Carl's Complete Fallout 2: Wasteland Merc and WM 2 Strategy Guides

If you have just stumbled on this page, or haven't got all the expansions yet, Click here to Download from my collection of Fallout 2 Mods

Additionally, I'd like to say that much changed since my writings. The section below elaborates the details of the changes that were made to the original mod. There is still useful information to be found in the walkthrough section, and of course the crafting etc. lists are all unchanged.

Wasteland Merc: Original

Wasteland Merc Walkthrough

Wasteland Merc 2

Walkthrough Index:
Regrets - What I would have done differently on my first playthrough.
Order Lists - Contains all of the information on the brotherhood of steel quartermaster, slavemaster and kingpin and what they want in exchange for cash.
Quest Guide - A list of all of the quest givers and what they want. Handy to avoid looking around for who gave you a particular quest.
Item and Weapon Guide - Made by Guestpersonguy.. yah, has the stats on all the items in the game.
Crafting Guide - Lists the ingredients and skills you need for every item you can make
Walkthrough Levels 1-6 The following are journals for what I did throughout the game my first playthrough. The mod was updated with the features on the right, so much of my struggle was for nothing because the game was made a lot easier.
Levels 7-12
Levels 13-18
Levels 19-24
Levels 25-30
You can download the addon from Carl's Guides here.

Starting out is easier - depending on what you tag it can be much easier. Tag a weapon perk, get a weapon. I had to search just to find a crappy normal knife. You probably won't have this problem. Every tag skill gets some benefit so creating your character with what is usually a poor choice for a tag skill (gambling for example, which is useless for gameplay but gives you tons of starting caps) can be beneficial to your character.

Here's what you get for tagging certain skills:
SMALL GUNS - Mauser, 200 shots
BIG GUNS -Flamer, 50 shots
ENERGY WEAPONS - Plasma blaster, 80 shots
UNARMED COMBAT - Spiked knuckles
MELEE - Combat knife
THROWING - 10 glowballs 10 throw knifes
FIRST AID - 5 rad-aways
DOCTOR - 20 chemicals
SNEAK - Leather Jacket
LOCKPICK - Electronic lockpicks
STEAL - 25000 bottlecaps
TRAPS - 20 glowballs
SCIENCE - 20 chemicals
REPAIR -10 steelbars
SPEECH - 10000 botlecaps
BARTER - 15000 botlecaps
GAMBLING - 25000 botlecaps
OUTDOORSMAN - 100 water, 50 raw meat
Less travelling - Yep, later on in the mod you can buy a materia transporter which can take you everywhere (if you have high enough science). Earlier on this won't be used very often as it burns up circuitboards with each use. With 200% science it uses no boards and can take you anywhere for no cost. Awesome feature!

Bugfixes - I had to use falche to fix my karma so I could use the brotherhood of steel quartermaster and slave master. Also, rats give xp now so you have an easier means of getting xp at low levels. This isn't precisely a bug but the dog encounter has been nerfed, greatly reducing the number of dogs in encounters..

Water! - This is easier to come by now. It's added to more encounters. I struggled constantly while writing my guide to have enough water to mine.

A fast solution for cooking - Brahmin meat anyway. You can pay a woman in game to cook 100 meats (she'll burn some of them though). This gets rid of a pretty big annoyance.

Weight decreased to 1 for gold (I took strong back to turn in gold for water, damn), firewood and junk piles.