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Go Back   GameBanshee Forums > Forum Categories > Traditional RPGs > Fallout 1, 2, & Tactics

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  #1 (permalink)  
Old 02-15-2007, 02:26 PM
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Rope usage & others: please post

What I would like you to do here is to write how many times did you had to use the rope, dynamite and so on (I mean using dynamite in Cornelius's Golden watch quest, or rope in the well in Modoc).

As far as I can recall:
- Modoc: Golden watch quest (TNT)
- Modoc: town well (rope)
- the Enclave: power generator (TNT)
- Klamath: rat caves (TNT)

(you ask why I'm writting this post?? Because when having some ropes, I need to know how much can I sell and not deprive myself of the possibility of completing miscellaneous / side quests, so If I know that I need for instance 2 TNT's, then I will not sell them - obvious)

Speak your mind folks
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Old 02-15-2007, 02:37 PM
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Where in Klamat you used TNT?
I can't remember any part in that particular quest which would have needed TNT...

and to add your list:
Military Base: Entrance (TNT)



oh, and btw, shouldn't this been treated as spoilerish?
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Old 02-15-2007, 03:02 PM
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spoiler

Quote:
Originally Posted by Kipi View Post
Where in Klamat you used TNT?
I can't remember any part in that particular quest which would have needed TNT...

*spoiler*





I've used TNT on the door in one of the sections of the underground maze for the rat king quest at Klamath. It's found nearby, and since my lockpicking score was pathetic, I figured it was an omen from the gods to use the fireworks. I don't remember if lockpicks would have worked, or if the door was jammed.
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Old 02-16-2007, 03:52 AM
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You'll need only one rope (yeah, ONE) in entire Fallout 2, so you can freely ditch the other 3-4 you're probably carrying.

@Lazigothi: The door was only locked, so you can save one dynamite if your lockpick skill is good. By the way, all jammed doors un-jam at midnight so that's not much of an issue.
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Old 02-16-2007, 09:30 AM
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Quote:
Originally Posted by Mr. Pastorius View Post
@Lazigothi: The door was only locked, so you can save one dynamite if your lockpick skill is good. By the way, all jammed doors un-jam at midnight so that's not much of an issue.
WOW, thank you! I had no idea they unjammed at midnight. To think all this time I'd save after every attempt and re-load if it said I jammed the lock. That will clear a lot of tedium.
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Old 02-16-2007, 04:19 PM
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THANKS A MILLION MAN!! This info will come in handy... Seeing "the lack of your skills has jammed the lock" was really driving me mad , besides, I read somwhere, that jammed locks unjam after 2 months... but I believe in experience, your experience
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Old 02-16-2007, 04:52 PM
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Oh no, it's not experience. Even I didn't know that until last month.
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  #8 (permalink)  
Old 02-17-2007, 05:02 AM
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well, now you know and you shared your knowledge

4 TNT's as for now and 1 rope. No, wait 5!! Enclave's president!! in order to get his pass key, you have to kill him without informing the guards. WAIT!! 6!! NCR!! Hubologist's church. Carrying a weapon in NCR is prohibited, and one guy in the bazar in this bar tells you to get rid of him. One advice: allow this Hub. priest to erase your memory or something like that, you will get permanent +2 LUCK!!

Last edited by T'rissirahc; 02-17-2007 at 05:10 AM.
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Old 02-20-2007, 07:33 AM
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Quote:
Originally Posted by T'rissirahc View Post
well, now you know and you shared your knowledge

4 TNT's as for now and 1 rope. No, wait 5!! Enclave's president!! in order to get his pass key, you have to kill him without informing the guards. WAIT!! 6!! NCR!! Hubologist's church. Carrying a weapon in NCR is prohibited, and one guy in the bazar in this bar tells you to get rid of him. One advice: allow this Hub. priest to erase your memory or something like that, you will get permanent +2 LUCK!!
Just a note:
You don't actually need explosives to kill those people...
Super Stimpaks do the job as well, maybe it's even easier with SS as you don't need to success pickpocketing those NPCs...
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Old 02-20-2007, 03:55 PM
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and loosing so many Super Stimpacks?? When gathering them during the game, and without using them , by now I should have around 45 - 50 SS. Sorry, but as for me that would be a total waste of medical stuff. Each gives up to 75 HP minus around 12 HP, so that is a gain. Oh, and btw... I'm not an explosive expert, (meaning that I do not have much points in traps - but I'm a thief), however seeing them as they blow up makes me laugh. But what was the most funny assassination that I had ever seen was when I blew up that Hubologist in NCR (it was Zeta scan by the way - and just one more thing: before allowing him to do this Zeta scan, save, because once instead of increasing my Luck by 2, he decreased it by 1) was that after the TNT had exploded, that guy stood still as if he was not even scratched - although you could search his body. Bug?? Maybe... but I went in convulsion

Last edited by T'rissirahc; 02-20-2007 at 03:59 PM.
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Old 02-21-2007, 03:27 AM
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I would say there is so few situations where you would need to assassinate someone without getting caught that using few Super Stimpaks won't hurt you much. This is because you will definately find enough normal stimpaks for the whole game, as well as first aid kits, docto bags and other healing methods. If those run out, then you can rest as well, or use doctors to heal you...
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Old 02-23-2007, 10:07 AM
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I agree to that point. Man, I guess I'll have to use SSs on President, because TNT's don't kill him. I'm thinking about finishing him off with some plastic explosives (heck, don't know how it is called) maybe they will be better, more destructive...
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Old 02-23-2007, 01:15 PM
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Quote:
Originally Posted by T'rissirahc View Post
Carrying a weapon in NCR is prohibited
Not quite 100% true. I think as long as the posted fuzz don't see you, you're fine. When my party pulled out guns to rock 'N roll at the bar with the drunk bodyguard, nothing happens. When just before I initiated dialogue with the Brahmin Drive leader, I pulled out weapons without consequence.

I've never bothered with Stimpacks, etc. for healing. I've always just rested once I make it out of the temple of trials. I do use the Rad Away when radiated though.
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Old 02-23-2007, 03:21 PM
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Quote:
Originally Posted by T'rissirahc View Post
I agree to that point. Man, I guess I'll have to use SSs on President, because TNT's don't kill him. I'm thinking about finishing him off with some plastic explosives (heck, don't know how it is called) maybe they will be better, more destructive...
That could be because President has too much HP to be killed with simple dynamite...
IIRC it takes several SS to kill him, so that would mean that single TNT won't do the job...
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Old 02-23-2007, 03:43 PM
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Heh, Kipi, but the point is that a single charge of tnt used to kill him without any problems... (that was AFTER patching) and now I can't...
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