I've found a few points in the supplementary guide that could be improved: EDIT: Other topics (like item lists, additions to a stupid playthrough etc.) follow in the posts after. - Cat Jules starting AP is listed as 8, but I believe it's 9. - A mentioning of how to find Sam Pritchard's Map is missing. It's in his grave (NW of Golgotha). Opening the grave doesn't seem to trigger the Grave Digger reputation. And I'm pretty sure that it needs PE 8 to find the map. - Klammath: It may be worth noting that the Radscorpion limbs found in NR (Cat's Paw and Golden Globe) work too when doing the “Figure out who is rustling the Brahmin” quest. Especially as the pasture can't be revisited. - Broken Hill could get a comment that in order to talk to Francis one needs a bit of town reputation. Getting the quest to help Eric is sufficient. And solving the quest can even get some Buffout (if asking for a reward) which comes with a reference to arm-wrestling Francis. - One should be careful not to follow the Mr. Handy repair robots in the Sierra Army Depot. As those doors of the automated repair bay don't open from the inside, and are consequently a dead end if the lockpick isn't up to it (e.g. if you can't open it from the outside, don't slip into the maintenance bay when the robots open the door coming out to repair). - The title of the Abbey quest (inform the two monks of each other) says erroneously Tully & Thomas, but should say Tully & Samuel. As it actually does correctly in the following paragraph. - Abbey: One does not need to use the motor on the water-pump first. It's enough to have the motor in the inventory when using the tool on the pump. Repair of 40% (without tool) gives a good chance. Btw, the motor from the EPA (and probably the one from Navarro) work too. However, both require some investment to obtain what makes it not very attractive to skip the purchase. - Knowing of Gecko is not enough to get the “escort Brother Jason to Gecko” option, one also needs to now that Wooz is a tragic player (by talking to him), otherwise Jason will reject the idea of living among Ghouls. - It should be noted that defeating the deathclaw (to retrieve the book for the head-monk) is very tough for low level characters (it has 310 Hps and early weapons do little to no damage). However, there is the option to cripple the death-claw (I tested this twice, each time after hit in the eyes) (EDIT: however, hitting the arms may be better). Once it has “crippled limbs” (i.e. when it says “crippled limbs” when looking at it) the deathclaw (like most critters) will stop fighting and run away. At which point one can gun it down at leisure. (EDIT: Killing the beast beneath the church, but then forgetting the book and reporting back to the head-monk without it gives only 50 XP and not 200 XP. Otherwise it triggers the same response (granting access to their data-base etc.) (except the (annoyed) comment) that they'll have to get the book themselves), but it doesn't register with Paul, who won't give one the access card to their data-bank as he should. And the dialogue with the head-monk can't be repeated a second time.) - To access the Abbey's database (searching it) one needs 70% science. And the information is flavour only. - The slave camp location can also be gained from Vortis at the NCR. It's similar to the Metzger dialogue (wanting to buy slaves) and then Vortis is willing to sell the location for 2000 (preceded by a “you look too virtuous” comment). With negative karma he only asks for 1000. EDIT: He also only asked for 1000 with a karma of 91. (To get this option the “find sister” quest needs to be active.) - Slave Camp: I believe it needs 40% sneak (a rough 50% chance it seems) to escape with Kurisu undetected. With 16% sneak I would consistently get drawn into combat with the guard. 25% Sneak worked too once, but 40% started to feel like a realistic chance (can still fail though). And it is possible to select the second door (the one that opens dialogue with Kurisu) with a Lockpick set (rather than just opening it), which may help (?) with the in-dialogue lockpick test. - It is quite possible to do (most) of the EPA as a low lvl character (the requirement steps are: first rope (for seeds & gas mask), then botany quest from the Abbey (for botany disc), then repair 56% without tool (for weaponry, companions), then speech 81% (for epilepsy cure, sex-change) and last science 101% & IN 6 (for Solar Scorcher & heart pills)). The only real hindrance are the encounters around it (Floaters, Centaurs, Aliens and, worst of all, Deathclaws). However, all those encounters are melee only and if setting all companions to “stay close to me” there is a good chance to reach the EPA by running away from those encounters. It is only occasionally that a companion decides to stay & fight (and dies) or gets stuck (and dies). Of cause running away, especially on the large desert maps, is a bit tedious, still it's better than the smaller mountain maps where there is a chance of having the critters dropped on top of one's head (which is death against deathclaws). At the EPA it is also quite possible to avoid any tough opponent; the spore-plants one can walk around (clear a path with the plant spray (SE shed, which also contains the metal pole) or go west (sneaking and distance helps), circle around the building and enter it from the north (EDIT: or just enter the west-wing from the south)) and the aliens on lvl 7 one can run past. This may seem weird (to avoid opponents) but the EPA is a place where it makes sense to pick up a few things long before the point when you can take out a horde of aliens or have all the requirements. - A few notes on running past the aliens at the EPA: the aliens will engage in combat when they see you. In this regard it should be noted that their line of sight is peculiar, it seems to be blocked by gang-rails (so you can stand in front of the monitors indefinitely, or at the elevator until they walk all the way around). And it is blocked by the energy barrier (no matter if disabled or not) except for one long line (it's an extension of the bottom gang-rail to the north). You can figure this line out by moving the cursor under the (disabled) barrier, all squares will feature a X but one (that's their line of sight) and on that line they will spot you even when at the bottom of the stairs. This hole in the (disabled) barrier makes running back a bit tricky as you will have to run through it. Consequently the best is to wait on the stairs (mind their peeping hole) or even in the room with stasis tanks until all aliens wandered off the gangway (time and patience) which will happen eventually, then run back. The aliens will hold their position until you return. And using the rusty elevator will cause them to turn around and walk back to the breach in the gang-rail (even when previously engaged in combat, however, I would suggest to avoid combat, as it means to leave the gangway blocked and there is less guaranteed to find an opening when returning with the ERSI canister). The aliens will not walk north (unless bugged out by, for example, combat) but they will when engaged in combat, and you don't want them there. They'll (try to) walk back eventually but because of the tiny opening it can take some time.) This whole procedure is a bit tedious but it's the best way to get the new companions early (i.e. when reaching NR and learning its location from Myron or a Traveller). - The plants at the EPA can be taken out easily with the plant spray (SE shed), and I believe the best way to apply it without initiating combat (and getting hit) is by sneaking up from behind. Even running works (to a certain extent) as long as one is not running up to the front of the plant. Both plant sprays (10 uses each) are enough to take out almost all plants but a handful (about 6 remain), but to get the second spray bottle one needs the key to the garden shed (which requires to kill the plants, sic) or extremely good lockpick (60% with an Extended Lockpick Set work, aka 80% with Lockpicks, aka 100% lockpick skill). (EDIT: Note that using the plant spray to kill a plant (or insect) doesn't give any XP.) - It could be worth mentioning that Mr.Chemmie at the EPA drops the item on the ground and one needs to pick it up. This may help to avoid confusion over the lost ERSI canister and the “I can't make another one” panic. - Blowing up the generator on level 5 of the EPA labelled as “generator for the holograms: do not tamper with this”, has (apparently) no other effect than removing the holograms (which also removes the option to obtain the keys and passwords for the locked doors). There does not seem to be a quest that the depressed robots on lvl 3 & 7 are happy about seeing the director of security gone, as suggested when repairing the voice computer. (EDIT: EPA: Manipulating the Powerplant Pump Control has no effect. And there seems to be no option to control the robots, it's either “error” or “no authorization”, indifferent if the hologram generator is intact or not.) - Drugs (are listed as Marijuana in the EPA section). As a side note there is one of those drugs-item in the locked garden shed and Mr. Chemmie can produce 4 more, which means there should be a total of 5 of these in the game (I don't think Mr. Chemmie can restock, nor does it seem to trigger addiction). Probably the rarest drug as a consequence. This is also (so far) the only item that the “static-hologram” on lvl 4: security would identify. - Dog Food (EPA section) is a one time use. Whenever I used it (tested 3 times) it disappeared right away. - And some clarification on how to enter the submarine could be helpful (to enter the motorboat from bay: click on mooring post, to enter the motorboat from the submarine: click on the ladder leading down to the motorboat), and that the torpedo propulsion system is not a console but accessed by interacting with “one of the torpedoes” (EDIT: It could also just be me) (I suggest the south one, as I had the game crash once when interacting with the northern ones). (EDIT: - It could mention that there are three uses for the two Experimental Seeds (EPA, Arroyo & Dr. Sheng), and that it is best not to plant the last sample in Arroyo (but a normal corn sample instead). EDIT: Companions: With the new model, Lenny can only use Knife, Spear and Rifle (instead of Knife, Pistol, SMG). The guide seems to dislike this but I found that despite his low ST he does rather well with a Scoped Hunting Rifle and Sniper Rifle until you can give him a Red Ryder LE BB Gun (NCR). And eventually he can probably use a M72 Gauss Rifle, too, especially when in power armour. (EDIT: Cult of Personality (fully implemented) seems to entail that NPCs don't react to slaver (Sulik) or childkiller (like Rebecca and companions). (in brackets are the ones I can confirm). This really isn't mentioned anywhere in detail, only Nukapedia says that it influences karma and reputations, but nothing more specific).) Then I've took the item tables from Per Jorner's Nearly Ultimate Fallout 2 guide and updated them to the Restoration project Mod 2.3.3. However, I have no idea how to post them, sorry. They are tables (which I couldn't copy & paste), then I've tried tab, and even space to create a version I could post, but it just wouldn't translate. Sorry. (I bet it's possible, but I'm completely out of my depth.) (The Sources I've taken info from are: Nukapedia, No Mutants allowed, Per Jorner's Nearly Ultimate FO2 guide and the Supplementary Guide for the RP mod by Morticia & Darek.) (i.e. if there is any mistake it's their fault.) But jokes aside, at this point I've actually checked and confirmed most of it myself.