this one, nor should you
;Throwing:
          really consider building this skill. The only good guns in
: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.
          this selection include the Bozar, CZ53 "Avenger", and the
;First Aid:
          Vindicator minigun.
: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.)
Energy Weapons: The use of all weapons powered by power cells. This one is
;Doctor:
                good in the endgame. The selection of Energy weapons
: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.
                includes the strongest single-shot weapon in the game, the
;Sneak:
                YK42B Pulse Rifle.
: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. *
Unarmed: The use of fists in combat. This skill helps early on, but it  
;Steal:
        becomes pretty useless in the midgame. This is useful only in
: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. *
        boxing rounds.
;Lockpick:
Melee Weapons: The use of knives, sledgehammers, spears, and the like.
: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.
              * I tagged this because the Super Sledgehammer can be found
:NOTE: Using lockpicks increases skill by 25%. Using the upgraded lockpick sets will increase it even more.
                early on. It's light and insanely powerful, and can knock
;Traps:
                down enemies from a long distance.
: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.
Throwing: Use of throwing knives and grenades. Pretty useless, if you ask  
;Science:
          me. In the fist place, grenades are hard to find and second, even
:Covers primarily computers as well as biology, chemistry, physics, etc. It can be increased by reading 'The Big Book of Science.'
          with something like 70% skill, grenades suffer from having a relatively
;Repair:
          low accuracy to hit your desired target. And grenades are quite
:Covers standard repair techniques. Build to about 60%. It can be increased by using the tool as well as reading 'Dean's Electronics.'
          expensive.
:NOTE: Using a tool increases skill by 25%. A Super Tool Kit will increase it even more.
First Aid: Recovers a few hit points. You can increase this skill with  
;Speech:
          first aid books. It is pretty useless to tag or to build since  
:The act of convincing others that you are right. This skill is second to small guns, and is extremely useful in bullshitting other people.
          you can read books (and that First Aid kits increase your  
: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.
          success with this skill.)
;Barter:
Doctor: Recovers a few more hit points than first aid and you can heal  
: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.
        crippled limbs. I've healed crippled limbs with 45% skill, and a  
;Gambling:
        doctor's bag increases your chance of success with this skill.  
: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.
        You should build this to 90% to research combat implants at Vault
;Outdoors:
        City.
: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.
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 bullshitting  
        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
* 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).
  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 ===
<pre>
Derived statistics are statistics that are a direct result of the main
Derived statistics are statistics that are a direct result of the main
statistics, in other words, increase and decrease a skill and see what
statistics, in other words, increase and decrease a skill and see what
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   higher is fatal. If you have enough radiation in your body to necessiate
   higher is fatal. If you have enough radiation in your body to necessiate
   attention, the message 'Radiation' will appear on the screen.
   attention, the message 'Radiation' will appear on the screen.
 
</pre>
TRAITS
=== Traits ===
------
<pre>
You can choose up to two traits. Traits have both good points and bad points.
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.
Be careful in choosing traits because after you select, there's no going back.
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         10%. This is among the best traits, since there are only a few  
         10%. This is among the best traits, since there are only a few  
         skills that you really need to work on.
         skills that you really need to work on.
 
</pre>
PERKS
=== Perks ===
-----
<pre>
At certain points in the game (after each 3rd level or 4th level with skilled)
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
you will be able to pick a perk for your character. Perks are different than
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                   Requirements: 5 Agility, Level 12
                   Requirements: 5 Agility, Level 12
                   Ranks: 1
                   Ranks: 1
 
</pre>
GOOD PERK LIST
==== Good perk list ====
--------------
<pre>
Here's a list of the perks that absolutely shine:
Here's a list of the perks that absolutely shine:


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- Sniper
- Sniper
- Thief
- Thief
 
</pre>
OTHER CHARACTERS
=== Other characters ===
----------------
<pre>
I had a good time with the aforementioned character (used above). The list
I had a good time with the aforementioned character (used above). The list
is a selection of other good characters:
is a selection of other good characters:
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</pre>
WALKTHROUGH
== Walkthrough ==
===========
<pre>
This is the route that is used in this walkthrough:
This is the route that is used in this walkthrough:


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ARROYO
</pre>
======
=== Arroyo ===
<pre>
Notable Areas
Notable Areas
1) The Temple of Trials
1) The Temple of Trials
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the flint for you. After it has been sharpened, leave Arroyo for the south, or for
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).
Klamath (if you don't want some very special armor).
</pre>
=== The Quest South  ===
(Actually, to San Francisco, then Navarro, back to San Francisco)
<pre>




THE QUEST SOUTH (Actually, to San Francisco, then Navarro, back to San Francisco)
===============
===============
Notable Areas
Notable Areas
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KLAMATH
</pre>
=== Klamath  ===
<pre>
=======
=======
Rough Map
Rough Map