Alle Statistiken 1 Leitfaden / Komplettlösung

1111111111111111111111111111111111111111111111111111111111111111111111111111111                    FALLOUT 2 ALL STATS 1 GUIDE v 1.1



2.Character Creation



5.Special Thanks


7.Legal Notes

8.Version History


This guide is intended to help the players who want to tray the MOST DIFFICULT
Fallout 2 experience yet, playing with a character with all Primary Stats 1,
Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck
(adjusted with a character editor at the beginning).It will be hard, but also
very rewarding.

A few notes:

Because of the lousy stats drugs will be your best friend. However I used
Mentats only to tell party NPCs to stay put or rejoin, so from Intelligence
point of view,it's also a Stupid run.What that means? First,the dialogue options are very limited,
people won't give you many quests. Second, you can recruit only a few NPCs:
Sulik, Goris, K-9, Dogmeat (but don't bother with the last two).
Third, you can't obtain some locations, like Toxic Caves or Sierra Army Depot.

You'll be forced to have Unarmed as the main combat skill, so it'll be an
Unarmed game also. It's known that the weapon progression is slower at this
type of skill which concludes again a harder game.

Farming encounters around cities in World Map seems a good idea for levelling,
but you must be very choosy with the encounters as you'll have poor weapons.

Note that the game will be very unforgiving if you don't steal. If you feel
that you can't play the game don't be afraid to help yourself with some
important stuff.

Finally, please note that SPOILERS abound. Anyway, obviously, I don't recommend
this guide for first time players.


First,install KIllap's patch.
Then, create a new character and decrease all Primary Stats, SPECIAL, to 1.

Primary Stats:

-Strength 1
-Perception 1
-Endurance 1
-Charisma 1
-Intelligence 1
-Agility 1 (will become 2)
-Luck 1


-Small Frame, to obtain an extra point at Agility, which will increase Action
Points from 5 to 6.
-Kamikaze, to increase a bit the Sequence (from 2 to 7),very small,but you'll
start the turns in some battles still.

Gifted seems to be a good choice, but it isn't, as you'll have only 4 skill
points when you level up (instead of 7 in my build).

Secondary Skills:

-Unarmed,the main combat skill.Can be used with any Strength and it isn't
affected by Perception.
-Big Guns.It will be handy when you'll have a Power Armor and Weapon Handling
Perk, after Military Base. Yup, I'm talking about Bozar.
-Sneak.This isn't a must, only my choice, useful for finishing wounded critters
which run away (You are Unarmed, remember?)

After this copy somewhere all the data form the Character Creation screen,than
raise the Primary Stats,until you don't have any points left.
Now you can start the game. Save immediately and open the save file with
Falche 2 (the character editor).Then put the data in the program.To make it
easy ,here are the stats to be inserted:

S 1
P 1
E 1
C 1
I 1
A 1
L 1

Small Frame

Hit Points 18
Armor Class 0
Action Points 5
Carry Weight 140 (it's a bug in Falche2, you'll end up with 40 in game)
Melee Damage 1
Damage Resistance 0
Poison Resistance 5
Radiation Resistance 2
Sequence 2
Healing Rate 1
Critical Chance 1

Small Guns 29
Big Guns 2
Energy Weapons 2
Unarmed 54
Melee Weapons 24
Throwing 4
First Aid 4
Doctor 7
Sneak 28
LOckpick 12
Steal 3
Traps 12
Science 4
Repair 3
Speech 5
Barter 4
Gambling 5
Outdoorsman 4

Now load the modified save and play the game.At this moment you can install the
High Resolution Patch too.


Level 3 - Quick Pockets, wait with it until you get to Den to buy/steal a
Psycho or 2 Buffouts.

Level 6 - Pack Rat, to raise the Carry Weight to 90 (Metal armor is 35 pounds
and Power Armor weights 42)

Level 9 - Bonus Move, handy for an Unarmed character (needs a Psycho or 2

Level 12 - Weapon Handling, it will be used later to wield Bozar (needs a
Psycho or 2 Buffots)

Level 15 - Bonus HtH Attacks, also needs same drugs.

Level 18 - Action Boy, again needs 5 Agility

Level 21 - Action Boy. Now, with 2 Jets you have 12 Action Points and it's
possible to deliver 4 aimed blows per turn.

Level 24 - Slayer!, baby, you need 2 Buffouts and a Psycho to obtain this.


1.Temple of Trials

Kill the Giant Ants by landing a punch, then retreating. At the end, steal
Cameron's key and unlock the door behind him.


You can kill the plants in Hakunin's garden.
You can repair the well.


Steal the Spiked Knuckles from a Dunton brother and buy a Leather Armor at
Buckner House.

Resolve the rat problem.

Guard the brahmin. Offer to help Torr the very first time when you speak with

Kill the Geckos at the Trapping Grounds.

Note: You should use the skill points to increase Unarmed until 150%.

-after Vault City-

Use the Mentat and take Sulik.The very first one when you talk to him, choose
always the second line in conversation and eventually you'll get him (assuming
that you have 350$ in your inventory).Buy him a Leather Armor from Buckner
House and give this guy a Combat Knife or some Spiked Knuckles.

4.The Den

As you can't barter with Flick, kill him and take this stuff.

Go to Tubby's and buy some Psycho, some Buffouts and a serious provision of Jet
(You'll love this drug, it's cheap and one raises your Action Points by 2 and
this way you can dish out 2 aimed punches per turn).

Kill Joey, take the locket and put Anna to rest.

Take 2 Psycho and waste Lara's band and the men guarding the church.

After that, eat 2 Jets (the drugs,the drugs!) and you will have 13 Action
Points, ready to battle Medzger. Return to Rebecca for the reward.


Guard the brahmin.

You can get a free omlet from Rose each time you talk to her, which fully
restores your hit points .

You can clear Farrel's garden.

You can deliver Slags' message to Jo.

6.Vault City

Buy a metal armor for yourself at Happy Harry's shop.

Return Mr. Nixon doll to Curtis.

Talk to Skeev at the Customs Office and you'll end up like servant (but you
can go anytime).

You can enter the Vault by beeing a servant (once) or by talking with Barkus at
the Servant Allocation Center.
Repair the air vent.
Open the central computer at level 3 and get the Travel Log.
Go to the leftmost room at the lowermost computer and use Science on it for
some experience points.

Be careful that you can be banned from Inner City by many important NPCs.
It's a good idea to choose the option "Shamble off" in conversations.
It's possible to barter with the 2 Amenities still.
Also you can get your first Mentat by stealing off Lynette.


You can't do anything except trade with the merchant Percy.

Return to Klamath to grab Sulik, using the acquired Mentat.

8.Broken Hills

Beware that Doc Hollyday will take you 100$ each time when you talk to him,even
if you only barter.

You can recover Typhon's treasure.

You can relocate the plant.

Take Professor's tests and don't forget to steal his Mentats :)

Also Eric, the ghoul with flies from the east part of town has a ton of Buffout
for grabbing.


On road to Redding, around New Reno, you'll run onto the "Gang" encounter.
Take a Psycho and a Jet and kill them all. One member has a 223 Pistol which
is good for Sulik after he levels and gets 10 Action Points.This weapon has
Penetrate, which means it will ignore the Damage Treshold of any armor.

Until that, still around New Reno, you'll find "Yakuza" encounters.These
guys carry Wakizashi Blades, which also have Penetrate. Give one to Sulik.

Because it's impossible to battle the next locations with some Spiked Knuckles,
make a trip to New California Republic and buy a Power Fist and some ammo.

Nothing to do in the city except to clear the mine from those pesky Wanamingos
for some serious experience. It's a good idea to take a Psycho and a Jet for
this battle.

Note: As you probably reached Unarmed 150% by now, it's a nice idea to put
skill points in Big Guns, for the Bozar, until 125%.


Nothing much to say here except that take 2 Psycho and 2 Jets and be ready to
kick some serious butt.

11.New Reno

Go to the New Reno Arms basement and grab the Small Energy Cells.

Talk to a Wright child and witness the transaction in the desert (choose the
"incest" line). Then, you can kill them all.Take care not to murder any

You can sleep with Ms Bishop, but then you'll have to fight all the Bishop

Whack the Mordinos and the Salvatores. It's a good idea to pop a Psycho and a
Jet for all these battles.

12.New California Republic

Steal a Bozar from Buster's guards.

Before entering the city change the Weapon Proficiency at party NPCs to
something they don't have in stock. This way they'll put away their weapons.

Buy a Combat Armor from Duppo's.

You can kill Hoss, at Dusty's Cantina.

You can take the Zeta Scan.

Talk to Tandi and accept the Vault 15 quest.

Kill officer Jack,the ones who want to blow himself and collect the reward
from Mira, his ex-wife.

Liberate the slaves (without been asked to).

Guard Westin's brahmin. Choose the "Uh" line to gain entrance in the Ranch.

13.Vault 15

Recover Rebecca's daughter, Chrissy.

Kill Darion and the Khans.

Find the location of Vault 13 from the leftmost computer at Level 3.Take some
Mentats and use Science on it.

Return to Tandi at NCR and give her the computer parts. Also expose the spy
with the Holodisk from the computer in Darion's room.

14.Vault 13

Install the Voce Recognition Module from New Reno Arms at the computer on
Level 3, also grab the G.E.C.K. and the Combat Armor (give it to Sulik).

You can chew 2 Mentats and recruit Goris, but I don't recommend it - it's very
hard to be kept alive.

15.Military Base

Pop some Mentats and repair the Power Generator.

Waste all the muties and don't forget the Power Armor here. Now you can use the

16.San Francisco

Buy 2 Mega Power Fists and a Power Armor for you and Sulik.

Clear the hold below the ship.

Kill all the Hubologists then talk to the Shi to collect some experience points

-After Navarro-

Deliver Vertibird Plans to Brotherhood and they'll have the tanker ready to go.
Also access their base and increase your primary stats.

Then, take 2 Mentats, ditch Sulik and sail to the Enclave.


Chew some Mentats and tell Sulik to stay put.

Kill Chris and infiltrate the base. Grab the Advanced Power Armor.

Free or kill Xarn, the Deathclaw.

Murder the Commander with Super Stimpacks and retrieve the Tanker FOB (not
really necessary but wields some experience points).Take some drugs to raise
the Perception and Agility to be able to loot the locker.

Take the Vertibird plans.

Repair K-9, the cybernetic dog.

Take Mentats again and rejoin Sulik.

18.The Enclave

Pass through the maze and grab the Advanced Power Armor MK ll (and the G.E.C.K.
if you don't have it with you ).

The Maze is like this:

1 2 3

4 5 6

7 8 9


Take this approach: 2, 1, 2, 3, 3, 8, 9.

Use a tool on the loose fires to cut the electricity on the floor.

Don't talk with the President, he'll call the guards.

Plant a dynamite next to consoles in the Reactor Room and destroy it.Be sure
that isn't any scientist next to the explosive (use the Push command to move

Now the final:

Pop 2 Jets, 2 Psycho and a Buffout (16 Action Points!) and attack Sergeant
Granite and his squad. Frank Horrigan will come to their help and you will
battle afar from those pesky turrets. Take Granite team first then move to
Horrigan. Shoot him in the right arm to switch to his knife,then in the left
arm to be unable to use his weapon,then in the eyes until he drops.

Then whack the turrets and reach the exit.

Congratulations! You've just beaten the game!


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I can be found at this address: [email protected]


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"The Nearly Ultimate Fallout 2 Guide" by Per Jorner
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v 1.0 December 10, 2009 - first version
v 1.1 December 21, 2009 - changed the Perks for Level 3 and 6, also the Carry

Copyright c2009 Adrian Dumitru Andreiadis