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Fallout: Nevada: Difference between revisions

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== Flashback about leaving the shelter ==
== Flashback about leaving the shelter ==


You need to collect data from the monitors - it's not difficult, but to get to two of the 5 monitors you need a hook and a lever. The hook is in the trunk of the car (used on the ladder) and the lever is a fallen road sign. Whatever your characteristics, it's gonna take three attempts to clear up the mess. There won't be any more problems here. You can select any branch of the dialog - the game will not be affected by this. If you tell the doctor you're afraid, you can skip the prologue.
You need to collect data from the monitors - reaching 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 go outside.


== [[Vault City]] ==
== [[Vault City]] ==


Science 50 allows you to open a true medical history on a computer near the dock.
Science 50 allows you to discover your true medical history on the computer behind the doctor.


You can ask your doctor for a stimulant or first aid kit (e.g. 35+ or less than 35 maximum health).
You can ask the doctor for a stimpak or First Aid Kit (requires less than 35 maximum health).


If you use an Science on a computer near the exit from [[City_Убежища|ГУ]], you can get a stimulant (science 25).
You can also get stimpak by hacking the terminal facing the vault door (Science 25+).


Characteristics are not important for convincing a citizen/citizen to leave the shelter.
No [[SPECIAL|special]] skills are required to convince the shy citizen to leave the shelter.


A cunning guard gives you the task of "following a couple", you just need to find them, talk and choose the options.
A nosy guard gives you the task of spying on a vault couple: you just need to find and speak with them.


[[Sergeant Stark|Sgt. Stark]] gives a task about [[Gerlach Community|Gerlach Community]] (but don't rush to complete it before the end of time).
[[Sergeant Stark|Sgt. Stark]] gives a task regarding [[Gerlach Community|Gerlach Community]].


If you talk to [[Harold]] and then [[Sergeant Старк|сержантом]] (or both), [[Harold]] will tell you about [[Richard_Моро|Моро]] and [[Hub]]. After this conversation, the doctor at the shelter will give you a quest for mutated blood. (There are pig rats in [[City_Убежища|ГУ]], coyotes are often found nearby, and you will find a lot of Gekkonov). For that, the doc will teach you the prescription drugs and tell you about the infections. But he won't say that infections in the game depend on the skill of a naturalist - the higher he is, the less trouble he has with it.
If you talk to [[Harold]] and then Stark (or both), [[Harold]] will tell you about Richard Moreau and The Hub. After this conversation, the vault doctor will give you a quest to retrieve mutated blood. (There is a pig rat in [[Vault City|VC]]; coyotes and geckos are often found nearby in random encounters). Upon returning with the samples, the doctor will teach you how to treat infection at campfires. Outdoorsman reduces the effects of infection on the player.


Peter Graves gives story [[quests]].
Peter Graves at the correctional center gives main [[quests]].


Sam returns your belongings (including a key quest item) and gives you the "[[SPECIAL|Special]] Warehouse Assignment" quest, which will take a very long time to complete. Also, if you steal a magazine from him, then you can get an interesting dialog, during which you can gain additional experience if you convince him to feel himself. The experience is given in two portions, and to get the second portion you need Charisma (higher than 2, but 6 is enough). After that, you can blackmail him (-5 karma) to get a fuse. You can't get a fuse from both Stark and Sam.
Sam returns your belongings (including a key quest item) and gives you the "[[SPECIAL|Special]] Warehouse Assignment" quest, which will take a very long time to complete. Also, if you steal a magazine from him, then you can get an interesting dialogue, during which you can gain additional experience if you convince him to touch himself. The experience is given in two portions, and to get the second portion you need Charisma (higher than 2, but 6 is enough). After that, you can blackmail him (-5 karma) to get a fuse. You can't get a fuse from both Stark and Sam.


[[Joshua]] can give you a quest to find a robot. A robot at the location "[[Opal mine]]]", but to get to it you will need a stick of dynamite, which is at the location "[[Waste|Wasteland]]". The computer near it increases Outdoorsman skill by 3% and reveals the location of the nuclear power plant.
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 eastern zone [[Wasteland]]. A computer in Joshua's room increases Outdoorsman skill by 3% and reveals the location of the nuclear power plant.


If you play darts, you will gain 5% Throwing if it is less than 90%. Bonus experience if you get more than 40 points.
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.


At the location "[[Opal mine|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 to collect blood.
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.


Use the outhouse pot at the entrance to this locality if you have at least 7 luck. You'll get poisoned, but can find useful items (including a dynamite stick or a Molotov cocktail to take out the bolted door).
Use the outhouse pot at the entrance to this locality if you have at least 7 luck. You'll get poisoned, but can find useful items (including a dynamite stick or a Molotov cocktail to destroy the nearby bolted door).


== Black Rock ==
== Black Rock ==
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[[William]] will tell you that [[Jay Cuckoo|Jay]] Kukish passed through here.
[[William]] will tell you that [[Jay Cuckoo|Jay]] Kukish passed through here.


You can fight with [[Mike]] in a 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 he loses, you can train Unarmed by 3% ($200). There won't be a second fight anyway. [[Chestnut]] can be bought anyway. It doesn't matter if you beat [[Mike]] or lose. But if you lose, you won't get the 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 he loses, he can train you in Unarmed by 3% ($200). Winning grants bonus experience.


To treat [[Jasmine]], we need to ask old man Jed, who will talk about the 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.
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.


To remove the collars from the slaves, you need a Traps skill of 35. One collar will be useful for crafting a unique power fist. If you sell all the collars, you can get one more from a slave corpse or a [[SPECIAL|special]] encounter with a sadist corpse.
To remove the collars from the slaves, you need a Traps skill of 35. Keeping at least one collar will be useful for crafting a unique power fist later. If you sell all the collars, you can get more later from dead slaves or a certain [[SPECIAL|special]] encounter.


To deal with the brahmin, you need to talk to the guy who guarded them. With 25 Speech, he'll tell you he's asleep. But that's what you can get from [[Jasmine]]. Then you need to inspect the fence (you will find a place to poke with your mouse). Then examine the body of a brahmin and ask [[Justin]] about the bullets. All we have to do is talk to [[Bolt]] and choose a solution.
To deal with the missing brahmin, start with the kid who guarded them. With 25 Speech, he'll tell you he fell asleep. You can also hear this from Jasmine. Then you need to inspect the fence (hunt for the pixel with your mouse). Then examine the brahmin's remains and ask [[Justin]] about the bullets. Then talk to Bolt and decide how to proceed.


To find a [[Milo]]-messenger you need to go to [[Community_Джерлака|Джерлак]] and talk to his wife (if you take [[Community_Джерлака|Джерлак]] to [[City_Убежища|ГУ]]], there will be a note from your wife on the desk above the house with the geckos hunter). Then go back to the undertaker in the BR and convince him to tell us everything. You need either bad karma, or Speech 45 or ST 8 or reputation in the settlement ([[quests]] to save slaves and search for brahmin is enough). Then you should talk to [[Eugene]] (you need Speech 25) before you take the quest. If you then take a walkie-talkie and use it, there will be another quest (where you can find a little free nightshade), for the performance of which you can ask [[William]] and an energy pistol (and improve it from one of the residents or independently on the workbench (energy weapon 50)).
To find a Milo you 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). Then go back to the undertaker in [[Black Rock]] and convince him to tell us everything. You need either bad karma, or Speech 45 or ST 8 or good reputation in the settlement. Then you should talk to [[Eugene]] (you need Speech 25) before you take the quest. If you then take a walkie-talkie and use it, there will be another quest (where you can find a little free nightshade), after which William will reward you with an upgradeable energy pistol (?).


The quest will be given after the search [[Milo]] - we need to activate the radio and go to the signal. There'll be raiders waiting for you at the cave entrance, and caravans inside. You can kill the caravaneers or lure them to the raiders. Or kill raiders and then caravaneers will appear in the BR (every 10th day) and trade in different trifles. It is also possible to bypass the caravaneers - the console will say "there's a fresh breeze blowing" - you need to go to the wall at point-blank range and go further - there will be an emergency exit. There is also a possibility to poison raiders - you need to click on the fire, then everything will be simple (the poison was horseshoe or three tails of scorpions). After the poisoning, you'll have to sleep in the cave.
For the next part of the quest activate the radio and go to the signal. There'll be raiders waiting for you at the cave entrance, and caravans inside. You can kill the caravaneers or lure them to the raiders. Or kill raiders and then caravaneers will appear in BR (every 10th day) and trade in different trifles. It is also possible to bypass the caravaneers - the console will say "there's a fresh breeze blowing" - you need to go to the wall at point-blank range and go further - there will be an emergency exit. You can also poison the raiders' stew pot - you need to click on the fire and apply either one Horsekiller vial or three radscorpion tails. Wait in the cave for the poison to take effect.


After the treatment [[Jasmine]] asks her to find her a boyfriend. Quest is easily performed with the skill of a coffin digger (shovel on the shelf near the undertaker), and a little more difficult with conversational skills. You can get a little experience when using conversational skills.
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 as well.


== Gerlach ==
== Gerlach ==
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