2楼的约翰的心脏不好,如果你把从EPA拿来的药给他,他会给你一个隐型小子.或者你可以向他开价400块,也可以先假装买再反悔.这不会对你的道德和在阿比的声望有任何影响.
如果你装了队友装甲显示,那你可以在比利那里买到一件马可世用的盔甲.和比利谈话,问他有没有什么特别的东西.马可世要在队伍里.
引用第18楼ceminambiel于2009-04-17 18:35发表的 :
RP1.2自带的MOD
安装的时候是可选择的
某没有装盖西迪的头像补丁
(秃子老头儿好难看
RP1.2自带的MOD
安装的时候是可选择的
Before you leave, find and speak to the barking man, who is located in the very back of the building that is northwest of Jules. He'll be barking and scratching. If you have 75 science, you can determine that he has a case of epilepsy (more about this later).
Now go see Myron and convince him to join you, and then when you try to ditch him, he will spill the location of either the EPA or Golgotha in an attempt to get you to let him stay. This is the first of two known methods. The other is hit or miss, and involves traveling around the New Reno area until you get the "Traveler" random encounter. The Traveler will put two random locations on your map if you ask; sometimes you get EPA, sometimes not. I would advise not wasting your time hoping to get this. Instead just go to Myron, unless you're playing a stupid character, in which case I wouldn't even bother going to the EPA because in order to get the most out of this area, you'll need decent repair, science, some speech (between 55-75 of each in most cases), and of course, intelligence.
*Note: Make sure you have a rope before traveling to the EPA, as you will require it to gain access to the facility for the first time.
*Note: The Solar Scorcher has been moved from Guardian of Forever to the EPA and Myron is needed to be able to get it. You must talk to Myron first and ask him about how he made jet. Talk to the Doctor and ask him what other drugs he has made, then if he has heard of jet. You can then introduce him to Myron. After talking to Myron, the Doctor will be so impressed that he will give you the Solar Scorcher
Upon arriving you will be warmly greeted by many EPA Spore Plants. As is the custom in the great wastes, greet them back with sizzling hot rounds from your choice of the many fine weapons in today's post-nuclear utopia. Be sure to kill all of them, including the ones just northwest of where you arrive.
From here proceed directly south to the green exit grid.
If you do not have a piece of "junk" in your inventory, go ahead and grab some from this map for quest #2, they are laying around practically everywhere.
Proceed inside to the warehouse facility to meet the doctor, (the only living human of the whole EPA, not including his prisoners). There isn't much to loot from this map, only 5 test tube racks (worthless), bug spray, and the gas mask which you will need once you are underground later on. The mask is located in the southeast corner of the warehouse, hidden behind some blue storage crates, partially showing. (To use it, make sure it is in your active item/weapon slot; similar to the CH+1 sun glasses for example). The gas mask can also be used to protect you in the Broken Hills mine.
*NOTE: There is an alternate entrance to the underground facility that is located in the southwest corner of the map via a sewer drain partially hidden by a large group of rocks. You will not be able to enter right away due to lack of a password, so just take note of this for now, and once accessible, you can use it as the main entrance to the underground compound if your mutated heart so desires.
Actually, you CAN enter an important part of the base this way. It will take you to E2?(see 'Blue level' section below) where you can easily collect some very nice items.
*NOTE: You may receive only one of the following two quests from the doctor initially, based on your stats.
Darek simplifiies this as follows:
1. Science skill at least 71% or Speech at least 101% = Gecko Pelts Quest.
2. Science skill below 71% and speech below 101% but at least one of the weapons skills at 71% or more = Get the Drill Quest.
3. Science skill below 71% and speech below 101% plus none of the weapons skills over 70% = No Quest at all.
1a. Collect Gecko Pelts for the Doctor.
Pretty self explanatory so I'll just give you a nice little tip or two. Smiley the trapper (Klamath) has 10 you can steal from him, how convenient. Otherwise just scour the wastes for gecko encounters (assuming you have the gecko skinning perk from Smiley). Once you have 10 golden gecko pelts in your possession, return to the doctor. No xp for this task, but it opens up quest #2.
1b. Find the tool the Doctor left behind. (750xp)
If you don't have enough science skill, the doc may have use for you yet. Once he gives you this quest, you will now have access to a map which you can travel to via the green exit grid which is now located northwest of the warehouse. This area is swarming with floaters, nasty centaurs, fire geckos, and giant mole rats so be prepared. The best way to describe the location of the drill is to just head straight south until you get to the boards that are hovering over the green radioactive area. Now head west all the way to find the drill. In terms of actual directions, take a right at the first fork, and at the next intersection go through the middle passage. Once at the boards, take a right (west) to find the drill. This is also a great area for experience, so if you have the firepower and a strong will for destruction, clear the whole area for some great exp. Upon returning to the doctor victorious, he will actually be extremely surprised you even made it back alive. Apparently he was sending you to your death. Well, jokes on him, but unfortunately he won't give you any other quests. So you may want to consider adding some science and trying quests 1a and 2.
*Hopefully you have high enough skills for quest 1a, and have the 10 pelts already in your inventory so you can get quest 2 immediately. You may be saying to yourself "Well jeez, wouldn't I want quest 1b since I get exp?" And I would slap you and say "No man!" Believe me, you will probably want the reward for quest #2.
Now it's time to head to the main underground facility so at this point you should travel back to the area you first arrived by heading back northeast to the green exit grid. Once back here, just head directly west, fighting through the small pack of wild dogs, until you come across a large dome-shaped air vent. Attach a and rope and descend. (75xp)
Nothing really to note down here, so just head north and fight your way through the critters. Eventually you will come to a small corridor with an air vent on the north wall, at which point your character will say "I bet I could fit through that vent". Well guess what, you can fit through the vent. (see Screenshot 1, "A") so go ahead and click on the vent to emerge into the Utility Level of the main facility.
As for the basic layout of this facility; for all intents and purposes, all you really need to know is that it has a West elevator, an East elevator, and a main elevator. The main elevator, which is located in the center of the facility (connects to the surface), is permanently out of order, so don't even waste your time poking around at it. Feel free to loot any of the accessible lockers/desks in this area.
Another note: There are quite a few 'dormant' robots in this facility. If you feel like trading ammo for experience points, you can destroy most of them in relative safety. Only those in the immediate vicinity will turn aggessive if you attack one. Once you get the access keycard from the Director of Security, all but the ones on the utility level will vanish. I don't know if destroying them will upset the Director of Security or not.
Before I go any further, I am going to start abbreviating the floors which are associated with both working elevators. You'll notice that each elevator has 4 levels, the Utility level which you start on, and sub-levels 1 through 3, which are conveniently color coded by their trimming (where the floors meet the walls). So here's the basic Key for you to follow:
East Elevators with appropriate sub levels - Abbreviated by the letter E and followed by the number of the sub-level:
E1 - Red Level, East Sub-level 1
E2 - Violet Level, East Sub-level 2
E3 - Green Level, East Sub-level 3
West Elevators with appropriate sub levels - Abbreviated by the letter W and followed by the number of the sub-level:
W1 - Orange level, West Sub-level 1
W2 - Yellow level, West Sub-level 2
W3 - Indigo level, West Sub-level 3
If by now you've visited one of the information terminals near the elevators and you're wondering where the "blue" level is, calm down I'm getting there.
Once you're finished with the Utility level, head to the West elevator and descend to W2. You will notice that this is the only sub-level that connects to its adjacent sub-level counterpart - E2. The lockers in between don't really contain anything worth noting here, but feel free to check them out. Just don't forget to have your gas mask equipped. To the far east end of the contaminated area with the lockers, there is a large computer called "Mr. Chemmie". Depending on your science and the current ingredients on you, you can make various types of drugs. The nice thing is, the facility is littered with all sorts of different ingredients, so if you love making drugs, come back here later once you have what you need.
*Darek adds: To the right of Mr. Chemmie, there are two vents clogged up with goo. Click on them to unclog for 50xp each. Once the vents are cleaned, you no longer need the gas mask for this area.
If you have Cassidy in your party and science over 100%, Mr. Chemmie can make heart pills for you. (They can also be found in NCR). Use them on Cassidy and he will no longer die when using drugs.
2. Fix EPA lighting problem. (500xp)
Now backtrack to the yellow area where the hologram is, and examine the top-most generator with science. Once you figure out that you need some junk to repair it, you guessed it, use the junk you picked up earlier on it and..... let there be light! This concludes the quests associated with the doctor in the warehouse (sort of) so head back to him at any point to complete the quest. The doctor's final request is that he wants you to be his guinea pig for a serum he created. Go ahead and accept as this will increase your Agility by 1 permanently!
Now let's continue to W1 to receive the remaining quests from our holographic friends. Loot this area to your hearts content, then proceed to the room with 2 computer terminals and 3 large machines on the wall that have 4 reels each (next to the room with the holograms, separated by a double wall). Use the left computer terminal (see Screenshot 4, "K") and run a diagnostic to determine the issue. Now use science on the same terminal to repair the magnetic coil (100xp), which will now enable you to speak to the 4 holograms in the other room that you've been dying to chat with.
Let's start by speaking with the Director of Ground Maintenance to get your reward for quest #3 which you've already completed (that's how I roll).
3. Clear out the plant problem. (300xp)
Assuming that you killed all of the plants in the beginning like I suggested, speak to the Director of Ground Maintenance for your reward. He will give you a key that will give you access the to the two locked storage buildings (on the surface map with the spore plants, to the west) on the surface which quite honestly has very worthless items, but if you like to hoard weird and useless items be my guest.
*Darek adds: One of the locked storage buildings on the surface map actually contains a very useful object, if you have Dogmeat in your party and like to keep him alive that is. There are two cans of dog food there. Use the dog food on Dogmeat and he regains full health when injured. I don't know whether it works like the first aid kit and disappears randomly after using it, or if it lasts forever.*
4. Fix the Voice Computer. (500xp)
Back at W1, speak with the Director of Security, (he's the destructive tweaker in regular power armor) and he will ask you to fix a computer for him. The computer is located back in W2, and is easy to spot (makes *BEEP!* and *BOOP!* noises etc...). Use it and run the diagnostic to determine the problem. Now simply use science on the terminal to call it a day.
At this point, take one of the lifts down to level 3. It doesn't matter if you go E or W. Both E3 and W3 have many doors that need a password to open them. These will show a list of false passwords to choose from.
Once you're done trying doors, return to the holograms up on level W1. The Director of Security will give you an access key that will unlock every locked door in E1. The Director of Public Relations is more reluctant. Using your powers of persuasion, (61%, and she will always say no the first time you ask,) convince her to give you the password (ABRE) required to gain access to various locked doors throughout the facility (with the exception of E1, and the door that leads to the "Blue" level, which we'll talk more about next).
5. Fix the hologram that speaks with static.
For this quest head to E1 (since I know at this point you're well on your way here anyways) and unlock the door that leads to the hologram (see Screenshot 5, "M"). After speaking to him you will realize there is an issue with his voice computer as well. The flashing red column of lights (see Screenshot 5, "L") to his right (your left) needs to be repaired, so go ahead and use science or repair on it, then speak with the hologram again. Remember the alternate entrance I mentioned earlier? This hologram will give you the password of "FLOWERPOT" to open that door which leads to it if you ask. This door is located in the south area of E2. This will lead to another area which I like to think is the "Blue" sub-level that all the information terminals mention, but have no details on. I'll go into further details of this area (which you definitely want to visit) later.
6. Fix hologram 00000. (500xp)
Head back to W2 and talk to the hologram (see Screenshot 3, "G"). Try and determine what's wrong through dialogue, and then use repair on the computer located on the wall (see Screenshot 3, "D") to his right (your left) to fix his voice problem (he only speaks in binary). Once that is repaired, speak to him again to reboot him. This also crosses off a quest on your pipboy, so congratulations you just completed the final EPA quest.
I'm not going to go into details about every single item you can find in the EPA, and exact coordinates of its location, but this is where I'm going to point out goodies that I feel are worth noting in case you missed them and also some other information that will lead to quests that don't directly fall under EPA in your pipboy.
E1- The areas most noting here are the north and south locker rooms. Nothing special in the south except the Rocket Launcher. In the north, be sure to check all the containers for items.
E2- The only thing I'm going to mention here is that the south door which requires the "FLOWERPOT" password leads to the Blue level.
E2?(Blue level)- The reason I like to call this the "Blue level" is because there are terminals that refer to such a level, but lack any details concerning it's nature. Although this level does not have any type of blue trim, it's really the only other area that would qualify. Starting with some of the items; in the single brown crate that is relatively centered on the map, you will find some cool environmental armor (AC is kind of low but it has great resistances, and is quite useful if you haven't done the Broken Hills mine quest yet). There's a room to the far east with two workbenches and some lockers. If you are stuck wondering where the heck the alternate exit to the surface is (see Screenshot 6), head to the far west rooms with the large stacks of blue and brown crates. There's a hidden wall punched out in southwest corner of the room with the brown crates. That ladder leads to warehouse map with the good ol' Doc.
*Darek adds: You must have perception of 7 or more and examine the scrap of paper with a password (found on a workbench) to open the locker with the Laser Rifle and Laser Pistol.
E3- The computer under the "Bio-Storage" sign will give you various information regarding critters and such.
Access the file on botany and then download the information to a holodisk for the Abbey quest. Be sure to check the storage tanks for two different types of seeds. If you're bored, plant the experimental seeds in room to the north (use the fertile ground, see Screenshot 7, "N") for 100xp and wait a day or so. Eventually a glorious spore plant will spawn and henceforth need to be eliminated.
*Darek adds: Planting experimental seeds in EPA garden does not always produce a spore plant, sometimes it's just a harmless bush, I think it's completely random.*
As far as I know, you should be able to bring the non-experimental seeds to Arroyo and plant them in the garden, buying you more time to find the G.E.C.K.
W1- Nothing to note here, just be sure to check all lockers and such for anything you might want.
W2- See W1.
W3- Starting with items in the northwest locker room, I'll make note of: Plasma Rifle, misc meds/drugs, misc ammo, M60, and an Assault Rifle. Be sure to visit the beeping terminal (see Screenshot 8, "O") to the east to find out some interesting information about the experiments of the facility, and also to obtain a cure for epilepsy (guess how this comes into play). If you keep searching, you may find a hidden note on fluoridation of water for 200xp. To the far middle-west room, there's a talking toaster (see Screenshot 9, "") by the name of "Brave Little Toaster" (anyone remember those books?) Speak to him and find out he needs to be repaired. Go ahead and repair him for 450xp, and speak to him again for some gamblings tips. Apparently he has an IQ of 6000 and knows of a way to "jinx" any slot machine, making it dump out its entire reserve of coins directly into your big fat purse.
To the north there is a terminal which will release one of three possible subjects, based on your stats, from the cryo chambers. Talk to them and watch what happens
Darek adds: The three test subjects:
- One who will die - speech skill highest.
- One warrior who will teach you 20% unarmed - melee skill highest.
- One spy who will teach you 20% sneak - sneak skill highest.
Your highest value of melee, sneak or speech will determine which character gets extracted. If two of them are equal, it will be random which one of those you get. If all three are equal you get none, but can then try again if you change your skills. You can only extract one test subject!*
Just for fun, try eating the "op Rocks" you find and then drink a Nuka-Cola. Do this by 'using' both from your item slots. (It doesn't work when you use them from inventory.) Be sure to save your game first, and stand as close to the other members of your party as possible.
引用第24楼richtofen于2009-04-19 21:37发表的 :
......我必须对楼上的行为表示极大的敬佩~~~
EPA的内容不但多..而且很复杂~~~~
(这个老的帖子都能被你挖出来~)
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