Fallout 2 Walkthrough → Tools
Pliers – +25 to Repair Skill.
Super Toolkit – +50 to Lock Picking Skill for regular locks.
Lock Pick Set – +25 to Lock Picking Skill for regular locks.
Large set of lockpicks – +50 to the Lockpicking skill for regular locks.
Electronic Lock Pick MK I – +25 to the Lock Picking skill for electronic locks.
Electronic Lock Pick MK II – +50 to the Lock Picking skill for electronic locks.
Dynamite is an explosive consisting of linked dynamite sticks, a detonator, and a timer. Planting the explosive requires a successful “Trap” skill roll; failing this means the timer is set incorrectly and will detonate at an inappropriate time (early or late). It deals 30-50 damage. It can be used to open doors.
Plastic explosives are more powerful than dynamite and deal 30-70 damage.
A shovel is a very useful item; it can be used for grave robbing. Several quests in Fallout 2 involve shovel use.
Rope – helps the hero descend from great heights in the absence of a ladder and into all kinds of wells.
Stealth Boy – helps avoid unwanted encounters with enemies.
Geiger counter – displays the player’s character’s radiation exposure level. Its batteries cannot be replaced.
Motion Detector – connects to your PipBoy and allows you to track the presence of living creatures on the local map. Grants +20 to the Traveler skill.
First Aid Kit – +25 to First Aid Skill.
Paramedic’s First Aid Kit – +50 to First Aid Skill.
Doctor’s Bag – +25 to Doctor Skill.
Medic’s bag – +50 to the Doctor skill.
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