How to become Made Man for all Reno families

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Fallout 2 (US) Quad Made Man FAQ
Joshua Jansen

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TABLE OF CONTENTS
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Table of contents
Terms of use
History
Introduction
Theory
Procedure
Closing


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TERMS OF USE
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This document is Copyleft 2003 J. E Jansen. You can use it on your
website, put it in your guide, steal all my ideas and post them, I don't give
half a damn.
This Walkthrough/ Spoiler was created for unrestricted public use.
Specifically: Magazines, game guides, Commercial websites, fan websites,
spoiler websites, and everyone else is welcome to use and abuse this text as
they see fit. Reports and disseminations of parts and pieces of this
Walkthrough/ Spoiler are encouraged and welcomed. Any person doing this is
guilty of "having good taste," which is defined as the act of reading,
recognizing as high quality and passing off of ideas and words of another to
others.
Users also are encouraged to use this Walkthrough/ Spoiler as a template.
People who demand that their 'precious guide ideas' and 'hard work and
diligence' not be disseminated are hypocrites and self-important cocks
(roosters).


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HISTORY
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c. late 2002 - I originally heard of the idea of the ability to be a Made Man
of more than one family at the same time. Idea develops, rumors of people
actually joining all four families are found.
9 June 2003 - I arrive on the Gamefaq BBS and post my SOS for this strange New
Reno hypothesis, and am met with skepticism from even the most hardened Fallout
veterans.
10 June 2003 - Limited success with Salvatore and Mordino families at the same
time, Bishop problem encountered.
11 June 2003 - mission accomplished, methodology posted on Gamefaq's BBS,
applauded.
13 June 2003 - Version 1 of this FAQ completed.


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INTRODUCTION
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It has long been speculated by players of Fallout 2 that it would be
possible to gain the trust of all of the four families of New Reno and then
become a Made Man for all of them at the same time. Homicidal gamers would
often join all of the families anyway, as once you kill an entire family
(including the populace of the Stables for Mordino), your Made Man status for
that family was removed, and the other families wouldn't attack you anymore.
Until now, though, the exact process for joining the four families has remained
untold.
This project, as described, can be completed in probably under two hours,
probably five hours or less from the very beginning of a new game if one played
it fast.


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THEORY
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It is possible to become a Made Man for all four families simultaneously,
and have all four Made Man statuses listed in the Karma box on the Character
screen.


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PROCEDURE
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PART I: EARN YOUR DUE
The first step in this long process is to do all of the missions offered
by all the bosses in New Reno, but stop short of returning to the boss to
collect your payment for the final mission and be offered a Made Man status.
The goal of this part is to make it so that the next boss you talk to will be
the first one you're made for.
This whole process can be facilitated by earning a Prizefighter status at
the Jungle Gym, which will help your Unarmed skill, where each fight will
permanently add certain resistances to damage except for fire, and which will
give you a boost in reputation across the entire city. (This is probably not
required, however)
There is no definite process as to how this ought to be done. A family
won't hate you until you give them reason, either by being made by someone else
or attacking them; working for another family before you're made doesn't make a
difference, so feel free to mix and match as much as you want, just don't come
back to the Boss after you finish the last mission.

SECTION A: BISHOP
This whole process starts in Vault City, where you have to talk to the
screaming anarchist in the square, Thomas Moore, in such a manner that you gain
his trust and are given a briefcase to be given to Mr. Bishop. Just choose the
lines of dialogue that most support Moore's position, and he'll give you the
case. Beware, however, of betraying his trust before you get his case, as he'll
just fill the case with a note that says "kill this man." Bring the case to
the Shark Club, Bishop's casino, and go up to the second floor and tell the
guard that you've got something for Bishop. He'll tell you to go up, and after
that, will be of no use to you whatsoever as he'll always react to you as if
you didn't have the case; just walk on up to Bishop when you have something to
tell him from now on.
After you deliver the case, Bishop will ask if you would do some more work
for him, which amounts to a hit on Roger Weston of NCR. This can easily be
accomplished by going to his ranch in NCR and doping him up with Jet, Psycho,
Buffout, whatever. I prefer Jet. Return to New Reno for the final mission
before you get Made.
Bishop now requires that you kill Vice President Calson of NCR. This can
be accomplished easily by visiting the pub outside NCR's gates in the afternoon
where a man in a green shirt stands in the back room. This is Merk, and in
order to get into the Calson estate, you either need the Presidential Pass from
Gunther in Tandi's building, or a recommendation from Merk to the guard in
front of Calson's place to become a bodyguard for Calson. Merk, however,
requires that you do a mission for him before you can ask him about a job. This
mission is simply to get into Doc Henry's house and steal the papers from the
desk in the hall. After that, Merk will probably allow you to ask about Calson
and recommend you as a bodyguard, assuming you haven't earned his ire.
Inside the estate, probably the most efficient way to accomplish your
mission is to go to the East corner of the yard, through that wooden gate, then
down around to the Southern corner of the building, on the Southeastern side,
just in front of the window. Save here, and equip a sniper rifle or a gauss
weapon or anything else that can score more than 40hp of damage on a one hit
critical, or just in one turn. Enter combat and shoot through the window at
Calson; a headshot with a decent Small Guns skill ought to work perfectly. Once
he's dead, end combat and the guards shouldn't make any fuss as you walk out.
(Incidently, one may even wish to put this mission off until after the Sierra
Army Depot is infiltrated, because a sniper rifle can easily be attained during
the first part of the mission.)
With this mission accomplished, Bishop will make you a Made Man, so do not
return to him until Part II.

SECTION B: SALVATORE
Boss Salvatore, a dying old man who requires oxygen tanks to live, is more
thuggish than most, requiring collection of tribute and retribution, mostly.
Talk to Mason to get into his room, and remember that Mason feels very
protective of Salvatore, so just let him puff himself up and respond to him as
cordially as you can; your time will come.
In his first mission, Salvatore will tell you of a gambler that caused him
an insult by winning too much. The sum is meaningless to Boss Salvatore, but
the insult cannot be forgiven. Head to the basement of the Desperado to find
this 'Lloyd' and make an example of him. Force him to do all the work, then,
when you're in Golgotha and he's down in the fallout shelter, drop the TNT down
on him for the least loss in Karma. When that's done, walk on the uncovered
grave to go underground. Loot what's left of his corpse and take the money from
the footlocker, then return to Salvatore and tell him the full amount or else
you're going to be hurt. He'll give you $500 of the returned amount.
The second mission requires that you get tribute from Renesco in the
commercial row. He will always complain that he doesn't have the cash, and
demand some form of identification. Show him a laser pistol if you stole one
from Salvatore's room (which you can later just give to Eldridge) for the
necessary identification. You will end up making a deal with the man to pay his
due in exchange for anything you want from his stock for practically free.
Return to Salvatore with the money and get the final mission.
The final mission entails acting as a guard for a secret transaction in
the desert, the same one that you can spy on if you chat with the Wright
Children. This involves just going to the location and staying perfectly still
until you're told that you can go. If you wonder around the map, you're sure to
be shot by the Enclave, so just leave due S as quickly as you can. When the
transaction is complete, you'll be ready to be Made, so don't return to
Salvatore. (nb. After accepting this quest, you have only 24 hours to fulfill it. Don't tarry, then. Of course, you don't have to go claim your reward immediately after that, so you may do the follwing sections -Silencer.)

SECTION C: MORDINO
Big Jesus Mordino, like Salvatore, is a man of failing health. In order to
get on his good side and do missions for him, always address him as Senior
Mordino. Talking to Little Jesus in front of the bar first to get an
introduction isn't a bad idea, especially if you're a prizefighter.
The first thing you must do for Big Jesus is deliver a package to the
Stables. Act amiably to everyone, and just accept the fact that you're
delivering Jet to a Jet-head to keep him subservient- remember the rules: [1.
If there is ever any doubt, there is never any doubt. 2. Forget who taught you
this. 3. No questions, no answers. You accept it and you move on.] Ramirez, the
one you deliver the box to, is in the southwestern stable area, among the
slaves in the front room, using the characteristic model of the guards in
Mordino's casino. Talk to him, deliver the package (DO NOT OPEN IT- THE
MORDINOS WILL KILL YOU), and return for the next mission, saying nothing out of
turn to Boss Mordino.
The second mission involves collecting tribute from the Corsican Brothers
Porn Studio. This is very simple if you're a prizefighter, and simple otherwise
if you're not. If you have a high EN and CH, go for the acting job if you want.
Return to Mordino for the final mission, and make sure to go to the basement of
the Desperado. The south corner of the southernmost room holds the poison tank,
which you will need for later. Hold on to it, and continue on.
Big Jesus then wants Boss Salvatore dead. Do not do this at this point,
for reasons I will explain in the next part under the Salvatore section.

SECTION D: WRIGHT
Talk to Keith Wright and ask for a job, and he'll lead you to his father,
who asks you to find out who killed Richard Wright, his son. This thread
involves only two complete missions, but the first one is as long as three, and
the second one is as potentially dangerous as any other.
This first mission is longer than most of the others (not counting the
travel time for the Bishop missions), and is definitely a mystery that has
several possible means of discovery. The best way to go about this, I think, is
not to go to Golgotha and perform an autopsy on Richard's body (smelling the
Radscorpion poison), but instead to go talk to Keith and ask to see Richard's
room. If you check the bookshelf and have a high enough perception, you'll find
an empty jet canister. Using the leads given to you by Boss Wright and Keith,
talk to the four possible culprits, but don't accuse anyone: Jagged Jimmy J on
Second, Jules on Virgin St, Little Jesus in the Desperado, and Renesco on
Commercial Ave. With the canister, Jagged JJ will identify that the dose was
laced with radscorpion venom, and that the canister is of the kind that Renesco
uses. If you chat with him about this, and act all detective-y, you'll get him
to admit that he was asked by his bosses to lace a dose of jet with venom, and
that Richard was murdered with it, to make it look like an overdose.
If you take the line of going to Golgotha and digging him up, two things
happen: 1. you become a grave digger if you weren't already, and 2. you could
tell Orville that you dug Richard up, which is something you don't want to do.
At any rate, tell Orville that Salvatore spiked his jet and don't confront
Salvatore about it. If you finger anyone else but the Salvatores (like the
Mordinos because they control the Jet supply), expect whoever you finger to go
hostile.
The second and final mission is to infiltrate the Sierra Army Depot and
return back to Wright. SAD itself has a field littered with corpses of the
fools that tried to pass the turret drones. Two fences guard the way in, but
there is a hole in the first one where a sniper rifle can be found. Beware
though- getting that rifle will cause the leftmost turret to attack, but that
weapon is exactly what you need to get inside...
The best way to get into the base is to first drop all your NPCs off in
the bottom-rightmost corner of the screen, so they'll be safe and away from
enemy fire. Next, equip yourself with a scoped hunting rifle, sniper rifle, or
anything else you can reasonably make a targeted hit with from over 15 world
units (paces) away.
After you're armed, sneak up to the leftmost turret, just next to the
fence, as far left as you can go. In combat, check each world unit on the hex
grid in front of the turret, to see when the turret turns red. As soon as you
find the right place that will let you snipe the turret, move back one space so
the outline turns orange again, and end turn. Go back into combat, move to that
space, fire a targeted shot at the sensors, then move back to your protected
roost and end your turn. The turret will not be able to fire at you, because
its aim is blocked and it can't move. Continue to do this until either you
score a critical hit on the lenses, destroying them and rendering the turret
ineffective, or you kill the turret. Move on to the next one and do the same,
hiding behind a fencepost, moving into the open, sniping, then moving back.
This can be done for all of the turrets, even the ones next to the SAD's main
door. Don't forget about the turret in the fenced in electrical area- it's
necessary that that one doesn't fire at you.
After the turrets are destroyed, you'll probably want to leave your party
where they are, as the next area is mined. To the left of the main gate is a
small supply shack with explosives, a rocket launcher, some ammo, a howitzer
shell, and three mines in front of it. You need a high lockpick to get past the
door, which is also trapped, so you're probably just better off dropping some
TNT next to it and getting away, as it will blow the door away. In the long
weapons case you can find a rocket launcher and a shell, which is very heavy.
Use the shell on the howitzer in the building to the right of the fence gate by
going around the truck and using the side door, as the open bay door is mined.
When the door is blown, walk inside, and you're done with the mission. If
you've got a high lockpick and science, you can have some fun here, but you may
want to wait for later. The two punching bags in the weight room can be 'used'
to increase Unarmed by 5% each. Don't do this until your Unarmed is at least to
125%, because that'd just be a waste. You can return here at any time you want
to collect Brain Bot, the weapons and ammo, whatever.
You are ready to be made by Wright, so do not return to him at this point.


PART II: GETTING MADE
For each boss except for Bishop, there is a general method you can use to
get to talk to him before they cut your throat for trespassing as another
family's Made Man. You never sneak around Bishop's place because he is the one
you must start with first. Sneaking in is the hard part, because you don't have
to sneak out; you're a Made Man, and that family loves you until you're made by
someone else, at which point, they will attack almost on sight.
Effectively, there are only two families you can be made by and end with,
if you wish to keep all four statuses. If you can find a way to make it so you
can end with Bishop or Salvatore, I'd love to hear about it.
Sneaking around the casino, bar and estate can be tricky. I tested this
with 78% sneak and 10 AG and was able to do it all, so, more is better.
There are two constants about this particular process: 1. Bishop is always
first, and 2. Salvatore must always come before Mordino. Remember that, and
you'll be fine.
If you can rush to chat range with the Boss of the remaining three
families, and chat before anyone enters combat, you're home free, as that chat
line leads to your being made, and everyone in that family respecting you
instantly. The goal is to chat with the three leaders before they pull their
weapons.

SECTION A: BISHOP
Just walk up to him, tell him Calson is being fitted for a coffin, accept
being Made, and you're done. If you are made by anyone else when you talk to
him, Bishop will call you an emm-effer and have you killed, so, effectively, he
is always first, no ifs, ands or buts.
Now begins the sneaking.

SECTION B: WRIGHT
This part is where it gets hazy. You only really have a choice between two
families to leave in charge of New Reno (as their made man, the one they love),
that being Wright and Mordino, since in order to join Mordino you have to kill
Boss Salvatore, and Bishop must be done first. However, I guess by leaving them
alive, it'll come down to the game's internal power counter.
At any rate, Wright can be done second, third, or fourth.
I accomplished this by, under the cover of night, sneaking into the
Wright's house courtyard, behind the rails, then entered combat to sneak into
the already open house door and to just get inside the house, to get past the
two guards at the front of the house. From there, I snuck to put the bookcase
between myself and the one Wright Child standing in between the two rooms.
Then, I entered combat, and snuck right past him, to near Orville's door. I
entered combat again just to be safe, and snuck to the bookcase near the corner
of that room, where I left combat. Sneaking to the door, I was simply able to
open it without Keith noticing, and as soon as I was on the threshold, I was
able to chat to Orville, where I got made. End of story.

SECTION C: SALVATORE
Now, this is where Mission 3 of Mordino finally comes into play. The job
is to whack Salvatore. The easiest way to do this is to get made by him, then
execute the script to assassinate him after you're made, then walk to the top
of the stairs and wait for him to drop.
Salvatore will either be second or third.
To infiltrate Salvatore's room, just either sneak part way into the bar
and enter combat to go up the stairs, or make a dead run to the stairs and use
them right after turning sneak on.
On the second floor, things get tough. Mason, if you talk to him and you
can, will tell you to go on in. However, touching the door makes him notice
that you're a made man, and he'll unsheath his lightbringer and start shootin.
Therefore, this is the toughest part of the process, as you must somehow
arrange your NPCs (you'll need at least one, probably three or four), so that
one of them opens the door and runs into Salvatore's room. I did this by
pushing my NPCs around and telling them to change distance until eventually
Cassidy went through before Mason noticed me shoving them. You must stay still,
and if you've pissed Mason off for any reason, he'll probably just shoot you on
sight, so stay in sneak. As soon as the door is open and the way is clear, RUN
to Salvatore (get out of sneak) and chat with him before someone enters combat.
Then, you're home free to do Mordino Mission 3.
To get the full 2000xp and make it a true assassination, three conditions
must exist when Salvatore drops: 1. he must not hold an oxygen bottle. 2. you,
due to a scripting bug that was never squashed, must hold the poison bottle in
your inventory, and 3. Salvatore must not be in combat mode. (-Per Jorner) Wait
by the stairs so you won't say "I love killing old people" when he drops, and
after he does, you can chat with Mason to see that he was an ass because he
really cared about the old codger.
You're done here, move on.

SECTION D: MORDINO
Last in this guide, but certainly not least, is Big Jesus Mordino. This is
probably the easiest time you'll have in this process outside of getting made
by Bishop.
Simply run past the two bouncers in suits outside, then sneak to the left
side office, stopping in front of it, then work your way across the floor
between the rows of slot machines, over to the room across from the stairs.
From there, simply sneak in combat to the stairs and use them to get up.
On the second floor, the doors leading to Mordino should all be open from
your last encounter, so it'd probably be easiest to just make for a dead run
for Big Jesus, clicking on him until you enter dialogue. That's it for him.

SECTION E: SUMMARY
For the three bosses you have to sneak up to, it'd of course be best to
save before you get inside, and then when you are in, save when you get to a
safe point in a different slot. Save early, save often. If you're doing a
hardcore game where you can save only once a day, then you ought not even
attempt this unless you have balls of steel (the type used in the Red Ryder LE,
you know, ball bearings.)
Just remember that Bishop is first, and you have a choice as to when
Wright is gotten, but you can end with only one family liking you, and that
will either be Mordino or Wright.


PART III: ADDENDUM (KILLING ALL THE BOSSES)
Each boss has his own way of being killed silently and 'accidently,'
making it not your fault and allowing you to keep your Made Man status while
the boss slowly rots in his room. These options provide thousands of extra
points of experience and allow you to help tip the scales of balance on the
power levels to get that ending you wanted.

SECTION A: BISHOP
This is a bit tougher, especially for me, since I never add anything to my
Traps skill, but with a very high Traps skill, you can, after you sleep with
Mrs. Bishop and ask about Bishop and his "other pursuits," you'll be given the
option to ask if she wants you to kill him. Do this by making an 'accident'
occur on his trapped safe (a fairly high Repair is necessary). Go off this
floor and wait ten minutes. There is no xp for this, but you do get xp when you
tell Mrs. Bishop to move on with her life, after Mr. B is dead.

SECTION B: WRIGHT
Talk to the children playing outside the Wright estate in the afternoons
and evenings while you hold any given pistol in your inventory (don't let it be
the Alien Blaster or the Gauss Pistol or anything else like that- best idea is
to carry only a single 10mm Pistol). They'll drop everything and spot it right
off, asking if they can play with it. If it's not loaded, they'll say they know
exactly where to get ammo for it. If you tell them to wave it in their dad's
face and pull the trigger, that's exactly what they'll do, and you'll never be
blamed for it.

SECTION C: SALVATORE
Boss Salvatore is a fragile old man, and consequently, requires air to
live. As described above in Part II, Section C, hold on to the poison gas tank
while you steal his oxygen tank, run over to the landing of the stairs (or
anywhere away from Salvatore), and wait. In under a minute, he'll be dead and
bleeding.

SECTION D: MORDINO
Mordino, like Salvatore, is also of ailing health. Consequently, any drug
you give him except for alcohol, from Nuke Cola to Mentats to Buffout to even
his own moneymaker Jet, will kill him. Just don't be in the room after you've
used it on him, and you'll be fine.


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CLOSING
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I'd like to thank Whitechocobo666 for telling me to get off my butt and
write this thing, and Per Jorner for his excellent Fallout 2 guide, without
which I'd be nothing and know nothing.
I can be contacted via email at jjansen@islc.net and reached via AIM
through my SN of Else Are. Be pithy and to the point and I'll get back to you
or even add you to this FAQ if you have something to add.
 
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