Gambling Fallout New Vegas. Where to get money Lara wants to find out what is in the church

On the Strip in New Vegas and beyond, you can find casinos and bars whose owners will be happy and happy to relieve you of some of your hard-earned money. Your luck score significantly influences the outcome of a gambling game.

Please note that the casino may require you to exchange caps for chips before allowing you to play on their premises.

The goal of the game is to collect more cards than the dealer, but not more than 21. A sum above 21 is considered “bust” and entails automatic loss. The value of cards with numbers is equal to the numbers indicated on them, pictures (jacks, queens, kings) are counted at 10, and aces at 1 or 11.

Payout rules are different for each casino.

Control

To play, activate the blackjack table. Select your bet by increasing or decreasing the amount using the E or Q keys, or press S to select the maximum bet for a given table. Then place your chosen bet using the W key.

Now you are dealt cards. At this moment, the following actions are available to you:

  • More- click F to draw another card.
  • Enough- click R to complete the set.
  • Give up- click S to turn the hand over to the dealer and receive half your bet (keep in mind that not all Mojave Wasteland casinos allow this)
  • Split- if you are dealt two identical cards, you can press E to “split” your hand into two and double your bet. You will then be dealt two new cards, one for each hand. The current hand is indicated by a green arrow. To switch between hands, press Q.
  • Double- having received two cards, you can double your bet and receive one (and only one) additional card.

Slot machines are the easiest way to gamble. Simply place your money in the receiver and pull the lever.

Control

To activate the slot machine, go to it and press the E key.

Once you have selected a machine, place your bet, increasing and decreasing the amount using the E and Q keys (or press S to select the maximum bet). Then press the W key to spin the wheel.

You can check the payout list of the current machine by pressing F.

When playing roulette, participants place bets, after which a ball is launched in a circle and spins until it stops on one of the numbers. Winnings are paid depending on where the ball lands.

Control

To activate the roulette table, go to it and press the key E. Then place your bets (you can place several). Use your mouse to move the cursor around the roulette wheel. As you hover over each section, you will see bet and payout details in the top left corner of the screen. You can bet on a number, on a group of two to four numbers, on a bank of 12 or 18 numbers, on even and odd, on a color (red/black).

To place a bet, select the amount using the keys E And Q, then place the chips on the table by pressing W. You can place up to 10 bets on one game.

After placing all your bets, click S to spin the roulette wheel and try your luck.

Well, in the wasteland, where there are no casinos and it is difficult to find a full deck of cards, they play caravan. This game, invented by caravan guards, is designed for two players. The game is played using a haphazardly assembled deck of cards of any origin.

Deck Creation

A caravan deck must consist of at least 30 cards drawn from one or more regular decks. A deck can contain as many cards of the same type as desired, although no two cards of the same type are allowed from the same original deck. A balanced deck includes both numbers and pictures, their combination depends on the playing style of a particular player.

Rules

To play caravan, players build three piles (“caravans”) of number cards. The task is to kill the enemy caravan by collecting the largest amount of cards with numbers? but at the same time avoid underload (less than 21) or overload (more than 26).

At the beginning of the game, each participant takes eight cards from his deck and places one number (Ace counts as 1) in each caravan. You cannot fold cards on this round.

Once both players have created three caravans, each player can take one of the following actions on their turn:

  • play one card and add a new one from your deck to your hand
  • discard one card from your hand and draw a new one from the deck into your hand
  • disband one of your three caravans, removing all cards (both numbers and pictures) from this pile

Each caravan has an order (descending or ascending numbers) and a suit. The suit is determined by the first card placed in the caravan, the order being first and second. Each subsequent card must be added in the same order and be of the same suit as the previous one. You cannot play number cards of the same value sequentially, regardless of suit. Pictures can be attached to caravan numbers, either yours or your opponent’s, as modifiers.

Card meanings

  • Joker- applies to Ace (T) and cards 2-10. The effect depends on whether it is an ace or a number (more details below). Several jokers can be played against one card.
  • Ace- counts as 1. A joker played against an ace removes from the table all other cards of the same suit as the ace, except for pictures. For example, if you play a joker against the ace of spades, then you need to remove all the spades from the table, leaving only the pictures and this ace of spades.
  • 2-10 - counts as the corresponding number. A joker played against this card removes all other cards of that value from the table. For example, if you play a joker against 4 of hearts, then you need to remove all fours from the table (except for this four of hearts).
  • Jack- applies to T and 2-10. Removes the given card along with any pictures attached to it.
  • Lady- applies to T and 2-10. Reverses the current order of the caravan, changing the current suit of the caravan. Several queens can be applied to one card.
  • King- applies to T and 2-10. Adds the meaning of this card again. For example, a king on a nine adds another 9 to the caravan. You can use several kings sequentially: for example, 4 + king = 8; 4 + two kings = 16

Victory

A player's caravan is considered sold when the value of his cards is more than 20 and less than 27, however, the second player can outbid by increasing the value of his own opposing caravan (within the limits of 21-26). When all three caravans are sold, the game ends. If there is a tie in one of the three pairs of caravans, the game continues until all three caravans are sold. The player who sells 2 or 3 caravans wins.

Control

Some NPCs in the Mojave Wasteland may ask you to play caravan. To start the game, select the appropriate line in the dialogue.

Rates

The first stage is betting. Here in the lower left corner you can see your opponent's bet, your own and all your money. Press W to accept or A to raise. Once you have completed your bet, press F to begin the next stage.

Deck Creation

Before playing Caravan, you can first build or modify your deck. The top row of cards is the contents of your deck. The second row of cards is all the cards you have. Use the arrow keys or arrow buttons to navigate between maps. You can add cards to the deck using the key W. You can remove cards from the deck using the key A. You can also assemble a random deck using the key S. Once you have assembled your deck, press W to move on to the next step.

The actual game

On your turn, select a card from your hand using the arrow keys. To confirm your selection, press the key W. Then select a card position (either as part or modifier of your own caravan, or as a modifier of one of your opponent's cards) and press W to place it on the table. The numbers in the middle of the screen show the current value of each player's caravans.

CHARACTER CREATION

In a good RPG, choosing the right character is half the battle. In Fallout 2 this becomes clear especially quickly. Initially, you are given three pre-created characters: Narg - a warrior. Chitsa is a diplomat, Mingan is a thief. They all represent three different specializations for your representative in a post-nuclear world. To be a generalist, unfortunately/fortunately (underline as appropriate), is completely impossible, and therefore you need to choose priorities: to be hardy or smart, strong or dexterous... That is, despite the unlimited freedom in “customizing” the hero, it is really possible choose from three specializations or their hybrids.

By the way, we do not advise you to create a hero with average performance; try to develop the best characteristics, in your opinion, to the detriment of others that are less suitable. Let's give the simplest and most striking example. At the very beginning of the game you need to go through the dangers of an abandoned temple: there will be a lot of scorpions

and traps, but the final test will be to resolve the problem with the person guarding the exit from this place. If you are a diplomat, then he can be persuaded to let you through, “since someone might accidentally die in a fight.” If a thief, then using the ability to steal, You can steal a key from a guard and then use it to open a locked door. If you are a warrior, then fight the guard and knock him down on both shoulder blades. If all your characteristics are at an average level, then you will neither persuade the guard, nor steal the key, nor winyou can't do it.

Important rule

: use mainly the characteristics that you develop, that is, do not try to steal the key if your agility is low, but rather convince the guard to let you go in peace if your charm is high.

There is simply no optimal option for combining the military, thieves and diplomatic characteristics of a hero, but a couple of acceptable and well-proven options can be given. The first is a hybrid of a thief (high dexterity, which means good thief skills) and a diplomat (high charm and the “Conversation” skill). The second is a combination of a warrior and a thief.

The main thing is to decide what you want from that guy who is wandering around the monitor screen. Please note that the first of the proposed schemes for creating a hero is aimed at a “good boy” who knows how to negotiate well with people and does not like excessive cruelty.

option number 1 ( diplomat).

First stage

- determination of the main characteristics. force (ST) let it be 5 - no more is needed, since part of the luggage will be carried by the allies, and then improved power armor will appear, adding 4 units of strength at once.

Observation

(RE) set to 4. Although this is not enough for accurate shooting at long distances, a small level of observation will allow you to free up a few points to increase a number of other characteristics.(CH) is very important for solving many quests, as it allows you to persuade and win over many NPCs who have useful information and things. I recommend increasing it to 8: then you will gain points that will increase your charm by another unit.

Endurance

(EN) if important, it’s not very important. Mainly affects the number of hit points gained with each new level increase, and resistance to poison and radiation. I advise you to denote stamina as an even number, since new hit points are calculated using the formula “three + stamina divided by two.” If you set endurance to 5, you won’t notice much of a difference compared to 4. Put 4, otherwise 6 is too much for a hero.

Intelligence

(INT) is advisable to set at a very high level, because this characteristic affects not only the character’s talkativeness, but also the number of new ability points when gaining a level (the formula is “5 + intelligence index multiplied by 2”). Put 9.

The following characteristic -

agility (AG), put to the highest possible level in order to have more action points during the battle. Our choice: 10. good luck (LK) Spend all remaining stat points to bring it up to 7. You'll have a good chance of finding secret locations, and your chance to score a critical hit will improve. Luck will affect a number of game events and some moments during the battle (the order of moves, for example).

Option No. 2 ( warrior

). - still 5. because the best weapons (plasma rifle, hunting rifle with a telescopic sight and gauss rifle) will not require more from you. And motorized armor again greatly increases it.

Observation

- no lower than 7. Otherwise, you won’t be able to turn your guy into a sniper, which is very bad for a warrior.

Charisma - 4. This is quite enough. especially since it is possible to increase it to 8 (two points will be given in New Reno for defeating three boxers, another will be given by special points, and the eighth can be obtained using the “Increase Charisma” perk). It is unprofitable to have more than 4 allies - they will only get under each other's feet.

Endurance

- 4.

Intelligence

- no less than 9.

Dexterity

- definitely 10 (two shots per turn).- all remaining points (8).

Second phase

in creating a hero - choosing the character traits of your superman.

From the Traits of the character, take “Accuracy” (increasing the chance of inflicting a critical hit by 10%) and Talent (increasing all characteristics by 1). By the way, only when “Talent” is turned on is the above combination of characteristics possible, otherwise they will all be one lower. You can take other features, but keep in mind that they all have both a positive and negative impact on the hero. The exception is, perhaps, “Bloody Mess,” which only allows you to “enjoy” the most spectacular forms of murder.

The remaining features of the hero are not very useful, and sometimes downright harmful. For example, don't take "Fast Metabolism" - why would you heal twice as fast if the time spent on healing has no effect on the game itself and the events in it? You can sleep for at least a month - still nothing will change during this time. It's better to heal twice as long, but have greater protection from poison and radiation.

Also, ignore Heavy, One-Armed, and Dumb: they slightly increase some of your stats at the expense of significantly reducing others. Don’t take “Rapid Shooting” either - it’s better to take “Additional AP for Fire” in the future, which also reduces the number of movement points per shot, but at the same time allows you to shoot accurately.

Third stage

- the most difficult.

Selecting three special abilities of the hero (Tags). Two of them are quite clear - “Hand Weapons” (to better shoot from light weapons, which is very useful at the beginning and in the middle of the game) and “Energy Weapons” (energy weapons are the most powerful and effective with developed skill). For the third special ability, it is advisable to choose one of the non-combat skills - the ability to “pick out” a neighbor’s pocket (“Steal”), the ability to work with master keys (“Hacking”), or the ability to lead

conversation ("Conversation"). High rates of “Hacking” and “Conversation” will greatly simplify life in cities, but “Stealing” is a special topic altogether (see the section “Where can I get money?”).

Which of these talents is more useful is impossible to say - they are all very good in many situations.

By the way, all the hero’s characteristics, with the exception of luck, can be raised by one if special medical chips are found. Of course, these chips are scattered throughout the game world, and finding them is not so easy, but that's all.

you will certainly come across some of them, which means you can develop your hero a little with the help of chips and a computer in the Brotherhood of Steel. As in the case of medical operations in the first Fallout, you can only raise a characteristic whose value is less than 10. Therefore, we deliberately reduced intelligence to 9, since the chip that increases this characteristic is quite easy to find, especially if you know that it is lying in a box on the first floor of the Military Base, the charisma chip is in Navarro, the strength chip is in Vault City, and the observation chip is lost in another Vault...

Where to get money

You can get money in the game in three ways: by selling various things (which you can find/take from killed enemies/steal), by gambling (in a casino with passable luck 7+ and 100% of the game you can earn millions;)) or simply by stealing them from everyone you meet.

Everything is clear with the first and second methods, but it’s worth telling a little about the third. The authors of the game changed something in the theft mechanism. Now, to successfully lighten your neighbor’s pocket, you should position yourself out of his field of vision (preferably behind his back). In addition, the size of the object also matters - it is easier to steal money than a six-barreled machine gun. Next, the number of experience points received for “relieving your neighbor” directly depends on the number of items that you steal at one time (that is, without leaving the victim’s inventory screen). If you steal one item at a time, you will get your measly 10 experience points, and if you rob the merchant of five items, then, lo and behold, you will already exceed a hundred experience points! However, it is much easier to get caught this way. But who is stopping you from pre-saving?

So here’s some advice for you - when you come to the city, rob everyone you meet and immediately (in the city) exchange all the rubbish you receive for something valuable (ammo, for example). At the same time, you will gain a little experience.

The required parameter and its purpose

Obvious evidence - necessary luck. In fact, this is one of the most useful parameters: it increases your skills by a certain number (with great luck - a larger number), the chance of a crit and helps you play in the casino. In previous parts, the likelihood of random encounters also increased, but in Fallout: New Vegas they simply do not exist.

With points of this parameter from 8 to 10, you can easily win at blackjack, snatch a tidbit on slot machines and roulette.

This does not apply to the “caravan”: the main role in it is played by skill and the correct alignment of certain combinations.

First of all, it’s worth considering the basic principles of these games, which, in general, are not very complex.

Black Jack

IN black Jack you can play in all three casinos New Vegas- "Gomorrah", "Tops" and "Ultra-Lux", casinos in the town of Primm after the expulsion of a gang of deserter squatters.
This game is more similar to the children's game "twenty-one" (also called "Golden Point"). Digital cards correspond to a designated number, and the roles of the “pictures” are as follows:
queen, jack, king - 10 . Ace - 1 or 11 (depending on the total number of points). There are split and double. The first concept reflects that when dealing identical cards, you can double your bet by “splitting” your hands. Second - if you receive two cards, you have the right to double your bet and take only one card.

Slot machines

First, let's note the characters who play caravan:

  • Cliff Briscoe - "At the Dinosaur" (Novak)
  • Dennis Crocker - NKR Embassy (New Vegas)
  • Jules - North Vegas Square (near the "gray" building)
  • Ringo - Goodsprings (at the gas station), "Red Caravan" (near the company headquarters)
  • Dale Barton - Fort (standing next to the Brahmin)
  • Isaac - "Gunsmiths" (does not always appear)
  • Jake Erwin - NKR Embassy (see above)
  • Nash (found in the casino or in the house near which the courier's body lies) - Primm
  • Lacy (female bartender) - Mojave Outpost
  • Quartermaster Mayes - Forlorn Hope
  • Nelai Noonan - Novak (moves throughout the entire location)
  • Jed Masterson - South Passage ( DLC Honest Hearts)


Note: Keith, located in the Aerotech business park, is not taken into account here, since he does not have funds for the game.

To get an idea of ​​the game, you need to know the functions of the cards:
The numerical values ​​of the cards correspond to the numbers written on them

  • Jack(J) - removes the selected card along with the “pictures” available in the set of cards
  • Lady(Q) - changes the required suit for laying out subsequent cards, changes the course of the caravan to the opposite
  • King(K) - doubles the value of the card (if you put another king on a doubled card, the value will quadruple)
  • Ace(A) - increases the total points of the card set by one unit. Used against an Ace, it changes the set by removing all cards of the same suit from the table, excluding, for example, "pictures" and the given Ace.
  • Joker- removes cards depending on the antagonists (numbers or an ace, the situation with the ace has already been described). In the case of numbers, the cards are shuffled randomly.

Players receive three sets of cards (the so-called “caravans”), from which they need to create “caravans” that exceed the number of points of the opponent, but do not exceed the limit (26 points) or are below it (21 points). Situations when the number of points exceeds the required number - overload; if the limit is not reached, then this is underload.
At the beginning of the game, the participant draws eight cards from his deck (which can be completely customized, since cards can be purchased from merchants or found in the wasteland) and places one number on each set ("caravan").
Each set has a sequence of numbers, which is determined by the first and second cards (ascending or descending), and a suit, indicated by the first card of the set.
Cards with “pictures” can not only be used for your own cards, but also for your opponent’s cards - so, you can build a combination that creates an overload or underweight for your opponent, using the king and jack, respectively.

Winning the game

When all three “caravans” (that is, sets of cards or decks) reach a given range from 21 to 26 and exceed the opponent’s points, the game is considered won.

Note: some of the characters have a caravan game limit.

Military base.
There are a lot of dogs in the courtyard at the entrance, so that later this rubbish does not interfere with them, it is better to kill them right away. There is an iron rod next to the minecart, attach it to it and explosives to the rod and push it. After the path is clear, there are rodents and corpses inside on level 1 (enclave). In order for the lift to work, you need to repair the generator. At the lower levels there will be a lot of crap armed to the teeth, so it’s better not to go there poorly armed and protected. On the fourth level there will be a dump - you will be attacked by flyers, centaurs, deathclaws and fire-breathing lizards. Here the game often breaks down and therefore it is better to “record” the game before dumping it

After you return the Spy Holodisk to NCR, steal it again. And you will be given money and experience again. True, you need to be able to steal.

After defeating the ENCLAVE, if you decide to continue, it is useful to look not only at Father Tuli in New Reno, who will give you a book after reading which you will receive 10,000 experience points each time, but also to go to the Eternal City. There, on the third level of the shelter, if you take out the main computer for a long time, he will advise you to go to the computer in the upper left corner of this level. It is something! 20,000 points at a time. Give it a try.

You can add money in Den, at Becky’s bar, just play dice, make heavy bets, in principle, it’s tedious and time-consuming, but what won’t you do for the sake of money?

Explosives in your pocket
Non-hostile NPCs (in particular merchants) can be quite effectively destroyed by placing armed explosives in their pockets.

How to photocopy things:
1. Save
2. Copy the save file somewhere. dat
3. Give the cloned items to NPCs
4. Save
5. Return save. dat
6.Load
7. Things for both you and the NPC :-)

Lots of stuff in the caves of poison
If you open the elevator door in the Caves of Poison and go to another floor, kill the robot, and then climb through the lockers, you can find a lot of useful things: stim. packs, weapons, cartridges, etc.

Rob a merchant in NCR
In the New California Republic (NCR) there is a merchant whose money for the goods he sold ends up in his pocket, and it can be stolen from him. So for the same money you can buy all the goods in his shop.

Get subcutaneous armor
There are 4 types of PB:
1. Subcutaneous armor (+5%) - normal, explosion, etc.
2. Improved subcutaneous armor (+10%) - normal, explosion, etc.
3. Subcutaneous armor of the "Phoenix" type (+5%) - fire, laser, plasma.
4. Improved subcutaneous armor of the "Phoenix" type (+10%) - fire, laser, plasma.
One drawback for each PB improvement is -1 Charisma (total: 2).

To get it you need:
1. Doctor skill 80% or more.
2. 4 combat armor.
3. about 0000.

In Vault-City, in the storage room on the first level (where Dr. Troy is) we go into the computer and download information about this very armor, then we go to the suburbs of Vault-City and repair the AutoDoc, after which we approach the doctor (there must be combat armor) and perform the operation, repeat the procedure 4 times and that's it.

Killing any LDC
In order to kill an LPC, use n number of super stimpaks on it based on the calculation that 1 super stimpak will take away 9 hit points. THIS way you can kill ANY LDC.

After you complete Fallout 2, you will be prompted to continue the game.
Agree. There is a secret: in New Reno, talk to Tuli's father and get a book. This book is a useful thing. The first time you read it, all your skills will increase to 300%, and the next time you read it, you will receive 10,000 experience points!