Fallout 2 Restoration Project Gameplay Thread

Hi there %-)
First of all sorry for my english language its horrible.

I see that many ppl got problems with EPA i will try to resolve some of it. I wrote down my % skills when i manage to made that quests, but im not sure what % is required to successful repair or investigate things in EPA.

1. Entering to EPA
U need to have rope with u, c'mon at last its RPG so things like shovel or roope are usefull (sometimes :>).
U cannot enter to epa through any doors or buildings located on the ground lvl. On the first map in epa go near the fence on the right side. After defending some wolfs u will see large pile of stones near fence, and typical Fallout Air Vent (its looks like something... big black hole in the ground or... whateva), Use rope on it and voila! u r in %-)

---SPOILER---

Another enter is located beyond mad scientist building. Dont pass the bridge, just go up, then far left and next down to place with 3 piles of stones and something looks like old road (tarmac). Under left pile u will find manhole.

2. Repair lights in epa - u got it from mad doctor/scientist.

Be sure that u have with you 1 piece of Junk! If u dont have it go to mad doctor/scientist location and u will find about 5 junks just on the ground.
Go to the EPA and using left elevator go to second lvl (just one lvl under the holograms room) its yellow one. Just turn right and u will see room with 4 generators, 1 hologram, 1 typical computer making strange noise, and one big computer (on the left site just beyond the doors).
To repair light u need to examin first generator on the left.
Use binoculars or science skill, u will got message whats wrong with it. Then take junk to 1 of your hands and use it on this generator. (90% repair skill).


3. Repair 00000 hologram

Same room as above, use science then repair skill on the coputer just beyond the doors.

4. Repair voice computer - u got that quest from hologram which wears power armor 1st lvl of epa using left elevator.

Same room as two quests mentioned before. Its this comp which make strange noises like "Bzzzzt.." or "BOOP!" %-)
Just use science then repair it should works fine.
(science 130% repair 100%)

5. Barking Man
I finish almost all new reno quests anyway i didnt see barking man (so i didnt speak with him for sure). But i manage to get cure for epilepsy so i think speaking with him is not necessery.
All what u need to do is find certain computer with certain information :>
After u got acces to almost all location of EPA, just use left elevator and go to sub-lvl 3 (2 lvls under holograms room). On the right side u will see 6 computers, but u can use only one, named "a functional computer".
U can read there a few info aboud FEV and some other things, but there is one interesting option "keep searching".
I used it once or twice and nothing happened, but when i hit it for 3rd or 4th time i got different message so... so i start to hit that option like crazy and at last got info about cure for epilepsy.
(int 8 science 130%).


A few advices:

If u wanna go to condamned rooms (chemicals on the floors) use gas mask and put it into ur active hand. U can find gas mask in mad doctor building in one of the lockers.

The lady hologram after a little conversation, will give u pass to almost all doors inside.

Pass to security (red) lvl - u will receive from power armor holo. Its red pass card similar to that one which u got in abbey. U need to use it once on almost every door in security lvl.

On third lvl (green one) using right elevator, u will find another "functonal computer". Going through all dialog texts u will receive 5 normal seed, 2 unknown seeds, and a botanical disk.
Im not sure what u can do with these seeds, but u can take disk to abbey and give it to one of the monks on 1st lvl of church (750exp).

On 1st lvl (red one) right elevator, u will find another broken holo, use repair on red column on the left site of hologram.
This holo will give u pass to 4th elevator in epa (its located on second floor same elevator just at the bottom of the map). Using it u will find another room with cryo chambers, and a lot of equipment. In this map there is hidden passage in left corridor just after the crates. This passage will lead u to manhole after mad scientist bilding.
Second thing about that holo, he offers u identifications of the items found in epa. Anyway i find it useless cos its never works for me.

So far i didnt find any way to go through doors leading to trees and locked creatures (3rd lvl green one). Either i cant go to room with paiting and maps (1st lvl red one).

About mad scientist, first quest is to bring him 10 golden gecko pelts. Second one is to fix lights in epa. After that doctor will give u some injection which should rise ur ... something.
It didnt works for me in any way, maybe because i have 10 ag.

After that doctor dont wanna speak with u. Anyway if u kill his pets (use science on left computer) and manage to keep doctor safe (monsters wanna kill doc :>) he will give u gecko pelts quest again. I think its bug.

When u walk in EPA u can find a toster (?) on a desk. U can speak with him and got some useful info. But if u use science on it u will find out that its broken, repair it and u will receive some exp bonus + another info (i dont remeber exactly this).

There is no way to disable force field using repair command.
If u go to epa for the first time take some recent gun and ammo. Monsters are weak and u will need as much space in ur inv as u can have to collect lot.

Thats a few (huh?) tips about epa i know that its not all. But i didnt manage to find anything more.

LAST MINUTE ADDON

Using mr chemmie require high science skill, if u wanna make some "special drugs".
I wasnt able to check (since my charisma=3 and i got 3 npc with me) but it may also require cassidy to be in your party.
Under "special drug" option u can find something like "...make pill for Cassidy weak heart...". Giving those pills to cassidy wont work anyway.
But if u go to abbey one first floor u can find brother John (room with beds). If u give him this pills u will get Stealth Boy as reward. Its very smart little pice of crap, making u almost invisible, just put it to your hand and use.

While using it i was able to pass thorugh navarro guards without any problems (stealth skill 20%).
 
Oddly I did not have that much trouble with the fourth Kaga encounter. I was wearing bridgekeeper robes, which are equal to combat armor in protection. On the first round he hit me for less than twenty points, and I along with my party members managed to inflict enough damage to make him free before he could act again.
 
tupaxi said:
So far i didnt find any way to go through doors leading to trees and locked creatures (3rd lvl green one). Either i cant go to room with paiting and maps (1st lvl red one).

I got to the garden but cant override the door leading to the barking man related terminal plus the other doors you mentioned. I got the password from the hologram. Isnt there some limit for the use of the password or something?
 
isfet said:
I got to the garden but cant override the door leading to the barking man related terminal plus the other doors you mentioned. I got the password from the hologram. Isnt there some limit for the use of the password or something?

Did u use red acces card (u should received it from holo in power armor) on that doors?

Ooops i check ingame now, that computer is on purple lvl, so afair i opened it usind password which i got from PR holo lady.

I think this doors issue is some kind of bug.
Someone wrote here that he used password paper (u can find it in 4th elevator location) to open some lockers. I didnt find any locker which i cannot open using normal lockpicking.

No u are telling me that u can open garden doors, when i try just got four normal wrong passwords. Cannot use special word from PR lady since its not there. Anywayz i can forget about garden, and locked animals, but i wanna take a closer look on that paintings and especially on that desk inside :P
 
Now, I am at loss here. Where is the blue level in the EPA? The west side of level three is indigo, not blue, which anyone can see by viewing the .frms from the restoration pack and comparing them to what you can see in the game. Personally I've never understood why some English-speaking people seem to raise the color indigo to such a high status.
 
I know killap told earlier here that to free those other slaves at the slavers camp you just have to unlock their gate but that don't seem to work for me. I rescued Sulik's sister quite a early at the game but now when I got this quest from the Ranger's at NCR I can't get it complete before those other slaves have also got a away.
I have unlocked the gate and it is also open, but even that I talk to anyone of those slaves they just keep telling me to help them even when they could just run. There is no slavers alive and I have also killed Metzger and set free slaves from Den.
So is it just a bug that happened for me or is there something I should do?

Oh, and also thanks for this project, it has been nice to play Fallout again after so long time 8-)

Edit:

Oh, I got it. Just had to open and close the door enough times so they understanded that they are free, don't know why they didn't do that right away but it don't matter.
 
Killap could u explain us what it suppose to be? %-)



Well i must admit that i try to use it but i can't.
 
@tupaxi
Hmmm. I did not have that problem in my tests. So either something broke between my tests and release or something went bad (installation wise) on your end. I double check.
 
OK i had my 3 Kaga encounter and well...he had a bad luck becouse he hited on 6 guys equiped with power armors and almost best guns :)

So Kaga is a lot too weak...4th encounter he will prodobly be hitted with A-Bomb rotf :)
 
killap said:
Grimhound said:
Is there any way to prevent the Deathclaw massacre at V13?
Yes. Think of an evil man at Navarro and what can be done in a limited time span.

Evil man at Navarro... Hmm... wonder who that could be... do you get 1000 XP and +25 karma for capping him in the face?
 
Grimhound said:
Evil man at Navarro... Hmm... wonder who that could be... do you get 1000 XP and +25 karma for capping him in the face?
Sounds like you found your man. Hopefully you did this in time upon initially discovering V13.

dagorkan said:
Did you find out about the Ghost Farm/Karl problem, killap?
No, I still need to look.
 
Is there a way to enter the SAD while not giving the Wrights the military advantage that leads to the militant take-over of New Reno ending?
 
killap said:
Grimhound said:
Evil man at Navarro... Hmm... wonder who that could be... do you get 1000 XP and +25 karma for capping him in the face?
Sounds like you found your man. Hopefully you did this in time upon initially discovering V13.

Just to make sure : Is V13 safe if I wipe out Navarro base before dicovering V13 or do I have to do so after I find V13?

Grimhound said:
Is there a way to enter the SAD while not giving the Wrights the military advantage that leads to the militant take-over of New Reno ending?

I'm interested as well. I've wiped out all other families and am about to start first Wrights quest. Also is there any ending that allows Broken Hills to survive (all three I know mean its end sooner or later) and is there Sanfran Hubogolist ending available?
 
Petrell said:
Just to make sure : Is V13 safe if I wipe out Navarro base before dicovering V13 or do I have to do so after I find V13?
Yes. Wiping out Navarro before finding V13 is a good choice.

Petrell said:
Grimhound said:
Is there a way to enter the SAD while not giving the Wrights the military advantage that leads to the militant take-over of New Reno ending?

I'm interested as well. I've wiped out all other families and am about to start first Wrights quest.
Well, I believe if you don't tell the Wrights that you found a way in, it prevents the ending from occuring.

Petrell said:
Also is there any ending that allows Broken Hills to survive (all three I know mean its end sooner or later) and is there Sanfran Hubogolist ending available?
Broken Hills doesn't really have any "good" endings. At least none that I remember. As for the Hubologists, yes, there are 3 endings for them (all pretty much the same) related to helping them or not.
 
Ok will go slaughter people at Navarro (Probably should have done so when I got Adv PA from there) after SAD then. Originally, if I remember correctly, just opening the SAD caused the Wrights to go rampage in New Reno instead of turning away from crime.
 
So let me get this straight, besides the stuff from the 'unofficial patch' (Like that horrible Cassidy head, just horrible! THEY RUINED CASSIDY!!!) It's all meant to be unused scripts and maps from Interplay?

btw while I'm here I'd just like to say that on my version, I apparently fixed the Gecko reactor without even doing anything
and that my game crashes to the desktop when I try to use the black elevator (Same model as the ones at Navarro) on Chemical levels of the EPA. There were some other small ones, but I cannot remember them.

I've always wanted to play Fallout 2 again (Passed it like 10 times) but I started getting bored of it, thank Allah Killap made this thing!
 
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