Its status came as a result of it being one of the first and most trustworthy of Shady Sands' trading partners during its early formative years. Īfter 2186, Junktown became part of the New California Republic as part of the state of Shady and was one of the first provisional states. It is not explicitly stated in the Fallout 2 manual which side the Vault Dweller sided with, as it alludes to both Killian and Gizmo. Gizmo hired a man to assassinate Killian, in order to gain full control over the town. The guards were aware of the illegal activities of Gizmo and the Skulz, but they didn't want to act without proper evidence. They also had a jail, which was guarded by Andrew. Lars headed the guards in Junktown, working for Killian Darkwater. The gates to the town are closed at night. Tycho, a Desert Ranger, also resided in Junktown for a while at that time.ĭrawing weapons in town are not permitted except in self-defense. Other important places in Junktown at that time included the Crash-House Inn, home to the Skulz, and the Skum Pitt, a bar owned by Neal. While Gizmo's Casino brought a lot of tourists and money into the town, problems also came with it. Another big player in the town was Gizmo, a big-time crook and casino owner. In 2161, the mayor of Junktown was Killian Darkwater, grandson of the town's founder, who also ran Darkwaters. The town mostly lives off of trading and has a reputation for open hospitality. As the name suggests, it was built after the Great War out of random pieces of junk, mostly from wrecked cars. Instead of building on the ruins of an old town, he thought it would be better to begin from the ground up. Used by Enclave scientists and techs at Navarro and the oil rig.Junktown was founded shortly after the War by Killian Darkwater's grandfather.One on a workbench behind Quincy at Navarro Main Base. The Quartermaster has one in his inventory.May be sold at the Flying Dragon 8 in San Francisco.One in a desk on level four of the Sierra Army Depot.Found in a desk in the 4th level of the Sierra Army Depot.Two, in desks next to each other on level 3 of the Sierra Army Depot.Used by some mercenaries in random encounters.Can be looted from Salvatore's made men.Given by the Salvatores after coming along to help guard a secret transaction taking place in the desert if loyalty points are high enough.Carried by Mason and the upper floor guards.One can be found in a footlocker in Louis Salvatore's room in New Reno.Can be pickpocketed from General Maxson in the Lost Hills bunker.Can be pickpocketed from Paul in the Lost Hills bunker.Used by senior scribes in the Lost Hills bunker.One of the Children of the Cathedral also carries 40 small energy cells. Three can be stolen or looted from three Children of the Cathedral members in the room overlooking the vat dipping room in the Mariposa Military Base.Larry in the Lost Hills bunker would have given a laser pistol and info about Energy Weapons that gives the player character a +5% bonus to the skill when talked to.Talus gives the player character the authorization key for this once they complete the Rescue Initiate from the Hub quest.Can be given by Mathia for the quest Scout the northern wastes from General Maxson in Lost Hills.Can be found on the fifth floor of the West Tek research facility.Eldridge is willing to pay if someone brings him one of the weapons to examine. This gives the Salvatores an immense advantage over the other "families", and, using the "lightbringers", the Salvatores brutally massacre Mordino family members in the streets, striking fear into all those who oppose Salvatore.Īlthough no family is willing to fight the laser-packing Salvatores head-on, Orville Wright will ask the Chosen One to locate a source of weaponry which would give the Wrights a chance at doing so, and Big Jesus Mordino will contract them to murder Louis Salvatore in revenge for the massacre. In the game, the Salvatores have begun conducting secret transactions with the Enclave (the Chosen One will be asked to guard one such transaction for Louis Salvatore's final quest), trading dangerous chemicals for Wattz 1000s (or "lightbringers" as they are referred to by denizens of New Reno). The pistols have a somewhat important role in New Reno in Fallout 2. In Fallout 2, Algernon in New Reno Arms' basement can upgrade one with a magnetic focusing field, tightening the laser emission which gives the weapon the Penetrate perk. The plasma pistol is a direct upgrade to the laser pistol. Laser weapons tend to become less effective as the game progresses due to the fact that most late-game enemies have high resistance and threshold to laser damage.
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