A trader and his radio...

Post » Sat Dec 26, 2009 7:47 am

Okay, so my problem is this: in Kalamath i got to Vic the traders shack and got the radio prematurely (because the shelf had the stimpacks...), and I didn't sell the radio to anybody. Now after about 10 hours of playing in Kalmath, I go to the Den, talk to Metzger, and then to that Vic feller, he says he needs the radio. I don't get it I have it right there... wait I ON"T have it. Afterwards I found out the those "nice" children running around me didn't like me. The were little thieves. Half a mind to go and kill every thief in Klamath I set off and started pickpocketing each one of them...nothing. Is there ANY way to finish thew quest without searching for the radio (it's long gone). Oh, and I don't have any previous saves from that area. Any help???
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Music Show
 
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Post » Sat Dec 26, 2009 1:51 pm

The only place you will have 'lost' that radio is in the Den, as its the only place in the game where people steal from you, and yes, it was the children.

The children in turn take their stolen items to their respective shop owners, so you will find your radio either at Tubby's, Flick's, with the bartender at The Hole, or with Becky in her cassino. Barter if necessary and you should find your radio.
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Isaac Saetern
 
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Post » Sat Dec 26, 2009 6:27 am

Actually, I think the kids only steal on behalf of Slick. The other shopowners don't have anything to do with the stealing kids. You can try finding your radio that way, another way is to come back to the Den when you have found a radio somewhere else. The one you find in Klamath isn't the only one in the game, but I don't know off the top of my head where specifically to find another one.
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Gemma Archer
 
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Post » Sat Dec 26, 2009 12:11 pm

Geronimo57 Is correct. At least as far as Tubby and Flick, it could be either one depending which the offending child corresponds to. I've never heard of or experienced kids pickpocketing for Becky or the Bartender in The Hole. But best to check anyway :) And from my knowledge mission critical items don't get removed from shop inventories so no worries there (then again nothing ever gets removed and just piles up from what I observe, I know there's a patch that can fix this)

If you want the kids to stop, just punch them, once should be enough, and then they'll gladly get the message and you can exit combat without any consequences. They'll then run from you when you approach.
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james reed
 
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Post » Sat Dec 26, 2009 3:56 pm

If you want the kids to stop, just punch them, once should be enough, and then they'll gladly get the message and you can exit combat without any consequences. They'll then run from you when you approach.


Alternatively, you can SLAUGHTER THEM.

Because in Fallout 2. You CAN!

:gun:
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carla
 
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Post » Sat Dec 26, 2009 10:55 am

Alternatively, you can SLAUGHTER THEM.

Because in Fallout 2. You CAN!

:gun:

Yes well, the beauty of Fallout 2 was that you actually had to deal with being an evil bastard :P The game actually made a distinction, and people are far less helpful and far more hostile if you're evil. I mean Becky will attack you if you're flagged as a child killer :P And I'm pretty sure the reputation wont help you in the long run.
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TASTY TRACY
 
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Post » Sat Dec 26, 2009 3:24 pm

Yes well, the beauty of Fallout 2 was that you actually had to deal with being an evil bastard :P The game actually made a distinction, and people are far less helpful and far more hostile if you're evil. I mean Becky will attack you if you're flagged as a child killer :P And I'm pretty sure the reputation wont help you in the long run.


The bounty hunters that show up constantly also do not help. Not that sissy regulator bullcrap with trench coats, no, im talking like 6 T-51 power armour gauss rifle yielding mofos which seem to be endless in supply.
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Kit Marsden
 
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Post » Sat Dec 26, 2009 5:54 am

The bounty hunters that show up constantly also do not help. Not that sissy regulator bullcrap with trench coats, no, im talking like 6 T-51 power armour gauss rifle yielding mofos which seem to be endless in supply.

Man, even 10 years after first playing Fallout 1 and 2 I'm learning new things. I never gave a Child Killer handicapped character a real chance so I never knew this. If I find the time these next few weeks I'm going to fire it up again and try this very bad route.
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Blessed DIVA
 
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Post » Sat Dec 26, 2009 5:20 pm

Man, even 10 years after first playing Fallout 1 and 2 I'm learning new things. I never gave a Child Killer handicapped character a real chance so I never knew this. If I find the time these next few weeks I'm going to fire it up again and try this very bad route.

Aye, I never played an inherently evil character in FO2, I think I did one of those genocide runs on FO1, but that's too far from my memory :P It maybe true that being evil can be a hard game, and why not? It makes sence that society will put ever more pressure on you for being a bastard :P Whilst being evil can be quite a difficult and albeit lonely run, it's certainly fitting and gives the truly evil players among us a sense of accomplishment :P
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Alex Blacke
 
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Post » Sat Dec 26, 2009 9:36 am

The worst slaughter I ever did was in Fallout 1. My character was one of those logical gunslinging scientist diplomat types, but I decided to make him atheist (or at least really skeptical). I razed the hospital in The Hub (not even as part of the quest, I just did it myself). Even killed the stupid kid offering the flowers. I killed Jane by reverse-pickpocketing dynamite onto her. :evil:

I continued this whole "heretic" idea when I reached The Cathedral. Killed everybody, and I mean everybody.
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Sudah mati ini Keparat
 
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Post » Sat Dec 26, 2009 5:35 pm

Speaking of slaughter - that is the other way to beat the quest to save Vic. If you eliminate the slavers guild, he'll join you for free. Make sure you psycho up
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Laura Richards
 
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Post » Sat Dec 26, 2009 5:51 pm

thanks. Slick was the culprit. I was nearly set on blowing his brains with my spear...but I got the radio...and didn't kill ant child or creep like Slick...
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Mark Hepworth
 
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