Hello.
Could someone, explane to me the use of radio?
How to lockpick with Kitty (npc)?
thanks.
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- The Great Hairy
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AFAIK the radio doesn't have an actual use. I think there was a quest involving the Mutants and picking up some information with a radio, but my memory is fuzzy on that one.
Kitty? There is no NPC called Kitty (do you mean Katja?). But lockpicking with anyone should be able to be done in the standard manner - click on the object, pull up the menu (by holding the mouse button), select lockpick from the list.
Cheers,
TGHO
Kitty? There is no NPC called Kitty (do you mean Katja?). But lockpicking with anyone should be able to be done in the standard manner - click on the object, pull up the menu (by holding the mouse button), select lockpick from the list.
Cheers,
TGHO
I'm wearing Boots of Escaping! I'm wearing Boots of Escaping!
- Deadalready
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I seem to remember being able to overhear mutant transmissions somewhere but there's also apparently another use for radios inside the enemy base.
I've heard that you can use a radio and somehow attach it to the consoles and use it to actually turn on and off the forcefield machines using a radio, but in truth I've never worked that out and it's been a few years : P
I've heard that you can use a radio and somehow attach it to the consoles and use it to actually turn on and off the forcefield machines using a radio, but in truth I've never worked that out and it's been a few years : P
Warning: logic and sense is replaced by typos and errors after 11pm[spoiler], it has yet to return[/spoiler]
- Malta Soron
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SPOILERS
Quotes from The Nearly Ultimate Fallout Walkthrough (from the Military Base section):
There are four mutant guards around outside the base. If you want to lure three of them away, you can use a Radio, which brings up a dialogue. Say you're being attacked or fell down or something, and you get 1500 xp for tricking the mutants. If they ask for your coordinates, reply with "Four miles, south-southwest". You can attack the three as they're walking off after you got the xp, if you want.
In the room to the right, use Science on the computer that isn't a "Mach IV" to turn it on. Use it (hand icon) until you break the security systems for 800 xp (this is actually a Gambling check, if you can believe it). Optionally use Science on it again until it says you disabled some or all the forcefields, but this doesn't seem to do much. If you use a Radio on this computer (even if you didn't hack it) and pass a Repair check, you can then use the Radio (put it in an active item slot, or it'll work horribly slowly) to toggle all yellow forcefields except on level 4. You can also disable the yellow ones by using Repair on the emitter to turn them on or off, or disable them permanently with explosives. Unfortunately you can't do either to the red ones, and they'll damage you for some 10-30 HP depending on what armour you're wearing (so Dogmeat is fried unless you use the yellow ones to lock him up).
Quotes from The Nearly Ultimate Fallout Walkthrough (from the Military Base section):
There are four mutant guards around outside the base. If you want to lure three of them away, you can use a Radio, which brings up a dialogue. Say you're being attacked or fell down or something, and you get 1500 xp for tricking the mutants. If they ask for your coordinates, reply with "Four miles, south-southwest". You can attack the three as they're walking off after you got the xp, if you want.
In the room to the right, use Science on the computer that isn't a "Mach IV" to turn it on. Use it (hand icon) until you break the security systems for 800 xp (this is actually a Gambling check, if you can believe it). Optionally use Science on it again until it says you disabled some or all the forcefields, but this doesn't seem to do much. If you use a Radio on this computer (even if you didn't hack it) and pass a Repair check, you can then use the Radio (put it in an active item slot, or it'll work horribly slowly) to toggle all yellow forcefields except on level 4. You can also disable the yellow ones by using Repair on the emitter to turn them on or off, or disable them permanently with explosives. Unfortunately you can't do either to the red ones, and they'll damage you for some 10-30 HP depending on what armour you're wearing (so Dogmeat is fried unless you use the yellow ones to lock him up).
Those who forget the past are condemned to repeat it.
- George Santayana
- George Santayana
- The Great Hairy
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