Fallout 2 does not have random encounters. Random encounters

Periodically, during our journey in the wastelands of the second fallout, we will come across unusual places. The most interesting of them are marked on the world map with a small green circle. The likelihood of encounters depends on luck and the wanderer's skill. The following perks increase the likelihood of encounters: "fidget", "ranger", "scout".

Eternal (aka Guardian Portal)

We come across such a portal.

Having passed through it, we will find ourselves in the 13th shelter, and not just a simple one, but in the past. Let's break the water chip on the computer there. We can assume that the next day (in the past, that is), the caretaker of shelter 13 will call our grandfather and give him the task of finding a water chip. This is such a clever trick. There is a solar scorcher on the floor in the armory. A pistol that resembles a laser. Charged by light.


Scorcher at Vault 13

Huge talking stone head

A similar head is located in Arroyo, only it does not speak. We need to talk to this head and we will get a stone. The stone temporarily increases agility (+3), strength (+3) and resistance to physical damage (+50%). But after an hour, weakness begins (strength and agility -6). Then everything returns to normal. By the way, you can steal three more stones.

Tin Woodman

We see a man standing and not moving. He asks me to lubricate him with oil. The oil lies nearby on the ground. After lubrication, it will give us something and run away.

Cafe of Broken Hopes

This location repeats the cafe from the city of Hub from the first part of fallout. Another humorous joke from the developers. The heroes from the first fallout have gathered here and are discussing all sorts of crap. Here you can hire Dogmeat the dog for your team. By the way, in the first part he never stood still, but always moved. As a result, it never blocked the entrance or exit. This is his main difference from the rest of his partners. And so many players kept it for themselves. Let him run. So, in order to hire him, you need to be in the shelter 13 suit, that is, without armor.

Cafe of Broken Hopes. One of the episodes related to the first fallout.

crashed whale

You can also find something like this. The whale fell from somewhere above. Nearby you can find a pot with a flower, with which you can’t do anything except exchange it.

Crashed whale and flower

Bridge of Death

A bridge to cross. Everything would be fine, but he is guarded by a watchman. Who has many lives. I shot him in the eyes with a gauss pistol, he fell to the ground, but his health was not taken away. It's very difficult to defeat him. And, as they correctly advise, you need to save for a new mark. And try different options for the development of events.

Caerbennog Cave

This location can only be found after King Arthur's knights. An almost ordinary rat runs around there and fights with those same knights. She can be killed by aiming at the eye. You don't have to kill. We need to get inside the cave and take an Antiochus grenade there. I read somewhere that due to a bug in the original game this location is not accessible. It can be found in some mods. And indeed, no matter how much I ran around the world, I could not find it. In the original fallout, this location can be viewed via Ctrl+R in the game menu. Which is exactly what I did. The map is called rndholy2.map. To exit the map, press Ctrl+R again.

Caerbennog Cave

Spammer

One day, a group of people meet who call themselves “Unwashed Peasants.” They are chasing the spammer. For those who don’t know, spammers are vile and vile people who send meaningless messages on websites, forums, and chat rooms. And “Unwashed Peasants” really is such a fan club, in fact, of the game Fallout 2 itself.

Unwashed

Federation shuttle

Another joke from the developers. This is a reference to the movie "Star Trek". Stimulant-like substances can be found in dead people. Three syringes, each of which restores 75 health.

Raging Brahmins

A herd of Brahmins, each of which, upon approaching the Chosen One, explodes.

Brahmins

Toxic waste dump

As soon as we got here, we immediately received a very large dose of radiation. We need to run away faster and take Rad-Avey.

Pariah, aka a loser dog

This dog will join us in any case if we come close. Its presence is equivalent to the Evil Eye trait. That is, the enemies are mistaken and we are mistaken. In most cases, you can kill right away or simply not approach.

Pariah, unlucky dog

Trader Willie

North of Modoc you can meet a merchant. Who can sell us an alien blaster - a very powerful energy weapon. The only drawback is the short distance. I don’t know for sure, but it seems that if you talk to him once, you won’t be able to meet him again. Therefore it is necessary to steal. To get this blaster, you must be level 13 or higher. However, even in this case, all sorts of rubbish may come across.

Random encounters

Special encounters can occur anywhere on the map. To find them, it is better to have Luck 8 or more, or the Explorer perk. They can be found without this, but with Luck 9-10, finding them will take an order of magnitude less time.

Portal of Eternity:

(Guardian of Forever) You find a large stone ring (a reference to the Star Trek episode "City on the Edge of Forever"). Go through it and you will find yourself on the third level of Vault 13, transporting you back in time 80 years. Take the equipment from the boxes and chests, and pick up the solar burner lying on the floor in the armory. When you get tired of wandering around the location, use the computer with the water chip that makes sounds - you will break it, for which you will receive 1000 experience points and be transported back to the stone ring.

The man guarding the bridge:

(Bridge) You find yourself in a location with a bridge across a gorge, a monk in a robe has blocked your path further. (link to Monty Python's The Quest for the Holy Grail). For some reason, the exit from the location (and your car!) is on the other side of the gorge. Talk to this man - he will ask you two questions, the answers to which are obvious (what is your name and what is your mission), and the third - a riddle for Fallout connoisseurs (3rd question: who survived Fallout 1? - you answer "Uh.. . Tandy"!!!). If you answer one of them incorrectly, you will die. If you answer all the questions correctly, he will simply leave. If you answer the last question (a la Holy Grail), he will be torn apart and you will receive 500 experience points. From his body you can remove the Bridge Guardian robe (good protection at early levels, and the only one of its kind!!!), which has the same characteristics as combat armor, but does not provide protection from radiation and is lighter. If you attack him, he will begin to spawn an infinite number of Brahmins that explode when they approach you. Killing him in battle will give you 7500 experience points, but he can only be damaged by critical hits - he is practically invulnerable to damage. If your Intelligence is less than four, then the dialogue with him will be slightly different. After he asks for your name, you can ask him just one question (what is his name), after which you will have two phrases, “correct” and “incorrect”. Both of them are very stupid, and it is not so easy to understand which one is true.

Giant stone head:

(Talking head) You find a statue in the form of a large head. She's talking to herself. This is the Vault Dweller's Sacred Head, the same as the one in Arroyo. If you want, listen to her, and then use the hand icon on her to start a dialogue. After enjoying the conversation, you will receive a piece of the monument, which temporarily gives +3 to Strength and Dexterity, as well as +50 to DR. By stealing (!) the statue, you can get several more of the same cobblestones. However, if you do not succeed in this, then you will simply be torn to pieces - apparently for sacrilege. Still, I wonder how the Chosen One “uses” these stones?

Tin Woodman:

You see a brute in power armor (this is an Enclave member), opposite him there is a can of oil lying on the ground, it needs to be used on him (the Enclave member). He will give you 150 nuclear batteries. If you kill him, you will get nothing.

Cafe of Broken Hopes:

(Cafe of Broken Hopes) Once you find this place, you will probably feel like you have seen it somewhere before. And you'll be damn right - this is a copy of the Maltese Falcon, the mafia bar in the Hub from the first part of the game. The cafe is populated by wonderful characters, to list them would kill all your pleasure from getting to know them yourself. We can’t help but mention the good old Dogmite, who will join you if you appear before him in the Vault Dweller costume (i.e., remove the armor) or in the Bridge Guardian robe (bug). You can also attach him by feeding him an iguana-on-a-stick.

This encounter is unique due to the fact that it can only be found in the central and southern parts of the map, while the rest can be found anywhere. Another addition - it was planned that the requirement for its detection would be the presence of the sixth level, but due to a bug this can be done at the first.

Unwashed peasants hunt for spammer:

This is a link to the online Fallout community and a real episode of a guy trolling. If you kill a spammer, you will receive one experience point and +10 to karma, if you destroy Unwashed Villagers, the reward will be 1170 experience points, about 600 10mm SCT cartridges and -100 to karma (tip: do not try to kill everyone in turn, first opportunity (one bullet at a time), shoot at each one so that they shoot at you and not at the Tramp - after all, you have Armor, with such a demon you divert all attention to yourself, and kill everyone, but leave the tramp). If you just stand in the corner, the Villagers will kill the spammer and run away, if the spammer survives, he will just walk around and shout stupid phrases. In a box in one of the neighboring houses there are 6 Stimpaks and a fruit.

Crashed shuttle:

(Federation Shuttle) You find a crashed shuttle from the USS Torres. Search the bodies and pick up 3 syringes that restore 75-100 HP each.

Knights of King Arthur:

You meet a squad of heavily armed Brotherhood warriors. They will ask you if you have seen the Holy Grenade of Antiochus, and if you say you have and point in a random direction, they will thank you with five hundred dollars. After that you can ask them about G.E.C.K. and they will point you in the same direction. After this they will leave the map. You can kill them, but they don't have anything unusual.

Whale remains:

(Crashed Whale) You will find a crashed whale (link to the book "The Hitchhiker's Guide to the Galaxy"). Next to him lies a pot of daisies - it is absolutely useless. This appears to be the only encounter that has neither positive nor negative effects.

"Bad" meetings

Lonely surviving dog:

(Stray Dog) You will find a field littered with corpses. It seems that they are very unlucky... And what is this cute dog doing on him? If you fail the Luck check (which will be repeated every 10 seconds), she will follow you. If this happens, you will receive the "Cursed" perk (probably similar in effect to the trait of the same name), and your Luck will drop to 1. In addition, this dog will take one of the free cells NPC allies. To get rid of her, you will have to kill her, knocking out 750 HP from her. If your character is a villain and you are a sadist, you can take her to the operating room in SAD and use the organ harvester on her twice - this will kill her, and you will get 2 human (!) brains and -200 karma. After her death, all effects of her presence will disappear.

Toxic waste dump:

This location is full of leaky barrels, from which entire lakes of green toxic liquid have leaked, and geckos are running around everywhere. different types. You won't find anything noteworthy except that you'll get a significant dose of radiation before all those geckos attack you from all sides. Run to the exit located on the right, or just load up.

Brahmin herd:

(Crazy Brahmins) The Brahmins are coming straight at you. When they get close enough, they will begin to explode, after which new ones will materialize. This process is endless, so just run away.

Merchant with security:

Go to the top of the map, north of Modoc, and move around two squares in all directions. After a while you will come across an encounter. You will come across a merchant named Willy who wants to sell something. The problem is that his chatter will make you fall asleep, and when you wake up, he will ask you whether you will buy a weapon or not - without you knowing what he is actually selling you. Solution? Before the conversation, use the “theft” skill to see what he has in his inventory - after all, this is what he will want to sell. The nature of this item depends on your level:

  • 1+: sharpened spear, spiked brass knuckles.
  • 1-3: knife, stone, spear.
  • 1-5: throwing knife, 10mm pistol, crowbar, baton, boxing gloves, Red Ryder BB Gun
  • 1-10: shuriken
  • 3-5: Combat Knife, Desert Eagle .44, Shotgun, Hunting Rifle.
  • 6-10: 10mm submachine gun.
  • 6+: 14mm pistol, cattle prod.
  • 8+: “The Ripper.”
  • 10+: power fist.
  • 11-15: assault rifle, sniper rifle.
  • 13+: alien blaster.
  • 15-20: minigun.

The script gives him one of these items and then checks if you are the right level. In the case of the Alien Blaster, you must also make a Luck check, failing which the result will be re-rolled. The price Willie will ask for is the normal exchange price of the weapon (without ammo) multiplied by (11-Luck), which means that if your Luck is 10, he will demand $10,000 for the blaster. Sometimes you can get a better price by trying to buy an item through "barter" rather than through dialogue. It is curious that all of his male guards carry 9mm Mausers - a very rare weapon. By the way, if you kill Willie and his guards, you will still be able to discover this meeting again.

People who were in the wrong place at the wrong time:

This meeting takes place on or about August 30th, 2241. You will witness one of the Enclave's atrocities. In fact, this meeting is nothing more than a tool for creating an atmosphere. There is nothing on the bodies.

Morton Brothers:

After ridding Redding of Morton's gang, you will sometimes meet his brothers, obsessed with a thirst for revenge. Toad is weak, Newt is armed light weapons support, and Snake - H&K G11E. If you refuse to meet them or run away rather than kill one of the brothers, you can meet him again.

Brahmin herd:

Traveling near Modoc after the liberation of Bess and the other Brahmins, you can find the corpses of cattle - probably these are the ones. Crap.

In addition to the usual unexpected encounters with various mutated fauna and bandits, while traveling across the world map, there are also so-called special encounters. In principle, it is not reliably known which aspects affect the success of searching for these locations in Fallout 2; Usually this is some kind of symbiosis of the Luck and Perception parameters, as well as the “Outdoorsman” skill (in Fallout 1, only Luck and the “Explorer” skill affected the chance of finding special random encounters).

It can also be quite rightly noted that now the success factor in the search is also influenced by the player’s difficulty level of the game - at the most difficult level it will take you much more time to discover special random encounters. Some of them will leave a mark on your map with a specific name, and some won't, so don't even think about storing any useful items there. If you refuse to visit the location you found the first time, then it is quite possible that you will meet it again in some other place (the mark on the map is fixed only after you visit a specific location).

Each special location requires a certain minimum level of development for your character. While in Fallout 1 special random encounters were divided into useful (good) and useless (harmless), in Fallout 2 things are much... worse. In the sense that now locations are not just deadly and unsafe, but even those that can affect the entire future gameplay, so I don’t advise you to relax too much when you come across a small flashing green circle. It is also worth taking into account that there is no such division in the game itself, and if all the factors in the development of your character allow him to find all the existing special locations on the world map, then such an opportunity will definitely be provided, regardless of whether you like it or not.

As in Fallout 1, it is not necessary to have high parameter Good luck or anything else to find some location. If you are persistent and simply devote time to searching, then you will definitely find almost all locations (the only prerequisite is the minimum level of development of your character, which a specific area will require for its discovery).

Cafe of Broken Dreams. A rather strange building, painfully reminiscent of the Maltese Falcon cafe from Fallout 1. Wait, that’s what it is! Well, I advise you to listen to what unusual visitors to this establishment are talking about. Also, I think you'll notice good old... Dogmeat"a. Praise to the developers! In order for the dog to follow you, you just need to remove the armor so that the animal sees your Ukrainian (in the sense of yellow-blue) suit. You can also use the old fashioned way - feed the dog a portion Iguana-on-a-stick, but if your team has the maximum allowed number of NPCs, then the game will go down the drain.

Level ....1

Crashed whale. In the middle of the desert, you will find the carcass of a whale with pieces of its own flesh scattered around (an allusion to "The Hitchhiker's Guide to the Galaxy"). Upon closer inspection of the location, you will find a pot of geraniums next to the remains. Give her to her beloved girl :).

Level ....6

A crashed shuttle. This castaway spacecraft, appears to be a reference to the Navy's USS Torres shuttle from Star Trek. After searching the team's bodies, you will find 3 packages Hypo. When used, this drug restores your character’s health by 75-100 Life Points without any consequences. Not a bad thing, though.

Level ....6

Toxic waste dump. A striking example of a special chance encounter, the discovery of which does not lead to anything good. Most likely (and quite brightly) after visiting such a place, it will be you who will glow. This area consists entirely of spilled radioactive waste and is also infested with fire-breathing geckos. Nice, right? There is nothing useful in this location, so put your hands to your feet and move forward. More precisely to the right, since this is the only way out from here.

Level ....6

The Unwashed Villagers hunting a spammer. This meeting is a reference to a real event. "The Unwashed Villagers" is an existing online community that became the first large fan clan Fallout games. As for the location itself, you have a choice to either help the clan members, or the spammer, or remain a passive observer. From the point of view of morality and honor (as well as cynical rationality and manchkinism), it is logical to kill the side with the largest number of people. As Per Jorner said, “So sorry, Internet community” (after the bloody massacre of the community, you can talk to the spammer). For killing clan members, your Karma indicator will decrease slightly, and if you kill a spammer, it will increase. If you do nothing, the spammer will be killed and the clansmen will flee. Regardless of what you do, in the building at the left edge of the location there will always be a locker that contains 6 Stimpak"s and Fruit.

Level ....6

Mad brahmins. Unlike Fallout 1, in Fallout 2 wild brahmins not only speak, but also explode upon contact with the victim. You still won’t be able to kill everyone - the Brahmin martyrs materialize endlessly. Here's an anomaly. Get out of there while your partners are still alive.

Level ....6

Stray dog ​​(pariahs). This area is covered with torn bodies and splattered with blood. You have no idea what happened to all these people and creatures. What seems even more surprising is that such an unremarkable mongrel is running around among this carnage. This is not good, not good. The dog will follow you if your character fails the Luck check (which is done every 10 seconds you are on the map). What's so bad about this dog? Does the phrase “loser dog” mean anything to you? No? In this case, if the dog still joins you, check the value of your character’s Luck parameter. It will be equal to 1. You are very lucky. Most likely, you will immediately have something like this: “Die, ****, die!!!” For your information, the animal's Life Points are 750. Fortunately, after the dog dies, the Luck parameter will remain the same.

Level ....6

Guardian of Forever. Someday, traveling through the endless desert, a huge stone ring will appear to your clear vision (link to the episode from " Star Trek"("Star Trek") called "City on the Edge of Forever". Feel free to go through it, and you will find yourself... on the third level of Vault 13 from 80 -years ago. If you do not forget to fulfill your true Christian duty and clean out all the drawers and cabinets available to you, then God will take pity and reward you. Solar Scorcher"om, which you will find on the floor in the armory. When nostalgia leaves the halls of your consciousness, you can safely go to the computer that makes sounds, which, as you remember, should contain a water purification filter, obtained with such labor by your respected ancestor - the Vault Dweller. Click on the computer with your mouse pointer... and you will discover a terrible secret that the vile Vault Overseer was hiding from your ancestor...

Level ....8

Talking head. Well, quite an interesting find, this is a monumental image of a head. Speaking. In fact, this hydrocephalic head is the Sacred Head of the Vault Dweller. You can listen to this strange structure mutter for a while, and then try to communicate with it yourself. After a fascinating dialogue you will receive Monument Chunk, which, when used, adds +3 Strength and Agility to your character’s main characteristics, as well as +50% to the secondary Damage Resistance skill (not forever, of course). With the development of the "Steal" skill at 95%, you can steal 3 more from the Statue Monument Chunk"a. Otherwise, even if you don’t steal anything, but look into your “pockets,” the Head may be offended and immediately finish you off. Be vigilant.

Level ....10

The Bridge of Death. You have come across a deep chasm, connected by a bridge and guarded by a man dressed in a monk's robe (an allusion to the game "Monty Python: The Quest for the Holy Grail"). If you traveled by car, then She will miraculously end up on the opposite side of the crevice, so you will still have to talk to the “monk”. This strange man will first ask you a couple of simple questions, and then ask you about some trivial detail related to the game. , if you answer any of the questions incorrectly, you will die (this is not an exaggeration - the number of Life Points that he takes with one attack is 6500, but if you are lucky and you can answer all the questions correctly, the monk will leave muttering). all sorts of funny nonsense. In the event that you answer his last (third) question, then it’s not you who will die, but he. It’s funny, isn’t it? useful thing, How Bridgekeeper's Robes, which in its protective characteristics is catching up Combat Armor except that it is completely useless when exposed to radiation, has less weight, and also protects better from plasma attacks (and also looks stupid). If you decide that the best solution is to kill the poor Guardian, then he will summon (from the astral plane, apparently) exploding Brahmins. It's your own fault.

Level ....10

King Arthur's knights. You met heavily armed warriors of the Brotherhood of Steel. The problem is that the poor fellows are completely crazy about searching for ancient technologies. It’s not difficult to guess that this meeting is banter from the knights of the round table from the time of Camelot, as well as from their search for the Holy Grail. Also, perhaps this is a reference to Fallout 1 (if you remember, a small group separated from the Brotherhood of Steel against the will of General Maxon and went in search of high technology, ending their journey in the Glow ( Glow). Back to the point. The knights will ask you if you have seen a certain artifact called. Holy Hand Grenade of Antioch. Answer in the affirmative and point your finger in any direction. They will believe you and give you 500 coins for your concern. You can ask them about G.E.K.K. (Group of Eden Construction Components, or G.E.C.K. - Group of Edem Creation Kit), and they will do to you exactly the same as you do to them. After this dialogue, they will go their own way, and you will go yours. In addition to the material aspect, this meeting also has a purely unique character. Read on.

Level ....10

Rat cave (vorpal rat cave). At the foot of the mountain range there is an entrance to a cave, near which there are piles of various bones, and also a normal-looking rat crawling around. In order to discover this special random encounter, you must first meet the knights of King Arthur, mentioned above (you do not need to talk to them). As soon as you log in this location, a battle will begin between the knights (they are in the lower left corner) and the rat. If you do nothing, then either the rat will kill the knights (yes, he is like that), or vice versa. The best solution is still to dare the feat and get into the cave. And, lo and behold! You will become the proud owner of a powerful artifact Holy Hand Grenade of Antioch! The fairy tale becomes reality! It is with this grenade that you can kill the great and terrible rat. Believe me, the experience that you will receive for the feat you have accomplished will be a sufficient reward for your efforts.

Random Encounters in Fallout 2 are, as the name suggests, extraordinary occurrences that the player may stumble upon while traveling through the wasteland. Random encounters are determined by the player's location on the world map, their level, and the global variables governing these occurrences, and finally determined by the chances of encountering one occurrence from a list stored in WORLDMAP.TXT. This could be anything from a family of bear rats scurrying around the area to a gang of canniballs attacking you or a trade caravan.

All subsequent events are unique and one-time only.

An unenviable fate befell those who fell here - and it would be better for you to get out of here before it happens again. If you manage to escape in less than 10 seconds, the Luck roll will not occur. Further, such a check will occur every 10 seconds, and if you fail it, then an innocent-looking, emaciated dog named Pariah will automatically join the party (regardless of the character limit), whose presence reduces Luck to one (to two if you have the Gifted trait ") and in addition rewards the character with the "Evil Eye" trait.

Note:
● To enable this event, the character's level must be at least level 10.
● The Pariah will use all seven of its action points to run to the nearest exit from any map as soon as combat begins, and it has a whopping 750 hit points. Once the dog dies, both the Evil Eye and the luck reduction will be canceled, except in rare cases cases where the dog is killed by a critical hit without damage.
● Pariah can be killed by luring him to the electric floor on the second level of the Sierra Army Depot military base: the dog will not sense danger unless you start a fight with it. If you operate on her using the organ extraction chamber on the third level, you can get two brains and -200 to Karma. Like the New Reno Masticator, Pariah provides a stat debuff that can be used to your advantage. Getting Luck and mutually exclusive hubologist zeta scans, if you received them before meeting the dog, prevent the loss of luck. And the upcoming luck increase after the dog's death, which should have returned it to normal levels, will instead increase your luck meter. NCR’s zeta scan gives +2 to Luck \ -1 to Luck, and SF’s zeta scan gives +1 to Luck and +1 to Wisdom \ -1 to Luck., and this result depends on... Luck.

A herd of crazed Brahmins rushes towards the Chosen One, exploding on contact, making them extremely dangerous - especially for an unprepared beginner who has not yet gained levels.



For those of you who don't yet know what a common whale should NOT normally look like - this is exactly what it is! The unfortunate mammal was thrown from a height of three hundred miles and slammed onto the surface of the earth like an egg yolk onto the kitchen floor... except that it had more fat in it. Here you can also find a pot of cute, fragile daisies.

This dramatic scene references Douglas Adams' book The Hitchhiker's Guide to the Galaxy, which describes how, due to space-time distortions created by the Engine of Infinite Improbability, two nuclear missiles fired at a spaceship turned into a whale and a pot of petunias and then plopped onto the surface of the planet. .

“This whale appears to have fallen from a great height.”



The giant talking head that can be "encountered" in the Wasteland near Arroyo (or the New Californian Republic, which could actually be anywhere on the map) is sort of a talking version of the Giant Stone Head of the Chosen One in the center of Arroyo Village. If you talk to her and tell her that you are the Chosen One, she will not agree with this and will enter into a heated argument with you that will last for 12 hours. At the end of the argument, she will have to agree with your evidence, and then she will give you a fragment of the monument as a reward for your lost time.
If you use kleptomania, you can steal about four more of the same fragments from the sacred head. However, you won't get far with them: the angry head will let out a wild howl of rage, which will deal 14,000 points of damage to you and turn your bones to jelly and your muscles to water.



You are standing in front of a huge crevice with a flimsy rope bridge across it, but the road to it is blocked by a figure in brown robes. The bridge guard calls out to the Chosen One and offers to answer three questions in order to get to the other side. The location cannot be left without crossing the bridge, and if the character already has a Highwayman car, then it will inevitably be parked on the other side of the barrier. The guard's first two questions will be: "What is it like your name? and “What is your goal?” You can answer the first question honestly, or you can lie. The answers to the second will be relatively truthful and will change depending on your progress in the game at the moment. The third question randomly falls out of three possible options, all of which have to do with the little things from Fallout world and rely on the SPECIAL system - a system of role-playing game mechanics.

If your Wisdom is below four, the dialogue will be terribly unclear, but you will still be able to answer the questions. The gatekeeper will ask only two questions and hide the answer to the second question in its own wording. In addition, in this case you will have the opportunity to kill the guard on the first question by asking his name.

Answers to the third question:
Which minimum requirements for the “quick access” perk?
- Agility is at least five?
- Third level?
- What do you mean? Level indicator or prerequisite for abilities? (Kills the Bridge Guardian).

Which NPCs from the first game survive to appear in the sequel?
- Dogmeet?
- Tandi?
- Harold?
-Who do you mean? NPC enemies or NPC allies? (Kills the Bridge Guardian).

How much weight can a character with strength 6 lift if he has the Strong Back perk?
- Um... two hundred twenty-five pounds?
- To what level is “Strong Back” pumped? (Kills the Bridge Guardian).

Note:
● If the Chosen One answers all questions truthfully and clearly, the Bridge Guardian will reluctantly let him through, muttering to himself how much he hates this job, casually revealing himself as an actress from a second-rate, unpromising film project.
● If the Chosen One answers the first two questions correctly, but the third one is met with a counter-question, the Gate Guardian suddenly dies, for which 500 XP is given. His body can also be removed with a robe, which is the equivalent of battle armor, but weighs half as much and looks exactly like the robes worn by members of the Cathedral Children cult.
● If the Chosen One lies to the guards, or does not answer the third question correctly or with a counter-question, he will immediately die a terrible death.
● If you try to defeat the guard by force, then a rabid exploding Brahmin will immediately come to his aid and rush to commit suicide against the hero like a suicide bomber. However, it is possible to kill a guard - for this they will give 7500 XP, but they will write down -10 in karma.
● This special event occurs most often of all possible.



An extremely radioactive landfill infested with geckos. The contaminated liquid spilled throughout the landfill will greet you with massive doses of radiation, and the geckos will certainly want to tear you to shreds. There are no rewards for this event, and the exit cage is on the right - unless you fancy spending a long time enjoying a radioactive tan and the local friendly fauna.



A fallen shuttle, half covered in dirt. Near him are three dehydrated corpses in a strange red uniform, which is unknown to the hero. The dead can also be found with “hypo” - an improved version of the stimpack that does not take away 9 hit points over time.

Note:
● As you may have guessed, this event is a reference to the sci-fi series “Star Trek”: the design of the shuttle is identical to the Enterprise from the film, and the red shirts are those same unfortunate poor fellows who were assigned the role of appearing for a few moments - only to , to introduce the public to the new monster of the week.
● The name of the shuttle is “U.S.S.” Torres" is most likely borrowed from B'Elanna Torres, a character from "Star Trek: Voyager", which was published from 1995 to 2001.



“The Guardian” is a huge portal that allows the Chosen One to return to the past as it was before the start of Fallout and break the water chip in Vault 13. After this, the inscription will appear: “There will be enough water in the shelter for 100-150 days. For some reason, realizing this fact gives you pleasure.”

Inside the shelter, you can only explore the Overseer's command center, where you can find a couple of Mentats, as well as a unique energy weapon: the Sun Scorcher.
By the way, you will only be able to get here once: carefully search all the nooks and crannies.

Note:
Guardian of Forever is a reference to the Star Trek episode "The City on the Edge of Forever".



The Chosen One stumbles upon a poor Enclave soldier, advanced power armor which is so rusted that he cannot budge. He is asking you for help. The chosen one can pick up an oil can and lubricate the armor, after which the soldier will thank you and give you 150 microfusion cells.

Note:
● Of course, here we see a reference to the Tin Woodman from The Wizard of Oz.



An unwashed hillbilly trying to defeat a spammer called "Death" or "Grim Reaper". This group is supplied with weapons by Eldridge from New Reno. Helping a hillbilly is not profitable - for killing “Death” you only get 1 XP.

Note:
This is a reference to the “Unwashed Village” community, the oldest in the history of the Fallout game, and it reflects the confrontation that once took place in reality between this community and the no less legendary spammer Grim Reaper or Grim.



A small eatery somewhere in the middle of the Wasteland, where you can find all the people from the Vault - even those who cannot be played as, including a black man and a red-haired woman.
Additionally, Thandi, Seth and Dogmeat from the first Fallout are also here.
This cafe is a copy of the Maltese Falcon in Hub City from the first Fallout

Note:
● If the Chosen One removes all armor, leaving only the base suit (vault jumpsuit), Dogmeat will join him as a companion.
● If you attack Dogmeat, a man in a leather coat will appear out of nowhere to defend him: this is a reference to the film “Mad Max 2: The Road Fighter” with Mel Gibson in the role of the aforementioned character.



A small place where King Arthur is surrounded by warriors of the Brotherhood of Steel and people in T51-b power armor. They will ask you if you have seen the Holy Grenade. You can try to defeat them all, but at low and medium levels this will be extremely difficult.

Members of the meeting:
Arthur Pendragon, Ser Lancelot, Ser Robin, Ser Galahad, Ser Bedemir,
Joshua, Ser Robin's bard, Concord, Robin's steed, Eric, Robin's steed

Note:
This company is a reference to King Arthur's Knights from Monty Python and the Holy Grail.



The wasteland is full of people and monsters who want to skin you. When you encounter someone while traveling on the global map, a Wanderer skill check is made and, if successful, you will be asked to avoid them.

The effectiveness of the Wanderer skill increases to 95% - this means that there is no point in leveling it beyond this value.

For successfully using the Wanderer skill, you receive experience points equal to 100 plus the difficulty of the check (varies from 0 to 70 depending on the territory in which the encounter took place, but not on the type of encounter) minus your skill level (the value cannot be deducted). exceed the number 95). If you're traveling by car, you may not receive experience for all avoided encounters, as some of them may be through using the car rather than testing your skill.

The following is a list of creatures that you can encounter. The division into zones is only approximate, because they overlap each other. Some creatures can be found in areas other than those indicated; mantissas, wolves and radscorpions can be found almost anywhere on the map.

Northwest(Arroyo): scorpions, radscorpions, exiles, fishermen (coast only), warriors, hunters, cannibals, savages, hermit, rats, pigrats, nomads, silver geckos, holy men, ants, spore plants.

North(Klamath, Dan, Modoc): bandits, golden geckos, mole rats, wild brahmins, slave traders (with slaves), trappers, caravan from Dan, caravan from Vault City, merchant with guards, farmers, homeless, bandits, moonshiners, mantissas, party of drug addicts, robbers.

Northeast(Vault City, Geko): trading group, wild dogs, crazy ghouls, patrol squad, mutated rats, mutated mole rats, mutated pigrats, marauding ghouls, caravan.

East(Broken Hills, NKR): Marauders, Raiders, Rangers, Caravan, Unity Patrol, Robbers.

Center(Redding, New Reno): Yakuza, mobsters, gang, traveler, fire geckos, prospectors, settlers, gold miners, smugglers, Redding caravan, wolves, New Reno caravan.

South (Military Base, Vault 13): remnants of the Master's army, Deathclaws, NKR Rangers, caravan

Southwest(Navarro, San Francisco): flyers, centaurs, Enclave patrol, Hubbologists, bandits, aliens, caravan, mercenaries.

Some meetings may represent clashes between two groups hostile to each other. In this case, they will not attack you until they deal with each other. However, if there is a cave on the map, and you go into it and come back out, they will forget about their hostility and jointly attack you. In other meetings various groups work together, such as “raiders searching with wild dogs,” “robbers and moonshiners,” or “radscorpions hiding among spore plants.” In some encounters where there are two unrelated groups present (e.g. "aliens and Deathclaws"), if you confront one of them, the second will not react to your presence until you deal with the first ( or don't attack her).

Don't throw important items on the ground during random encounters - if you do this and go out on global map, then they will be lost forever. The same advice applies to NPCs too!

Merchants may or may not agree to trade with you depending on your karma (some of them like good people, others like villains). A caravan near San Francisco has a 10% chance of carrying a rare XL70E3 every time you encounter one. You can trade with some other people (for example, fishermen, hermits, farmers), but they do not have anything of value. (There is a 1 in 100 chance that a fisherman may have laser gun, which he will offer to buy for $10,000, which is clearly an unreasonable price). The traveler can add the location of New Reno and Vault City to your global map. The caravan in the NCR-Vault 13 area can be a good source for some Scout's Manuals.

In meetings with homeless people and farmers, there may be an NPC whom the developers hid behind a model of an adult man (in a yellow sweater), but who is considered a child (this can also be understood from his phrases). If you kill him, then, accordingly, you will become a child killer.

If you meet trappers, you can give each of them "use" of Miria or Devin (gender doesn't matter) for one gecko skin and one golden gecko skin (you must not have enough money to buy them - you can just put them on the floor) . If you are not married, you can sleep with the trapper yourself, but in this case you will get poisoned. If your Intelligence is less than 4, then every trapper you talk to will give you a gecko skin.

The junkie party near Dan is a very rare encounter, as it can only happen at certain times of the day (from seven pm to midnight). In it you can get an infinite number of drugs. A couple of people will be selling booze, some others will be selling Mentats, Buffouts and Psychos. If you pay them for the purchase, your money will go into their inventory and they will try to approach you and use the drug dose that just appeared in their inventory on you. If you move aside, they will simply put it on the ground. After that, steal money from them and repeat the whole procedure as many times as you want. You can also have sex with one of the partygoers - to do this, you must first use one of the skills (theft, first aid or doctor) on them. This will give you an extra line of dialogue. Just ask them until they agree - gender doesn't matter.

Some people found in the desert allow you to steal freely without fear of confrontation if you are caught doing so, such as hunters, hubologists, smugglers, and moonshiners.

The best place to level up late in the game is the area between San Francisco and New Reno. A significant amount of experience is gained by defeating the aliens encountered there, Death Claws, flyers and centaurs. Just watch out for fire geckos.

If your Karma gets really low (-501, although "wanted" posters will appear at -500) or you get the Child Killer reputation, you'll occasionally run into bounty hunters. Their equipment depends on your level:

  • 1-6: leather jacket, hunting rifle, Desert Eagle.
  • 7-12: leather armor, assault rifle, super sledgehammer, sniper rifle.
  • 13-18: combat armor, laser rifle, frag grenades, power fist.
  • 19-99: power armor, gauss rifle, plasma grenades, Avenger minigun.

These encounters, especially the latter varieties, are more of a danger than a source of experience. In addition, for killing each bounty hunter, another 10 units of karma are deducted from you, which makes the process of “bitterness” almost irreversible.

When choosing the appropriate perk, in each meeting with a certain probability a certain “ mysterious stranger", who will fight on your side. The chance of this happening is 30+Luck*2 out of 100. Their HP values ​​and armor scale with your level as follows (although they will always look like they are wearing a leather jacket):

  • 9-14: 50 HP, leather armor.
  • 15-18: 70 HP, combat leather jacket.
  • 19-22: 90 HP, metal armor mk II.
  • 23-26: 110 HP, combat armor mk II.
  • 27-99: 130 HP, motorized armor.

A “stranger” woman of the first variety (at levels 9-14) has 2 HP more than a man, i.e. 52. Their weapons change depending on your level as follows:

  • 9-13: hunting rifle, FN FAL.
  • 14-19: assault rifle, combat shotgun.
  • 20-26: laser rifle, H&K CAWS.
  • 27-99: H&K G11.

In many encounters in the mountains, you can see a passage through which you can enter the cave. (There is also a version of the map for an encounter in the mountains without trees, which has a passage but no cave itself.) Most often you'll find varying numbers of radscorpions, mole rats, geckos or Deathclaws inside, which aren't worth the cost of destroying them, but there's a very small chance you'll stumble upon a cave full of robbers (Chance - 1 in 13 for each cave, this check will be followed by another one is for Luck. If you find a completely empty cave, then know that you have failed this check). Their equipment depends on your level:

  • 1-5: Leather armor (looks like a leather jacket), 10mm pistol, 10mm submachine gun, spear.
  • 6-10: leather armor, hunting rifle with sniper scope, Desert Eagle, weighted boxing gloves (!).
  • 11-14: Combat armor, power fist, super cattle prod, .223 pistol, HK P90c.
  • 15-99: Combat Armor, Pulse Rifle, Pulse Rifle, FN FAL, H&K G11E, Turbo Plasma Rifle.

Many of them have large reserves of ammunition. This encounter is very rewarding and not too difficult if you have a few allies with you. In each such cave there are three chests full of money, you can also profit from stimpaks and grenades, if you are lucky, then on the sixth level you can find a super sledgehammer, on the eighth - a power fist, and on the eleventh - a plasma rifle.

Special meetings

In addition to “regular” encounters, there are “special” encounters that can only occur once per game. Checking to find them can be done against Luck, Perception or the wanderer skill. The difficulty of the game also affects - the higher it is, the longer it will take you to look for a particular meeting. There are two types of random encounters: those that leave a permanent location on your world map, and those that don't. The latter will be marked “disposable”.

If you pass up a "one-time" special encounter the first time you find it, you may encounter it again (as the encounter will only be marked as visited when you enter the map), in a different area. This is also true for encounters that have a location map - they will appear on the map with the caption "Unknown" when you first find them, and will change their location if you find them again. "Cafe" is the only special encounter that continues to move even after its location has been determined by visiting the location - this is due to a bug.

To find any special encounter, you must have the level indicated in their descriptions below (in parentheses, after the name of the encounter). All special encounters take place in the desert, except for the "Bridge", which is a mountain location, and coastal and urban areas have no special encounters at all.

Special encounters can be roughly classified into “good” and “bad”, but the game itself does not distinguish between them on this basis. This means that perks that increase the likelihood of encounters affect the appearance of both. Either way, you'll find all the special encounters regardless of your stats if you play long enough.

There are several encounters that reload the map every time you enter them - this means that any item left in these locations will be lost. This applies to "Portal" and all three "bad" encounters.

"Good" random encounters

Portal of Eternity (8):

(Guardian of Forever) You find a large stone ring (a reference to the Star Trek episode "City on the Edge of Forever"). Go through it and you will find yourself on the third level of Vault 13, transporting you back in time 80 years. Take the equipment from the boxes and chests, and pick up the solar burner lying on the floor in the armory. When you get tired of wandering around the location, use the computer with the water chip that makes sounds - you will break it, for which you will receive 1000 experience points and be transported back to the stone ring.

Man guarding the bridge (10):

(Bridge) You find yourself in a location with a bridge spanning a gorge, guarded by a figure in a robe (link to Monty Python’s The Quest for the Holy Grail). For some reason, the exit from the location (and your car!) is on the other side of the gorge. Talk to this man - he will ask you two questions, the answers to which are obvious (what is your name and what is your mission), and the third - a riddle for Fallout experts. If you answer one of them incorrectly, you will die. If you answer all the questions correctly, he will simply leave. If you answer the last question with a question (a la Holy Grail), he will be torn apart and you will receive 500 experience points. The Bridge Guardian robe can be removed from his body, which has the same characteristics as combat armor, but does not provide radiation protection and is lighter in weight. If you attack him, he will begin to spawn an infinite number of Brahmins that explode when they approach you. Killing him in battle will give you 7500 experience points, but he can only be damaged by critical hits - he is practically invulnerable to damage. If your Intelligence is less than four, then the dialogue with him will be slightly different. After he asks for your name, you can ask him just one question (what is his name), after which you will have two phrases, “correct” and “incorrect”. Both of them are very stupid, and it is not so easy to understand which one is true.

Giant Stone Head (10):

(Talking head) You find a statue in the form of a large head. She's talking to herself. This is the Vault Dweller's Sacred Head, the same as the one in Arroyo. If you want, listen to her, and then use the hand icon on her to start a dialogue. After enjoying the conversation, you will receive a piece of the monument, which temporarily gives +3 to Strength and Dexterity, as well as +50 to DR. By stealing (!) the statue, you can get several more of the same cobblestones. However, if you do not succeed in this, then you will simply be torn to pieces - apparently for sacrilege. Still, I wonder how the Chosen One “uses” these stones?

Tin Man (6, one-time use):

You meet a guy in power armor. He can't move. Take the jar of oil lying next to him and use it on him for a reward of 150 nuclear batteries. If you kill him, you will get nothing.

Cafe of Broken Hopes (1):

(Cafe of Broken Hopes) Once you find this place, you will probably feel like you have seen it somewhere before. And you'll be damn right - this is a copy of the Maltese Falcon, the mafia bar in the Hub from the first part of the game. The cafe is populated by wonderful characters, to list them would kill all your pleasure from getting to know them yourself. We can’t help but mention the good old Dogmite, who will join you if you appear before him in the Vault Dweller costume (i.e., remove the armor) or in the Bridge Guardian robe (bug). You can also attach him by feeding him an iguana-on-a-stick.

This encounter is unique due to the fact that it can only be found in the central and southern parts of the map, while the rest can be found anywhere. Another addition - it was planned that the requirement for its detection would be the presence of the sixth level, but due to a bug this can be done at the first.

Unwashed Villagers hunt for spammer (6, one-time use):

this is a link to the online Fallout community and a real episode of a guy trolling. If you kill the spammer, you will receive one experience point and +10 to karma, if you destroy Unwashed Villagers, the reward will be 1170 experience points, about 600 10mm SCT cartridges and -100 to karma. If you just stand in the corner, the Villagers will kill the spammer and run away, if the spammer survives, he will just walk around and shout stupid phrases. In a box in one of the neighboring houses there are 6 Stimpaks and a fruit.

Crashed shuttle (6):

(Federation Shuttle) You find a crashed shuttle from the USS Torres. Search the bodies and pick up 3 syringes, restoring 75-100 HP each.

Knights of King Arthur (10, one-time use):

You meet a squad of heavily armed Brotherhood warriors. They will ask you if you have seen the Holy Grenade of Antiochus, and if you say you have and point in a random direction, they will thank you with five hundred dollars. After that you can ask them about G.E.C.K. and they will point you in the same direction. After this they will leave the map. You can kill them, but they don't have anything unusual.

Perhaps now is the time to tell the whole truth about the search for the Holy Grenade - another source of many different rumors on the Internet.

How to Find and Use the Holy Grenade (Part 1)

Press Ctrl-R in the start menu. Select the map "rndholy2.map". You will find yourself on a map with a vorpal rat. You can't do anything in this mode, so save and exit by pressing Ctrl-R again. Load the game you just saved. The game will be included to “normal” mode! The rat will open the fight and come towards you - but don't worry, it won't attack you. Go to the cave. Open the chest and take from it... the Holy Grenade! It has damage of 300-500 points. Exit the cave, save again and try the Grenade on the rat and the Brotherhood knights. If you decide to throw it at a rat, it will deal 9990 points of damage in addition to normal damage - of course, after which the rat will die. Even after this, Arthur will not have any new dialogue. Load your previous save and exit the location through the exit area on the right. You will find yourself on the world map south of Arroyo. Go there, skip the cartoon about the Vault Dweller costume and... act according to the circumstances. In the end, there is a whole world in front of you, which you can go through, tightly clutching in your hand the pulled pin of the most powerful throwing weapon on this worthless planet.

How to Find and Use the Holy Grenade (Part 2)

There was supposed to be a second encounter in the game related to the Holy Grenade, but it became impossible due to a bug in the script. Unlike most bugs, this one is fairly easy to fix. One of the patches that significantly increases the likelihood of this meeting was created by TeamX. However, you can fix the error yourself:

  1. Use "Fallout 2 DAT explorer" or similar program to extract the Worldmap.txt file from Master.dat to CD (it's in the \data folder)
  2. Move this file to Fallout2\data\data on your hard drive. To do this, simply point “DAT explorer” to the path Fallout2\data.
  3. Open the file with any text editor and replace all values ​​in the line “(372)” with “(614)” (parentheses are required).
  4. Optionally replace "Encounter, Enc" with "Encounter,Enc" and "(616)" with "(617)" if you want to fix the Cafe of Broken Hopes moving bug.
  5. Start the game and play as usual - whether loading a save or creating a new character.

Accordingly, in the “meetings” section it should look like this:

King Arthur's knights fight a rat (10):

(Vorpal Rat Cave) This encounter takes place in the mountains. To find it, you must first meet with King Arthur (talking to him is mandatory) and meet the level requirement. As soon as you enter the location, the knights and the rat will open battle and attack each other. If you do nothing, the rat will sooner or later kill the knights, although sometimes they can beat it to an instant kill. critical hit. If the rat survives, it will go peacefully to its lair - unless you attack it. If you enter the cave you will find a Holy Grenade. This weapon will automatically kill the rat if you manage to hit it (this will give you 7500 experience points - you're unlikely to find a better use for it). All surviving knights will remain on the map, but they will have nothing to say to you.

"Harmless" meetings

Whale remains (6):

(Crashed Whale) You will find a crashed whale (link to the book "The Hitchhiker's Guide to the Galaxy"). Next to him lies a pot of daisies - it is absolutely useless. This appears to be the only encounter that has neither positive nor negative effects.

"Bad" meetings

Lone Survivor Dog (6):

(Stray Dog) You will find a field littered with corpses. It seems that they are very unlucky... And what is this cute dog doing on him? If you fail the Luck check (which will be repeated every 10 seconds), she will follow you. If this happens, you will receive the “Cursed” perk (probably similar in effect to the trait of the same name), and your Luck will drop to 1. In addition, this dog will occupy one of the free slots of NPC allies. To get rid of her, you will have to kill her, knocking out 750 HP from her. If your character is a villain and you are a sadist, you can take her to the operating room in SAD and use the organ harvester on her twice - this will kill her, and you will get 2 human (!) brains and -200 karma. After her death, all effects of her presence will disappear.

Toxic waste dump (6):

This location is full of leaky barrels, from which entire lakes of green toxic liquid have leaked, and geckos of various types are roaming around everywhere. You won't find anything noteworthy except that you'll get a significant dose of radiation before all those geckos attack you from all sides. Run to the exit located on the right, or just load up.

Brahmin Herd (6):

(Crazy Brahmins) The Brahmins are coming straight at you. When they get close enough, they will begin to explode, after which new ones will materialize. This process is endless, so just run away.

Other meetings

Merchant with security:

Go to the top of the map, north of Modoc, and move around two squares in all directions. After a while you will come across an encounter. You will come across a merchant named Willy who wants to sell something. The problem is that his chatter will make you fall asleep, and when you wake up, he will ask you whether you will buy a weapon or not - without you knowing what he is actually selling you. Solution? Before the conversation, use the “theft” skill to see what he has in his inventory - after all, this is what he will want to sell. The nature of this item depends on your level:

  • 1+: sharpened spear, spiked brass knuckles.
  • 1-3: knife, stone, spear.
  • 1-5: throwing knife, 10mm pistol, crowbar, baton, boxing gloves, Red Ryder BB Gun
  • 1-10: shuriken
  • 3-5: Combat Knife, Desert Eagle .44, Shotgun, Hunting Rifle.
  • 6-10: 10mm submachine gun.
  • 6+: 14mm pistol, cattle prod.
  • 8+: “The Ripper.”
  • 10+: power fist.
  • 11-15: assault rifle, sniper rifle.
  • 13+: alien blaster.
  • 15-20: minigun.

The script gives him one of these items and then checks if you are the right level. In the case of the Alien Blaster, you must also make a Luck check, failing which the result will be re-rolled. The price Willie will ask for is the normal exchange price of the weapon (without ammo) multiplied by (11-Luck), which means that if your Luck is 10, he will demand $10,000 for the blaster. Sometimes you can get a better price by trying to buy an item through "barter" rather than through dialogue. It is curious that all of his male guards carry 9mm Mausers - a very rare weapon. By the way, if you kill Willie and his guards, you will still be able to discover this meeting again.

People who were in the wrong place at the wrong time:

This meeting takes place on or about August 30th, 2241. You will witness one of the Enclave's atrocities. In fact, this meeting is nothing more than a tool for creating an atmosphere. There is nothing on the bodies.

Morton Brothers:

After ridding Redding of Morton's gang, you will sometimes meet his brothers, obsessed with a thirst for revenge. Toad is weak, Newt is armed with a light support weapon, and Snake is armed with a H&K G11E. If you refuse to meet them or run away rather than kill one of the brothers, you can meet him again.

Brahmin herd:

Traveling near Modoc after the liberation of Bess and the other Brahmins, you can find the corpses of cattle - probably these are the ones. Crap.

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