Fallout 2 Gecko Pelts
To get him, you'll either need to complete quest #2 or simply pay Maida. Of gecko skinning and you'll now have the opportunity to pick up gecko pelts from their. Nov 21, 2016 - Fallout 2 General Discussions Topic Details. You need the gecko skinning perk to be able to get pelts or hides from them. Gecko pelt is a miscellaneous item in Fallout 2. Characteristics edit edit source This is the dried and cured hide of a little gecko. Locations edit edit source Found on dead geckos with the Gecko Skinning perk.
Hello everyone, Infernox here. I was the guy that made the Fallout 1 post a couple weeks back. After completing the game, I decided to try out Fallout 2. Now people call it a massive improvement over the original and I agree. However, the game isn't afraid to throw some unfair shit at you even at the start of the game. So, as someone who's been tinkering with the game and with constant restarts, I'm gonna help you out. Be sure you're aware of the original game's mechanics before you continue reading on.
Before you start
Install Restoration Project 2.3.3. This restores cut content and quests and fixes things like ammo damage. However, it restores bullshit things like the Kaga encounter so YMMV on the score for this.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
SPECIAL So I'm sure you're aware of what the SPECIAL system is now. That said, let me give a starting view of what I have. Veterans can give you a more extensive viewpoint but this is the quick and dirty from someone just at Vault City.
Strength - 5: Strength dictates how well you use a weapon, your HPs, your melee damage. I keep it at 5 since power armor will boost my Strength anyways and I don't plan to use Big Guns till near the end.
Perception - 7: Perception determines your accuracy. Vets of 1 and 2 will say 7 since the Sniper perk can only be gained with a Perception of 7
Endurance - 5: Your resistance to things like radiation and poison. It also effects your HP as well.
Charisma - 6: Unlike the original, Charisma is a bit more useful here. Now, Charisma determines the number of companions you can have with you in your party. I think with a Charisma of 6, you can have 3 companions in your party.
Intelligence - 8: Affects your speech and the number of skill points you get per level. Of course, going a low intelligence run is possible and can cause some 'unique' conversations but this is a newbie guide so we're doing 8.
Agility - 10: Probably the most important of the 7 stats. It determines the number of action points you can use per round. With an agility of 10, you can use a total of 10 APs per round which is a godsend.
Luck - 7: Determines things like winning at gambling, your crit rate, etc.
Optional traits:
Unlike NV, I use traits in 1 and 2. Here are my preferable choices. And again, vets can tell you which traits are good and which ones are worthless but I'm just giving my 2 choices for the start.
Gifted: Practically a cheesy trait in a nutshell. In exchange for a small cut in your skill numbers, you get an extra point in your SPECIAL stats.
Small frame: a small cut in carry weight in exchange for another point in agility? yes please.
Tag Skills:
Like in 1, 3 and NV, you can tag 3 skills. Or if you're cheesy, you can use the FO1and2 save editor to add a 4th tag skill.(Ik, sue me)
Anyways, here are my 3 tag skills that can a help a newbie out:
Small Guns - Small guns cover things like shotguns, pistols, rifles. When you get your first gun in Klamath, things start to pick up.
Speech - Speech opens up more questlines and conversation options during the game.
Lockpick - there are a lot of locked containers and doors in this game.
Fallout 2 Wiki
If you feel good, you could swap lockpick out for unarmed/melee if you feel like you won't be opening locked things for a while. And melee is gonna come in handy for what's up next.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Temple of Trials
Oh joy, this place. The hated tutorial of this whole game. And for good reason, its bullshit because you're only armed with a spear and if you didn't tag melee, you're gonna have a bad time. Pluglink 9650-eth driver manager download. But, Uncle Infernox is gonna help guide you through this place.
Stay on a straight shot to the end. Don't diverge and try to fight other enemies in the other corridors.
When in combat with the ants; if you miss an attack, run away and let the ants waste their APs. they only have a certain number of APs per turn. so they'll waste their opportunity to attack by trying to catch up. and since you should have an Agility of 10, that's plenty to flee unless you feel confident enough to still fight them.
When you hit the first locked door, just lockpick it. no need to find a key.
when you get to the end door in the 2nd area, there's a vase with a plastic explosive in it. set the explosive to around 20-30 seconds, then drop it from your inventory by the door, and haul ass away from there.
When you make it to the end, one of your fellow villagers will challenge you to an unarmed duel so you'll get through the door. This is apparently a difficult thing to do unless you tag unarmed. There's an easy way to get by him. Either have a high Speech check(via your tag skill) and BS your way through or use your Steal skill and take the key from him. he'll be oblivious and you can use it to get through the door.
Arroyo:
Ah your home. But unfortunately, you have a quest to do so you can't linger for long. So go to the elder's tent and start the quest. But, here are a couple ways to get some free XP before heading out.
One of the villagers lost his dog. Go to the Hunting Grounds to the West and go find him. Don't worry about the geckos. They're practically blind so you can rush by them and get the dog and hurry back.
Use the repair skill on the well to help your nephew. Even a low repair skill can repair it.
Help Hakunin rid the garden of the two spore plants. The spore plants only have a finite number of spikes they can shoot at long range. Let them waste it and then rush in and slaughter them. OR, if you don't feel like fighting them, return later on with a gun and slaughter their ass at long range. Once you finish, talk to Hakunin and he can make some healing powder with Broc Flower and Xander Root(sounds familiar, doesn't it?)
Before you leave, ask the villager at the bridge to sharpen your spear. Get some flint from your bitch of an aunt in the village. You can either ask to get it from her or take it from her by stealing. Don't worry if you lose some karma is you fail to steal it twice. She'll give it to you on the 2nd fail and you can easily regain karma later on.
World Map
Just like the original game, you'll have random encounters on the map. However, the game LOVES to sometimes throw random bullshit at you from time to time. The Kaga encounters for example(in the RP) are exceptionally bullshit. You can always run away if you feel too weak. And another thing, make constant pitstops while travelling to quicksave if you feel afraid you're gonna come across an encounter that will set you back.
Klamath:
Let's start off by going all the way past downtown into trapper town to the west. Ask the guy in the building to give you the key to take care of the rats. Once you get into the next part of the building, look for 3 lockers. They should have 24 rounds of 10mm and 2 rubber boots. These rubber boots will come in handy later on.
once you slaughter the rats, head down into the tunnels. a small door to your guy's left will net some more 10mm rounds in the desk.
after getting past the rats, head down again and you should see a 10mm pistol on the ground. HURRAY! You found your first gun. Use it to slaughter the rat god and the other critters down there. There should also be some more 10mm ammo down there. Now head up the other ladder.
get past the critters and either lockpick the door or blow it up via the dynamite in the cabinet by the door. once you go up the ladder, you should see a run-down Highwayman in the parking lot. Interact with it and grab the fusion cell regulator. This will come in handy later on. Backtrack, grab anything you missed in the tunnels, and head back to downtown.
Now let's meet Sulik, the first companion you should come across in this game. Unlike the 1st game, you can customize companions' attack style, how far apart you want them, etc. You can even use them as a mule if you're running out of space. If you have $350, you can pay for his damages. If not, you can talk to the lady in charge of the store. Her husband is missing so go out into the world map and head to the toxic caves.
Toxic Caves
Ah, the toxic caves, home to the blasted golden geckos. Use your 10mm pistol well here. Now, the radiation puddles are a literal hazard. But if you followed my guide, you should have 2 pairs of rubber boots in your inventory so you should be fine but don't stay too long on the puddles. They'll melt. (If you have Sulik with you, either give him a pair or tell him to stay put so you can find Smiley.)
Once you get past the geckos, you should find Smiley at the end. Don't worry, he has rubber boots so he should be fine provided he doesn't linger on the puddles. Get him (and Sulik, if you have him) and get out of there.
Now return to Klamath and talk to Smiley. He'll teach you how to skin geckos. Trust me, gecko pelts are an excellent source for money later on. If you haven't already, talk to Smiley's wife and ask for Sulik's freedom. If you're in the mood for gecko pelts, visit Southern Klamath and slaughter them. But for now, head back to the world map and head southeast to the Den.
The Den
Now we're in the 2nd town. See all those kids hanging by those stores? They'll steal something from you if you even walk by them. There's an easy way to rid the street of the orphans.(warning: only do this if you have the restoration project installed since this quest was cut)
first, head to the junkyard and talk to Smitty. That fuel regulator you got? It can be used to up the mileage on that Highwayman he has. Yep, you can have a car in this game to make travel time quicker. But, you're missing a component. You won't find this till the Vault City-Gecko plotline later on.
again, if you have the RP installed, head into the residential area. Talk to that kid about his abusive father. Go back to the Den West Side and head to the East Side. Go to Mom's store and ask about the orphans. Deal with the squatters back in the Resident Area. Either threaten them out or just kill them. Don't let them run away or the quest won't be completed.(This can be solved by standing in a doorway and block them.) Once this is done, talk to Mom. Go back to the world map and linger outside for a couple days. Return to the Resident Area to make sure the orphans are there now. Good, now all of the orphans are off the streets.
now, let's get some good weapons and shit. Go to Flick's and Tubby's in West Side and kill them both. Don't worry, the people of the Den won't get pissed except for like an addict or 2 and you can easily scare them away. Again, stand in the doorway to block any attempts of escape and kill them. Once you kill them both, loot them to get weapons, ammo, and finally some better armor.
Now, let's find Vic like the Elder wanted. He got captured by the Slavers in East Side. If you have Vic's radio from his shack in Klamath, you can exchange it for his freedom. He's a bit weak early-game but better weaponry and armor later on will make him a powerhouse.
And that's it. Modoc and Vault City/Gecko are out east. Up to you now on how to beat the game.
Aside of using perks, what can I do during the gameplay in order to change my primary statistics?
2 Answers
Spoilers ahead:
Several of these enhancements require using a machine within a Brotherhood of Steel bunker in San Francisco. To gain access to this machine without killing anyone, complete 'Get the virtibird plans for the Brotherhood of Steel' quest. (And nab the Advanced Power Armor [+3 strength] and Blue Memory Module [+1 charisma] while you are doing it!) Make sure to give to the plans to the Brotherhood of Steel before the Shi, because the Shi will simply take the plans, where the Brotherhood will give you a copy!
All of these notes are disregarding gains through character creation, and through perks.
Strength +1 via surgery, +3-4 via armor
A strength above 7 is usually unnecessary during character creation. This is primarily because you will eventually find power armor which increases your strength by +3-4 depending on the armor. The suits of power armor are as follows: T-51b Power ArmorAdvanced Power Armor, and Advanced Power Armor Mk II. You can also make Hardened Power Armor from T-51b Power Armor.
As posted in the other answer, the Red Memory Module can increase your strength by +1 when used within the Brotherhood of Steel bunker in San Francisco with ACE. You can find this chip in the vault within Vault City. It is behind one of the doors which is jammed on the second floor, and if memory serves, you can get to it with a strength of 7 and a crowbar. (use the crowbar on the door)
You can also use Buffout to temporarily increase your strength by two. This can be useful in several situations, like getting to the memory chip in Vault City, or defeating the super mutant in Broken Hills at an arm wrestling challenge.
Jet will temporarily increase strength by +1.
Perception +1 via surgery
The Green Memory Module can be used in the Brotherhood of Steel's San Francisco bunker to increase perception by +1. This chip can be found in the Military Base East of San Francisco and far West of NCR. It is on the third floor (you will need to repair the broken generator on the first floor) in a locker which is easily accessible without encountering any super mutants.
Mentats will temporarily increase your perception by +2.
Jet will temporarily increase perception by +1.
Endurance
You can only permanently increase this via perks.
You can temporarily increase endurance by +3 using Buffout.
Charisma +1 via surgery, +1 via item
The Blue Memory Module can be used in the Brotherhood of Steel's San Francisco bunker to increase your charisma by +1. You can find this in Navarro, in the underground section, in a locker in the North West corner of the map. If I remember correctly, you need to be told about Navarro's existence before you can go there. Both Matt and Ron will give you a quest to go there.
Mirrored Shades (when carried in an active item slot [the punch or kick slot]) will increase your charisma by +1. You can find these by digging up a grave in Golgotha, or by killing Mason who is a guard on the second floor of the Salvatores bar in New Reno.
You can find Golgotha by either talking to Jules for long enough (you see him when you first enter New Reno), from Myron when you tell him to 'Wait here.' after he has joined your squad (he will offer you a favor, let him tell you about it, you can promptly ditch him afterwords), or by completing the first mission given to you by the Salvatores (where Mason is).
Mentats will temporarily increase your charisma by +1.
Intelligence +1 via surgery, +1 via game story element
The Yellow Memory Module can be used in the Brotherhood of Steel bunker in San Francisco to increase your intelligence by +1. The module can be found in the Sierra Army Depot which can be found by accepting the second quest from Orville Wright; 'Find a way into the Sierra Army Base'. You never have to actually complete this quest, it is just useful to get it so that you know where the base is. You must get this quest before becoming a made man with any other faction in New Reno, otherwise you will never get into the Sierra Army Depot.
The Hubologist zeta scan in San Francisco can increase your intelligence by +1 and luck by +1. But, it can also simply decrease your luck by -1. So you may want to save first. Just let the 'celebrities who are not atall based on actual celebrities' give their speech (North end of the Hubologist compound which is found in the North East corner of San Francisco) and then talk to them about joining.
Mentats will temporarily increase your intelligence by +2.
Agility
This can only be permanently increased by perks. Every point of agility gives you 1 action point, so putting this to 10 (9 if you plan on eventually getting the perk) at the beginning of the game is a good way to go because having lots of action points is very useful.
Buffout will temporarily increase agility by +2.
Psycho will temporarily increase agility by +3.
Luck +1-2 via game story elements, +1 via game encounter
The Hubologist zeta scan in NCR can increase your luck by +1 or +2. But, it can also simply decrease your luck by -1. You may want to save before taking it. You can find this Hubologist alone in a building in the center of NCR.
The Hubologist zeta scan in San Francisco can increase your luck by +1 and intelligence by +1. But, it can also simply decrease your luck by -1. So you may want to save first. Just let the 'celebrities who are not atall based on actual celebrities' give their speech (North end of the Hubologist compound which is found in the North East corner of San Francisco) and then talk to them about joining.
Finally, the Pariah dog can increase your luck by +1 if you kill it before it joins your party. This dog can only be found in a random encounter. If you fail a luck roll, he joins your party and you suffer a loss of -1 luck until you kill him. If you manage to kill him.
There is another way to boost your SPECIAL stats legitimately: (though it is basically a free cheat mode)
Upon completing the game (or at least the main quest) and arriving back in San Francisco having destroyed the Enclave Oil Rig, you can travel to New Reno and visit Father Tully. So long as he is conscious (he is often passed out; you can just rest a little and see if he wakes up), you can talk to him and get a little reward: The Fallout 2 Hintbook. 'Well, THIS would have been good to have at the beginning of the goddamn game.' Using this book will boost all of your stats and skills to their maximum values. And give you a boatload of experience. You can use the book over and over.
Perhaps the best walkthrough for Fallout 2 I have found, which includes all of these details and countless more: https://lemmings19.github.io/fallout-2-walkthrough/
Lemmings19Lemmings19Fallout 2 Gecko Pelts
By using ACE in the Brotherhoods of steel bunker in San Francisco it's possible to install memory modules. These give various bonuses, for example the red module increases your strength permanently by 1.
- Red Module: Strength
- Yellow Module: Intelligence
- Blue Module: Charisma
- Green Module: Perception
In the NCR the Hubologists' zeta scan either raises your luck by +2 or lowers it permanently by -1. You need to be a bit lucky here (hah!) as the increase or decrease effect is random. You could semi-cheat by saving before the scan.
XenoxXenox