Guide updated!

Per

Vault Consort
Staff member
Admin
Version 1.1 of the Nearly Ultimate Guide is available at the same place the old one was:

http://user.tninet.se/~jyg699a/fallout2.html

It's grown from 545 kb to 670 kb and I'm betting there's some new stuff in there for everyone. Reports of typos or silly things are welcome, and spread the word on other boards if you like.

/Per
 
>Version 1.1 of the Nearly Ultimate Guide is available at the
>same place the old one was:
>
>http://user.tninet.se/~jyg699a/fallout2.html
>
>It's grown from 545 kb to 670 kb and I'm betting there's
>some new stuff in there for everyone. Reports of typos or
>silly things are welcome, and spread the word on other
>boards if you like.
>
>/Per

Hey man, want me to host it on NMA ?
 
Odin.You could resume that into a download file,it would be better to print and read.
 
>Hey man, want me to host it on NMA ?

Of course! The link's the same, so all you have to do is download the new version for the mirror.

/Per
 
Hey Per,why dont you make guides for other games too?
Oh,and you could put your guide in order of game,cause that way it will be easier to finish the game,like,all in order.
You did a very good job man.
 
>Of course! The link's the same, so all you have to do is
>download the new version for the mirror.
>
I'll get on it tomorrow...
 
>Hey Per,why dont you make guides for other games too?

I'll be doing a Wasteland guide too (although no one's probably interested), but that's it. You need some kind of obsession to do this in the first place.

>Oh,and you could put your guide in order of game,cause that
>way it will be easier to finish the game,like,all in order.

What do you mean by "in order of game"? The areas follow in a certain order, don't they? The guide lists the things you can do in the game, it's not really supposed to tell you how to play it.

/Per
 
Hey, Per!

I see you are still going at it. ;-) So, how long has it been? Anyway, I am glad to see the results. I'll try to go through them as before, but I doubt I'll find any mistakes this time, right?

*LOL*

Keep up the good work.
 
Hey Per

Really good work you've done here! :)
This gives me a reason to start playing again :D

And thanks for creds =)
 
Hey, Per!

Anyway, I bumped into an interesting bug that I'd like to mention. During the fight with Lenny in NCR, I was surprised to find that Goris was with me in the ring, so I just sat back and watch Goris ripped him into pieces. I don't know what triggers it though, because I've had Goris in my party before without him inside the ring to fight with me.

Curious, no?
 
>Hey, Per!
>
>Anyway, I bumped into an interesting bug that I'd like to
>mention. During the fight with Lenny in NCR, I was
>surprised to find that Goris was with me in the ring, so I
>just sat back and watch Goris ripped him into pieces. I
>don't know what triggers it though, because I've had Goris
>in my party before without him inside the ring to fight with
>me.
>
>Curious, no?

Yeah I've also encountered that bug and it goes for the dogs too.

Also I've encountered a thing in Arroyo which I don't see any reason for...

Like when you get the healing from Hakunien you wont get the training from Camereon and if get the training first you wont get the healing...why is??? :(
 
OK, will check... hopefully it's easy to see in the script which NPCs they forget to turn invisible.

/Per
 
I don't know if you remember that I've discussed this with you.

Finesse will give you more criticals, but with one serious drawback. Since your starting damage modifiers will be lower, you actually do less damage per shot/attack. It's something to think about. I've noticed at least a 25-40% difference in damage. The higher the damage, the bigger the difference.
 
Per...

I've some questions about the new info in your guide...

You say that you need 115 HP to trigger the ear sequence in New Reno. Is my max HP supposed to be 115, or will I also be to get the feature if I'm "injured" down to 115 HP?

Also I would like to know which files I need from the unpatched version to trigger theese sequences...

1) Charisma raising ear bug.

2) Fighting the "locked in" sentury robots on level 4 in the SAD.
 
>You say that you need 115 HP to trigger the ear sequence in
>New Reno. Is my max HP supposed to be 115, or will I also be
>to get the feature if I'm "injured" down to 115 HP?
>

It uses the max HP variable, not the current HP. Technically what happens is that first the Masticator and then you have to score a critical hit on an Unarmed check modified negatively by the other's max HP. That's why your HP must be low and your Unarmed must be high in order to get both ears. I don't know how it's determined if you can get a critical or not, hence the uncertainty as to how many HP you can have. My testing seems to indicate that if you have a very low chance to make a roll, you can't get a critical success.

>Also I would like to know which files I need from the
>unpatched version to trigger theese sequences...
>
>1) Charisma raising ear bug.
>

Something like "ncprzftr" (n for New Reno + c for character + prizefighter). This is used for all boxers.

>2) Fighting the "locked in" sentury robots on level 4 in the
>SAD.

Something like "wiscrtdr" (w for SAD + i for scenery + secret door).

/Per
 
[updated:LAST EDITED ON Mar-18-03 AT 07:19AM (GMT)]Hey thanks =)

Now something about the Klamath quests (again).

I've finally due my stubbornness found a way to get all exp. out of the Dunton - Torr quests (well lets say the most and annoying isn't it :P)

Well to describe it easy I would need some pics, but I'll try without them.

1) Get either quest 3 or 4.

2) When you get there the scorpion will attack as usual but don't kill it. Instead try to manoeuvre it over to the Duntons by keeping a large disstance between you and it. Then end combat.

3) Now go and kill of all the other scorpions.

4) Head back to the Duntons and Torr and try to place yourself in the middle of them.

5) Talk to the Duntons and tell them run of. When you've sucided, be very fast and hit A. Now throw a spore spike or whatever at the scorpion that you before manoeuvred near the Duntons.

6) Now place yourself at a hex which is close to the exit grind and which is demanded for the maxium distance to get a dialog with Torr (hope you understood).

7) Wait for the scorpion, kill it and end combat.

8) (Now fastness is required) Be very quick and get the pointer over Torr, to get a dialog with him (make sure that the Duntons didn't have time to run of).

9) Now tell Torr to run away and end dialog. Be fast again to hit the pointer once more to get an additional dialog with Torr.

10) This time tell him you'll help him to guard the brahmins. After you end the dialog be fast again and hit A.

11) While in combat mode make your way to the exit grind but because I guess that you haven't gotten the number to APs to do that in one turn do it like this. In combat mode run to the exit grind and use all but one of your APs. End combat and very fast hit A again to continue. As long as you've the Duntons in your sight make sure that they aren't allowed to take one step before you're able to hit A again.

12) If done correctly the Duntons and Torr shouldn't have been able to run of which nets you another 250 exp. and quest 6.

Also even if readme file says it Slim dosen't seem to have an unlimited outdoorsman training bug in version 1.0. =)
 
:confused:

Me Torr, me feel dumbfounded. ??? :D

That is way too complicated to bother, but it's a great effort on your part to find out about it. BTW, how much total exp do you get for doing all three? I am usually at level 3/4 before I do these quests.
 
[updated:LAST EDITED ON Mar-19-03 AT 07:12AM (GMT)]Well...

First you get 250 exp. for telling the Duntons to scramble away and then 250 exp. for finishing the guard brahmin quest and finally 200 exp. for rescuing Torr.

This will net you 700 exp. + the combat exp. for the scorpions and the robot.

I'll try to describe it easier with pics as soon as I can. =)

EDIT: Urrrgghhh while reading through my descrition I see that I should stop with fast writing. Wie peinlich...:o

EDIT2: Um some more pointers Per :D

I'm this time wondering about "the tanker needs fuel" quest. You say that you almost can get every exp. reward for getting the fuel for the tanker (except the 5000 exp. from the Handy and the 5000 exp. from Dr. Jing) in the way of glitches. Now would it be possible that you there after also could gain the exp. reward that stupid characters (the 5000 exp. from the BOS and the 5000 exp. from AHS 9)would gain by lowering your IN with psychos?

Also when finishing Dr. Jings quest you say that you'll gain 5000 experience points. Now would I gain an additional 5000 exp. if I'm there after ask him for fuel for the tanker or that might just be the quest reward?
 
>I'm this time wondering about "the tanker needs fuel" quest.
>You say that you almost can get every exp. reward for
>getting the fuel for the tanker (expet the 5000 exp. from
>the Handy and the 5000 exp. from Dr. Jing) in the way of
>glitches. Now would it be possible that you there after also
>could gain the exp. reward that stupid characters (the 5000
>exp. from the BOS and the 5000 exp. from AHS 9)would gain by
>lowering your IN with psychos?
>

Not sure. Doubt it, but I can check.

>Also when finishing Dr. Jings quest you say that you'll gain
>5000 experience points. Now would I gain an additional 5000
>exp. if I'm there after ask him for fuel for the tanker or
>that might just be the quest reward?

Those 5000 are for that quest only, getting fuel would give you more (but that's listed under those quests).

/Per
 
Hey Per

Are those rocks in Balthas house counted in your 41 rock score? If yes then I just broke it }>
 
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