![]() ![]() This will render it useless, only leaving access to the car's trunk. It is possible if the Highwayman is brought to the ladder entrance location for the front half of the car to disappear. The mercenaries' cave appears only in Fallout 2.īoilerplate left in the Tibbets design document reveals the lower area infested with radscorpions was originally going to have had a boss, Spud, as a tribute to the Fallout team's mascot who died shortly after Fallout was completed. This was unintentionally broken in the v1.02 patch by removing the label, leaving an empty space. In the original, unpatched version of Fallout 2, the location for the mercenaries' cave had an existing button for it albeit reused Arroyo's.A second map for the mercenaries' cave location can be found in Bishop's safe.He's the native guide Stark was talking about in Vault City. The background music is " Khans of New California," which was originally used for the Khan Base in Fallout.Cat's Paw - Two, in Angel-Eyes' safe and in a locked footlocker.I dont remember the exact square, but it is somewhere north of Gecko. I had a dream when i was in high school that i attended the punk rock academy. i have the restoration pack, i just cant seem to stumble across it. Angel-Eyes' dog tags, Tuco's dog tags and Blondie's dog tags – In the mercenary captain's lockers. where might i find the abbey couscous625 14 years ago 1.Guns and Bullets – In Angel-Eyes's safe.First Aid Book – In a locker inside their base.Having all three creates a new option in the dialogue box for the safe that allows it to be opened without picking the lock. Inside is evidence of the Bishop family's involvement with the raiders and their attacks on Vault City.Įach of the three raider captains has a locker that contains their respective dog tags. The safe can also be cracked if one has a high Luck stat. Only those with relatively high Traps and Lockpick skills, as well as the appropriate tools, should attempt to open the safe. Used to store sensitive documents, the raiders' safe is both difficult to pick and booby-trapped with explosives. Accessible either from the entrance cave or from a manhole disguised by a small ruined building on the surface, the rear section of the cave is the base of operations for three raiders: Blondie, Tuco and Angel-Eyes. However, it is the deeper reaches of the cave that are of interest to an explorer with a talent for combat. This winding maze-like section of cave does not serve as home to any of the raiders, but multiple sinkholes can drop an unwary explorer into a level below, home to a small horde of small radscorpions. The main, natural entrance to the cave leads into an uninhabited section. The cave is broken into two principal sections, each with its own entrance. ![]() One with sufficiently high Outdoorsman and Perception stats can locate at least one of the two entrances to the cave without the benefit of a map. Their tenacity and success rate has found them hired on by the Bishop family to harass Vault City's trade routes in order to force them into becoming annexed by the NCR. The raiders here are a bit different from the usual lot typically found out in the wastes. From Vault City, the cave is on a heading south-southwest, 7 grids south, one grid west. The cave is located north-northwest of Broken Hills, at a range of 3.75 grid squares. ![]()
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