TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Fallout 2 » Fallout 2 FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03

Sponsors:

Fallout 2 Navarro Run FAQ
Created By ShadowZero313 (Shane H.) isuckatterran@yahoo.com throwawayyourtelevision.netfirms.com
Started 4/22/03
Version 1.3
__________
|Table of|
|Contents|
~~~~~~~~~~
) Version History
0) Intro
1) Navarro Run Candidates
2) Getting to SanFran
3) Navarro Infiltration (kind of)
4) Making It Out Intact
5) ...Back To Our Regularly Scheduled Program...
6) The End

) Version History v0.0: concept, from way back when v0.1: Kicked around with friends, in April, 2003 v0.5: Worked up motivation to start, 4/22/03 v1.0: Finished, First version, done on 5/6/03 v1.1: Changed Flame Address, added info on idiot FAQ, done 5/13/03 v1.2: First email!!!  Sent up 9/15/03 v1.3: 2nd email.  sent out 1/16/04

0) Intro

My name is Shane.  This is my first FAQ, and it is a fun one.  Fallout 1/2 is an excellent series, with a large amount of replayability.  This FAQ is about a slightly different way to play Fallout 2.  In this method, you run your skinny butt down south to get Advanced Power Armor and absurdly powerful weapons at about level 3.  It can be difficult, but it can also be easy.  Get Ready!  Here is how I will tell directions in this FAQ:

N     E
\   /
\ /
X
/ \
/   \
W     S

I will also assume you have Running set to Always under preferences.

1) Navarro Run Candidates

Nearly all characters can survive and succeed on a Navarro Run.  Some builds have a much better chance with it though.  I'm gonna break it down into the different areas and give advice for each.

Optional Traits:
Usually these are less important, but this build is greatly aided by a couple of traits.  The first of these is Finesse.  At first, the -30% hurts, but the
+10% crit chance will be a great boon to the total amount of damage you will dish out.  The other excellent trait is Gifted.  Even though losing 5 skill points per level hurts a bit, +1 to all primary stats is very, very good.
Also, if you are capable of "packing light", unlike me (275 carry weight, about
400 pounds of goodies), Small Frame is worth a try.  It will get you an extra stat point, at the measly expense of losing about 10 carry weight per point of strength you have.  I'm taking Finesse and Gifted.

Primary Stats:
Most of this will follow common sense.  This will be slightly biased, as I perfer to play a smarter and more agile character.  Since I'm taking Gifted, I have a total of 47 stat points to dstribute.  Also, remember about the "Gain
(Stat)" perks.  They can give a little bit of leeway, as long as you don't mind having certain stats off of what you might otherwise have.

Strength:  The physical strength of your character.  Her/His ability to proberly handle weapons of enemy destruction (WED).  His/Her power in mele‚ combat.  Strength modifies Mele‚ Damage, Carry Weight, Starting HP (1 ST=1 HP), and the more physical skills.  This is NOT a build that requires an astronomical beginning strength rating.  Since the goal is to get early APA, any Strength over 6 is wasted, as APA adds 4 strength to you.  Also, remember that you can take Gain Strength at lvl12.  The last permanent gain is the strength module, but I don't remember where to find it.  I set mine at 5 (42 pts left)

Perception:  The ability of your character to tell what's around him/her.  How refined your senses are.  Perception modifies Sequence, ranged accuracy, and skills where the ability to observe details is important.  Depending on whether you go mele‚ or ranged will determine how you set this stat.  I'm a career shooter, so I set this above average.  I havevn't yet calculated how perception is used to modify ranged accuracy, but I am very sure that it is related to the distance between you and your target, and any enviornmental conditions (night).
Since the base accuracy is based on the skill percentage for the chosen weapon type, theoretically you can still pull max accuracy with 1 perception with high enough weapon skills.  Unfortunately, with 1 preception: a) You start with 2 sequence, and b) You will likely be surrounded in random encounters.  Not good.
You could supposedly hit them, but only if you somehow manage to survive 1 full turn of being figuratively raped by large, ugly creatures.  Not good, once again.  Since I play ranged, I want to take Sniper at lvl24, and I also want to start with a bit of distance between me and my assailants.  I set mine at 6 (37 pts left), as I will take Gain Perception, and find the perception module by lvl24.

Endurance:  The ability to "take it like a man".  Your natural resistance to venom and the radiation that is ever-present.  How fast you heal.  This stat modifies your Starting HP (1 EN=2 HP), Poison/Rad Resists, Healing Rate, HP gain per level, and Outdoorsman.  Endurance is a casualty when I need more stat pts.  None of the things it modifies leave a very big impression, because poison and radiation happen anyway, with 6 endurance you still only get 4 HP per level, and Healing Rate is useless when you have a time limit that you will probably never get to.  If you want to improve it, there is the usual methods:
Gain Endurance, and the endurance mod-chip.  Since I didn't have to drain it, though, it is set to 6 (31 pts left).

Charisma:  The ability to impress people.  A representation of your general people skills.  The ability to coax a person to what you would like them to do.
Charisma modifies the # of NPC slots in your party, people's reactions, barter prices, and skills that revolve around other people.  Unlike Fallout, there are more NPCs you can recruit into the ranks, and they improve their abilities occaisionally.  There are 4 useful NPCs (Sulik, Cassidy, Vic and Goris), where in Fallout, you can get Ian and Dogmeat.  Of course, there is the same two ways to bring it up, but getting both 2nd level implants will drop your Charisma by a total of two, so that evens out.  I set mine to 6 (25 pts left), because I need more pts for the last three stats, but I will have to drug up to 8
Charisma to get 4 NPCs.

Intelligence:  Your mental abilities.  How knowledgeable you are.  How well you learn from experience.  Intelligence modifies skill pts(5+2 X IN), conversation options, and skills that require knowing what you are trying to do.  I like smarter characters, since they get lots of stat points, and have more ways to mess with people in conversations.  I'm putting 9 here (16 pts left), and I'll get one of the stat boosters.

Agility:  The ability to move quickly.  Your physical dexterity.  The speed to dodge attacks.  Agility modifies Armor Class, Action Points, and skills that require manual dexterity.  I really like agility.  It is a factor in almost all skills, increases the amount of attacks you can get off, and helps in the AC department.  Same two boosters as all the others, I'll find one, and set
Agility at 9 (7 pts left).

Luck:  The ability to bend randomness to your side.  How fate seems to affect your life.  Luck increases Crit Chance, type of random encounter, and skills that rely on luck.  You can take Gain Luck, but the other method is odd.  You go to the Hubologists in SanFran, and get a zeta scan, saving beforehand.  The scan can give you +2 Luck permanently, so 7 luck is all you need, and what I'll take. (0 pts remaining)

As of right now, my stats are as follows:
Strength: 05         Hit Points: 030/030         Sequence: 05
Perception: 06        Armor Class: 009         Healing Rate: 01
Endurance: 05      Action Points: 09       Critical Chance: 017%
Charisma: 06       Melee Damage: 01          Carry Weight: 150 lbs.
Intelligence: 09        Damage Res.: 000%       ::: Traits :::
Agility: 09     Radiation Res.: 010%           Gifted
Luck: 07        Poison Res.: 025%          Finesse

Tag Skills:

This will also be a lump.  Speech is very important, so you can BS without relying on a big gun, if the Shi-ite hits the fan.  Also, since you cannot scam merchants so easily as in Fallout, Barter should be tagged, so you can afford ammo and that stuff.  Now we need a combat skill.  All six combat skills have an excellent weapon that can be acquired in a Navarro run, so it is your choice.  Small Guns gets the H&K G11E from killing a Hubologist party, Big Guns has its choice between different miniguns in shops, Energy Weapons gets the
Pulse tech weapons from the Brotherhood, Unarmed gets Power Fists found all over, Mele‚ can find a Super-Sledgehammer in the Navarro base, I believe, and
Throwing gets Plasma Grenades from many sources.  I'm taking Small Guns now, and I'm gonna tag Energy Weapons with the Tag! perk.

Here is the complete setup, after pressing done:


FALLOUT
VAULT-13 PERSONNEL RECORD
25 July 2241  0824 hours

Name: Girl               Age: 16               Gender: Female
Level: 01                 Exp: 0            Next Level: 1,000

::: Statistics :::
Strength: 05         Hit Points: 030/030         Sequence: 05
Perception: 06        Armor Class: 009         Healing Rate: 01
Endurance: 05      Action Points: 09       Critical Chance: 017%
Charisma: 06       Melee Damage: 01          Carry Weight: 150 lbs.
Intelligence: 09        Damage Res.: 000%
Agility: 09     Radiation Res.: 010%
Luck: 07        Poison Res.: 025%


::: Traits :::
Gifted
Finesse

::: Karma :::
Karma: 0 (Wanderer)

::: Reputation :::
Arroyo: Idolized

::: Skills :::                ::: Kills :::
Small Guns ..... 051% (tag)
Big Guns ....... 008%
Energy Weapons . 008%
Unarmed ........ 048%
Melee Weapons .. 038%
Throwing ....... 026%
First aid ...... 040%
Doctor ......... 030%
Sneak .......... 042%
Lockpick ....... 035%
Steal .......... 037%
Traps .......... 035%
Science ........ 046%
Repair ......... 037%
Speech ......... 060% (tag)
Barter ......... 054% (tag)
Gambling ....... 045%
Outdoorsman .... 038%


::: Inventory ::: 1x Spear

Total Weight: 4 lbs.


Now we are ready to start our grand adventure!!!

2) Getting to SanFran

Temple of Trials Entrance

Now you could watch a movie of a beautiful woman :) telling you what you need to do, or you could read this:  Arroyo needs the G.E.C.K. (Garden of Eden
Creation Kit) to survive and prosper.  Then the screen whites out, and you are on the steps of the Temple of Trials, with only the clothes on your back and the spear in your inventory.  Equip the spear, which deals 3-11 normal damage, and has a reach of one hex out, then enter the temple.

Temple of Trials: Foyer

At the beginning of the area, a message about your surroundings will appear on your monitor. Woop-de-do.  There are two Giant Ants in the first room.  Fight them or avoid them, your choice.  They give 25 exp each, so I don't think they are worth it.  However, the can detect you and start combat from a good distance away.  The path then branches off east and west, but I'm lazy, so I don't care about them.  Keep heading north, then you will reach another fork.
Head west, you will reach a door that is locked.  Pick the lock, take your 25 exp, and then move into the next area.

Temple of Trials: Hallway
Jump to page:
01 · 02 · 03

Sponsors:

Other files from this game:
  1. Fallout 2 trainer by System on 14/03/2006, 06:30
    Start trainer and press INFO button
  2. Fallout 2 document by System on 14/03/2006, 06:30
  3. Fallout 2 savegame by System on 14/03/2006, 06:30
  4. Fallout 2 savegame by System on 14/03/2006, 06:30
  5. Fallout 2 document by System on 14/03/2006, 06:30
    Keyboard layout
  6. Fallout 2 document by System on 14/03/2006, 06:30
  7. Fallout 2 savegame by System on 14/03/2006, 06:30
  8. Fallout 2 trainer by System on 14/03/2006, 06:30
    Additional skillpoints and max health
  9. Fallout 2 FAQ by System on 09/03/2006, 09:50
  10. Fallout 2 solution by System on 09/03/2006, 09:50
  11. Fallout 2 hints by System on 09/03/2006, 09:50
  12. Fallout 2 FAQ by System on 09/03/2006, 09:50
  13. Fallout 2 FAQ by System on 09/03/2006, 09:50
    Perks FAQ
  14. Fallout 2 solution by System on 09/03/2006, 09:50
  15. Fallout 2 cheats by System on 09/03/2006, 09:50
  16. Fallout 2 FAQ by System on 09/03/2006, 09:50
    Navarro Run FAQ
  17. Fallout 2 FAQ by System on 09/03/2006, 09:50
    Car FAQ
  18. Fallout 2 solution by System on 09/03/2006, 09:50
  19. Fallout 2 hints by System on 09/03/2006, 09:50
    Character Guide
  20. Fallout 2 FAQ by System on 09/03/2006, 09:50
    Endings FAQ
  21. Fallout 2 solution by System on 09/03/2006, 09:50
  22. Fallout 2 FAQ by System on 09/03/2006, 09:50
    The OFFICIAL Katman Fallout 2 FA
  23. Fallout 2 solution by System on 09/03/2006, 09:50
    The Ultimate Melee Fighter Guide