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  3. Tools | Fallout 2

Tools | Fallout 2

Posted on August 6, 2026August 22, 2026 by alienshooter

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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