Fallout - part 2 @~Continued from last issue See also the maps in the Screenshots section Shady Sands Return to Shady Sands and talk to Seth. Tandi has been kidnapped by the raiders. Go to Aradesh and he will ask you to rescue Tandi. ------------------------------------------------------------------ Raiders Head for the Raiders. Save. Go to Garl, the leader of the Khan and challenge him to a one on one fight for Tandi. You will be fighting barehanded and may find this difficult to win. Alternatively, barter for Tandi. You should have enough surplus equipment to pay for her. Once you have Tandi, return to Shady Sands and collect your reward from Aradesh. Return to the Raiders. Save. Kill them all! Pick up what you can, but you probably hit your maximum capacity doing this. I recommend making a couple of trips to Junktown and storing your extra equipment in the Hospital bookcases. Then go to the Hub. ------------------------------------------------------------------ Hub Head straight down the street to the exit grid to Downtown. Find the east exit grid to the Old Town. Go into the Old Town and find the building with several rooms and stairs down to a basement. Keep to your character's right in the basement to avoid the traps here. Use your lock-picking skill on each door until you reach the inhabited rooms. Talk to Loxley, ask to join the Circle and agree to take the test. Talk to Jasmine for more information. Return to Downtown and find the west exit grid to the Heights. Stay on the Downtown side of the exit grid. Rest until midnight then save. At midnight, go into the Heights. A guard will immediately confront you. Agree to leave - but don't. Make your way to the south of the large residence, then around the corner of the building. Stop before turning the next corner and watch the guard outside the door to the residence. The map shows the route. After a few seconds he will leave. Immediately run to the door of the residence, open it and go inside. Make sure you are not in the line of sight from the door. One of the guards will resume position outside the door while you are inside. Go into the first room on the right and then into the room adjacent to it. The chest is trapped and locked. Use your trap skill until you have both found and disarmed the trap. Then use your lock- picking skill to unlock the chest. Open it and take the necklace. Phew! But it is not over yet. Save. Watch the guard outside the door. When he leaves, immediately run outside and return the same way you came. Go directly to the exit grid without encountering the guard. Back in Downtown you may wish to rest until 6:10 so that you can see. Return to the Circle HQ and show Loxley the necklace. Talk to Jasmine. You only need basic equipment for now. Keep your best gun, appropriate ammo, best melee weapon, basic lock-picks and stim-packs. Make sure Ian is suitably equipped. Leave everything else in the bookcase at Circle HQ. Fetch the equipment from the Hospital bookcases and store it here instead. Now add to your inventory anything that you really can't use, like duplicate armor. We are going to barter this equipment so make sure it is stuff you don't need. Keep all the throwing knives. Go to Jake's in the Old Town and ask to see his selection of weapons. Then ask if he has something with more punch. Then ask to see his selection again. Now he will have a Super Sledge. You want to buy that very expensive weapon with your disposable inventory items. You now have the location of Boneyard. Make sure you have the knives with you. Leave Hub the way you came in and go to Boneyard. ------------------------------------------------------------------ Boneyard You arrive in Adytum. Take the exit grid to Downtown. Head up the street to the very large building and go to the west exit grid to the library. Go inside and talk to Katya. She will become your third companion if you ask her to join you. Give Katya the throwing knives. OK, now we have our complete combat team together we'll return to Hub. The quests in Boneyard are too difficult to take on yet. ------------------------------------------------------------------ Hub I think the next easiest quest in Hub is Irwin's quest. Irwin is located in a broken down building immediately south-west of Bob's Iguana Bits. Talk to Irwin and offer to help him. Your team arrives outside of Irwin's home. Inside are a gang that you have to dispose of. Get ready for a difficult fight. Save. Open the door and combat begins. When you have won the fight, grab all the equipment and exit to the Hub. Tell Irwin he can return to his home. He will give you a great pistol. While we are in the vicinity tackle Bob about his Iguana meat! Head north to the Far Go Traders. Talk to Butch and ask for a job then ask more about it. Find out he suspects a Deathclaw is attacking the caravans. Butch should direct you to Beth. Beth's Weapon's Store is south-west of the Far Go Traders. Ask Beth about the Deathclaw. She should tell you about some people in the Old Town who know more about the Deathclaw. Go into the Old Town and find the old man, Sloppy, who walks around a building in the eastern area. Ask him about the Deathclaw. He will ask you to talk to Harold first. Harold is the mutant inside the building Sloppy walks around. Talk to Harold. Save. Talk to Sloppy and ask him to take you to the Deathclaw cave. Go into the cave, save, and find the Deathclaw. Kill her. Talk to the dying mutant and he will give you a holotape. Return to the Far Go Traders and tell Rutger you have figured out what has been happening to the caravans. Tell Butch that it is the mutants. Return to Rutger for your reward and show him the holotape. You can now work for Far Go Traders by talking to their caravan driver who is standing near Rutger. I don't advise this yet as you are under a time limit to find the water chip. Plus there is plenty of experience to be gained in Hub. First buy some ammo from Beth for the .223 pistol Irwin gave you. This is probably your most powerful gun right now. Find the most eastern building in Old Town and confront the thugs here. Now let's tackle a bigger band of thugs in the building next to the exit grid. Save before confronting these guys. When they are all dead, rescue their prisoner. You will have to use your lock- picking skill to open the door. He will ask you tell Talus at the Brotherhood of Steel that he is OK. Pick up all the thugs' equipment and take back what you don't need to Circle HQ. Now you should be ready to take on the Downtown underworld. Go to Downtown, save, and talk to Lorenzo in the FLC. You want him to share rumors with you, but sometimes he refuses and then initiates combat if you persist. If this happens restore and try again. Eventually, persistence will pay off and he will tell you to find work with Decker. Enter the nightclub, the Maltese Falcon, across the street and talk to Kane about a job. He will take you down to meet Decker. Cooperate and accept the job. Leave the night club and find the police station to the west. Report the crime and say you will help. Make sure you are prepared for a really tough fight. Save then tell the Sheriff you are ready. The Sheriff and Deputy will be there too. Don't let both of then get killed, preferably neither. Once you have succeeded you will return to the Police Station. Talk to the Sheriff (or Deputy if the Sheriff died) to receive your reward. Return to Decker's Hideout and pick up the equipment. There is more storage space here so I suggest you move your equipment from Circle HQ to here permanently. There is one last place to visit in Hub, and that is to follow up on the water chip, of course! By now you will have been nagged by your PIPBoy 2000. Head for the south exit grid from Downtown and go into the Water Merchants area. Find the Water Merchants in the middle and don't take up there offer of shipping water to your vault. You now know to investigate Necropolis. There is a Hospital here near the exit grid. Visit and get into an argument with any of the people acting in charge here. You want to kill off these guys. Unfortunately the game makes the patients enemies too. All the more experience though! Search the place thoroughly for supplies, especially those beyond the locked door. You must take and keep the Rad-X capsules for later on. Return to Downtown. Store the extra supplies is your cache at Decker's Hideout. Let's follow up the Necropolis lead for the water chip. Leave Hub and go to Necropolis. ------------------------------------------------------------------ Necropolis You arrive in an area called Hotel. Find the manhole nearby, remove the cover and go down to the sewers. Head north and seek out a group of peaceful ghouls who live in the sewers and do not get along with the other ghouls that live in Necropolis. Ask these ghouls about the water chip and offer to help them fix the water pump. You need to find some missing parts that are under the Water Shed. Continue north and if you go up the first ladder you come to you will arrive next to a trapped wall. This will explode and open up a way through to the Hall. Here you will meet Set, leader of the ghouls. Flatter him carefully if you don't want a fight yet and offer to investigate the Water Shed area for him. Go back down to the sewer and head north again. Find another ladder and go up it. This time you come up in the Water Shed area. Save! Leave the building and head north. There is another manhole next to where a super mutant stands. Ignore the mutant and he will ignore you. Open the manhole cover and go into the sewer. In this sewer area you will have to kill a few animals where the pump parts are lying around. They look like junk. Retrace your steps back to the peaceful ghouls without stopping in at Set. Tell the peaceful ghouls that you have the missing parts. They will give you three books on repairing electronics. Read them all. Return to the Water Shed area where you saw the mutant standing. Save. Go into the building a little to the north. Here you will encounter Harry, the super mutant boss around here. If you want to take a look at mutant HQ agree to meet the Lieutenant but don't expect to survive. In any case, after you've experienced the different endings, restore to this point. Kill Harry and all the other super mutants here. They have some powerful energy weapons on them. Go along the corridor to the broken pump. Repair the water pump with the missing parts. Now go past the water vats and rescue the ghoul locked in a cell. He will tell you there is a manhole next door. Go down this manhole. Kill the glowing ghouls and go into the vault. There is nothing much on the first or second levels so take the elevator to the third level. Find the functional computer and take the water chip. Return to Set. Kill him and his ghouls and collect the spoils. Return through the sewers to the Hotel area. Leave Necropolis and head for your home vault, Vault 13. ------------------------------------------------------------------ Vault 13 When you arrive at Vault 13, select the Command Center. Find the Overseer in the east of the Command Center. Go over to the base of his pedestal to talk to him. He will be very grateful for the water chip. He asks you to enter your report in the library. After this return to the overseer and talk to him again. He gives you two more tasks: Find the source of the mutants and destroy their leader. Find the storage lockers and take some of the water, about ten units should be more than sufficient. Where to go now? First port of call is Necropolis. ------------------------------------------------------------------ Necropolis When you arrive in Necropolis you find invasion mutants have killed all the ghouls here. Kill all the invasion mutants in all three areas. Return to Hub to stash your excess equipment. The two combat missions in Boneyard are very tough. Get prepared and head for Boneyard. ------------------------------------------------------------------ Boneyard Start off in Adytum and talk to Miles, the chemist and Zimmerman, the mayor. Miles wants you to find some hydroponics parts and Zimmerman wants you to kill the leader of the Blades. Talk to Sammael, in the tent near Miles, to find out more about the hydroponics parts. Go to the Night Club area where the Blades live and talk to their leader, Razor. She will give you a holotape which proves her innocence. Return to Zimmerman. Save. Show the holotape to him. The Regulator kills Zimmerman and you have a full scale war on your hands. Kill all the Regulators. Pick up all the equipment and store it at Zimmerman's house for now. Return to Razor to collect your reward. Go into the Deathclaws area but avoid them and go to the Fortress area where the Gun Runners work. Talk to Gabriel inside the building and agree to kill all the Deathclaws. If you have listened to all the info about the Deathclaws you will realize they are multiplying faster than anyone can kill them off. Save. Enter the Warehouse area and try to go down the stairs to the Mother Deathclaw first. Kill her. Smash all four Deathclaw eggs. Save, then kill all the Deathclaws on ground level. The Deathclaws will multiply until you kill the mother and the eggs. Above ground find the missing parts right by the warehouse building on the Fortress exit grid side. Return to the Gun Runners and tell them the Deathclaws are cleaned out and you will have access to their stores! Pick up some great equipment including a plasma rifle. Take the missing parts to Miles. He asks you to take them to Smitty, also in Adytum. Do so, then return to Miles. Miles then tells you that he and Smitty can work wonders with certain armor and weapons. Go back to Smitty and talk to him about upgrading the plasma rifle. You will now have the most powerful distance weapon you need for the rest of the game. One more area to visit: The Followers of the Apocalypse in the library where you picked up Katya. Talk to Nicole and she will ask you to find out what is happening at the Cathedral. Talias, a partial mutant, is also an interesting conversationalist. You will now have to decide whether to move your equipment from Boneyard to Hub. I suggest you do so you can select the best of what you have collected for the final assaults later on. For now pack the following: the usual combat equipment, stim- packs and lock-picks plus radiation management equipment: a Geiger counter, and at least two packs of Rad-X and two packs of Rad-Away. You will also need a rope. Head across country or with one of the caravans to the Brotherhood. @~To be concluded next issue - o -