More slightly tricky questions
Here are a few more quandaries for my walkthrough. Note to the moderators: the post with my last set of questions seems to have linked to another, more recent topic (original heading "Some questions...", now linked to "Completion in Reno"). I tried manually entering message ID numbers around the time I think I published my post, but couldn't find it. I think I remember the gist of the replies, but this might be an indication that something's wrong with the board in general.
The questions:
1. Does anyone know the exact procedure to raise your stats using the Jet/Jet Antidote bug? I know it works, but not exactly how, nor how many of each item you need.
2. Do the Geiger Counter and Motion Sensor actually stop working when they run out of batteries? It seems extremely unlikely that this would ever happen in a normal game (as a rule I use the GC only a handful of times during a game and the MS only passively), but did anyone actually experience this?
2b. Btw, does anyone know the truth behind the fact that you can only trade away some of the Geiger Counters you find, although they work perfectly?
3. It's been said that you can get the four "Fallout only" perks (Animal Friend, Scrounger, Mental Block, Flower Child) in Fallout 2 - for instance, one guy described a chem usage strategy which hinged on Flower Child. I had dismissed it as a stupid rumour until I read in whitechocobo's walkthrough that someone had said you could get them after you finished the game, which sounds just a little more plausible, but still rather doubtful. Are there any "confirmed" Flower Child sightings at all?
4. Do you get the anti-grav plates as part of T-Ray's car upgrade if you've completed the game when you pay him for it? I.e. could you theoretically get the car stolen, then buy it from T-Ray but not get the upgrade, then come back after finishing the game for the anti-grav upgrade? If not, what's the crucial factor? That you don't have the car stolen at all? Or that you don't talk to T-Ray at all? Or that you don't buy the car back from him? In other words, at what point in the whole car-getting-stolen procedure does the game check to see if you've completed the game and thus qualify for anti-gravness?
5. How exactly do you get the Luck bonus from the pariah dog? As I recall reading it was something like this:
a. Get the Gain Luck perk.
b. Find the dog encounter.
c. Kill the dog without having him follow you.
d. Bing, +3 or +4 or something to Luck.
But I can't get it to work. If the dog follows me, I lose LK and get the Jinxed perk, then I kill him, I regain the LK and lose the perk. If I kill him without him following me, nothing happens at all. I think others have reported difficulties here as well.
6. I can't get the "emergency defensive systems shutdown" to work in the Enclave - that is, the computer function that should let you return to the entrance via the puzzle room instead of the emergency staircase to the barracks. The computer says it's running a diagnostic, and when I get up to the Presidential area from the reactor level, the doors are as they were. At least one walkthrough says explicitly that this should work if you have the Presidential Passkey (and if not, why would it be there?).
That's it for now. Replies are welcome.
/Per
Here are a few more quandaries for my walkthrough. Note to the moderators: the post with my last set of questions seems to have linked to another, more recent topic (original heading "Some questions...", now linked to "Completion in Reno"). I tried manually entering message ID numbers around the time I think I published my post, but couldn't find it. I think I remember the gist of the replies, but this might be an indication that something's wrong with the board in general.
The questions:
1. Does anyone know the exact procedure to raise your stats using the Jet/Jet Antidote bug? I know it works, but not exactly how, nor how many of each item you need.
2. Do the Geiger Counter and Motion Sensor actually stop working when they run out of batteries? It seems extremely unlikely that this would ever happen in a normal game (as a rule I use the GC only a handful of times during a game and the MS only passively), but did anyone actually experience this?
2b. Btw, does anyone know the truth behind the fact that you can only trade away some of the Geiger Counters you find, although they work perfectly?
3. It's been said that you can get the four "Fallout only" perks (Animal Friend, Scrounger, Mental Block, Flower Child) in Fallout 2 - for instance, one guy described a chem usage strategy which hinged on Flower Child. I had dismissed it as a stupid rumour until I read in whitechocobo's walkthrough that someone had said you could get them after you finished the game, which sounds just a little more plausible, but still rather doubtful. Are there any "confirmed" Flower Child sightings at all?
4. Do you get the anti-grav plates as part of T-Ray's car upgrade if you've completed the game when you pay him for it? I.e. could you theoretically get the car stolen, then buy it from T-Ray but not get the upgrade, then come back after finishing the game for the anti-grav upgrade? If not, what's the crucial factor? That you don't have the car stolen at all? Or that you don't talk to T-Ray at all? Or that you don't buy the car back from him? In other words, at what point in the whole car-getting-stolen procedure does the game check to see if you've completed the game and thus qualify for anti-gravness?
5. How exactly do you get the Luck bonus from the pariah dog? As I recall reading it was something like this:
a. Get the Gain Luck perk.
b. Find the dog encounter.
c. Kill the dog without having him follow you.
d. Bing, +3 or +4 or something to Luck.
But I can't get it to work. If the dog follows me, I lose LK and get the Jinxed perk, then I kill him, I regain the LK and lose the perk. If I kill him without him following me, nothing happens at all. I think others have reported difficulties here as well.
6. I can't get the "emergency defensive systems shutdown" to work in the Enclave - that is, the computer function that should let you return to the entrance via the puzzle room instead of the emergency staircase to the barracks. The computer says it's running a diagnostic, and when I get up to the Presidential area from the reactor level, the doors are as they were. At least one walkthrough says explicitly that this should work if you have the Presidential Passkey (and if not, why would it be there?).
That's it for now. Replies are welcome.
/Per