Where is fallout 2 located




















The people of the Fallout world seem to adopt an "Einmal ist Keinmal" philosophy when it comes to childkilling. This means that even though you get the Childkiller label on your character sheet for killing one child, scripts always check to see if you've killed two kids or more including the bounty hunters on the world map. I won't spell this out every time, though, so in the walkthrough, "Childkiller" should be read as "having killed two children or more".

If any of your NPCs kills a child you don't get the Childkiller reputation. There are a few kids who increase your child kill count twice because of a script redundancy and thus instantly make you a "real" Childkiller : these are Jonny in Modoc, the Slag kids, and Curtis in Vault City. Each karma in either direction from 0 will earn you a new title.

I find that being a shameless opportunist will net you high positive karma in the end - which could mean that the designers have strange notions about morality, but more likely just reflects the fact that there are more good things to do in the game than bad ones.

Like your karma level this is a representation of a numeric value, only this one is hidden. You always start out as Neutral when you come to a place, except Klamath where you're Accepted if your CH is 6 or more, and Vault City where you start out with Antipathy. In Arroyo, of course, you're Idolized. Sadly it's not possible to reach Idolized in all settlements if that's your aim. At the Ghost Farm, for instance, you can't advance beyond Neutral even after saving all their sorry asses.

It should be noted that karma and reputations all have a much smaller general impact on the game than one might think. They make a difference in the case of critters that look directly for certain reputations or threshold values of karma or town reputation, but the basic reaction system that factors in everything at once is hardly used at all and doesn't even work properly.

It won't really make any difference whether you have karma or Radiation And now for some stuff on radiation, which does play a small part in the Fallout world. Sources of radiation include Fruit, golden geckos, and aliens and centaurs in random encounters. Whenever you get a huge dose all at once, the message window says "You have received a large dose of radiation. As far as I can tell radiation damage works like this: some time after you absorb a dose of radiation, you'll get one of the messages listed below, and you may temporarily lose stat points, Healing Rate and current Hit Points.

The severity of the "attack" depends on your total rem count, but also on the amount of recent radiation that triggered the message. After 7 days, your stats will return to normal. A little confusingly, this is signalled by another message identical to the first one.

If you absorb more radiation in the meanwhile, your current penalty may be replaced by a more severe one. Here's a list of the penalties you may suffer. The rem figures are rough approximations. This is checked only at the moment when they are lowered, so you may be able to use drugs to stay alive.

Assuming you don't die in this manner, you can live with any kind of rem count and still run around with no penalty whatsoever. In any normal game, radiation is not a significant factor; in fact, in order to reach even rem you'd have to run several laps around the Gecko reactor room or purposely hang around the Toxic waste dump. From what I can tell, there is never any permanent damage resulting from radiation. Area walkthrough "Do I look like a cartographer?

You want to scour the desert for them, you go right ahead. Solutions to some quests are spread across several areas. This is not strictly a walkthrough in the "do this, then do that" sense, but there's enough information and general advice that you should be able to figure out how to do stuff, and have more fun in the process. Locations on the world map are marked with circles in three sizes. The ones with a large green circle town-size can always be found even if you don't know it's there beforehand, while the other two cave-, farm- or base-size generally don't appear until someone's revealed their location to you.

There are two exceptions: Vault 15 and the Raiders location are medium-sized but are there from the start anyway see the Raiders section for some speculation on this anomaly. Also note that the Military Base is counter-intuitively city-sized. The difference between small and medium locations are that the small ones don't have town maps.

It should be noted that not all dialogue options described in this walkthrough will be available to a character with middling ability or skill scores typically IN or Speech.

As a rule of thumb, "smart" dialogue options require IN 6 or 7, while "supersmart" ones take IN 8 or 9. There are a few IN 10 lines in the game, but all of them are inconsequential - Karl, Laddie and Gregory have them. Karl's is even a typo in the script. You can always try chewing Mentats if you have them.

There are ugly tricks you can play early in the game if you know where to find certain locations and items, such as going to San Francisco from Arroyo, then to Navarro and get the Advanced Power Armor, Pulse Rifle and about 25, xp right away. This pretty much spoils the entire game for me, so I'll just do this in the order I usually go places.

The game will end after 13 years of game time which would correspond to 25 Jul This event will be marked by a slightly animated screen saying "the end". Even if you play a "go everywhere, do everything" kind of game, you should only use up years at the most, and even if you want to walk around the wasteland levelling up endlessly from mindless random encounters, you should be fed up before 13 years have elapsed. Speaking of levelling up endlessly, you cannot advance beyond level Oddly, when you reach the 4,, xp needed for level 98 you gain two levels at once, skipping to level This should not really be a problem, either.

In Fallout the limit was At any time when you get to choose your destination on a town map, you can press a number on your keyboard instead of clicking a green triangle. This way you end up on a location in that town corresponding to the number you pressed, even if you didn't have access to that area previously.

For instance, if someone says they're going to kill you, and you press 0, they may not turn hostile, or if you end up in a dialogue thread which leads only to an undesirable end, you can abort it entirely.

Using this "trick" may prompt unexpected dialogue and cause quests to reset or abort - you have been warned. Sean Meskill discovered a way to rest anywhere: "When you have enough status entries names of locations that they start to physically appear in the space where the alarm clock entries appear, then you can do the trick.

Go someplace where you cannot rest. Enter the Pipboy. Press status. Press the alarm clock, then after it says you cannot rest here click a status item that physically corresponds to an alarm clock item. It will then switch to the rest menu, with the rest option that is in the same place as whatever status item you pressed being used.

Usually you can't rest very long doing this, but you can do it as many times as you want. Very useful. You need quest entries for at least four locations to be able to access the "Rest for ten minutes" option, and you can never access "Rest until party is healed". Michal Zalewski found another exploit: "If you are at the brink of an impossible to win encounter, and have no other options say, you are on the second floor of one of New Reno casinos and have a lot of hostile guards below and only one exit , you can save your game, go to the main screen, hit Ctrl-R and load an arbitrary map, then load your game, walk past the combatants they will not notice your proximity and reach safety, save again, hit Ctrl-R and load the last save in the normal mode.

Although it is cheating, it is sometimes a better option than replaying several hours of the game. If you feel particularly naughty, you can plant explosives near critters or kill them with Super Stimpaks.

This also works if you want to avoid certain scripts. The method won't work if you have already entered combat mode.

As a side note, there are some funny consequences to entering the combat mode while in Ctrl-R - most notably, it is possible to get killed, then walk away with negative HP. Quite unfortunately, you will still remain flagged as dead, so if you save the game and then load it in normal mode, the game will immediately end even if your HP is positive.

The game may get mangled in Ctrl-R mode on some occasions it is possible to crash it, or be stuck in endless combat mode , but it seems to be a rare glitch; once you get past Ctrl-R and load the save, there are no side effects as far as I could tell. Experiment at your own risk Temple of Trials "It's a peaceful village.

Except for the plants possessed by evil spirits Don't attack your tribesmate, there's nothing to be gained and you'll regret it very much later on. Enter the temple and you find yourself in a hallway.

Kill the ants and press forward, exploring the side rooms and corridors. Open the second door using whatever puny Lockpick skill you may have. Kill everything good xp at this point , loot the chests, pots and bones. Might as well bring as many Scorpion Tails as you can carry, too. In the temple you might as well get into the habit of saving a lot. You may not need it, but it doesn't hurt. Save before taking on a bunch of scorpions. Save before disarming a set of traps.

Save before setting the explosives or talking to Cameron. Save before taking the hidden elevator to the secret stash of energy weapons. There's a helpful close combat trick you should be using throughout the temple, and whenever it's necessary. Attack your foe just once, then use your remaining AP to run away.

They'll follow you, but may not have enough AP to strike back, which will simplify things. You can even run them around in circles if they refuse to die quickly. Masklinn adds: "Actually, the Temple of Trials mobs ants and scorpions can only walk 2 hexes and still be able to hit you.

All you have to do is run 3 hexes away from them and you're safe. This means that a character with 9 AP can land two punches before you have to run, 10 AP granting you one Spear attack and one punch, or one kick and one punch. So basically a character at or above Agility 8 will do the temple a tad faster and easier. Critical failures are disabled for the first five days. From now on I won't comment on this unless there are noteworthy items to pick up, but you should search all the bookcases, shelves, bookshelves, dressers, desks, lockers, chests, footlockers, fridges, ice chests, bones, pots, tables, stuff, workbenches, tool boards, wall safes, floor safes, ammo crates, poor boxes, pool tables, mining machines, iguana stands, boxes, crates and other searchable containers as you progress through the game.

After a while you learn to recognize searchable objects on sight. Hard-core gamers will search all of them and take everything. In this game items on the ground or in corpses do not decay, so you can return and pick them up later on unless they're on a map you can't return to which will, eventually, be true for all of Arroyo and the Temple of Trials.

However, to pick up an item you must be able to click on it, so if a dropped item or a corpse is completely hidden by opaque scenery then it will be lost! On the second map your character will probably start spotting floor traps. If he or she doesn't, you can walk to and fro to make it happen, unless you have a woefully low PE. Should you have the patience, disarm the traps for 25 xp each.

If you're reckless and set off a trap, you can pick up the Sharpened Pole which nearly lodged in your chest or maybe did. To avoid the traps altogether, keep to the right-hand wall. At one point you're required to set an explosive charge found in a tall pot nearby in front of a door, which shouldn't be too difficult.

Beware of the trap on the doorstep. Floor traps seldom appear alone. Apparently, even in hi-tech military installations devilishly inconspicuous pressure plates are used to trigger traps. You'd have thought they could use, I don't know, motion or IR sensors instead.

If you fail critically while disarming a floor trap it will say that you accidentally set off the trap; this is not strictly true, as the trap often does not go off, but you can't attempt to disarm it again.

You can set the timer on the explosives in your inventory and then drop it, or another way is to put it in an active item slot, leave the inventory window and use it from there; you'll then drop it automatically.

Even with a puny Traps skill you can set the timer to the minimum of 10 seconds and run clear before the bomb goes off, whether you get the "explosive detonates prematurely" message or not. You can open a lot of doors and forcefields in the game using explosives, grenades or rockets, and also unlock containers, but you shouldn't make a habit out of it. Some weak doors can be kicked in or smashed with any weapon, but those are never locked anyway.

Normal doors can only be destroyed by explosive damage, so Bozar blasts and Super Sledge wallops are out. Sturdy doors need three blasts to destroy them, so I wouldn't bother, and many hi-tech doors can be expected to resist this kind of assault indefinitely. On some maps you can use a Crowbar from inventory to unlock containers even with a modest ST, but on others it won't work. At the entrance to the inner sanctum you find Cameron, who represents your final test.

There are three ways to get past him: Fight him unarmed after a conversation and without access to your Healing Powder for xp. Steal his key and unlock the door behind his back for xp. Talk him out of fighting IN 4 required and Speech must be tagged for xp.

Beware that even though he says it's not a battle to the death, it is - for you! He'll happily strike a killing blow even if you're at one Hit Point; you, on the other hand, have to beat 20 HP out of him at which point he'll end the fight. In the unlikely case that you happen to kill him you'll have to take the key and unlock the door still xp , but the villagers won't hold you accountable. If you fight him, afterwards you'll have to go back to the previous room where your belongings have been stashed in a chest.

Then go to the exit grid at the top. Cutscene alert! Warlord notes: "You can trick the Temple of Trials final trial nicely, if you drop the Spear before talking. You just have to watch out, because if you drop it too close to the man, he'll pick it up in his first round and whack you up pretty good.

Players often get sick of the temple after starting too many games that didn't progress very far beyond it.

Actually it won't affect your game in any serious way if you just run as quickly as you can to each exit. You'll probably have to fight six or seven ants along the way, but that's it. As long as you don't have to fight Cameron the whole thing should be over in a couple of minutes. Personally I think the Temple of Trials is as much a part of the game as any other stage - and also serves to demonstrate the extreme range of playing experiences the game engine has to offer.

Arroyo "I wonder how my cousins in Arroyo are doing? I hope they're flourishing. Unless some rat-bastard slaughters them all. Klamath will already be on the world map. As good an opportunity as any to practise being polite. Like I said in the introduction, I'm assuming you want to do as much as possible of what's available to you, and this means you really won't be able to role-play either an inherently noble character or a terminally sarcastic one. The former because there are several quests where you'll get your best result doing something "bad" to begin with, then following up with something good, as well as other borderline or outright evil quests which are simply too neat to pass up.

The latter because it's a well-known fact that in computer RPGs which let you play an "evil" or grouchy character, you'll ultimately be punished for doing so because if you tell everyone you meet how ugly they are, they won't give you quests or bonuses. Such is life. You can always pretend you're role-playing a psychopath who acts nice outwardly because he knows it will suit his purposes, while all the time thinking of new ways to strangle people with their own intestines.

If you attacked Klint or Cameron in the Temple of Trials section, everyone will be hostile when you arrive here. You can run to the exit of the village before they can kill you, but then the game will end. The game will also come to a stop if you manage to end combat for instance by running to the hunting grounds and rest until midnight.

Same thing happens should you ever attack anyone in Arroyo or even off them with Super Stimpaks , so don't. Using the Steal skill on any of the unarmed wandering villagers and passing a Steal check will lower your karma even if you don't take anything they have nothing to take. This can mess up your dealings with Hakunin, so watch out. On special dates your Pipboy will say things like "Happy New Year!

Ain't that cute. It also has its own screen saver which shows falling bombs. The nutty old shaman Hakunin will heal you to full HP and remove poison for free at any time, providing your karma is not negative. Talk to the not-so-bright Feargus by the well, then fix it Repair for xp.

This can be done no matter how low your Repair skill. It might have something to do with Black Isle director Feargus MacRae Urquhart; there are close to a dozen names in these games derived from his including Cassidy's original name, which shows up if you sell him to Metzger. Names of other developers abound, but none of them sticks out as much. He has a bag of Healing Powder, so take it and leave him with a few useless Scorpion Tails instead, since you probably can't carry them all into the desert anyway.

If you want to barter, do it before the training. Depending on your starting skill you might want to get Lucas' bonus first. In case you forgot your stuff in the temple, or you have a craving to bash some helpless left-over scorpions, you can re-enter the temple by taking the northern exit grid to the front entrance or by entering the cave beside Cameron. Thus values given in the guide may not always exactly correspond to what you actually end up with.

Because of a bug you need to get Cameron's training before talking to Hakunin at all. During the game you'll see four Hakunin dream sequences, which will befall you on 23 Oct , 21 Jan , 21 Apr and 20 Jul When you leave Vault 13 after getting the xp for finding it no matter if you got the G.

As time passes the garden and fields will go empty and people will become generally despairing. After 90 days, which corresponds to the first Hakunin dream sequence, you will be unable to get or to finish, if you already got them quests 1, 3 and 4, and Hakunin won't give you healing or make Healing Powder any more. After 91 days you'll be unable to get the Water Flask and cash from the Elder. If you return to Arroyo after seeing the fourth Hakunin dream sequence, the bridge will be destroyed and the village inaccessible.

A dying Hakunin will greet you with a story of how the villagers were taken south in vertibirds, and Navarro appears on your world map. You don't have to return here and whether you do or not has basically no effect on the rest of the game. If you find Vault 13 but don't enter it, Arroyo won't change, but Hakunin's description and dialogue will! This should be a pretty rare occurrence, but it did happen to me once. Hakunin won't actually die after you talk to him, and it won't put Navarro on your world map.

Another funny thing is that if you're in Arroyo when you get the fourth vision and talk to Nagor, he'll tell you that Morlis cooked Smoke The Arroyo bridge location will actually change to a whole new map, so if your car is parked there at the time it will be lost forever, along with any NPCs left on that map or any other Arroyo map.

Rescue Nagor's dog, Smoke, from the wilds. Nagor is to the east of Hakunin's garden, the dog is in the hunting grounds area to the west. Go there, kill any hostile geckos or Sneak past them , grab all the Broc Flowers and Xander Roots you can get, and avoid stepping on the green slime.

When you get to the dog at the top left it'll follow you back and even help you kill geckos on the way. The flowers and geckos reset every day if you leave the map and return. It may seem like an idea to stay here and level up from killing geckos, but actually it's much more work than it's worth, so only do that if you're close to levelling up already and can't wait or see the note below. You get xp for returning the dog alive. If you tell Nagor the dog died, he'll run off on his own to look for it unless you ask him not to, and he'll also take off if you turn down the quest.

If you then follow him to the hunting grounds, he'll be lying dead next to a dead gecko, the dog will be gone, and you can't strike the quest off your quest list. But you can take a Spear from Nagor's cold body. Zuger's patented levelling technique: "The easiest way to get xp from stealing is from the drugged-up geckos in Arroyo. Just plant and steal Broc Flowers.

Easiest way to level up early on in the game. Gets a bit tedious though. In combat, all normal and golden geckos will run for and eat any Iguana-on-a-stick or Meat Jerky dropped on the ground, attacking if they have any AP left.

They will also pick up punching weapons like Spiked Knuckles and Power Fists! And then use them against you! This is only the first of many quests, dialogues and details which will be unavailable if your Intelligence is less than 4. I won't bother to tell you about that any more, but I will note where there are special benefits or odd happenings to be gained from being stupid. Find Vic the Trader. This won't happen for a little while yet. If you're curious, see the Den, quest 8.

Obtain flint to have Mynoc sharpen your spear. Talk to the guard by the bridge on the village perimeter. If you have at least PE 6 you can ask him about his spear, and he'll send you to your grumpy aunt to get some Flint. You can: Buy it from her in dialogue with 3 Healing Powder. Barter one Scorpion Tail for it. Steal it. Get caught stealing twice and she'll give it to you.

If you got it by bartering, stealing or getting caught stealing you can still get the xp for using Speech, or even another piece of Flint by trading Healing Powder, but there's no use for two. When you return to Mynoc he turns one of your Spears into a Sharpened Spear, which is good. Better yet, drop all your Spears beforehand and he'll give you a new one. Tribals are kinda stupid.

After you've been to Klamath or the Den, Mynoc's dialogue changes so you can't get or finish the quest. Geoffrey Bateman reports a cheat with far-reaching applications: "When you talk to Aunt Morlis and try to get the Flint from her, get to the screen where you have the option of saying something like, 'Sure, I have 3 healing powders right here', then go to the barter screen, drop all your Healing Powders, go back to the talk screen, and select that dialogue option.

You get the Flint without losing anything the game only checks your inventory before displaying the dialogue option, not after you select it , then you just have to pick up your Powders. It also works with upgrading weapons. Just get to the screen where you choose the specific weapon to be upgraded, then switch to barter and drop the gun before selecting it to be upgraded; you'll get the upgraded weapon full of ammo, of course from the person, then you can pick up your non-upgraded gun.

Unfortunately, this won't work with Algernon, who won't barter, so you have to pay for the upgrade to make this work. This trick might also be useful in situations where you pay someone through a dialogue choice, like paying Metzger for Vic: drop all your money, then 'pay' him, pick up your money Sebastian Cassten who also told me about the trick notes that you can use it to keep quest items such as the above-mentioned Flint , although this will appeal exclusively to item hoarders.

Kill the evil plants that infest Hakunin's garden. Talk to Hakunin and agree to kill the plants, or just go and kill them. They shouldn't be too much of a problem. You gain xp. Since it's possible you won't return here, scout the hunting grounds until you have an equal number of roots and flowers, then turn them all into powder.

Do keep any roots and flowers you find in the future, though, since you'll get another chance to make use of them and until you get the first dream sequence you can always return and enlist Hakunin's skills again.

The ranged attack of the plants is considerably less dangerous than their bite plus they run out of spikes pretty quickly , so a good gardening technique is to hit them once, run away two hexes and end turn, then move in and repeat.

If you have negative karma or if you've offended Hakunin, he'll offer this quest as a way of making amends. In the former case you still have to get your karma to 0 or better before he will give you the reward. In the latter case, keep insulting him until his reaction level drops so low that he forgets he's mad at you bug. After that he'll offer normal dialogue, although the talking head looks none too happy.

This won't happen for a long while yet unless you're using stupid short cut techniques. You gain xp when you first lay hands on a G. Klamath "Most people have evil spirits. You have stupid spirits. Go see shaman, get hole in head Read the notice board to get a feel of what's going down.

You can also talk to the town greeter, but he wants cash and it's a waste unless this is your first game Or not. In Klamath you find your first shops, one in the Golden Gecko and one at the Buckners' place, which both restock every 2 days. Previously, skills like Unarmed, Doctor, and Traps were used sparingly, but now, all skills are useful to a degree.

The Unarmed skill, in particular, was made much more sophisticated by adding different types of Punches and Kicks depending on the player's Attributes and skill level.

Several new Perks were added while most others were retained, allowing a greater degree of customization. The Friendly Foe perk of Fallout is now a default feature in Fallout 2. Karma is accompanied by Reputation , and while Karma affects the player as a whole, Reputation affects how the player is received in a single town.

While Karma is achieved by doing good things and killing villainous characters, Reputation grows based on how the player helps the city, usually by completing sub-quests. By nature, Reputation and Karma tend to grow parallel to each other. As in Fallout , good and evil characters react differently to players with different Karma. Also, the player can acquire certain titles Gigolo , Made Man , Slaver based on their actions that also affect the game and how others react to them.

Recruitable non-player characters were very simplistic in the first game, and the only control the player had over them was to designate a specific weapon for the non-player character to use and how far away they should stand. In Fallout 2 , team non-player character control became much more sophisticated, with non-player characters being able to gain levels, equip armor and be issued orders before and during combat, ranging from when to run away to when to heal themselves, as well as ordering them to holster their weapons.

The non-player characters also possess distinct personalities and characteristics, similar to previous games. The recruiting process has also been made more complex, with some non-player characters refusing to join the player if he has negative Karma or before a certain quest has been completed.

Finally, there is a limit to the number of non-player characters a player can recruit depending on the character's Charisma , as well as a larger number to recruit over a dozen. In the original Fallout , subquests in the towns and cities were usually solved within that city, with only a few subquests requiring the player to travel. The cities, fairly isolated except for caravans, were concerned with their own problems. In Fallout 2 , however, the cities have a great deal of contact with each other, and with the sole exception of Klamath , actions in one city will affect the state of another, and subquests will often require the player to go back and forth from location to location to kill enemies and deliver messages and items.

The game's overall subject matter was generally more mature, with drugs and prostitution becoming major elements of the setting. The use of strong language remains uncensored, with an optional dialogue filter. During the course of the game, players can join the Mafia, become a Porn Star , get married, and subsequently divorced, and prostitution is a strong recurring theme. Slavery also becomes an important subplot, and players can either side with the Slavers or join their opponents such as New California Rangers who try to stamp slavery out.

Non-player characters can be bought and sold as slaves during the course of the game. Speedrunning is much more difficult than in Fallout.

In Fallout , players could go straight to the Military Base, destroy it, then travel to the Cathedral and do the same. In Fallout 2 , the final areas cannot be accessed until a computer part from Vault 13 is found, and Vault 13, in turn, cannot be found until one of two quests have been completed, thus requiring a great deal of fighting that requires a higher-level character to survive.

Also, while the player can recruit allies for the final encounter, there is no way to completely avoid the final boss battle in Fallout 2 —again, encouraging combat and making a speedrun difficult.

In spite of these factors, players manage to beat the game in 10 minutes and less. At the end of the original Fallout , the hero, the Vault Dweller , was exiled by the Vault 13 overseer for prolonged exposure to the outside world. Unable to return home, the Vault Dweller, with a group of willing companions, traveled far north.

Eventually, they started their own tribal village called Arroyo in what we know as Oregon. Decades have passed since the original Fallout , and the Vault Dweller disappeared from Arroyo after writing their memoirs. Used to heal major wounds and crippled limbs. Sneak determines how well hidden your character is when the skill is being used.

It is generally used in conjunction with the steal skill. As the name suggests, lockpick determines your success when picking locks. This skill can be increased by using the expanded lockpick set or electronic lockpicks. Success in stealing is determined by many factors; your skill obviously , visibility, what you're stealing, the target's perception and the perception of those around you. Traps alters your success in finding and removing traps.

Science mainly affects the use of computers and hi-tech equipment. Repair determines your success when repairing broken equipment. Speech is the most important skill with regards to dialogue, as it alters dialogue options and how successful you are when convincing others that you are right. Barter affects the prices when buying and selling goods.

Determines your success when gambling, be it with dice or cards. This skill reduces how often you run into random encounters as well as increasing the chances of special encounters. Traits At the character creation screen, the player has the option of choosing a maximum of 2 from 16 traits.

Fast Metabolism : "Your metabolic rate is twice normal. This means that you are much less resistant to Radiation and poison, but your body heals faster. Bruiser : " A little slower, but a little bigger. You may not hit as often, but they will feel it when you do!

Your total action points are lowered, but your ST is increased. Since you can increase your strength by 6 within the game, it is typically not a good sacrifice. Small Frame Small Frame : "You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile. This trait makes the early parts of the game relatively difficult as you generally won't have a high enough strength to compensate for the reduced carry weight, though companions can share your burden later on.

One Hander : " One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. Finesse : " Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. This doesn't take critical damage into account, either. Kamikaze : " By not paying attention to any threats, you can act a lot faster in a turn. This lowers your armor class to just what you are wearing, but you sequence much faster in a combat turn.

Being able to attack sooner in combat is a nice bonus, but not at the expense of being hit more often. Heavy Handed Heavy Handed : " You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage. Heavy handed can help in the beginning provided you have a high enough skill to hit consistently, that is and critical hits do enough damage anyway, but this isn't useful once you hit the mid-portion of the game.

Fast Shot : " You don't have time to aim for a targeted attack, because you attack faster than normal people. This can only be recommended if you want to be really good late in the game with a certain combination of perks and have a high critical chance.

Bloody Mess : " By some strange twist of fate, people around you die violently. You always see the worst way a person can die. It can be a touch annoying to pick up items because they're hard to see in the Jinxed : " The good thing is that everyone around you has more critical failures in combat, the bad thing is - so do you!

The only way to offset this is by having a high luck; however, since luck isn't an important statistic, jinxed does more bad than good. Chem Reliant Good Natured : " You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but First Aid, Doctor, Speech and Barter are substantially improved. Chem Reliant : " You are more easily addicted to chems.

Your chance to be addicted by chem use is twice normal, but you recover faster from their ill effects. It's a fairly decent trait since the more common chemicals which are used solely for combat don't need to last that long anyway.

Sex Appeal : " You've got the "right" stuff. Members of the opposite sex are attracted to you, but those of the same sex tend to become quite jealous. Gifted Skilled : " Since you spent more time improving your skills than a normal person, you start with better skill levels. The tradeoff is that you do not gain as many extra abilities. You will gain a perk every four levels.

As mentioned above, you only need to develop a few skills so the bonus isn't that great. The downside to skilled makes this trait hard to recommend as you'll want as many perks as possible. Gifted : " You have more inate abilities than most, so you have not spent as much time honing your skills.

Derived Statistics Within the character creation screen, the player is shown what are know as derived statistics; these statistics are based on how you distributed your points in the S. Armor Class : " Modifies the chance to hit this particular character. Maximum Action Points This doesn't take other factors into account such as sunlight, range or cover, but it gives a general idea of how armor class functions. Armor class is modified by armor, agility and certain perks.

Bob will reveal Doc Jubilee stole his map to Vault 13 , so The Chosen One can later talk to the doctor and if he buys his Elvis painting, the map will be found hidden inside.

The second is to work for Sheriff Dumont and accept the quest to stop the brahmin raids. The final option is to go to Vault 15, where a computer room on level 3 can be hacked - so long as players have a high enough science skill.

Finding the location of Vault 13 is one thing, but what players find inside opens up a new world of craziness. Sadly, players can't just stumble onto Vault 13's entrance by exploration, and it has to be added to the Fallout 2 map first. Part of the fun of a Fallout game is exploring the vast world and having adventures, so there's no need to rush to get to Vault 13 anyway.



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