[quote=Risewild]
A couple of small tips:
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Put the combat speed to maximum in the game options.
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Do not give up in the beginning (Old Fallout games are not a walk on the park specially in the start).
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Think about your actions, they will have consequences.
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Save every time you enter a settlement/town/area.
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Be careful, you can hit your followers by accident and they can hit you too.
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Be careful, this game has critical failures, and they are not nice (hurt yourself, drop your weapon, lose entire ammo clip you're using at the moment).
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Be careful about failed lockpick attempts, they actually jam locks sometimes.
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Enjoy this great game :D and also the special encounters.
[/quote]
Sweet, thanks for the tips man. Critical failures eh? Sounds like an interesting game mechanic! I've been keeping two backup saves along with my main save, just in case. Any especially good/funny encounters I should look out for?
[quote=TrickyVein]
You're playing Fallout 2 for the first time?
First of all, you rock. My advice for a first-time playthrough is to experiment and be OK with making mistakes. If you don't get the desired outcome of a quest or meet a character that derails you from completing another quest, don't worry. You'll only have a sense of how large the game is and what 'right' actions to take after completing it at least once. Then you can find out how much stuff you missed or didn't do. I highly, highly recommend playing with the Restoration Project by Killap. It makes the game larger and better without changing its core - you'll only understand how awesome it is if you complete the game once without it.
Even though you've already built your character, or are in the process of doing so, here's some advice for putting points into primary and secondary stats:
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Most (good) weapons require a min. Strength of 6 - so unless you plan on PA strength boosting, getting the red memory module or getting addicted to something to boost your stats throughout the game, I'd put at least 5 or preferably 6 points into Strength.
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Max Agility lets you own combat encounters, which is almost required for playing solo with no companions.
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The only combat skill which matters is Small Guns. There are just so many guns that provide opportunities for advancement for your character throughout the game. Energy Weapons are fun and powerful but also rare and expensive and they're not a viable choice for the oil rig (unless you plan on taking a non-combat approach) - energy weapons against weak-armored and fleshy opponents is tons of fun though. Melee and Unarmed are easy to boost to high levels but there are only a few super weapons that make putting points into these skills worthwhile and it requires that you have a pretty tough character. Throwing? Big Guns? Grenades are rare, as are big guns - I've never experimented with these much though there are some pretty fun-looking big guns you can find later in the game.
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Putting points into Speech really pays off.
And:
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Don't sleep with either of Grisham's kids.
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Don't stand in front of Sulik in combat if you give him an SMG.
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Don't kill children.
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Do try and piss off Lynette.
[/quote]
I'm glad you said that, because I forgot to kill the Dunton brothers while helping out Torr, but didn't feel like loading back and taking 15 minutes to beat those damn scorpions again. I'm currently using the high-res patch and unofficial bugfix patch, I'm saving the RP for a 2nd playthrough. I have 7 in strength I'm pretty sure, along with 9 in agility and perception. Don't remember my stats off the top of my head though. I figured small guns would be valuable so I tagged that skill! I ALWAYS put lots of points into speech in any Fallout game, lol.
What's with the stupid kid in Klamath that runs around with his arms up like the wacky inflatable tubeman? I chased him around for a good 10 minutes just laughing at the way he ran and what he said to me, haha.