Did you know that...? topic!

Post » Mon Sep 28, 2009 7:47 pm

I figured there are so many easter eggs and details in Fallout that even a hardcoe player could miss out on, so let's start this topic with "Did you know that" and put anything behind that line that you noticed and think that (some) other people still haven't. It can be anything, for example:

Did you know that... there's a dog behind the cathedral (in fallout 1) called Sasha, you can't get it but it's supposed to be the producer's dog.
Did you know that... killaps fanmade patch fixes 800+ bugs in fallout 2?
Did you know that... pressing the 'a' key makes you enter combat mode and makes it possible for you to kill the overseer at the very end.

etc. please feel free to post anything you want except for "I already knew that" so everyone can enjoy everyone's knowledge :)
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Isaac Saetern
 
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Post » Mon Sep 28, 2009 4:59 pm

did you know that if you "push" a brahmin twice it keels over!
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Bigze Stacks
 
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Post » Mon Sep 28, 2009 11:48 pm

did you know the sneak skill makes me 7331?
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Trevi
 
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Post » Mon Sep 28, 2009 6:52 pm

did you know that....wait i forgot
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Haley Cooper
 
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Post » Mon Sep 28, 2009 10:30 pm

did you know that... one lucky encounter in fallout 1 is an over-turned nuka cola truck, with a crate of over 2k bottlecaps (fallout1 currency) next to it?
RELATED: did you know... in fallout 2, after bringing the car to broken hills and running over a ghoul, the ghoul then mentions how he once got hit by a cola truck, causing "caps everywhere"?
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Davorah Katz
 
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Post » Mon Sep 28, 2009 1:20 pm

Did you know that...The fastest way to get out of the Vault 13 Jumpsuit is by recruiting Ian and having a battle royale in the middle of the desert for his leather jacket?
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dean Cutler
 
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Post » Mon Sep 28, 2009 11:40 am

did you know that... one lucky encounter in fallout 1 is an over-turned nuka cola truck, with a crate of over 2k bottlecaps (fallout1 currency) next to it?
RELATED: did you know... in fallout 2, after bringing the car to broken hills and running over a ghoul, the ghoul then mentions how he once got hit by a cola truck, causing "caps everywhere"?

I found 11k Bottle caps near that truck. It's based on luck.

Did you know, if you don't get the car stolen till past end game(due to a bug) you can get a grav plate upgrade done on the car making the fuel consumption almost nothing, and it increases the car's speed as well, IIRC.
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Britney Lopez
 
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Post » Mon Sep 28, 2009 12:50 pm

Did you know that there is exactly one mention of the Soviet Union in all Fallout games?
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Melanie Steinberg
 
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Post » Mon Sep 28, 2009 8:28 pm

No ausir I didnt, now tell me where !

Edit: Did you know that you can find a magical 8 ball in fallout 2 ?
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Fanny Rouyé
 
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Post » Mon Sep 28, 2009 1:13 pm

Natalia, one of the Fallout 1 pre-made characters, is said to be a grandchild of a Russian diplomat who worked at the Soviet Consulate in Los Angeles.

http://fallout.wikia.com/wiki/Soviet_Union
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Claudia Cook
 
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Post » Mon Sep 28, 2009 11:24 am

You may think Fallout 2 is a big enough game as it is, but the designers were aiming to make it even bigger. There are lots and lots of things, great and small, that didn't make it into the final product, and in many places it shows in different ways. Such things that had to be omitted may include, but are probably not at all limited to the stuff listed here: (Some of these may just be rumours, though.) (Taken from Per Jorner)

A Klamath quest to expose the Duntons as cattle rustlers using the Radscorpion Limbs.
The second encounter with King Arthur and his knights as described above.
Sulik's sister, whose absence has spawned one of the most persistent and variform net rumours about this game. According to designer Chris Avellone it was never even decided where in the game she was going to appear.
A second tribal village (tentatively named Primitive Village), home of Sulik and situated on the coast between Arroyo and Navarro.
An Abbey world map location north of Gecko, featuring monks hoarding pre-war wisdom. This is also where you'd have run into Ian from the original Fallout - funny how many people from back then managed to live through those 80 years.
An extensive underground base (the Environmental Protection Agency) west of New Reno, with up to seven levels, featuring all kinds of high-tech stuff, artificial intelligences, weapons and items. Presumably this is what Myron alludes to when he mentions pre-war bases.
Diplomatic characters would have been able to beat the raiders by talking to Shadow-Who-Walks and making him leave their employ.
Putting the kids in the Den in an orphanage (possibly run by Mom), with the beneficial side effect of the player not having to risk being pickpocketed any more. Also killing Metzger and telling Karl to return to Modoc should have had quest entries.
A quest to retrieve a corpse stolen by the Hubologists from the Shi, as hinted by the existence of such an item and a log note in the Shi database.
Going to the Enclave using the vertibird in Navarro and/or going to Navarro using the vertibird in the desert transaction.
Use of the Red and Yellow Reactor Keycards in the Enclave reactor room.
Use of the Heart Pills to cover up the Westin murder.
A Shi quest tied in to the EPA, related to the ending where the Shi get their butts kicked by a sentient plant.
The interior of the Hubologist space shuttle and three endings where the Hubologists kill themselves in different ways by means of the shuttle.
Lenny would have been able to turn into a "glowing" ghoul from drinking radioactive beverages. This probably spawned the rumour that you can make the ghouls in the Harp glow by buying them enough booze.
An additional twist to the Lynette-Westin holodisk exchange where the player could blackmail them with knowledge of their underhanded connection.
A good ending for the deathclaws of Vault 13, where the Pack expands peacefully into the surrounding territory. According to John Deiley who designed Vault 13 this was scrapped because the Enclave plot necessitated the slaughter of the deathclaws.
A good ending for Vault City and Gecko; well, actually two endings, one for each town. The good ending for Gecko which revolves around Gordon's "greed is good" scheme is only inaccessible because of a bug.
Two VC endings where Vault City is razed and one Gecko ending where Vault City invades Gecko.
One Broken Hills subplot with Chad the corrupt caravan leader and another concerning the mutagenic serum.
Poking through the game files one can discover many details and features that didn't seem to make it into the game. For instance, there are images for each specific karma level, a Virgin reputation and "Tragic" and alcohol addiction; named critters that are not in the game and earlier versions of existing ones; an Arroyo exile named Kaga repeatedly trying to kill the Chosen One in special encounters; sound files for endings for the Elder, Marcus, Harold and the President; a "Li'l Chemist" kit allowing you to mix chemicals; implied uses for "useless" items such as the Ball Gag, Marked Cards and Radscorpion Limbs; a village outside Vault City whose inhabitants are trying to avoid being turned into "servants"; Merk stealing stuff from your car in NCR; getting to the SAD by finding a map in Sam Pritchard's grave (prevented by a scripting bug); getting the location of the SAD from the traveller encounter (prevented by another scripting bug); giving Jet to Fannie in Redding and eventually having her die of an overdose; the robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones; Mr. Cheater; recruiting Dr Jones in Vault 15 as an NPC; a food system; the Pipe Rifle as a "Springer Rifle" loaded with Rocks (!); and more.
A few extra movies (e.g. meeting Gruthar, the desert transaction and getting the car).
You were supposed to be able to finish the spleen quest by assassinating Dr Wong within a day after his refusing to give you the spleen, and then going to Dr Fung as usual, but this is prevented by a bug.
A Phazer at the scene of the shuttle crash.
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ladyflames
 
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Post » Mon Sep 28, 2009 10:21 am

interesting, i didn't know that
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OJY
 
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Post » Mon Sep 28, 2009 1:41 pm

Did you know that, according to the computer ACE in the San Francisco Brotherhood outpost, the nuclear war was caused by true artificial intelligence computers who became so bored with themselves that they decided to "toy" with the outside world? (Something I thought was cool, most of you have probably noticed)
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Greg Swan
 
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Post » Mon Sep 28, 2009 4:43 pm

Did you know that, according to the computer ACE in the San Francisco Brotherhood outpost, the nuclear war was caused by true artificial intelligence computers who became so bored with themselves that they decided to "toy" with the outside world? (Something I thought was cool, most of you have probably noticed)



Thats some serious thread Necromancy you just performed.
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Lilit Ager
 
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