Star Trek Hidden Evil Walkthrough

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Paul

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Aug 5, 2024, 6:42:46 AM8/5/24
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Ipurposely didn't put in a Table of Contents, lest you see all the exotic places you're eventually going to visit before you're supposed to know about them. Though the locations are presented in the order that you would typically reach them, your mileage may vary.

Tips

Before you even think about starting to play, check out the Interplay Fallout 2 site, and ensure that you have the latest version installed. If not, download and apply the patch. The patch fixes many, many, bugs... also, if you don't apply the patch before starting and decide to patch halfway through, beware the patch will invalidate any saved games. Translation: you will have to start over! Be careful to only apply a patch compatible with the locale from which you purchased the game. This guide was written using the U.S. version, patched to V1.02. Owners of the U.K. and some other European versions may note that there are no children running around in their game, so some of the comments pertaining to them in this guide may not make sense, and a few minor quests will not be available.


Note: as of 18 June 2004, the Interplay web site has been inaccessible. So we have made the V1.02 patch temporarily available here. Also note: this patch is only guaranteed to work for the US version of the game, so you may have to re-install if you apply it to a foreign language or UK version.


Beware that if your Intelligence (IN) is too low (I mean, your character's in the game, silly. Don't take it personally ;-), you won't be able to get most of the quests here simply because no one will be able to converse with you! Likewise, not having a high enough Charisma (CH) or Speech skill will also alter NPC responses, and you may miss out on important conversation choices that lead to quests. So, I recommend having both IN and CH at a minimum of 6 (you might scrape by with lower CH if you have a decent Speech skill) to keep your options open. If in doubt in a particular situation, pop a Mentat to boost both temporarily. Just for kicks, it's worth starting up a game with IN 3. Yes, it's a very well balanced game :-)


Luck, or dice rolls, and your stats play an important part in conversations. That's why it's very important that you save the game before every conversation. If you feel afterwards that the outcome could have been more favourable, restore to before the conversation and try it again. You just might get the dialogue choice you've been hoping for the next time through! If you consistently get the same undesirable choices, try improving your IN and CH by popping a Mentat before the conversation. Some dialogues even depend on your Science or Doctor skill, and I've tried to indicate this where possible.


Unless you are going the diplomatic route, and have enough CH to be able to talk your way out of anything, make sure you start off the game with greater than 50% of either Unarmed or Melee skill. It will be quite a while before you obtain any decent weapons! Beware that one of your first encounters involves fighting bare-handed, so even Melee won't help here.


I recommend a minimum Strength (ST) of 6. With less than this, you'll be severely disadvantaged at hand-to-hand, unable to take any unarmed perks (most decent ones have a min ST of 6 requirement), and you won't be able to carry much inventory either. Likewise, unless you're going to play the 'ultimate bruiser' type of character, a starting ST of 9 or 10 is a waste, since you get a chance later on to increase your ST by 3 using... artificial means!


Owing to a design peculiarity in Fallout, Armour Piercing (AP) ammo doesn't do exactly what it's meant to, and is woefully ineffectual. So, it's best to just sell any that you find. Stick to the JHP for actually loading into your weapons.


Early in the game, when your character is relatively weak, there is a sure-fire way to defeat critters like Ants, Radscorpions, and Silver Geckos without taking so much as a scratch: approach to within about 5 hexes. Let them come right up to you. Then, hit them with your best shot, but make sure you have at least 5 AP left. Then retreat in a straight line. They will follow you, but won't have enough AP left to strike! Repeat until critter is dead.


NPC's make great packrats. They can help you carry all the stuff you pick up after encounters with hostile critters. Be careful about giving them burst capable weapons though... or you could find yourself replaying a lot of encounters :-( Also, be sure to fine-tune them before heading out on the wasteland. You don't want someone wasting valuable ammo on easy critters (rat is hit for 243 hit points... yeah, I think it's dead. Just wasted a rocket, dammit!) In this case, take their best weapon or ammo away from them before heading out. On the other side of the coin, make sure you use the Combat Control dialogue to ensure they are using their best weapon when you know an important encounter is coming up.


A high Outdoorsman skill is extremely useful for avoiding unwanted random encounters. Sometimes, you just want to get from A to B without being bothered. Carrying a Motion Sensor in your personal inventory while travelling is alleged to help in avoiding random encounters. And you get XP for using this skill!


Like the man says: save, save, SAVE! You never know when you're going to mess up in combat, blow a dialogue with an NPC, etc. Contrary to what you may hear on the grapevine, you can also save during combat, though this practice does seem to make the game more likely to crash... but you just saved, didn't you? So, no big deal.


Those pre-apocalyptic Californians must have been avid readers. There are bookcases everywhere. A lot of them contain valuable stuff, so check every bookcase, desk, pot, locker, etc. Anything that exhibits a hand icon when you move your cursor over it is worth having a look at. Scavenge to your heart's content!


You can rest nearly anywhere when no hostile critters are nearby. Derelict buildings in most towns make a perfect spot for this sort of activity. There's no rush to get through Fallout 2. Use the time! Why waste Stimpaks when you can heal while resting or travelling?


Temple of Trials

Kill all the Ants and Radscorpions to gain valuable XP. Take all the Radscorpion Tails you can carry off the dead critters. You can barter them. Check all the pots and chests for Healing Powders and such.


There is a section with raised plates that appear as you walk across the floor. If you step on a plate, a spear is fired at you from the wall. If you have some Traps skill, you can disarm these plates for 25 XP each.


Get the Explosives from the pot south of the locked door. Save the game! Then, stand right in front of the door, arm the Explosives (give yourself 30 seconds at least), drop them, and retreat to a safe distance until the door blows.


Defeat Cameron in hand-to-hand. Weaker characters might try using the hit-and-run technique I described above. He still gets one hit in every turn, but it's better than 2 or 3! Diplomatic approach: with high IN and CH (managed once with IN 8, CH 5, Speech 35%), you can talk your way out of fighting Cameron :-)


1. Rescue Nagor's dog, Smoke, from the wilds - 100 XP.

Nagor is standing east of Hakunin's (medicine man's) tent. The wilds are NW of Hakunin's tent. In the north part of this section is a plank amidst some puddles of radioactive goo. Cross it, approach the dog, and he will follow you back to Nagor. While there, you might want to grab a few of the bright orange flowers... and kill a few Geckos. Hakunin will make Healing Powder for you if you bring him Broc Flower and Xander Root. See Quest 4 below.


3. Obtain flint to have Mynoc sharpen your spear - Sharpened Spear.

Mynoc is the bridge guard on the way out of Arroyo, to the south. Need decent PE (6, I think) to notice Mynoc's spear in the first place! Then, get the flint (beg, barter or steal) from your evil aunt Morlis, who is standing guard outside a tent SW of the stone head.


4. Kill the evil plants that infest Hakunin's garden - 100 XP and he'll make Healing Powder for you anytime in future.

Kill the two spore plants in the garden located just NE of Hakunin's tent.


Klamath

Don't trade with Maida Buckner if you can help it. Her prices are too high! You can have the tribal Sulik join your party by paying off his remaining debt of $350 to Maida. Well worth the trouble, because he's much better than you in combat at this stage in the game. Alternatively, you can get Sulik for free if you complete Quests 5 and 6 below (or Quest 2, but I always found it handier to have Sulik along with you on this particular quest).


In the Golden Gecko, talk to Fighting John Sullivan. He'll train you in Unarmed for 10% and Melee Weapons for 10%, as long as you're not already too skilled in either of these disciplines. Also worth 150 XP.


There's an exit grid to the NW, with a crashed vertibird and a maintenance robot there. You can take out the robot for XP, and retrieve a Yellow Reactor Keycard from one of the corpses. Contrary to what you may read elsewhere, you can't use this Keycard to open the elevator in the Toxic Caves (see below), however, seeing as the Keycard was found on someone wearing... exotic armour, perhaps it might be of use in a place where this armour is prevalent?


1. Refuel the still - $50.

Talk to Whiskey Bob in Buckner's. You must buy him a drink. He'll then tell you about his still that needs to be refuelled. It's located SW of town. Be ready to fight some Geckos. Careful, because Golden Geckos radiate you when they get a good strike in! Wood to fuel the still is located right there in the cabin.


2. Rescue Smiley the Trapper - 1000 XP and $100 OR Sulik's debt struck off.

Talk to Ardin Buckner. She puts the Toxic Caves on your map. Get some Rubber Boots (see Quest 4 below), exit Klamath, preferably with Sulik in tow, and head for the Toxic Caves. Smiley is holed up in the back. Be sure to grab the 2 packets of Rad-Away from the locker in the wall there. Note the locked elevator. You probably can't open it yet (I've described what to do below. See Toxic Caves Elevator, unless you don't want to spoil it yet). Return to Klamath to collect your reward from Ardin Buckner (you can either take $100 cash or have Sulik's debt paid off if you don't already have him in your party). Talk to Smiley, and he'll teach you how to skin geckos. Great little revenue earner from now on.

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