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Fallout 2 Walkthrough

Section: Sierra Army Depot


Table of Contents
Fallout 2 Books
This is one nasty place, full of turrets and land mines. Your first job will be taking out the turrets. They can dish out damage pretty fast. Marcus comes in handy here, if you've taken him and his minigun along. Otherwise, just snipe at them from a safe distance. They have very limited range.

Loot the equipment on and _around_ the corpses, while you're at it.
Including a sniper rifle, which is very useful if you didn't get it
from the mobsters around New Reno.

Disarm the traps, including the one on the door, and enter the
building on the left side. Get the howitzer shell from the crate
inside. Go into the building with the howitzer on the right side,
load and fire. This will blast open the building to the north. Enter
it.

Before entering the building, you could go into a small underground
room in the area marked "high voltage". The only thing in there is a
switch. Using it will turn the yellow force fields (impassable) into
red force fields (can pass, but take damage), as well as turn off the
lights. Doesn't look to me like any improvement, unless your repair
skill really sucks and you don't have Vic with you. So I didn't.

On the first floor, search the desk for the password. Then use that
password on the computer. Search the level thoroughly, taking Dixon's
eye and the Bio Gel. There's also a combat armour in a locker. Use
the eye on the scanner to call the elevator.

On the second level, use repair on the force field generators to
disable them. Save before trying, though, because too many failures
to disable a shield will triger the alarm. Yup. All those nice big
robots will start shooting at you like crazy. Later on they wouldn't
be a big deal, but right now they are a bit tough, as well as way too
many.

Speaking of the robots, my personal advice is to leave them be for
now. Unless you manage to trigger the alarm, they'll just stand there
and do nothing bad. You can always come back (much) later and kill
them, if you really need the xp.

You can get 200xp for disabling the repair bay computer, on the left
side of the level. There's another computer, which can disable the
plates and fields in the ammo area. At least it said it did. For me,
choosing to disable the fields just disabled the plates again. Bug?
Reading the mail on it will disable the computer, though, so you can
no longer use it. Better leave that for the last thing you do with
it. (Had a good laugh about what videos did the army order :) Check
out the crates. There are a couple more combat armours, and some
weapons and ammo. Including another sniper rifle, a plasma rifle and
some energy cells.

On level 3, there are a couple of laser pistols in some desks, and
some assault rifles and ammo in lockers nearby. Don't touch the
computer in between, though, unless you want to trigger the alarm. A
computer in the northern part wants you to bring it a cybernetic brain
from level 4.

You can get to level 4 with the elevator, with Clifton's eye, which
you can get in the room in the NE corner of level 3. Or by
lockpicking the door to the round elevator on the east side. Be
warned however, that you only get one chance to retrieve the right
brain, and you'll need insanely high science skill. I had 126 science
skill when I finally succeeded! If you don't have what it takes,
better don't even try. (Maybe bringing Myron along would help?) In
any case, save before touching any computer on level 4.

Anyway, even if you do get the brain, and hook it into the robot body
on level 3, and fill it with bio-gel... it's still missing a
motivator. You can get one off one of the small, similarly shaped
security robots. You know, the ones that look like they have a brain
in a glass bowl on top. Beware that attacking a robot will trigger
the rest of the robots to attack you, too. So if you don't think you
can survive that yet, you may want to leave it for later.

Once you fully repaired the robot, check its status on the nearby
computer terminal. If all systems look ok, activate it. Now you get
the option of taking it with you.

The robot starts with pretty good hp, and gets even better. He can't
use armour, but he can use some handguns and rifles. Incidentally,
that does include the M72 Gauss Rifle much later, which is a very good
weapon. (However, it doesn't include the gauss pistol... Not heavy
enough for the robot, or what?) Don't forget to change his battle
orders, since he starts with some pretty bad settings (e.g., set to go
attack unarmed, and he's lousy unarmed.) Another damn good thing
about it, is that it can fully repair itself between fights. Yup,
I've seen him go from a few HP to a full 179 in one go.

Ironically, the robot claims to have good science skill. However, if
you managed to get the cybernetic brain for it, you already have
better science skill. So what's the use?

Now go back to New Reno...

CONTINUED: New Reno (again)
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