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Tools | Fallout 2

Posted on August 6, 2026 by admin

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.

See also:

Different types of armor in Fallout 2

Fallout 2: Heavy weapon stats

Character traits in the game (uniques)

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