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The Hub:

The Hub is, as it's moniker so aptly describes, the "hub" of most of the quests in this game. There are a ton of quests here, some of which I didn't see until I went through the game for the first time. So, I will try to go through this as thoroughly as possible.

By now you should have the location of the Hub, if you don't either Ian or Tycho can tell you and if you don't have either of them it is basically directly south of Junktown. Once you arrive in the Hub one of the main things you should do is check out the various shops around there. By now you hopefully have picked up a bunch of stuff from your other quests and are looking for a good place to sell it. One of the main factors in whether you will be able to sell this stuff for more than peanuts is whether you have a good Barter skill, so here's hoping you tagged it like I told you to or at least put some points into it along the way. Head over to the Downtown area of the Hub, here is the map just for reference. On the corner to the south of you is the General Store run by Mitch. He can pass along a few basic supplies and trade you some caps for the stuff you have been lugging around. You also want to check out Jacob the arms dealer who is over on the North Side of Old Town. Also for Rad-X and Rad-Away as well as Stim-Paks you should check out the local drug dealer Vance, right next to Jacob, if you pay off the bum in front of the Maltese Falcon (the one that goes "Pssst Come 'ere") he will give you the lowdown on Necropolis and on Vance. Vance is in the building to the NorthEast of Jacob and will sell you whatever you need in the way of drugs. If you find that you don't want to pay off the bum for access to Vance, all you have to do is when you first get dialogue from Vance just hit the Barter button and you can trade with him. Then just make sure you don't kill him on the way out and you can keep going back and doing that all the time.

I will relate the quests in the Hub in a certain sequence, but you don't necessarily have to do them in that order, in fact depending on your skills you might not be able to perform some until you gain a few levels.

Thieves Guild:

An easy quest to perform if you have a decent lockpicking skill is the Thieves Guild quest. Head over to Old Town and go into the building on the corner across from Jacob's weapon shop. When you go in the door in the alley there, you should be able to see some stairs leading down. Here is a picture that will show you where the stairs are located. Head down the stairs and you will be in a room with a door to the south. Head for the door and use your lockpicking skill on it. If you are able to pick the next two locks you are into the Thieves Guild Headquarters. Head for the back room and talk to their leader Loxley. Take the quest that he offers and head over to the Heights. Before you actually go to the Heights though you should rest until 1800 hours (evening). Then walk over into the Heights. This gets most of Hightower's guards out of the way and Hightower himself is out of the way of your intended target. Walk around to the door of Hightower's building (the building that is south of you when you enter Old Town) and talk to the guard at the door. Convince him that you need to see Mr. Hightower and he will let you in. Depending on your Speech skill and Intelligence you might not be able to convince him at first, so make sure to save before you talk to him. Once you are in head to the room to the south and you will find another room inside that one with a locked box in it. Use your Traps skill on the box until you have found and disarmed the trap on it (save before you do this) and then pick the lock. Once you have the necklace that you came for just head back out the exit and back to the Thieves Guild. Present your prize and collect your reward which includes cash and a set of electronic lockpicks.

Decker:

One of the main quests in the Hub is to take out Decker the main crime boss in the city. Head over to the Maltese Falcon on the west side of Downtown and talk to the man in black on the south side of the building standing in front of the door. This is Kane. Kane will offer you a job and if you take it you will be lead downstairs to meet with Decker. Talk with Decker and offer to take the job which is to kill a local merchant. Once your conversation ends you will find yourself back upstairs, talk to Kane to get your initial payment then head over to the southeast side of downtown where the hub police are based. Talk with Sheriff Justin Greene, the guy in the metal armor and tell him about the job that you were hired to do for Decker. The Sheriff will offer you some money to help him take down Decker, if you accept you will head over to Decker's and have to kill him and his associates. If you take out Decker and Kane in this battle the other associates will surrender without a further fight. There is another way to get more out of Decker before you kill him, but this depends on how good a liar you are.

Instead of ratting Decker out to the cops right away, you can go do his job of killing Hightower, best taken care of at the 1800 hour mark so that he doesn't have many guards. Get past the door guard and use your Sneak skill the rest of the way (how well this will work if you are dragging Ian, Tycho, and Dogmeat along I don't know) if you are good you can take out Hightower and his wife and get out of the place without much of a fight. If you have the NPC characters with you, you will probably have to kill everyone over there which lowers your karma a bit. What you might want to do is leave the NPC characters behind and go in alone (Dogmeat can't be gotten rid of though unless he is killed) this might work out better.

Anyway, once you successfully take out Hightower head back to the Maltese Falcon and collect your reward. You can then get another job from Decker, this time he wants you to take out Jain the high priestess of the the Children of The Cathedral. To do this you have to head south to the Water Merchant's area. As you enter the area, the Children are in the first building to the left. Move in and take out Jain however you want, she is the robe wearer in the back room in the southwest corner of the building. Once this is done head back to Decker and get your reward. That is the last of Decker's jobs. Now head over to the hub police on the opposite side of Downtown and talk with them. If your Speech skill is high enough you will be able to convince the police that Decker "tried" to hire you to do a job, if they believe you, then they will offer you the same deal as above and you can double cross Decker and rake in a bunch of dough at the same time. You do end up getting some lowered Karma if you do Decker's jobs and then double cross him, but do what you want, have fun!

Take out the FLC

The guys across the street from Deckers in the building to the south of the General Store are some seedy characters that run a loan sharking operation. As they are friends of Decker's they will not take too kindly to you taking him out. If you try to speak to them after taking Decker out they will be somewhat "hostile." Anyway, the local law enforcement doesn't care if you take these guys out so you might as well do so. You will need a decent lockpicking skill or a lockpick to open up the vault that is in the back, but once you do there is a load of stuff in there for the taking.

Thanks to Steve for reminding me to put this in.

Find The Missing Caravans

Okay, to find the missing caravans you need to go talk to Butch at the Fargo Traders. First you need to talk to his assistant outside the doorway to the back room, if you haven't already seen the board with job postings on it below the Iguana On A Stick shop. Either of those should give you the option to ask Butch about jobs although they might not even be necessary (haven't explored those dialogue possibilites). The Fargo Traders are located in Downtown on the west side near the entrance to Old Town. Anyway, get into the back room and talk with Butch, he will tell you about the job and try to give you as little information as possible, if you press him for information he will tell you that he thinks that the Deathclaws are stealing the caravans if you press him further he tells you to talk to Beth at the weapons shop. After your conversation ends talk to Butch's assistant then head over to the weapons shop and talk to Beth (south of the Fargo Traders on the corner), explore various dialogue options with her especially anything to do with the Deathclaw. When you converse with her about the Deathclaw you will should be able to get her to reveal that the only person she knows that has seen a Deathclaw is Harold the mutant in Old Town. Head over to Old Town.

In a building located in the southwest of Old Town there is a lone mutant standing in a room. Head over there and talk with him. Ask him about the Deathclaw and he will tell you all about his experiences with them. Once you have finished the Deathclaw line of conversation end your conversation with Harold (you can talk some more to him later). Now go outside the building that Harold is in and talk to the crazy guy that is hanging out outside the door. Talk to him for a bit and you can get him to reveal that he has seen a Deathclaw, then get him to take you to where he has seen it. He will take you to a cave where you will find a Deathclaw and a half dead mutant. Kill the Deathclaw, then search the mutant and you will find a pipboy tape that proves that the mutants were stealing the caravans. Leave the cave and head back to the Fargo Traders, tell Butch about what you have found then talk to his assistant. The assistant will not believe your story until you give him the tape you found (make sure not to drop it after reading it into your pipboy). Once he gets the info from you the quest is finished. Yay.

Help Irwin Get His House Back

Head over to Downtown if you are not there already. Now head to the south near the entrance to the Heights. In a burnt out building across from The Maltese Falcon you will find a man standing by himself, here is a picture for you if you are having trouble. Talk to Irwin, he will tell you about his troubles with some raiders that have taken over his house, if you sympathize with him and offer to help him he will take you there. There are about six or seven raiders armed with shotguns and pistols that you have to take out here. When you finish taking them out you can exit to the south and return to Irwin. He will be grateful to you and give you the .223 pistol. This is an excellent weapon as it has a very good range and does plenty of damage. Definitely the best pistol that you will find.

Blackmail Iguana Bob

Also in Downtown is Iguana Bob. He is selling his "Iguana" bits on a stick right below the FLC in a little tent down there. If you followed my advice in Junktown then you found out what Bob is really making his Iguana on a stick out of and if you mention this to him you can blackmail him into paying you off to keep quiet. This gains you some experience although your karma will drop if you blackmail him, but what the heck eh? You can also gain a bit of dough by squeezing him day in and day out. I think maybe your barter or some other skill affects how much you can get out of him.

Get More Water For The Vault

If you head over to the Water Merchants section of town you can talk with the leader of the Water Merchants there. She is in the middle of a large building to the south. Ah well. here is another picture that will give you her location. Talk to her about your need for a water chip and she will tip you off to the fact that Necropolis might have a water chip. She will also offer to send water up to the Vault which will extend the time that you have to find the water chip. This will also give you a load of experience. The leader will offer to do the job for 2000 bucks, if you are convincing enough you can try to bargain her down to either 1000 or even 500. I don't know what this depends on but it is probably a combination of your speech skill and charisma, maybe has something to do with the barter skill too.

Help out the Brotherhood Member

Over in Old Town there is a building with some seedy looking characters hanging around in it and if by chance you happen to go inside they will try to blow your head off. If you don't know what I am talking about you can head over to Old Town and check out the building to the south on the corner as you enter that section of town. You will see about four guys hanging around in there. As I said when you open the door they will immediately start firing. If you have NPC's with you this could end up losing them for you if you play it wrong. I have had good luck with standing in front of the door, opening it, getting shot at and then closing the door. This is good because then the guys in the place come to you instead of your guys going inside and getting shot up, which will happen because one of the guys inside has a combat shotgun and can use it and of course the NPC's are stupid enough to walk in there. So, go inside get shot at and close the door and let the gentlemen inside come open the door and get you. If you are tough enough, just go in guns blazing.

Take out the guys in the front room and go to the back and pick the lock on the door to let out the man inside the back room. He will thank you and tell you that he is from the Brotherhood of Steel and that they will be grateful and what not that you helped him out. Suffice it to say, that you took care of a quest for the Brotherhood without being asked. When you finally get inside the Brotherhood it saves time. I think that is all for the Hub, if I think of some more I will put it up. Next I like to head over to the Glow.

The Glow

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