OverviewFallout 2 is the sequel to the original Fallout. It takes place 80 years after the end of, and 164 years after the which destroyed the world. Like the original Fallout, Fallout 2 takes place on the West Coast of the United States in what is modern day.Much has changed in that 80 years; the New Republic of California has come into authority, The Enclave (the remnants of the U.S. Government) have shown themselves and have set up bases on the West Coast, the drug known as has been invented and certain industries have started to flourish, namely the drug and porn industries. Story Vault BoyFallout 2 begins in the tribal village of Arroyo. This village, which was home to the after he was exiled from, has suffered the worst drought in recent memory. In order to prove that he/she is indeed i.e. The Fallout 2 Restoration Project v2.3 Supplementary Guide for killap's expansion pack. This page is an unauthorized addendum for ' The Nearly Ultimate Fallout 2 Guide' which was written by Per Jorner. Only new information about changes and additions specific to killap's Restoration Project Mod is included here. Slavery appears in Fallout 2, Fallout 3 and its add-on The Pitt, Fallout: New Vegas and Fallout 4 and its add-on Nuka-World. Caesar's Legion is the major slaver faction in the Mojave Wasteland. They were to have a major role in the canceled Van Buren. Gallery Edit. The Slaver's Guild is a potential faction for the Chosen One to join in Fallout 2. They can then go on slave runs for some quick cash. However, in doing so, a number of quests will be locked out, as will one become an enemy of the New California Republic Rangers. Joining the guild will also make Sulik hostile. Vic is also involved with the. Fallout 4 Nuka World Over boss sex slave camp. Fallout 4 Nuka world sex slave Torture chamber. Fallout 2 is sometimes very silly, but most of the time it shows you a crapsack world with a bit of hope. I play the game on average once a year, so I play hardcore (max difficulty, no reloading, you die and thats it). Home › Forums › Modding › Fallout General Modding. F2rp 2.1.2b bug?? Slaver Camp SOLVED Okay, I finally solved this. I left the camp entirely, and camped overnight in the countryside outside the camp. The next day, I returned to camp, but now all the other bodies were gone. F2rp 2.1.2b bug?? Slaver Camp SOLVED Okay, I finally solved this. I left the camp entirely, and camped overnight in the countryside outside the camp. The direct descendant of the Vault Dweller, the player must complete the Temple of Trials. Once they have completed this tutorial, the player is tasked with finding the; the Garden of Eden Creation Kit, in order to save their village from starvation.The player embarks on this journey wearing the Vault Dweller's jumpsuit, the and a Vault 13 flask. Along their journey they discover certain cities, towns, characters and establishments; in South Oregon, which is inhabited by humans, ghouls and mutants, the, San Francisco, Vault 15 and.The player eventually finds Vault 13; the previous home of the Vault Dweller, and the place where they find the G.E.C.K. Much has changed in Vault 13 since the end of Fallout, however. The Vault was opened by and most of its inhabitants were captured. The Vault is now occupied by a group of intelligent who escaped from The Enclave when tests were being run on them.When the player returns to Arroyo with the G.E.C.K, they discover that the villagers have been kidnapped by The Enclave. The player must travel to The Enclave base; an oil rig off the coast of San Francisco, by restoring an old oil tanker.Once the player arrives at the oil rig, most of the revelations regarding the story are told; The Enclave is the continuation of the pre-war U.S. Government, with at the helm. It is also revealed that the Vaults were used as an experiment; each Vault had certain conditions applied to them, and were used solely as a means to judge how effectively the inhabitants would cope with life after the war. The plan was for the government to wait out the war on the oil rig, then take the inhabitants of the Vaults to another planet. The EnclaveThis plan went awry when their spaceship was destroyed. Their only solution was to populate the continental United States. When they discovered traces of mutants and ghouls, The Enclave was forced into action; they developed a lethal toxin that would purge the wasteland of all those deemed unpure or mutated. Once the Chosen One discovers this plan, (s)he frees the Arroyo villagers and the Vault 13 inhabitants and destroys the base.At the end of Fallout 2, the survivors of Arroyo and Vault 13 use the G.E.C.K to create New Arroyo. The player is also shown the consequences of their actions i.e. What characters died, which towns flourished and so on. Gameplay A random encounter.Gameplay in Fallout 2 generally revolves around traversing the nuclear wasteland and solving quests in a manner which suits the character you'replaying. There are often numerous ways of completing quests ranging from a gung-ho combat approach to an outright pacifistic take on proceedings. Success in these situations is based predominantly on character skill i.e. How proficient they are in a certain area. If you have a low intelligence score, for example, your chances of talking your way out of a situation are slim to none. Likewise, a character with a poor small guns skill won't be able to handle most guns proficiently and will most likely fail in combat.Much like the original, this game uses uses a turn-based system for all encounters and allows the player to target specific enemies or even specific limbs of those enemies. The combat is also governed by Action Points, which the amount is decided in the game by the Agility statistic. Each quest or kill earns the player experience which accumulates til the eventual level up. Each level up earns the player new abilities increases their strength. ![]() The skills/perks system encourages players to specialize and focus on a particular role in order to succeed in the world of Fallout 2. The role, however, is entirely up to the player to decide. Character CreationMuch like the original Fallout, Fallout 2 features an extremely deep character creation system. This system utilizes S.P.E.C.I.A.L which was developed solely for Fallout, the 18 skills, tagged skills, traits and perks. S.P.E.C.I.A.L Character Creation ScreenThe S.P.E.C.I.A.L system governs the 7 attributes of Fallout 2: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These 7 skills determine the characters success when using the 18 skills. The system also modifies derived statistics and certain requirements for obtaining perks. Strength: Strength modifies hit points, melee damage, carry weight and is used to satisfy the minimum requirement for using weapons. If the player's strength isn't high enough they will suffer an accuracy penalty. It's generally a poor idea to raise your strength above 6 when creating your character as it's possible to add 4 or more points throughout the game. Perception: Perception modifies first aid, lockpick, doctor, traps, ranged distance modifiers and sequence. As such, it is an important statistic for all characters, especially those who are building a sharpshooter. Endurance: As the name implies, endurance modifies hit points, heal rate, additional hit points per level and poison/radiation resistance. Endurance has never been seen as a vital statistic. Charisma: Charisma modifies barter prices, NPC reactions and the number of companions that can accompany the player. Charisma is generally regarded as the dump stat, but a high charisma can be useful to open up some additional non-violent quest solutions.Agility. Intelligence: Intelligence modifies the number of skill points per level, dialogue options and certain skills. A high intelligence score is important for all characters, especially if you want to resolve quests peacefully. It is also possible to play through the game as a character with low intelligence, although dialogue options are restricted to groans. Agility: Agility modifies action points, armor class, small guns, big guns, energy weapons, melee weapons, unarmed, throwing, lockpick, steal and traps. It is arguably the most important statistic in the game as most players begin with a maximum of 10. Luck: Luck has a small part to play in everything. It slightly alters your outcome with the virtual die roll, your chances within the random encounters, chances of scoring a critical hit and gambling.SkillsThere are 18 skills in Fallout 2. What level your skills begin at are determined by your 7 statistics, which 3 have been tagged and certain traits. Skills are increased at level up by using Skill Points, the number of which a player is awarded being determined by their Intelligence stat. Many skills can also be raised by training with certain NPCs in game and by reading books such as Guns and Bullets and The Big Book of Science. Small Guns: Small guns modifies a character's success when handling small weapons e.g. Pistols, shotguns, sub machine guns. In Fallout 2 small guns is calculated by 5% (4% x Agility). The number of weapons in the game whose damage is determined by this skill makes it easily one of the most important skills in the game.Big Guns. Big Guns: Big guns affects the handling of rocket launchers, mini-guns, flamethrowers etc. Big guns is calculated by 2% x Agility. Energy Weapons: Energy weapons determines success when using plasma or laser weapons. Calculated by 10% (1% x Agility). While they are the most powerful weapons in the game, they are not encountered until the latter stages. This skill really must be tagged if it is to be effective as there are no books to raise the skill. Unarmed: Unarmed is derived by 40% (1% x (Agility Strength) / 2). Alters a character's success with hand-to-hand attacks. Melee Weapons: 55% (1% x the average of your Strength and Agility). Modifies success when using sledgehammers, brass knuckles etc. Throwing: 40% (1% x Agility). Determines success with throwing knives, grenades, molotov cocktails etc. First Aid: 30% (1% x the average of your Perception Intelligence). Used to heal minor wounds. Doctor: 15% (1% x the average of your Perception Intelligence). Used to heal major wounds and crippled limbs. Sneak: 25% (1% x Agility). Sneak determines how well hidden your character is when the skill is being used. It is generally used in conjunction with the steal skill. Lockpick: 20% (1% x the average of your Perception and Agility). As the name suggests, lockpick determines your success when picking locks. This skill can be increased by using the expanded lockpick set or electronic lockpicks. Steal: 20% (1% x Agility). Success in stealing is determined by many factors; your skill (obviously), visibility, what you're stealing, the target's perception and the perception of those around you. Traps: 20% (1% x the average of your Perception and Agility). Traps alters your success in finding and removing traps. Science: 25% (2% x Intelligence). Science mainly affects the use of computers and hi-tech equipment. Repair: 20% (1% x Intelligence). Repair determines your success when repairing broken equipment. Speech Outdoorsman: 25% (2% x Charisma). Speech is the most important skill with regards to dialogue, as it alters dialogue options and how successful you are when convincing others that you are right. Barter: 20% (2% x Charisma). Barter affects the prices when buying and selling goods. Gambling: 20% (3% x Luck). Determines your success when gambling, be it with dice or cards. Outdoorsman: 5% (1% x the average of your Intelligence and Endurance). This skill reduces how often you run into random encounters as well as increasing the chances of special encounters.TraitsAt the character creation screen, the player has the option of choosing a maximum of 2 from 16 traits. Every trait, with the exception of Bloody Mess, has a positive and negative attached to it. Undertale colored sprite mod gamejolt. Fast Metabolism: 'Your metabolic rate is twice normal. This means that you are much less resistant to Radiation and poison, but your body heals faster.' Fast Metabolism sets your initial poison resistance and radiation resistance at 0%, while it grants the player a 2 point bonus to healing rate. Bruiser: ' A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your ST is increased.' Bruiser gives a bonus of 2 to strength while reducing your total action points by 2. Since you can increase your strength by 6 within the game, it is typically not a good sacrifice. Small Frame. Small Frame: 'You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile.' Small Frame grants a bonus of 1 point to agility, while it alters your carry weight to 25 (15 lbs. X your Strength). This trait makes the early parts of the game relatively difficult as you generally won't have a high enough strength to compensate for the reduced carry weight, though companions can share your burden later on. One Hander: ' One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.' One hander grants a bonus of 20% chance to hit with one handed weapons, while you suffer a -40% chance to hit with two handed weapons. As most of the more useful weapons in the game are two handed (Combat Shotgun, Gauss Rifle, Red Ryder LE BB Gun), this trait could cause you problems. Finesse: ' Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits.' Finesse grants a bonus of 10% to critical chance, while all of your attacks do 30% less damage. On the whole, having a 15% chance to do a critical hit (with luck taken into account) doesn't compensate for a permanent -30% to damage. This doesn't take critical damage into account, either. Kamikaze: ' By not paying attention to any threats, you can act a lot faster in a turn. This lowers your armor class to just what you are wearing, but you sequence much faster in a combat turn.' Kamikaze grants the player a bonus of 5 to sequence, while it reduces initial armor class to 0. Being able to attack sooner in combat is a nice bonus, but not at the expense of being hit more often. Heavy Handed. Heavy Handed: ' You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage.' You gain a 4 to melee damage, but your critical hits do 30% less damage. Heavy handed can help in the beginning (provided you have a high enough skill to hit consistently, that is) and critical hits do enough damage anyway, but this isn't useful once you hit the mid-portion of the game. Fast Shot: ' You don't have time to aim for a targeted attack, because you attack faster than normal people.' All attacks cost 1 less action points, but you cannot use aimed shots. This can only be recommended if you want to be really good late in the game (with a certain combination of perks) and have a high critical chance. Bloody Mess: ' By some strange twist of fate, people around you die violently. You always see the worst way a person can die.' Fallout 2 Slaver Camp MovieBloody mess doesn't really affect anything other than the fact that you get the violent death animations more often. It can be a touch annoying to pick up items because they're hard to see in the.bloody mess. Jinxed: ' The good thing is that everyone around you has more critical failures in combat, the bad thing is - so do you!' When you suffer a failure in combat, it is more likely to be upgraded to a critical failure. The only way to offset this is by having a high luck; however, since luck isn't an important statistic, jinxed does more bad than good. Chem Reliant. Good Natured: ' You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but First Aid, Doctor, Speech and Barter are substantially improved.' Good natured grants a bonus of 15% to First Aid, Doctor, Speech and Barter while all your combat skills suffer a -10% penalty. This is generally a poor trade-off (unless you're playing a pacifist) since you'll need as high a total as possible in at least small guns, if not energy weapons, while you only need 80% in the few important non-combat skills. Chem Reliant: ' You are more easily addicted to chems. Your chance to be addicted by chem use is twice normal, but you recover faster from their ill effects.' Chem Reliant increase your addiction rate by 200%, while it sets your withdrawl rate at 50%. Chem Resistant: ' Chemicals only affect you half as long as normal, but your chance to be addicted is also only 50% of normal.' The description is fairly self-explanatory. It's a fairly decent trait since the more common chemicals which are used solely for combat don't need to last that long anyway. Sex Appeal: ' You've got the 'right' stuff. Members of the opposite sex are attracted to you, but those of the same sex tend to become quite jealous.' Your charisma score when speaking to members of the opposite sex is increased by 1, while the opposite is true for members of the same sex. Gifted. Skilled: ' Since you spent more time improving your skills than a normal person, you start with better skill levels. The tradeoff is that you do not gain as many extra abilities. You will gain a perk every four levels.' Skilled increases skill points per level by 5, but your perk rate is one level slower. As mentioned above, you only need to develop a few skills so the bonus isn't that great. The downside to skilled makes this trait hard to recommend as you'll want as many perks as possible. Gifted: ' You have more inate abilities than most, so you have not spent as much time honing your skills. Your primary statistics are each 1, but you lose -10% on all skills to start, and receive 5 less skill points per level.' Since your statistics are more important than your skills, and a small amount of your skills matter, gifted is arguably the best trait.Derived StatisticsWithin the character creation screen, the player is shown what are know as derived statistics; these statistics are based on how you distributed your points in the S.P.E.C.I.A.L. They can be altered during the game by certain things like armor, drugs and perks. Armor Class: ' Modifies the chance to hit this particular character.' The simple approach to finding the chance to hit is by subtracting the armor class from the character's skill in that given weapon. For example, if my character has 97% in small guns and he is attacking a character with 20% armor class, he has a 97% - 20% = 77% chance to hit. Maximum Action Points This doesn't take other factors into account such as sunlight, range or cover, but it gives a general idea of how armor class functions. Fallout 2 Slaver Camp MovieArmor class is modified by armor, agility and certain perks. Action Points: ' The number of actions that the character can take during one combat turn.' During a single combat turn the character can do a certain amount of things; attack with his weapon (an aimed shot costs more action points), move, access his inventory or reload his weapon. All of these actions require action points. Moving a single hex requires one action point, for example. Action points are derived by 5 Agility / 2. Certain perks add action points or reduce how costly an action is. Carry Weight: ' The maximum amount of weight your character can carry, in pounds.' Starting carry weight is derived by 25 pounds (Strength x 25). Certain perks and traits alter carry weight. Small frame reduces your overall carry weight, while the strong back perks increases it by 50 pounds per rank. Melee Damage: ' The amount of bonus damage your character does in combat.' As the name suggests, melee damage adds bonus damage to your melee attacks. However, it doesn't work as some might think. If you are wielding a weapon that does 1 - 6 damage, for example, and you have a melee damage statistic of 4, you will do 1 - 10 damage. It does not take the damage that you would have done and add 4 to it. Regardless, melee damage can be modified by strength (starting melee damage is equal to strength), the heavy handed trait and certain perks. Damage Resistance. Damage Resistance: ' Any damage taken is reduced by this amount. Damage Resistance can be increased by wearing armor.' Damage resistance, not to be confused by damage threshold, reduces damage taken. Damage threshold has the same function, but it reduces damage before damage resistance. For example, if the character is hit for 50 points of normal damage and he is wearing the Advanced Power Armor Mk II (which has 18 damage threshold and 60% damage resistance), they will take 19.2 damage. Damage resistance can be affected by endurance, the toughness perk or one of 4 special perks; dermal impact armor, dermal impact assault enhancement, phoenix armor implants and phoenix assault enhancement. Poison Resistance: ' Reduces poison damage by this amount.' Poison resistance reduces poison damage and reduces the chance of becoming poisoned. Poison resistance can be derived from Endurance x 5 and can be affected by the fast metabolism trait as well as certain perks. Radiation Resistance: ' The amount of radiation you are exposed to is reduced by this percentage. Radiation Resistance can be modified by the type of armor worn and anti-radiation chems.' Starting radiation resistance is found by Endurance x 2. This can be increased by taking the chemical Rad-X, wearing certain armor, or by taking the rad resistance perk. The fast metabolism trait sets radiation resistance at 0. Sequence. Sequence: ' Determines how soon in a combat turn your character can react.' Sequence basically decides who goes first in combat. After the 'surprise turn' (the turn when someone initiates combat), all characters involved in the combat scenario are sequenced; whoever has the highest sequence goes first. Sequence is found by Perception x 2. This statistic can be altered by the kamikaze trait which increases it by 5, or the earlier sequence perk which increases it by 2 per rank. Healing Rate: ' At the end of each day, your character will heal 1HP for each point of Healing Rate. When you rest, you heal every six hours.' The initial healing rate is one third of Endurace. Healing rate can be improved by the fast metabolism trait which increases it by 2 and the faster healing perk which also increases it by 2. Critical Chance: ' The chance to cause a critical hit in combat is increased by this amount.' Initial critical chance is equal to your luck. Critical chance can be improved by the finesse trait which increases it by 10% and the more criticals perk which increases it by 5% per rank.PerksEvery other three levels, a perk is earned. Unlike traits, perks offer a positive effect only. These effects range from significant skill boosts to additional action points. Some perks are not earned by leveling up but rather by completing specific quests. There are 82 perks in total in Fallout 2. NPC FollowersAs it's predecessor, Fallout 2 gave the ability to recruit many different s. Once again, special requirements, skills and Charisma were needed to acquire their help. Marcus, the sheriff of Broken HillsParty system in Fallout 2 was refined and gave the player much more control over his teammates. Their inventory was fully manageable, and their actions during combat could be set by dialogue options. Some of them also had skills which were used if the protagonist's skill level was too low for the task. They could level with the player's character to further boost their statistics.Here's the list of all available NPCs to recruit:. Traveling salesman, who joins the player if rescued from the hands of Slavers based in The Den. Although he isn't particularly handy in combat, he excels at Repair. Tribal warrior found in Klamath, skilled with melee weapons. If the player paid his debt or rescued Smiley the Trapper from the Toxic Caves, he could join the team. Bartender from outskirts of Vault City, very good in using shotguns. If the player convinced him to lead an adventurous life, he would join. His name is one of many easter eggs in Fallout 2, as he sometimes states, that father named him after 'comic book character', an allusion to Cassidy from the Preacher series. Old Ghoul from Gecko, who met the protagonist's ancestor, the Lenny, the ghoul legendary. He can use pistols, rifles and specializes in the Doctor skill. A young, foul-mouthed genius and the inventor of the drug, Jet. He can be found in the lower level of a drug laboratory just outside of New Reno. Although he is weak in combat, he can help the player by making stimpacks and other medicaments. An old super mutant and the sheriff of Broken Hills. Marcus can join the party after some racial problems in his city are resolved. He can be a great help in battle with his ability to use big guns and energy weapons. Intelligent Deathclaw scholar living in Vault 13. The best melee fighter in the game. Cannot wear armor or use weapons, however. Skynet- An obvious allusion to the, Skynet is a supercomputer transferred into robot body. Its skills are dependent on the brain that the player's character installs in its head, but is always Scientifically inclined. Daughter and son of Modoc farmer. Join the party, if the player (gender not taken into consideration) slept with one of them and was forced into marriage. Most players sold them to slavers, because their combat skills were nonexistent. It's a cruel world. K9- Awarded to the player after he finishes the quest for one of the scientists in New California Republic. Myron, teenage genius. Cyberdog- Another robo-canine, Cyberdog joins if repaired in Navarro. Pariah Dog- Dog met in random encounter. Follows the player everywhere, bringing very bad luck to everyone around it. A familiar friend from Fallout 1, Dogmeat can be found in random encounter 'Cafe of the Broken Dreams'. Joins the party after being fed Iguana-on-a-stick or if he sees the player in just the Vault Suit (armor off).Soundtrack Both the Game and the Score share the cover, who composed the for the original, was brought back in to work on the Fallout 2 score. Some of the tracks found in the first game also make a reprise in this second installment. I found the following information in this walkthrough:You can learn the location from Metzger (speech 61%) or from one of his slaves after you've freed them. Both require that you have talked to Sulik and gotten the 'Find Sulik's sister' quest first. You then have the choice of going directly to the camp to wipe it out, or going to NCR and tell the Rangers about it. You can persuade the Rangers to assist you if you need some extra help taking care of business. Either way you do it, report back to the Rangers for 800 XP. . Quick Links. Fixes / Guides. Modding. Fallout Network.All Posts must be directly related to Fallout.Use and abuse spoiler tags. Do not post spoilers in titles.No low effort/meme content as posts. Comments are fine.Follow proper when submitting and commenting. Keep it civil and do not make personal attacks to other users. Absolutely no harassment, witchhunting, sexism, racism or hate speech will be tolerated.Do not spam. Always follow when sharing your own content. More than 1 in 10 of your posts or comments being self-promotional is spamming. Livestream promotion not allowed.Use descriptive titles. Posts with clickbait, extremely vague, or misleading titles will be removed.No dissemination of rumors / leaks without actual evidence.Posts promoting or facilitating piracy in any way will be removed. Piracy is a permanent ban, no warnings.All posts and comments in end, come down to moderator discretion.WRITE THIS War. War never changes(/spoiler)SEE THIS- The lore of the Fallout series- Classic Fallout Games- Fallout 3 community- Fallout: New Vegas community- Fallout 4 community- Fallout 76 community- Fallout modding community- Fallout Shelter community- Fallout Fan Art- Fallout 'Humor'- Journal-like fan fiction.- A subreddit for the Wasteland games.- Fallout-related cosplay- Fallout-sounding music. This is still a work in progress but I have fleshed out the story quite a bit since my last post so I decided I will post this again.I've had this idea for a fallout game that would take place across the middle of the US spanning multiple cities with different factions in the different cities. World of warcraft addons button. It would span 4 maps New Orleans, St Louis, Chicago, then Kansas City.The main story arc is about you discovering your past, what happened to the vault you were born in. You need to figure out who your grandfather was before the war so you can figure out why you were separated from your parents as a kid so you can track down the location of the vault you were born in to find out if they are still alive (Spoiler Alert: I haven’t decided yet if they are still alive) or what happened to your parents. You track down his riverboat company headquarters in the Bayou wasteland to get one of his boats working again so you can use it at a way to travel the great US rivers and following his pre-war foot steps by traveling up the river to the different cities that he had done business in, at various river port cities. Over the course of you traversing the middle of the country, you cross paths with many different factions fighting for land, people, and power. The Story Act 1: New Orleans and The Bayou Wasteland.You grew up in the French quarter, raised by your uncle for the last 10 years since you left the vault at 8 years old and became separated from your parents. The French Quarter is the high ground of New Orleans that doesn’t have flooding issues like most of the Bayou wasteland. This is where most human settlers in the Bayou wasteland live and have fortified the neighborhood. New Orleans also became a ghoul sanctuary city after the Great War, but there are rising tensions between the humans and ghouls. Ghouls are no longer allowed in the French Quarter after dark due to recent problems and they have a main settlement across the river in another ward. This would be the most in depth ghoul faction the fallout series has seen.You were born to vault dwellers but left the vault at a young age for reasons you don’t understand. This will be a story to investigate later in the game when you track down the location of this vault, discover what happened.Story begins:Main Quest: You uncle has died (old age) soon with you now an adult. He leaves you all his belongings which is not much, but includes a key to a river dock office (Great River Shipping Co: GRSC) you have never been to and a personal letter where he apologizes for what happened to your parents. You are confused by the letter as you don’t know what happened to your parents the night you left the vault so the main quest starts with you trying to figure out what he was apologizing for. You are unsure if your parents died or if they are still in the vault or somewhere else alive, but you don’t know the location of the vault and nobody in New Orleans has ever heard of the vault, you and your uncle were the only former vault dwellers in New Orleans. So the quest is to find out the fate of your parents but you don’t know where to start. You know that your grandfather had a commercial riverboat business before the Great War as your uncle told you about it in passing so you assume that is what the key he left you is for so that seems to be a good place to start your quest, but you have never been to the dock where his boats were stored because it’s in a dangerous area and you have stayed in the relatively safe French Quarter your whole post-vault life. Your first quest is to go to a government building downtown to find a terminal to track down the dock location.Main Quest part 2: Once you find the GRSC office and dock building, you find your grandfathers office on the upper floor. You find logs for trips he made to cities to cities up and down America’s inland rivers but the clients for many of the trips have been deleted which is suspicious. With no other leads, you find the address for another GRSC office in St Louis so you decide to head there to learn more about the seemingly suspicious activity he was involved in.Main Quest part 3: At the deck you find boats in need of repairs and fuel. You have to travel to many other Bayou wasteland locations for parts, including a fusion core factory to power the boat before you can travel up the river to the St Louis officeSide Quest: A group of Chinese Soldiers had a settlement near the coast, but as decades passed, most had become ghouls. Their settlement becomes overrun by rad gators and they move inland. You can help them get admitted to the ghoul city, or you can be a patriot and take them out. If you befriend them, you can learn more background on the Chinese side of the war and get access to Chinese gear.Side Note 1: The Nuclear age hit Louisiana’s economy hard as the age of oil ended, putting many oil industry workers out of work. The fusion core factory opened to take advantage of this unemployed labor for cheap.Side Note 2: Many of New Orleans neighborhoods will be hit my dynamic/random flood events due to the flood control systems being unmanned since the war.Side Note 3: There are 2 salvageable boats at your grandfather’s dock. Each with different stats and styles. You can choose which one to make your personal boat. The other can become usable after meeting slavers in Act 2, or the Great Lakes traders in Act 3. Act 2: The Arch.Cut scene of you travelling up river passing by Memphis and the Nuka Cola Arena (the Pyramid arena IRL) as your radiation alarm goes off on your boat. You see no signs of life and too much radiation for there to be any humans, you go right. You keep going up the river until you see the Arch and signs off human activity and continue your quest to find the GRSC STL branch office.Main Quest: The main quest takes you to the GRSC office which is across the street from the Solard beer factory (Budweiser IRL) next to the river in South St Louis. It appears that the beer factory was the only client from your grandfathers STL branch office so you head to the beer factory to search for more clues. You find your grandfather was shipping more than just grain to the beer factory with a clue leading you to go to a river dock in Kansas CityHere you make contact with a BOS base that is using the top of the arch as a communications tower. The BOS are looking to get supplies from their Chicago HQ, and agree to help you with your story mission as they see you have a boat and agree to take a shipment to Chicago but you must first earn their trust by completing some missions in the STL map. You seek help from the BOS to find a way to deal with the radiation in Kansas City you learned about. They say speak with Scribe (TBD) at the Chicago HQ about possibly acquiring power amour capable of withstanding KC’s radiation levels.Side Quest: While in the St Louis region, you can find a large slavers camp in East St Louis. Do you make business arrangements with the slavers?, shipping slaves can be lucrative. Can you convince the BOS to help you destroy their camp and free the slaves? (Requires 100 speech skill to convince them, or 100 science skill to make them think there is technology to be looted at the base)Side Quest: The local settlements have become over populated with “climate change refugees” moving east due to the great plains rad duststorms. This is causing tensions between the new and old residents as their resources are being stretched thin. You get involved Act 3: Chicago, trade companies, ex-enclave and the Brotherhood.Cut Scene: Your boat arrives at the river bank next to a very busy BOS base.Secondary Quest: After completing the delivery to the Chicago HQ, you make contact with the Great Lakes Trading Company (GLTC). They are looking to expand their trade network inland (they currently have trade routes between great lakes cities like Detroit and Toronto). Do you join them, try to take them over, or peacefully compete with them? (Joining them opens up a new series of quests setting up trading posts for them in STL and NO, along with a new GLTC faction companion who is required to complete those quests) After the quest line is complete, you can assign that companion to your 2nd ship.Main Quest: The brotherhood scribe in Chicago shows little interest in helping you, due to heavy losses in recent battle they have no gear or power armour to spare, even for somebody that is helping them with shipments like you, he hints that the battle took place in another state but doesn’t mention where. He does say that if you help the brotherhood take the eyebot factory on the other side of the city, that the brotherhood could look the other way, while you steal a power armour suit from the LibertyAt an eyebot factory in Chicago, you find an ex-enclave faction (Legion of Liberty ) With communication lost with the coasts and members which didn’t agree with the more “evil” ways of the coastal enclave, they have tried rebuilding Chicago with democracy and elections and want to spread this to other cities as they see themselves as the saviors of the Midwest wasteland. The brotherhood of steel, not really interested in elections and local problems, plans on taking the eyebot factory for the tech and enclave documents it holds, peacefully or by force if necessary.At the eyebot factory, you learn of the enclaves Midwest hidden HQ underneath an Air Force base home to the stealth bombers (whiteman IRL) Using this stealth tech, the enclave at this location have been able to remain hidden but have not been in contact with the West Coast enclave, MODUS, or president Eden in many years.Main Quest: The next location Act 4: Kansas City. Enclave and Toxic Dust storms.Secondary Quest: You make contact with the Enclave at Whiteman AFB. They want your help in re-establishing communication with other enclave bases. The BOS wants this base for all the stealth and other tech it contains. The “Ex-enclave” also want access to this base (reason TBD). They enclave there direct you to a Missile silo in the duststorm where you can find a satellite connection (or if you attack them, you learn of the missile silo from their records). When you make the connection from the silo to the satelite, you get a low quality live feed view of the earth. Most of the world is dark or covered in clouds so you can’t tell how many cities or countries are still inhabited or if any cities were not bombed, but a few cities such as New Vegas show up brightly. You can see a single city in China that is lit up (is it inhabited?), do you chose to send the silos only remaining intercontinental missile to this city as the enclave wishes? Or do you send it to Whiteman AFB to end the Enclave at the request of the B.O.S? Or do you disable it? Your characters personal reason for going to the silo and making the connection to the satellite is to get a data link to vault tech, to learn the location of your home vault. You will also have to find a way to stop the storms as they are blocking the communication link to the satellite.Main Quest: Your main quest takes you to a river dock in Kansas City where you find mini nukes that were to be shipped by your grandfather according to the ledger; this leads your quest to the mini nuke factory in Kansas City. Why was your grandfather involved with shipping mini-nukes down the river, and what was their final destination? How was his involvement with the mini-nuke factory related to your grandfather being guaranteed.Side Note 1: The Honeywell Nuclear bomb parts factory is in South Kansas City IRL, will be a mini-nuke factory in the game.Side Note 2: Humans have abandoned the Kansas City region due to the high radiation, and have set up a camp in the St Louis region. They will send you on quests to their abandoned towns to find people who stayed behind. Another person you will meet is an NCR party who came east to scout and make contact, but couldn’t return west because of the dust storms. Act 5: Back Home.You return home to New Orleans after finding information on the location of your childhood Vault. You can now discover what happened to your parents, what experiment was done in this vault? Did people continue living in the vault after you left? Are they still living there? DLC:. Any city on the Mississippi, Missouri, or Ohio rivers could be a DLC location, as you can dock your boat at any of those locations to bring your mobile camp to any of these locations. And with Chicago on the Great lakes it also opens up Detroit and Canada regions for DLC locations too. And New Orleans being on the Gulf, means anywhere between Texas and Florida would be accessible. So the DLC opportunities are endless where you could bring your riverboat (mobile camp). Gameplay Notes:. Travel between cities: random encounters (similar to fallout 2 travelling by car). Your Riverboat: a traveling workshop base, companion base, customizable.
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