Fallout 2 environmental protection agency walkthrough. Secrets and advice

When creating a character, I recommend creating a narrowly specialized one, for example, a war, a thief, a diplomat, a scientist ... A too average character is a bad choice, he will always lack something, while a specialist by the end of the game will be able to resolve all issues by force.

1. Arroyo

The first test is more of a practice than a real test. Tactics hit&run (hit-ran) is universal for cleaning the temple from aggressive inhabitants. You should carefully search all the corpses and boxes - everything will come in handy in the village. The fight with the case is also quite simple - if you can’t cope, you can put items on the floor, and pick them up during the fight, thereby providing yourself with some advantage. A diplomat character can avoid a fight altogether by persuading him to part ways with the world.

In the center of the village, having received a task from an elder, you can complete quests and practice hand-to-hand combat and wielding cold weapons. What should be done right away is to upgrade the spear from Minoka. The most profitable and easiest option - without starting a dialogue with Morlis, activate bartering to exchange a stone for a scorpion tail. You can also rummage Morlis in the tent - there are 100 coins. Geckos live in the hunting grounds - they can be dealt with using the help of a freed dog. There are also components for potions and stimpacks. Three bags of healing potion can be obtained from the shaman for completing the quest to weed his garden from carnivorous plants.

2.Clamet

A small town, most of whose inhabitants hunt lizards.

Arriving in the city, search chests, boxes and shelves in all houses. You'll find a small arms magazine and enough junk to trade it in for some leather armor you'll probably need. In an abandoned shop Vika(you will recognize it by the sign) there is a single-shot self-propelled gun, a broken radio and several flasks from Vaults 13. It is highly desirable to take a radio with you - you will still need it.

At the entrance to the city, on the corner near the pub Buckner, hangs around a local drunkard. Give him five coins to drink, and you can ask him about Klamath, and at the same time get the "sympathy" of the locals for his generosity. By the way, he has a Molotov cocktail in his inventory - does he really drink it ?! In the tavern "Golden Lizard" hangs out a man named John Sullivan. Talk to him and he will offer to teach you hand-to-hand combat and melee weapons for free (+150 exp. and 10% to both skills). The owner of the tavern always has something "expensive and pre-war" on sale - either anti-radiation drugs, or pistols and cartridges for them. However, he doesn’t sell such things to just anyone - therefore, in the course of the conversation, you should make a subtle hint at his “special sources”, and if the man pretends to be incomprehensible, say that “he can give a real price for them” - should work.

In addition to two taverns, the city has a butcher's shop. the Danton brothers(fair rogues) and their sister's brothel Sally.

In the pub Buckner you'll find a savage named Sulik. Slavers kidnapped his sister, and he came to Klamath to look for her, but, not finding Vika, got drunk with grief and staged a pogrom. Now he has to work out 350 coins - a hefty amount by local standards. If you talk to Maida Buckner and pay for Sulika then he can join you. The satellite is not bad - quite tenacious, can carry a sufficient amount of cargo and is fluent in any melee weapon. However, it is better not to pay for it yet - soon you will be able to release it for free.

Someone was standing behind the counter Whiskey Bob. He's broke right now, so give him some change for a drink. For this, the man will offer you a job - you need to throw firewood into his moonshine still outside the city. Pays 50 coins, but if you bargain, you can rip off more. Go south to the "trapper's paddock". There is a hut Bob, however, several hungry lizards block the way to it. You can sneak past them, you can kill them - it doesn't matter. Go inside, add some wood to the alembic (+100 exp.) and come back. You can then go for a reward to Whiskey to Bob or you can come to the owner "Golden Lizard" and in response to his questions, tell where the moonshine is located. He will give 50 coins, and your karma will decrease by 15 points - this bartender has a tie with alcohol merchants from Den, and he is interested in destroying the alembic. It is clear that Bean after that, he will be furious and will not pay you anything ...

Near the pub Buckner another guy hanging around - his name is Torr he is the son Mrs. Buckner, a little touched. The poor fellow is frightened that the "bug people" are stealing brahmins at night, and asks for help. Well, go with him to the pasture. If you kill all the scorpions there, then after leaving the location you will receive experience points for saving brahmins and karma (+ 250 exp., +50 karma). But you noticed in the pasture the Danton brothers? If you, without killing all the scorpions (!), talk to them and if your good reputation does not bother them, they will ask you to help them steal the brahmins. You can even agree with them in advance - when the brothers come in the evening to "Golden Lizard", invite them to measure their strength - a victory will increase your chances of getting this job. In this case, there is even an opportunity, having come with them to the pasture, to dissuade them from stealing brahmins (+50 karma). Then then kill all the scorpions, be sure to chat with Torrom and you can leave - the quest to protect the brahmins is considered completed, karma and experience are attached.

But let's say you still decide to steal the brahmins. Scorpions are alive, and you are thinking what to do with Torrom who guards the Brahmins. Idea! Come to Torru and tell him that you saw the bug people "over there" and you will guard the cattle while he runs for help. Torr runs away (-10 karma), and your brahmins - come to Dantons and get a reward, experience and another minus in karma (+150 experience, -50 karma). Everything, you can return to the city. Mrs Buckner complain that Torr has disappeared somewhere. It turns out that after you stole the brahmins from him, this eccentric fled into the canyon in the northwest. At the entrance to the location you will be met by a broken robot - finish it off, avoiding close contacts. In the depths of the canyon lies a crashed helicopter, and a completely distraught Torr who was scared to death of the robot. Grab Torra with you and return (+200 exp., +50 karma) After talking to Mrs. Buckner you can take some money or ask them to free Sulik, then your karma will increase again (+75 units). And in general, it is more profitable than paying the full amount for it.

There is another problem - trappers in the western part of the Klamath are suffering from rat infestations. Head there. In one of the buildings you will find a lonely man named Slim Picket. You can talk to him and he will tell you a lot of interesting things. Ask him for the key to the door leading to the abandoned part of the city. Tell him that you want to deal with rodents - then he will not refuse you. The key can be obtained in another way - by feeding the dog in the eastern part of Klamath. You can do without this key at all - break the locked door, blow it up or just pick the lock.

In the abandoned quarter, you will see an outbuilding with the inscription "GUNS" on the wall. No, there will be no weapons there, but in the boxes there will be two pairs of boots and a handful of cartridges. You will probably need both.

The rooms opposite are full of rats. Killing the rats that get in your way, go through all the rooms and find yourself near the hatch leading down. Yep, something interesting! Get down.

You found yourself in a dungeon of unknown purpose - earlier there was either a bomb shelter, or a warehouse, or some kind of factory. Empty barrels with a sign of radiation standing here and there lead to reflections. You should not worry - if there was once radiation here, then everything has already weathered. But rats come across at every step... Methodically clear the corridors of them until you find yourself in front of another hatch. Get down further. Here you will meet larger specimens of rats, and going deeper into the dungeon, you will stumble upon a huge pink rodent - the king of rats. Defeating him is not so difficult: although he is tenacious and can bite very hard, this creature, like all rats, is sensitive to blows to the eyes and head. When you kill, get 300 exp. for completing the quest. In one of the corridors lies the eaten body of a trapper - you will find a 10mm pistol in his pockets! Then look for the second staircase up - it will lead you to the third part of the dungeon. Kill two grizzly moles there (these are the largest rodents) and all the remaining rats, and then pick up pliers from the floor in one place (they help a lot in repairs). The path to the last staircase upstairs will be blocked by a locked door. It is difficult to hack it, but there is dynamite on the shelf next to it, with which you can easily blow it up. Everyone, get out into the fresh air.

In front of you is a completely fenced off block. Nearby you will find an old car on blocks. Pull the fuel controller out of the back seat - you will need this part later. That's all, you can return the same way to the inhabited part of the city ...

Talk with Ardyn Buckner and find out that the trapper is missing smiley. She will give you the coordinates "Poison Caverns" (Toxic Caverns), where he went to discover the lair of golden lizards. Leave the city and head there. These caverns are full of lizards, mostly gold ones - rather nasty opponents in the early game. Beware, their bites can also cause a small amount of radiation! You will often come across acid puddles on your way - if you have rubber boots in your inventory, then you can safely walk through these puddles. However, be careful: boots can eventually dissolve!

Not far from the entrance to the cave there is a closet in which you can find another pair of boots and other things. When you clear the top floor, get down and go further. In the end, you will find another room in which just sits smiley. Radom - a locker in which there is a certain amount of anti-radiation drugs. The room contains a broken generator that powers the elevator winch. It can be repaired, but the elevator door is still locked and can only be opened with an electronic lockpick, which usually appears towards the end of the game. The elevator leads to the lower floor, where a security robot with a rocket launcher stands alone and there are many boxes with useful things. One way or another, rise with smiley up. At the entrance to the cave, he says goodbye to you and offers to get to Klamath separately, and your quest is considered completed (+1000 exp.). Before that, you can, if you want, either steal the fourth pair of rubber boots from him, or exchange it for one coin (they cost nothing).

Back in Klamath, talk to Smiley. In gratitude for his salvation, he will teach you how to skin lizards (this is the Furrier perk, or Gecko Skinning). Ardyn Buckner will offer you a small reward, but if you haven't released Sulika then this is another chance to do it for free. Here, in general, and all the quests in the city. If you have a good time in a brothel with Jenny, there is a chance that you will get carmic trait "Gigolo" ("Gigolo", or "Sekspert"). It only affects prostitutes' words after you sleep with them.

Jenny can also tell you where the other nearest city is - Dan, or, as it is also called, "The Pit". The Danton Brothers you can kill with complete impunity, for this you will even increase your karma by 10 units, but only, of course, if you don’t touch anyone else.

Finally there are four magazines in the city "Cat's Paw". One lies in the toilet in the northwest, the other can be bought from Dantonov or remove it from their corpses, the third - to steal from one of the prostitutes, and the fourth lies in a closet, in a locked room with Dantonov. The door there is very difficult to crack, it is easier to knock it out or blow it up. You will still need these magazines, as well as many other things. Well, that's it - let's move on!

3. Den

A nest of slavers and the dregs of society. Although a very interesting place after Arroyo ...

After learning from Sulik about the disappearance of Vik, and his possible whereabouts, go to Den. At the entrance to the city there is an indication of local stalls and attractions. When shopping, be careful - local children trade in theft. If something was stolen from you, you should immediately use the “steal” skill on the offender - he will not attack.

After completing Becky Dyer's quest to shake money out of a drug addict, she will ask you to find the book "Lavender Flower". You don't need to search for a long time - it is in the cemetery. Medallion for Anna - Joy has a ghost, Mom will tell you about it. Redeem the medallion from Joey, scaring him with the prospect of eternal haunting by Anna's ghost. If you are still a girl then practice on Joya - get the Sexpert perk? After Anna turns into a pile of bones, take them to the cemetery and bury them in her grave. You will be informed that Anna's spirit has calmed down.

Mom will ask you to take food to Smitty. Ask him about Highwayman. You can not look for the controller in the Den - you will come across it later. Talk to Metzger about Vic. Give Vic the broken walkie-talkie. Redeem Vic for 1000 coins, or 500 if you are her? Complete Laura's quests. Then get permission from Metzger to sort things out between the gangs. Help Laura and sell the trophies.

If you have enough money, buy a Magnum revolver - a very useful thing.

In Mom's cafe, it is also worth talking to the drunkard sitting at the far table - this is Karl. Ask him about what happened to him - this information will come in handy. You can also ask girls in cafes and bars - they will tell interesting stories.

If you don't give a damn about karma - rummage through the cemetery and join the guild of slavers. To end the slave trade in Den, kill Metzger and his gang. To do this, you can pre-lock the doors in his building with a lock using the lockpicking skill.

4.Modok

On your way to Vault City, you will encounter the farming town of Modoc, devastated by drought.

The main quest here is to establish relations between Modoc and the inhabitants of the Ghost Farm. To do this, talk to Joe, he will tell you where the farm is and ask you to find out what is happening there. After talking with the slugs (farm dwellers) and examining the models of corpses on stakes, you can return to Here you will need Karl's story. Find out from Balthus about his missing son Johnny and head to the slugs. Johnny plays with the kids at the underground reservoir. Inform the leader of the slugs about Modoc's agreement to cooperate and ask about Johnny. Return to Modoc to receive your reward - an improved leather jacket.

Hours for are in a latrine. Go downstairs, taking dynamite with you? Set a timer for 1 minute and get out of there! After contemplating the picturesquely fallen organic mud, climb up again. Kill the rat and take the watch.

You should not go to the fenced house in the north - the owners will be against it, and besides the evil female deathclaw, nothing awaits you there ... Also, you should not pick up coins in the well - this will reflect badly on karma. If you have enough skill, heal the brahmin's leg. What to do with it - decide for yourself. In Grisham's house, you can take the quest to repel the attack of wild dogs on the brahmins.

Here you can also get a spouse. Heh heh.

5. City of Refuge

Historical homeland of the Master. Closed community with very fascist views.

You can get into Vault City by obtaining a fake citizen's ID or a day pass. You can get citizenship either by passing a test at the consulate, or by completing the main quest - saving the city from radioactive contamination. Vic will point you to the junk hut who sold him your flask. Unfortunately, he doesn't remember anything. Near the bar stands the boy Curtis - he is looking for the missing doll of President Nixon - it is around the corner of Cassidy's bar. After eavesdropping on the conversation between the boy and the doll, take the wrench from the pile of stones near the bar.

In the bar at the entrance to the inner city, agree to get real alcohol - if you don’t have it with you, bring it later. Taking Vic with you, go to Valerie - she is a mechanic and his daughter. After listening to their conversation, turn to Valerie - she will ask you to get the tools. You already have them - a wrench and a set of tools. Go to her after the first trip to Gekko. Do not try to get into the shelter of the city without real citizenship - they will pile on the pill. You can ask the librarian for a couple of books by complaining that soon there will be no books left at all.

Ask Consul Gregory McClure about the problem with Gekko and agree to help. Now head to Gekko and talk to Harold. Don't try to comment on him appearance- he will be offended. Harold will tell you that the power plant needs a Magnetosphere Regulator (Why not painted! Hehe). Return to Gregory and tell him about it - he will give you permission to get the regulator in the warehouse. Go to Valerie - several sets of tools should come to her. If you didn’t come, wait a day, if you came, ask for one - it will come in handy. Complete the quests of the Outer City residents - buy a new plow for Smith, give Rad-Eway to the vomiting Charlie, free Joshua and persuade Cassidy to travel with you.

After completing the quest with Gekko and becoming a citizen, visit the first citizen, Linnet. She will tell you a lot. You can also now visit the hideout.

On the first floor, Dr. Troy can get medical training in Vault City if the doctor's skill is over 80. From the computer near the door to his office, having medical knowledge, you can learn about the technology of protective implants. If you have a strength of more than 8, you can profit from junk on the second floor. As a last resort, take Buffout. There is a creaking sound from the ventilation grill - someone snuck Fusion Power Cells there. Don't sell them - they're a source of food for the Highwayman. Download useful information from the computer on the third floor.

You can complete the quest of the chief of security for reconnaissance of the territory around Gekko. Repair the Suburban Auto Doc with the Toolkit. In the center of the city there is an uncle, yelling all sorts of nonsense. If you agree with him, he will ask you to take the suitcase to Mr. Bishop in New Reno.

6. Gekko

A city inhabited by peaceful ghouls. The main local attraction is the nuclear power plant.

After returning with the Magnetosphere Regulator in Gekko, go repair the power plant. To get to the main reactor, you will need yellow and red key cards - they can be found in cabinets. From the reactor terminal, you can contact the Enclave and tease the assholes.

Insert the knob into the panel (corresponding menu function). To successfully activate the repair program, you must enter this sequence of commands: 2 4 1 3 5 If the commands are entered correctly, then after the robot has completed the program, two more items will appear in the menu: install the regulator and turn off the cooling system. Add a controller setup command and run the program again. Having adjusted the operation of the reactor, you need to take the task of optimizing its operation. To do this, go down to the dungeon under the unfinished power unit in the northwestern part of the city and talk to a rat that looks like the rat king from Klamat. Rat will give you a cassette of data to optimize.

Return to Gregory and get citizenship, then go down to the shelter and use the main computer to optimize the data on the disk. Take the toolkit from Valerie if you haven't already. Now return to the power plant and copy the data to the reactor terminal. Talk to Skeeter - the mechanic will exchange tools for a fuel cell controller. You must have at least 2500 bucks to install the controller and economizer on the Highwayman. Get Skeeter the Plasma Regulator from the warehouse at the station - Harold's permission is in the drawer.

After talking with Lemmy, take him to your team if charisma allows. Percy is a very generous merchant - you can buy an FN-FAL rifle from him for cheap and, if charisma allows, upgrade it for free from Skeeter. Agree to help Percy find his friend in the Den and head back to the Den.

7 Redding

Mining town - gold is mined here. A bone of contention between major cities.

Having bought Highwayman and freed (the same mummy of Ananius), go to Redding. Here you will learn about the confrontation major cities for the right to own gold mines. If the level allows, complete the tasks of the sheriff or get the chip for the excavator from the mines inhabited by aliens. It is better to get there from the cemetery or through the well near the house. The same way comes across in the locked room of the casino. Be careful - the gray alien is a female. She is very dangerous, just like the female Deathclaw.

Give the chip to the one whose ideology you prefer. After completing the last task of the sheriff to eliminate the head of the local gang, you will receive from him the sheriff's badge, his duties and a warning about the other, older Morton brothers. Talk to the local doctor Johnson, he will talk about the dependence of most miners on the jet. This can be reported to Councilor Gregory McClure and Dr. Troy in Vault City. For this purpose, take a sample jet with you.

Dr. Troy will research the jet and create an antidote. Take the sample of the antidote at the dock to Johnson Redding. You can eavesdrop on the conversation between the doc and the fool he sheltered - very funny. In the city center, a little boy will talk about how his father, Melchior, a magician and a miner, was taken away iron people. It was the Enclave who recruited miners to work at the Mariposa military base. Later you will meet him - he has changed a lot.

Now you can go to New Reno or Broken Hills.

8. New Reno

A city that specializes in entertaining its visitors and shaking money out of them. Mafia controlled.

Talk to the merchant jet at the entrance - he will tell you a lot. In addition, a drunk priest will pour out his soul and leak information for a bottle of beer. Eldridge will offer you a Vault-Tec voice module for 3,000 coins. Buy it - you will need it. Here you can also become a boxing champion and a porn star with the appropriate, ahem, skills. This guarantees you the respect of the locals.

First, complete the quests of the Mordino and Salvatore families.

In the Stables you will meet Myron, a cynical asshole with a lot of self-importance. Nevertheless, he is useful - he knows how to make stimpacks and an antidote. In order for him to learn how to make super-stimpaks, he needs a level of growth. At Golgotha, make Lloyd dig up the cache and when he comes down, climb up after him. He will attack you and you will kill him. You can dig up a dead man from the grave from where the rustle is heard. The poison tank for Salvatore is in the basement of the Desperado club, in the same place as Lloyd.

After completing the task of B. Jezus Mordino about eliminating the head of Salvatore, do not return to him. If you suddenly want to kill all the Salvatores, then at Mason you will find fashionable glasses - they say they increase charisma. They can also be stolen. M. Jezus has a unique knife - it is a little more abruptly than the usual army one. Returning to the main street and finding the absence of a wheelbarrow, shake Jules. Intimidate him until he says that the Highwayman was stolen and does not show where. KILL all the assholes who dare to steal YOUR Highwayman and take it.

Then it's worth doing the quests of the Wright family. Talk to the older brother Wright at the railway station and he will give you his recommendation. Father Wright will give you the task of finding the killer of his son. In order to find the main piece of evidence - a canister from a jet with poison, you need to ask his brother, who is guarding his father's office, about the room, where he lies behind the locker. Ask drug dealer Jimmy Gee for a can and he will point you to Renesco the Rocketeer. Renesco lives in the Trade District, in the same place as Eldridge the gunsmith. Renesco will complain to you that he was forced to make a poisoned Salvatore jet. Tell Wright about Salvatore, it's better not to talk about Renesco. He, in turn, will cry that he has nothing to fight with Salvatore, and will offer you to explore the Sierra military base in the northwest of New Reno. Agree and receive a reward and a special set in the Eldridge store by becoming a member of the Wright family. Eldridge will also give you the task of finding a laser weapon sample for him.

If you have an electronic lockpick, or a high hacking skill, feel free to go to the Sierra base. In any case, it is worth shooting turrets from something long-range and collecting weapons from the corpses of unfortunate marauders.

In the Shark Club of the Bishop family, in the room near the stairs to John B.'s office, there is a lot of useful stuff, and in the pool table there is a magical and no less billiard ball. Rumor has it that with high luck, this little thing can be very useful ...

You will also meet Bishop's wife and daughter Angela. The wife is bisexual. If you manage to process them well (there are special perks for this), then before falling asleep they will tell you a lot of things. There are useful things in the safes: cosmetics, for example, also increase women's charisma, but the most useful one is in John B.'s room - a raider map (not to be confused with a ranger map) It will help you safely get into their lair in the east. The main thing is to carefully crack the lock on the safe and neutralize the traps ...

9. Broken Hills

Brken Hills is a peaceful community of ghouls, humans and mutants who, despite their differences, try to live in peace. However, they have a lot of opponents - both external and internal.

If you enter the city by car, then crush the ghoul. Luckily, he didn't get hurt too much. Complaining about the lack of road signs in the desert, he will talk about the case when he was hit by a truck with New Coke and turned over at the same time (special encounter from Fallout1)

Talk to the doctor and listen to his story, after that he will treat you for free.

If you hate super mutants, complete Jacob's tasks - his pharmacy behind the dock's house. Sheriff Marcus is a super mutant and one of the founders of the city will give you the task to find the missing people - they are in the far corner of the dungeon with ants. Report this to Macus. Next, he will ask you to fix the air cleaner in the uranium mine. Talk to Zayus the mutant minemaster about this, and he will send you to Renesco in New Reno, giving the appropriate instructions. Bringing you will have to install it. If you don't have Energy Armor, you'll need stimpacks - you can't breathe in the mines. Zayus will reward you with a Combat Shotgun.

After repairing the mine, Markus will agree to join you. If you go through the wall to the right of the entrance to the mine, you will meet a sleeping pilot, who is well preserved. Next to him is a box with uranium ore in it. Take the ore to the refinery - they will agree to purify it for 1000 coins. Come in a day and you will be offered 1500 coins for leaving uranium. Why do you need uranium? Get better money! In the eastern part of the city lives a smelly subject - this is evidenced by the many flies near his house. He will ask you to connect his house to the mains so that he can take a shower. Do it yourself, or persuade the dead man at the power station. In the garden near the hatch in the ants' dungeon, a talking plant grows, which will ask you to help it (you need a shovel), in gratitude it will tell you how to defeat the chess scorpion.

In the house near which it will ask you to plant it, a ghoul lives, he will promise to tell you about the treasure in exchange for some things - all this is in the city center, you just need to look. With the long-awaited information about the treasure, head to the well in the center. The treasure will be dropped by you to the bottom. After that, contact the treasure hunter Mickey, and he will agree to go down. However, this is a terrible fake - there will be 10,000 bottle caps in the bag, which have long been out of use. Being very upset by this circumstance, you will forget to pull Mickey out of the well.

10.Raiders

If you complete the task of the chief of security of Vault City to reconnoiter the road to the NCR, you will encounter a raider camp along the way. There are two ways to get there. One - through a cave with traps, the other - through a secret passage. The safe can be opened by collecting all the captain's tags in your inventory. Beware the safe is mined!

11. Sierra Outpost

One of the abandoned military bases.

To destroy the gate to the base, you will need a howitzer standing in the hangar. A projectile for her in a locked shed with an electronic lock. If you turn off the power plant, the power of the fields inside the base will drop.

Having penetrated inside, enter the password written on the table lying in the terminal into the terminal. On the top floor, find Corporal Dixon's eyeball, or open the door to the freight elevator. One of the lockers contains Combat Armor. All shields are disabled using a set of tools, but be careful - a failed attempt will result in the activation of security robots. There are many useful items on the second floor, including a bitten cookie, you can eat it before the fight with Horrigan - temporarily increases the number of action points by one. You can turn off the voltage supplied to the floor in the corridor leading to the armory from the terminal in the southeast corner of the room.

Do not go to the northern part - there are many traps and nothing. On the third floor, find the eye of General Clifton - he had access to the fourth level. Get a mission from Skynet. There are traps in the corridor to the bio-storage on the fourth floor. To extract a cyberbrain, you need a science skill of more than 100. You can also remove the brain from any partner using the extractor and become like a local fascist scientist in this, whose diaries you will find in the office with the extractor terminal. However, Skynet needs a cyberbrain. By the way, for robots with a brain, the brains of prisoners of war were used ...

Having received the brain, return to the first floor and activate the alarm by poking around in the retinal scanner. Remove the motivator from the killed robot brain and go down to the third floor. Use all three components: biomed gel, motivator and brain on the broken robot. Launch the Activation program - now you can take him to the team.

With a report on the successful penetration of the base, return to the Wrights.

12. NKR

The New California Republic is a powerful alliance that includes several large cities and many small cities and has a good relationship with the Brotherhood of Steel. Once a small settlement called Shady Sands, organized by people from Vault 15, the NCR is now a force many must reckon with.

At the entrance you will see an arms dealer's tent, he has a gauss rifle and other useful things. People in cages are slaves. The rangers based in the garage in the central part of the city will ask you to release them, after which they will accept you into their ranks. If you are a slave trader, then it is better to stay away from them. Next to the garage is a substation, a girl with a robot will ask you to stop Jack, a cop who's swooning. Let it explode - the system is easy to fix. After a successful repair, the girl will give you some books.

Ask the doctor about his experiments - he will give you a serum that he developed in order to reverse the process of mutation in super mutants. Try it on a mutant - the effect is amazing? Return to the dock with the report, and he will give you his cyberdog. Ask the sheriff about work in the city. At the Westin Ranch, you can get a task to find out the reason for the disappearance of the Brahmins. After standing and guarding them, you will see two talking deathclaw, who will leave when they see you. If you manage to follow them, then you will go straight to the 13th shelter.

President Tandi will also tell you about the Vault Dweller and give you the task of finding some electronic devices in Vault 15, dealing with the raiders along the way.

13. Vault 15

Here lives a gang founded by the sole survivor of the liberation of Tandi 80 years ago by a raider. At the top is a small settlement supplying the raiders with recruits and serving as a front for them.

One of the inhabitants of the settlement at the top, Rebecca, will ask you to find her daughter Chris. Go along the path to the northeast, tell the woman guarding the passage that the girl's life depends on this and she will let you through. Kill the raiders guarding Chris and free her. A trap is set on the door in the rock, and the leader of the settlers has the key to it. There is another passage to the shelter - a hatch near the entrance to the settlement.

Raiders who meet you when you exit the elevator can be deceived into saying that you are new if you are a diplomat. A doctor captured by the raiders will treat you for free. Repair the generator on the second floor. Electronic devices are in a warehouse on the third floor. Powerful .223 caliber pistol.

If you approach the gang leader, he will attack you. He is armed with a flamethrower. From the main computer terminal you will learn about the location of 13 shelters. If you still decide to kill all the raiders, then you can negotiate with Tandi to provide assistance to the settlers and include the settlement in the NCR.

14. Vault 13
This hideout is inhabited by sentient deathclaws, the result of an Enclave experiment in breeding cheap and effective cannon fodder. Forced to serve the Enclave, they stormed the hideout when the Enclave needed its inhabitants. The purpose of the Vault 13 experiment was that when the Enclave needed unmutated human DNA, they would find it in Vault 13. Actually, this is the main reason for the expulsion of the Vault Dweller - the altered DNA should not have got into the 13th shelter. This caused an uprising of the inhabitants, and the overseer lost his post. After that, at the request of the residents of Vault 13, the Brotherhood of Steel installed a computer in the Vault that controls all of the Vault's systems. Now that the deathclaws had fled, they had found a place where no one disturbed them. However, someone messed up the computer's voice module and it stopped executing commands. The Deathclaws had to steal cattle to survive.

Talk to Grutar, the leader of the pack. He will ask you to fix the computer, and you will ask him for G.E.C.K. This is where the voice module you bought from Eldridge in New Reno comes in handy - just plug it into the Brotherhood's computer. The warehouse contains combat armor and spare parts from the tanker's navigation computer - a very important thing. Goris, a special deathclaw, lives in the library. He travels a lot disguised as a person with the help of a hoodie. You can take him to the team.

15. Military base

Mariposa Military Base - FEV storage. The Enclave, finding it destroyed, recruited slave miners to excavate.

To get to the base you will need a metal pole, dynamite and a rope. Apply all this on the trolley. By pushing it, you will blow up the blockage and see the passage to the base. Inside you will come across records of Enclave soldiers and super mutants. Fix the generator and the elevator will work. On the second floor there is an Energy Armor guarded by mutants. Eavesdrop on the conversation of the mutants in the hallway - it's funny.

At the very bottom is the mutant Melchior - the same Melchior magician from Redding. Kill him quickly, otherwise he will summon a completely unfriendly deathclaw.

16. San Francisco

This city is inhabited by the descendants of a Chinese submarine crew. Tolerance for harsh living conditions gave these people a great advantage in the post-nuclear world. As a result, they are experiencing rapid growth in all areas of activity.

The US government miscalculated in its plans to end China.

Dr. Fung who lives here is a highly qualified specialist. He can install defensive implants much cheaper from the suburbs of Vault City (requires 1 set of combat armor for each operation).

The local stores are full of useful things - power armor, gauss rifle, etc.

Local masters of martial arts are at enmity with each other. The dragon can teach you how to fight better. If you can beat his students in test fights, he will let you fight Lo Pan on his behalf.

Speak to the local representative of the Brotherhood of Steel - Matthew and he will give you the task to get the helicopter blueprints from the Enclave base in Navarro - this is north along the coast. Helicopter drawings are also needed by the adviser to the emperor, Ken Lee. Matthew will copy them, and give the original to Ken Lee. Then Matthew will let you into the Brotherhood bunker, where you will find a pulse rifle and another set of power armor. A medical computer can increase your performance, it needs special chips.

Ken Lee Will let you see the emperor after killing the leader of the Hubologists. The emperor is a computer, from his terminal you can give a command to refuel a tanker.

Of course, you can join the hubologists, but this will not bring anything but trouble. A scientist at the base of the hubologists can upgrade the power armor.

Punks live in the tanker. Inside there are two shops with good goods and prices. In order for the captain to agree to help, you need to help his friends. At the entrance you will meet Chip - he lost his spleen in cards. She was sold to Dr. Wong - he is in the emperor's palace. Tell Wong it's human and he'll give it to you. In the hold, save your friend from mutants and aliens. To activate Nav Com, you will need parts from hideout 13 and the FOB key from the Navarro base commander's office.

When the computer is restored and the fuel is filled, you can go to the Enclave.

17. Navarro

Enclave outpost and staging area for helicopters.

You still have to kill the man in the hoodie, so do it right away. Open the hatch in the shed attached to the gas station and go downstairs.

Tell the quartermaster you're new to the base and he'll send you to the warehouse. Take the upgraded power armor and plasma rifle. Go to Dr. Schreber and close the door, now kill the fascist. K-9 the robot dog will want to join you. The motivator for K-9 is in Raul's hangar. Tell him that Schreber sent you and he will give you the motivator. Take the card from the door to the ventilation duct in the table.

Talk to the guard guarding Xarn deathclaw-war saying that the doctor sent you and free Xarn. You can enter the base commander's office by posing as a janitor. To do this, ask the guard about who has access to the commander. FOB key in the locker. You need to sneak up, pick the lock and drag it away.

If you talk to the sergeant on the surface, you will have to hide from him in order to avoid a reprimand for leaving your post without permission. If the sergeant sees you doing this three times, he will attack. Helicopter plans can be obtained from Quincy by convincing him that Raul needs them. To do this, you need to learn about the disagreements between Raul and Quincy from the cook at the base.

18. Enclave
Stronghold and stronghold of the US government. Based on an oil platform in the Pacific Ocean. The residents of Vault 13 and your village have been brought here to test the new FEV toxin. The hour of the last battle has come.

It is better to leave partners near the terminal at the entrance and walk around the Enclave in power armor, otherwise the security system will recognize you as an enemy. After climbing through the cabinets and drawers at the level of the docks, descend down the stairs at the entrance. Speak with the elder of your tribe and the leader of the inhabitants of the 13th shelter. Get down.

Here you will see a labyrinth. The side rooms contain another G.E.C.K., many weapons and an upgraded power armor mark II. After passing the labyrinth, you will get to the floor where the president's office is located. The president has a card that activates special security protocols. Kill the president by planting dynamite on him to get it.

The card can only be used from the terminal in the hall at the level of the docks at the entrance. Here is the doctor who developed the new FEV toxin. He will tell you about the Enclave's plans. With a sufficiently high speaking skill, he can be convinced of the immorality of these actions, after which he will release the FEV toxin into the ventilation system of the Enclave base.

Climbing up the stairs you will get to the floor of the reactor control terminal. You can blow up the main control panel located in the eastern part, or you can threaten to convince the chief engineer in the southern part of the room to overload the reactor. The second option will not be possible if toxins enter the ventilation system.

After overloading the reactor is activated Now you can get to the level of the docks through the opened door on the level with the president. The President's bodyguard Frank Horrigan, a cybernetically enhanced super mutant, is now in the hall.

Use the presidential clearance to activate the turrets and use the turrets and teammates to kill him. The path is clear!

A few general tips:

1. If during a random meeting you are not confident in your abilities, then click on the “A” key, thereby you will immediately enter the battle mode and be able to assess the situation. If there is no threat, then you can always leave the battle.

2. Merchants' money is updated after some time. If you have a lot of things, but the merchant has no money, then buy ammunition.

3. Myron makes stimpacks with an empty syringe, brock flower, and xander root. Super stimpacks from the usual stimpack, fruit and new cola, so it's better to stock up on these in advance. The antidote is made from scorpion tails. All these things must be in inventory.

4. Caravaners are found in Vault City, Redding, Broken Hills and NCR. The further south, the more dangerous the route.

5. After defeating the Enclave, return to Vault City, go down to the main computer and download information about your adventures into it. Now go to the library to the terminal against the wall - each time you click on the terminal, you will receive 20,000 experience points.

(from Silver Dragon & Helga)

"Friends who can join you" and what you need to do to get them to join:

Sulik- In Clamas, pay 350 bucks for it. He knows Unarmed well, he waves a sledgehammer, God forbid. Wielding an SMG.

Cassydy- In VaultCity, wields Small Guns, excellent with Shotgun (very useful in the beginning). At the end, it shoots perfectly from the Gauss Cannon.

Myron- In New Reno, a complete dystrophic and goner, besides, he is also a junkie. You can cure Antidote, from Jet (by the way, he invented it, not Antidote but Jet;)). Very useful as a second Shaman, in the sense that he can make StimPacks, and Oh Miracle SuperStimpacks. And all you need is a bottle of Nuka-Cola and a mutated fruit that looks like an apple. Sometimes he tries to shoot (it is extremely rare for him). You can’t keep in his inventory what you can swallow :), he strives to eat them all. Especially drugs. It shoots relatively well from GaussPistol "a. You can take him to a prostitute to raise morale;))

Broken Hill Sheriff, He's SuperMute. To take it, you need to fix the air conditioner in the mine. Spare part for air conditioning in NewReno. And find missing people. More on this below. Skill BiGGAns, He has a good machine gun. In the beginning, it is better for him not to stand on the road. He doesn't wear Armor yet, it's too small for him;)

Gecko Pretzel- Doctor, complete bullshit. He's a Ghol by the way.

Goris - Vault13 - On DesClove:(). It urinates well, but it dies, constantly, climbs forward all the time. He sits on the third floor. Wrapped up like that, humpbacked. He will then leave you, but you can pick him up in vault13 after disassembling with the crumbs in the same place. Recordings in the computer that you repaired. After this disassembly, the Brotherhood Guard will also throw back his hooves (more precisely, they will help him). The recording can also be viewed on a computer in their closet.

Vic- Trader captured by Slavers, 1000$ ($500 - for a woman) to the boss, or a lot of scalps and he is yours. He does well. Later, he is proficient with Small Weapons. I gave him Gaussian! Useful bastard.

Dogmeat from Cafe of Broken Dream, good old DogMeat. In order for him to go with you, you need to take off your armor and appear before his eyes in your original T-shirt.

Random Encounter Lonely Dog (750HP)- random location - in the middle of the battle, this creature reduces the luck of you and your enemies to 1 and all weapons fall out of your hands. A very annoying creature, it is of no use if you fill it up with you, its corpse will pursue.

You can get married in Modoc. Moreover, there are a lot of funny glitches with this moment. Such as, for example Man for Man, Baba for Baba. These two are complete suckers and it is better not to take them at all. It’s better to slip away from dad, and then talk when he calms down. By the way, you need to run away from the wedding ceremony and clean the store until the owner returns.

brainbot- the robot that you collect on the Sierra is a cool infection, it shoots very well from gauss. You can shove the brains of someone from your party into it, whose brains those characteristics are adopted by the robot.

Two cyberdogs, but more on that below. One in Navarro one in HCR

Secrets and tips:

1. There is a very arrogant shameless uninteresting and very fast way get rich. (Are your eyes burning already? ;) At the very beginning of the game, go to San Francisco. On the tanker, there, at the man's (sometimes at the woman's) you can steal Gausska there. And a bunch of other goodies. San Francisco is located two cells to the right of Clamas and is exactly down without turning anywhere. If you have been rocking Biggans, then you should be pleased that the guards of the merchant in the HCR have a cannon called Bozar, with some difficulties it is easy for them to tibrate.

2. Steal more and more often, take the Steal skill at the beginning and swing it to at least 100%. As annoying as it may be...

3. Sunglasses, when you hold them in your hand, add Charisma.

4. Operations to raise characteristics can be done again in the Brotherhood. Only with a computer that can do an operation for you, something happened, it doesn’t work: (It will work if you use special modules on it (Green, Blue, etc. there are 4 of them in total). There is one at the base in Navarro like one in Sierra Army Depot, another one in Vault 13/15, and one in Vault 8 in Vault City on the second floor in a box.

5. Narkota (Mentat) adds charisma, you can (should) eat before an important conversation. Not to get used to it, s/l :)

6. There is also a free way to upgrade your OutDoors Man skill to 300 units. You have to constantly ask Smily to teach you how to catch gecks, and each time he adds 5 units. Imho a bug, probably, in a patched one this cannot be done.

7. Help in theft can play a simple drink, you just need to drink who you need and things will be easier to tibrate. IMHO

8. If your character plays well in gambling, then you can cash in on the most nowhere money just by playing in the casino.

9. If you are overloaded, you can use the glove compartment of your car or your friends as a carrier of luggage, and if all this is also overloaded ;) you can load your friends with any amount of cargo in one tricky way. To do this, you just need to tell him to wait for you, and then barter him whatever you want.

!Warning! If your Friend is overloaded, he is very reluctant to get into a fight, and may lose his reservation.

Random Locations:

1. The talking head gives a pebble, you use it and something is added to you.

2. A dog in the middle of a fight. written about him above.

3. Beating a certain Spammer "a (fun!), in the boxes that are there you can get some stimpacks and other little things.

4. Guarded bridge, the monk asks you to answer 3 questions. You answer the third with a question, and it explodes, leaving behind a very good armor (more precisely, a dressing gown, by analogy, the spitting image of CombatArmor only weighs 10 kg less). If you kill him, they give 7000exp.

5. Federal Shuttle (did not meet it myself). There, next to him, corpses are lying around, they have something like a syringe. this is something like a MegaStimpack, it heals you until you are fully recovered.

6. An animal like a whale is dead. There is a thread lying nearby. You can pick up a memory, but it does not give anything.

7. Cafe of Broken Hopes. Above...

8. A man in PowerArmor asks for a butter dish, then he gives 150 MGF for it.

9. Various caves with all sorts of wickedness, a lot of experience! Especially cool if bandits hang out in this cave. Lots of trophies. It's just that you have to be pumped up.

10. King Arthur's knights, they all have the names of famous knights. They're looking for a holy hand grenade. They may ask you for 2 plasma grenades. In retaliation, they can give you a PlasmaPistol.

11. Stone gates in the middle of the desert, you pass through them and find yourself in Vault13 80 years ago (there is no Huck;) but there is no one there and only the computer on the third floor (the one with the water chip) squeaks. I won't tell you what's going on;) But until you find an experimental pistol (rulez!) don't touch the computer.

The experience level is located at 00668130 and 005709C0, 005707AC (hacking through the artmoney program)

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RTP RMHZ Y LHRIFE EZP ЪB 600$. CHETOYFEUSH L NHTSYLH, LPFPTPNH
PVEEBMY RMHZ, PO RPDBTYF IPTPYK RYUFPMEF Y OENOZP RBFTPOCH. fff
RJUFPMEF PFDBKFE CHYLH - BCHPUSH RTYUFTEMYF UEVS OEOBTPLPN. IDYFE
CREDITS DP UFEOSCH BKDYFE CH FBNPTSOA, X RETCHPZP NHTSYLB RPUFBTKFE
LHRIFSH ZHBMSHYYCHPE ZTBTSDBOUFCHP b 150$. utbjh tse udetyfe y oezp 300$
ЪB UCHPE NPMYUBOYE -> YUYUFBS RTYVSHMSh 150$. iDYFE CH DTHZHA LPNOBFH
Y FHF CE UDBKFE OBYUBMSHOILKH EZP ZPTE-RPNPEOILB. zPCHPTYFSH UMEDHEF,
UOSCH VTPOA -> RPMHYUFE DOCHOPC RTPRHUL. eUMY X CHBU CH UHNLE
METSBF CHSHCHRYCHLB YMY OBTLPFILY, FP PFDBKFE YI OBRBTOYLBN. rTPIPDYFE H
ZPTPD Y URPLPKOP DBKFE UEVS PVSCHULBFSH. h VBTE RPPVEEBKFE RTYOEUFY
10 RYCHB Y 10 MYLETB. h
ZBEYUOSCHK LMAY Y RMPULPZKHVGSCH. eUMY HCE EUFSH, PFDBKFE, F.L. YUETE
RBTH MILKING FOB PFDBUF CHBN UHRET obVPT JOUFTCHNEOPHR. h GEOFTE
TBURTEDEMEOIS HVEDYFE YUHCHBLB PFRHUFYFSH NHTSYLB, UPUMCHYUSH ABOUT EZP
WPMEOSH. TSDPN VHDEF BZYFBFPT, RTYFCHPTYFEUSH UPYUHCHFCHHAEYN Y
RPMHYUYFE BDBOYE PFOEUFY YUENPDBO DPOH VYYPRH CH OSHA-TEOP.
CEMBFEMSHOP o HRPNYOBFSH RTP DEOSHZY RTY TBZPCHPTE U OIN. nPCEFE
CHЪSFSH ЪBDBOIS X UETSBOFB uFBTLB CH HYBUFLE. IDYFE CH UPCHEF Y
RPZPCHPTYFE UP CHUENY, RPRSCHFBKFEUSH RTPKFY FEUF ABOUT ZTBTSDBOUFCHP.
nPTSEFE CHSHCHIPDYFSH Y ZPTPDB. iDYFE CH ZELLP (ZPTPD) FBN ZPCHPTYFE UP
CHUENY, RPRSCHFBKFEUSH CHSKFSH CH LPNBODH MEOOY (DPLFPTB), PFCHTBFOPZP
VPKGB. ъBIPDYFE H TEBLFPT, PVYBTSHFE CHUE, Y YIDYFE L UBNPNKh
TEBLFPTH, VBBTSHFE UP CHUENY, LEN NPTSEFE. pVEEBKFE RPYOYIFSH
TEBLFPT. CHSHIPDYFE YЪ LMELFTPUFBOGIY Y YYDYFE H DTHZPK TBKPO -
UCHBMLH. h DPNE UTBYH UMECHB PVEEBKFE CHETOHFSH RTPRBCHYEZP NETFCHSLB.
bB UBVPTPN YDYFE OBRTBCP, PVYBTSHFE DPN, PVEEBKFE RTYOEUFY UHRET
OBVPT H PVNEO ABOUT DEFBMSh PF FBYuLY. h UPUEDOYEN DPNE VHDEF DTHZPK
NETFCHSL, RPZPCHPTYFE U OIN Y CHPSHNYFE DYUL. chPCHTBEBKFEUSH H zPTPD
hVETSIEEE. IDYFE CH UPCHEF Y ZPCHPTYFE U upchefoylpn, RPLBCYFE ENH DYUL,
RPRTPUYFE ZTBTSDBOUFCHP, UBFEN YBZBKFE CH GEOFT RTPDBTs, CHPSHNYFE
ZYDTPMELFTYUEULYK nBZOYFPUZHETOSHCHK TEZHMSFPT, YMY LBL FBN
OBSCCHCHBEFUS LFB ITEOPCHYOB. BKDYFE CH RPYOPYUOSCHK GEOFT Y CHPSHNYFE
UHRET about OBVPT. at RPMHUEOOSCHNY DEFBMSHA CHSHCHIPDYFE CH RTYZPTPD. rPHRPPTYFE
u
GYZHYTSHA 13. CHSHIPDYFE CH ZELLP. IDYFE CH TEBLFPT, U DEFBMSHA.
rPZPCHPTYFE U ZHEUFBUPN - UFBTSHCHN ICHBUFHOPN Y OBFEN YDYFE UFBCHYFSH
DEFBMSH UBNY. rTBCHYMSHOBS LPNVIOBHYS LPNBOD - 2,4,1,3,5. bBFEN
RPCHFPTYFE CHUE LPNBODSCH Y DPVBCHSHFE: CHUFBCHYFSH DEFBMSH. teblfpt
RPYOYEO. YDYFE L ZHEUFBUH Y CHPSHNYFE DTHZPK DYUL. chPCHTBEBKFEUSH H
ZPTPD khVETSYEE, EUMY HTS EUFSH YULPNBS CHSHCHRYCHLB, PFDBKFE EE Y
RPMHUYFE OB OEE DCHPKOHA GEOCH. IDYFE L UPCHEFOILH Y ULBTSYFE RTP
TEBLFPT Y EZP PRFINYIBGYA -> RPMHYUFE ZTBTSDBOUFCHP. iDYFE CH
KHVETSYEE, CHPSHNYFE CHUE, UFP NPTsOP ABOUT CHUEI LFBTsBI, ABOUT CHFPTPN LFBTSE
RPUIOYFE CHEOFIMSFPT Y RPMHYUIFE 50 VBFBTEEL L NBYOE. about FTEFSHEN
LFBCE YURPMSHKHKFE OBHLH ABOUT KHYUEVOPN Y GEOFTBMSHOPN LPNRSHAFETBI,
YURPMSHIKHKFE DYUL. fBLTSE, EUMY X ChBU OBBLBYuBO champn, FP ABOUT CHFPTPN
LFBCE CHULTPKFE 2-A
(oh CHPDOSHK) - RTYZPDYFUS. nPCEFE (EUMY CHSCH - NHTSYL), RPPVEDBFSH U
ZMBCHOPK ZHEMSHDYETYGEK, RPZPCHPTYFSH ABOUT TBOSCHE FENSC Y HVEDYFSH
LBL-OYVHDSH RPVSCHCHBFSH b ZPTPDPN. IDYFE CH ZELLP, CH ODBOIE TEBLFPTB,
YURPMSHIKHKFE DYUL ABOUT FETNYOBME. upITBOYFEUSH Y CHPKDYFE CH LPNR UOPCHB,
CHSHVETYFE RETCHHA PRGYA, ULBTSYFE UZTHYIFSH JHOLGYA (RPVPT
LPDHR: 3,1,2), RTPCHETSHFE chue PUFBMSHOSHCHE KHMSCH, CHSHVETYFE RETCHHA
PRGYA Y FPZDB UPEDYOYFEUSH U DETSKHTOSHCHN PZHYGETPN BOLMBCHB. lTPKFE EZP
NBFPN, LBL FPMSHLP NPCEFE, F.L. ON CHBN OYUEZP OE UNPTSEF UDEMBFSh.
eUMY H ChBU IPTPYK HTPCHEOSH TEYUY, FP NPCEFE RPZPCHPTYFSH U OIN P
RTEIDEOFE Uyb. lHRYFE H ZELLP UEVE jo jbm Y RBFTPOSHCH, H ZPTPDE
hVETSYEE - VECHHA CHYOFPCHLH DMS lBUUYDY Y RBFTPOSHCH. fBLCE VTPOA DMS
CHUEI, LTPNE uHMYLB (ON YЪ RTIOGIRB HER OE OPUIF). oEPVIPDINSCHE DMS
FFPZP CHEEY HLTBDYFE X FPTZPCHGB H RTYZPTPDE. LYRYTPCHBCHYUSH,
PFRTBCHMSENUS PVTBFOP CH deO. eUMY CHUFTEFYFE RP RHFY VBODAZ, FP
PVSEBFEMSHOP VEKFE YI Y ZTBVSHFE. x ChBU DPMTSOSCH VSHCHFSH FBLIE CHEEY -
$ 2750
FBULKH Y RPUFBCHSHFE ABOUT OEE CHFPTHA DEFBMSH. nPCEFE OENOPZP RPYZTBFSH H
LBYOP Y RPMHYUYFSH VBLUSCH. CEMBFEMSHOP CHSHTEBFSH CHUEI TBVPFPPTZPCHGECH H
ZPTPDE Y PUCHPPVPDYFSH TBVPCH. lCHEUF NETFCSLB-FPTZCHGB Y ZELLP
CHSCHRPMOSEPHUS MEZLP: H DEOE, CHPME PJYUB vTBFUFCHB uFBMY, ZDE
NHTSYL ZPOYF OBUYUEF NHNYK Y RTYCHYDEOYK. YDEN L NHTSYLH, VBBTYN U
OIN Y UNPFTYN ABOUT NHNYA: FFP - YULPNSCHK NETFCHSL, PVNPFBOOSCHK
FHBMEFOPC VHNBZPK. FERETSH NPTSEN EIBFSH OB OBZTBDPK L FPTZPCHGH.
rPDTTBCHMSA - RETCHBS FTEFSH YZTSCH BLPOYUEOB!

ABOUT CHIPDE H ZPTPD RPVBBTSHFE U NHTSYLPN ABOUT CHIPDE, LPFPTSCHK, FIRB,
"CHUE OBEF". oE URTBYCHBKFE EZP P WENSHSI (PO RPTPUYF 100$ OB
YOZHPTNBGYA P LBTsDPK WENSHE), LTPNE WENSHY UBMShCHBFPTE. bkdyfe h
UBMPO "lPYBYUSHS MBRLB" Y PFDBKFE IPSKLE PDOPYNEOOSHK TSKHTOBM, POB
RPRTPUYF 10 FBLYI, OEUIFE Y POB OBKDEF CHOYI 5-K OPNET, RPYUYFBKFE
EZP, Y RPMHYUFE + 10% L IOETZEFYUEULPNH PTHTSYA. h UMEDHAEEN
TBKPE OH ZDE OE IPDYFE (RPLB UFP), LTPNE FPZP, UFP UFPYF
RPZCHPTYFSH U dTSYNNY dtsy - FPTZPCHGEN OBTLPFYLBNY, - YDYFE OBMECHP,
NYNP VBTB uBMShChBFPTE, Ch DTHZPK TBKPO. rPZCHPTYFE U FTEFSCHYN
FPTZPCHGEN OBTLPFYLBNY - TEOEULP TBLEFYULPN. bKDYFE L FPTZPCHGH
PTHTSYEN Y PVEEBKFE ENH RTYOEUFY MBETOSCHK RJUFPMEF, LPFPTSCHK UMEDHEF
HLTBUFSH X LBLPZP-OYVKHDSH UBMShCHBFPTE. pVPKDYFE EZP NBZBYO L ЪBDOENH
CHIPDH, CHULTPKFE DCHETY, ltbdyfeush NYNP UPVBL (POY FPMSHLP MBAF), bb
RPMLBNY VKhDEF MEUFOYGB, URHUFYFEUSH. h RPNEEEOYY VKHDEF OENPZP
CHEEEK Y UDCHYOHFSHCHK ABOUT PTHTSYY NHTSYL, SCHMSAEIKUS PUOPCHOSCHN
UFTENMEOYEN. RSHCHFBFSHUS CHSHCHKHDYFSH Y OEZP UCHEDEOYS OE UFPYF, B MKHYUYE
RPLBTSYFE ENH chue UCHPE PTHTSIE. FFPF YUHCHBL veurmbfop HMHYUYBEF MAVPE
PTHTSIE, LBLPE FPMSHLP NPCEF VSHCHFSH HMHYUYEOP, DBCE IOETZEFYUEULPE
(!!!). FERETSH YDEN L PTHTSEKOYLKH Y RPLKHRBEN RPVPMS RBFTPOHR
(PLPMP 200) LBMYVTB.223, PYUEOSH RTYZPDSFUS. JDEN L UCHPEK NBYOE,
PVOBTKHTSYCHBEN HER RTPRBTSKH, YDEN RP HER UMEDBN BL HZPOEYLBNY.
chPCHTBEBENUS ABOUT CHIPD H ZPTPD, ZPCHPTYN U dTsKhMY (FPF UBNShchK
"LULKHTUPCHPD, OBAEIK CHUE") Y CHSHCHLHRBEN NBYYOKH ve LTPCHY, RTPUYYSH
YI TBUYTYFSH NBYOE VBZBTSOIL, BYBFEN U LTBKOEK TSEUFPLPUFSHHA HVYCHBEYSH
ZPTE-NEIBOYLPCH Y HZPOEILPCH, CHPCHTBEBS UEVE (OE)BLPOOP OBCYFPE
DPVTP. at PVOCHMEOOOPK FBULPK LBFYN CH UECHETOHA YUBUFSH ZPTPDB, L UENSHE
tBKF. about c / d UFBOGIY ZPCHPTYN U RBOLPN P TBVPFE, Y PO PFRTBCHMSEF
FEVS L UCHPENH VTBFLH, VBBTYYSH U FYN (CH PUPVOSLE), ZPCHPTYYSH, UFP
FEVS RPUMBM LTYU (RBOL) Y DPVICHBEYUS TBZPCHPTTB U PTCHYMMMPN - DPOPN
tBKFPCH, RTPUYYSH YURSHCHFBFSH FEVS Y RPMKHYUBEYSH LCHEUF. vBBTYYSH UP CHUENY
FPTZPCHGBNY OBTLPFYLBNY H ZPTPDE, RPUMEDOIN - U TEOEULP, EDEYSH ABOUT
zPMZPZhKh (LMBDVYEE ABOUT AZE PF OSHA-TEOP). OBIPDIYSH NPZYMH TYUBTDB
tBKFB. LPRBEYSH Y unpftyish ABOUT NPZYMH. pLBSHCHCHBEFUS, tBKF VShM
PFTBCHMEO. bvtbuschchbeysh npzymkh yenmek i edeysh h zptpd. uHPR
ZPCHPTYYSH UP CHUENY TBURTPUFTBOYFEMSNY OBTLPFYLCH H ZPTPDE H FPN CE
RPTSDLE. tBULBMSCHCHBEN TEOEULP Y ZPCHPTYN UFP-OYVHDSH TSEUFPLPE OB
RTPEBOYE. YDEN L tBKFKH Y BLMBDSCHCHBEN tBLEFYUYLB. rPMHYUBEN UMEDHAEEEE
ЪBDBOYE - OBKFI CHIPD CH bTNEKULYK ULMBD USHETTSCH. EDEN FHDB,
PUFBCHMSEN CHUEI OBRBTOYLPCH X FBYULY. upITBOSENUS Y TsDEN DP FENOPFSHCH.
LTBDENUS CHOI CHDPMSH ЪBVPTB Y CHPME FTHRB VBODYFB VETEN UOBKRETULHA
CHYOFPCHLH LBMYVTB.223 - DMS OEE-FP Y VSCHMY OKHTSOSCH RBFTPOSHCH.
upITBOSENUS Y TsDEN DP TBUUCHEFB. FERETSH
NPTsOP KHCHYDEFSH 4 RHMENEFOSHCHI FHTTEMY (RPFPN KHCHYDYN EEE 3). at lbl
nptsop vpmee dbmelpzp TBUUFPSOYS UYVBEN CHUE FHTTEMY (PLPMP 130
RBFTPOCH TBOOYN HFTPN). BIPDYN PE CHOKHFTEOOYK RETYNEFT VBSHCH Y
ЪBNEYUBEN PUFBCHYYEUS 3 FHTTEMY. oE RTJVMITZBENUS L OYNE, BYDEN
OBMECHP, LOEVPMSHYPNKH EDBOIA. pVECHTEDShFE CHUE MPCHHYLY Y CHMPNBKFE
DCHETSH. BKDYFE Y CHULTPKFE CHUE SEYLY, CHPSHNYFE CHUE. FERETSH YDYFE
OBRTBCHP, OE RTYVMYTSBSUSH L FHTTEMSN, L ZBTBTSH, ChPME ZBTTSB
PFLTPCFE DCHETSH. CHOHFTY - DBMSHOPVPKOBS PTHDYKOBS HUFBOPCHLB LBMYVTB
75mm. x ChBU L OEK EUFSH UOBTSD, CHSKFSHCHK TBOEE. pVTBFIFE CHOYNBOYE,
LHDB OBGEMEOB RHYLB, ЪBTSDYFE HER Y RBMYFE. dChETSH OB ULMBD (RP
IDEE, CHNEUFE U FHTTEMSNY) DPMTSOP TBOEUFY ABOUT LHULY. oE CHSHIPDS Yb
ZBTBTSB, PFLTPKFE 2-A DCHETSH. utbx OBRTPFYCH - EEE PDOB FHTTEMSH.
tBOEUIFE Y LFKH (NPTSOP YЪ VBKHLY). BIPDYFE NYNP ZOEETBFPTPCH (OE
UBDETSYCHBKFEUSH - CHSHCHUPLPE OBRTTSEOIE), URHUFYFEUSH RP MEUFOIGE Y
RPCHETOYFE THVIMSHOIL. FERETSCH - VETYFE OBRBTOYLPCH Y BIPDIN OB
ULMBD. ChЪMBNSCHCHBEN LPNR ABOUT CHIPDE Y PFLMAYUBEN CEMFSHCHE RPMS. pVYUEBEN
1-SCHK LFBTs (VPECBS VTPOS - PVSEBFEMSHOP). eUMY IPFYFE - ЪBIPDYFE
DBMSHYE, ABOUT DTHZYE LFBTSY, YURPMSHIKHS ABOUT ULBOETBI ZMB DILUPOB. eumy
OBHLB>120%, FP NPCEFE OB 4-N LFBCE UPVTBFSH UEVE
TPVVPFB-OBRBTOILB. ONE CH OSHA-TEOP UPPVEBEN P TEEKHMSHFBFBI tBKFH.
FERETSCH CHSC - YUEMPCEL tBKFPCH Y RPMSHHEFEUSH PUPVSHCHNY HUMHZBNY CH
ZPTPDE. with MYUOP RPUME LFPZP LHRIM RHMENEF Y RETEVIM WENSHA
uBMSCHBFPTE. h RTYOGYRE, CH oSHA-TEOP VPMSHIE DEMBFSh OYUEZP. nPCOP
EIBFSH DBMSHYE.

WTPLEO IMMU (Broken Hills)

RP RTYVSHCHFIY H ZPTPD HVETYFE RHYLY (J THL) X UEVS Y RTYSFEMEK,
UFPVSCH RPVBBTYFSH U YUKHCHBLPN ABOUT CHIPDE. chshchfbeych YOZHPTNBGYA,
CHPPTHTSYFEUSH. iDYFE RP ZPTPDH, PVYUEBS DPNB Y VBBTS UP CHUENY, LEN
NCEFE. nBTLHU - YETYZH ZPTPDB - DPMTSEO DBFSH ЪBDBOYE OBKFY
RTPRBCHYI MADEK (CHOINBOYE - VEURMBFOP). h GEOPTE LBTCHBOCH
RPVPMFBKFE U ZMBCHOSCHN YUKHCHBLPN Y OBKNYFEUSH RPLYDBFSH VTBNYOSHE D ... NP
(DMS VEUGEOOPZP PRSCHFB Y $ 50). eUMMY TBOSHIE CHUFTEYUBMY LHULY HTBOPCHPK
THDSCH, FP, UPVTBCH RPVPMSHYE, YDEN H YBIFH, RPLBSHCHCHBEN PVTBGSHCH
OBYUBMSHOILKH, YUETEY RBTH DOEK IBIPDYN Y UOPCHB ZPCHPTYN U OBYUBMSHOILPN,
NPTSEN RTPDBFSH LBTsDShK LPN ЪB 500$, B NPTSEN PFDBFSH VEURMBFOP (PRSHCHF).
h UMEDHAEEN TBKPE ZPCHPTYN U NETFCHSLPN CH DPNE UTBYH URTBCHB Y
PVEEBEN YURTBCHYFSH RTPVMENKH U LMELFTYUEUFCHPN. h FFPN TBKPE CH TSIMSCHI
DPNBI NOPZP URHULPCH RPD YENMA - YDEN CHOI. xVICHBEN NHTBCSHECH Y
OBIPDYN ZPTH FTHRPC (YUEMPCHEYUEULYI). VETEN BRYULKH. rPDOINBENUS
OCHETI Y YBZBEN L HRTBCHMSAEENH YBIFPK (CHPME CHIPDB CH YBIFH),
PVEEBEN YURTBCHYFSH RTPVMENKH U YBIFPK (PRSFSH VEURMBFOP), ZPCHPTYN ENH
RTP BRYULKH. IDEN OVERCHETI, NYNP CHIPDB, DP YIEOPZP TBUFEOYS - POP
TBHNOP, EUMY EUFSH MPRBFB - UTBYH RETEUBTSYCHBEN. h DPNE, ZDE TSDPN
TPU UENKHT (TBUFEOYE), NHTSYL YEEF TSEOH. uppveyfe ENH, UFP POB H
RPDENEMSHE Y HCE OE ZYMEG. dBMSHIE EUFSH RTPZHEUUPT, HRTBCOSAEIKUS CH
UPDBOY TBHONSCHI TSYCHPFOSHCH Y TBUFEOYK. (UEKNKhTB UPDBM PO). yuufin
DPNYL Y ZPCHPTYN P UCHPEN TSEMBOY RTPKFY FEUF. rTPKDYFE CHUE FTY
FEUFB. OP EUMY ChSCH EEE uEKNHTTB OE RETEUBDYMY, FP 3-K FEUF OE
RTPIPDYFE. ULPTRYPO, RTPYZTBCH FTY TBB, ABOUT CHBU OBRBDEF, Y VKHDEF
WOWUMBCHOP HWYF. x ULTRYPOB (FTHRB) VETEN PYULY. h RETCHPN TBKPOE
ZPCHPTYFE U ZhTBOGYULPN (UHRETNHFBOFPN). IDEN L nBTLHUH, CHUE
TBUULBESCHCHBEN. h FFPN LTBOE VHDHF 2 NHFBOFPOEOBCHYUFOILB (CHOYEKH
LBTFSh). ZPCHPTYFE U FEFLPK Y NHTSYLPN, CHTYFE P UCHPEK OEOBCHYUFY L
NHFBOFBN. ChBU RHUFSF CH ЪBDOAA LPNOBFH, FBN VHDHF RTYRBUSCH. FERETSH
YDYFE L nBTLHUH Y BLMBDSCHCHBKFE OEZPDSECH. RPTB CH OSHA-TEOP. zpchptyn
U THEOEULP P YBIFE, RPMHYUBEN DEFBMSH. OE PFIPDS PF LBUUSCH, RPDBTYFE
tBLEFYUYLH PYULY ULPTRYPOB - VHDEF OEUMBVBS ULYDLB (PDOPTBBPCHBS). h
VBTE UBMShCHBFPTE, EUMY CHSH TBOSHIE OILPZP OE HVYMY, UEKYUBU UBNPE
CHTENS LFP UDEMBFSh. ABOUT CHFPTPN LFBCE X FTHRB PITBOOILB CHPSHNYFE
FENOSLY (RPLB CH THLE - PVBSOIE +1). x FTHRB UBMShCHBFPTE CHPSHNYFE
LUMPTPDOSHK VBMMPO. nPCOP CHPCHTBEBFSHUS H vTPLEO-IMMU. h RETCPN
LTBO RPZPCHPTYFE U NETFCHSLPN CH LMELFTPUFBOGY Y YURTBCHSHFE
RTPVMENCH TYLB. 'BKDYFE L OENH 'B' OBZTBDPK (1 RBYuLB VBZhZhPKhFB).
IDYFE CH YBIFKH, PUFBCHYCH OBRBTOYLPCH TsDBFSH. eUMY EUFSH LUMPTPDOSHK
VBMMPO, FP CHUE OPTNBMSHOP. YuJOYN YBIFKH Y YIDEN L HRTBCHMSAEENKH. VETEN
RPDBTPL Y TsYChP L nBTLKHUH. pFYUYFSHCHCHBENUS P TBVPFE Y RTPUYN YDFY U
UPVPK. eUMMY CHSC - OE TBVPFPTZPCHEG, FP nBTLHU RPKDEF U CHBNY.
CHOYNBOYE - nBTLHUB VETYFE MAVPC GEOPC! ON PYO YЪ UBNSHCHI LTHFSHCHI.
'DEUSH CHUE DEMB BLPOYUEOSCH, NPTsOP EIBFSH DBMSHYE.

ЪDEUSH S OE UMYYLPN NOPZP PVDEMSCHCHBM FENOSHI DEMYYEL - NOPZP RPMYGYY.
hLTBDYFE vPBTSCH X PITBOOYLPCH PTHTSEKOPZP NBZBYOB, PFPCHBTSHFEUSH FBN
CE. VE PTHTSYS (X OBRBTOYLPCH FPTS) BIPDYFE H ZPTPD. ZPCHPTYN UP
CHUENY, CHPTKHEN X CHUIY, YDEN L RTEIDEOPH(S) FBODY. ZPCHPTYN P
YuEUFOPK TBVPFE Y RPMHYUBEN LCHEUF. RP RHFY Y ZPTPDB RTPKDYFE NYNP
EMELFTPUFBOGIY. dCHYOHFSHCHK YUKHCHBL (PZHYGET) TEYIM CHPTCBFSh
EMELFTPUFBOGYA. eUMY IPTPYBS TEYUSH, FP HVEDYFE EZP, UFP PO
RTPYZTBEF. fBL - TBUUFTEMSKFE. YDYFE L PZHYUKH TEKODCETCH, PVEEBKFE
YURTBCHYFSH DEMP. CHSHIPDYFE b YuETFH ZPTPDB. VETYFE CHUA UCHPA
YBKLKH-MEKLKH Y TB'OPUYFE TBVPFPTZPCHGECH. IDYFE CH HVETSIE 15. lPZDB
CHETOEFEUSH, ЪBKDIFE L fBODI Y TBUULBTSYFE PVP CHUEN, B RPFPN L
TEKODCETBN.

khVETSIE 15

RETCHSHCHN DEMPN YDYFE L UVBTPK FEFLE Y RPPVEEBKFE CHETOHFSH HER DPUSH.
IDYFE CHCHETI RP LBTFE, PFLTPKFE UEVE RTPIPD, BIPDYFE CH UMEDHAEHA
ЪPOH. YULPNHA GEMSH (LTYUUI) PITBOSAF DCHPE. RETCHSHCHK - UMBVBL. hFPTS
- lBTMB, UBKRET U CHYOFPCHLPK. rTYYYVYFE PVPYI, PUCHPPVPDYFE LTYUUY.
iDYFE L FEFLE, ZPCHPTYFE U OEK, B RPFPN U YELE (FIRB, MYDET LFPC
FHUCHLY). at RPMHYUEOOSHCHN LMAYUPN NPTsOP YDFY CH HVETSIEEE 15. About RETCPN
EFBCE CHSHTEEBEN CHUA PITBOCH. h PVEEN-FP Y ABOUT CHUEI PUFBMSHOSHCHI FPTS. h
LPNRE dBTYPOB YEEN UCHEDEOYS P NEUFPOBIPTSDEOYY HVETSYEB 13. VETEN
CHUE YI CHUEI LPNOBF, YUOYIN ZEOETBFPT. IDEN CH olt. xVEDYFEUSH, UFP X
CHBU EUFSH DYUL YHVETSYEB 15. NPCOP YDFY CH KhVETSYEE 13.

KhVETSIE 13

ЪDEUSH CHSHCHKHCHYDYFE, YUFP khVETSYEE ЪBOSFP TBHNIGHT THLBNY UNETFY.
OILPZP OE HVYCHBKFE, EUMY OE IPFIFE RPFETSFSh LBTNH. obyubmshoil thl
UNETFY RPRTPUYF RPYOYIFSH YI LPNRSHAFET. dMS LFPC GEMI OHCEO
ZPMPUCHPK NPDHMSh. еЪЦБКФЭ С oSHA-TEOP Y RPRTPUYFE X FPTZCHGB
PTHTSYEN "UFP-FP PUPVEOOPE". according to DBUF CHBN ZPMPUCHPK NPDHMSh Y
KHVETSYEB. nPCEN RETEFSHUS PVTBFOP L tHLBN UNETFY. ABOUT FTEFSCHEN FBCE
YDEN CH UFPTPOH ZMBCHOPZP LPNRSHAFETB Y YUOYIN EZP. GEMSh CHSHCHRPMOEOOB -
NPTsOP YDFY zTHFBTH (ZMBCHOPNKh) bb obztbdpk. eUMY IPFYFE, CHPSHNYFE H
LPNBODH ZPTYUB (EEE PYO HNOSHCHK Death Claw). h FPK CE LPNOBFE, ZDE
CH 15-N METSBMY YUIRSHCH, OBKDYFE NavCom DEFBMY, YUFPVSCH OE CHPCHTBEBFSHUS.
eUMY CHUE-TSE CHETEFEUSH, FP HCHYDYFE MYYSH LTPCHSH ABOUT RPMH - zhtol
iPTTYZBO TEYM TBCHMEYUSHUS. DMS FPZP, UFPVShch LFP HOBFSH, RPUNPFTYFE
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The information was taken from the Fallout Bible (6,8), a translation of which is published on the Wasteland Chronicles website. The material is slightly restructured and edited, but not distorted in the slightest. :) In the article we are talking about the mysterious EPA location located west of New Reno about half way to Navarro.

Earth Protection Agency
Wordplay with the Environmental Protection Agency

The Environmental Protection Agency is an additional location in Fallout 2. It is full of mysteries, fights and various strange adventures:

  • A parking lot that has become a jungle filled with different varieties of spore plants.
  • Weird zoo. Filled with people. Hungry people.
  • Sub-levels filled with amazing poisonous gases and infected mutated fruits.
  • Little government museum full of dioramas! The exhibition about America after the Holocaust is especially impressive.
  • A warehouse full of seeds for Arroyo. Some seeds grow bad things.
  • Exposition of holograms of incorrigible criminals.
  • Various NPCs in suspended animation.
  • Computers filled with information about crop rotation and the FEV virus.
  • Mr. Handy is clinically depressed and an overactive drug machine (for characters with high Science).

The EPA was supposed to be similar to Vault City/Vault 13 in the interior (bright white like in the Vaults). The EPA had special script objects, including a parking sign and a color-coded code on the walls that shimmered in every color of the rainbow.

SPECIAL ITEMS

  • Can of dog food (a la Mad Max)
  • Insect repellent
  • Shampoo
  • Pesticide
  • Marijuana
  • Pop-Rocks (If you drink water with them, you will explode with a terrifying death animation)
  • EPA government batteries
  • Anti-Bug Sprayer Canister (instantly kills all insects)
  • Spray Canister against Plants (instantly kills all plants)
  • Mask
  • Solar Burner (this was its original location)
  • test tube

DECOR

The EPA consisted of four cards. The cards were small and the same "levels" often shared one card.

  • parking
  • Entrance level (Office building)
  • "Red" level (Security, Public Relations, Museum)
  • "Orange" level (Blood-freezing cafeterias and sinister conference rooms)
  • "Yellow" level (Energy Center)
  • "Green" level (Animal and Biological testing; Nursery and Cages of Creatures)
  • "Blue" level (Hibernation)
  • "Indigo" Level (Top Secret Sex Transformation Research)
  • "Purple" level (archive)

Below is a diagram of the map:


MAIN ADVENTURE CLUTCHES

Carnivorous Jungle: The player must make their way through a jungle filled with Venus Mantraps. It's not an adventure, but they must be defeated in order to get into the EPA for the first time.

Hologram War: The player may come across several holograms that still fill the corridors of the EPA. When the EPA was still in operation, they were primarily used as tourist guides, but since the "great silence" that followed the "great outbreak", their roles have changed. They got into an extremely lethal bureaucratic mindset, giving each other directions over and over again, until they created a vicious circle and lost the ability to carry on with their duties. Heads of each division in this moment arguing in one of the EPA conference rooms - due to exposure to very strong magnetic fields, holograms retain only short-term memory (they repeat the same argument every five minutes, then forget what they said and repeat it again). Only by solving the problem with the magnetic rings, interrupting the discussion and ordering them to stop, can the player break the vicious circle.

Holograms can only be destroyed by EMP grenades or by destroying the power supply on the yellow sublevel.

Gassed Level: One of the levels is filled with poisonous gas. If the player is at this level, they take heavy damage each turn until they leave it or die. The player can make short "raids" into this level to steal items from the labs, or find an oxygen mask hidden in one of the lower levels, which will allow him to freely walk around the level, as long as it is in one of his hands. .

Ventilation Nightmare: In order to reach the main EPA facility, the player must make their way through a series of ventilation shafts where they can only use small weapons against their occupants: giant mantises, small scorpions, and a few carnivorous plants.

OTHER LUGS

Stationary "Zzzzzt": The player finds one malfunctioning hologram that only speaks when at rest. If the player fixes the holoprojector (or slows down his speech), he will be able to learn some useful codes and other information.

Mr. Chemmy! The player finds a small sign on the door ("Mr. Chemmy"). "Mr. Chemmy" is a machine that absorbs various raw materials (plants, beer, condoms, chemicals, garbage, scorpion tails) and turns them into various pharmaceuticals, such as Rad-X, Mentats, Rad-Away, etc.. Player can experiment with the machine to get certain drugs or amazing substances. A character with high Intelligence, Luck, or the Doctor or Science skill can create special drugs that other characters cannot.

Mr. Chemmy always "speaks" with exclamation points.

Brave Little Toaster: In one of the EPA kitchens, the player can find a highly intelligent toaster with an IQ of 6000. All the power of his brain is focused on persuading a person to make a toast. Dialogues with him will be almost one-sided, i.e., the player asks him something, and the toaster in response asks if the player wants toast or waffles.

Although the toaster looks like something strange, in its dialogue it mentions that it is damaged and does not have access to everything that is needed in order to properly toast. If the player fixes it, he will tell him the code to enter the Vault in one of the casinos in New Reno (which is almost impossible to open in any other way), several secret codes to empty slot machines and will give several other bonus items.

ABACAB: One of the EPA computers mentions a simple cure for epilepsy. Obviously, by repeating a series of letters of special content, the patient can be cured even of autism and epilepsy. If the player learns this, goes to New Reno and says the catchphrase to the Barking Man (who was not in the game, so Chris Avellone put it in Planescape: Torment), then the latter will give the player a minor reward (on top of a minor experience).

No Thaw News: In the lower levels of the EPA, the player can find cryogenic freeze slots, and depending on what "type" of character they have (combat, stealth, or diplomat), they can release one of the three frozen humans mothballed since the great silence.

MAIN CHARACTERS

Hologram 00000, Director of Science: A brilliant hologram that can't speak properly... lack of energy has damaged his vocal abilities, and now he can only communicate by showing binary code numbers. (A character with high Science or Intelligence can "read" his speech, understand what he's saying, and repair him.)

Hologram 10001, Director of Security: An ardent Marine who saturates his speech with many rude German expressions. He believes that everything in the complex must be killed, and then the EPA can "reboot". Luckily, he can't control the robots anymore, and all the weapons are out of ammo, so he can only talk about how he'd like to destroy everything if he could. If the player completes several of this Director's tasks, they will gain access to the Locker Room of the Security Service, which contains some old ammo, weapons, and armor.

Hologram 12001, Director of Operations: A hologram of a sly, nervously smiling male. Only a character with a high Intelligence can figure out what he is saying, because he uses a lot of double entenders in his speech. Nothing can be obtained from this character because he had no power over anything.

Hologram 10031, Director of Surface Operations: An unhelpful hologram that is responsible for all surface maintenance at the EPA. The fact that he has no physical body and no robot can do what he says has forced him to operate with 100% inefficiency over the past few decades. The rest of the directors mention it every time they can. If the player fixes the robots or takes care of gardening and landscaping in the EPA (kills dangerous plants), the Director will "hire" him, allowing him to enter the medical office or warehouse (which contains new seeds, chemicals, herbs and various insecticides and weed killers)

Hologram 40011, Director of Public Relations: This sexy-voiced (somehow formal and cute at the same time) hologram is responsible for all tours and press releases. Her sugary manner and her constant stream of press releases get boring very quickly. However, the player can't get into some parts of the EPA complex without her... some parts of the complex will only open if she walks ahead (mainly the museums and the zoo). A character with high diplomatic skill can get a lot more out of her than other characters.

SECONDARY CHARACTERS

There are no secondary characters here. In the cruel world of the EPA, it's all or nothing.

TERTIARY CHARACTERS

Zzzzzt: A malfunctioning hologram that only speaks at rest until it is repaired. If repaired, it can provide the player with information about various strange objects in the EPA sub-levels, as well as give codes that allow them to enter restricted areas.

Brave Little Toaster: An ingenious toaster. He has an IQ of 6000. He likes to make toast.

Mr. Chemmy: Joyful drug-producing device.

"DOCTOR"

Here is the first version of the disdoc, it is less detailed, but it tells about a certain Doctor, a key character in E.P.A.

Description

This location is the location of the office of a pre-war industrial company that processed the toxic waste of giant factories of the future. As a result of the turmoil caused by the war, the complex was abandoned. After years of desolation and devastation, once-safe chemicals began to leak, resulting in a lake of toxic liquids. In combination with radiation and FEV released into the atmosphere during the war, this lake has acquired unique mutagenic characteristics. This wouldn't be a problem if the lake were left alone, as the animal would have had to drink the toxic liquid in order to mutate. No living being in their right mind would do that.

Someone calling himself "The Doctor" discovered unique characteristics mutagen and decided to make it his life's goal to conduct experiments on the study of the lake and other chemicals that he found in the laboratories. I like to imagine the Doctor as someone who enjoys torturing insects and animals the way little children do (i.e. tearing wings off flies, stepping on snails, tying jars to cat tails...) life forms, releasing them into the Wasteland.

Workshop

This is where the Doctor spends most of his time. He remodeled what used to be a warehouse with many cages and dissecting tables. Here the Doctor works on his creations. In the cages on both sides of the corridor, the player will be able to see the results of his experiments (centaurs, flyers, deathclaws, "people?") Through dialogue, the player will be able to find out from the "Doctor" that he created such nightmarish creatures and released them into the wild.

Lake

A large luminous lake surrounded by a wall of densely packed barrels of industrial toxic waste. This place is very radioactive, but you need to cross it to get to the Doctor's workshop. This location will use existing art, it might be worth making some new barrels - with new logos.

Ideas

  • I think the doctor might also be dabbled in creating medicines and drugs from those chemicals he found in barrels. There may be connections to New Reno. No or little inventory art required. Drugs created by the Doctor are highly addictive and will REALLY confuse the player. Perhaps some permanent reduction in the player character's stats, or something funny, like a permanent addiction, but instead of needing to take a new dose of the drug, he will have to constantly eat an iguana-on-a-stick. There will also be Easter Egg drugs. Perhaps a medicine that will neutralize the negative effect of some drug, and if the player character has never taken this "bad" drug, this medicine will permanently increase some characteristic.
  • Allow the player to open the cages when the Doctor is in the lab. The creatures will run out of the cages and attack the Doctor.
  • If there is a connection with the cartel, then there is a chance that the player can buy drugs from the doctor that can be bought from the cartel ... naturally, some drugs will be "flawed".
  • There will probably be a small maze that the Doctor can lure the player into. After that, he will unleash his monsters on him.
  • A heroic character can find the people the Doctor has been experimenting on locked in two different cages. By opening the first, he will release a few grateful farmers, but by opening the second, he will encounter soldiers loyal to the Doctor. The Doctor's soldiers are ordinary farmers, only extraordinarily strong and fast, and, of course, insane - real fanatics.