can someone verify if it is possible to become a made man as a women? i doubt it, but i just wanna be sure before i edit anything. 188.8.131.52 23:17, 13 August 2009 (UTC)
I'm reasonably confident I've done both Salvatore and Wright as a Woman. The Mordino's are a bit sexist but I think you can still talk them into it.Agent c 00:37, September 17, 2010 (UTC)
The article states that each version of the perk, dependant on which family you choose, gives separate bonuses besides the numerous dialogue choices and whatnot. I would assume some energy weapons skill from the Salvatores, but what are the others? Nitty 02:49, October 11, 2009 (UTC)
I guess so, and also, you have tha fallout series alrdy? Oh yeah you should have gotten the wrights quests =) Onipix Horrigan 02:57, October 11, 2009 (UTC)
Hmph. And I really wanted to make an infobox for this page. "Energy Weapons skill OR Charisma points OR blah blah blah." Nitty 02:59, October 11, 2009 (UTC)
So do you have the fallout series? The infobox would be useful tho =) Onipix Horrigan 03:01, October 11, 2009 (UTC)
No. But I'm getting it soon. Nitty 03:03, October 11, 2009 (UTC)
Ahhh lol, thought you had it, just ask me 4 help if u want, or talk to Grizzly and Ausir. Onipix Horrigan 03:04, October 11, 2009 (UTC)
How to become Made Man for all Reno families Posted by Silencer
Fallout 2 (US) Quad Made Man FAQ Joshua Jansen
TABLE OF CONTENTS
This document is Copyleft 2003 J. E Jansen. You can use it on your website, put it in your guide, steal all my ideas and post them, I don't give half a damn. This Walkthrough/ Spoiler was created for unrestricted public use. Specifically: Magazines, game guides, Commercial websites, fan websites, spoiler websites, and everyone else is welcome to use and abuse this text as they see fit. Reports and disseminations of parts and pieces of this Walkthrough/ Spoiler are encouraged and welcomed. Any person doing this is guilty of "having good taste," which is defined as the act of reading, recognizing as high quality and passing off of ideas and words of another to others. Users also are encouraged to use this Walkthrough/ Spoiler as a template. People who demand that their 'precious guide ideas' and 'hard work and diligence' not be disseminated are hypocrites and self-important cocks (roosters).
c. late 2002 - I originally heard of the idea of the ability to be a Made Man of more than one family at the same time. Idea develops, rumors of people actually joining all four families are found. 9 June 2003 - I arrive on the Gamefaq BBS and post my SOS for this strange New Reno hypothesis, and am met with skepticism from even the most hardened Fallout veterans. 10 June 2003 - Limited success with Salvatore and Mordino families at the same time, Bishop problem encountered. 11 June 2003 - mission accomplished, methodology posted on Gamefaq's BBS, applauded. 13 June 2003 - Version 1 of this FAQ completed.
It has long been speculated by players of Fallout 2 that it would be possible to gain the trust of all of the four families of New Reno and then become a Made Man for all of them at the same time. Homicidal gamers would often join all of the families anyway, as once you kill an entire family (including the populace of the Stables for Mordino), your Made Man status for that family was removed, and the other families wouldn't attack you anymore. Until now, though, the exact process for joining the four families has remained untold. This project, as described, can be completed in probably under two hours, probably five hours or less from the very beginning of a new game if one played it fast.
It is possible to become a Made Man for all four families simultaneously, and have all four Made Man statuses listed in the Karma box on the Character screen.
PART I: EARN YOUR DUE The first step in this long process is to do all of the missions offered by all the bosses in New Reno, but stop short of returning to the boss to collect your payment for the final mission and be offered a Made Man status. The goal of this part is to make it so that the next boss you talk to will be the first one you're made for. This whole process can be facilitated by earning a Prizefighter status at the Jungle Gym, which will help your Unarmed skill, where each fight will permanently add certain resistances to damage except for fire, and which will give you a boost in reputation across the entire city. (This is probably not required, however) There is no definite process as to how this ought to be done. A family won't hate you until you give them reason, either by being made by someone else or attacking them; working for another family before you're made doesn't make a difference, so feel free to mix and match as much as you want, just don't come back to the Boss after you finish the last mission.
SECTION A: BISHOP This whole process starts in Vault City, where you have to talk to the screaming anarchist in the square, Thomas Moore, in such a manner that you gain his trust and are given a briefcase to be given to Mr. Bishop. Just choose the lines of dialogue that most support Moore's position, and he'll give you the case. Beware, however, of betraying his trust before you get his case, as he'll just fill the case with a note that says "kill this man." Bring the case to the Shark Club, Bishop's casino, and go up to the second floor and tell the guard that you've got something for Bishop. He'll tell you to go up, and after that, will be of no use to you whatsoever as he'll always react to you as if you didn't have the case; just walk on up to Bishop when you have something to tell him from now on. After you deliver the case, Bishop will ask if you would do some more work for him, which amounts to a hit on Roger Weston of NCR. This can easily be accomplished by going to his ranch in NCR and doping him up with Jet, Psycho, Buffout, whatever. I prefer Jet. Return to New Reno for the final mission before you get Made. Bishop now requires that you kill Vice President Calson of NCR. This can be accomplished easily by visiting the pub outside NCR's gates in the afternoon where a man in a green shirt stands in the back room. This is Merk, and in order to get into the Calson estate, you either need the Presidential Pass from Gunther in Tandi's building, or a recommendation from Merk to the guard in front of Calson's place to become a bodyguard for Calson. Merk, however, requires that you do a mission for him before you can ask him about a job. This mission is simply to get into Doc Henry's house and steal the papers from the desk in the hall. After that, Merk will probably allow you to ask about Calson and recommend you as a bodyguard, assuming you haven't earned his ire. Inside the estate, probably the most efficient way to accomplish your mission is to go to the East corner of the yard, through that wooden gate, then down around to the Southern corner of the building, on the Southeastern side, just in front of the window. Save here, and equip a sniper rifle or a gauss weapon or anything else that can score more than 40hp of damage on a one hit critical, or just in one turn. Enter combat and shoot through the window at Calson; a headshot with a decent Small Guns skill ought to work perfectly. Once he's dead, end combat and the guards shouldn't make any fuss as you walk out. (Incidently, one may even wish to put this mission off until after the Sierra Army Depot is infiltrated, because a sniper rifle can easily be attained during the first part of the mission.) With this mission accomplished, Bishop will make you a Made Man, so do not return to him until Part II.
SECTION B: SALVATORE Boss Salvatore, a dying old man who requires oxygen tanks to live, is more thuggish than most, requiring collection of tribute and retribution, mostly. Talk to Mason to get into his room, and remember that Mason feels very protective of Salvatore, so just let him puff himself up and respond to him as cordially as you can; your time will come. In his first mission, Salvatore will tell you of a gambler that caused him an insult by winning too much. The sum is meaningless to Boss Salvatore, but the insult cannot be forgiven. Head to the basement of the Desperado to find this 'Lloyd' and make an example of him. Force him to do all the work, then, when you're in Golgotha and he's down in the fallout shelter, drop the TNT down on him for the least loss in Karma. When that's done, walk on the uncovered grave to go underground. Loot what's left of his corpse and take the money from the footlocker, then return to Salvatore and tell him the full amount or else you're going to be hurt. He'll give you $500 of the returned amount. The second mission requires that you get tribute from Renesco in the commercial row. He will always complain that he doesn't have the cash, and demand some form of identification. Show him a laser pistol if you stole one from Salvatore's room (which you can later just give to Eldridge) for the necessary identification. You will end up making a deal with the man to pay his due in exchange for anything you want from his stock for practically free. Return to Salvatore with the money and get the final mission. The final mission entails acting as a guard for a secret transaction in the desert, the same one that you can spy on if you chat with the Wright Children. This involves just going to the location and staying perfectly still until you're told that you can go. If you wonder around the map, you're sure to be shot by the Enclave, so just leave due S as quickly as you can. When the transaction is complete, you'll be ready to be Made, so don't return to Salvatore. (nb. After accepting this quest, you have only 24 hours to fulfill it. Don't tarry, then. Of course, you don't have to go claim your reward immediately after that, so you may do the follwing sections -Silencer.)
SECTION C: MORDINO Big Jesus Mordino, like Salvatore, is a man of failing health. In order to get on his good side and do missions for him, always address him as Senior Mordino. Talking to Little Jesus in front of the bar first to get an introduction isn't a bad idea, especially if you're a prizefighter. The first thing you must do for Big Jesus is deliver a package to the Stables. Act amiably to everyone, and just accept the fact that you're delivering Jet to a Jet-head to keep him subservient- remember the rules: [1. If there is ever any doubt, there is never any doubt. 2. Forget who taught you this. 3. No questions, no answers. You accept it and you move on.] Ramirez, the one you deliver the box to, is in the southwestern stable area, among the slaves in the front room, using the characteristic model of the guards in Mordino's casino. Talk to him, deliver the package (DO NOT OPEN IT- THE MORDINOS WILL KILL YOU), and return for the next mission, saying nothing out of turn to Boss Mordino. The second mission involves collecting tribute from the Corsican Brothers Porn Studio. This is very simple if you're a prizefighter, and simple otherwise if you're not. If you have a high EN and CH, go for the acting job if you want. Return to Mordino for the final mission, and make sure to go to the basement of the Desperado. The south corner of the southernmost room holds the poison tank, which you will need for later. Hold on to it, and continue on. Big Jesus then wants Boss Salvatore dead. Do not do this at this point, for reasons I will explain in the next part under the Salvatore section.
SECTION D: WRIGHT Talk to Keith Wright and ask for a job, and he'll lead you to his father, who asks you to find out who killed Richard Wright, his son. This thread involves only two complete missions, but the first one is as long as three, and the second one is as potentially dangerous as any other. This first mission is longer than most of the others (not counting the travel time for the Bishop missions), and is definitely a mystery that has several possible means of discovery. The best way to go about this, I think, is not to go to Golgotha and perform an autopsy on Richard's body (smelling the Radscorpion poison), but instead to go talk to Keith and ask to see Richard's room. If you check the bookshelf and have a high enough perception, you'll find an empty jet canister. Using the leads given to you by Boss Wright and Keith, talk to the four possible culprits, but don't accuse anyone: Jagged Jimmy J on Second, Jules on Virgin St, Little Jesus in the Desperado, and Renesco on Commercial Ave. With the canister, Jagged JJ will identify that the dose was laced with radscorpion venom, and that the canister is of the kind that Renesco uses. If you chat with him about this, and act all detective-y, you'll get him to admit that he was asked by his bosses to lace a dose of jet with venom, and that Richard was murdered with it, to make it look like an overdose. If you take the line of going to Golgotha and digging him up, two things happen: 1. you become a grave digger if you weren't already, and 2. you could tell Orville that you dug Richard up, which is something you don't want to do. At any rate, tell Orville that Salvatore spiked his jet and don't confront Salvatore about it. If you finger anyone else but the Salvatores (like the Mordinos because they control the Jet supply), expect whoever you finger to go hostile. The second and final mission is to infiltrate the Sierra Army Depot and return back to Wright. SAD itself has a field littered with corpses of the fools that tried to pass the turret drones. Two fences guard the way in, but there is a hole in the first one where a sniper rifle can be found. Beware though- getting that rifle will cause the leftmost turret to attack, but that weapon is exactly what you need to get inside... The best way to get into the base is to first drop all your NPCs off in the bottom-rightmost corner of the screen, so they'll be safe and away from enemy fire. Next, equip yourself with a scoped hunting rifle, sniper rifle, or anything else you can reasonably make a targeted hit with from over 15 world units (paces) away. After you're armed, sneak up to the leftmost turret, just next to the fence, as far left as you can go. In combat, check each world unit on the hex grid in front of the turret, to see when the turret turns red. As soon as you find the right place that will let you snipe the turret, move back one space so the outline turns orange again, and end turn. Go back into combat, move to that space, fire a targeted shot at the sensors, then move back to your protected roost and end your turn. The turret will not be able to fire at you, because its aim is blocked and it can't move. Continue to do this until either you score a critical hit on the lenses, destroying them and rendering the turret ineffective, or you kill the turret. Move on to the next one and do the same, hiding behind a fencepost, moving into the open, sniping, then moving back. This can be done for all of the turrets, even the ones next to the SAD's main door. Don't forget about the turret in the fenced in electrical area- it's necessary that that one doesn't fire at you. After the turrets are destroyed, you'll probably want to leave your party where they are, as the next area is mined. To the left of the main gate is a small supply shack with explosives, a rocket launcher, some ammo, a howitzer shell, and three mines in front of it. You need a high lockpick to get past the door, which is also trapped, so you're probably just better off dropping some TNT next to it and getting away, as it will blow the door away. In the long weapons case you can find a rocket launcher and a shell, which is very heavy. Use the shell on the howitzer in the building to the right of the fence gate by going around the truck and using the side door, as the open bay door is mined. When the door is blown, walk inside, and you're done with the mission. If you've got a high lockpick and science, you can have some fun here, but you may want to wait for later. The two punching bags in the weight room can be 'used' to increase Unarmed by 5% each. Don't do this until your Unarmed is at least to 125%, because that'd just be a waste. You can return here at any time you want to collect Brain Bot, the weapons and ammo, whatever. You are ready to be made by Wright, so do not return to him at this point.
PART II: GETTING MADE For each boss except for Bishop, there is a general method you can use to get to talk to him before they cut your throat for trespassing as another family's Made Man. You never sneak around Bishop's place because he is the one you must start with first. Sneaking in is the hard part, because you don't have to sneak out; you're a Made Man, and that family loves you until you're made by someone else, at which point, they will attack almost on sight. Effectively, there are only two families you can be made by and end with, if you wish to keep all four statuses. If you can find a way to make it so you can end with Bishop or Salvatore, I'd love to hear about it. Sneaking around the casino, bar and estate can be tricky. I tested this with 78% sneak and 10 AG and was able to do it all, so, more is better. There are two constants about this particular process: 1. Bishop is always first, and 2. Salvatore must always come before Mordino. Remember that, and you'll be fine. If you can rush to chat range with the Boss of the remaining three families, and chat before anyone enters combat, you're home free, as that chat line leads to your being made, and everyone in that family respecting you instantly. The goal is to chat with the three leaders before they pull their weapons.
SECTION A: BISHOP Just walk up to him, tell him Calson is being fitted for a coffin, accept being Made, and you're done. If you are made by anyone else when you talk to him, Bishop will call you an emm-effer and have you killed, so, effectively, he is always first, no ifs, ands or buts. Now begins the sneaking.
SECTION B: WRIGHT This part is where it gets hazy. You only really have a choice between two families to leave in charge of New Reno (as their made man, the one they love), that being Wright and Mordino, since in order to join Mordino you have to kill Boss Salvatore, and Bishop must be done first. However, I guess by leaving them alive, it'll come down to the game's internal power counter. At any rate, Wright can be done second, third, or fourth. I accomplished this by, under the cover of night, sneaking into the Wright's house courtyard, behind the rails, then entered combat to sneak into the already open house door and to just get inside the house, to get past the two guards at the front of the house. From there, I snuck to put the bookcase between myself and the one Wright Child standing in between the two rooms. Then, I entered combat, and snuck right past him, to near Orville's door. I entered combat again just to be safe, and snuck to the bookcase near the corner of that room, where I left combat. Sneaking to the door, I was simply able to open it without Keith noticing, and as soon as I was on the threshold, I was able to chat to Orville, where I got made. End of story.
SECTION C: SALVATORE Now, this is where Mission 3 of Mordino finally comes into play. The job is to whack Salvatore. The easiest way to do this is to get made by him, then execute the script to assassinate him after you're made, then walk to the top of the stairs and wait for him to drop. Salvatore will either be second or third. To infiltrate Salvatore's room, just either sneak part way into the bar and enter combat to go up the stairs, or make a dead run to the stairs and use them right after turning sneak on. On the second floor, things get tough. Mason, if you talk to him and you can, will tell you to go on in. However, touching the door makes him notice that you're a made man, and he'll unsheath his lightbringer and start shootin. Therefore, this is the toughest part of the process, as you must somehow arrange your NPCs (you'll need at least one, probably three or four), so that one of them opens the door and runs into Salvatore's room. I did this by pushing my NPCs around and telling them to change distance until eventually Cassidy went through before Mason noticed me shoving them. You must stay still, and if you've pissed Mason off for any reason, he'll probably just shoot you on sight, so stay in sneak. As soon as the door is open and the way is clear, RUN to Salvatore (get out of sneak) and chat with him before someone enters combat. Then, you're home free to do Mordino Mission 3. To get the full 2000xp and make it a true assassination, three conditions must exist when Salvatore drops: 1. he must not hold an oxygen bottle. 2. you, due to a scripting bug that was never squashed, must hold the poison bottle in your inventory, and 3. Salvatore must not be in combat mode. (-Per Jorner) Wait by the stairs so you won't say "I love killing old people" when he drops, and after he does, you can chat with Mason to see that he was an ass because he really cared about the old codger. You're done here, move on.
SECTION D: MORDINO Last in this guide, but certainly not least, is Big Jesus Mordino. This is probably the easiest time you'll have in this process outside of getting made by Bishop. Simply run past the two bouncers in suits outside, then sneak to the left side office, stopping in front of it, then work your way across the floor between the rows of slot machines, over to the room across from the stairs. From there, simply sneak in combat to the stairs and use them to get up. On the second floor, the doors leading to Mordino should all be open from your last encounter, so it'd probably be easiest to just make for a dead run for Big Jesus, clicking on him until you enter dialogue. That's it for him.
SECTION E: SUMMARY For the three bosses you have to sneak up to, it'd of course be best to save before you get inside, and then when you are in, save when you get to a safe point in a different slot. Save early, save often. If you're doing a hardcore game where you can save only once a day, then you ought not even attempt this unless you have balls of steel (the type used in the Red Ryder LE, you know, ball bearings.) Just remember that Bishop is first, and you have a choice as to when Wright is gotten, but you can end with only one family liking you, and that will either be Mordino or Wright.
PART III: ADDENDUM (KILLING ALL THE BOSSES) Each boss has his own way of being killed silently and 'accidently,' making it not your fault and allowing you to keep your Made Man status while the boss slowly rots in his room. These options provide thousands of extra points of experience and allow you to help tip the scales of balance on the power levels to get that ending you wanted.
SECTION A: BISHOP This is a bit tougher, especially for me, since I never add anything to my Traps skill, but with a very high Traps skill, you can, after you sleep with Mrs. Bishop and ask about Bishop and his "other pursuits," you'll be given the option to ask if she wants you to kill him. Do this by making an 'accident' occur on his trapped safe (a fairly high Repair is necessary). Go off this floor and wait ten minutes. There is no xp for this, but you do get xp when you tell Mrs. Bishop to move on with her life, after Mr. B is dead.
SECTION B: WRIGHT Talk to the children playing outside the Wright estate in the afternoons and evenings while you hold any given pistol in your inventory (don't let it be the Alien Blaster or the Gauss Pistol or anything else like that- best idea is to carry only a single 10mm Pistol). They'll drop everything and spot it right off, asking if they can play with it. If it's not loaded, they'll say they know exactly where to get ammo for it. If you tell them to wave it in their dad's face and pull the trigger, that's exactly what they'll do, and you'll never be blamed for it.
SECTION C: SALVATORE Boss Salvatore is a fragile old man, and consequently, requires air to live. As described above in Part II, Section C, hold on to the poison gas tank while you steal his oxygen tank, run over to the landing of the stairs (or anywhere away from Salvatore), and wait. In under a minute, he'll be dead and bleeding.
SECTION D: MORDINO Mordino, like Salvatore, is also of ailing health. Consequently, any drug you give him except for alcohol, from Nuke Cola to Mentats to Buffout to even his own moneymaker Jet, will kill him. Just don't be in the room after you've used it on him, and you'll be fine.
I'd like to thank Whitechocobo666 for telling me to get off my butt and write this thing, and Per Jorner for his excellent Fallout 2 guide, without which I'd be nothing and know nothing. I can be contacted via email at email@example.com and reached via AIM through my SN of Else Are. Be pithy and to the point and I'll get back to you or even add you to this FAQ if you have something to add.
--184.108.40.206 03:11, February 28, 2013 (UTC)