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Fallout 2 New Reno Arms

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  1. Fallout 2 New Reno Arms
  2. Reno New 2
  3. Fallout 2 New Reno Arms Basement
  4. Fallout New Vegas New Reno
  5. Fallout 2 New Reno Arms
  6. Fallout 2 New Reno Families

Currently in FOnline 2 those lockers are removed though, as they were placed only temporary. In 2238, the spiritual processor of FOnline 2 this place was the favorite small PvP zone. If you had nothing better to do and wanted to shoot someone you were coming to New Reno. In Fallout 2 this was definitely the most awesome of all towns. Only the very edge of the pot is revealed. We have no unlockables for Fallout 2 yet. The desktop icon for the game will turn into a new graphic. Fallout 2 Cheats: This cheat for Fallout 2 PC has been posted at 22 Dec 2009 by DoomGuy07 and is called 'Duplicate items, ammo, and money'. A high Steal attribute and being dark helps with this trick. Part 24: The Greatest Update 24: The Greatest By the time we got back to New Reno the swelling had gone down from my implants. With those and the extra practice I'd gotten in the Sierra Arms Depot I was feeling ready to get back into the ring. Show 40 post(s) from this thread on one page. Page 2 of 2 First 1 2. It might have been in the Fallout Bible, or maybe somewhere. Fallout 2 - New Reno/Vault city raider quest help Ive killed Mr. Bishop and gotten the holotape with evidence of him hiring raiders/mercenaries to attack vault city to drive them into NCR arms. However, when I talk to the first citizen theres no option to give her this tape, or mention whats been happening.

Fallout 2 New Reno Arms

We all know skillpoints are usually plentiful, but when you play hardcore you should have a full ten points in endurance, and still maintain respectable amounts of agility (should be 10), strength, and perception.

Intelligence will likely be suffering from this, and therefore your skills will aswell. One good way to help this is to become a book worm. Don't put points in skills that can be raised by books - you will be glad when you can raise those untagged doctor, speech or lockpick and still be able to heal yourself, be able to spot encounters on the map (and therefore choose not to be raped by the really dangerous ones), repair machines and use those computer thingies.

So here we compile a list of known books.

Books raise a skill by a number depending on your current skill level, ranging from 6-7 at low skill levels (20-30%) to 1-2 (70-90%). You get twice that amount if the skill is tagged. This stops at 91% (or 92% if you raise a tagged skill from 90%). Reading a book takes from 1 to 10 hours depending on your Intelligence (i.e. 11-IN).

Which books raise which skills?

  • Guns and Bullets - Small Guns
  • Deans Electronics - Repair
  • Scout Handbook - Outdoorsman
  • Big Book of Science - Science (duh)
  • First Aid Book - First Aid (hurrrrr)
  • Not all areas are included, just add them if you find knowledge about books in them. If you are unsure of where in the list to add the new area, please refer to the alphabet.

Gecko[edit | edit source]

Big Book of Science: Acquire some science goodness from the bookshelves in the manager's office (Harold's house).

Deans Electronics: North part of Gecko, in western part of Skeet's repair shop. Loot ahoy!

Klamath[edit | edit source]

Guns and Bullets: As you enter Klamath, follow the street past the Buckner house. You'll see a small field of corn, with a house immediately south of it. Head on in and check the bookcase. You'll find some minor valuables and a Guns & Ammo magazine.

Scout Handbook: One of the kids in Trapper Town (eastern part of Klamath) has a Scout Handbook. Steal it from him/her, nothing bad happens if you get cought trying.

Outdoorsman Upgrade: Talk to Smiley after you rescue him from the Caves.

Unarmed and Melee Upgrade: Talk to John Sullivan and play along with his joke, then say he's pulling your leg. This man gives you a 10% upgrade no matter your skill level (no more than 300%, of course). This makes him great for getting from 140 to 150 instead of spending lots of skill points.

Military Base[edit | edit source]

Deans Electronics: Outside of the base, southernmost tent. It's just lying around on the floor there. Beware wolves.

Deans Electronics: Another one, also on the outside of the base. North western tent.

Modoc[edit | edit source]

First Aid Book: The bookcase behind Grisham.

Guns and Bullets: Go out east of Grisham's house, into the outhouse. There's a Small Guns book next to the toilet.

New Reno[edit | edit source]

Deans Electronics: Back room of New Reno Arms (in the western-most part of New Reno) can be entered if you have a bit of lockpicking skills. You can also blast it open with a bomb. There are major amounts of good loot here, as well as a wonderful blue book.

Guns and Bullets: The other back room in New Reno Arms, but you'll either have to kill the owner or sneak past the dogs. It's in one of the smaller bookcases that a dog stands in front of.

Deans Electronics: In Boss Salvatore's room, north side, in a bookcase.

Scout Handbook: Renesco has one, barter for it.

Arms

Prizefighter: Becoming a prize fighter will give you a slight bonus to unarmed, and each match will increase your resistance to normal damage by giving you 3 soak and 1% immunity per fight. The damage resistance is more than worth it. You can play five matches in all if you lose one of them (easily done by kicking the masticator when you meet him).

Redding[edit | edit source]

Scout Handbook: In an abandoned building on the easternmost map, south side, on a bookcase. This map is most easily recognizable as Frog Morton's hideout's map. There's lots of mutated rats around.

Scout Handbook: In the Kokoweef mine headquarters, in a bookshelf in the first room.

Scout Handbook: Mines area, western part of town. A bookshelf in a house to the south west. There'll be traps and enemies here if you have the Frog Morton quest, mutated animals unless you've killed them already.

Scout Handbook: Malamute Saloon, in a modern-looking bookcase in the back.

Guns and Bullets: Mayor Ascorti's office in the back of the casino (enter through the Wanamingo Mine).

San Fran[edit | edit source]

Fallout

Vendor: The shop to the left as you pass the main archway sells many, many books. Careful of the 'Chemistry Journals', however, which are totally useless (used only in Fallout 1) and look like Big Book of Science. 'Power Armor Manual' is also useless.

Sierra Army Depot[edit | edit source]

Unarmed Upgrade: Use each punching bag for a total bonus of +10% in Unarmed, or +8% if you have that skill tagged. There is controversy over whether or not you actually get more if the skill is untagged. Confirmation is required. It's a free unarmed upgrade, at any rate.

2 First Aid Books: First floor, room as far South-East as you can get, in a desk.

Guns and Bullets: First floor, barracks locker.

2x Big Book of Science, 1x Deans Electronics, 1x First Aid Book: Third floor, room to the South-East

Deans Electronics: Third floor, room as far to the North-West as you can get.

The Den[edit | edit source]

Guns and Bullets: Get the Guns n Ammo book from the house in which Lara's gang is holed up in.

Vault City[edit | edit source]

Vendor: The main amenities office will sell you books to increase your repair and science skills. This man restocks ever 3-5 days, and will probably be your primary resource for books throughout the midgame.

Fallout 2 New Reno Arms

Free: Go into the information center, talk to the guy there and tell him you like the solidity of a book in your hands. You will get books to increase your repair and science skills if your intelligence is high enough. If it isn't, using mentats is an option.

Reno New 2

Scout Handbook: Get down into the vault, to the storage level. In one of these rooms you will find the yellow book we love so much. It's behind a locked door.

Big Book of Science Autocad 2019 keygen x force. : Same as the Scout Handbook above. This one's behind a door unlocked by default.

First Aid Book: This one is in the lowest level of the vault in the room with lots of lockers, the door to the room is locked.


Back to Fallout 2.

Retrieved from 'https://pihwiki.bgforge.net/index.php?title=Fallout_2:_Skill_Upgrade_and_Book_Reference&oldid=7750'
Find a way into the Sierra Army Base.
Visitor Welcome Sign, Sierra Army Depot, California (circa 2242)
Quest data
LocationNew Reno/Sierra Army Depot
Given ByOrville Wright
RewardMade Man status
Related quests
None

Find a way into the Sierra Army Base is a Fallout 2 side quest.

Fallout 2 New Reno Arms

We all know skillpoints are usually plentiful, but when you play hardcore you should have a full ten points in endurance, and still maintain respectable amounts of agility (should be 10), strength, and perception.

Intelligence will likely be suffering from this, and therefore your skills will aswell. One good way to help this is to become a book worm. Don't put points in skills that can be raised by books - you will be glad when you can raise those untagged doctor, speech or lockpick and still be able to heal yourself, be able to spot encounters on the map (and therefore choose not to be raped by the really dangerous ones), repair machines and use those computer thingies.

So here we compile a list of known books.

Books raise a skill by a number depending on your current skill level, ranging from 6-7 at low skill levels (20-30%) to 1-2 (70-90%). You get twice that amount if the skill is tagged. This stops at 91% (or 92% if you raise a tagged skill from 90%). Reading a book takes from 1 to 10 hours depending on your Intelligence (i.e. 11-IN).

Which books raise which skills?

  • Guns and Bullets - Small Guns
  • Deans Electronics - Repair
  • Scout Handbook - Outdoorsman
  • Big Book of Science - Science (duh)
  • First Aid Book - First Aid (hurrrrr)
  • Not all areas are included, just add them if you find knowledge about books in them. If you are unsure of where in the list to add the new area, please refer to the alphabet.

Gecko[edit | edit source]

Big Book of Science: Acquire some science goodness from the bookshelves in the manager's office (Harold's house).

Deans Electronics: North part of Gecko, in western part of Skeet's repair shop. Loot ahoy!

Klamath[edit | edit source]

Guns and Bullets: As you enter Klamath, follow the street past the Buckner house. You'll see a small field of corn, with a house immediately south of it. Head on in and check the bookcase. You'll find some minor valuables and a Guns & Ammo magazine.

Scout Handbook: One of the kids in Trapper Town (eastern part of Klamath) has a Scout Handbook. Steal it from him/her, nothing bad happens if you get cought trying.

Outdoorsman Upgrade: Talk to Smiley after you rescue him from the Caves.

Unarmed and Melee Upgrade: Talk to John Sullivan and play along with his joke, then say he's pulling your leg. This man gives you a 10% upgrade no matter your skill level (no more than 300%, of course). This makes him great for getting from 140 to 150 instead of spending lots of skill points.

Military Base[edit | edit source]

Deans Electronics: Outside of the base, southernmost tent. It's just lying around on the floor there. Beware wolves.

Deans Electronics: Another one, also on the outside of the base. North western tent.

Modoc[edit | edit source]

First Aid Book: The bookcase behind Grisham.

Guns and Bullets: Go out east of Grisham's house, into the outhouse. There's a Small Guns book next to the toilet.

New Reno[edit | edit source]

Deans Electronics: Back room of New Reno Arms (in the western-most part of New Reno) can be entered if you have a bit of lockpicking skills. You can also blast it open with a bomb. There are major amounts of good loot here, as well as a wonderful blue book.

Guns and Bullets: The other back room in New Reno Arms, but you'll either have to kill the owner or sneak past the dogs. It's in one of the smaller bookcases that a dog stands in front of.

Deans Electronics: In Boss Salvatore's room, north side, in a bookcase.

Scout Handbook: Renesco has one, barter for it.

Prizefighter: Becoming a prize fighter will give you a slight bonus to unarmed, and each match will increase your resistance to normal damage by giving you 3 soak and 1% immunity per fight. The damage resistance is more than worth it. You can play five matches in all if you lose one of them (easily done by kicking the masticator when you meet him).

Redding[edit | edit source]

Scout Handbook: In an abandoned building on the easternmost map, south side, on a bookcase. This map is most easily recognizable as Frog Morton's hideout's map. There's lots of mutated rats around.

Scout Handbook: In the Kokoweef mine headquarters, in a bookshelf in the first room.

Scout Handbook: Mines area, western part of town. A bookshelf in a house to the south west. There'll be traps and enemies here if you have the Frog Morton quest, mutated animals unless you've killed them already.

Scout Handbook: Malamute Saloon, in a modern-looking bookcase in the back.

Guns and Bullets: Mayor Ascorti's office in the back of the casino (enter through the Wanamingo Mine).

San Fran[edit | edit source]

Vendor: The shop to the left as you pass the main archway sells many, many books. Careful of the 'Chemistry Journals', however, which are totally useless (used only in Fallout 1) and look like Big Book of Science. 'Power Armor Manual' is also useless.

Sierra Army Depot[edit | edit source]

Unarmed Upgrade: Use each punching bag for a total bonus of +10% in Unarmed, or +8% if you have that skill tagged. There is controversy over whether or not you actually get more if the skill is untagged. Confirmation is required. It's a free unarmed upgrade, at any rate.

2 First Aid Books: First floor, room as far South-East as you can get, in a desk.

Guns and Bullets: First floor, barracks locker.

2x Big Book of Science, 1x Deans Electronics, 1x First Aid Book: Third floor, room to the South-East

Deans Electronics: Third floor, room as far to the North-West as you can get.

The Den[edit | edit source]

Guns and Bullets: Get the Guns n Ammo book from the house in which Lara's gang is holed up in.

Vault City[edit | edit source]

Vendor: The main amenities office will sell you books to increase your repair and science skills. This man restocks ever 3-5 days, and will probably be your primary resource for books throughout the midgame.

Fallout 2 New Reno Arms

Free: Go into the information center, talk to the guy there and tell him you like the solidity of a book in your hands. You will get books to increase your repair and science skills if your intelligence is high enough. If it isn't, using mentats is an option.

Reno New 2

Scout Handbook: Get down into the vault, to the storage level. In one of these rooms you will find the yellow book we love so much. It's behind a locked door.

Big Book of Science Autocad 2019 keygen x force. : Same as the Scout Handbook above. This one's behind a door unlocked by default.

First Aid Book: This one is in the lowest level of the vault in the room with lots of lockers, the door to the room is locked.


Back to Fallout 2.

Retrieved from 'https://pihwiki.bgforge.net/index.php?title=Fallout_2:_Skill_Upgrade_and_Book_Reference&oldid=7750'
Find a way into the Sierra Army Base.
Visitor Welcome Sign, Sierra Army Depot, California (circa 2242)
Quest data
LocationNew Reno/Sierra Army Depot
Given ByOrville Wright
RewardMade Man status
Related quests
None

Find a way into the Sierra Army Base is a Fallout 2 side quest.

  • 2Entering Sierra Army Depot

Walkthrough

Orville Wright wants an edge on the other New Reno families; is his edge edgier? It better be, because they all think they have edges too. And for the most part, their edge is you. He tells you of an abandoned military base. There are two ways to get the Sierra Army Depot location on your world map: getting the quest from Orville or going to Golgotha and using a shovel on the grave of Sam Pritchard and looting the map in it.

As you arrive here, note the bodies lying where they fell. Join them, or take out the automated turrets. Depending on your skill level, you may not be able to target them while completely outside their range, even with a sniper rifle, but with such a weapon, you'll most likely have a much better chance of hitting them at far range than they do of hitting you.

Even if you have killed every Salvatore Gang member in the bar, he will tell you that there are other Salvatore Made Men and Enforcers outside of New Reno and they are a threat to the Wrights and still wants the extra firepower.

There is yet another way to get in, however. If you look at the bodies, note how one of them is slightly farther than the rest. Move in a diagonal from the right of the guard structure to the grouping of trees to the left of the center turret; you'll make it through without triggering combat. Of course, having a high sneak skill will work too. Then, you could ignore them or take them out..

There is loot on the ground as well as on the bodies, including, appropriately enough, a sniper rifle, if you don't have one yet.

To the northwest there's a bunker with three traps outside, a trap on the door, and a trap on one of the ammunition boxes inside. Use the Howitzer Shell on the howitzer in the building to the right (which has three mines in front of the door, one in the gap by the truck, and one near the barrels and tires), creating an access to the depot. Anything by the Depot entrance doors at this time will take damage.

Fallout 2 New Reno Arms Basement

Once you're on the inside you can report back to Orville Wright. However, even if you don't the quest is crossed off in the PipBoy, so you just need to visit Orville for your reward.

Fallout New Vegas New Reno

Should you enter the fenced-in area in the northeast corner you'll take electrical damage. In a small room at the bottom of a manhole is a switch which puts the base on backup power[50% normal power]. Consider before using it that this has the effect of reducing the illumination in the Depot, and turns the yellow impassable forcefields in the base into red ones which damage anything passing through them. Alternatively, as with all yellow forcefields, you can use Repair to pass them safely.

Entering Sierra Army Depot

Level 1

After entering the base there is a password note [TCHAIKOVSKY] in the first desk on the left. Typing it in the computer terminal disables Force Fields in Level 1. In the locked room located to the left of the entrance you can find 'Sierra Depot Evac. Notice.'. In the lab located to the right of the entrance you can find Bio med gel (needed for quest) on the ground and in the lockers: Yellow Memory Module, Dixon's Eye (use it to open elevator), Medical Holodisc.

Level 2

Robots will not attack if the alarm is not triggered (don't fail too many times to deactivate force fields).You can get 200 XP for disabling the repair bay computer, on the left side of the level.

Fallout 2 New Reno Arms

Notes

  • The howitzer shell does not work with the howitzer in the basement of the New Reno Arms.
  • Be sure to remember the small room under the electrical generators - it's the only place in the base you can rest safely, and given what's inside the base, resting will probably be a good idea sooner or later.
  • Players with the Slaver Reputation will not be able to take this quest.

Fallout 2 New Reno Families

ArroyoFinish Temple of Trials ·Kill the evil plants that infest Hakunin's garden. ·Obtain flint to have Mynoc sharpen your spear. ·Fix the well for Feargus ·Rescue Nagor's dog, Smoke, from the wilds. ·Retrieve the GECK for Arroyo. ·Find Vic the Trader. ·Stop the Enclave
Broken HillsFix the mine's air purifier. ·Find the missing people for Marcus. ·Beat Francis at armwrestling. ·Break Manson and Franc out of prison. → Blow up the mine's air purifier. ·Divert more electrical power to Eric's home.
DenSabotage Becky's still. ·Get car part for Smitty. ·Return Anna's locket. ·Get book from Derek. → Collect money from Fred. ·Deliver a meal to Smitty for Mom. ·Lara wants to know what is being guarded in the church. → Get permission from Metzger for gang war. → Find weakness in Tyler's gang guarding the church. → Help Lara attack Tyler's gang. ·Listen to Stacy's kitty story
GeckoSolve the Gecko powerplant problem. → Optimize the powerplant. ·Get super repair kit for Skeeter. ·Get 3-step plasma transformer for Skeeter. ·Find Woody the ghoul for Percy. Try the Den.
KlamathRefuel the still. ·Rescue Smiley the Trapper. ·Guard the brahmin. ·Rustle the brahmin. ·Kill the rat god. ·Rescue Torr.
ModocSomething strange is happening at the farm northeast of Modoc. Investigate and report back to Jo. → Deliver Slag message to Jo in Modoc. → Jo is suspecious of the Slags. Find out about the dead bodies at the Ghost Farm and find out what happened to Karl. → Go to the Den and tell Karl it's alright to come back home. ·Cornelius has lost his gold pocket watch. Find it and return it to him. ·Farrel wants you to find Cornelius's gold pocket watch. Find it and return it to Farrel. ·Jonny is missing. Find him and bring him home to Balthas. → Jonny's in the Slag caves. Find a way to get Jonny back home to Balthas. ·Farrel has a rodent problem in his garden. Remove the infestation.
NavarroDeal with the deathclaw. ·Fix K9. ·Retrieve the FOB from the base Commander.
NCRRetrive Parts/Gain Access to Vault 15. ·'Take care of Officer Jack' for Mira./Stop officer Jack from blowing up the power plant ·Complete brahmin drive. ·Kill Hubologist in NCR for Merk. → Retrive papers from Dr Henry. ·Test mutagenic serum on a super-mutant. Try Broken Hills. ·Eliminate Mr. Bishop. ·Deliver Westin's holodisk to Lynette in Vault City. ·Get the map from the NCR Rangers, for Vortis the slaver. ·Free the slaves in the slave pen, for the Rangers. ·Deliver Hubologist's field report to AHS-9 in San Francisco. ·Stop brahmin raids
New RenoRecover your stolen car. ·Find some endorphin blockers to make a cure for Jet. ·Bust up Wright's still beneath the train station. ·Deliver ten Cat's Paw magazines to Miss Kitty. ·Deliver a laser pistol to Eldridge.Made Man quests:
Bishops: Assassinate Westin in NCR without making it look like a murder. → Murder Carlson in NCR.
Mordinos: Deliver Big Jesus's package to Ramirez at the Stables. → Collect tribute from the Corsican Brothers. → Assassinate Boss Salvatore for Big Jesus Mordino.
Salvatores: Track down Pretty Boy Lloyd, recover the stolen money, and make an… example of him. → Go visit Renesco the Rocketman and collect Mr. Salvatore's tribute of $1000. → Help guard a secret transaction taking place in the desert.
Wrights: Find out who was responsible for Richard Wright's overdose. (Suspect: Jagged Jimmy J, Suspect: Jules, Suspect: Lil' Jesus Mordino, Suspect: Renesco) → Find a way into the Sierra Army Base.
ReddingEvict the widow → Find out who cut the whore. → Break up the bar brawl. → Kill Frog Morton. ·Find the excavator chip ·Clear Wanamingo Mine ·Golden Trail
San FranciscoThe tanker needs fuel. ·The navigation computer needs the NavComp part to work. ·You need to use a FOB to access the navigation computer. ·Kill the Shi Emperor. ·The Hubologists need plans for a vertibird from Navarro. ·Steal the vertibird plans from the Shi. ·The Hubologists need fuel for their spaceship. ·Kill Badger so the tanker vagrants will embrace the Hub. ·Kill the AHS-9. ·The Shi need plans for a vertibird from Navarro. ·Steal the vertibird plans from the Hubologists. ·Find Badger's girlfriend in the hold below the ship. ·The Dragon wants you to take out Lo Pan - hand to hand. ·Lo Pan wants you to take out the Dragon - hand to hand, if possible. ·Get Chip's spleen. ·Get some hardened power armor from Crockett. ·Get the vertibird plans for the Brotherhood of Steel.
Vault 13Fix the Vault 13 computer. ·Talk to Goris.
Vault 15Rescue Chrissy → Kill Darion → Complete Deal with NCR. ·Give Spy Holodisk to authority in NCR.
Vault CityGet a plow for Mr. Smith. ·Deliver Moore's briefcase to Mr. Bishop in New Reno. ·Deliver a sample of jet to Dr. Troy. ·Solve the Gecko powerplant problem. ·Deliver Lynette's holodisk to Westin in NCR. ·Rescue Amanda's husband, Joshua. ·Deliver beer and booze (10 each) to Lydia. ·Deliver pliers (tools) and a wrench to Valerie. ·Scout the eight sectors around Gecko and return to Stark. → Enter NCR and return to Stark. ·Find Mr. Nixon ·Gain combat implants
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