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Fallout: Nevada: Difference between revisions

→‎Wind of War: improved and fixed grammar, expanded and corrected details; Also corrected about Ted Bundy in New Reno.
(→‎Uranium City: - majority of grammar fixed, expanded and corrected details, improved readability. Some minor fixes for previous locations as well.)
(→‎Wind of War: improved and fixed grammar, expanded and corrected details; Also corrected about Ted Bundy in New Reno.)
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==== Strip club Burlesque ====
==== Strip club Burlesque ====


In the strip club, as a female character you can try yourself as a dancer, need Agility 7 (and Charisma exactly above 3). Gets you a lot of money and a quest. To get into the club for free (being a woman) you need Intelligence 7.
In the strip club, as a female character you can try yourself as a dancer, need Agility 7 (and Charisma exactly above 3). It gets you a lot of money and a quest. To get into the club for free (being a woman) you need Intelligence 7.


After you perform several times, you will be advised to leave the club through the back door (you should go by the lockers and safe). There you will be met by [[Ted Bundy]] - a serious opponent with the Ripper (you can run away from him, but it can break the quest). If you go out the front door, you get a gigolo, poisoning and the risk of dying if you don't have enough KP. If you do decide to do so, don't talk to "Mom" until you leave town, otherwise she will refuse to talk to you later.
After you perform several times, you will be advised to leave the club through the back door (the back room with lockers and safe). There you will be met by [[Ted Bundy]] - a serious opponent carrying a Ripper (you can run away from him, but it can break the quest). If you go out the front door, you will get raped by a mob of fans (and acquire a perk called gigolo), poisoning and you can even die if you don't have enough of HP. If you do decide to do so, don't talk to "Mom" until you leave town, otherwise she will refuse to talk to you until later.


After your death by [[Ted Bundy]], you will get a picture and an opportunity to speak again. Talk to Mom about it, then the bartender. Then you'll need to find the address on the back. Before you go to the slums, you can go to the reception in Silver, where they will tell you where to look. This is the apartment where you picked up Patrick's parcel near the Silver Hotel. Ask the residents and go to the railway station. There's only one locked door in a row of houses and a look at the fridge. Now you need to talk to [[Tuco]] in the caravanist parking lot. He's gonna say he took this girl to [[Las Vegas]]. In Vegas, at the Hard Rock Cafe, you'll find her and she'll ask you to say hello to Mamaha. The only problem is [[Tuco]] won't tell you anything if you're a raider.
Assuming you went through the back door, after you kill [[Ted Bundy]], you can pick up a photo from his body and an opportunity to talk to Mom about it, then the bartender. Inspecting the photo you find an address on it. Before you go to the slums, you can go to the reception in Silver hotel, where they will tell you where to look. This is the apartment where you picked up Patrick's parcel near the Silver Hotel. Ask the residents and go to the railway station. There's only one locked door in a row of houses and you need to look at the fridge. Then you need to talk to [[Tuco]] (note: he will refuse to speak to you if you are a raider) in the caravan parking lot. He's gonna say he took this girl to [[Las Vegas]]. In Vegas, you'll find her at the Hard Rock Cafe (waitress Susie) and she'll ask you to say hello to Mom. Lastly speak to mom and inform her Susie is safe and well, living a new life.


There's a portrait of Elvis in the manager's room in the table. It's an easter egg - valuable picture from Fallout 1-2. (The same picture can be taken at [[Las Vegas]] from the casino wall on the second floor)
There's a portrait of Elvis in the manager's room in the table. It's an easter egg - valuable picture from Fallout 1-2. (The same picture can be taken at [[Las Vegas]] from the casino wall on the second floor)
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Make a separate save before you do your military base tasks, otherwise you may lose access to it before the time comes.
Make a separate save before you do your military base tasks, otherwise you may lose access to it before the time comes.


There's a soldier in the tent on the left, who is very angry at the soldiers stationed there. If you are not too law-abiding - you will need it later (for penetration you will get +2% to secrecy and -5 karma). When you have a controller, you will need to go up to it and remind it of the diversion. Speech 50 or the reputation of the caravanists will give access to the theft of the car. Repair or break-in 25 will allow you to start the car.
There's a soldier in the tent on the left, who is very angry at the soldiers stationed there and can be persuaded to take revenge. If you are not too law-abiding - you will need it later (for penetration you will get +2% to secrecy and -5 karma). When you have a fuel cell controller, speak to the man again and remind him of revenge. Speech 50 or reputation of the caravanists will give access to the theft of the car. Repair or lockpick 25 will allow you to start the car.


Anders, the head mechanic of the caravan will talk about the fuel cell controller. Which will give you the opportunity to buy or steal a car. You can buy the car for $35,000. Alternatively a Barter skill of 50 will allow you to get a discount (from $3000 to $6000 with a charisma of 7), and charisma 6 and female sex will work as a prostitute to earn money. For the purchase you will get +5% to barter, +10 karma and 5000 experience, for theft you will get -100 karma and 3500 experience. They'll order you anyway. A note from the killers' bodies can be given to [[Wesker]].
Anders, the head mechanic of the caravan will talk about the fuel cell controller. After you acquire it, you have the opportunity to buy or steal the car. You can buy the car for $35,000. Alternatively a Barter skill of 50 will allow you to get a discount (from $3000 to $6000 with a charisma of 7). With charisma 6 as a female you can offer to work as a prostitute to earn money. For the purchase you will get +5% to barter, +10 karma and 5000 experience; for theft you will get -100 karma and 3500 experience. The mechanic or some other technician will send hitmen after you in either case. A note from the killers' bodies can be given to [[Wesker]].


Inside the main building to the right there's a caravaneer with a stone that is important to the mission to get the car, you can gamble for it or buy it for $50. The trader on the base will try and offer you $200 for it, but hold onto it, as it's important in getting the car. The second stone is in a white locker in the northern most room in the barracks. To get it you need either a decent sneak, or to abuse combat mode to sneak past the lockers. The stones need to be inserted into the two statues on the front of the building at the main entrance, afterwards a passage way down with a lader will open next to the safe on the eastern part of the building.
Inside the main building to the right there's a caravaneer with a stone that is important if you want to steal the car, you can gamble for it or buy it for $50. The trader on the base will try and offer you $200 for it, but it's worth holding onto it; either for stealing car or some minor experience points and potentially stealing other things from garage. The second stone is in a white locker in the northern most room in the barracks. To get it you need either a decent sneak, or to abuse combat mode to sneak past the guards to the lockers. The stones need to be inserted into the two statues on the front of the building at the main entrance, afterwards a passage way down with a ladder will open next to the exit of the eastern part of the building.


In the room on the east, the suspect individual wants to steal the codes from the military base. A barter skill of 50 can double the reward to $1000, otherwise he will only offer $500. You can only get the quest if you're level 10 or above. After receiving the quest you can either rat out the spy to the general or return the codes to the spy.
In the room on the east, a suspicious individual wants to steal the codes from the military base. You can do that for him, a barter skill of 50 can double the reward to $1000, otherwise he will only offer $500. You can only get the quest if you're level 10 or above. After receiving the quest you can either rat out the spy to the general or return the codes to the spy.


In the south eastern room of the first building is a man who has been badly beaten by members of the military. If you have a doctor skill of at least 50 you can treat him yourself, otherwise you can talk to the doctor in the south western room and either convince him to treat the patient for free or otherwise pay him $100 to do so. The man, once treated will give you a quest to recover a unique Desert Eagle (+20% to the chance of hit) and money from [[Jim]]mi. [[Jim]]mi is inside the base at the entrance just to the east of the cordon, but the general can help with that. (It is more accurate than the usual +20%. Clarification: This gun appears to have a base +20% chance of hitting a target no matter the conditions instead of changing the range modifiers, it's well worth spending the $1000 on or beating Jimmi in a fight for. When you take this gun from [[Jim]], don't give it to the caravanneer, at the very least it's worth using for the next while until you upgrade, at that point you can give it back for the XP and cash.
In the south eastern room of the first building is a man who has been badly beaten by members of the military. If you have a doctor skill of at least 50 you can treat him yourself, otherwise you can talk to the doctor in the south western room and either convince him to treat the patient for free or pay him $100 to do so. Once treated, the man will give you a quest to recover a unique Desert Eagle (+20% to the chance of hit) and money from [[Jim]]mi. [[Jim]]mi is just past the cordoned off area before the actual base. The general can help with the quest too<!-- Is this confirmed? I haven't tried it this way. -->. (The gun is more accurate than the usual +20%. Clarification: This gun appears to have a base +20% chance of hitting a target no matter the conditions instead of changing the range modifiers). Talk to Jimmi, it's well worth spending $1000 for the gun or beating Jimmi in a fight for it. When you take this gun from [[Jim|Jimmi]], either return the gun to the caravaneer for money and XP or keep it for yourself (at least until you haven't found a better weapon).


Additional grenades can be accessed by the merchant when trading 40. He also asks to bring 30 bottles of beer (then he can be handed over to the general, but he may not find the beer). It will also give you access to a $300 shelter where you can find a part for your booking and a quest part for the warehouse (you will need a rope there). Fighting there is not necessary, the main thing is not to get caught in the eyes of cute lizards, but if you kill everyone, you can meet [[Super 8]] in the neighborhood, but the chance is extremely small (with karma 500 you can not fight with him). The trader will only give you [[quests]] if you haven't yet done the general's tasks [[Wesker]]a. Otherwise, he'll say you can turn him in to the general, and he won't go on talking. So don't rush to the general right away :-)
Additional grenades can be purchased from the merchant with a barter of 40. He also asks to bring him 30 bottles of beer (then he can be ratted out to the general). For $300 he can tell you about the shelter (and show you where it is) where you can find a part for power [[armor]] and a quest part for the warehouse (you will need a rope to go down the hole). Fighting there is not necessary, you can easily sneak past the deathclaws, but if you kill everyone, you can meet [[Super 8]] in the neighborhood (the chance is extremely small , with karma >500 you can't fight him). The trader will only give you [[quests]] if you haven't yet done the tasks for general [[Wesker]]. Otherwise, he'll say you can turn him in to the general, and he won't go on talking. So don't rush to the general right away :-)


The doctor is selling the heart pills, so it's worth buying them right away, although they'll only be useful in SLS. If the doctor's skill is low, you can convince the doctor to teach you, but you need a hanging language
The doctor is selling heart pills, so it's worth buying them right away, although they'll only be useful in SLS. If the doctor's skill is low, you can convince the doctor to teach you, but you need a hanging<!-- not sure what this is supposed to be --> language.


In the case of Speech/Barter at 40, it is possible (when talking - to ask for powder, and when trading - to buy powder). It improves the grenade launcher substantially (the shot becomes one move cheaper and the minimum force requirement for its use is reduced - it was 6 to 5)
With Speech/Barter of 40, it is possible (when talking - to ask for powder, and when trading - to buy powder). It improves the grenade launcher substantially (the shot becomes one move cheaper and the minimum strength requirement for its use is reduced - from 6 to 5)


You can go to the military base if you have been to [[Hawthorne]], or level 13, or you have some kind of quest from there, or for a bribe of $100 (if you go through this, there will be no inspection. Need high Speech skills, 90 is enough). But you need to put alcohol and drugs (e.g. in your safe) and money before the search.
You can go to the military base if you have been to [[Hawthorne]], or if you are at least level 13, or you have some kind of quest item from [[Hawthorne]], or for a bribe of $100 (if you go through this, there will be no inspection. Need high Speech skills, 90 is enough). But you need to put alcohol (beer, rotgut, booze, prewar alcohol) and drugs (mentats, painkiller, ...) away (easiest to put them in safe).


The base on the left side of the entrance lives [[Robert]]. The classic story of Romeo and Juliet, the finale of which depends on you. Juliette lives even further to the left. They're gonna need a rope to escape. You need to use a tool on the Electrical Box to finish this quest. [[Key]] that he'll give will open the oven outside the base. It won't open without a key.
When you enter the base, on the left side in the first building lives [[Robert]]. His is the classic story of Romeo and Juliet, the finale of which depends on you. Juliette lives even further to the left. They're gonna need a rope to escape. You need to use a tool on the Electrical Box to finish this quest. Before leaving he will drop you a key (you will need to pick it up) that will open the oven outside the base. It won't open without a key.


Level 7 will give access to tasks [[Wesker]]a. He's gonna buy your [[Hawthorne] ammo, uniforms and an award gun. If you don't sell the gun right away, this branch will disappear later. He can also complain about his subordinates (in particular [[Jim]], and later on a quest from Vegas). The task itself will be completed when you hand over the deserters' hunger strike (see [[Hawthorne]]). Also this disc (or even a record in Pip Boy) can be shown the technique.
Level 7 will give you access to Weskers tasks. He's gonna buy your [[Hawthorne]] ammo box, [[Hawthorne]] ceremonial uniform and the ceremonial gun. If you don't sell the gun right away, this option might disappear<!-- I believe in my case through testing I was able to later mention having it again and then giving it to him. -->. You can also complain to him about his subordinates (in particular about [[Jim|Jimmi]], and later on about a quest from Vegas). The task itself will be completed when you hand over the deserters' holodisk (see [[Hawthorne]]). He will also give you a quest to deal with some farmers (for most fun, force the soldier to marry the farmers daughter), Lastly you can offer to clear the vault shelter of deathclaws for a reward.


There's a room with scientists next to the general. One of them has the key to the computer. The computer has data about the shelter, if you click then you will be automatically moved there (this is the easiest and most free way to get there), zone 51 and power [[armor]] (only the first part of the drawings). (you can enter the computer without a key, but you need 50% Science) (to learn about power [[armor]] - 80% Science). There's supposed to be a claw quest to clear the hiding place of the claws, but apparently it doesn't work. ;-(
There's a room with scientists next to the general. One of them has the key to the computer (or you can hack the computer with 50% Science). The computer has data about the vault shelter (if you click about it, then you will be automatically moved there & it is the easiest and most free way to get there), [[Area 51]] and learn about power [[armor]] (80% Science requirement, only the first part of the manual).


Then he'll let the quest deal with the rare ones. Don't let them go, it'll be fun.
Sometimes two guards will be waiting for you at the exit to the [[wasteland]] and will try to arrest you. Either let yourself be imprisoned (NOT recommended - YOU LOSE ALL YOUR MONEY) or kill them both. If you are far away enough, no one will come to help them and you will suffer no consequences. If imprisoned,  you can just skip the time and go out or help the guy in the leather [[armor]]. To do this, you need to talk to him, and then wait until the guard turns his back. Your belongings will be returned, but ALL of your money will be taken away from you (if you complain about it to [[Wesker]], he will apologize for +500 exp but you will LOSE ALL OF THE MONEY). The guy's gonna give you a lead on [[quests]] in LV and for Bertolini.


Sometimes the guards will be waiting for you at the exit of the Air Force. They can be killed (without the need for an entire population) or you will get imprisoned. You can just skip the time and go out or help the guy in the leather. To do this, you need to talk to him, and then wait until the guard turns his back. Your belongings will be returned, but all your money will be taken away from you (if you complain about it to [[Wesker]]. He will apologize +500 exp). The guy's gonna give you a lead on [[quests]] in LV and Bertolini.
If you turn everybody over to the general, the Wind of War will probably have a bad ending (needs confirmation).
 
If you turn everybody over to the general, the Wind of War will probably have a bad ending.(needs confirmation)


== NPP "Poseidon Oil" ==
== NPP "Poseidon Oil" ==