Machine Translated by Google Fallout of Nevada Guide From a fan to fans Player, I am presenting you the Fallout of Nevada game guide. Left created because the game absorbed me to the point that I didn't I could only walk through it once without discovering it and most of its charms. Maybe you think like me that by playing for the first time in Fallout you get to know 50% of its content, once again you get to know another 40%, next times you get to know another 5%, and the other 5% you may never know. That's why this guide is aimed at aim to present you (almost) everything you want to know about possibilities, items, quest endings, character development, exploration the world and other things in this game. Almost everything because of it mentioned above. To create the guide, I used not only careful passing the game, but also a thorough analysis of text files. No less however, this does not mean that some minor elements could not be left I have omitted and that the guide cannot be improved yet. Thanks to Szponix for making the guide available on Fallout Corner. STORMER 1 Machine Translated by Google Contents 1. Introduction ………………………………………………………………………………… 3 1.1. What's new for Fallout 1/2? ………………………………… .5 1.2. Valuable items and information ……………………………………. 12 1.3. A few tips for the game ………………………………………………… ... 15 1.4. Trivia ………………………… .. …………………………………… ..16 1.5. The beginning of the game ……… .. ………………………………………………. 18 2. Description of the locations with tasks to be performed in them ………………………… .19 2.1. A word of introduction about the main plot and the rest of the tasks ........................... 19 2.2. Vault City (Vault 8) ……………………………………………………. 21 2.3. Absolute memory …………………………………………………………. 32 2.4. Tides of War …… .. ………………………………………………………… 42 2.5. Gerlach ……………………………………………………………………… 52 2.6. Black Rock… .. …………………………………………………………… 56 2.7. Lovelock ……. ……………………………………………………………… .61 2.8. New Reno ……. …………………………………………………………… 80 2.9. "Poseidon Oil" reactor ………………… .. ……………………………… 124 2.10. Zone 51 ……. ……………………………………………………………. 126 2.11. Bridgeport ……. …………………………………………………………… 126 2.12. Las Vegas ……. …………………………………………………………… 129 2.13. Salt Lake City ……. ………………………………………………………. 157 2.14. Uranium City ………. ……………………………………………………… 178 2.15. Hawthorne Military Base ……. ………………………………………. 185 2.16. Battle Mountain ………. ………………………………………………… ... 186 2.17. Car ……. …………………………………………………………… 188 2 Machine Translated by Google 3. Minor locations and special meetings ……. ……………………………… ..193 3.1. Miniature locations …… .. ……………………………………………… ..193 3.2. Random meetings …… .. …………………………………………………. 194 3.2.1. Special encounters (no location remains on the map) ……………………………………………………………………………. 194 3.2.2. Meetings of the nature of special locations …… .. ………………… ..197 4. Miscellaneous only from Fallout of Nevada …… .. ………………………………… ... 202 4.1. Profits ………………………………………………………………………. 203 4.2. Weapons and ammunition …………………………………………………………… 209 4.3. Chemistry ……………………………………………………………………. 216 4.4. Functional items ………………………………………………… 220 4.5. Dictionary for the version incompatible with the official Polish translation ……………………………………. ……………………………. 222 1. Introduction First, some general information about Fallout of Nevada. This is a game created on the Fallout 2 engine. It offers a new, open world full of various possibilities, interactions, ways of performing tasks, faction affiliation, the skill development system and the SPECIAL system to character creation. In the game we have: - a completely new story, - a new world map with nine new locations (Black Rock, Gerlach, Lovelock, Hawthrone Military Base, Uranium City, Battle Mountain, 3 Machine Translated by Google Wichry Wojny, Las Vegas, Salt Lake City), three reworked locations from of the original Fallout 2 (Vault City, New Reno, NPP Poseidon Oil), five smaller locations (Bridgeport, Wrecked Stagecoach, Tire Dump Automobile, Provo, The Pound) and other locations not used in the final version of the game (including Wendover, Eily, the Old Man "Rubby") available only in the Fallout editor, which allows you to place them on the map, but the design of these locations is unfinished and there is nothing of value in them, - twelve completely new random encounters (Petrol Station, Crossroads, Great Hole, Oil Tanker in the Desert, Forgotten Office, “Nowa Hope ", Big Egg, Bobby's Cottage, House on Wheels," Next ", Abandoned Guard Camp, Picnic Area), - over a hundred new quests to complete, - two hundred completely new items (weapons, gunpowder, ammunition, tools e.t.c.), - new sound and visual setting (new illustrations, animations, movements characters), - new opportunities to interact with the environment (greater use of science and repair, the ability to create items and use them on other objects), - greater use of all skills, because even a little Skills that were significant in previous Fallouts, such as gambling and traps, can be here be helpful in solving some tasks. The plot of the game is based on leaving Vault City in search mysterious crypt item stolen by Jay Kukish - representative of the secret faction of motorcyclists. Our character is determined as a Wanderer. The case of the theft of the mysterious item, of course, is not turns out to be trivial and we won't end the game by simply returning it to the crypt. Along the way, we will be able to render our services to numerous "gurus" in the wasteland, some of whom represent the good side, while others are typical scum of the post-apocalyptic world. 4 Machine Translated by Google 1.1. What's new for Fallout 1/2? A system was added to the game, similar to the later parts of Fallout creating objects in workshops, laboratories, fires and in people. We can heal diseases, craft items, medicines, weapons, ammunition, etc., and repair things. The possibilities depend on the availability of raw materials and our skills. a) Bonfires - you must have them to use them science on min. 25. 1) Treatment of infection - some little nasty that we can get infect more than once during our adventure. We can cure ourselves of it around the fire with these ingredients: - "Blood purifier" - Bloodpurifier - just use it normally, - xander root, - xander root and disinfectant, - xander root, disinfectant and drinking water, - wolf's berry and booze - but it doesn't actually work, - Wolf's Berry and "Bloody Mary" - but it doesn't actually work, - Wolf's Berry and Atomic Cocktail - but it doesn't actually work, Effectiveness depends on skill treatment and the ingredients used. 2) Recipes to learn - they are scattered all over the place world map: - Root beer - to learn learning for min. 35 , +100 XP - Atomic Cocktail - to learn learning for min. 40 , +100 XP - Stimpak - to learn learning for min. 75 , +100 XP - Doctor's bag - to learn learning for min. twenty , +100 XP - Molotov cocktail - to learn learning for min. twenty , +100 XP - Mantis snack - to learn learning for min. twenty , +100 XP we are taught by Bob Iguana. 3) Chemistry to produce around the campfire and the necessary ingredients: 5 Machine Translated by Google - antidote - radscorpion tail (1), - medicinal powder - xander root (1), broca flower (1), - "Blood Purifier" - nightshade (2), xander root (1), flower broca (1), drinking water (1), - poison "Horsekiller" - nightshade (2), radscorpion tail (2), empty a syringe (1), - root beer - xander root (2), mutofruit (1), drinking water (1), - Vocas nut solution - Vocas walnut (10), 'Bloody Mary' (1), empty syringe (1) - unfortunately, the product is only available from the game's resources, - Atomic Cocktail (5) - nuka-cola (5), booze (1), mentats (1), - poisoned beer for regular customers of Eldorado (5) - beer (5), tail radscorpion (1) - unfortunately I do not see this option in the game, - Stryker merchandise - Stryker merchandise (1), empty syringe (10) - I don't know what it would be for, - stimpak - xander root (1), broca flower (1), drinking water (1), empty a syringe (1), - superstimpak - stimpak (1), nuka-cola (1), mutfruit (1), - Homemade AntiRad - Vocas nut solution (1), "Blood purifier" (1), drinking water (1) - unfortunately we will not produce it in the final version of the game, - medical bag - scalpel (1), silver gecko skin (1), empty syringe (1), disinfectant (1), antidote (1), means painkillers (1), - iguana meal - iguana on a stick (1), - dinner in front of the TV (+25 damage points) - dinner before TV (1), (I don't know, however, if it can be found anywhere outside of game resources), - noodle soup (+25 HP) - a pack of noodles (1), drinking water (1), (I haven't found a packet of pasta anywhere in the game) - Molotov cocktail - Rot Gut (1), flare (1), - booze - molasses (1), drinking water (1), (I don't know what this molasses is), - praying mantis snack (2) - praying mantis leg (2), beer (1), mutfruit (1). 6 Machine Translated by Google We get drinking water by using a canteen on wells and others water sources. b) Press for ammunition You can use it to produce ammunition: - 10 mm, - caliber 12, - 0.44 Magnum, - 0.223, - 0.30 shotgun, - 9 mm, - 0.45, - 5 mm, - caliber 12 coin - I do not know what it is, c) Workbench 1) Potential materials for use in the production of bandolier: - silver gecko skin (2), - golden gecko skin (1), - acid gecko skin (1), - leather jacket (1), - reinforced leather jacket (1), - homemade jacket (1), - gray bandit jacket (1), - silver gecko skin (1) (?). Requires "Savage" shotgun and repairs for min. thirty and firearms for min. thirty . 2) Possibilities of modification in cooperation with Pip-Boy: - purchase of the "Empathy" perk, on min. 40 lessons , per min. 50 repair, - opening or breaking the lock of a closed suitcase and extracting it content: $ 500, mentats and Pip-Boy anatomical analyzer, required repair on min. 40 or opening locks min. 75na , 7 Machine Translated by Google - dismantling of ammunition and obtaining shells and gunpowder, repair for min. 10 heavy , min. weapons 10na , - replacement of a damaged radiometer in the Pip-Boy, repair for min. 40 and learning min. 75na , +500 EXP, Pip-Boy upgrade, - skills improvement hand-to-hand combat - is in the game file, but not I know if it works 3) Manufacturing and repair with the required items: - ammo press upgrade - ammo press (1), scrap (1), repair for min. 70 firearms , min. 35na , +100 XP. - restoration of a rusty machete - rusty machete (1), fuel for the flamethrower (1), Rot Gut (1), , weapons repair for min. 25 melee for min. 25 , +50 XP. - rusty katana renovation - rusty katana (1), fuel for flamethrower (1), Rot Gut (1), repair on , ñ white on min. 25 weapons min. 25 , +50 XP. - counterfeit coins for Nuka-Cola vending machines - scrap (1) - gives 50 pieces, repair for min. 40 , +50 XP - Area 51 alien blaster - alien blaster (1), scrap (1), repair for min. 50 lessons , per min. 90 , +1000 XP - 2043B radio repair - radio (1), scrap (1), repair for min. 40 , +100 XP - "Mickey's Revenge" - "Mickey's Revenge" schematic (1), scrap (1), toaster (1), slave hoop (1), repair on min. 40 fight , downright for min. 70 , +200 XP - cleaning the "Old Farcia" - "Old Farcia" (1), repair on min. 35 energy , weapons on min. 40 , +150 XP - "Dzikus" shotgun bandolier - 410 "Dzikus" shotgun (1), leather, requirements as above for the bandolier, - dismantling dynamite - dynamite, repair for min. 35 , traps for min. 35 , - restoring the PLC - PLC (1), repair for min. 25 , learning for min. 80 , +500 XP 8 Machine Translated by Google - dismantling large caliber ammunition from Hawthorne - box , ammunition, repair for min. 10 heavy weapons on min. 10 , we gain leftover ammunition, - powder grenade - "Powder Grenade" schematic (1), leftovers ammunition (30), Rot Gut (1), flare (1), traps min. 50 throwing , on na min. 50 , - hunting spear - knife (1), sharpened stick (1), repair on min. 25 melee , weapons on min. 35 , - on-board computer repair - on-board computer (1), scrap (1), on min. 60 lessons , per min. 60 repair, +1000 XP - debugging and installing the scanner on the metal detector - metal detector (1), ultrasonic scanner (1), repair for min. 40 lessons , min. 30na , +350 XP, metal detector upgrade, - repair of the Bertolini cue stick - cue cue (1), stick Bertolini (1), , min. 40 repair for min. 30hazard per , +350 XP - placing a bedbug on a Bertolini stick - bedbug (1), stick Bertolini's stick (1), repair for min. 15 , - removing a bedbug from Bertolini's stick - repaired Bertolini's stick with a bedbug (1), repair - repairing a damaged for pistol laser min. 15- damaged, pistol laser (1), scrap (1), , repair for min. 40 energy weapons on min. 50 , - repair of a damaged microfusion cell - damaged microfusion cell, repair for min. 50 , +50 XP - installation of an empathy amplifier in the Pip-Boy - an empathy amplifier, repair for min. 40 lessons, per min. 50 "Empathy" perk , - breaking the lock of the suitcase of a regular customer of Hard-Rock cafe - closed suitcase of a loyal customer, $ 500, repair for min. 40 , inside: mentats and an anatomical Pip-Boy analyzer, results in -75 Karma points, - opening a suitcase of a regular customer of the "Hard-Rock" cafe - a suitcase regular customer (1), tools (1), opening locks min. 75na , 9 Machine Translated by Google +250 XP, inside: $ 500, Mentats and Anatomical Pip Analyzer Boya, results in -75 Karma points, - installation of ballistic inserts on a bulletproof vest - ballistic inserts (1), bulletproof vest (1), NOTE: the vest should be removed before execution - vest only available in game resources !, repair for min. 35 , traps on min. 35 , +100 XP - repair of Nelson's weapons - damaged Nelson's weapons (1), scrap (1), , weapon parts (1), repair for min. 75 firearms on min. 40 , +200 PD, - removing the radiometer from a damaged Pip-Boy 2000 - damaged Pip-Boy, , per min. 75 repair for min. 40 lessons , +500 XP, Pip-Boy Upgrade, - repairing a torn jacket - torn jacket (1), leather, NOTE: the jacket should be taken off before it is done - I don't know which one here the jacket is on, - create Kubotan - "Kubotan" blueprint (1), scrap (1), kubotan key (10), critical repair+2 hit chance, formelee damage, ,+4 min. twenty to hand-to-hand combat on min. 90 , +250 EXP, +2 melee damage, - preparing keys for Kubotan - key (1), repair for min. 5 , hand-to-hand combat min. 10na , - decipher old holodisk - old holodisk, learning for min. 25 , +100 PD, - production of needles from weapons with an electromagnetic drive (ammunition huskless) - scrap (2), repair for min. 90 , learning min. on 25 , One of the Quok brothers has to teach us how to create, - creating a 10 mm pistol from spare parts - weapon parts (5) - I did not manage to create anything like that. Maybe some character needs us learn it. We can fit something like a part of a gun into ours equipment for a 9 mm pistol, because it is intended for it. So much, 10 Machine Translated by Google that when I did it all the gun and some of it disappeared from my inventory. BUG ... d) In the game, we can find boxes boarded up from above. Until their opening a crowbar or hammer is needed. e) In the wasteland, we can find wolfberry bushes. You can collect the fruits of the will this plant from them, and the greater the skill, the more you of survival , artscollect. f) In Salt Lake City, we can find an overgrown mutant water lily and collect ripe Vocas nuts from it. g) As in the previous parts, you can collect the roots book and broca flowers. h) In various places we can find piles of rubbish from which we can extract with repairs scrap (it is widely used). i) We can take drinking water from the wells using empty ones canteens. Drinking water is used in some tasks and as part of the production of products. j) Sleeping in a bed in some hotel costs a bit, but it adds temporarily +1 Perception and +1 Intelligence. k) The game features almost exclusively opponents known from the previous parts, but nevertheless: - deathclaws are almost absent in random encounters, although there is one place and one encounter with the Coyote tribe in which two such animals accompany them, - there are no super mutants at all, - there are no fire geckos at all, but they have been replaced a milder version of them - acid geckos, which instead of breathe fire, they shoot bursts of acid. They can also be used to peel acid geckos skins. l) In the game, unfortunately (or fortunately), we will not meet NPCs that we will be able to take with us on a permanent basis. There are only characters that temporarily they join us in carrying out a task. m) During the game, similarly to Fallout 2, we come across random ones meeting our main enemy - the Soul Hunter. He warns us 11 Machine Translated by Google that we should cease our mission or we will end badly. Meeting it starts when we find ourselves on the map with the ruins of buildings and we should go more or less to the center of the map, and then it activates dialogue. 1.2. Valuable items and information 1) Metal detector - use it simply by holding it in your hand and while running or walking, we click all the time and appears on the console information "The detector has detected nothing" or "The detector has detected something within the 1- 4 (1-9 upgraded) steps away from you. When we get this message, after we simply stand on every possible point on the map within that number meters and when we stand on the right field, we will detect the object. Most often, we will find a typical lumber, such as a knife, ammunition remains, some cash, but you can also find unique items! When finding items, you also receive a small amount of experience points. It can also detect traps lying on the ground (mines, rat traps), if we do not see them due to low perception. At the workbench, its range can be improved up to 9 steps, having repair on min. 40 and science on min. thirty and a scanner ultrasonic in your inventory and gaining +350 XP. This scanner gives us the Essie Gate after completing her quest with fulfillment of the contract for Wright. 2) Working Radio - in this game it has a huge use, because holding it in hand, we can use it as normal radio as possible communication with other people. We shouldn't get it under any circumstances dispose of from inventory when we get them. WORKING RADIO we get by repairing an ordinary radio, which can be found , for example, in the New Reno bunker, on a workbench, having scrap and repair ÿ on min. 40. Another way is to get it from Gereth in Las Vegas for helping me get my brother back or from the guests at Black Rock on the quest with the disappearance of the courier. 12 Machine Translated by Google 3) Ammunition press - a mobile miracle, thanks to which we can produce ammunition from its remnants. Types - see above. To be created at Frank's Korchen or mechanic Ed from the Nuka-Cola factory. 4) Geiger Counter - known from earlier parts, as it may be useful especially when visiting reactors. 5) Motion sensor - shows what is moving around us. 6) SkradoBoy - increases the skill of stealth for a while and we become thanks to him invisible. 7) Shovel - in this part it is possible to break it while using it! Spends sure that the probability of this happening is the greater and greater we have Strength. 8) Great Lake Map - loading a map to the Pip-Boy causes it the appearance of the message that now traveling in this area will be easier. We get +75 xp for this and the Provo mini-location is revealed, next to it SLC. Also, when we start the conversation with Big Louis having her in inventory, the game may reset. 9) Crowbar and hammers - apart from other uses, they are also used to open chests boarded up. 10) Nuka-Cola vending machines - using money on them, we can buy a bottle of Coke for $ 5. We can also cheat them by using a multiple coin use or counterfeit coins for which is -1 Karma point. After a long time while robbing machines in this way, we should get a special perk and +5 points to theft. 11) In the game, we can search garbage cans. 12) Gambling - it is worth mentioning this classic method of earning money in Fallout. It is also possible here, but nevertheless to start to enrich by playing in casinos you need to have the skill of at gambling on least 150%, at a lower level the chances are so small that we will practically only lose. Of course, some game items such as dice, cards and tokens also help us. 13) Caravan masters - people who give us a lot of tips concerning the criminal riddles we solve. And so the champions 13 Machine Translated by Google We meet caravans in New Reno, Winds of War, Las Vegas and Salt Lake City, and we can ask them about the following: - about the girl in the picture of Ted Bundy, - about motorcyclists (apparently they can show Battle Mountain), - a machine in Anders' garage that makes strange noises (of course the car), - about the raid on the caravan "Fast Hawk", - about the guy with a scar on his neck or Maxon (Louis' traitor), - a filter for Salt Lake City, - for Nuka-Cola transport to cities - they can be couriers. 14) Personal safes In the cities of Nowe Reno, Wichry Wojny, Las Vegas, Salt Lake City - The caravan district and Salt Lake City - the railroad districts are ours personal safes. These are the vaults for which you must guess the code, if we have PE min. 5 . Guess method after a moment of reflection it is quite simple, but a bit time consuming. Its essence is that after each attempt to enter a random code, hearing the sound, our character determines how many selected digits were hit. For example, when we enter 00000 as the first combination and we get the information that two of the five digits are correct, then we have to change one each time we try deduce where the correct figure stands. Example: 00000 - I get a message that 2 out of 5 are correct, so go on: 00001 - I get a message that 1 of 5 is correct, so go on: since I changed the last one from 0 to 1 and now only one is correct, I conclude that the last digit is 0, etc. until all guess. This can be done in less than 10 minutes. The reward for deciphering the code in each of the safes in the game is +500 xp and a Stimpak. Russian Wikia reports that if we guess the code in the first few tries, we should get it +700 XP - I checked nevertheless and it doesn't work at least in Fallout 1.00. 14 Machine Translated by Google For sloths unwilling to play, I give codes for safes in curiosities next to each city. We receive a perk for breaking the codes for all safes in the game "Burglar" / "Safecracker". 1.3. A few tips for the game 1) In my opinion, it is definitely not profitable to play a character with Intelligence less than 3. In this case, multiple broadcasting dialogue options some meaningful meaning to the conversation, for example regarding the solution quest or initiation of repair, etc. is not displayed at all. Not it occurs in every conversation, but in the great majority. Sometimes to there is a corresponding dialogue option enabling some original ones resolution of the case is required Intelligence at a minimum of 4. Issue those dialogue options that require an Intelligence of at least 3-4 to be available is not included in the "Traces" perk! This perk shows the requirements and chances of success of a specific activity - e.g. when opening a lock with a skill opening locks for 100 shows percent how much we have a chance of success when trying to break into computer shows that the minimum required level science is 50 in the conversation shows that to use a given dialogue option effectively e.g. Intelligence 6, etc. is necessary. 2) The legend that I adopted to improve the readability of the guide: - bold - highlights the information that I think is worthwhile pay attention using the guide, - italica - reference to requirements necessary to perform a given tasks or skills , - underlining - a reference in the content to some other fragment of the guide, most often a task, - blue - information about the profits you get by doing the given action, 15 Machine Translated by Google - red - information about losses incurred by performing a given action, - green - safe codes, passwords, - brown - information about the game and the ways of completing the game by analyzing the game files and using sources of knowledge about it, but which did not work during my game. The reason for this could be a BUG, which is either in every version of the game or only for me. There are also information that I just haven't confirmed or checked as it would require too much a lot of work and it would have little effect. Abbreviations: STRENGTH - strength, PE - perception, WYT - endurance, CHA - charisma, INT - intelligence, AR - dexterity, HE - luck. 1.4. Interesting facts a) When we are not playing in a very good character and have done bad things here and there, we may find posters in some cities with "someone I know" and the following information (my personal translation): 1) "Wanted alive or dead for Infanticide and Rat Rogue. Reward - $ 10,000 dead or $ 5,000 alive. " 2) "Wanted alive or dead for Infanticide. Prize - $ 10,000 for dead or $ 5,000 for alive. " 3) “Wanted dead or alive for the Rogue Rat. Award - $ 10,000 dead or $ 5,000 alive. " 4) 'Wanted alive or dead for the Caravan Assaults. Award - $ 5,000 dead or $ 2,000 alive. " b) If we want to use the level editor to add the location of the Government Vault to the map (because there is such a possibility), we will be able to go to it and at the entrance we will find ourselves in front of the locomotive. We have the option to board it and go to Salt Lake City just like after completing the mission main thread. There is +5000 xp for doing this and can be done in infinity! 16 Machine Translated by Google c) There are items in the game resources that have not been used in the final version, but they can be introduced into gameplay using the Level Editor. Such a resource is, for example, REZ4 - a powerful energy weapon that can only be charged by a mechanic at Hoover Dam for $ 1000 a it destroys practically everything alive with one shot. d) There are locations in the game's resources that can be added to the world map, but there is nothing in them ... Such locations are Wrong Location, Vault City (in the place of Arroyo), Mountains, Caravan and others. e) After killing the guests in power armor, i.e. Wescer, Phil and You can take damaged power armor from the colonel, which can be a replacement in the manufacture of our armor assisted. f) In the Working Radio text file we can find testimonials about the possibility of using it for cheating. Unfortunately, I have no idea if it will how to do it at all and how to get there. I have not found any information on whether it is actually possible or is it an unfinished idea of the creators. In any case, cheating would include choosing your gender, creating money, XP, etc. g) I found information in the game's text files that I cannot use during the game and I do not know if it is possible. These matters include the following: - sex with Solomon (I don't know if it's a man or a woman, sic!), - there is supposed to be a Madison client in New Reno and apparently you can with him about something interesting to talk to, but I didn't find the visitor anywhere. File, which can testify to him to "dcvic", - Niskigvan is said to be telling a story to his children in the evening tribe, but I have never witnessed anything like this, - theoretically in the game you can find a mutagenic serum from Fallout 2 and use it somewhere (ZIString), - a doctor from the Wings of War should teach us to do drugs, but I can't activate this dialog option. There should also be a possibility of reporting Wescer about some of his labs, but I didn't find anything either 17 Machine Translated by Google - There should be a ghoul in the Winds of War, but nowhere like it I found, - after finishing the game in Vault City, we should meet Phil a motorcyclist, if we had a good reputation with them during the game. He should have given more us super weapon REZ4. But I haven't found him anywhere, - the trader Tibbit from Vegas should have a laboratory helmet for sale according to the game file, but I have never found one with him, - in earlier versions of the game (0.99a, 0.99b, 0.99c) you can find random meeting with Vault 15 and make contact with its inhabitants. This is indicated by the Cav7cnsl file, - apparently in the game you can play Black Jack with someone. Nobody but I have not found one anywhere. This is indicated by the file ziBlkJck. There is a similar file that tells about the possibility of playing something else zccerpdel. - apparently in Vault City or Las Vegas you can meet or find a robot that will obey us. This is indicated by the file VcCrobot. Maybe it's the robot next to Curtis in Vegas, if you can fix it, - it seems as if at some stage of the game, when we find ourselves in the wasteland near Vault City to meet a patrol from our hometown, it should have an unusual character, because our hero concludes, that the city needs to be warned against something. I, however, never come to such a meeting I missed. They are pointed to by the ecvptrl file, the same one it contains normal meeting with the patrol dialogs, - apparently, you can meet attacking bandits in the game farmers. In return for help, farmers give us something. But never like that I missed the meeting. They are pointed to by the ecfarmer. 1.5. The beginning of the game At the very beginning of the game we find ourselves in our hometown crypt. Our job is to gather a team and go outside to collect the data weather. First, talk to the soldier in the room next to us - we can ask him about various details about the mission - finally we tell him we are ready and he follows us. Next 18 Machine Translated by Google we talk to the doctor in a white coat and tell him about ready to take off. Then we have to talk to ours fearful colleague in blue overalls and convince him of the need going outside. Once we have a complete crew, we go to the computer before entering the crypt, we use the "hand" option on it, the door to the crypt opens, then we go to the computer at the end of the corridor and use it as well. After a while we find ourselves outside the crypt. We have five data to collect weather stations. We do this by using the holodisk we have in inventory. We have the locations of the stations on the field map of our Pip-Boy. Three of them are on the level where we are after leaving the crypt. After collecting data from three stations at the base level, we approach car standing in front of the entrance to the crypt and take the rope from the trunk hook. Then go to the southern part of the map and pick up the one lying on sidewalk road sign. Then use the rope on the broken ladder on the wall next to the entrance to the crypt, climb up, collect data from fourth station, then we go even higher using another ladder in front of us. There, use the road sign several times (or just once if you have high Strength) on the pile of stones lying on the right side. Eventually the pile will slide down and we will have access to the last, fifth station. We download data and then… .RUN. We hear a strange noise, we go back downstairs to the entrance to crypts and we can see what happened. We talk to the soldier and then start main adventure years later again in our crypt. 2. Description of the locations along with the tasks to be performed in them 2.1. A word of introduction about the main plot and the rest of the tasks. Due to the fact that the Fallout of Nevada project underwent numerous evolutions, it was not without bugs, shortcomings and remnants of unrealized ideas. The description of quests is based on version 1.00 HD and on the quest.msg file. In Game resources include quests, items and scripts in the game itself 19 Machine Translated by Google it can not be launched because, for example, it is cut from the final version. This is why below is a brief explanation of the main plot tasks and their classification. The main story quests are not grouped together in the Pip-Boy list, but some are in the Absolute Memory list and some are in the Vault City list. To complete the storyline, regardless of the order of the quests, you have to visit the cities in the following order: Vault City, New Reno, Bridgeport, Hawthorne Base, Lovelock, Area 51, Vault City (2), Battle Mountain, Salt Lake City, Government Vault, Vault City (3) . However, the list of main story quests is as follows according to different criteria. 1) Quests that we actually activate and end in the Pip-Boy and lead until the end of the game: 1.1) Get up on your feet: talk to Graves, Willmuth, take yours equipment from stock, 1.2) Biker Chase: Find out more about Jay in Black Rock 1.3) Biker Chase: Find out more about Jay in New Reno 1.4) Chasing a motorcyclist: contact the riders, 1.5) Biker chase: get a message at Hawthorne base, 1.6) Biker chase: find Jay in Hawthorne base, 1.7) Find information about the "Vault 8" project in Area 51 (optional, not necessary for the plot), 1.8) Recover an item stolen by a motorcyclist, 1.9) Punish the thugs who kidnapped the Overseer, 1.10) Complete your mission in the Government Vault. 2) Quests that are listed in the game files but cannot be activated in Pip-Boy, or perform at all: 2.1) Find the transmitter interfering with the signal at Hawthorne base, 2.2) Get rid of the spyware in your Pip-Boy, 2.3) Expose Dr. Wilmuth, 2.4) Discover the true purpose of Vault 8 (executable, optional, related to the main thread), 2.5) Blow up the Government Vault. twenty Machine Translated by Google Russian Fallout Wikia lists other quests, but none at all game resources. In fact, activities from tasks that are not in the Pip-Boy we also perform by passing the game, but they are not included as tasks. In Fallout of Nevada we also have over a hundred side quests to complete, some of them are mutually exclusive, while elsewhere there is a need to serve one specific faction that rivals with the others. Below is a list of all quests based on a text file and, as far as I can, a detailed description of their progress along with the possibility of ending and the consequences we suffer in each case. 2.2. Vault City (Vault 8) The place where it all starts and really ends (luckily only main plot, because the game can be continued as long as you have a perk "Tireless"). On the spot, the main story quest will be activated , a also we can do minor things for the benefit of the settlement and to improve our skills to start with. 1. Recover an item stolen by a motorcyclist The task is activated when the first one is completed talking to Sergeant Graves. Instead, it ends at the moment return to Vault City after the events in Hawthorne base, where we are capturing element (see the quest for finding Jay in Hawthorne's base). For his for delivery we get +1000 xp. 2. Punish the thugs who kidnapped the Overseer The quest will activate as soon as we return to Vault City after meeting Jay at Hawthorne base and talk to Graves about the events that took place here. Then we go to Battle Mountain, which we now have on the map (they can be found in other ways) and talk to Phil. We ask him 21 Machine Translated by Google to open the door of the fence. He will do it in exchange for a Stimpak, an anti-dragon, mentats, painkillers, warming up or psycho. We can also steal his pilot and open the door ourselves. After opening them, we can go inside and use computer. We now have an option to track the Overseer Pip-Boy. For doing this activities, we get +1000 xp. The navigation indicates that we should go to Salt Lake City to the train district. So there we go and go the most north to the part with the railroad. Actually, we can do one more thing for this quest. Namely, we should get in the building to the machine room crane control computer. To do this, we should go down the stairs and there we can: 1) open a locked door with a skill opening locks , but the castle it's very hard, it costs +135 xp to open it. 2) find a key for them, which is in a small hut in the desk in the railway area. To get to it, go to the railway area through the door of the building on the inside of the fence (there are robots inside), go to the hut on the left side of the map and go down to the underground. Over there we go to the end of the corridor and use the ladder to enter the hut with a desk with a key. We go back the same way. Once we open the door in the basement of the building at the end of the corridor we will find the computer controlling the airlock. We can use it and open the airlock with it science on min. 65. There is +650 xp for this deed. Then we go down the airlock and we kill ants. On the left side of the corridor in the recess there is a secret room, a door it can only be seen by walking close to the wall and inside the desk there is a weaker shotgun and some ammo. At the end of the corridor, use the ladder upstairs and we're inside the hangar with the locomotive. Now we should use repairs on the wires protruding from the wall closer to the upper right corner of the building and also on the generator on the repairs floor above. control Whencomputer both of and these use things it to position are fixed, the webarrels can usein front the crane of the entrance gate. When we do that we only have to use the lighter (it's in the cupboard in the next room) on placed barrels and move away from them. After a while we will see an animation blow up the entrance gate. Before we go any further, it remains for us to explore 22 Machine Translated by Google locomotive. It will turn out that the on-board computer is damaged and that it is needed train driver. Now is the time to complete the tasks for Salt Lake City, which are about finding a driver and fixing the computer on-board locomotive. Meanwhile, after doing them and going by train to the area of the Government Vault, this task is also completed. The story continues in the quest below. 3. Complete your mission in the Government Vault The quest is activated when the train enters the Vault Governmental. We stop in front of a kind of makeshift bridge. We can go to the other side on the bridge or via the underpass, to the entrance of which is in the ruins of the hut on the left. On the other side of the bridge we have a campsite and an entrance to the crypt building. Inside, the corpses of the inhabitants are waiting for us, as well as two turrets. The best tactic to destroy them is to hide behind the barrels, go one step away, fire and hide behind the barrels again to avoid being shot. Another way is to use explosives on a forklift with oxygen tanks and push the forklift towards the turrets to destroy them. There is +500 xp for that. The room on the right can be found cable that was likely to be used for this task, but with for some reason it is not needed. Then we can go down the elevator. There in the room there is a hiding place in the wall with some goodies, in the cupboard there is the medical report and portable laboratory CL 3000 and on the floor lies… Overseer! It's just that for me his character is presented as "Error" and yes just trying to talk to him ends up being kicked out of the game. No less but I know what the conversation with him might be about, so ... ATTENTION - SPOILER! In a dialogue with the Overseer, all the rumors we have heard so far in the wasteland, mostly in Salt Lake City, about the Soul Hunter are confirmed. It turns out that there are actually two representatives of the US government still alive today United, who live thanks to "devouring" pure, unmutated lives 23 Machine Translated by Google people. They need them to extend their lives, and Vault 8 is what they do "Breeding" pure souls. There is +1000 xp for killing the Overseer, because that was what he wanted. On the table in the next room there are also the remains of Jay Kukish ... Then we have the opportunity to go down down the stairs on the left or on the right, behind the door that needs to be blown up first. Depending on the choice of stairs, you will have to destroy the turrets in a slightly different order at the bottom, but usually you need to shoot and hide until you destroy them. Another method for their annihilation is going down the stairs to the third floor straight to two glowing energy generators. When we use on each of them repair on min. 80 , they will turn off and you will get +1000 xp for each. After turning off the second power goes off and a timer starts counting down three minutes to starting an emergency power supply. During this time, we can go to the second floor and turn off the turrets with repairs. The higher this skill, the higher the probability of turning off the turret. There is +250 xp for each. Downstairs, in the rooms, in addition to a large amount of weapons, ammunition and other equipment from the tap in one of the rooms, you can get water, and on one of the corpses there are recordings of a Vault citizen, as well as an access key next to the corpse in the conference room, used to open the computer door in the hall on the third floor. In addition, we can improve our skills on two punching bags hand-to-hand combat on each of them by + 5%, and also in the conference room, it is wall-mounted a safe that costs +500 xp to open and $ 3,000 inside . On this floor there is also a piano. Apart from the fact that we can play a melody on it, it is also in the file text is a text that proves that you can get psycho out of it. Not but I know how to do it. Then we can go up the second elevator shaft to the third floor. On the third floor, you can retrieve the "Exodus" holodisk from the computer, and the access card at the Overseer position of the crypt. We go down to the fourth floor up the stairs on the right. On this floor, we can collect this and that, and ultimately we go to great doors that we can only open with an access card. Behind them the President is waiting for us. After opening the door, we will see an animation. After her 24 Machine Translated by Google we should destroy the turrets and then we can talk to President and end the line with him in several ways: 1) If we have explosives in inventory, we can be there for him aggressive and not forgive him for attacking us. Finally, we assemble explosives on it and blow it up. This will result in -15 points Karma and +1500 xp and you can take a doll of the Lord from his stand Nixon. 2) we can torture the president with protruding cables or steal from him a doll of Mr. Nixon and tearing its limbs. Eventually it will give way to us and opens the door to give us -5 Karma points and +2000 xp. 3) we can forgive him for attacking us because he was forced to do so. If we are patient with him and listen to his story about with compassion, he tells us to leave his premises. We will get +15 points Karma and +2500 XP. He is referred to as Nuka-Cola, but I don't know whether to use it for this option, a specific requirement must be met, such as having a license to sell Cola, etc. 4) we can enter into a conversation with him about the national anthem of the United States and use an appropriate argument to convince him to release us. The argument depends on our skills and so: 4.1) having INT 5 and rhetoric on 70 (second dialogue option) we get for solving +15 Karma points and +2000 XP 4.2) having INT 6 and rhetoric on 75 (third dialogue option) we'll get for solving +15 Karma points and +2500 XP 4.3) having INT 7 and rhetoric on 100 (first dialogue option) we will convince President, that it is worth going outside, because the war is over. For it solution we will get +30 Karma points and +5000 xp. After dealing with the President, we can go to the surface. There, right after leaving, we will see an animation in which our driver is abducted by the Soul Hunter and his people. This hunter will be on us he waited in front of the entrance to the crypt and a dialogue with him will start immediately. In talking to him if we have INT min. 5 and rhetoric on min. 75 or 18. experience level , we can ask him some questions. INT min. 6 Gives us 25 Machine Translated by Google possibility to ask one more question. Then the fight begins. Fight it is difficult because there are a lot of well-armed clones around us, a The Soul Hunter regenerates when he has too little HP! Good for me the method is having high skill energy weapons and shooting him accurately to sensitive parts of the body, e.g. eyes. Thanks to the critical damage that takes a lot of HP with one shot, we are able to kill him before he regenerates health points. He is carrying a Gauss pistol. After the fight, we free our driver from the house next door and go to train bottom or bridge. Another one is waiting for us on the other side a clone to kill. There is +5 Karma for killing each clone . We get in on the train for the journey back to Salt Lake City. There is +5000 xp for that. After by the way, however, a surprise ... We stop somewhere on the route because the driver needs toilets. When he goes to her, sets us up to thugs. We have two thugs to kill and the driver. There is +5 Karma for each. The bandits have a radio, a working radio driver. After the fight, we get on the train and return to cities. After leaving the railway district, we receive an SOS signal from ours crypts. We go to Vault City and see that there was a massacre in the city. We enter Vault 8 and experience agitation hormone that adds +50 to maximum damage and +50 to normal injuries. There are two ways to end the storyline before us role-playing game (of course, we must have a mysterious one in our inventory element, and take it from the floor when meeting Jay at Hawthorne base): 1) we can get caught by the guards at the entrance and let ourselves lead me to the Colonel. There, we will be able to peacefully return the mysterious element to him, which will result in a BAD END of the game, 2) we can kill all the clones on each floor from start to finish. The fight is not easy because they are strong and well armed. There is +5 Karma for each. At the very bottom, we can enlist Sergeant Graves. There is in the cabinets a lot of ammunition, as well as two gas protection suits. There is a Colonel on the lowest floor with 500 HP. After 26 Machine Translated by Google Killing him, on the advice of Sergeant Graves, we should use the separate elevator and go to the secret floor where we can insert the mysterious element and run the procedure an emergency, ending the game with an INDEFUL ENDING, because by the narrator we are not defined as heroes, but as a person who chose the "path between". 3) we can at the device after inserting the mysterious element start the process of self-destruction of the entire Vault, while sacrificing your life - this results in a GOOD END. However, we cannot continue the game because we are dead. For each of the solutions at the end of the game, we get +10000 xp. If after When we finish we want to continue playing, we need to have a chosen one beforehand the perk " Tirelessness". 4. Deliver special items to the warehouse To the south, just below the entrance to the crypt is a warehouse with Sam inside. After talking with him, we gain access to the locker, where we collect the items assigned to us, as well as from him extract information about needed special Krypt devices Tech. He will instruct us to collect them and upload a message to our Pip-Boy about less more of this content, but without information about the item's location: "Krypt-Tech devices required to be delivered to the warehouse Vaults 8: 1) ion synthesizer - New Reno, bunker, in the panel on the wall, 2) gas analyzer - Salt Lake City, slum part, in the basement of one of the ruined houses, excavated from the panel, 3) pulse modulator - New Reno, underground of Thompson's quarters, in panel, 27 Machine Translated by Google 4) pressure regulator - to be purchased from the quartermaster at the Hoover Dam in Vegas for $ 500 or 10 pizzas (and according to the text file for 250 colas, co does not work for me), 5) garment synthesizer chip - Winds of War, abandoned crypt, excavated from the machine. " For delivering each of the elements to Sam in Vault City, we get +500 xp. When we deliver all the required equipment, we will be able to choose one of the items as a reward. We can choose from: 1) power glove, 2) power hammer, 3) Pancor Jackhammer, 4) sniper rifle, 5) laser rifle, 6) plasma rifle, 7) a grenade launcher (and we actually get a rocket launcher!) 8) improved electronic lockpick, 9) a great set of tools, 10) combat armor, 11) M2041 machine gun, 12) 20 Stimpaks. 5. Find the missing robot scout The quest will be activated after you talk to Joshua and in the conversation we will notice that something is wrong on the panel (dialog option available at INT min. 3 ). Then we can tell him that one of his robots has died and propose to find him. We go to the left side of the city and go to the locked door in the upper building - you can't open it, but you can blow it up with explosives (you can find one among others in NPP Poseidon Oil). After blowing up, go inside and smash it rats, we search the cupboard and go underground in the last room. The ghoul Ely is waiting for us down there. In a conversation with him, we can do something 28 Machine Translated by Google learn about the war and if we provide him with beer, vodka or other liquor alcohol, will give us the key to the door at the end of the corridor or we can just demand that he give them to us. Without keys, you will have to open the door by hand. Behind Receiving the keys from him, we get +100 xp. After opening the door, we go to the top, smash living things and approach the robot to take the holodisk from it. Then it is worth visiting the hut at the bottom of the map and there, behind the closed door in the cupboard, we find the "Old Holodisk". After dealing with everything in this part, head back to Joshua. We give him robot holodisk and get +300 xp and +20 Karma points. 6. Decrypt the data on the Deputy Sheriff's Holodisk This task is in the Pip-Boy file, but it will not activate or be deleted at execution. In the house behind the white door in the left part of town, there's a cupboard Old Holodisk. We can take it to Joshua to ask for it to be decoded, or to decode it on the workbench with +100 xp and information about Ely Gorebinski. scienceIt is min. living ona ghoul 25 . We in the will receive basement of the building in the left part of the map, the door to which we should blow up. If we have read the information from the holodisk, in conversation with him we will be able to point out that it is just about him. After quietly listening to his version events and re-entering dialogue, having INT min. 9 , we will be able to deduce that some data does not match. We will discover that the guest he has multiple personality syndrome and we'll get +250 xp for this diagnosis. After killing it is also possible to take the "Savage" shotgun from him. 7. Learn more about the Gerlach community This quest is activated when we talk about Gerlach with sergeant Stark, who is in the building next to the entrance to the crypt. He'll commission us to research this community. It is enough to go to the location and witness the events what are taking place there. Then go back to Stark and report back to him everything we saw. We get +200 xp. We can introduce them community as a gang of degenerates or as intelligent, organized 29 Machine Translated by Google community. Depending on our decision, the quest may still be activated with the destruction of the Gerlach community or with its transfer to Vault City. 8. Destroy the Gerlach community The quest is activated when introduced to Stark the Gerlach community as gangs of savages. He will order us to poison their water and give us poison. We can go to Gerlach and use poison on the water body next to it pump. This results in -50 Karma. After going back to Stark we get +1000 xp. 9. Investigate the case of a "suspicious couple" of citizens The quest is activated when you talk to the "watchful guard", standing next to the building just below the entrance to the crypt. When we ask him about policy-related matters in the city, he may involve us in investigate the case of a suspected pair of citizens. Then we go to southwest of the map, to just below the green field to the west, and there we find a couple of citizens among the trees. We catch them red-handed and we can learn a bit about the rules physical intercourse in the city. We can end the task in two ways: 1) let the couple go peacefully and not report their incident to the authorities - we get +100 EXP and +2 Karma points, 2) tell the couple that we will inform the authorities about their antics - a moment later see them at the prison cell, plus - we get +100 xp and -2 Karma points, and also when we talk to the ranger again that commissioned us with the task, we can choose a prize: 20 9mm rounds, 24 rounds JHP or $ 100. 10. Collect blood samples from pigs, coyotes and geckos for the doctor Willmuth thirty Machine Translated by Google To be able to activate this quest, we need to talk to the ghoul first Harold, who is in the cell with Sergeant Graves, or take a closer look at him. Next we should ask Graves about him and he will tell us that the ghoul has been infected some virus. Then we talk to Harold again and ask him about virus. Only then will we be able to speak with Dr. Wilmuth ask him about this mutant creature. Then we'll learn a bit about the virus and the infection definition and get +100 xp. We will also be able to offer the doctor help in obtaining samples of the mutated animals that he uses there are coyotes, geckos and pigs. He will give us empty ampoules, and our task is it is to go to the wastelands, kill the animals and take them from the body of the individual each species of blood sample, using ampoules on the carcass. For delivering each sample to the doctor is +250 xp, and when we deliver the full set, the doctor will teach us how to cure an infection at the campfire. Minor tasks and trivia 1) On the main computer in Vault 8 we use science (acceptable <30) - we get a stimpak 2) Bearing rhetoric on min. 35 in an interview with Dr. Wilmuth, we can convince him that it is worth giving us a Stimpak or a first set for the trip help. 3) When we use science min. 50 on on the computer in the room with the doctor Willmuth, we'll find out that he deceived us. We'll get +50 xp, and when with it we'll talk and learn more about our past, we'll get +500 PD. This is a cut job exposing Dr. Willmuth. 4) We talk in Vault 8 with Jessie who is in the room next to Dr. Willmuth and we convince her to go outside the crypt - +1 Karma point. 5) Hack the computer in the building where Joshua is standing, use and gain +350 xp, +3 learning for min. 35 to survive and the NPP location Poseidon Oil on the map. 31 Machine Translated by Google 6) We use skills repairs on a scrap heap in the western part of the city - we get scrap and +50 xp. 7) If we steal the magazine "Cat's Paw" from Sam, we will be able to draw his attention to what he does in his spare time. We'll get +100 xp for admonishing him . Then, however, surprisingly playing both a woman and a man, we can tempt him to closer physical contact. Supposedly the effectiveness of the whole event depends on Charisma, but for me both both low and high, the effect was the same. When closer contact takes place, we get -3 Karma points and +200 XP. 8) We search a jug in a small hut in the western part of the city - we are poisoned by the spines of a predatory plant, but we get 12 of them (no I know their uses besides weak weapons…). 9) After talking to the citizen standing at the small dartboard, we can try your hand at throwing the target. If we ask him for some advice, the skill will increase by +5 , throwing as long as we have a low skill and we do not hit a high number of points. If we are very high throwing level and we hit nearly 90% of the targets (approx. 45/50 points) it will not increase us skill, but we'll get +300 xp. 2.3. Total Recall At the beginning I would like to point out that the tasks on this list are not activated and deleted in this order appear here. The name of the list does not refer to the location, but to the story of the game. To complete the storyline, you need to visit cities in the following order, regardless of the order of the quests: Vault City, New Reno, Bridgeport, Hawthorne Base, Lovelock (optional), Area 51 (optional), Vault City (2), Battle Mountain, Salt Lake City, Government Crypt, Vault City (3). 1. Get up on your feet: talk to Graves, Willmuth, take your gear from warehouse 32 Machine Translated by Google This quest starts at the beginning of the game right after completing the quest in the year 2091. We wake up in a crypt and our goal is to collect information about ourselves (we lost our memory) and talking to the above-mentioned citizens Vaults 8. We learn that some time ago there was a mysterious theft element from the Vault and that the Overseer has suffered. Our task will be finding that element. It is very important that after speaking with Graves to go to Sam's quartermaster and collect the equipment assigned to us. There is a CRUSKED PAPER SHEET that is us necessary to continue the storyline. Then we go to New Reno. The task runs from the beginning until the story ends role-playing game. 2. Biker Chase: Find out more about Jay in Black Rock It is likely that this quest will be deleted immediately after investigating Jay's case in New Reno. It seems that this part of the main plot is about asking the inhabitants of Black Rock about motorcyclists. After dealing with Vault City, you can go straight to the bunker in New Reno. 3. Biker Chase: Find out more about Jay in New Reno We go to New Reno to the Stryker section. When we'll try to open the door to the bunker and then talk to the gangster, we can ask him about him. If we worked for him and he has ours trust, we can ask him to give us the key to him, and if not, we can redeem it for $ 1000. In the bunker, approach the console in front of the door and We can: 1) guess the password by science on min. 90 , for which we will get +500 xp, having 2) use a crumpled piece of paper on the console, which is in the locker in Vault City Jay left us. We use the main computer, having this piece of paper in our inventory. Then it will appear a dialogue option appears that allows you to contact Jay. Whether 33 Machine Translated by Google whether we say that we are looking for him or pretend to be him, he will appear on our map a Bridgeport location that we cannot otherwise discover. We go there and we talk to the mexican-looking man standing by the motorcycle. We should ask him for all information related to Jay, a we find out that the further trail leads through Hawthorne base. 4. Chase a motorcyclist: contact the riders This quest is also deleted immediately after contacting Jay via the computer in the New Reno bunker. 5. Biker Chase: Receive a message at Hawthorne base We start doing this part after contacting Jay in New Reno. When we go to Hawthorne and pass through the Dead City, we should get a message from him in our Pip-Boy (very important, otherwise we won't move on!). Then we go to the hangar territory and make our way to the right side of the map, avoiding the turrets. First, climb up the electric box to the roof and go down to the warehouse on the left through the hole in the roof, go through the hole in the wall, open the door to warehouse in the second row of buildings and also go through the hole in wall. Finally, we are at the walls of the great hangar and can enter measure through the pipe. There, take the amplifier from the room on the right signal. Then we can turn on the light with the switch that is in the cell z front. There is a robot next to the elevator door, which you can destroy or avoid. The door to the corridor with the elevator can be opened with a red card access to the reactor, which is in the desk in the room next to the table from which we took the signal amplifier, or you need to open it manually, but you need a very high skill . opening locks. We leave the hangar and go to the garrison territory. We go on the second floor of the building and we use the signal booster on the radar equipment. Before that, we can still use the computer in the government room and 34 Machine Translated by Google we will be able to learn from it about a secret radio station in Lovelock, which will interest us in the quest with the real purpose of Vault 8. When we put the signal amplifier in place, then it starts ... After a while we wake up behind a glass pane in the room with the reactor, and outside stands none other than Jay Kukish himself. We should talk to him. For hearing the whole story of why and why he stole the secret item from the crypt, etc., we get +750 xp. At the end of the conversation, we learn that the company has arrived at the base. We'll have a choice: to fight them alone, because Jay doesn't he will want to fight us and run away, or if we talked to him composed and we have shown appreciation for everything Jay has done (it seems that you usually have to choose a third dialogue option to achieve this), we can make him fight by our side. We get +500 xp for that. Leave the room by opening the door on the computer near the reactor. We take our things from the cabinet and pick up the mysterious element from the floor. In The company of three stalkers awaits us in the entrance part of the hangar. Have combat armor and assault rifles and it's dark so the fight isn't easy. We can kill them or bypass them and use the ladder in the secret room on the right side of the big gate, behind which there is a brown exit area. When we leave the map, Jay is no longer with us, and we head to Vault City, where another surprise awaits us. We talk to Graves, asking for the details of the next mission. By the way we finish the task with retrieving the stolen mysterious item. We get +1000 xp for that. Next, we can go to the Zone 51 to complete the task of finding project information there "Vault 8" or the quest to discover the true purpose of Vault 8. Both are not are necessary to complete the storyline, but are related to it. However, the continuation of our most important mission is the task of punishment Overseer hijackers. 6. Biker Chase: Find Jay at Hawthorne Base This task is deleted from the Pip-Boy when we do what is described in the task above. 35 Machine Translated by Google 7. Find the interfering transmitter at Hawthorne base This quest is only listed in the game's text file, but not in the Pip-Boy, though we do have to find the transmitter. 8. Get rid of the spyware in your Pip-Boy Like the above, this task is probably an unfinished idea. Although we had some spyware in Pip-Boy because we were being followed by Jay, but we wanted him delete it, I don't see the way. 9. Expose Dr. Willmuth This task is also not marked in the Pip-Boy, but nevertheless exactly we can perform this action and get a prize. if we have science on min. 50 and we'll use it on the computer next to the doctor, in it we will discover the truth about our memory. Then, in the conversation with the doctor, a dialogue option will appear, in which we expose him and pour our regret on him. We'll get +500 xp. 10. Find information about the "Vault 8" project in Area 51 The description of this quest also describes Area 51 as a location and place, which are worth visiting because of valuable items and the possibility of additional money XP on enemies, etc. The quest is not required to complete the storyline. but worth doing, I think. Area 51 coordinates can be obtained if we have this task activated: 1) from the scientist in Tides of War in the room next to Wescer for $ 300 (there is also a dialogue in the game file, which shows that he will give it to us for free if he sees our contribution to the settlement, but it did not work for me), 2) from a computer in Wichry Wojny, bearing min. science 50na , 36 Machine Translated by Google 3) from Tom Parker of Las Vegas for $ 3000, bearing INT min. 3 or for $ 1,000 having INT min. 5 and trade for min. 65 , 4) from the archivist Clark bearing INT min. 4 if we make his daughter come back to him or paying him $ 100, $ 200, $ 300 or $ 400 for them, and the effectiveness of the option depends on the skill 5) Oscar trade , $ 1000, having tasks with Sam Davis for Philips, INT min. 4 and if we did any of the 6) from the mayor's secretary, if we have INT min. 4 i CHA min. 8 , 7) from the mayor, if any INT min. 4 and we did it a task (tells Clark to share the data with us), 8) from each of the Hawk brothers, bearing INT min. 4 and after completing the task with an attack on their caravan. 9) from the archivist's terminal, if we kill him silently. On the spot, we find a large plane stuck in the ground. We can break into (but it didn't his hatch with a crowbar and FORCE min. 7 work for me ... BUG?) Or blow them up by planting explosives right next to them. There are interesting fancies inside. There is a computer in a small building in this part of the map. When we use na, we will him learning for min. 40 be able to bring out interesting information about radar stations. We'll also get +400 xp. We will also discover that our Pip-Boy has spyware installed - for this discovery +350 xp. We have more buildings on the next board, but we cannot enter them until we turn on the power. There are also strangers around - quite strong, because they have 120 HP, you also need a good weapon. We go behind the fence to parts where there is a small panel house between the power poles. On panel we use scrap bearing repair for min. 65. This way we restore the power and get +650 xp. Now the doors to buildings open by themselves, but irregularly every now and then. To enter or exit the building, it is best to stand in front of the door, wait 10 minutes, and then exit the Pip-Boy there will be a moment to open the door and we can go. We plunder what we can because you can find very interesting things. There are punching bags as well, but no we can train on them until we get rid of the aliens in Area 51. When this 37 Machine Translated by Google we will make and use the bag, our skill hand-to-hand combat will increase by 1 (however I was never able to run this script). In this building with a training room in another room we can also find a holodisk with recordings of the officer and co more importantly a safe, the code for which is 153-648-987. There are four safes throughout Area 51, and we can open them having passwords that are in the building on the second floor, downstairs, in one of the desks. They can also be opened with PER min. 7 and opening locks min. 80na . There is +200 xp for this feat. There is in every safe a dose of poisonous gas. After we have processed this part of the map, we go to the next one in the south. Over there we have to kill some creatures again. In a box in a small hut we'll find explosives. Then we go inside the hangar. There again we come across several alien creatures. It is also worth searching the rooms, because there are many valuable goods, and finally we have to open the second safe for which the code is 045-896-509. We can also use the computer having science on min. 25 for what we get +250 xp. In this computer, if we have information about the INT min. 4 , we will note that construction of Area 51 and about Vault 8. After reviewing these the other ones get +1000 xp and the task is completed. After exploring this floor is descended by the elevator below. There, we go along the corridor in front of us and kill the creatures. Finally we reach the chamber with er ... dung, glue, discharge or whatever it is that the aliens give off, and there we find a ghoul hanging in the midst of it (probably an alien incubator). We talk to him and if we have INT min. 3 we can get him out of the dung. After a while we find ourselves in the room next to it, and after a short conversation, the guest falls dead. We take the card from him access to the Alpha Lab. We have a third gas safe in this room, for which the code is 987-469-876 and a lot of other interesting gadgets: a helmet laboratory in cupboard, access passwords for safes in desk, CL mobile factory 3000 on one of the tables, SkradoBoy in the desk. You can open the exit door with a high skill Each one gives you +100 EXP. opening locks. From the computer on this level, in the room with various useful items, we can get information about education for min. 25 aliens, for which we will get +250 EXP. According to the game file, the computer should also be able to read passwords and extract other information, unfortunately I have not been able to do so in any way pull out. There is a security computer in another room on this floor. 38 Machine Translated by Google Bearing education for min. 50 we can enter it and disable protection, obtaining thus access to all doors on that level or also switch boxes force, so that strangers have difficult access to us (the fields can be turned off with repairs ). When we activate them, aliens will run into them and die. For breaking in for this computer we get +500 xp. In yet another room in the desk has both parts of the power armor schematics, and in the cabinet the "Stryker" weapon and a remote force field controller, with which we can turn these fields on and off. If we knock out everything that moves in the hangar and come back after some time, we will see that the aliens have reborn (probably from this pile of dung ...). In order to to get rid of them forever, we have two (or maybe even three) options. 1) We can use three poisonous containers on the main device ventilation, which is in the room that we go to after taking it out a ghoul with dung. For placing them and entering the code shown on a piece of passwords in the desk next to it, and the code reads 013-486-498, we get +1000 xp. After all, we have thirty seconds to leave the hangar, because the gas will be released in a moment. We can exit through the entrance we entered or through the back entrance through a damaged windmill. Gas does not hurt us if we are wearing power armor or a protective suit. Once the atmosphere is poisoned, the aliens will no longer be around revive. 2) In another room there is a small reactor core (?) On which it is computer / console. By using it, we can lead to destruction strangers. We can use it and choose an option with it available if we have INT min. 7 and science on min. 75. Then we will serve you turrets on the lower floors (no access to them) and our character on the screen of his monitor will see how the turrets destroy alien colonies. You will get +2000 xp for doing this. 3) Using the same computer on the core and having science on min. 100 we can activate the procedure of self-destructing the hangar. When we hack computer and we decide to choose this option, we will be able to set ourselves time for our evacuation from 1 to 5 minutes. When we hit "start", the clock 39 Machine Translated by Google starts and we get +5,000 xp. We rush to one of the exits and depending on which one we choose, the case ends differently: 3.1) when we run upstairs and then through the entrance we entered, then when we get outside, there will be an explosion and we will fly away a bit from entrance. The entrance will be collapsed, and we will never enter again hangar. 3.2) when we decide to exit through the back exit, i.e. we follow the corridor through the green field to the second part of the floor, then up the ladder or normally down and finally we come to the hole on the outside in place of the windmill, after leaving the green field you will find yourself in the entrance area parts of the map, and information about the explosion will appear on our console . When however, we will return again to the part of the map with the entrance to the hangar, will be it is collapsed, but… it is probably BUGGED, because you can get through it enter the hangar normally as before the explosion! It's just that actually in There is nothing inside, because we have swept everything and killed the aliens. 11. Discover the true purpose of Vault 8 This task cannot be activated or completed in our Pip-Boy, but it is in the game's text file. It seems to me that its essence is simply delivery of documents relating to our true destination family crypt. First things first… Being at the Hawthorne base on some occasion (there are many opportunities), we can look at the computer on the second floor, located in a small room in government halls. From it we extract information about the radio station in Lovelock. We go there and on the spot we have several ways to find station locations: 1) we talk to the leader of the tribe Ogima. if we have INT min. 3 and high reputation at tribe we have a dialogue option in which Ogima brings us to the station, 2) talk to Niskigvan and having perka "Bandit Cheyenne" or STRENGTH min. 9 , we can force it to show the station's location, which is -10 Karma points, 40
Enter the password to open this PDF file:
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