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Fallout 2 Walkthrough → Tools
Pliers - +25 to Repair Skill.
Super Toolkit - +50 to Lock Picking Skill for regular locks.
Lock Pick Set - +25 to Lock Picking Skill for regular locks.
Large set of lockpicks - +50 to the Lockpicking skill for regular locks.
Electronic Lock Pick MK I - +25 to the Lock Picking skill for electronic locks.
Electronic Lock Pick MK II - +50 to the Lock Picking skill for electronic locks.
Dynamite is an explosive consisting of linked dynamite sticks, a detonator, and a timer. Planting the explosive requires a successful "Trap" skill roll; failing this means the timer is set incorrectly and will detonate at an inappropriate time (early or late). It deals 30-50 damage. It can be used to open doors.
Plastic explosives are more powerful than dynamite and deal 30-70 damage.
A shovel is a very useful item; it can be used for grave robbing. Several quests in Fallout 2 involve shovel use.
Rope - helps the hero descend from great heights in the absence of a ladder and into all kinds of wells.
Stealth Boy - helps avoid unwanted encounters with enemies.
Geiger counter - displays the player's character's radiation exposure level. Its batteries cannot be replaced.
Motion Detector – connects to your PipBoy and allows you to track the presence of living creatures on the local map. Grants +20 to the Traveler skill.
First Aid Kit - +25 to First Aid Skill.
Paramedic's First Aid Kit - +50 to First Aid Skill.
Doctor's Bag - +25 to Doctor Skill.
Medic's bag - +50 to the Doctor skill.
Source: fallout.kiev.ua.















