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I thought Mos Eisley was bad... The Den is a foul hive of evil, full of prostitutes, slave traders and drug pushers... So you should remember one thing: have some extra cash on hand becuase this place has serious potential.

Upon your return you will discover Mrs. Buckner who is searching for a fellow named Smiley. He sounds nice enough, so our hero agrees to help. She marks the classic PIP boy 200 with Smiley's last known coordinates and our hero leaves town by way of the Toxic Caves. A brawl with more Geckos is inevitable and your character is bruised but not downed. Toxic waste lies everywhere and the only way to cross it is with the slick boots found in town. They absorb the waste, but start to dissolve. After yet another desperate battle, Smitty is recovered from the caves and helped back to the safety of Klamath. On the return, Torr is discovered and he needs help. He's a man of tribal origin, and is the brightest of souls. Torr needs protection for his Brahmin (two headed mutant cows that are a popular food source) from giant bugs.

Your character will meet Torr later in the evening in his Brahmin pasture. Exploring the town further, you uncover an abandoned building marked "VIC'S". The place is old and decrepit, but there is a radio on the shelf for the taking, and it seems it could be a very helpful clue indeed. You have an option on the way to Torr's: you can help two thieves steal Torr's brahmin, because it looks like they could need all the help they can get. It is your call. But being and honorable fellow, I refused and walked on to meet Torr. After meeting Torr, the action starts up. A radscorpion pack is coming northward. After a hearty battle the Brahmin are safe and sound and your character is rewarded with positive reputation and good karma. This town has few clues in it... so it's time to move on.

A Vile Hive of Villany:
Rumors in Klamath warned your character about the cesspool know as The Den, a brimming urban hellhole full of undesirables and filth. So after arriving in town your character stops into Becky's bar. It's surprisingly nice and the drinks are cheap, and good. Exploring the town reveals little about the GECK or vault 13. Next our hero stops at The Hole, another bar with a fitting name. It's run by a shady character named Franky. Mention how low Becky's drink prices are and Franky will offer you money to find out why. So with some snooping skills, your character searches out Becky's place and finds a still in the basement not unlike Whiskey Bob's. So after the snooping, you are paid in full but offered more money to destroy the still to level the playing field for Franky. It's up to you... and your decision will alter your character and how those around him perceive him or her. In this place though it's best not to have too many enemies.

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