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== Flashback: Surface Expedition == | == Flashback: Surface Expedition == | ||
You need to collect data from environment monitors - reaching the last two of them will require finding rope + grappling hook and a lever to move rocks. The hook is in the trunk of the car (use it on the eastern ladder) and the lever is a fallen road sign. It takes a few tries to move aside the rocks on the ledge. You can select any branch of the following dialogue - the game will not be affected by this. You can skip the prologue altogether by telling the doctor you are afraid to leave the vault. | You need to collect data from environment monitors - reaching the last two of them will require finding rope + grappling hook and a lever to move some rocks. The hook is in the trunk of the car (use it on the eastern ladder) and the lever is a fallen road sign. It takes a few tries to move aside the rocks on the ledge. You can select any branch of the following dialogue - the game will not be affected by this. You can skip the prologue altogether by telling the doctor you are afraid to leave the vault. | ||
== [[Vault City]] == | == [[Vault City]] == | ||
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At the maintenance center, Joshua gives you a quest to find a rogue robot. It can be found to the west near [[Opal Mine]], but to get to it you will need a stick of dynamite, which is in a locked house at the southern zone [[Wasteland]]. A computer in Joshua's office increases Outdoorsman skill by 3% and reveals the location of the nuclear power plant. The game's first workbench can be found in this area. | At the maintenance center, Joshua gives you a quest to find a rogue robot. It can be found to the west near [[Opal Mine]], but to get to it you will need a stick of dynamite, which is in a locked house at the southern zone [[Wasteland]]. A computer in Joshua's office increases Outdoorsman skill by 3% and reveals the location of the nuclear power plant. The game's first workbench can be found in this area. | ||
If you play darts, you will gain 5% Throwing if current skill is less than 90%. Bonus experience if you score more than 40 points. | If you play darts, you will gain 5% Throwing if your current skill is less than 90%. Bonus experience if you score more than 40 points. | ||
At [[Opal Mine]] you can find a holodisk (give to [[Joshua]] for decoding), an underground ghoul - it is worth talking to him more carefully (requires 9 Intelligence to uncover his full history), a robot for Joshua's quest and a pig rat for the mutated blood quest. | At [[Opal Mine]] you can find a holodisk (give to [[Joshua]] for decoding), an underground ghoul - it is worth talking to him more carefully (requires 9 Intelligence to uncover his full history), a robot for Joshua's quest and a pig rat for the mutated blood quest. | ||
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You can pick a fight with Mike in the bar (preferably with Unarmed 60% or more). After that, you can buy a power fist from him. $3500, or $2500 with Barter 60. It's expensive, but it's the only one for a long time. If you lose, Mike can train you in Unarmed by 3% ($200). Winning grants bonus experience. | You can pick a fight with Mike in the bar (preferably with Unarmed 60% or more). After that, you can buy a power fist from him. $3500, or $2500 with Barter 60. It's expensive, but it's the only one for a long time. If you lose, Mike can train you in Unarmed by 3% ($200). Winning grants bonus experience. | ||
Practically all [[quests]] here are given by William (good karma) or Justin (bad karma) and you can receive more than one at once: | |||
# Help Jasmine or make her leave (or kill her): To treat [[Jasmine]], first ask old man Jed, who will tell you about nightshade berries. When you find the berries (found at vendors, drug dealers, and growing on tall green plants), Jed will tell you how to craft Blood Purifier for treatment. It takes Doctor/Science 30. You will also receive a bonus poison recipe Horsekiller | # Help Jasmine or make her leave (or kill her): To treat [[Jasmine]], first ask old man Jed, who will tell you about nightshade berries. When you find the berries (found at vendors, drug dealers, and growing on tall green plants), Jed will tell you how to craft Blood Purifier for treatment. It takes Doctor/Science 30. You will also receive a bonus poison recipe Horsekiller | ||
# Help the slaves or make them leave (or kill them): Talk to them and then remove their collars (you need a | # Help the slaves or make them leave (or kill them): Talk to them and then remove their collars (you need a Traps skill of 35), you can then offer them to help around the town to be able to stay (Justin & Eugene will be angry (again) but they're all bark, no bite). Keep at least one collar for yourself to be able to craft a unique power first later (see [[Lovelock]]). If you sell all the collars (most profitable to sell to slavers), you can get more later from dead slaves or a certain [[SPECIAL|special]] encounter. | ||
# Find the missing brahmin: Talk to the kid who was guarding them. Speech check of 25 will make him confess he fell asleep, or you can learn this from Jasmine. Then you need to inspect the fence (hunt for the pixel with your mouse, should be a loose plank on the upper left side). Then examine the brahmin's remains and ask [[Justin]] about the bullets | # Find the missing brahmin: Talk to the kid who was guarding them. Speech check of 25 will make him confess he fell asleep, or you can learn this from Jasmine. Then you need to inspect the fence (hunt for the pixel with your mouse, should be a loose plank on the upper left side). Then examine the brahmin's remains and ask [[Justin]] about the bullets which will point to Bolt. Then talk to Bolt and decide how to proceed. | ||
# Find out what happened to Milo: To search for Milo you first need to go to [[Gerlach]] and talk to his wife. There will be a note on her desk (a bug can occur where you can't reach the note, but it's not necessary anyway). Then go back to the undertaker/grave digger Bob in [[Black Rock]] and convince him to confess everything (he is wearing Milo's boots). You need either bad karma, Speech 45, ST 8, or good reputation in the settlement. You can then either talk about it to Eugene, Justin or William (if you care about detailed lore). Ideally you should talk to [[Eugene]] first and he will tell you more about involvement into Milo's death, with a speech check (25) you can convince him to leave the raider gang. Otherwise if you talk to Justin or William first, Eugene will leave (forever?) but in any case this quest will be considered finished and you will receive a final one along with a radio (from either of them). | # Find out what happened to Milo: To search for Milo you first need to go to [[Gerlach]] and talk to his wife. There will be a note on her desk (a bug can occur where you can't reach the note, but it's not necessary anyway). Then go back to the undertaker/grave digger Bob in [[Black Rock]] and convince him to confess everything (he is wearing Milo's boots). You need either bad karma, Speech 45, ST 8, or good reputation in the settlement. You can then either talk about it to Eugene, Justin or William (if you care about detailed lore). Ideally you should talk to [[Eugene]] first and he will tell you more about involvement into Milo's death, with a speech check (25) you can convince him to leave the raider gang. Otherwise if you talk to Justin or William first, Eugene will leave (forever?) but in any case this quest will be considered finished and you will receive a final one along with a radio (from either of them). | ||
# Save the caravan: Use the radio and go to the signal location. There'll be raiders waiting for you at the cave entrance, the caravan is trapped inside. Raiders will offer you to kill caravaneers or lure them out (bad karma). Or you can kill the raiders instead - you are most likely not ready yet for a direct fight, so there is a better way - make sure you go inside. In the upper right corner there are a couple of radscorpions, kill them to take their tails if you don't have them yet. You can proceed to the caravan people and talk to them or just pass them directly. If you talk to them you can learn how they became trapped, and either lure them out to raiders, go out with them to fight the raiders (makes the direct fight much easier) or tell them you need to think. Best to proceed to the empty part of cavern on the left, if you get close to the left side wall you will get a console message "there's a fresh breeze blowing" and you will easily find a hidden exit. Once outside best to use sneak mode, there is a nightshade plant outside for Jasmine's quest if you didn't do it yet. There will also be a fireplace that you can use and it will give you the option to poison the raiders stew pot, for that you will need to either make the horsekiller poison with nightshade berries or just throw in radscorpion tails (you need 3). Then just go back inside the cave and wait an hour or two for the poison to take effect. Come back out to find the raiders are dead, loot their corpses and inform the caravan people that the raiders are dead, after that you can return to [[Black Rock]] and trade with the caravan leader (he will also appear in [[Black Rock]] every 10th day of the month and stay for up to one or two days). Return to William for a reward, you can pick a 20% discount for all future trades or pick a unique upgradeable energy pistol "Lucky" - Dave from the house next to tents will upgrade it for you if you bring him 250$ worth of gecko pelts. | # Save the caravan: Use the radio and go to the signal location. There'll be raiders waiting for you at the cave entrance, the caravan is trapped inside. Raiders will offer you to kill caravaneers or lure them out (bad karma). Or you can kill the raiders instead - you are most likely not ready yet for a direct fight, so there is a better way - make sure you go inside. In the upper right corner there are a couple of radscorpions, kill them to take their tails if you don't have them yet. You can proceed to the caravan people and talk to them or just pass them directly. If you talk to them you can learn how they became trapped, and either lure them out to raiders, go out with them to fight the raiders (makes the direct fight much easier) or tell them you need to think. Best to proceed to the empty part of cavern on the left, if you get close to the left side wall you will get a console message "there's a fresh breeze blowing" and you will easily find a hidden exit. Once outside best to use sneak mode, there is a nightshade plant outside for Jasmine's quest if you didn't do it yet. There will also be a fireplace that you can use and it will give you the option to poison the raiders stew pot, for that you will need to either make the horsekiller poison with nightshade berries or just throw in radscorpion tails (you need 3). Then just go back inside the cave and wait an hour or two for the poison to take effect. Come back out to find the raiders are dead, loot their corpses and inform the caravan people that the raiders are dead, after that you can return to [[Black Rock]] and trade with the caravan leader (he will also appear in [[Black Rock]] every 10th day of the month and stay for up to one or two days). Return to William for a reward, you can pick a 20% discount for all future trades or pick a unique upgradeable energy pistol "Lucky" - Dave from the house next to tents will upgrade it for you if you bring him 250$ worth of gecko pelts. | ||
After recovering from infection Jasmine asks you to help her find a boyfriend. There is a [[SPECIAL|special]] dialogue here for Gravediggers, but normal Speech can be used on the undertaker/grave digger Bob, then talk to Jasmine about him and convince her. <!-- In my playthrough of latest version I used a speech check on the grave digger but didn't feel like getting them together, hoping I'll find someone else for her. After a while when I returned to [[Black Rock]], Bob was nowhere to be found, in his place was a puddle of blood as he was seemingly killed. Option to get Jasmine a boyfriend disappears from dialogue. --> | After recovering from infection Jasmine asks you to help her find a boyfriend. There is a [[SPECIAL|special]] dialogue here for Gravediggers, but normal Speech can be used on the undertaker/grave digger Bob, then talk to Jasmine about him and convince her. <!-- In my playthrough of latest version I used a speech check on the grave digger but didn't feel like getting them together, hoping I'll find someone else for her. After a while when I returned to [[Black Rock]], Bob was nowhere to be found, in his place was a puddle of blood as he was seemingly killed. Option to get Jasmine a boyfriend disappears from dialogue. | ||
Reply: this is likely because you told Eugene that Bob snitched on him --> | |||
Later in the bar you will find prospector Mark in the upper right corner (see [[Fallout: Nevada#Metal Detector]]). | Later in the bar you will find prospector Mark in the upper right corner (see [[Fallout: Nevada#Metal Detector]]). | ||
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To repair [[Gerlach]]'s water pump, you need either scrap metal (Repair 30+) or a fuse that can be acquired in [[Vault City]] (this will save you from having to buy one in [[New Reno]]) from [[Sgt. Stark]] or Sam. | To repair [[Gerlach]]'s water pump, you need either scrap metal (Repair 30+) or a fuse that can be acquired in [[Vault City]] (this will save you from having to buy one in [[New Reno]]) from [[Sgt. Stark]] or Sam. | ||
In the last room of the big house on the right, you will find Milo's wife for the quest from [[Black Rock]] and a note on table (you probably can't reach it until the residents move but it doesn't affect anything). | In the last room of the big house on the right, you will find Milo's wife for the quest from [[Black Rock]] and a note on the table (you probably can't reach it until the residents move but it doesn't affect anything). | ||
The hunter [[Evan]] will teach you how to hunt Geckos and eventually teach you Gecko Skinning. If you ask him about | The hunter [[Evan]] will teach you how to hunt Geckos and eventually teach you Gecko Skinning. If you ask him about traps during the first hunting quest, he'll increase your Traps skill by 5%. His [[quests]] are tied to using a hunting whistle <!-- As far as I know it only works inside the two [[quests]]. -->. In the egg chamber (second hunting quest), you can find a torn jacket, which, with the help of a workbench and the skin of a silver gecko, can be turned into a normal leather jacket (Repair 35+). Up to half the geckos in the cave can be killed without failing the quest. With the combination of sneak skill, running and timing, you can avoid killing any geckos, pick up all the eggs (14 total) and any other loot. Once you are back outside, he ends up taking 10 eggs for himself and the rest he gives to you and tells you it's best to sell them in [[New Reno]] (restaurants) for most profit (with barter check you can increase price slightly more there). | ||
Afterward Evan will mention the existence of a legendary scorpion out in the wastes. This tough critter has a high amount of | Afterward Evan will mention the existence of a legendary scorpion out in the wastes. This tough critter has a high amount of hit points and deals a lot of damage plus poison. Kiting backwards while firing energy weapons is a viable takedown strategy, if you can, aim for the eyes - it should make the fight much easier. Slaying the beast yields 500 XP and an [[armor]] crafting component. | ||
Should you choose to move the settlers to [[Vault City]] later, make sure to do the [[Black Rock]] quest involving Milo first. To persuade the residents to move you need good reputation or Speech (70+). Trapper [[Evan]] will stay behind regardless along with [[Gerlach]] himself. | Should you choose to move the settlers to [[Vault City]] later, make sure to do the [[Black Rock]] quest involving Milo first. To persuade the residents to move you need good reputation or Speech (70+). Trapper [[Evan]] will stay behind regardless along with [[Gerlach]] himself. | ||
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-You can fix the shelves in the building next to the administrative building. | -You can fix the shelves in the building next to the administrative building. | ||
-There's a broken pump shotgun lying in the Uranium City shaft [[Nelson]]. You need scrap metal (junk) and weapon parts to fix it (with 75 repair skill). You can't return it to Nelson though. | -There's a broken pump shotgun lying in the Uranium City shaft [[Nelson]]. You need scrap metal ([[junk]]) and weapon parts to fix it (with 75 repair skill). You can't return it to Nelson though. | ||
-There's a safe in the administration building. If you can't open it, you'll be given its contents for free after the situation in the city is resolved. However, it will remain locked, but after the quest is completed, it will open with any hacking skill (just use hacking on it). | -There's a safe in the administration building. If you can't open it, you'll be given its contents for free after the situation in the city is resolved. However, it will remain locked, but after the quest is completed, it will open with any hacking skill (just use hacking on it). | ||
-In the second location, near the mine, you have to put a noise maker on the stake, and then use it. It'll cause a worm to appear. If the worm doesn't get out, press the pips-fire button to wait 10 minutes. There will be a small glitch - you can leave the pips-boy only by clicking on the "exit". When all three die, we can deal with further quests. Worms have 300 HP each, have good armor and can make four attacks per turn, so it's a very tough fight. A while after completing the task, the barkeeper in the saloon will have 5 wormwood natures (+12 to the recovery rate). There is also a second, "evil" option to pass this quest (minus karma, as well as deprived of the opportunity to buy the saloon pies made of worms). You can make a brahmin bomb. We buy it from the Chinese family (for $1000 or take it for free with Bartering 65), through the dialogue we order to follow ourselves and without being distracted by waiting, we run straight to the mine. There we wait until after some time the way of the brahmins will rest and through the context menu we push it to the end of the adit, to the area where there is a wheelbarrow between the two blockages. (If you can't push, it means there isn't enough power, you can take the electrocuted one in your hand to solve this problem). In the cave we hang dynamite on brahmin (through dialogue). There are dynamite sticks in the mine's warehouse. [[Nelson]] will make dynamite out of them for free. | -In the second location, near the mine, you have to put a noise maker on the stake, and then use it. It'll cause a worm to appear. If the worm doesn't get out, press the pips-fire button to wait 10 minutes. There will be a small glitch - you can leave the pips-boy only by clicking on the "exit". When all three die, we can deal with further [[quests]]. Worms have 300 HP each, have good [[armor]] and can make four attacks per turn, so it's a very tough fight. A while after completing the task, the barkeeper in the saloon will have 5 wormwood natures (+12 to the recovery rate). There is also a second, "evil" option to pass this quest (minus karma, as well as deprived of the opportunity to buy the saloon pies made of worms). You can make a brahmin bomb. We buy it from the Chinese family (for $1000 or take it for free with Bartering 65), through the dialogue we order to follow ourselves and without being distracted by waiting, we run straight to the mine. There we wait until after some time the way of the brahmins will rest and through the context menu we push it to the end of the adit, to the area where there is a wheelbarrow between the two blockages. (If you can't push, it means there isn't enough power, you can take the electrocuted one in your hand to solve this problem). In the cave we hang dynamite on brahmin (through dialogue). There are dynamite sticks in the mine's warehouse. [[Nelson]] will make dynamite out of them for free. | ||
-After the worms have been destroyed, we need to talk to Marilyn (the hostess of the bar), and she will also need to discuss all the subsequent steps to restore the city. | -After the worms have been destroyed, we need to talk to Marilyn (the hostess of the bar), and she will also need to discuss all the subsequent steps to restore the city. | ||
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In a wooden house with a generator (which stands next to the house with a computer) in an iron locker is "[[Large set of keys]]" (will be lost if you tell the police about the nursery) can open and simple, medium and complex mechanical locks for them (simple hacking +40%, medium hacking +35%, complex hacking +30%), in contrast to just a lock that opens only simple, medium mechanical locks and they have (simple hacking +20%, medium hacking +10%). | In a wooden house with a generator (which stands next to the house with a computer) in an iron locker is "[[Large set of keys]]" (will be lost if you tell the police about the nursery) can open and simple, medium and complex mechanical locks for them (simple hacking +40%, medium hacking +35%, complex hacking +30%), in contrast to just a lock that opens only simple, medium mechanical locks and they have (simple hacking +20%, medium hacking +10%). | ||
== Salt Lake City == | == Salt Lake City == | ||
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