Walkthrough wasteland 2 ranger edition. Miscellaneous. What skills are best to download?

rail nomads camp map

note to the map

  1. Login to the location
  2. Jessica
  3. Where will Ralphie drown?
  4. Topecan with a severed leg
  5. Defuse your bike on the playground
  6. Drug addicts
  7. Radioactive mushrooms
  8. Cemetery, it is possible to dig up a large number of fascinating things, it is possible to reach a medal of honor from a toaster; this medal can be given to Honest John at the Atkinson camp. The star will say Bellona, ​​this is the password for the safe in Darwin's village.
  9. Archive in will be the book “Sunrise of the Midnight Bombardier” +1 to the skill of the air defense technician
  10. House with people
  11. Here is Ralphie, whom we saved while he was drowning in the river; it is possible to take him to our own team. He has an excellent skill in repairing toasters 5
  12. the woman Anna will give us the item “Anna's eagle feather”
  13. It's possible for Scotchmo to take this homeless guy into his own team. If you don’t want him to be on your team, transfer everything he has in his inventory to the second team member and exclude him.
  14. The rotting corpse of a desert ranger. Pick up the Ranger A.K. star from it. and his diary. Give it to General Vargas
  15. This is an entertaining and at the same time slightly tedious quest. Use force on the turtle, then follow it. It will trudge for a very long time and eventually die on the shore and a nest will appear near it, which can be dug up.
  16. A place that you have the opportunity to dig up if you follow the turtle
  17. Aethelwulf Utopia, it is possible to give the captain Ethyl Mercaptan in the citadel
  18. Use the animal taming skill on the statue. A learned rat will come out from under the statue. The owner of the animal will be subject to the effect of the secret of N.I.M.Z. + 1 intelligence
  19. It is possible to use a train whistle
  20. The bar in which Gorkinovich is located that implements the squeeze. You must have the 4th ass-licking skill and then the Gorkinovich distillery mark will appear on the map. In the bar, ask Samuel about the ranger Ace, with your dialogue skills leveled up, he will agree and tell you about the ranger and the robot battle and give you Ace’s diary. If you take Angela Deth into a bar with you, she will shoot him. Contact the base and report.
  21. A gun store where Mr. Holliday will be. It is possible for him to return the goods stolen by drug addicts. The goods are in Atkinson's camp
  22. Dilapidated slot machines. Go inside and talk to Quorex, offer him help. He will ask you to bring an old CD-I device for him. Found in Atkinson's camp, can be purchased from Honest John
  23. Entering this trailer, on the closet shelf, pick up the book “Do Androids Dream of Electric Sheep?” give it to Corporal Flintlock Eggleston at the Ranger Citadel
  24. Trader “Junkie” It’s possible to shove radioactive mushrooms into him, see the location on the map (7)
  25. If Scotchmo is on the domestic team, he will take us to the hiding place
  26. An unusual person will follow us
  27. A dilapidated radio tower, we need to find details for it if we want to attach a repeater to it
  28. The meeting room where the Topecan chief is located
  29. entrance to Atchinson's camp
  30. If you want to steal the golden crutch (does not lead to a peaceful response) Generator. Disarming the alarm before attempting to disable it. Turn off the generator.
  31. Side entrance to the meeting room, you need to disarm the alarm and break in, you need a huge level of skill. This is also necessary in order to steal the golden crutch
  32. The golden crutch itself

A peaceful response to the conflict between the Topekans and the Akinsons

At the time when you deal with the CX center or Highpool, be sure to go to the citadel to sell the trash, buy something and take on other tasks. Upon completion of this task, you will be allowed inside. I won’t describe everything here Additional tasks.

We run to the city center. A woman, Jessie, will run out to meet us and ask for help for a drowning man. Run after her to the bridge and run along it to the pillars.

Ralphie will be in the water, use force on the pillar, he will fall into the water and Ralphie will be saved. Talk to him and go further into the city. On the way you will come across a Topekan with a torn off leg, help him using surgery.

Then it is possible to go to the camp ..... and chat with Kekkaba - report to him that we helped one of the Topekans. Talk to him. He will tell you that they have enmity between the Atkinsons and the Topekans. He doesn’t want us to help him in any conflicts.

In order to get him to talk, you need to find the brake pad.

Go to the Atchinson camp. Talk to leader Casey. If you ask him about the stocks, he will tell you to bring his daughter to him and then he will tell you where the blocks are (the blocks are in the swing next to his house, you need to break them easily). Fundamentally important: but if you bring the pads to Kekkabu, he will tell you that now we will wipe them all off the face of the earth and without that, in general, this is not a solution to the problem.

In order to peacefully resolve the conflict, talk to Casey with a proposal for peace (do not ask questions about the pads). Then he will say that he is ready for a truce if we bring his daughter.

We go again to Kekkab, then you need the smart-ass skill - 6 or ass-licking - 5. If you have one of the skills, he will let Jesse go. Go to Casey again and talk to him. He will offer to meet near broken roads.

Please note that at the end of his phrase the word two is in italics. Write this word directly on the line. Then you offer him a new option: “What if you both began to have it?”

In general, he will agree.

Again we run to Kekkab, he will demand that Casey cut off his left hand and then he will agree to peace. We go to the arrow, which will be near the entrance to the Atchinson camp and talk to Casey about this. He will agree.

Camp Atkinson

Camp Atkinson Map

note to the map

  1. enter exit
  2. Halliday's stolen supplies
  3. rail thieves camps
  4. Camp Atkinson, Melissa
  5. Antiquities of the switchman - Trade Shop Honest John might give him a medal. He will tell you about Darwin. Buy CD-I from him
  6. A house with a broken toaster. Having repaired it, I took a sprayer for liquid fertilizers and give it to Melon Lewis at the CX center. He will give you a melon, use it and you will get the effect melon +1 charisma +2 AP
  7. Chisel is located, if we resolve the conflict between the camps, he will be located at the exit from the rail nomads’ camp, it will be possible to take him into the group good tank, but little intelligence
  8. Casey James Principal Atkinson
  9. brake pads - hidden in the swing, you need to smash them. As has been repeated before, stocks do not lead to a peaceful response to conflict between warring camps.

Gorkinovich Distillery

Gorkinovich Distillery

The mark on the map will appear only after we’ve chatted with Gorkinovich in the rail nomads’ camp, and you need to have the skill of ass-licking more than 4. He will ask you to find his missing party. Find out at the plant and report to Gorkinovich when finished.

note to the map

  1. Larry was surrounded by tramps, here it is possible to use conversational skills in order to peacefully resolve the conflict, or to fight. In addition, if you take Scotchmo with you, he will solve the problem. Ivan will ask us to deal with the honey badgers
  2. Ben, you can give him dried juniper berries, which are available in the toaster in the colony location. For this he will give a special squeeze

Wasteland 2 WORLD in the Rail Nomad Camp walkthrough (part 5) release version 2014 Steam

Wasteland 2 is a computer role-playing post-apocalyptic game developed by the American company inXile Entertainment (the founder of this company is Brian Fargo). The sequel to the legendary Wasteland is available for Windows, Mac OS X and Linux platforms. Fundraising for the project took place through Kickstarter and Paypal. The leader of the Desert Rangers, General Vargas, receives information about mysterious radio transmissions that contain information about the synthesis between humans and machines. In addition, a mysterious voice threatens to completely destroy the so-called guardians of order. Ranger Ace was sent to install repeaters and locate the source of the radio transmission, but he is found dead a few days later. The main characters will have to go to the wasteland and investigate this murder.

Radio tower and SH center

The game starts with creation of a combat detachment. The player can create new characters and distribute specializations at his discretion, or choose ready-made fighters. It is recommended to take into your squad medic, computer specialist ( hacker, hacks various digital devices) and lock picker(It's worth noting that safe-cracking and door-lock-picking are two different specializations).




Ranger Citadel

The main characters arrive as new recruits at the headquarters of the desert rangers, who at this moment are burying their comrade named Ace(he was trying to find the source of the unusual signal). Your squad receives its first combat mission from General Vargas: go to the tower in the wasteland and find repeaters and Ace's diary. Once the necessary items are found, the main characters must contact the Ranger Citadel by radio to receive further instructions. We move to the north of the camp to the ranger, who is clearing the wall of graffiti and discover buried cache(the shovel could be picked up near Ace's grave). Next, we move south and meet Angelou, who wants to avenge the death of her friend and is ready to join your squad (next to Angela is cache, also a buried cache is located near the exit).


We leave the camp and begin to move to the east of the wasteland towards the tower; bandits or wild animals can attack you at any moment. Your squad can travel without problems as long as you have it water, you can replenish water supplies at various locations (the first oasis, which you will most likely find, is located in the east near the mountain, next to the contaminated area).


Radio tower


1 – Boxes (one of the boxes is mined);
2 - Cave (inside there is part of the diary, repeaters and robot)
3, 4 - Boxes; 5 - Radio tower, a group of bandits
6 - Bloody trails, Ace's icon in the bushes; 7 - Bandits
8 - Part of Ace's diary; 9 - Robot leg
10 - Cave, box; 11 - Box;
Inside the cave is statue, when interacting with which your players will receive one skill point. You can also find toaster, after repairing which the main characters will gain access to the content. Let's go to the location "Radio Tower", we move north and find blood stains; in addition, in the bushes you can find ranger badge, which belonged to Ace (6 on the map).


On the eastern road, the corpses of refugees lie on the sand. Local bandits will allow you to pass if you pay a fee, otherwise you will have to destroy all the bandits. To pay duty, you need to meet with the gang leader, he is located near the radio tower (5 on the map).


After clearing the area, we use the radio tower and receive a weak signal; the message contains information that the so-called rangers will be destroyed. We go beyond the fence and find the first part of Ace's diary(on the map - 8), we continue to follow the traces of blood and oil on the sand and find metal leg(on the map - 9).


Next, we turn to the Southeast and follow the tracks to the cave(on the map - 2), inside the cave we enter into battle with a large toad. After the battle we raise part of the diary(we get a mark on the map “Rail Nomad Camp”), two repeaters and study what we found robot, you can find medicines in the box. If someone from your squad has the “Computers” skill, then you can get parts from the robot.


Let's get in touch with Ranger Citadel and report the news. General Vargas sends the main characters to install the found repeaters on two towers in CX center And Haipule(corresponding marks will appear on global map in the south, the player needs to make between these two objects, since only one can be saved from disaster, in this walkthrough the choice was made in favor of the SH center). We leave the Radio Towers location and move south to the agricultural center (on the way to this location you can find an oasis and replenish your water supply). As soon as the main characters approach their destination, distress signals will be sent simultaneously from the CX Center and Highpool.

1 - Carriage, boxes; 2 - Safe;
3,4,5 - Giant insects and animals;
6 - Warehouse;
The door to this building is mined, inside the Warehouse there are several boxes and a safe with a digital lock (the “Computers” skill is required to break into it).
7 - Box; 8 - Safe, Box;
9 - Door to the Central Complex; 10 - Locked room with safe
As soon as your squad approaches the fence, a person infected with spores will appear and immediately die. We move through the hole in the fence and find vegetable gardens with giant insects and animals (on the map - 3,4,5).


After clearing the area, we move north and find locked door(on the map - 9). We talk with the surviving scientists and ask them to open the door (we destroy the plant that blocked the lock).


Central complex


1 - Control Room; 2 - Rose's office; 3 - Rachel;
4 - Mutants, Eastern Greenhouse; 5 - Safe; 6 - Mat's room;
7 - Safe; 8 - Captured scientist;
9 - Western greenhouse, infected rabbits;
10 - Giulio, Satellite dish; 11 - Boxes;
12 - Central corridor; 13 - Tank with nutrients.
We go to the Central Complex and talk with Katie Lawson(on the map - 1), which tells that plants and insects for an unknown reason began to mutate to enormous sizes and attack scientists and farmers. We give the scientist a piece of the rattling fruit to help in the research (next, you need to find 10 more similar fruits). Katie also talks about how satellite dish is shrouded in plants, which means that the main characters will have to bring it into working condition and only then install a repeater. We move through the eastern door and turn right, the main characters meet Dr. Rose(on the map - 2), which will join the detachment (the scientist knows access codes to greenhouses). In Rose's room, behind a locked door, you can find a safe and a box (5 on the map).


At the end of the corridor we meet Rachel, which turns into the Infected (on the map - 3). We clear the area and open the door to the eastern greenhouse.


We enter into battle with mutated insects and protect the embroidered farmers (4 on the map). We collect rattling fruits and dig out several caches on the territory of the greenhouse.


We return to the control room and give Katie the rattling fruits (1 on the map), then we follow the scientist and find out that to cure the fruit infection, you need to bring fungicide, you can find it in the basement at mushroom fields. We move through the western door and turn left, use the skill " Brute force" and knock down the door. We find an explosive fruit and a safe (7 on the map).


In the next room we find scientist Winston (the door to the room will be mined), who was captured by plants (8 on the map). You can free the scientist using the Surgery skill (for example, Rose can do this). In the eastern greenhouse, it is necessary to destroy the mutated rabbits that drove Julio into a trap (on the map - 9). There is a satellite dish in this room, but it is entwined with plants, which can be weakened if the irrigation system is repaired.


Through the central corridor we move north (12 on the map) and find ourselves in basement(13 on the map).


Central basement


1 - Exit from the location; 2 - Mutants, Buried cache;
3 - Buried cache; 4 - Box; 5 - Captured scientist;
6, 7 - Boxes, safe; 8 - Mutants; 9, 10 - Boxes;
11 - Safe, Box (this part of the cave can be reached after the plants are weakened);
12 - Skinner; 13 - Boxes, safe;
14 - Western corridor; 15 - Infirmary (there is a box in the room);
16 - Drill (the “Geek” skill is required to start);
17 - Mutants (the wall is broken through using brute force);
18 - Transition to Western fields; 19 - Eastern corridor;
20 - Warehouse;
In this room there are mutants who must be destroyed. You can also find a captured scientist and several plants (you can extract them using the “Survival” skill).
21 - Eastern fields;
22 - Warehouse;
This room will become available when the irrigation system is operational. After clearing the area of ​​vines and mutants, several boxes and a safe can be found in this warehouse.
We hack the central computer and open the gateways (the keys to the western and eastern gateways can be found in the same room). In the western and eastern corridors, poisonous gas is supplied through the ventilation. We move south and find ourselves in the mushroom caves.


We destroy the mutants (2 on the map) and explore the area; in this part of the fields there are several buried caches and a box (3, 4 on the map).


We continue moving south, find a captured scientist (5 on the map) and use surgery to remove the vegetation (we use Rose’s skills again). In this part of the cave there are also several mined boxes and a safe (on the map - 6, 7).


Further, in the east you can find the entrance to a small room, inside of which is the body of Ryan Herbison (12 on the map). Through the door we talk with Skinner and convince him to open the door (we will inform you that your group is rangers who arrived in response to a signal for help). We select indoors fungicide(necessary for the vaccine), in the next room there are several boxes and a safe (13 on the map).


We take Skinner to the exit and go upstairs to the Central Complex, return to Katie Lawson and give her the found chemicals. Katie creates vaccine and heals the infected Mat (you can replenish your supplies if necessary).


We go down to the basement again and move to western corridor(on the map - 14), poisonous gas was released in this room, so we quickly move forward. We knock down the door, or pick the lock, and launch the drill (for this you need the “Geek” skill, on the map - 16), otherwise, we break through the cracked wall and engage in battle with mutated animals (on the map - 17).


We move to the end of the corridor and go up the stairs (18 on the map), your squad will move to new location Western fields.

Western fields


1 - Exit from the location; 2 - Farmer Lewis;
3 - Sue's House;
Sue is injured and needs help, which can be provided by, for example, Rose.
4 - Barn;
In this room there is a safe, several drawers and pump part.
5 - Pump;
Supplies nutrients and, after sabotage, dangerous chemicals to all vegetation in the Western Fields.
6 - Rabbits; 8 - Room with two safes (one with a digital lock);
9, 10 - Buried caches; 11, 12 - Boxes;
We leave the barn (1 on the map) and find Lewis(on the map - 2), who fights off a crowd of mutated rabbits. We talk with the farmer, Lewis will want to join your squad to clear the area of ​​mutants.


We move to the east of the Western Fields and clear the area of ​​the presence of giant mutated rabbits (6 on the map).


Next, we get inside the technical room (5 on the map) and use a belt to turn off pump(you can simply destroy it, but this is not the best option). Now that the irrigation system has stopped supplying chemicals to native plants, you can destroy large thickets (in barn 4, behind such thickets, there are a couple of boxes with supplies).


We return to central basement, we move to the door control room (on the map - 1), this time we go to explore eastern corridor, in which toxic fumes are also sprayed (19 on the map). At the end of the corridor we go up the stairs (21 on the map) and go to the Eastern Fields location.


Eastern fields


Keywords: wasteland 2, wasteland, rangers, ranger citadel, ace, funeral, general vargas, angela death, radio tower, icon, diary, robot leg, cave, toad, repeaters, synthesis, cx center, central complex, katie lawson, mat, rattlesnake, julio, rabbits, basement, mushroom fields, skinner, fungicide, western fields, irrigation system, eastern fields, patrick larsen, whey

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Wasteland 2- it's post-apocalyptic role-playing game from Brian Fargo, a sequel to the 1988 game and the ideological predecessor to the Fallout series.

Plot

The game takes place in the southwestern part of the United States in the mid-21st century after the nuclear war between the superpowers of the USSR and the USA, fifteen years after the events.
Leader of the Nevada Desert Rangers General Vargas(a former member of the squad that saved the Wasteland from the threat of a rebellious artificial intelligence), is alarmed by unknown radio transmissions that talk about the “unity of machines and people”, and also contain threats to completely exterminate the Desert Rangers. He sends Ace (also a veteran of the battle with artificial intelligence) install a direction finding device on a remote radio tower in order to determine the location of the signal source. However, a few days later, Ace is found murdered. Concerned General Vargas, straight from the funeral, sends a squad of four newcomers to investigate this strange crime. It is you who will lead this detachment.

START: RANGER CITADEL

Creating a squad

Ranger Base

So, the game begins with the fact that we are asked to create four rangers, distribute attribute points and general skills. There is no need to rush to distribute them; this is an important aspect of the beginning of the game.
General recommendations:

  • It's worth creating fighters different classes(for example: medic, sniper, etc.)
  • Skills should not be repeated
  • The squad needs a “specialist” in locks and safes, a “hacker” (high skill “computers”)
  • "Energy" and " heavy weapons" ineffective in the early stages of the game

At the beginning we will see a video made in the form of old documentaries, where we are shown the events that happened in the game. After this, the squad that you created begins a conversation with General Vargas, which will explain our position and main goals. From a long monologue we learn that we are in Ranger Citadels and just recently one of the rangers died Ace.

Here are our main goals: N Find Ace's notes, which will help find out the cause of his death
NIT radio transmitters that were with him at the time of the murder, close to Radio towers.

In all the walkthrough guides you can see the advice: take a shovel and go dig all the holes. This is not the case with everything, of course you need to take a shovel, but you don’t have to dig everything, I recommend taking it in skills "perception" this will highlight all the useful holes. When you leave, there is a guard at the exit who will give you a shotgun (if the “communication” skill is high) and Angela Deth will offer her help (I recommend taking it with you), also if you talk to her she will tell you about Eise who he was and what he meant to her. Next we head to our first mission, to the location Radio tower.

RADIO TOWER


After leaving Citadels we find ourselves on tactical map, where Vargas explains the details over the radio and conducts a short training course on the game. After a long monologue, you can head to Radio tower. After arriving at the location, traces of blood are visible on the ground and we follow our path. But there are no easy ways, we will meet a couple of bandits (you can negotiate with them, kill them or pay them). Behind the radio tower there will be a page from Ace’s diary, we report this on the radio and move on. So bloody trail breaks off and we see a metal leg (you can take it with you) and stains of machine oil that will lead us to the cave. Our first boss, a mutant toad, will be waiting for us in it. The battle is not difficult, but be careful and attentive. At the end of the cave we find out that Ace was killed by a robot, we select the last pages of the diary, which put a point on the map for us Rail Nomads Camp

We contact our headquarters (a long chat will begin again about the fact that we haven’t seen robots for a long time), who will order us to bring a robot part (this is where the leg comes in handy). And of course they will give a new goal: to deliver radio transmitters to the most powerful radio towers in Arizona

We continue the investigation into the murder of our comrade and return to Ranger Citadel, to replenish supplies and sell all the trash you found.

  • The open world is just a convention, it is better to complete the tasks assigned to you and explore it gradually
  • Oasis is a place where you can replenish water, without it your squad will die
  • Don't forget to explore the mission area
  • Walkie-talkie is important element games (with its help you can receive tasks and upgrade your squad)

SH-CENTER

While you're in Citadelsbe sure to replenish supplies, buy ammunition, etc. After purchasing all the necessary things, you can go to complete our task, namely to insert a radio transmitter into another tower, which is located in Haipule . As soon as you enter the global map, you will be contacted by radio and given a new order to save Highpool or CX - cent (you can choose any one, it won’t affect anything)
Let's go to help location SH-center (simply because it is closer). On where we will find out that all plants mutate and attack people, and people turn into zombies. Our taskfind out the cause of the infection, eliminate it, and then restore the operation of the local radio tower. First we need to get to Main complex, and to do this you will need to break through various mutants. You can take a break in the main building (trade, complete mini-tasks). This is where we are met Katie Lawson, local manager. She will tell us what happened here, namely the intoxication of the fertilizer compartments. We need to fix the breakdown, save people who are trapped and locked in the airlocks.



The task itself is not difficult, it boils down to the fact that we go down to the basement of the center, where we open the locked doors by breaking and moving along the chain we come to the boss of this location. It turned out to be Patrick Larsen(saboteur of synthetics) it was his fault that all the plants mutated and people began to die. The fight with him will be difficult but quite passable. All that remains is to pour the serum into the reservoir (we find the serum during the task). All, SH Cent Sapsen. You can now repair the satellite antenna (located not far from the main building). Our next goal will be Highpool, that's where we're heading.

  • Beware of red plants (explode)
  • If a member of your squad has become infected, you can identify him; to do this you need to complete the task (the serum will cure everyone)
  • A medic and a first aid kit will be very useful in this location.

HIGHPOOL

On the radio they tell us to save people and fix the tower in Haipule. Saving people will be our main task. When we arrive in the city, we will find it in ruins. All that is required of us in this location is to reach the radio tower. Along the way we will meet mutant lizards and a group of bandits , they can be dealt with easily.


Also on your way you can save deaths Shawn Bergina, a member of the “Red Scorpions” clan (gangster group), it’s up to you to save him or not. If you save you will learn more about the bandits and their enmity. At the end we will see that the radio tower is destroyed. We contact our headquarters, from them we learn that there is another station, which is located in Damonte. But getting to the city is not so easy. First you need to go to the old Prison, which is now held by the Red Scorpions, and there find out how to get through the radiation cloud to the east, where it is Damonta.

  • Be careful, the opponents are weak but there are many of them
  • Don't rush to complete the task, first study the area
  • There are many traps in the location, prepare first aid kits

JAIL

When we arrive at the location, we will see Fred Darvis, he is a local merchant whose cart is stuck. After the help provided to him, he will tell you what the situation is here. And in reality everything turns out to be sad, a local gang Red scorpions, commits robbery in full. Not far from the entrance we meet elderly people who complain about the difficult life in the wasteland. Asking about Damont they will answer that they need protective suits that they sell Red(dealer).


Reda no need to search for long ( Having opened the gate leading to the cave, we will go to the Goat Mountains), but the passage to it is blocked by two turrets, we destroy them (I did not find a way to disable them). After talking with him we find out that he doesn’t have suits, but he has them Beichowski who is now in prison Ranger Citadels. We return to the global map and the headquarters immediately contacts us, they ask us to protect the Radio Tower from synthetics. In fact, it turns out that there were only robots there, we search them and return to the base

  • In order not to doom all civilians on the territory of the prison to death, do not kill the initially peaceful representatives of the red scorpions, especially those who have unique names and dialogues.
  • There are a lot of additional tasks at the location (don’t be too lazy to complete them, they are not difficult)
  • Don’t forget to upgrade your “perception”, it will help you notice useful items and ambushes
  • The fight with robots is very long (buy first aid kits and ammunition)

RANGER CITADEL (escape)

Having done a lot of useful work and becoming full-fledged rangers, n Let's go to our headquarters. Here you can explore the local inhabitants. But first, we have another conversation with Vargos. He will ask you to give back all the finds (parts from the robots) and give another task death investigation Hellblade in the village Darwin. But we came here for another matter, namely to talk with a prisoner in a local prison, Rick Bachowski.

He agrees to give us coordinates a stash of costumes in exchange for freedom. We lower it and head to Rick's trailer(the point will appear on the map). How will we arrive at the place the command will contact us by radio and demand our return Bajchowski to the base, whether to do it or not is up to you, in any case we will get the required costumes and the quest will be completed
Having opened the safe and put on protection, we go to the world map. Now our main goal is the radio tower Damonts. We just go into the radiation to the east of the prison and start looking for a passage.

  • In the Citadel, pay attention to all the characters, they have many tasks that will help you gain experience
  • To the sergeant Gilberto Sagarro nicknamed “Thresher” you can give the diary Ace and other interesting finds
  • After this task you can return to the location Jail and fight the scorpions (you must be strong enough)

CANYON OF TITANIUM

The passage will be in the very center of the eastern radiation cloud. This is the territory of certain sectarians (monks) with their own religion. When we enter the location, we will meet Jill Yet, which will tell us that the sectarians have deified a nuclear warhead and are keeping the entire region in fear, threatening the “wrath of Titan.” And to go through the canyon to Damonte, you need to make a donation to the monks. The bad news doesn't end there, as per orders Vargas,Angela Deth should return to the citadel (she has good skills, so this is a heavy loss). And on the way we met and were introduced to Rattlesnake Army (RAS), which is supposedly an analogue of the Rangers. AGZ is trying to eliminate the monks, but at the same time they do not consider us allies and will attack (you can form an alliance with them by finding their base in the wasteland). As soon as we get to the first checkpoint, we need to make a donation (collect 3 barrels of radioactive waste). As soon as we gave it back, we are given an “escort” by one of the monks (who is essentially useless). We can head to Damont.

  • Because the Angela Deth leaves our squad, you shouldn’t make her the strongest in the squad, you risk getting into a hopeless situation
  • Waste collection is an additional task (everything will be displayed on the mine map)
  • It is better to pass through this location peacefully (without joining groups)

DAMONT

Having finished our business, we go to the global map, where, having gone north, we will stumble upon Damont. As soon as we arrive in the town, we will be contacted by radio from the ranger citadel. We will be allowed to listen to a radio broadcast about the New Citadel and a high-tech future dedicated to half-humans - half-robots, the spread of which has already begun. Vargas, wanting to know the source of the signal, will ask you to speed up. Herself Damonta was invaded by robots. Many residents are dead and there are robots patrolling around.
In the southwest, in one of the buildings we can meet our friend Jill Yet(she will give the task “return the runaway cows”).


This location also awaits us Boss robot, who is holding a girl hostage. Having removed the robot from sexual activity, he will begin his monologue, the battle will stop. But the hostage must be saved, apply hacker skill on downstream management consoles, so so that we don't get noticed robots. First, let's hack large computer, in order to read the inscriptions on small consoles, turn off lower of them. The hostage's life is now safe. But the robot, noticing this, will start a fight. Having defeated him for the second time, we select tank track #TRL-01553. The rescued hostage needs to be returned to the elderly couple (they will ask you for help as soon as you enter the Damont). A Radio Tower , which we are looking for, is located near the beginning of the location. But only it is surrounded by a fence and you will need to open the gate. By inserting the radio transmitter into the control console of the radio tower, we will listen to the next radio message and determine the source of the signal, we will learn that the state of California was not destroyed, but the general Vargas demands our return to base.

  • There are a lot of mines in the location (the "explosives technician" skill is needed here)
  • Robots will be the main opponents (very large radius of shots and a lot of health)
  • To pick the lock on the gate near the radio tower, you will need high hacking skills
  • If you let go Reda Bajchowski, in this location he will show you another treasure and take you to it (at Reda very little health, can die easily)
  • After the battle with the Robot Boss, you can recruit a fighter in the cage (he is half robot and therefore very smart)
  • Tank track #TRL-01553 useful for the Prison location (with its help we repair a robot that will help kill the bandit leader and thereby complete the quest)

CALIFORNIA. SANTA FE SPRINGS

When we return to Ranger Citadel, general Vargas will report that Angela Deth(our former partner) died. She was sent with a reconnaissance group by helicopter to California, but the plane was shot down. Having listened to her last report, we must go on a second helicopter to California, where we must help the local ranger headquarters.

Our plane was a little short of reaching the base and it crashed. We find ourselves in Santa Fe Springs- this will be our new base. Shooting back from infected dogs, we find the lieutenant Wade Woodson(replacement for our Vargas). He will give us the task of clearing the territory from annoying dogs and closing the holes through which they climb. You need to cover it with boards, which can be found near the building where it is located. Woodson. As a reward we are giventhe key to the gate, behind which there is a transition to the map, and new tasks (story ones).

Increase radio broadcast radius in Los Angeles (find 3 repeaters for radio towers)
Investigate the attack on the Foxtrot group (dead reconnaissance group)
Improve protective suits (for this you will need to find bags of cat litter)
Re-establish contact with the citadel in Arizona

  • You may not be allowed into California due to the small number of completed tasks (all additional tasks are located in the locations described above, they are all “give, bring, kill, save”)
  • In the future you will need strong fighters in your squad, do not forget to devote time to your squad
  • Worth doing equipment (new weapons are always useful)
  • Although the dogs are weak, there are quite a lot of them, don’t let them surround you

RHODIA

As soon as we go out to explore the map, Woodson will tell us that we have a local radio. And since in California many different groups ( who are fighting for influence: Manrites, synthetics, clergy, robots, and they hate synthetics), then our program will be broadcast through the radio (“the rule of law, prompt assistance to all those in need”). So we may be given additional tasks; we will immediately be asked to “return the cows” (this must be completed in order to continue the plot). It turns out the synths came to take tribute and took the cows, you need to act quickly otherwise they will be seen and you will fail. Once completed, Woods will contact us again - “Eco group is our guest here at the base in Santa Fe.” It turns out that local traders have arrived, one of them is called Pistol Pete, these merchants are full of all sorts of goods, but very expensive. Himself Pete gives us big quest for salvation Rodia(that's where our radio tower is located)


Rodia

This is a large city with a city hall, a hospital, a bank (which can be robbed), and a small casino with a brothel. At the entrance we are met by a votor with guards and collected a fee (you can kill them, the gate will have to be opened with “brute force” and you can pay). Once in the city you can start exploring it and completing side quests(this is very useful) or find a tower and a way to fix it. The radio tower will be almost in the center of the city, and he will be able to repair it Virgil, you can find him in the opium fields. You can also find bags with cat litter here, they are not difficult to find, they are visible from afar, you just need to study the entire map. Next we will go to Temple of the Angel.

  • Synths sometimes don't know that you are rangers and are asking to attack robots (sin refuse)
  • If you kill the guards at the gate, many will be hostile towards you
  • The mayor can be saved, but he will not be kind if you kill his son (who is a mystery)

TEMPLE OF AN ANGEL

IN Temple of the Angel, initially it is impossible to get in because the Manrites (a local group) mistakenly consider the rangers responsible for the murders of civilians. To get to the locations we need to catch red-handed those who are behind all of these. Immediately after leaving Rodia, Woodson will tell us on the radio what's nearby Temple Another attack is happening, this is our chance. We move to the place and see the synths here, after eliminating them, the Manrites restore the reputation of the rangers and we can enter.
You can find a prisoner in the temple Fletcher, who is accused of sloppiness and will soon be hanged. After talking to him, he will refuse to run. But after this, when leaving the temple, the sheriff will stop you and say that Fletcher ran away. Suspicion fell on us. We'll have to give one of the squad members bail.

You can start an investigation, or you can leave your friend there. Our main task here is to activate the radio tower. It can be accessed from Mr Manners or Tori Robbinson(depending on whose line you choose at the end of the quest with Fletcher). But it can be activated without this. To do this you need to get into the ventilation. After entering the temple, turn left and go to the end, there will be a door to the toilet, and inside there is a ventilation grill in the wall. let's go through it. Here we go straight and turn left. Let's go to the end, on the shelves you can pick up another bag of cat litter. At the end of the pit there will be a staircase, we go up and find ourselves in a room behind a closed door Manners. We install a repeater and return the same way. Done, the radio tower is active and transmitting a signal. We need to go back to Woodson and report.


  • If you decide to investigate the escape Fletcher, to do this, be sure to ask everyone (so that all dialogues are available)
  • From the back of the cage where they kept Fletcher there will be traces, they will lead you to the main events of the task
  • In this location there are also a couple of bags we need (it’s not difficult to find one of them, just talk to everyone, the bags will meet you on the way)
  • If you save all the girls (mini-task) you will be given a special coupon with which you can buy any item in the store for $1.

HOLLYWOOD

Woodson we give away bags of cat litter and in return we get improved radiation suits, with which you can cross the northern radiation belt (you will need zeolite for the southern one). We go to Hollywood, where we need to find this zeolite and activate another tower.

When we arrive, it turns out that the area is engulfed in religion and we need to join one of three competing factions. We learn all this from the speaker on TV. Matthew, there will be a pile of stones nearby, we use dynamite on it, a secret passage will open for us, through which we can immediately get to the church. We need to talk to McDaid(leader of the sectarians). We agree to his terms and enter into his sext. Immediately he barks at us the task of finding incriminating evidence on the evangelist Mayweather. As a reward, we will be given access to a radio tower (there is no choice). His wife can give you incriminating evidence on him Faith.

A coup of power begins (we contributed to it), on the body of the one we killed Mayweather we take the key to the radio tower and repair it. Next to it will be the bags of zeolite we need (2 bags are in the safe, it can be blown up). We activate the radio tower and return to Woodson, who owes us new suits.


  • If you decide to explore Hollywood(it's just teeming with "fetch, kill" tasks) take a look at Rambo, he's the owner of a gun store
  • If you decide to go down into the sewer, be careful, the drug addicts there are very aggressive (you can also destroy their laboratory there)
  • To Faith gave you incriminating evidence, you need to find her ex-husband - Simms(it turns out that he was killed Mayweather And holiness White, the second one has the proof)

SEAL BEACH

After receiving improved suits (buy cartridges, first aid kits), we go through the southern radiation belt, to Seal Beach. Not far from the entrance we will see something similar to a fortress. Near the entranceJoni Zipper and Dwizzle are standing. You need to understand which of them wants to help you and which will lead you into a trap. The correct option is to trust Joni. He will lead you through the left door, bypassing the ambush. But unfortunately, a battle with synths cannot be avoided, but we have a very advantageous tactical position, they have to run out into the corridor under fire. Let's straighten out. Through the stairs we get inside the robot production complex. There are a couple of doors waiting for us here, which need to be neutralized with “explosive equipment” and opened with the “computers” skill. Now before us is a large workshop and Dugan (boss) - the leader of the robots and the sworn enemy of the synths (it turns out Dugan And Matthew- allies, another conspiracy theory).After the conversation, Dugan leaves and leaves behind several robots and a meson cannon. It's not difficult to deal with them. As soon as we are done with them, we head through the massive doors, immediately behind them is Dugan himself and the scorpitron. There will be no problems with him, there are many hiding places.


  • Use first aid kits more often (there are a lot of unexpected encounters)
  • Before the fight with Dugan, place the most armored fighters in front of the squad
  • Take care of the main shooters and specialists


We're done with Dugan and we need to get back to Vargas. We get into the robot's helicopter and fly back to Arizona to help our brothers.

END

It turns out that the citadel was captured by synths. We need to recapture it, but our ranger brothers, led by the general, will not help us alone Vargas(as well as those you helped).Our first enemy will be a scorcher scorpion (assistants are of little use). Inside Ranger Citadels Using the elevator we go down to the lower floors. It's waiting for us there Matthew and a crowd of synths. He will begin his long monogoal (cannot be missed), after which his body is captured by the AI ​​of the Cochis base and all synths come under the control of the AI.

Take your squad back (your allies will hold back the onslaught). Your main weapon is firepower (you need to collect it as the game progresses), grenades will also come in handy.


And so Matthew defeated, but we still have to stop the spread of the AI ​​virus through computer network. To do this, you need to detonate a nuclear bomb, but for this you need someone from your team to sacrifice themselves. We watch the last cut-scene and watch the film.

Complete walkthrough of Wasteland 2 and short review(latest beta 39080 from 04/18/14). p.s. A new beta 42098 has been released. I will add a walkthrough soon.

When you purchase the game through Steam, you will receive the original 1988 Wasteland game. It was from her that the creators of Fallout drew inspiration. The only downside is that the game has not yet been localized into Russian. In this article I will translate all the main plot points so that you can understand how to play.

Bugs and glitches

The game is still in beta, so there may be various glitches. The most critical of them:

  1. Black screen at startup, glitches with the mouse (it looks like a problem with full screen mode). It can be treated with the combination Shift+Enter or Ctrl+Enter. Next, in the settings, explicitly set the full screen mode.
  2. There are cartridges for the weapon, but the player does not see them (says there are no cartridges). Remove the weapon from your hands to your inventory and pick it up again.
  3. Some quest may not count

Game process

The game mechanics and style of Wasteland 2 are generally very similar to those of Fallout, Fallout 2 and Fallout Tactics. The originality lies in the fact that the game has a different dialogue system, new skills and characteristics, and the game mechanics are slightly changed. Otherwise, it's the same classic Fallout with modern graphics, a different plot and slightly redesigned gameplay.

The game takes place in the near future after a nuclear war. The whole world is a radioactive desert. In some places there were small settlements of surviving people.

At the beginning of the game, you can create a character or choose a ready-made one.

The characteristics of a hero are divided into Attributes, Skills, Personality and Appearance.

What skills are best to download?

The skills your hero needs are Leadership, Hacking, Toaster Repair, Energy weapons.

Almost at the beginning of the game you will have partners with skills: Medic, Surgeon, Repair, Computer, Brute Strength, Gunsmith

From combat you will have: a couple with assault rifles, 1 sniper, 1 with a shotgun, 1 with pistols and heavy weapons

Player Attributes

Coordination. A well-coordinated ranger has grace, soft touch and good motor skills. Affects the ability to avoid traps and attacks, pick locks, and also improves aiming.

Gain action points during battle

Required for some ranged weapons

Luck. Some rangers have a natural advantage. Bullets fly past them, their attacks always find weakness enemy and they find more things than everyone else.

To the chance of a critical hit
+ to the chance of a critical hit in melee combat
+ to chance to dodge
+ to the chance to get additional CONs per level (get more hit points)
+ to the chance to receive additional action points per turn (during battle)

Awareness. The ranger notices every detail of the world around him with high awareness. He is difficult to surprise or detect in an ambush, and can often be one step ahead of his enemies.

Initiative in battle (speed of recharging action points during battle)
++ to chance to dodge
++ to the chance of a critical hit in melee combat

Force. A ranger with high strength is able to hit hard, carry more items, take more damage, recover faster from heavy injuries, and use heavy weapons.

Maximum lives per level (CON per level)
+ to base damage in melee combat
++ to the carried weight
++ starting number of lives
+ number of action points

Required for some melee weapons

Speed— it's not just how fast a ranger can run. It is also his reflexes and reaction time that affect his initiative in battle. The faster the speed, the sooner the ranger can react.

Battle speed (how many action points are spent on a particular action during battle)
++ initiative in battle (speed of recharging action points during battle)
+ number of action points

Intelligence. Intelligence allows a ranger to learn and process information efficiently, giving him early access to a wide range of skills and the ability to master them quickly.

The number of survival points a character receives
++ ability to read books high level
+ number of action points

Required for some advanced skills

Charisma- the connecting force between the ranger’s personality and his perception in society. People will react more friendly to a ranger with high charisma and may talk about things that they would otherwise remain silent about.

More skills than in Fallout. They are divided into three categories - combat, intellectual and general.

Combat skills include:

  • assault weapon
  • piercing weapon
  • blunt weapon
  • fists or brass knuckles
  • energy weapon
  • pistols
  • heavy weapons
  • shotguns
  • sniper weapon
  • automatic weapon

Improving these skills affects your shooting accuracy, critical strike chance, and damage.

Intellectual skills include:

  • disarming traps
  • working with computers
  • demolitionist
  • field medic - adding HP (lives) using different medicines
  • lock picking
  • Safe hacking is a separate skill for safes
  • repair
  • surgeon - resurrecting a deceased team member and treating poisonings
  • repairing toasters - the skill was added, it seems, for fun. You can find a broken toaster at the location, from which something useful may fall out + experience if repaired successfully.

General skills include:

  • communication with animals(literally “animal whisperer or gossip”) - not available in beta
  • trader (barter from Fallout) - reduces prices when trading
  • brute strength - the ability to break and destroy inanimate objects
  • gopnik - to get one's way using threats
  • sucking up - getting your way using sucking up
  • leader (leadership) - does not allow your allies to lose control during the battle (Lost Control), i.e. act at your own discretion
  • traveler (survivalist) - the ability to avoid random encounters
  • perception - the ability to find interesting places in the wastelands while traveling
  • cunning - to achieve his goal using his knowledge
  • southwestern folklore- not available in beta
  • gunsmith - knows how to maintain, repair and upgrade weapons
  • secret skill- not available in beta

Personality and appearance

Here you can choose:

  1. Gender husband/wife
  2. Name and age from 16 to 99
  3. Religious views: atheist, Buddhist, Hindu, aboriginal (apparently local religion), Jew, Mormon, Muslim, Sikh, or nothing to specify
  4. Brand of cigarettes you smoke: Bones, Coffin Nails, Nico-Pops, Red Rooster, Styx or nothing. If you specify, you will have a pack of cigarettes of that brand. The character can smoke them
  5. Nationality: American, Chinese, Mexican, Indian or Russian
  6. Below you can write your biography

Neighborhood of the colony

Outskirts (plain) of the colony

note to the map

  1. Fred Darvis, help him push the cart and ask about Red.
  2. Celia, the repair skill will come in handy to repair the well and give her water. She will tell us the password for the turrets 123456789
  3. William Brown. His pigs were kidnapped by the Red Scorpions. Free his pigs and they will find their own way back to themselves. The pigs will be on a farm next to the colony (see map of the colony)
  4. Checkpoint, we will be asked to pay a tax or we will have to fight, it is better to pay in order to pass through point 12 normally.
  5. Password for disabling the Buton tower
  6. Red himself, having reached him, he will tell Rick Beichowski that he knows where it is possible to get the suits.
  7. The entrance to the cave, through which you can pass by the turrets to Red, you need to have a pumped hack and, leaving the cave on the other side, clear the minefield.
  8. There is another way out, where it is possible to go through the minefield and approach Red bypassing the turrets.
  9. Statue + 1 skill
  10. Pitbull's lair, we use raw strength to break the fence. Release the ladies. On the way out, he will attack your squad.
  11. Red Scorpions checkpoint
  12. Entering the colony without encountering red scorpions. Requires advanced computer skills. Use the crane to remove the container from the passage.
  13. Second entrance to the colony.
  14. The toaster will contain dried juniper berries, which can be given to Ben at the distillery.

At the time when we help, already at the domestic choice of the CX center or Highpool, then when we arrive at another point, we will notice a destroyed place and a destroyed radio tower near which raise the radio antenna. Contact the ranger base, General Vargas will send you to the colony area in order to reconnoiter the situation in that place.

On the way we will meet Fred Darvis. He needs to be helped to push his cart, easily next to him he will use uncouth force on the cart. When finished, talk to him, he will tell you about a certain Red and the protective suit. In addition, he will tell you the password to the “Special” turrets. Ask him more, he will tell you about the lady in light blue; another Mysterious Temple mark will appear on our map. Go to Red and talk to him.

He will report that Damonta is surrounded by a wall of radiation. But the crazy monks know that the place is not strong, but in order to pass through that place you need a protective suit. A certain Rick Beichowski knows where it is possible to get the suit, but he was arrested by the rangers and taken to the citadel.

To continue the story, return to the citadel.

Colony Map

  1. Entrance to the colony from the plain
  2. A bypass entrance to the colony (in the plain it was possible to lift a container with a crane and walk towards me.)
  3. A bypass exit to the colony itself in order to avoid rivals
  4. A farm protected by Red Scorpions. Farmer Jobe will ask you to wipe out Chief Danforth from the face of the earth. He will have a cure for canine distemper
  5. Intercom through which you can chat with the colony. They will ask us to find medicine for the dogs. In the same place, look for a toaster in which there will be Preparation G, it can be given to the head of the AGZ in the Canyon of the Titans. For this he will give you a good sniper rifle
  6. Turrets They can be wiped off the face of the earth by using a caterpillar (located in Damont) or by finding medicine for the dogs.
  7. Danforth and the Red Scorpions in the Colony.

What is generally possible to do with the Red Scorpions and is peace likely?

Having reached Red and asked him about the protective suits, we can go further in the plot or try to resolve the issue with the red scorpions. If we do not resolve the issue with the scorpions and go to Damonta, they will kill everyone in the plain and all additional tasks will be lost.

Get to the intercom (point 5). We will be asked to find medicine for the dogs or get out. The cure for canine distemper is located at Jobe's farm right there in the location, talk to him, he will give you the medicine after which you will be allowed through the turrets inside the colony, where you will talk to the boss, cure the dogs and slap Danforth himself in order to free the Joyful Plain from slavery or don't touch it and tell Jobe about it.

There is a second passage to the colony. It is possible to wipe out the turrets by using the Tank Track TRL-01553, which is located in Damont (see point 14). There will be a robot next to the fence, put this caterpillar into it, after which it will ask for the type of target, select “inorganic”. He will go to the turrets and simply wipe them off the face of the earth.

Then we can go in and wipe out all the scorpions from the face of the earth.

Return to the citadel and talk to Rick in the prison. He will agree to tell us where it is possible to find the suit, but subject to freedom, talk to the warden, he will let him go and a mark will appear on the map of Rick's Trailer. Go to the point, Rick will trudge with us.

Rick's trailer

Rick's trailer map

note to the map

  1. at this point Rick will ask us if he can come with us, if we say yes then he will give us code 733
  2. At this point the base will contact us and ask about Beichovsky. We will have options to choose from. If you declare that he is dead, he will again give the code.
  3. If the “Faded Photograph” is repaired, it can be given to assistant Mona Shera in California in the Temple of Angels and you will receive the Neutron Projector weapon.
  4. Safe with +4 protective suit

Wasteland 2 Walkthrough - [#15] - Colony, continued


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