Broken quests, may contain spoilers

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Kashluk

Post by Kashluk »

You can download a patch that fixes the holy hand grenade quest. Nothing special really, just a wicked rat that beats up people in power armor. Oh and a holy hand grenade. Which sucks, by the way.
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Franz Schubert
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Post by Franz Schubert »

I was so sad when I found out there wasn't any way for me to help the Hubologists get to space.
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Post by Stainless »

Heh, I think you can royally screw up your game if you help the hubologists too much. If you kill Badger, redirect the fuel to the shuttle and kill the emperor (along with pissing off Dan so he doesn't talk to you) you can't get the tanker up and running. Although a stupid character who has been alainged can get the AHS-9 to prep the tanker for you.
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Post by Franz Schubert »

You may be right... Though isn't there some way to redirect it yourself without the emperor? On Badger's computer or the shi's computers?
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Post by Stainless »

Well, erasing the emperor ruins the computer. And I've never been able to use Badger's computer. It's been a while since I've tried using his comp, so I could be wrong.
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Post by Canis Lupus »

The downed Klamath Vertibird and the yellow card, I always thought...

Well, you know how you talk to that Enclave guy with the awesome attitude through the Gecko power plant's robot terminal? And how if you piss him off he dispatches a Vert-Assault team to your location? Lynette does want you to kill the town of Gecko, and you do it by getting the Enclave to pay them a visit, right? Well, I thought that the Klamath 'bird crashed on the way back from the Gecko plant, and that a script or whatever to 'block' the canyon location until the Enclave wasted Gecko was never implemented. And that's why the yellow card was on the corpse of one of the soldiers.

Am I right?

And the loaded dice and the marked cards, I thought you used them by planting them on casino dealers and removing the normal dice/cards.
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What about the Café of Broken Dreams, wherein a person wonders aloud where Ian is, and suggests The Abbey?
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Post by Stainless »

I remember tring that marked cards and loaded dice by planting them. Didn't see any noticable differences. Still kept loosing :P

As for the downed vertibird. That's an interesting theory. But I was under the impression that the yellow key card doesn't work on those doors either.
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Post by Canis Lupus »

I don't think it does. Might be an error, or maybe the theory I have is wrong. I hope not. Seems plausible to me.
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Post by E419 »

the holy hand grenade quest isnt that bad, i usually use the demo-map bug and get it early, go to the village elder, then i do something like this:

Hero: Elder! look what i found!

Elder: What is it?

Hero: i dont know, i think it is an object of great power!

Elder: Really? let me see...

Hero: Here, catch!

Elder suffered 300 points of damage
Elder died


MWA HA HA
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Post by jetbaby »

The downed Vertibird was just to give you a peek as to what evils lurk the wastes. The card was useless and, as I recall, someone on the FO2 team said that the only reason the whole thing was there was, as I said, to give you a hint as to what is out there. As for the card... they were bored and wanted to torment minds?
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Post by boywoos »

Isn't there a retinal scanner in San Fran somewhere... just before you enter the tanker?
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Post by eyemaster7 »

And the Hubs spaceship?!?!

I think its a broken quest. You can do everything to make that thing work but in the end the ASH9 says that "nobody is going to stop us". Just that and nothing more.

Put that on your list.
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Post by Canis Lupus »

boywoos wrote:Isn't there a retinal scanner in San Fran somewhere... just before you enter the tanker?
I think it's just decoration... It'd be related to the Enclave, of course, but I don't think it really does much.
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Post by boywoos »

I remember hearing it was something to do with the Shi submarine?
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Post by Stainless »

The ret scanner in San Fran was to do with accessing the submarine, but the sub was taken out.
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Post by Vault Dweller »

For the vertibird, I think that it was a crew that had to kidnap Arroyo or Sulik's tribals but they crashed, so second vertibird was sent to do that dirty work... and eventually succeeded :(

What's the big deal with delivering endorphin blockers to New Reno? It looks like another unfinished quest...
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Post by Strap »

Vault Dweller wrote:What's the big deal with delivering endorphin blockers to New Reno? It looks like another unfinished quest...
I think you mean delivering the Jet antidote (made with endorphin blockers, though that is not an acutal item or anything) to Redding, not new reno. (Myron is in NewReno, and is required to figure out that jet could be "cured" with endorphin blockers).

So-- when you give them to the doctor in redding, it breaks Reno's hold on the miners (they were all jet heads) thus allowing either NCR or VC (depending on what mine you gave the excavator chip to) to gain total control.
(at least I think so...)
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Post by Core Puzzle »

Actually, the endorphin blockers are in Vault City, more specifically with Dr. Troy inside the vault in VC. I think you can do the quest if you bring Myron there and talk to the doc about a cure. Can't quite remember though.
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Kashluk

Post by Kashluk »

That's right. You can't "handle" those e-blockers at any point, you simple come up with the cure HEUREKA and then tell that silly little doctor how the things really are.
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Post by atoga »

Stupid question: Is it possible to mod Fallout 1? If so, people could make it snazzier, fix a few of the broken quests (ie. the Followers spy) and add some of the cooler Fallout 2 features. They could also add a few of the things listed in Per's walkthrough. All in all, that'd make the game worth playing again.

Assuming, of course, that it's possible. But, if it can happen, it would be pretty easy and cool.

Excuse my nub.
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