Your step-by-step guide to navigating the dangerous Fallout 2 Military Base, from its outer defenses to the F.E.V. vats. Learn enemy locations and quest rewards.
Alright, so you're heading into the old Military Base in Fallout 2. This place has seen better days, getting trashed twice already. It's a multi-level dungeon crawl, so be ready for a fight and some serious loot. We'll break down what you need to know to get through it, from the tents outside all the way down to the F.E.V. vats.
- 1Outside the Military Base: As soon as you get near the tents, you'll run into some dogs. Don't just charge in! Wait for one of them to attack you, then take it down. You'll get 660 kxp for this.
- 2Entering the Base (Level 1): Once you're inside the main structure, you'll be on Level 1. Your first priority here is to find and repair the generator. This is crucial because it powers up the lights and the elevator, which you'll definitely need to get deeper into the base. You'll bag 1500 xp for getting that generator humming again. While you're on this level, make sure to clear out all the enemies. Killing everything here nets you another 1320 kxp.
- 3Level 2 (Armory/Med Lab): After getting the generator sorted, you can head down to Level 2. This area is packed with enemies, so be prepared for a tough fight. Taking out all the baddies on this floor will earn you a hefty 6250 kxp.
- 4Level 3 (Holding Area): Keep pushing downwards to Level 3. Like the previous floor, this is another combat-heavy zone. Wipe out all the enemies here to score 4365 kxp.
- 5Level 4 (F.E.V. Vats): This is the deepest part of the base. Here you'll face Melchoir, the final Super Mutant, and his nasty pets, which can include deathclaws and fire geckos. This is the big one – defeating Melchoir and all his cronies will grant you 11565 kxp.
Notable Enemies and Characters:
- Grundel: He's the first Super Mutant you'll likely encounter.
- Melchoir: The final boss, who can throw various critters at you.
- Radiated Rats, Super Mutants, Super Duper Mutants: Standard threats you'll find throughout the base.
- Melchoir's Pets: These include deathclaws, fire geckos, nasty floaters, and mutated mole rats.
- Dead Enclave Troopers: You'll find the remains of these guys around.
- Don't forget to raid the base after you've cleared it out – there's good loot to be found.
- Make sure the generator is repaired on Level 1; without it, the lights and elevator won't work, effectively trapping you or making navigation a pain.
- The dogs outside can be a bit of a surprise, so be ready for them.
- Melchoir's pets can be dangerous, so come prepared with good gear and plenty of healing items.
Quest Experience/Rewards:
- Kill the dogs outside: 660 kxp
- Open the Military Base: 5000 xp
- Fix the generator on Level 1: 1500 xp
- Kill all enemies on Level 1: 1320 kxp
- Kill all enemies on Level 2: 6250 kxp
- Kill all enemies on Level 3: 4365 kxp
- Kill Melchoir and his pets on Level 4: 11565 kxp
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content