Fallout 2 Sierra Army Depot

Fallout 2 - Stupid Guide 111111111FALLOUT 2 STUPID GUIDE v 1.0CONTENTS:-1.Introduction2.PlaythroughA.Character CreationB.Walkthrough3.Contact4.Special Thanks5.Bibliography6.Legal Notes7.Version History1.INTRODUCTION:-Playing Stupid in Fallout 2 means having an Intelligence lower than 4.So,what's the difference? First,the dialogue options are very limited,people won't give you many quests. Second, you can recruit only a few NPCs:Sulik, Vic, Goris, K-9, Dogmeat (but don't bother with the last two).Third, you can't obtain some locations, like Toxic Caves or Sierra Army Depot.Surely, you can chew Mentats to raise INT by 2 and enable the normal dialogueoptions but this must be done only when absolutely necessary (you really wantmore NPCs, or the car, or Bonus Rate of Fire Perk).That being said you'll level very slowly and with few Skill Points and as youcan't talk away various dangers the battles can be very difficult.So what can be done? The answer is to farm encounters around every cityin World Map until you're happy with your level.Note that the game will be easier/harder if you want to steal alot or not (savefirst).So why should you want to play Stupid? Well,it's a different game, less talkand more fight. But,in the first place, the dialogues are very hilarious.Finally, please note that SPOILERS abound. Anyway, obviously, I don't recommendthis guide for first time players.2.PLAYTHROUGH:-A.Character CreationPrimary Stats (SPECIAL):-Strength -6- to be able to use the Gauss Rifle from New California Republic.-Perception -8- you need at least 6 for the Better Criticals Perk.-Endurance -4- it's enough for the Hit Points-Charisma -4- will do for Sulik and Vic.

Chew one Mentat to take Goris if youhave Mason's mirrored glasses.-Intelligence -3- to get at least a few skill points when levelling-Agility -10- a must like in any game. Means 2 targeted shots in the eyesper turn with the Magnum revolver or with almost any gun after Bonus Rateof Fire.-Luck -6- required for the Better Criticals Perk.Traits:You can't take the widely known Gifted, as the loss of 5 Skill Points perlevel is too much at 3 Intelligence. And you don't need so many Primary Skillpoints. So it will be:-Small Frame, for the extra Agility point.-Sex Appeal, LOL, really it's not any other good Trait to take.Secondary Skills:-Small Guns, you'll use this from the beginning to the end.-Doctor, to cure those crippled limbs.-Energy Weapons (replaces the 'must have' Speech), to save that Tag! Perk atLevel 12.Perks:-Level 3- Awareness, duh-Level 6- Bonus Move, will come in handy to close for aiming the eyes better-Level 9- Better Criticals, duh-Level 12- Action Boy-Level 15- Bonus Rate of Fire.

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Army

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  • Fallout 2 - All Stats 1 Guide/Walkthrough. Third, you can't obtain some locations, like Toxic Caves or Sierra Army Depot. You'll be forced to have Unarmed as the main combat skill, so it'll be.
  • It's time to go to the Sierra Army Depot and explore it. Strange and mysterious things abound. Next part: automobilrevue.net/v/c2tuaVJhTFd3anc.

Find a way into the Sierra Army Base is a Fallout 2 side quest. Orville Wright wants an edge on the other New Reno families. He tells the Chosen of an abandoned military base. This is not, however, the only way to get the Sierra Army Depot location on the world map, as it can be found by digging.

More than 1 in 10 of your posts or comments being self-promotional is spamming. Livestream promotion not allowed.Use descriptive titles. Posts with clickbait, extremely vague, or misleading titles will be removed.No dissemination of rumors / leaks without actual evidence.Posts promoting or facilitating piracy in any way will be removed. Piracy is a permanent ban, no warnings.All posts and comments in end, come down to moderator discretion.WRITE THIS War. War never changes(/spoiler)SEE THIS- The lore of the Fallout series- Classic Fallout Games- Fallout 3 community- Fallout: New Vegas community- Fallout 4 community- Fallout 76 community- Fallout modding community- Fallout Shelter community- Fallout Fan Art- Fallout 'Humor'- Journal-like fan fiction.- A subreddit for the Wasteland games.- Fallout-related cosplay- Fallout-sounding music. So I've been replaying Fallout 2, trying to get the best endings possible for the fuck of it. According to the wikia, the only way to get the 'best' ending (i.e the Wrights 'civilize' the town) is leave the Wrights in control, find Richard's murderer, don't become their made man, and don't enter the Sierra Army Depot.

That'd all be fine, were it not for the last part. Having forgotten that the SAD had anything to do with New Reno politics, I've already been there (to get Skynet, of course).So, am I locked out of the good ending now? Will I still be fine if I don't report back to Orville about the SAD? I'd release a chemical in the place, were it not for that fact that I'm unable to as I have, as previously indicated, gotten Skynet (which results in the retrieval robot being destroyed). Will destroying the still counteract it in any way?Worse comes to worse, I suppose I'll just end up slaughtering everyone besides the Bishops and become a daddy.

But my goody-two-shoes playthrough won't feel complete, then.Edit: I am using the Restoration Project, if that changes anything.I've also got an issue with Vault 13. Bit of a moot point by now, but I figure I'll inquire anyway.

Fallout 2 Sierra Army Depot Howitzer

Fallout 2 sierra army depot crash

So I did all the stuff with the deathclaws in 13, and murdered Schreber before two weeks had passed (doing so is supposed to prevent the Enclave's attack, according to the Restoration Patch). But despite this, Goris (who was accompanying me at the time) had his little 'feeling of loss' moment and ran on back to 13.

So I go there, and everyone's dead. I'm puzzled as to why this was the case. Was I supposed to visit 13 after I killed Schreber, still within that two week time frame? It's too late to do anything about it now, and I haven't got any saves from before that, but it's still a little frustrating.

Sierra

This is the 'good' ending:Wrights transform New Reno into a civilized cityRequirements: Leave the Wright family in control, but don't enter the SAD or become their Made Man, complete the murder quest.Within a year of the Enclave's destruction, the Wright Family turned from criminal activity to legitimate pursuits. Several schools and churches were established in New Reno, along with a law enforcement body that crippled the influence of the families. Though New Reno lost much of its edge, the city obtained a certain solidity that appealed to newcomers. Many came to Reno, not to visit, but to live, and the population increased threefold.

Today the test scores of New Reno high school graduates are greater than many Californian schools before the War.This the other ending:Wrights violently seize control of New RenoRequirements: Leave the Wright family in control, enter the SAD.Less than a month after the Enclave's destruction, a mob war broke out in New Reno streets. The Wrights, armed with an arsenal of weaponry that dated back to the pre-War years, leveled the casinos of the other families with rocket launchers.

The 'mob war' was clocked as lasting a little over forty-three minutes, and when the smoke cleared, half of New Reno had been demolished. To this day, it is commonly taught that the Wright Family were the founders of New Reno.They don't level the entire town, just the other families' stuff. It doesn't specifically say what happens to the rest of the town afterwards.