Fallout 2.txt: ============== Me: === Stats: Skills: Perks: ST 6 Small Guns Small Frame PE 9 Lockpick Finesse EN 1 Speech CH 1 Awareness IN 9 Bonus Move AG 8 Better Criticals LK 6 Action Boy Bonus Rate of Fire Silent Death? ? Sniper? ? Gain Luck? ? Action Boy / Gain stat ? Starting hp = 15 + ST + EN + EN Armor Class = AG Sequence = PE x 2 Critical Chance = LK Poison resistance = EN x 5 Radiation resistance = EN x 2 You will not get better bonuses by temporarily boosting your stats when leveling up. Leveling up gives a new perk every 3 levels (lvl 3, 6, 9, 12, ...) A perk is lost if not picked before you get a new one. Available skill points can never go above 99. Any points above this are lost. Time in the game is slightly slower than RL, one minute taking approx 65 RL seconds. Addiction: If you get addicted on a second boost, your drawbacks will be twice as big, but the same duration. Taking another pill during "the shakes" will remove your withdrawal symptoms and add full bonus. ...And then the addiction effects will start over from scratch. Carrying above your capacity gives you -1 Action Point stat Carry Melee Hp/lvl Heal Skillpts AP 10 275 5 3 10 9 250 4 3 23 9 8 225 3 2 9 7 200 2 2 8 6 175 1 2 8 5 150 1 1 7 4 125 1 1 7 3 100 1 1 6 2 75 1 1 6 1 50 1 2 1 5 Lvl 1: 0 - 999 xp Lvl 2: 1000 - 2999 xp Lvl 3: 3000 - 5999 xp Lvl 4: 6000 - 9999 xp Lvl 5: 10000 - 14999 xp Lvl 6: 15000 - 20999 xp Lvl 7: 21000 - 27999 xp Lvl 8: 28000 - 35999 xp Lvl 9: 36000 - 44999 xp Lvl 10: 45000 - 54999 xp Lvl 11: 55000 - 65999 xp Lvl 12: 66000 - 77999 xp Lvl 13: 78000 - 90999 xp Lvl 14: 91000 - 104999 xp Lvl 15: 105000 - 119999 xp *Lvl 16: 120000 - 135999 xp *Lvl 17: 136000 - 152999 xp *Lvl 18: 153000 - 170999 xp *Lvl 19: 171000 - 189999 xp *Lvl 20: 190000 - 209999 xp *Lvl 21: 210000 Stealing gives more xp the more items you steal/plant before collecting: 1 item gives 10 xp 2 gives 30 xp 3 gives 60 4 gives 100 5 gives 150 6 gives 210 7 gives 273 8 gives 273 9 gives 273 10 gives 273 Reading a book takes 2 hours with IN 9. 1 hour with IN 10. Skill increase depends on current skill level. Skill Bonus 6-10 9 11-20 8 21-30 7 31-40 6 41-50 5 51-60 4 61-70 3 71-80 2 81-90 1 91+ 0 Perks available at lvl 3: Steps Requirements Awareness See hp, armor, weapon & ammo on opponents 1 PE 9 Bonus HtH Damage +2 unarmed damage 2+ ST 6 Cautious Nature +3 PE wrt random encounter placement 1 PE 6 Comprehension +50% pts when reading books 1 Earlier Sequence Sequence +2 2+ PE 6 Faster Healing +2 Healing Rate 2+ EN 5-7 ? Healer 4-10 extra hp using First Aid or Doctor 2+ First Aid 40% Here and Now +1 level 1 Kama Sutra Master Great at sex 1 EN 5-7 ? Night Vision Darkness level -20% 1 PE 6 * Presence +10% to first impressions 2+ CH 6 ? steps? Quick Pockets AP cost 2 to access inventory in combat 1 Scout World map vision +1, higher spec. enc. chance 1 PE 7 Smooth Talker IN +1, in dialogues 2+ IN 4-5 ? Stonewall Much less likely to be knocked down 1 ST 6 Strong Back +50 Carry Capacity 2+ EN 5-7 ? Survivalist +25% Outdoorsman 1 EN 5-7 ? Swift Learner +5% xp gain 2+ IN 4-5 ? Thief +10% Sneak, Lockpick, Steal & Traps 1 Toughness +10% General Damage Resistance 2+ EN 5-7 ? Perks available at lvl 6: Adrenaline Rush +1 str when below half hp 1 Bonus Move Can move 2 extra steps each round 3+ Bonus Ranged Damage +2 damage with ranged weapons 2+ Educated +2 skill points per level 2+ IN 6 Empathy Can see reaction level when talking 1 PE 7 * Fortune Finder LK 8 ? steps? Gambler +20% Gambling 1 Gambling 50% Ghost +20% Sneak (in dark areas) 1 Sneak 60% Harmless +20% Steal 1 Steal 50% Heave Ho! ST +2 determining thrown weapon range 2+ Magnetic Personality Companion limit +1 1 More Criticals +5% Critical chance 2+ Negotiator +10% Barter & Speech 1 Barter 50% Pack Rat +50 Carry Capacity 1 Pathfinder Travel time reduced by 25% 2+ EN 5-7 ? Quick Recovery Quicker recovery when knocked down 1 Rad Resistance +15% Radiation Resistance 2+ EN 5-7 ? Ranger +15% Outdoorsman, bonus to encounters 1 PE 6 Salesman +20% Barter 1 Barter 50% Silent Running Can sneak when running 1 Sneak 50% Snakeeater +25% Poison Resistance 2+ EN 2-4 (should be 3) ? Perks available at lvl 9: Better Criticals 20% bonus on the crit table 1 Demolition Expert Explosives never fail and do extra damage 1 Traps 75% Dodger +5 AC 1 Explorer Better chance to find special places/people 1 * Karma Beacon CH 6 ? steps? Light Step Halved risk of setting off traps 1 * Master Trader 25% discount when buying items 1 CH 7, Barter 60% ? steps? Mutate! Switch a trait for another one 1 Mysterious Stranger Some stranger helps out now & then 1 Pyromaniac Extra damage with firebased weapons 1 Big Guns 75% Sharpshooter PE +2 determining range when shooting 1 PE 7 Speaker +20% Speech 1 Perks available at lvl 12: Action Boy +1 AP 2+ * Cult of Personality Your rep is always positive to others 1 CH 10 ? steps? Gain Agility AG +1 1 Gain Charisma CH +1 1 Gain Endurance EN +1 1 Gain Intelligence IN +1 1 Gain Luck LK +1 1 Gain Perception PE +1 1 Gain Strength ST +1 1 HtH Evade Extra AC when unarmed 1 Unarmed 75% Lifegiver +4 hp/level 2+ EN 2-4 ? Living Anatomy +10% Doctor, +5 dam against livings 1 Master Thief +15% Steal & Lockpick 1 Steal 50% Medic +10% First Aid & Doctor 1 Mr. Fixit +10% Repair & Science 1 Tag! Pick a 4:th tag skill (+2/point, retroactive) 1 Weapon Handling ST +3 determining weapon usage 1 Perks available at lvl 15: Bonus HtH Attacks Unarmed attacks cost 1 AP less 1 steps? Bonus Rate of Fire -1 AP cost for ranged weapons 1 steps? Pickpocket Ignore size and facing modifiers 1 Steal 80% steps? *Perks available at lvl 18: * Silent Death ? steps? *Perks available at lvl 24: * Slayer All Hand-to-Hand hits are critical hits 1 ? steps? * Sniper Ranged hit + luck roll => critical hit 1 ? steps? Sharpshooter helps even if you have PE 10 and even if standing next to target. Health: Unhurt Wounded Severely Wounded Almost Dead Dead Val ARMOR Weight AC Normal Laser Fire Plasma Explode 5 Bridgekeeper's Robes 10 20 5/40% 8/60% 4/30% 4/50% 6/40% 250 Leather Jacket 5 8 0/20% 0/20% 0/10% 0/10% 0/20% 700 Leather Armor 8 15 2/25% 0/20% 0/20% 0/10% 0/20% 1000 Combat Leather Jacket 7 18 2/30% 0/20% 2/25% 0/10% 0/20% 1000 Leather Armor Mark II 10 20 3/25% 1/20% 1/25% 1/10% 1/25% 1100 Metal Armor 35 10 4/30% 6/75% 4/10% 4/20% 4/25% 1900 Metal Armor Mark II 35 15 4/35% 7/80% 4/15% 4/25% 4/30% Val WEAPON Weight MinST Damage AP Range Ammo 0 Rock 1 1 1- 4 3 15 Can be thrown for +1 AP 1- 4 with ST 6 0 Unarmed 0 1 1- 3 3 (unarmed) 1- 3 with ST 6 30 Club 3 3 1- 7 3 1- 7 with ST 6 40 Brass Knuckles 1 1 2- 6 3 (unarmed) 2- 6 with ST 6 40 Knife 1 1 1- 7 3 1- 7 with ST 6 50 Molotov Cocktail 1 3 8-20 5 12 Thrown 65 Crowbar 5 5 3-11 4 3-11 with ST 6 80 Spear 4 4 3-11 4 2 Can be thrown for +2 AP 3-11 with ST 6 100 Sharpened Spear 4 4 4-13 4 2 Can be thrown for +2 AP 4-13 with ST 1-6, 4-14 with ST 7, 4-15 with ST 8 100 Throwing Knife 1 3 3- 6 4 16 Can be thrown for +1 AP 120 Sledgehammer 12 6 4-10 4 2 Can thrust for +1 AP 4-10 with ST 6 150 Grenade (Frag) 1 3 20-35 4 15 Thrown 165 Combat Knife 2 2 3-11 3 3-11 with ST 6 200 Jonny's BB Gun 5+10 3 1- 3 5 22 100: BB's 200 Pipe Rifle 10+1 5 5-12 5 20 1: 10mm 250 10mm Pistol 3+1 3 5-12 5 25 12: 10mm 250 Spiked Knuckles 1 1 4-11 3 (unarmed) 4-11 with ST 1-6, 4-12 with ST 7, 4-13 with ST 8 600 .44 Magnum (Speed Load) 5+1 5 12-18 4 20 6: .44 magnum Reload for 1 AP 600 .44 Magnum Revolver 5+1 5 12-18 4 15 6: .44 magnum 800 Desert Eagle (Exp. Mag.) 4+1 4 10-16 5 25 20: .44 magnum 800 Desert Eagle .44 4+1 4 10-16 5 25 8: .44 magnum 800 Sawed-Off Shotgun 4+1 4 12-24 5 7 2: 12 ga. Shotgun Shells 800 Shotgun 5+1 4 12-22 5 14 2: 12 ga. Shotgun Shells 1000 10mm SMG 5+1 4 5-12 5 25 30: 10mm Burst-option (10 bullets) 1000 Hunting Rifle 9+2 5 8-20 5 40 10: .223 1100 14mm Pistol 4+1 4 12-22 5 24 6: 14mm 1300 Assault Rifle 7+1 5 8-16 5 45 24: 5mm Burst-option ( 8 bullets) 1300 Assault Rifle (Exp. Mag.) 8+2 5 8-16 5 45 100: 5mm Burst-option ( 8 bullets) 1500 FN FAL 9+1 5 9-18 5 35 20: 7.62mm Burst-option (10 bullets) 1500 Scoped Hunting Rifle 112 5 8-20 5 40 10: .223 Hit chance better at distance but worse at close range 2000 Flamer 18+10 6 45-90 6 5 5: Flamethrower Fuel Burst-only ( 1 round) 2000 FN FAL (Night Sight) 10+1 5 9-18 5 35 20: 7.62mm Burst-option (10 bullets) 2000 Solar Scorcher 5 3 20-60 4 20 6: Recharging costs no AP, but requires sunlight 2200 Needler Pistol 4+1 3 12-24 5 24 10: HN Needler Cartridge 2750 Combat Shotgun 10+1 5 15-25 5 22 12: 12 ga. Shotgun Shells Burst-option ( 3 bullets) 3500 .223 Pistol 5+2 5 20-30 5 30 5: .223 4750 H&K CAWS 5+1 6 15-25 5 30 10: 12 ga. Shotgun Shells Burst-option ( 5 bullets) 6500 H&K G11 8+1 5 10-20 5 35 50: 4.7mm Caseless Burst-option ( 5 bullets) ---test these: Val WEAPON Weight MinST Damage AP Range Ammo 5500 Pancor Jackhammer 12+1 5 18-29 5 35 10: 12 ga. Shotgun Shells Burst-option ( 5 bullets) 2200 Power Fist 7+3 1 12-25 3 25: Sm.E.Cell (unarmed) 12-25 with ST 6 1200 Tommy Gun 7+5 6 3-20 5 32 50: .45 Caliber Burst-option (10 bullets) 2200 Sniper Rifle 8+2 5 14-34 6 50 6: .223 50 Switchblade 1 1 2-6 3 2-6 with ST 6 5 Sharpened Pole 3 4 2-5 4 2 Can be thrown for +2 AP 2-5 with ST 6 * 600 Cattle Prod 3+3 4 12-21 4 20: Small energy cell 12-21 with ST 4-6, 12-23 with ST 8, 12-25 with ST 10 * 900 Ripper 2+3 4 15-37 4 30: Small Energy Cell 15-34 with ST 7, 15-37 with ST 10 *3750 Super Sledge 12 5 18-37 3 2 Can thrust for +1 AP * 300 Grenade (Plasma) 1 4 40-90 4 15 Thrown * 250 Grenade (Pulse) 1 4 100-150 4 15 Thrown *2750 Plasma Pistol 4+3 4 15-35 5 20 16: Small Energy Cell * 200 Red Ryder BB Gun 5+10 3 1-3 5 22 100: BB's *1500 9mm Mauser 3+2 3 5-10 4 22 7: 9mm ball *4000 Plasma Rifle 12+5 6 30-65 5 25 10: Micro Fusion Cell *3800 Minigun 28+3 7 7-11 6 35 120: 5mm Burst-only (40 rounds) *1400 Laser Pistol 4+3 3 10-22 5 35 12: Small Energy Cell *6000 Turbo Plasma Rifle 14+5 6 35-70 4 35 10: Micro Fusion Cell *7500 Gatling Laser 24+5 6 20-40 6 40 30: Micro Fusion Cell Burst-only (10 rounds) *2300 Rocket Launcher 15+3 6 35-100 5 40 1: Rocket AP/Explosive Rocket *5000 Laser Rifle 12+5 6 25-50 5 45 12: Micro Fusion Cell AC DR DMG Val AMMO Weight mod mod mod 20 BB's 2/20 0 0 1/1 50 .44 magnum FMJ 2/20 0 -20 1/1 50 .44 magnum JHP 1/20 0 20 2/1 75 .45 Caliber 1/10 0 0 1/1 75 10mm JHP 1/24 0 25 2/1 100 10mm AP 1/24 0 -25 1/2 100 5mm JHP 1/50 0 35 2/1 120 5mm AP 1/50 0 -35 1/2 150 14mm AP 1/30 0 -50 1/2 150 7.62mm 1/20 - 5 -10 1/1 200 .223 FMJ 2/50 -20 -20 1/1 200 Explosive Rocket 3/ 1 0 -25 1/1 225 12 ga. Shotgun Shells 1/20 -10 0 1/1 250 Flamethrower Fuel 10/10 -20 25 1/1 250 HN Needler Cartridge 1/30 -10 0 1/1 400 Rocket AP 3/ 1 -15 -50 1/1 600 4.7mm Caseless 1/50 - 5 -10 3/2 1000 Micro Fusion Cell 5/50 0 0 1/1 * 100 9mm ball 2/20 * 400 Small Energy Cell 3/40 Val ITEM W Use 1 Bottle Caps - Money 1 Morningstar Mine Scrip - Money 1 Kokoweef Mine Scrip - Money 200 Buffout - ST+2, EN+3, AG+2 for 6 hours Addicted: After 6 hours you get ST-2, EN-1 (or more?), AG-2 for 12 hours, then after 30 hours you get ST-2, EN-1 (or more?), AG-3 for 7 days. ? 400 Psycho - AG+3, IN-3, Damage Resistance +50% (max twice) for 4 hours, then IN-2, DR +25% for 4 hours Addicted: After 7 days you get IN-2 for 7 days 25 Jet - ST+1, PE+1, AP+2 (max twice) for 5 minutes, then ST-3, PE-3, AP-2 for 23 hours 55 minutes Addicted: After 2 days you get PE-1, AP-1 for >50 days, probably forever 280 Mentats - IN+2, PE+2, CH+1 (max twice) for 24 hours, then IN-2, PE-2 for 3 days Addicted: After 7 days you get IN-3, AG-2 for 7 days 500 RadAway - Removes 25 points of radiation. More after a while. Addicted: After 10 days you get -20% resistance for 7 days. No stat losses. 3 Nuka-Cola - Addicted: After 30 minutes you get cravings for 7 days. No ill effects. 300 Rad-X - +50% Radiation Resistance for 1 day, then +25% for 1 more day 10 Booze 1 PE-1 for 30 minutes 5 Beer - PE-1 for 30 minutes 10 Roentgen Rum - PE-2 for 30 minutes 5 Gamma Gulp Beer - PE-1 for 30 minutes 5 Rot-Gut - PE-2 for 30 minutes 20 Healing Powder 1 Heals you, but PE -1 for 6 hours 175 Stimpak - Heals minor wounds 350 Super Stimpak 1 Heals major wounds 50 Antidote 1 Cure scorpion poison 500 Dynamite 5 Timed explosion 850 Plastic Explosives 4 Timed explosion 0 Vic's Water Flask 2 Quest item 50 Vic's Radio 5 Quest item 0 Firewood 10 Quest item 0 The Lavender Flower 2 Quest item 0 Smitty's Meal 3 Quest item 0 Anna's Gold Locket 1 Quest item 0 Anna's Bones 10 Quest item 0 Slag Message 1 Quest item 0 Cornelius' Gold Watch 1 Quest item 0 Mr. Nixon Doll - Quest item 35 Moore's Briefcase 5 Quest item 65 Wrench 4 Quest item 0 Fuel Cell Controller 5 Quest item 50 Gecko Holodisk 1 Quest item 10 Part Requisition Form 1 Quest item 0 Clipboard 1 Quest item 0 Hydroelectric Part 10 Quest item 200 Plasma Transformer 1 Quest item 50 Reactor Holodisc 1 Quest item 0 Tuco's Dog Tags 0 Quest item 0 Angel-Eyes' Dog Tags 0 Quest item 0 Blondie's Dog Tags 0 Quest item 0 Account Book 2 Quest item 50 Excavator Chip 1 Quest item 0 Explosive Switch 5 Quest item 0 Note from Francis - Quest item 200 Scout Handbook 3 book: Outdoorsman 425 Guns and Bullets 2 book: Small Guns 175 First Aid Book 2 book: First Aid 130 Deans Electronics 2 book: Repair 400 Big Book of Science 5 book: Science 200 Tool 1 Improves repair skill 1000 Super Tool Kit 10 Improves repair skill 200 First Aid Kit 2 Improves First Aid skill 300 Doctor's Bag 5 Improves Doctor skill 150 Lockpicks 1 Improves Lock Picking chance 800 Motion Sensor 7 Keep in inventory for +20% Outdoorsman 0 Trapper Town Key 0 Unlocks gate nearby 40 Yellow Pass Key - For doors in Gecko Power Plant 10 Red Pass Key 1 For doors in Gecko Power Plant 10 Blue Pass Key 1 For doors in Gecko Power Plant 0 Day Pass 1 Allows you to enter Vault City 0 False Citizenship Papers 1 Allows you to enter Vault City 0 Rubber Boots 2 Protects against radioactive goo (each step has a risk of them melting away) 0 Fuel Cell Regulator 5 Doubles car mileage 25 Bag 3 Can hold items 650 Geiger Counter 4 Check radiation level 25 Rope 10 For climbing down holes. Only needed in Mordoc 15 Shovel 10 For digging 35 Flare 1 Light 8 Iguana-on-a-stick 1 Food 20 Iguana-on-a-stick 1 Food 10 Fruit 1 Food 2 Xander Root - Create Healing Powder 1 Broc Flower - Create Healing Powder 10 Scorpion tail 20 Create Antidote 5 Flint 2 Upgrade Spear to Sharpened Spear 5 Meat Jerky 1 For taming dogs 0 Red Memory Module - Strength enhancement module info ? 25 Yellow Reactor Keycard 1 --- 300 Fuzzy Painting 12 --- First is found in Arryo, Klamath or The Den. 0 Radscorpion Limbs 10 --- 25 Gecko Pelt 2 --- 125 Golden Gecko Pelt 5 --- 50 "Tragic" Cards 1 --- 5 Flower 1 --- 5 Cheezy Poofs 1 --- 35 Box of Noodles 1 --- 20 Small Dusty Box 2 --- 100 Lighter - --- 5 Dice - --- 2 Deck of Cards 1 --- 2 Empty Hypodermic 1 --- 1 Water Chip 2 --- 0 Pocket Lint - --- 5 Cat's Paw Magazine 1 --- 2 Condom (Green Package) - --- 2 Condom (Blue Package) - --- 350 Radio 6 ? ? 40 Junk 12 ? ? 3000 Computer Voice Module 1 ? ? 200 Technical Manual 2 ? ? 25 the Talisman 1 ? ? 5 Sheriff's Badge 1 --- 50 Rubber Doll 20 ? ? 50 Spectacles - ? ? 0 Bottle Caps - --- 2 Shiv 1 ? 25 Cosmetics Case 1 ? 20 Loaded Dice - ? Pack of Marked Cards 1 ? * 375 Electronic Lock Pick 2 Improves Lock Picking chance * 70 Brotherhood Tape 1 Quest item. PIP data * 200 FEV Disk 1 PIP data *1800 Stealth Boy 3 Stealth bonus. Limited charges (but quite many) Xp Creature hp place items Special 0 Bridgekeeper 400 Special Bridgekeeper's Robes Summons Mad Brahmn 10 Wanamingo Egg 10 Redding --- Has no attacks 25 Giant Ant 6 misc --- 25 Rat 6 misc --- 40 Chuck/Buck Dunton 48 Klamath Spiked knuckles 50 Pig Rat 9 misc --- 55 Little Gecko 25 misc Gecko Pelt (if perk) 60 Gecko 35 misc Gecko Pelt (if perk) 60 Lesser Scorpion 10 misc Scorpion tail Hit to poison 60 Scorpion 10 misc Scorpion tail Hit to poison 60 Tough Lil Gecko 35 misc Gecko Pelt (if perk) 60 Wild Dog 25 Modoc --- 75 Tough Pig Rat 15 misc --- 80 Mad Brahmn 35 Special --- Explode self 80 Mutant Rat 20 misc --- 80 Tough Mutant Rat 20 misc --- Hit to poison + radiate 85 Marc 58 The Den 10mm Pistol + ammo 85 Spore Plant 40 misc --- 90 Tough Mutant Pig Rat 26 misc --- Hit to poison 110 Giant Scorpion 26 misc Scorpion tail Hit to poison 120 Mole Rat 26 misc --- 135 Golden Gecko 45 misc Golden Gecko Pelt (if perk) Hit to radiate 160 Mole Rat 36 misc --- 200 Robot 60 misc --- 220 Giant Scorpion 50 misc Scorpion tail Hit to poison 220 Rat God (Keeng Ra'at) 60 Klamath --- (plus 300 quest-exp) 250 The Brain 80 Gecko --- 300 Mutated Mole Rat 72 misc --- 500 Giant Scorpion 100 misc Scorpion tail Hit to poison 500 Wanamingo 120 Redding --- 600 Wanamingo 160 Redding --- 800 Rose's Chicken 200 Modoc Radscorpion 10 misc Radscorpion 26 misc Bandit 45 misc Bandit 65 misc Bandit 68 misc Arroyo: Temple Entrance Temple: Foyer Temple: Hallway Temple: Inner Sanctum Fight Warrior and win: 300 xp Kill warrior: 100+300 xp Steal his key to get past: 10+600 xp Talk your way past him: 600 xp Village: Talk to the Elder: 152 gold + Vic's Water Flask Repair the well 100 xp Lucas: Teaches Unarmed Combat (< 60) Jordan: Teaches Melee Weapons to 60 (takes 8 hours with Melee 50 and IN 9) Morlis: Has flint. Also 100 gold in her tent and a shovel outside. Gives you a flint for 3 Healing powder Sw tent has Xander Root. Nagar: Needs help finding his dog: 100 xp Hakunin: Needs help killing two spore plants: 100 xp + 2 healing powder Will mix Broc Flower & Xander Root => Healing powder Temple (nnw): (see above) Wilderness (wnw): Broc Flower in se & sw Bridge (se): Mynoc: Give him flint and he'll improve your spear => Sharpened spear Klamath: Downtown: Guns and Bullets: South house, bookcase Torr needs help guarding brahmin: Help brothers trick him: 150 xp, 50 gold, 5 meat jerky Scare brothers then kill scorpions: Probably 250 xp. Kill brothers then kill scorpions: 250 xp. Whiskey Bob needs help fueling his distilling machine: 100 xp, 50 gold. Sulik: Has Leather Jacket that can be stolen. Sulik needs help paying his debt: No reward Maida Buckner: Trader. Has Leather Armor Ardin Buckner needs help finding Smiley: 1000 xp. Plus 100 gold or Sulik free. Pipe Rifle in Vic's place John Sullivan (Golden Gecko) teaches Unarmed: 60 -> 70. 150 xp Jenny (bath house) has some misc info Smiley; Once rescued, he can teach you the perk Gecko Skinning. And teaches Outdoorsman: 38 -> 39-44 44 -> 45-50 Trapping Grounds (s): Lots of geckos. And Whiskey Bob's distilling machine. Mall (sw): Has a manhole in the north, leading to Rat Caves. Scout Handbook: On one of the kids Slim Picket: Has Trapper Town Key Outdoorsman <30: Can give you +18 Outdoorsman for 50 gold if you succeed with speech Outdoorsman 30+: Info on geckos and Smiley Guns house: 2 x Rubber Boots Car to the east has a Fuel Cell Regulator Rat Caves: Lvl 1: Just some rats. Lvl 2: Dead trapper with 10mm Pistol Kill the Rat God: 300 xp Lvl 3: Up from lvl 2. Leads out to ne part of Mall Dynamite in shelf. Canyon (w): Agg half-broken robot. Enclave Guard corpse with Yellow Reactor Keycard * Toxic Caves: nw of Klamath. Here is Smiley. You need rubber boots. Lvl 1: One pair of rubber boots in locker. Lvl 2: Has elevator. Repair the generator and get an electronic lockpick to get inside. Lvl 3: ? (get electronic lockpick) The Den: West side: Watch out! The kids outside buildings will try to steal from you. Rebecca: Collect 200 gold from Fred: 200 xp, 100 gold, +5 karma Collect book from Derek: 300 xp, 80 gold Fred: Lend him some money and return MUCH later: ? ? (let time pass) Small room next to Rebecca leads to still downstairs (wait for the guard to move away). Craps tables - gamble for money. Leanne: Listen to her story: 350 xp Tubby: Sells Jet & other things Lara: Find out what's hidden in church east: 200 gold Get permission from Metzger: 200 xp, 50 gold Find weakness (talk to Tyler): 200 xp Take out Tyler's gang: 400 gold, +5 karma (more if some friendly gangsters die) Guns and Bullets: Lara's house, bedroom bookcase Smitty: Sells Micro fusion cells. Can have Super Tool Kit Get a Fuel Cell Controller and 2000 gold: Car Get a Fuel Cell Regulator and 750 gold: Regulator installed. Lockers at Smitty has Cheezy Poofs & Shovel Flick: Sells weapons. Has Magnum Revolver and Hunting Rifle Ananias: Sells Roentgen Rum and Gamma Gulp Beer. Has a coffin with Woody. Room next to him has a ghost appearing between 00:00 and 04:00 Anna the Ghost: Return her locket (Mom then Joey): 250 xp, +3 karma, Anna's bones Bury Anna's Bones in graveyard: 600 xp, +25 karma Brotherhood Bunker ? (become Brotherhood member) Joey: Sells Jet really expensive. Gives New Reno location. East side: Book "The Lavender Flower" on ground in ne. Frankie: Find out where Rebecca gets her booze: Metzger: Can make you a slaver. Has a shotgun. Info on Vic. Vic: Bring him Vic's Radio, then give 1000 gold to Metzger: 200 xp, +5 karma, Gives Vault City location Mom: Bring meal to Smitty 150 xp, stimpak, +10 karma Karl: Listen to his story: Info Tell him about the farm (after visiting): 500 xp, +3 karma Stacy: Listen to her story: 200 xp Graveyard: Can loot graves with shovel (makes you graverobber and -5 karma) Tyler: Fast talk your way into church: 500 xp Check out the boxes inside the church: 500 xp Modoc: Main street: Guns and Bullets: Outhouse in se, floor First Aid Book: House in se, bookshelf Grisham: Kill some wild dogs: 1000 gold (-100 gold/dead brahmin), +50 karma Jo: Visit the Ghost Farm: 3500 xp Well with coin bags: +1 gold, -1 karma for each bag you pick up. Jonny's BB Gun in north end. Balthas: Find Jonny: 2500 xp, Combat Leather Jacket Has one Buffout in his workbench. Bess (injured cow): Heal her (40 doctor works): 200 xp, +5 karma, she becomes your pet, but stays in Modoc. Bed & Breakfast: Farrel: Find Cornelius' watch: 1500 xp, +10 karma Clean out his garden: 300 xp Has a safe (empty). Fenced building guarded by dogs. Rose's Chicken is inside. Rose: Has some misc info Outhouse with cave. Blow up the cave: 500 xp, gold watch + bag reachable. * Ghost Farm: ne of Modoc. Vegeir: Deliver a message to Jo: Assault Rifle + ammo Fridge has Small Dusty Box. Fuzzy Painting on a Slag Deans Electronics on a Slag Jonny can be found in the north part. Vault City: Courtyard: Steve & Melinda: Town greeters. Stops conversation if you are rude to them. Curtis (kid): Find his doll (behind the bar): 100 xp, +3 karma (or -3 if you are mean to him) Amanda: Help her husband (Joshua) get free: 500 xp, 32 gold, +5 karma Geiger Counter and First Aid Kit in Greeting Office's lockers A guarded, fenced area with 4 prisoners - nothing of interest. Ed: Bring him a water flask: 500 xp, location of Broken Hills, New Reno, Redding, the Den and Modoc. Puking Charlie: Use Doctor: 100 xp Use RadAway: 100 xp, 100 xp Cassidy: Has Rot-Gut and Sawed-Off Shotgun. Guns Guns and Bullets: Bar, Inner room bookcase Smith: Needs a plow - offer to help for free: +5 karma get hold of the plow: 250 xp, Desert Eagle .44 Happy Harry: Sells plow for 800 gold. Also has Metal Armor. Andrew: Can boost you up once you've found out about armor upgrades in the medical database. ? (get Combat Armor) Low impact: Combat Armor + 7000 gold + 2 days => +5% vs Normal & Explosive? ? High impact: Combat Armor + ??? gold + ? days => +5% vs Normal & Explosive, CH-1? ? Low thermal: Combat Armor + 10000 gold + 2 days => +5% vs Laser, Fire & Plasma? ? High Thermal: Combat Armor + ??? gold + ? days => +5% vs Laser, Fire & Plasma, CH-1? ? Downtown: Locker in east building has a Day Pass Skeev: Fixes False Citizenship Papers for 200 gold. Afterwards you can blackmail him for 300 gold (and -3 karma) Wallace: Has a day pass that can be stolen. And can be convinced to give you one. Gives Broken Hills location. Thomas Moore: Bring Briefcase to Bishop in New Reno: 50 xp, 250 gold ? Lydia: Bring 10 booze and 10 beer: 250 xp, 300 gold Randal: Sells stuff if you have Citizenship Papers (False ones work). Has Deans Electronics, First Aid Book, Big Book of Science, Metal/Leather Armor Mark II, Combat Shotgun, FN FAL Valerie: Has Deans Electronics and Technical Manual in shelf behind Lockers in the back has 2 x Junk and a Radio Bring her Tool and Wrench: 250 xp, 50 gold After 24 hours: Super Tool Kit + Upgrades Upgrades: Assault Rifle + 1500 gold + 1h => Assault Rifle (Exp. Mag.) .44 Magnum Revolver + 800 gold + 1h => .44 Magnum (Speed Load) Desert Eagle .44 + 1000 gold + 1h => Desert Eagle (Exp. Mag.) FN FAL + 3500 gold + 1h => FN FAL (Night Sight) ? ? Darrow: Has Lighter for sale. Kohl: Can give you a Deans Electronics and Big Book of Science if you ask nicely. Barkus: Can release Joshua. Stark: Has Spiked Knuckles. One desk near him has a Guns and Bullets. Has info on the Raiders and asks you to help out. Scout around Gecko: 350 xp, 300 gold. Go to NCR: ? ? Council Area: Parlor Room has First Aid Book in bookshelf. East house has Dice and Deck of Cards in bookshelf. McClure: Gives some misc information. Gregory: Gives Citizenship test. Lynette: Has mentats that can be stolen. Solve the Gecko powerplant problem: Don't bother. She wants you to clean out Gecko Take care of the raiders: 1000 xp, 1000 gold Show her the Account Book: 1000 xp, 500 gold Vault: Lvl 1: Need to have non-false Citizenship Papers to enter, but you can run past them. Phyllis: Has an Empty Hypodermic that can be stolen Convince her to see the outside: 300 xp Computer: Usable with Science 51+. Gives info with Doctor 75+: 500 xp Search database 55 times: Big secret (check the Central Computer after game is completed) Dr. Troy: Has 2 Empty Hypodermics that can be stolen With Doctor 75+ you can get a tour, giving the perk Vault City Doctor Training (+5 Doctor skill). Pays 1000 gold for a Jet. Lvl 2: All rooms here have crates of Water Chips. Room 1: Has Small Dusty Box and Noodles. Room 2: Needs ST 8+ to open. Has some ammo, a Red Memory Module and a Metal Armor Room 3: Has Scout Handbook, Radio, Lighter and Rope Room 4: Has Wrench and Tool Use Repair on vent: 100 xp. 50 Micro Fusion Cell Room 5: Needs ST 8+ to open. Has 65 Water Chips, some Rockets and Flamethrower Fuel Room 6: Has Motion Sensor and Computer Voice Module Room 7: Has Big Book of Science Room 8: Misc items Lvl 3: Equipment Room: Dynamite, Geiger Counter, First Aid Book, ... Learning Terminal: Sience 52+ gives 350 xp. Inner Equipment Room: Pickable when you become citizen. Has some weapons and ammo. Martin: Has Pocket Lint. Praise his singing: +1 karma (can be done many times) Complain on his singing: -1 karma (can be done only once) Central Computer: gives Gecko, NCR & Vault 15 locations (probably also Broken Hills, New Reno and Redding) Gecko: Settlement: Citizens in pub has Tragic Cards, Talisman, Cheezy Poofs, Gamma Gulp Beers and Roentgen Rum Wooz (Bar): You can play Tragic against him. Or buy everybody a drink (makes you more liked in Gecko) Lennie: Misc info. And can heal you Harold: Asks you to fetch a Hydroelectric Magnetosphere Regulator Desk at Lennie's has Part Requisition Form and Clipboard. Bookshelf at Lennie's has Big Book of Science Junkyard: Bookshelf in se house has First Aid Book. Percy: Sells stuff. Has a Yellow Pass Key in the locker. Find Woody (the Den): 1000 xp, +25 karma. 4 RadAway + 3 Rad-X when you get back. ...and his prices will be greatly reduced. House east of gates: Bookshelf has Deans Electronics Locker has lockpicks. Skeeter: Fetch a Super Tool Kit: 250 xp, Fuel Cell Controller Fetch a 3-Step Plasma Transformer: 350 xp, one free weapon upgrade. Upgrades: Assault Rifle + 6000 gold + 3h => Assault Rifle (Exp. Mag.) FN FAL +12000 gold + 3h => FN FAL (Night Sight) .44 Magnum Revolver + 2000 gold + 3h => .44 Magnum (Speed Load) Desert Eagle .44 + 3000 gold + 3h => Desert Eagle (Exp. Mag.) Hunting Rifle + 4000 gold + 3h => Scoped Hunting Rifle ? ? Gordon: Offers a Gecko Holodisk (with the Vault City - Gecko solution) Bring Holodisk to McClure: 750 xp Talk to Randal: Hydroelectric Part Lumpy: Misc info. One house (west of the abandoned Power Plant) has entry tunnel to Access Levels. Access Tunnels: One ghoul has Condom (Green Package). The Brain: Offers you to join his cult. Tells you how to solve the reactor problem. Power Plant: Guards have pass keys. Jeremy has a Plasma Transformer. Bookshelf in supply room has a Big Book of Science Bookshelf in room ne of entrance (next to reactor room) has Blue Pass Key Festus: Make him install the Hydroelectric Part: 4250 xp, +50 karma Talk to him again: Reactor Holodisc. Use the disc on Vault City computer, then use it on the Gecko Power Plant computer: 2500 xp, +20 karma Hank: Tell him to turn off the coolant: 550 xp, -20 karma Computer: Initialize, A1546761, 5B576005, 35C76863, Initiate general maintenance sequence, Load, Download, 9X7299, 70Y644, 008Z21, ...and then maybe some more. Raiders: Raider Camp (Cliff): Just a cave entrance. Cave Entrance: Lots of traps. Scorpion Nest: Loads of scorpions. Barracks: 500 xp for finding it. Has loads of bandits. First Aid Book in a locker. Shadow-Who-Walks: Unimportant. Tuco's Dog Tags in a chest, Angel-Eyes' Dog Tags in a locker, Blondie's Dog Tags in a chest. Safe: Disarm it: 50 xp Crack the code (dogtags): 500 xp Guns and Bullets, Buffout Account Book: Bring to Lynette in Vault City Raider Camp (Well): Getting here gives 2000 xp and +10 karma. Redding: Downtown: Athabaska Dick: Info about the Wanamingo mine Ascorti: Sells the deed to the Wanamingo mine for 1000 gold. Has 2 Super Stimpak that can be stolen. Sell back the deed once mine is cleared: 1000 xp, 2500 gold Ascorti guards: One has a Super Stimpak that can be stolen. Ascorti inner rooms: Bookshelf has Guns and Bullets Lou: Misc info Bookshelf in Malamute saloon room has Scout Handbook. Doc Johnson: Andrew: Can boost you up. ? (get Combat Armor) Dermal impact: Combat Armor + 5000 gold + 2 days => +5% vs Normal & Explosive? ? Dermal impact +: Combat Armor + 30000 gold + ? days => +5% vs Normal & Explosive, CH-1? ? Phoenix impact: Combat Armor + 8000 gold + 2 days => +5% vs Laser, Fire & Plasma? ? Phoenix impact +: Combat Armor + 48000 gold + ? days => +5% vs Laser, Fire & Plasma, CH-1? ? Bookshelves at Doc Johnson has Doctor's bag and First Aid Boook. Madame Modjeska: Info about the power struggle. Sheriff Earl Marion: Has Needler Pistol and ammo. Can give you a Sheriff's Badge. Kick out Widow Rooney: 1000 xp, -25 karma, 100 gold ...or give her 120 gold: 1500 xp, +25 karma, 100 gold Break up the saloon brawl: 1500 xp, 300 gold Find out who cut the whore: 1250 xp, 500 gold, +25 karma Kill Frog Morton: 3000 xp, 1000 gold, +5 karma Mine Entrance (n): Jackpot Jane: Handles creature fights. James Hoffy: Handles the caravans. Marge LeBarge: Mine chief. Fetch Excavator Chip: 2500 xp, 1000 gold Bookshelf in Marge LeBarge's room has Scout Handbook. Dan McGrew: Mine chief. Fetch Excavator Chip: 2500 xp, 1000 gold Mine Entrance (w): Lots of rats and bandits. Some traps. Bookshelf in south building has Scout Handbook. Frog Morton: Has a H&K G11 and some 4.7mm Caseless ammo Elevator to mine lvl 2. Tunnels (s): Entrance from: Downtown - Malamute saloon Downtown - Well in se Downtown - Ascorti's Ace Connected to Tunnels (n). Tunnels (n): Entrance from: Mine Entrance (n) - Well in center Mine Entrance (n) - Grave in ne Connected to Tunnels (s) and to Mine lvl 1. Mine lvl 1: Connected to Tunnels (n) and several connections to Mine lvl 2. Mine lvl 2: Lots of Wanamingos. Clear out the mine: 3500 xp Metal Armor Mark II on floor in nw Mining machine with Excavator Chip. Another chip slightly east of there. Broken Hills: Downtown: Several Foot Lockers in the nw. Hard to get to. Steve: Town info Micky: Treasure hunter. Bill: Caravan outfitter. Has caravan jobs and dung job. Shovel dung 5 times 500 xp, perk Expert Excrement Expeditor, +5 Speech Jacob: Sells drugs. Break Manson and Frank out of prison: 1500 xp, -10 karma Blow up the mine: Phil: Bartender. Has info. Tip him a total of 20 gold for extra info about Liz. Francis: Wrestle him (need ST 8+), Win: Power Fist? ? Power Fist can be stolen. Doc Holiday: Sells drugs. Sells First Aid Book. Marcus: Shelf in his house has a Rubber Doll. Expose the conspiracy: 2500 xp, +20 karma Find the missing people (underground): 500 xp Tell Marcus: Scoped Hunting Rifle. Confront Francis: 1000 xp Liz: General store keeper. Easily insulted. Manhole in her store leads to a small weapons depot. Manson (in jail): Preach open-mindedness: 300 xp Residential: Sewer hole at toilet in sw leads to Underground. As does ladder in southern house and hole in ne field. Eric: Has 5 buffouts and a mentat. Fuzzy Painting in his home. Get more power to his home: 1000/1500 xp, +10 karma Talk to Eric again: Buffout, 150 gold or +10 karma The Professor: Has 5 Mentats. Test AG: 500 xp Test PE: 500 xp Test IN (help Seymour first): 500 xp, -10 karma Scorpion: Has Spectacles. Seymour the Spore Plant: Replant him: 1000 xp, +2 karma, Flying Liver Chess Move Dan: Wants you to find his missing wife: 500 xp, +5/-10 karma Typhon: Bring him a Cat's Paw magazine (+1 hour): - Bring him a Rubber Doll (+3 hours): - Bring him a Rotgut: - Bring him a plant (Saymour): 2000 xp, +2 karma, treasure info. Chech the well at Downtown: Treasure drops. Talk to Micky: 10000 Bottle Caps. Talk to Typhon and forgive him: +2 karma Zaius: Get tools from Renesco in New Reno: ? ? Get protective gear from ???: ? ? Fix the mine's Air Purifier: ? ? Underground: Loads of Ants. And some bodies, one having a Note from Francis. Mine: ? New Reno: Virgin Street: Jules: Loads of town info. Has a Switchblade that can be stolen. Cody: Give him some food, maybe? ? Miss Kitty: Ask to just talk to one of her girls: Speech +2 Has a Cosmetics Case that can be stolen. Desperado: Dealers have Loaded Dice Lil' Jesus Mordino: Info Top Floor of Desperado, in Bookshelf: Pack of Marked Cards 2nd Street: ? ? |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww| | | | | | | | | | | | | | | | | | | | | | | | | | | | A: Arroyo |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| B: Broken Hills |ww| | | | | | t| | | | | | | | | | | | | | | | | | | | | | D: The Den |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| G: Gecko |ww|ww| | A| | | | K| | | | | | | | | | | | | | | | | | | | | K: Klamath |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| MB: Military Base |ww|ww| | | | | | | | | | | | | | | | | | | | | | | | | | | M: Modoc |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| N: NCR |ww| | | | | | | | | | | | | | | | | | |g | | | | | | G| | | NR: New Reno 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| | | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww|ww|ww|ww|ww|ww|ww|ww|ww| | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww|ww|ww|ww|ww|ww|ww|ww| |ww| | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww|ww|ww|ww|ww|ww|ww|ww| |SF| | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww|ww|ww|ww|ww|ww|ww|ww|ww| | | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww|ww|ww|ww|ww|ww|ww|ww|ww| | | | |MB| | | | | | | | | N| | |15| | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| |ww|ww|ww|ww|ww|ww|ww|ww|ww|ww| | | | | | | | | | | | | | | | | | | |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--| Special encounters: =================== Guardian of Forever: Solar Scorcher in the equipment room. Computer: Break it to get 1000 xp. Bridge: Outwit the bridgekeeper to get 500 xp and the Bridgekeeper's Robes