倒霉狗不知道能不能搞掉,不过收它以后会多得一个Jixed的perk,异常好玩啊……
英文资料的FO2全遭遇事件如下(括号里是遭遇事件难度系数,越高越难出现):
Good encounters include:
A Guardian Portal (8): (Guardian of Forever) You encounter a large stone ring (reference to the Star Trek episode "City on the Edge of Forever"). Walk into it and you'll end up on level 3 of Vault 13 some 80 years ago. Grab the equipment in the lockers and chests, and take the Solar Scorcher from the floor in the armoury. When you're tired of the place, use the beeping computer with the water chip, breaking it for 1000 xp and returning to the stone ring which is now inert.
A man guarding a bridge (10): (Bridge) You come across a chasm, spanned by a bridge guarded by a robed figure (reference to Monty Python's The Quest for the Holy Grail). For some reason, the only exit grid (and your car!) is on the other side. Talk to the guy and he'll ask you first two straightforward questions and then a game-related trivia question (save and reload if you want to see all the trivia questions, there are three of them). If you answer any question incorrectly, you die. If you answer all questions correctly, he grumbles and leaves. If you answer the final question with a counter-question (?la Holy Grail), he dies instead and you gain 500 xp. Funny. Take his Bridgekeeper's Robes, which has the same stats as Combat Armor except that it has no radiation protection and weighs less (and makes you look stupid, so I'd give it to a party member). Should you attack the bridgekeeper, he'll summon up an endless swarm of exploding brahmin that will make things difficult for you. You gain 7500 combat xp for killing him, which must be accomplished by inflicting critical hits as he's nearly impervious to harm (it's possible to get him with an instant kill critical, so if you have Better Criticals and are able to keep off the cows, go for it). If you regret attacking him you can end combat once you kill off the cows and then talk to the bridgekeeper.
IN<4: The conversation will be a bit different. You'll only be able to ask him a question (what his name is) when he asks your name, after that you only get a "wrong" answer and a "correct" answer (both are gibberish, so you may not know which is which).
A giant stone head (10): (Talking Head) You find a big monument head, talking to itself. It's actually the Sacred Head of the Vault Dweller. Listen to it for a while if you like, then use the hand icon to initiate dialogue and listen to what's being said. After a while, you'll have gained a Monument Chunk which, when used, gives you ST +3, AG +3 and Damage Resistance +50. Temporarily, of course. This is exactly the kind of item you end up never using at all. You can skip to the end of the conversation by resting 12 hours with your Pipboy.
You can get 3 more Monument Chunks by using Steal on the head... but if you're detected you'll be instantly slain, even if you don't take anything!
A tin woodsman (6, red): There's a guy in power armour who can't move. Pick up the oil can right next to him and use it on him for a reward of 150 Micro Fusion Cell. If you kill him (easy, since he can't do anything) he has nothing on him.
To my knowledge the Cola Fridge furniture object inside the house (and possibly that particular Stove as well) cannot be found anyplace else. But it doesn't seem to do anything.
The Cafe of Broken Dreams (1): (Cafe of Broken Dreams) You come across a strange establishment. The layout of the buildings is uncannily familiar! Make sure you listen to what everyone here has to say (talk to them to speed up their monologues). Dogmeat, the old mutt, will join your party if you remove any armour you're wearing so that your vault suit shows.
There is another, not so good way of recruiting Dogmeat: using an Iguana-on-a-stick on him. So why is this bad? Well, most of the time it causes my game to crash, that's why. Since the vault suit thing is quick and easy and you usually don't carry Iguana-on-a-stick around anyway, this should not be a problem.
This encounter is unique in the way that it can only be found in the central and southern parts of the world map, while the others can be found anywhere.
The reason why the Cafe effectively has a minimum level of 1 (it should really have been 6) is the same bug responsible for its repopping. Incidentally, this bug cancels out another bug (that the script checks the wrong variable, just as for the second hand grenade encounter) which would otherwise have made this encounter impossible to get in many games. See Addenda for a way to fix both of these bugs at the same time.
The Unwashed Villagers hunting a spammer (6, red): This is a reference to a Fallout Internet community and a real incident with a troll (I think you can still find it archived on Interplay's website). Actually I don't like the way they gang up on the poor spammer, so I just kill them all if I can. So sorry, Internet community. Also they have about 600 rounds of 10mm JHP on them, which could come in handy. There are 6 Stimpaks and a Fruit in a nearby locker. If you do nothing, the villagers kill the spammer and run off the map. If the spammer lives to the end of the battle, he'll just walk around spouting stupid comments.
A crashed shuttle (6): (Federation Shuttle) Looks like a crashed shuttle from the USS Torres (a shame it wasn't a Voyager shuttle, since that's the only starship in known space which is profoundly unaffected by the loss of either shuttles or crew members). Search the bodies for 3 Hypos, which will each restore 75-100 Hit Points when used. Pretty good.
King Arthur's Knights (10, red): You meet a contingent of heavily armed Brotherhood warriors in some old ruins. They'll ask you if you've seen the Holy Hand Grenade of Antioch, and if you say yes and point in a random direction you get $500 for your trouble. Then you ask them about the G.E.C.K., and they'll point in a similar direction. Then they move off the map. You can kill them (tough), but they don't have anything special on them (you only get one weapon, a Gatling Laser).
It is perhaps only to be expected that there have been persistent Internet rumours that the Holy Hand Grenade can actually be found in the game. This is not true, but see the Addenda section for more information.
Pointless encounters include:
The remains of a whale (6): (Crashed Whale) You find a whale smashed to pieces (a reference to The Hitchhiker's Guide to the Galaxy). Nearby is a useless pot of Daisies which is part of the joke. This seems to be the only encounter that doesn't have any potential beneficial or harmful effect. Possibly the Daisies was one of the many things they had something in mind for but ultimately didn't have time to finish.
Bad encounters include:
A lone surviving dog (6): (Pariahs) You find an area strewn with corpses. Guess they got unlucky somehow. Hanging around is a strange dog... who will start following you if you fail a LK check (there's a new one every 10 seconds). This is the pariah dog, who will give you a Jinxed special perk (I can only assume that it does the same thing as the trait; whether they are cumulative is anyone's guess), and lower your Luck to 1. What's more, the dog takes up one of your NPC slots. Yipes! To get rid of the dog you must kill it, and it has 750 HP. If you can't afford to waste the ammo, but have access to the Sierra Army Depot, go to the second level there and put the dog on the electric floor. Die, mongrel, die! If you're evil you can take the dog to the organ extraction chamber and use it twice on the dog to kill it (which will net you 2 Human Brains (!) and -200 karma). If you kill the dog your LK returns to normal, you lose the Jinxed perk, and the dog will show up again on the Pariahs map.
Some would say the Pariahs encounter isn't so bad, because there's a bug you can exploit to raise your Luck. Now I haven't ever got this to work myself and I doubt I will, but the trick is said to be something like this: From the place you arrived on the map, shoot the dog once, then end turn, then end combat. Walk around the dog until you get the message that it takes a liking to you. Check your LK. If it's the same but you have the Jinxed perk, kill the dog and your LK should go up. If your LK has gone down you have "failed". I'm not at all sure if this is the correct procedure and I've never read any explanation of why the bug triggers, but several players have reported success. The Gain Luck perk has been said to be crucial somehow.
Toxic waste dump (6): This area is full of patches of green radioactive goo, with geckos of all kinds moving everywhere. There's nothing else except that you get hit with a massive dose of radiation even before geckos start breathing fire on you from all directions. Not so good. The exit grid is on the right in case you don't want to reload right away.
A herd of brahmin (6): (Mad Brahmin) Brahmin come walking towards you; when they're close enough, they explode, and new ones materialize. Just get out of there before your party members start dying.
Other encounters include:
A trader and guards: Go to the top of the map directly north of Modoc and walk around that block and the area extending roughly two squares in all directions. Eventually you'll get this encounter. Turns out there's a trader named Willy who wants to sell something. Problem is, while talking to him you fall asleep, and must then choose if you want to buy a weapon without knowing exactly what it is. The solution? Use Steal on him before talking to him, and you'll see what the item is. What weapons he might be carrying depends on your level:
1+: Sharpened Spear, Spiked Knuckles
1-3: Knife, Rock, Spear
1-5: Throwing Knife, 10mm Pistol, Crowbar, Club, Brass Knuckles, Red Ryder BB Gun
1-10: Sharpened Pole
3-5: Combat Knife, Desert Eagle .44, Shotgun, Hunting Rifle
6-10: 10mm SMG
6+: 14mm Pistol, Cattle Prod
8+: Ripper
10+: Power Fist
11-15: Assault Rifle, Sniper Rifle
13+: Alien Blaster
15-20: Minigun
The script picks one of these weapons at random and then checks to see if you match the level requirement. If the Alien Blaster was picked you must also pass a Luck check or the result is re-rolled. Strangely enough Willy seems to be an honest trader who only asks the weapon's usual barter value, and even throws in the ammo for free. This means he'll ask $10,000 for the Blaster. As an additional curiosity his male guards all carry 9mm Mausers, a rare weapon. In fact you can kill Willy and his guards and still get the same encounter again.
It's possible in this area to get the encounter "A merchant with some guards" which is just your random trader who won't barter with characters of good karma, but the two groups of people look almost identical. Don't get the encounters mixed up.
Some people in the wrong place at the wrong time: This one is timed to happen on Aug 30 2241 or thereafter. You'll witness three menacing figures with miniguns mowing down some people. Just a little bit of foreshadowing. There's nothing on the corpses.
A band of ruffians led by a Morton brother: You get these after doing quest 1 in Redding. Ordinary battles. Toad is harmless, Newt has a Light Support Weapon, and Snake has a H&K G11E. Sometimes the thugs won't attack if you kill off the Morton brother in the first round. If you choose to avoid a Morton encounter, or run from it without killing the brother, he'll be back later on.
A herd of brahmin: If you travel near Modoc after freeing Bess and the other brahmin, you may find several dead brahmin lying about. Oh well.
关于如何完成亚瑟王的神圣手榴弹任务:
How to find and use the Holy Hand Grenade part 1
(Or, how the village Elder woke up one day to a surprise of decent magnitude.)
Press Ctrl-R in the starting options menu. Choose the map named "rndholy2.map". You're now on the vorpal rat map. You can't do anything in this mode, so save the game and exit by pressing Ctrl-R again. Now load the game you just saved. Things are back to "normal"! The rat will enter combat mode and run at you, but don't worry, it won't actually attack. Go into the cave. Open the chest and search it for... one Holy Hand Grenade! 300-500 damage, it says. Sweet. Exit the cave, save again, and try out the grenade on the rat and Brotherhood knights. Sometimes the grenade won't kill the rat, sometimes it will inflict 9990 damage in addition to its normal damage, and the rat will die. Arthur won't offer any new dialogue, though. Reload the game where you had the grenade and run to the exit grid on the right. You'll find yourself on the world map south of Arroyo. Head there, click past the vault suit cutscene and head on up to the Elder's tent, or Hakunin's, or whatever you prefer. Hello, I found a high-tech gadget for the village, catch! "Arroyo Elder was critically hit for 714 hit points in a forceful blow. Arroyo Elder was killed." Oh, you think?
How to find and use the Holy Hand Grenade part 2
The second hand grenade encounter was indeed supposed to be in the game, and only disabled by a bug in the encounter script. Unlike the vast majority of bugs this one is relatively easily fixed, however, since the script in question exists in a decompiled state and can be made to recompile automatically when you run the game. One such fix was released by TeamX which also increased the relative probability of finding the encounter slightly. Here's how you can implement the most basic version of the bugfix yourself:
Use Fallout 2 DAT explorer or a similar program to extract the file Worldmap.txt from Master.dat on the cd (it's in the data folder).
Put this file in Fallout2\data\data on your hard drive. Telling DAT explorer to unpack the file into Fallout2\data will accomplish this.
Open the file with a text editor and exchange all instances of the string "(372)" with "(614)" (the parentheses are important).
Optionally replace "Encounter, Enc" with "Encounter,Enc" and "(616)" with "(617)" if you want to fix the Cafe of Broken Dreams repopping bug at the same time.
Start the game and play as usual, starting a new game or loading an old one.
And here's how it would have looked in the Encounters section:
King Arthur's Knights fighting a rat (10): (Vorpal Rat Cave) This is a mountain encounter. To get it you must first have encountered King Arthur (but not necessarily talked to him), hence the level requirement. What happens is that as a soon as you enter the map, the knights and rat enter combat mode and have at each other. If you do nothing, the rat will sometimes kill the knights, though they often manage to get in an instant kill critical first. If the rat lives, it'll wander its lair peacefully as long as you don't attack it. Going into the cave you'll find the Holy Hand Grenade. This weapon will automatically kill the rat if you manage to hit it (which is worth 7,500 xp, so I can't think of a much better use for it). Any surviving knights will remain on the map afterwards and none of them has anything to say to you.
Even if you killed some or all of the knights in the first encounter, they'll all be here and not be hostile towards you. I'd kill them again - they each carry 300 MFC on this map.
If you have several NPCs one or more may become "trapped" in the car as you arrive on the map. They'll be freed if you go into the cave.
Another Rock for hoarding! Wahoo. Or in the immortal words of Rock-in-a-sock: "Geez, what are you, some kind of non-rock collector?"
(涉及游戏修改)
网上流传的误区:
stupid Fallout 2 rumours
"I found Sulik's sister! She was in a random encounter with slavers! No, she was in the slave pens in NCR! No, she was in a mystery location on the world map! No, she was in a locker in the Enclave! Really! She was somewhere but I can't tell you how to get there because I made it all up!"
"I got the second Holy Hand Grenade encounter while playing the game! I'd show you the screenshots but I accidentally formatted my hard drive this morning! Look, a three-headed monkey!"
"The Yellow Reactor Keycard opens the Toxic Caves elevator! I mean, it opens the yellow doors in the Gecko power plant! No, I mean, you use it in Navarro! No, wait, you use it on the reactor in the Enclave! At least I think I did once! Maybe I have a version of the game that no one else has, or maybe I just read it somewhere and you can't blame me for passing it on as truth!"
半小时内通关:
How to finish the game in half an hour (if you hurry up)
Start a new character. Let's call him "Road Runner", 'cause this will be a fast one. Stats: good IN (but not 10), good AG and PE (for running from random encounters), not too lousy ST or CH, tag Speech, Steal and Barter. The rest doesn't matter. Run through the Temple of Trials as fast as you can, talk Cameron out of fighting. Leave Arroyo right away ("Meep meep!" Vrooom) and move due south-southeast. You should be able to run from anything you happen to encounter.
Once you arrive in San Fransisco at the bottom of the map, you must acquire some equipment: 10-17 Super Stimpaks, 2 Psycho and 1 Power Armor. To facilitate this, steal Gauss Rifles and H&K G11s from the guards in the shops and the punks on the tanker, also steal the money off the shopkeepers. You can steal Super Stimpaks from Dr Fung as well. The stores on the tanker have Super Stimpaks and Psycho. If the shops don't have what you want at first, rest 4 days then leave the map and return.
When you have the stuff go to the Steel Palace and kill Ken Lee using 10 Super Stimpaks. Go to the Hubologist base and the AHS-9. Now save, use the 2 Psycho (reloading if you get addicted), then talk to the AHS-9. Rest for six hours until your IN returns to normal and put a few of your many skill points into Speech. Go to the tanker and set off for the Enclave.
Take the stairs to the detention area (here you would be attacked if not for the Power Armor), go down again. Traverse the maze, going into the side room to the right for the G.E.C.K. and to the left for two Super Stimpaks if needed, then go down the stairs. Find the President, kill him with 7 Super Stimpaks (each of the guards nearby has one if you don't have enough), take the Presidential Access Key. Go to the stairs at the top of the map, go down, find the scientist at the bottom of this map, tell him to shut down the reactor, then go up, run to the newly opened emergency stairs, climb them, and leave the barracks to the west. Talk to Sergeant Granite until he agrees to take on Horrigan. Go west, keep to the bottom of the screen, use the computer and activate counter insurgency. Stand back and watch Horrigan get killed in a few turns by the turrets and soldiers. Open the door and step out. Finished!