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* The last quest is an assault on the City Hall. You need to screw with the generator and shoot a little. You'll have backup from [[Stryker]]'s men with you (just don't let them block the exit from the building, they can't be pushed). You can ask for a machine gun and two stimulants before the quest. You don't have to get into a fight. | * The last quest is an assault on the City Hall. You need to screw with the generator and shoot a little. You'll have backup from [[Stryker]]'s men with you (just don't let them block the exit from the building, they can't be pushed). You can ask for a machine gun and two stimulants before the quest. You don't have to get into a fight. | ||
In the room with security dogs in the layout table are a couple of useful books and in the toolbox above it a lot of good things. It can be obtained by Sneak 60 (40 with Stealth Boy). Enter from the street after opening the door ( | In the room with security dogs in the layout table are a couple of useful books and in the toolbox above it a lot of good things. It can be obtained by Sneak 60 (40 with Stealth Boy). Enter from the street after opening the door (lockpicking 40). If you don't have enough Sneak skill, you will need to spam the combat mode technique to pass through. | ||
===== Bunker at Stryker's location ===== | ===== Bunker at Stryker's location ===== | ||
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-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 | -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 lockpicking skill (just use lockpicking 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. | ||
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== Las Vegas == | == Las Vegas == | ||
Vegas has a lot of hiding places for the [[Metal Detector|metal detector]]. Look for the main stash of Vegas with a [[Metal Detector|metal detector]] at the location (Caravan Parking) next to the sign "Welcome to Las Vegas" - a gold casino chip (very much increases the chance of winning poker and roulette if you hold it in your hands). With | Vegas has a lot of hiding places for the [[Metal Detector|metal detector]]. Look for the main stash of Vegas with a [[Metal Detector|metal detector]] at the location (Caravan Parking) next to the sign "Welcome to Las Vegas" - a gold casino chip (very much increases the chance of winning poker and roulette if you hold it in your hands). With Outdoorsman 75, you have a chance to dig up 1% (if your Outdoorsman is less than 75, you have ~0% chance). At the same location near the truck (near the transition to the "Clean City") there is another thing with the same chance to search. Not to say that it's very rare, but still very good and expensive. | ||
Warning: If you want to go through the mayor's quest, do not give the police any receipts and hunger strips until you finish it. | Warning: If you want to go through the mayor's quest, do not give the police any receipts and hunger strips until you finish it. | ||
Receipts can and should be handed over to the police because they give money and expo for it. But then they'll have to be stolen back (to complete the mayor's quest). It is better to hand in the receipts to the policeman who stands near the bars, he will give an expo for them and a reward. It's okay to turn in the Chief of Police, but he'll give less exposition and no reward at all. You have to steal the receipts from the Chief of Police anyway. Sometimes the receipts stay with you after you hand them over to the police. It doesn't affect the quest in any way. The casino owner's "Hal Wallace" voice recording can also be rented out. It's compensated by a receipt from the Nursery, so you get 500 Exposure. But if you decide to do the mayor's quest, Hal Wallace is still over and you'd better kill him yourself (plastic explosives are the easiest way to do it). Get less exposure to +200, but get a unique gun "[[Colt Revolver]]" is a very powerful and beautiful gun (the comment on it says "... when you look at it, you feel like you are God"). All this needs to be done before Hal Wallace is handed over to the police or the | Receipts can and should be handed over to the police because they give money and expo for it. But then they'll have to be stolen back (to complete the mayor's quest). It is better to hand in the receipts to the policeman who stands near the bars, he will give an expo for them and a reward. It's okay to turn in the Chief of Police, but he'll give less exposition and no reward at all. You have to steal the receipts from the Chief of Police anyway. Sometimes the receipts stay with you after you hand them over to the police. It doesn't affect the quest in any way. The casino owner's "Hal Wallace" voice recording can also be rented out. It's compensated by a receipt from the Nursery, so you get 500 Exposure. But if you decide to do the mayor's quest, Hal Wallace is still over and you'd better kill him yourself (plastic explosives are the easiest way to do it). Get less exposure to +200, but get a unique gun "[[Colt Revolver]]" is a very powerful and beautiful gun (the comment on it says "... when you look at it, you feel like you are God"). All this needs to be done before Hal Wallace is handed over to the police or the Mayor's quest is completed (no effect on the Mayor's quest). You can find out about this gun in a conversation with the bartender at the casino "Three Card Monte" for $10. | ||
Also, most of the receipts can be handed over to the cops after the mayor's quest. Or refer to them without stealing - but these two ways can cause incomprehensible glitches. | Also, most of the receipts can be handed over to the cops after the mayor's quest. Or refer to them without stealing - but these two ways can cause incomprehensible glitches. | ||
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In the right corner you may see a gamer, who after being talked to, will give you a quest to repair one of the arcade machines. Talk to the bartender before attempting to. To succeed, the "sum" of your Repair, Science and Gambling skills should be 120. | In the right corner you may see a gamer, who after being talked to, will give you a quest to repair one of the arcade machines. Talk to the bartender before attempting to. To succeed, the "sum" of your Repair, Science and Gambling skills should be 120. | ||
One of the visitors has a useful case (to steal and open on the layout). It is possible to open it either by | One of the visitors has a useful case (to steal and open on the layout). It is possible to open it either by lockpicking or by repairing it, you need high (about 75) values. In any case, for the autopsy you will get a significant minus to karma -75 (but it is worth it: +5% to criical). | ||
Here you can also accept the job of delivering pizza (from the bartender) or go to the boss and take his quest. To perform the boss's quest, you will have to go to one of the caravaneers in the first location and get the evidence. The evidence needs to be given to the cops later. | Here you can also accept the job of delivering pizza (from the bartender) or go to the boss and take his quest. To perform the boss's quest, you will have to go to one of the caravaneers in the first location and get the evidence. The evidence needs to be given to the cops later. | ||
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You can use Science or buy the password from a single employee to access [[Hoover Dam]]. | You can use Science or buy the password from a single employee to access [[Hoover Dam]]. | ||
If you turn on the radio, you can hear the conversation about the stash. We need to get out of the location and return, and then use Science ( | If you turn on the radio, you can hear the conversation about the stash. We need to get out of the location and return, and then use Science (lockpicking also works) on the lantern. There's no need to leave the location. You've overheard it and you can have it right away. The lantern closest to the worker who walks in front of the entrance. | ||
Bob Neal is looking for a replacement for the dam workers. You can buy slaves for him, but the best option is to give the Ghouls / Geeks / freaks a job. | Bob Neal is looking for a replacement for the dam workers. You can buy slaves for him, but the best option is to give the Ghouls / Geeks / freaks a job. | ||
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The receipt is in the desk at the farthest end of the building. In a computer in another building you can get information with Science, but without a fight it is almost impossible to get there. You can go there after handing in the receipt to Meru or the cops there. There will be no one at the Nursery (also most of the items from the tables/cabinets will be lost). Except for one guard, but he doesn't react to anything unless he's attacked. (if you kill him, he has an electro-whiplash) and a computer with information, you can come quietly, without a fight. | The receipt is in the desk at the farthest end of the building. In a computer in another building you can get information with Science, but without a fight it is almost impossible to get there. You can go there after handing in the receipt to Meru or the cops there. There will be no one at the Nursery (also most of the items from the tables/cabinets will be lost). Except for one guard, but he doesn't react to anything unless he's attacked. (if you kill him, he has an electro-whiplash) and a computer with information, you can come quietly, without a fight. | ||
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 | 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 lockpicking +40%, medium lockpicking +35%, complex lockpicking +30%), in contrast to just a lock that opens only simple, medium mechanical locks and they have (simple lockpicking +20%, medium lockpicking +10%). | ||
== Salt Lake City == | == Salt Lake City == | ||
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To cure a man suffering from consumption, you need to use the doctor's skill on him, and then the antidote. | To cure a man suffering from consumption, you need to use the doctor's skill on him, and then the antidote. | ||
The entrance to the secret hideout can be found with a [[Metal Detector|metal detector]] behind the house where the patient lives. To detect an input with the help of a [[Metal Detector|metal detector]] - the skill of a | The entrance to the secret hideout can be found with a [[Metal Detector|metal detector]] behind the house where the patient lives. To detect an input with the help of a [[Metal Detector|metal detector]] - the skill of a Outdoorsman must be at least 91%. | ||
There's a kid out there looking for his dog. It is located in the Canyon location, a passageway to which, in the eastern corner of the Nuclear-[[Stake]]-plant. That's where the nuts grow and the pipe enters the Sewerage Station... | There's a kid out there looking for his dog. It is located in the Canyon location, a passageway to which, in the eastern corner of the Nuclear-[[Stake]]-plant. That's where the nuts grow and the pipe enters the Sewerage Station... | ||
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You can find a lot of useful information on the computer, including information about [[Vault 8]]. There's a second safe with a gas tank right there. | You can find a lot of useful information on the computer, including information about [[Vault 8]]. There's a second safe with a gas tank right there. | ||
If you have a low | If you have a low lockpicking skill, go to a room with a pile of incomprehensible biomass. You can take a card from it to open all doors. You can also go to the computer (Science 82 is exactly enough) below and open all the doors through it. | ||
If the | If the lockpicking is pumped up, then you can immediately go up and to the right and find there a third safe and some useful loot. In the table is a sheet with passwords from all safes (including for the gas canister). Here you can also find a Stealth Boy and a computer with information to why gas cylinders are needed. | ||
In a small room is a Pressure Helmet, which is needed to build Power [[Armor]]. Next to it is a device in which the cylinders are stuck and a gas attack is launched. To prevent the gas attack from harming, you can wear an anti-gas or anti-radiation suit and calmly wander around the base. | In a small room is a Pressure Helmet, which is needed to build Power [[Armor]]. Next to it is a device in which the cylinders are stuck and a gas attack is launched. To prevent the gas attack from harming, you can wear an anti-gas or anti-radiation suit and calmly wander around the base. |
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