A reader corrects MCA on a few mistakes he made
in the last Bible, specifically concerning the BOS - stuff
about their installations, the Paladins, Elders and Squires...
as well as their dislike of mutants.
MCA denies the existence of horses in Fallout,
talks about the impossibilities of training Centaurs, says
how AC determines the "to-hit" of an enemy, shrugs
at the question "were the plans for more melee weapons
and melee perks?", and finally about the development
of NPC's and the possibility of them receiving perks.
MCA talk about the inspiration educational 50's
movies gave to Fallout, not being able to play craps or roulette
in Fallout 1, the locations of Vault 13 and 69, what a HoloTape
is, and what the Fallout / Wasteland relationship is.
The many mysteriously absent movie files in
Fallout 2 get explained, MCA takes a shot at explaining what
all the "party.txt" characters are, and then denies
that the Hubologists have anything to do with the Elronologists.
MCA explains what the strange computer in the
northen lab of the Shi Palace is supposed to do, helps a poor
reader to get Westin's holodisk, lists all of the "difficult"
perks to get, declares that it's impossible to ally with the
raiders, ponders why cockroaches weren't included in either
game and tells us what his favourite perk is.
MCA confirms that the BOS in Fallout and the
BOS in Fallout Tactics are indeed the same group and tells
us not to expect all of the towns from Fallout, Fallout 2
and Fallout: Tactics to make it into Fallout 3.
MCA says "oops" due to a mistake naming
Lydia, Therese and Lyle in the previous bible, says "yeah,
we DID know what we were doing" when it came to designing
the plot, thinks up a reason why we didn't see any steam trucks
in Fallout, tells us that Ian was originally meant to reappear
in Fallout 2 as "Crazy Joe", a reader describes
how to tip a cow and recommends a good post-apocalyptic book.
MCA dashes everyone's hopes and declares that
all of the content for unused areas like the EPA and the Abbey
no longer exists, so don't expect see anything else.
Other "goodies" like the Strategy
guide from New Reno are listed, and explanation for why only
New Reno acknowledges your good deeds after finishing the
game, Lenny's Dad, why tribals have explosives, what's up
with the vertbird in Arroyo, how to shag a Bishop woman without
angering the boss, a reader gives us hints on the Curtis quest,
how to get the Bozar, XL70E3 and strategy guide, as well as
listing what weapons you can upgrade in the basement of New
Reno Arms.
Where do the mutants in Fallout 2 come from,
what happens when you get addicted to "Tragic",
and are ghouls the product of FEV or radiation are all questions
MCA tackles.
MCA gets hit with a heavy barrage of questions
- stuff like what's the deal with the PMV Valdez and the Poseidon
Oil Company? How did the tanker's captain get out of Navarro?
What were those chemicals Metzger was storing in the church?
And what was in Moore's briefcase?
Is there some sort of cool story behind the
generator in Vault 15? And the forcefields? MCA dashes a young
reader's hopes when he responds with a negatory reply.
An obvious oversight to most gun lovers, the
10mm pistol "Each pull of the trigger will automatically
reload the firearm until the magazine is empty"issue
is cleared up by Chris Tayolor.