Fallout 2 Unarmed Walkthrough part 33 : Sierra Army Depot (Exterior)
Father Tully here can give us info on the families in New Reno in exchange for any kind of booze. If you find him passed out on the floor, just wait a few hours until he is back on his feet. If we had a spouse we could divorce them here for a bootle of hooch (this just makes me want to do a newlyweds playthrough more and more). talking to him puts The Abbey on our map. To rob the armory you need to wait until daytime and use the backdoor, the dogs are just for show but they will make the owner come over at night. The mentally challenged individual in the basement can do weapon upgrades for free and is the only place in the game (save for the very end) where we can get the Mega Power Fist. So right now we are technicaly armed with end-game equipment (MPF and our fleshy ones) : spiffy. We also robbed the armory for the Electrical lock-pick. This item will make the next section of the game , at least, passable. On the way to the Abbey (because why not?) we stumble upon the Sierra Army Depot. This place is not meant for you until you are a high leveled character and the game does not play around with the message. Sometimes games will put arbitrary restrictions or bullshit-y plot-based barriers but here you are greeted with 6 (7) turrets armed with miniguns that can do up to 700 points of damage in a lucky crit. Now, the corpses are not for show, a front assault is ridiculous (with 110 stealth maybe not) so we should take the side entrance. Which again is flanked by 2 turrets but regardles it's better than the alternative. This turrets are not a joke and considering we are not using any kind of ranged weapon (the ideal kind to deal with the things) we have to sneak up on them and pray for a lucky critical hit that breaks the Turret's lenses. Once those are gone they can't attack any more. Rise and repeat. To get inside you need to blow a wall with the Howitzer, to use the Howitzer you need a shell, to get the shell you need to go to the shed on the left and pick the lock of the very secure door , that is also booby trapped and flaked by mines. The message is clear : WE DO NOT WANT NEWBIES HERE. I cut a few minutes of this video of me saving every two steps, looking for mines and disarming them . But either you play it safe or you don't play at all, and losing 20 minutes of progress because of a small gaffe is not my idea of fun. The turret right above the garage with the Howitzer is guarding the elecrtrical grid. Turning it off will make a small change in the base propper but it is not one that we should even bother with. And finally : I AM BECOME DEATH, DESTROYER OF WORLDS
Father Tully here can give us info on the families in New Reno in exchange for any kind of booze. If you find him passed out on the floor, just wait a few hours until he is back on his feet. If we had a spouse we could divorce them here for a bootle of hooch (this just makes me want to do a newlyweds playthrough more and more). talking to him puts The Abbey on our map. To rob the armory you need to wait until daytime and use the backdoor, the dogs are just for show but they will make the owner come over at night. The mentally challenged individual in the basement can do weapon upgrades for free and is the only place in the game (save for the very end) where we can get the Mega Power Fist. So right now we are technicaly armed with end-game equipment (MPF and our fleshy ones) : spiffy. We also robbed the armory for the Electrical lock-pick. This item will make the next section of the game , at least, passable. On the way to the Abbey (because why not?) we stumble upon the Sierra Army Depot. This place is not meant for you until you are a high leveled character and the game does not play around with the message. Sometimes games will put arbitrary restrictions or bullshit-y plot-based barriers but here you are greeted with 6 (7) turrets armed with miniguns that can do up to 700 points of damage in a lucky crit. Now, the corpses are not for show, a front assault is ridiculous (with 110 stealth maybe not) so we should take the side entrance. Which again is flanked by 2 turrets but regardles it's better than the alternative. This turrets are not a joke and considering we are not using any kind of ranged weapon (the ideal kind to deal with the things) we have to sneak up on them and pray for a lucky critical hit that breaks the Turret's lenses. Once those are gone they can't attack any more. Rise and repeat. To get inside you need to blow a wall with the Howitzer, to use the Howitzer you need a shell, to get the shell you need to go to the shed on the left and pick the lock of the very secure door , that is also booby trapped and flaked by mines. The message is clear : WE DO NOT WANT NEWBIES HERE. I cut a few minutes of this video of me saving every two steps, looking for mines and disarming them . But either you play it safe or you don't play at all, and losing 20 minutes of progress because of a small gaffe is not my idea of fun. The turret right above the garage with the Howitzer is guarding the elecrtrical grid. Turning it off will make a small change in the base propper but it is not one that we should even bother with. And finally : I AM BECOME DEATH, DESTROYER OF WORLDS