what does my lockpick and traps have to be in fallout 1 to join theives guild

Notable areas [edit]

  1. Archway
  2. Merchant Centre
  3. Former Town
  4. Heights
  5. Water Merchants
  6. The Underground

Notable characters [edit]

  1. Police guards (dressed in metal armor and combat armor)
  2. Guards for the Far Go Traders, Deckker, Hightower, and Jain
  3. Caravan Drivers/Guards
Townsfolk
  1. Skags (simply in Former Town)
  2. Decker, the criminal leader
  3. Kane, Decker's assistant
  4. Beth, gun shop owner, likes to gossip around
  5. Butch, owns Far Go Traders
  6. Rutger, Butch'southward assistant
  7. Demetre, owns Crimson Caravan
  8. Keri, Demetre'south assistant, has sex with you if you're male person
  9. Sheriff Justin Greene, keeps the police; he'll be on your side when you kill Decker
  10. Deputy Fry, constabulary officer in the entrance of the Hub
  11. Loxley, leader of the Thieves' Circle
  12. Jasmine, Loxley's assistant
  13. Jake, heavy weapons merchant
  14. Vance, drug dealer at old town
  15. Hightower, owns water merchants, quite rich
  16. Jain, Children of the Cathedral priestess
  17. Harold, the one-time mutant at Old Town, has seen Deathclaw
  18. Slappy, crazed uncle of Beth, knows where Deathclaw is
  19. Irwin, his house has been taken over past raiders
  20. Mitch, owns the General Store (or All-In-One store)
  21. Mrs. Stapleton, Librarian
  22. Lorenzo, loan shark, owns Friendly Lending Company

Stuff to become [edit]

  1. Cathedral Robes (probably the most of import item)
  2. Chemicals in Cathedral Armory, most notably the super stim, other stimpacks, RadX's, RadAway's, and whatever Psychos you get plus the Hunting Rifle
  3. Hightower's Necklace
  4. Any stimpacks or guns found off of Hightower's and Jain's guards
  5. Spiked Knuckles (afterward - run across Hub Revisited)
  6. .223 Pistol (ditto)

Stuff to buy [edit]

  1. Combat Shotgun
  2. Sniper Rifle
  3. Combat Armor
  4. Books if your small-scale guns, science, outdoorsman, and repair skills are below 75%. Beware that they can get very expensive.
  5. x+ Stimpacks
  6. Ammunition (exist sure that you have something like 200 rounds for the shotgun, 50 for the sniper, and loads of 10mm JHP for the SMG if you like spraying bullets)

Stuff to sell [edit]

  1. Your leather jacket and your 10mm Pistols for the books
  2. Your leather armors, metal armor, and shotgun for gainsay shotgun and/or sniper rifle
  3. Your Desert Eagles for stimpacks, extra books, extra ammo
  4. Your SMG and maybe a Desert Eagle for the 14 mm Pistol
  5. Your .44 JHP / FMJ ammo, extra armors, kickoff-aid kit and doctors pocketbook for either very big weapons and / or an extra two pairs of dynamite if you can't become the robes (lockpick the door). Besides useful for buying the books.
  6. Your SMG and its 10mm ammo subsequently the brawl with Decker

Notes [edit]

  1. Enter unarmed, and practice not enter gainsay.
  2. Gossip around and buy items from the General Store, books from the librarian, minor artillery from Beth, heavy weapons from Jake, and drugs from Vance, the drug dealer.
  3. Solve the caravan trouble and kill both the deathclaw and the mutant.
  4. Kill Darren Hightower, the eccentric rich person and steal his wife's necklace.
  5. Kill Priestess Jain and her minions.
  6. Plow Decker into the cops. (Post-Brotherhood).
  7. Become to the Thieves' Circle in Old Town, and get the lockpicks and electronic lockpicks.
  8. Help Irwin by killing the raiders that have invaded his habitation.
  9. Rescue the lost Alliance initiate (Post-Brotherhood).
  10. Optionally work the caravan routes. Details below.

When you enter the Hub, yous'll see 4 caravans. Further down south, there are a couple of buildings, and several armed policemen. Head southward to the merchant market (or downtown, as it is called on the town map). Enter the FLC building and kill off Lorenzo and his guards (a better way is getting a loan from him and and so killing him afterwards). Loot his body and his lockers to go lots of cash.

Afterwards, proceed going east until you get to a new area, One-time Town. Get due east, past the abandoned warehouse, and enter the building directly to its right. Talk to Jake, the guy wearing Metal Armor. Ask him about radiation then buy a combat armor, a combat shotgun and a sniper rifle along with their respective ammunition plus some .44 FMJ ammo. (Trade in your old old leather armors, metallic armor, all desert eagles (except for one), shotguns, etc. for the items.) Give Ian the Desert Eagle and the ammo and give Tycho the sniper burglarize. Keep the combat shotgun for yourself and then put on the combat armor. Afterward yous have equipped yourself, head eastward until you get to a warehouse that has guards and a man wearing a leather jacket standing in the center. Talk to him and buy 2 RadX's, one RadAway, and some stimpacks using any backlog inventory that y'all might have. Head dorsum to the merchant marketplace.

Get-go off, information technology is time to help Irwin. Irwin is in a dilapidated shack to the southern end of the merchant marketplace. Talk to him and offer to kill the raiders in his domicile. Kill all of the raiders and optionally raid their corpses. Subsequently you've washed then, head dorsum to the merchant market place and talk to Irwin and tell him that the raiders are dead. He'll give yous a .223 Pistol.

Notation'
You'll demand high karma to complete the quest. To exist on the condom side, it is a good thought to have a karma of 18 or higher.

At present information technology is time to pacify the FLC. Their edifice is on the due south-western stop of the merchant market. Get in the building and talk to the loan shark, Lorenzo. Inquire to infringe some coin. Later on you borrow the money, kill him and his guards. Afterwards, lockpick his rubber and get all the loot.

Go to the eastern end towards the Far Go Traders. Talk to the man in leather armor and accept the job to detect the missing caravans. Later, talk to Butch. Accept the job from Butch, and and then caput towards the gun store in the central quadrant of the merchant market. Talk to Beth and ask her most the Deathclaw. Keep on asking nearly it until she tells you that Harold has seen information technology and that her uncle Slappy mumbles about it sometimes.

Now information technology'southward time to go to Old Boondocks. Head towards the eastern side of the merchant marketplace to go there. When you go to old town, head eastward and become to the building to the northern side (it has guards in information technology). Talk to Jake, and trade all of your excess leather armors for a combat shotgun, combat armor, a sniper rifle, and some .223 FMJ ammo (and some stimpacks as well). Requite the sniper and the .223 FMJ ammo to Tycho. Likewise while y'all're in Old Boondocks, head to the central building occupied by some skags (the edifice has 2 rooms, one huge one and a little i with a stairwell leading to the basement). Go downwardly the stairwell.

You lot'll enter the hideout for the Thieves' Circle. Lockpick all of the doors using your lockpicks. Later y'all get in, talk to the man in the leather jacket (he's to the south). Have the job to find Hightower's necklace. On your way out, talk to Jasmine, the woman in the leather armor standing beside the doorway. She'll give you some other ready of lockpicks also as some flares and a nuke-a-cola.

Go to the south of Quondam Town and enter the building with the man in the green shirt walking around. Talk to him and ask him about the Deathclaw. (He'due south Slappy.) He'll send you to Harold, the mutant. Give Harold $5 and enquire him about the Deathclaw. Go back and talk to Slappy and ask him to have yous to the Deathclaw caverns.

When you go in the cavern, you lot'll automatically get 800 xp. Head to the due east, and and then south until y'all reach the Deathclaw. Kill the Deathclaw past using targeted shots to his optics using the .223 Pistol. After the deathclaw has been killed, kill the dying super mutant at the terminate of the cave. Go his radio (if you don't have i) and his holodisc. Exist sure to read the holodisc. Afterwards, caput back to the merchant market. Enter the Far Go Traders edifice and tell Rutger and Butch that the mutants were causing the caravan disappearances. If they don't buy it, tell them that y'all killed the Deathclaw and that you have evidence that it was the mutants.

Now, with your money, you tin can terminate at the General Store to buy some books and some anti-radiations drugs. Buy a tool and go some RadX and preferably some RadAway.

There is likewise a library in the merchant center that has an unlimited supply of books. Unfortunately, the prices are very loftier. Yous can get science books, repair manuals, gun magazines, etc. in that location. It is amend to buy the books from the General Shop shopkeeper. However, the latter doesn't have an unlimited supply. The books can enhance scientific discipline, outdoorsman, offset aid, and repair skills up to 91%. You need to heighten Science to about 80%, while Repair at 45% is okay. (Actually, yous don't need to, just it is a good thought to.)

You tin also go to the Crimson Caravan (it'south on the northwest side of the merchant heart). You tin loot the desk and get lots of powerful drugs. If yous're male person and want to have sexual practice with his assistant, talk to Demetre (he'southward the guy with the leather jacket and the white undershirt). Have the job offer, and he'll ship y'all to Keri, who is on the left room of the Cherry-red Caravan building. Talk to Keri and tell her that y'all're interested in her. She'll give you three buffouts.

Note
Yous'll need seven Charisma to screw Keri.

Afterwards, become dorsum to the merchant heart. There is a bar called the Maltese Falcon on the west side. When you enter, you lot'll come across a man whose proper name is Kane (he is guarding the southern door). Talk to him, and ask to be taken to Decker for jobs.

When you are taken to Decker, he'll give you lot the quest to kill Darren Hightower. He will offer what is standard Hub pay: $500 up front for accepting it, $2000 for finishing the chore.

Darren Hightower is a rich guy who is head of the water merchants. He has his ain guards and mansion. The Heights, the surface area in which he lives in, is located to the west of the merchant center. Go through there, and impale all inhabitants at that place. They won't give y'all also much trouble, since yous take at to the lowest degree the metal armor and the shotgun that you lot take gotten from Junktown. Kill everyone and disarm the traps and lockpick the footlocker in the building that Hightower is in. Steal the expensive necklace in the locker, and do not sell or trade it at all costs! You lot'll demand the necklace to get the electronic lockpicks, which in turn are needed to get the powered armor quickly. (Yous might need some regular lockpicks to open the locker; if you don't, skim on down until y'all run into Thieves' Circle. If yous accept them, you can use them right now.)

Become back to the Maltese Falcon and talk to Kane. You'll exist taken dorsum to Decker, and he'll give you lot the $2000. Next, he wants Jain, a COC (Children of the Cathedral) priest dead. This may seem a bit odd, just it is imperative that yous do this!!!

Go down south in the merchant centre, and become to the water merchant's area. You'll run into a edifice with radiations signs on a red flag. Enter it. There is a child there; badger her a chip about the flower (don't buy information technology from her). Enquire her almost the holy flame, Lasher, etc. You might accept to do this about three or 4 times to get her to go out. (Why get her to leave? The entire Hub will be against you if you assail her.) A good idea is leaving Ian and Tycho in the merchant center (tell them that they can leave, simply and then talk to them again to become them dorsum). Ian killed the kid one time.

After you become the child to leave, there is a woman in purple robes (Jain). Relieve before talking with her (adequately interesting chat paths). You tin also say what you want to her, since the objective is to kill her (My favorite was when I was pretending to be a COC fellow member and at some indicate on, telling her that her "cups were overflowing with enlightment." Afterwards, but impale Jain and her guards. Two of them have Desert Eagles and are a flake on the hard side, but don't have much armor. You should easily win with metallic armor.

Note
Apparently, if yous kill the Main, Jain is free from the Principal's control.

More chiefly, there is a locked door to the northwest corner of the building. Hone your lockpicking skill here; try about 3 or four times to get the door unlocked. If your lockpicking skills aren't good, come hither after you get to the Thieves' Circle (encounter below).

The room contains many things, including armor, stimpacks, drugs, a rifle, and some imperial COC robes. Take the COC robes. Even though they are distressing when it comes to arming yourself, the robes serve an entirely different purpose, which you lot'll find out. In other words, Delight Keep THEM!

Become back to the merchant center, and go to the police department. Talk to the cop in metal armor, and tell him that Decker told you to kill Jain or the Hightowers. The cop will get mad, and he'll ask y'all to assist lead the assassination of Decker. He'll offer yous again what is standard Hub pay: $300 upwardly front, $thou for completing the chore. The details of the fight are below. You'll also get a boost to your karma and a lot of experience.

When yous are ready, prepare yourself for a good fight. Decker has got Kane and a few other cronies with him. They all take some stiff melee weapon and are all clothed in some blazon of armor. Luckily, you've got two cops and Ian and Tycho on your side. But be ready…both of your NPCs are liable to death. If y'all are non equipped in combat armor, then yous might be likewise. Have at to the lowest degree a shotgun ready, and have near 10 stimpacks to be on the safe side. Subsequently you've killed Decker, talk to Justin Greene to get your bacon. At present it's time to go to the Thieves' Circle to return Hightower'south necklace to Loxley. Go at that place.

Speak with Loxley again and give him the necklace. He'll directly yous to Jasmine, who volition so requite y'all the electronic lock picks as well as lots of money. More experience for you.

Exit Old Boondocks, and go to the Brotherhood. If you lot exercise not know the location, it is on the left of the Hub, past the mountains. Save if you exercise not know, observe it, reload the game, and get to the location (it won't exist on the map, merely you should know the surface area in which it is located. It will appear on the globe map as an unknown location.)

Caravan Notes [edit]

The Hub, of form, is a big merchant trading heart. It is merely natural to find caravan companies in that location who want to hire extra guards. It is a good idea to take a caravan to Necropolis, Brotherhood of Steel, or the Boneyards if y'all don't know where the cities are located. Here is a list of the two caravans:

Crimson Caravan
Their pay is $600, and they get out on the 3rd and the 17th of every month. They go to the Brotherhood of Steel, Junktown, Necropolis, and the Boneyards. The visitor travels on dangerous routes, and so it is a good idea to have something like a combat shotgun and metal armor ready. If yous return to the Hub with them, you get an extra $600. To get the job, talk to Demetre, accept the chore, and then to Keri.
Far Go Traders
Their pay is $400, and they leave on 8th, 18th, and 28th of every month. They become to the Alliance of Steel, Junktown, and the Boneyards. The company travels on safe routes, and then you don't actually need much combat gear - probably metal armor and a shotgun max. If y'all render to the Hub with them, y'all'll get an extra $400. To get the task, talk to Rutger, accept the job, and then talk to the caravan driver in the left side of the Far Go Traders building.
H2o Merchants
Their pay is $200, and they exit on the 1st, 5th, tenth, 15th, 20th, and 25th of every month. They go to the Boneyards and Junktown. The company travels on extremely safe routes, and so having combat gear isn't ever necessary. Like the other caravans, yous can get to the Hub with the company for an extra $200. To get the job, talk to the caravan leader in the Water Merchants edifice, have the job, and then talk to the caravan driver who is standing outside of the building with the brahmin.

The H2o Chip [edit]

If y'all're pressed for fourth dimension (i.e., you don't have the water fleck and time is about to run out), y'all can buy one hundred days' worth of water sent to Vault 13 for $2000 from the water merchants. Even though this move gives you experience, the mutants will exist able to locate Vault 13 faster. You lot'll just accept 400 days to destroy the mutant threats, opposed to 500 if you don't get the chip. I think the 1.1 patch removes both of the dates, merely the 500 day limit will be removed with the patch.

If you desire to find the water flake, go to Necropolis (with your combat armor) and become the h2o chip after yous take the quest to become a special detail from the Glow. Instead of going to the Glow, go to Necropolis kickoff and get the water chip (optionally return it to Vault 13), and so go to the Glow and back to the Brotherhood.

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Source: https://strategywiki.org/wiki/Fallout/The_Hub

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