Passage of game wasteland 2 cx center. Miscellaneous

Antipyretics for children are prescribed by a pediatrician. But there are emergency situations for fever when the child needs to be given medicine immediately. Then the parents take responsibility and use antipyretic drugs. What is allowed to give to infants? How can you bring down the temperature in older children? What medicines are the safest?

Wasteland 2- computer role-playing post-apocalyptic game developed by the American company inXile Entertainment (the founder of this company is Brian Fargo). The sequel to the legendary Wasteland is available for Windows, Mac OS X and Linux platforms. Fundraising for the project was carried out through Kickstarter and Paypal. The leader of the Desert Rangers, General Vargas, receives information about mysterious radio transmissions that contain information about the synthesis between humans and machines. In addition, a mysterious voice threatens to completely destroy the so-called keepers of order. Ranger Ace was sent to set up repeaters and locate the source of the radio transmission, and is found dead a few days later. The main characters have to go to the wastelands and investigate this murder.

Radio tower and SH center

The game starts with creation of a fighting group. The player can create new characters and distribute specializations at their discretion, or choose ready-made fighters. It is recommended to take in your squad medica, computer specialist hacker, hacks various digital devices) and lockpicker(Note that safe-cracking and door lock-picking are two different specializations.)




Ranger Citadel

The main characters arrive as new recruits at the headquarters of the desert rangers, who at this moment bury their comrade named Ace(he was trying to find the source of the unusual signal). Your squad receives their first combat mission from General Vargas: go to the tower in the wasteland and find relays and Ace's diary. Once the required items are found, the protagonists must contact the Ranger Citadel via walkie-talkie for further instructions. We move to the north of the camp to the ranger, who clears the wall of graffiti and find buried cache(the shovel could be picked up near Ace's grave). Next, we move south and meet Angela, who wants to avenge the death of her friend and is ready to join your squad (next to Angela is cache, also a buried cache is located near the exit).


We leave the camp and begin to move to the east of the wasteland to the tower, at any moment you can be attacked by bandits or wild animals. Your squad can travel without problems as long as there is water, you can replenish water supplies at various locations (the first oasis, which you will most likely find, is located in the east near the mountain, next to the infected area).


radio tower


1 - Boxes (one of the boxes is mined);
2 - Cave (inside it is part of the diary, repeaters and robot)
3, 4 - Boxes; 5 - radio tower a group of bandits
6 - Bloody footprints, Ace's badge in the bushes; 7 - Bandits
8 - Part of Ace's diary; 9 - Robot leg
10 - Cave, box; 11 - Box;
Inside the cave is a statue, upon interaction with which your wards will receive one skill point. You can also find toaster, repairing which the main characters will have access to the content. Going to location "Radio Tower", move north and find bloodstains, in addition to this, in the bushes you can find ranger badge, which belonged to Ace (on the map - 6).


On the eastern road, the corpses of refugees lie on the sand. Local bandits will let you pass if you pay a fee, otherwise you will have to destroy all the bandits. To pay duty, you need to meet with the leader of the gang, he is located near the radio tower (on the map - 5).


After cleaning the area, we use the radio tower and get a weak signal, the message contains information that the so-called rangers will be destroyed. We go beyond the fence and find the first part of Ace's diary(on the map - 8), we continue to follow the traces of blood and oil on the sand and find metal leg(on the map - 9).


Next, turn to the Southeast and follow the tracks to the cave(on the map - 2), inside the cave we enter into battle with a large toad. After the battle we raise part of the diary(we get a mark on the map "Camp of the Rail Nomads"), two repeaters and study what we found robot, medicines can be found in the box. If someone from your squad has the “Computers” skill, then you can get parts from the robot.


Getting in touch with Ranger Citadel and report the news. General Vargas sends the main characters to install the found relays on two towers in CX center and Haipule(corresponding marks will appear on the global map in the south, the player needs to make between these two objects, since only one can be saved from disaster, in this passage the choice was made in favor of the SH center). We leave the Radio Tower location and move south to the agricultural center (on the way to this location you can find an oasis and replenish the water supply). As soon as the main characters approach their destination, distress signals will be sent from the CX Center and Highpool at the same time.

1 - Wagon, boxes; 2 - Safe;
3,4,5 - Giant insects and animals;
6 - Warehouse;
The door to this building is mined, inside the Warehouse there are several boxes and a safe with a digital lock (you need the "Computers" skill to open it).
7 - Box; 8 - Safe, Box;
9 - Door to the Central Complex; 10 - Locked room with safe
As soon as your squad approaches the fence, a man infected with spores will appear and immediately die. We move through a hole in the fence and find gardens with giant insects and animals (on the map - 3,4,5).


After cleaning the area, we move north and find locked door(on the map - 9). We talk with the surviving scientists and ask to open the door (we destroy the plant that blocked the lock).


Central Complex


1 - Control room; 2 - Cabinet Roses; 3 - Rachel;
4 - Mutants, Eastern greenhouse; 5 - Safe; 6 - Matt's room;
7 - Safe; 8 - Captured scientist;
9 - Western greenhouse, infected rabbits;
10 - Giulio, Satellite dish; 11 - Boxes;
12 - Central corridor; 13 - Tank with nutrients.
We go to the Central Complex and talk with Kathy Lawson(on the map - 1), which tells that plants and insects for some unknown reason began to mutate to enormous sizes and attack scientists and farmers. We give the scientist a piece of rattlesnake fruit to help in the study (next, you need to find 10 more similar fruits). Katie also talks about satellite dish shrouded in plants, which means that the main characters will have to bring it into working condition and only after that install a repeater. We move through the east door and turn right, the main characters meet Dr. Rose(on the map - 2), which will join the squad (the scientist knows access codes to greenhouses). In Rosa's room, behind a locked door, you can find a safe and a box (on the map - 5).


We meet at the end of the corridor Rachel, which turns into the Infected (on the map - 3). We clean the area and open the door to the eastern greenhouse.


We enter into battle with mutated insects and protect the embroidered farmers (on the map - 4). Collecting explosive fruit and dig up several hiding places in the greenhouse.


We return to the control room and give Cathy explosive fruits (on the map - 1), then we follow the scientist and find out that for a cure for a fruit infection, you need to bring fungicide, you can find it in the basement on mushroom fields. We move through the western door and turn left, use the Brute Force skill and knock out the door. We find an explosive fruit and a safe (on the map - 7).


In the next room we find the scientist Winston (the door to the room will be mined), who was captured by plants (on the map - 8). You can free the scientist using the Surgery skill (for example, Rose can do this). In the eastern greenhouse, it is necessary to destroy the mutated rabbits that drove Julio into a trap (on the map - 9). There is a satellite dish in this room, but it is surrounded by plants, which can be weakened if the irrigation system is repaired.


Through the central corridor we move north (on the map - 12) and get into basement(on the map - 13).


Central basement


1 - Exit from the location; 2 - Mutants, Buried Cache;
3 - Buried cache; 4 - Box; 5 - Captured scientist;
6, 7 - Boxes, safe; 8 - Mutants; 9, 10 - Boxes;
11 - Safe, Box (this part of the cave can be accessed after the plants are weakened);
12 - Skinner; 13 - Boxes, safe;
14 - Western corridor; 15 - Infirmary (there is a box in the room);
16 - Drill (to run, the skill "Computer" is required);
17 - Mutants (the wall breaks through with the help of brute force);
18 - Transition to the Western fields; 19 - Eastern corridor;
20 - Warehouse;
In this room there are mutants that must be destroyed. You can also find a captured scientist and some plants (you can extract them using the Survival skill).
21 - Eastern fields;
22 - Warehouse;
This room will become available when the irrigation system is in good working order. After clearing the area of ​​vines and mutants, you can find several boxes and a safe in this warehouse.
We hack into the central computer and open the gateways (the keys to the western and eastern gateway can be found in the same room). In the western and eastern corridors, poison gas is supplied through ventilation. We move to the south and get into the mushroom caves.


We destroy the mutants (on the map - 2) and examine the area, in this part of the fields there are several buried caches and a box (on the map - 3, 4).


We continue moving south, we find the captured scientist (on the map - 5) and with the help of surgery we remove the vegetation (again we use the skills of Rose). In this part of the cave there are also several mined boxes and a safe (on the map - 6, 7).


Further, in the east, you can find the entrance to a small room, inside of which is the body of Ryan Gerbison (on the map - 12). We talk through the door with Skinner and convince him to open the door (we will inform you that your group is the rangers who arrived on a signal for help). We select indoors fungicide(required for the vaccine), in the next room there are several boxes and a safe (on the map - 13).


We bring Skinner to the exit and go upstairs to the Central Complex, return to Kathy Lawson and transfer the found chemicals to her. Katy creates vaccine and heals the infected Mat (you can replenish your supplies if necessary).


We go down to the basement again and move to western corridor(on the map - 14), poisoned gas was released in this room, so we quickly move forward. We knock out the door, or break open the lock, and launch the drill (this requires the skill "Computer", on the map - 16), otherwise, we break through the cracked wall and engage in battle with mutated animals (on the map - 17).


We move to the end of the corridor and climb the stairs (on the map - 18), your squad will move to a new location Western fields.

Western fields


1 - Exit from the location; 2 - Farmer Lewis;
3 - House Sue;
Sue is injured and needs help, which can be provided, for example, by Rose.
4 - Barn;
In this room there is a safe, several boxes and pump part.
5 - Pump;
Provides nutrients and, after sabotage, hazardous chemicals to all vegetation in the Western Fields.
6 - Rabbits; 8 - Room with two safes (one with a digital lock);
9, 10 - Buried caches; 11, 12 - Boxes;
We leave the barn (on the map - 1) and find Lewis(on the map - 2), which fights off a crowd of mutated rabbits. We talk with the farmer, Lewis will want to join your squad to clear the area from mutants.


We move to the east of the Western Fields and clear the area from the presence of giant mutated rabbits (on the map - 6).


Next, we penetrate inside the technical room (on the map - 5) and with the help of a belt we turn off pump(you can just destroy it, but this is not the best option). Now that the irrigation system has stopped supplying chemicals to the local plants, you can destroy the large thickets (there are a couple of supply crates in barn 4 behind such thickets).


We return to central basement, we move to the door control room (on the map - 1), this time we go to explore east corridor, in which poisonous vapors are also sprayed (on the map - 19). At the end of the corridor we go up the stairs (on the map - 21) and go to the location of the Eastern Fields.


Eastern fields


Keywords: wasteland 2, wasteland, rangers, ranger stronghold, ace, funeral, general vargas, angela death, radio tower, badge, diary, robot leg, cave, toad, repeaters, synthesis, CX center, central complex, katie lawson, mat, rattling fruit, julio, rabbits, basement, mushroom fields, skinner, fungicide, western fields, irrigation system, eastern fields, patrick larsen, whey

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Surroundings of the colony

Surroundings (plain) of the colony

note to the map

  1. Fred Darvis, help him push the wagon and ask about Red.
  2. Celia, the repair skill will come in handy in order to repair the well and give her water. She will tell us the password from the turrets 123456789
  3. William Brown. His pigs were kidnapped by the Red Scorpions. Release his pigs and they will find their own way. The pigs will be on the farm next to the colony (see map of the colony)
  4. Checkpoint, we will be asked to pay a tax or we will need to fight, it is better to pay in order to pass through point 12 normally.
  5. Password to disable Tower Bud
  6. Red himself, having reached him, he will tell Rick Bajchovsky that he knows where it is possible to reach the suits.
  7. The entrance to the cave, through which it is possible to pass the turrets to Red, you need to have a pumped hack and, after leaving the cave on the other side, clear the minefield.
  8. The exit is different, where it is possible to go through the minefield and approach Red bypassing the turrets.
  9. Statue + 1 skill
  10. Pitbull's lair, use raw force to break the fence. Release the ladies. At the exit, he will attack your squad.
  11. Checkpoint of the Red Scorpions
  12. Entrance to the colony without hassles with red scorpions. Advanced computer skill required. Use the crane to remove the container from the passage.
  13. Second entrance to the colony.
  14. The toaster in there will be dried juniper berries, they can be given at the distillery to Ben.

At the time when we help, already at the domestic choice of the CX center or Highpool, then when we arrive at another point, we will notice a destroyed place and a destroyed radio tower near which raise the radio antenna. Contact the ranger base, General Vargas will send you to the colony area in order to reconnoiter the situation in that place.

On the way we will meet Fred Darvis. He needs to be helped to push his wagon easily next to him will apply uncouth force to the wagon. At the end, talk to him, he will tell you about a certain Red and a protective suit. In addition, the password to the turrets "Special" will tell you. Ask him again, he will tell you about the lady in light blue, another Mysterious Temple mark will appear on our map. Go to Red and talk to him.

He will report that Damonta is protected by a wall of radiation. But crazy monks know not a strong place, but in order to pass in that place you need a protective suit. Some Rick Bachowski knows where to get his hands on the suit, but he was arrested by the rangers and taken to the citadel.

To continue the plot, return to the citadel.

Colonia Map

  1. Entrance to the colony from the plain
  2. Bypass entrance to the colony (in the plain it was possible to lift the container with a crane and go to me.)
  3. Bypass exit to the colony itself in order to bypass rivals
  4. A farm protected by red scorpions. Farmer Jobe will ask you to wipe Chief Danforth from the face of the earth. He will have a cure for canine distemper
  5. Intercom on which it is possible to chat with the colony. They will ask us to find a cure for the dogs. In the same place, look for a toaster in there will be Preparation G, it can be given to the head of the AGZ in Titans Canyon. For this he will give a good sniper rifle
  6. Turrets They can be wiped off the face of the earth using a caterpillar (located in Damonte) or find a cure for dogs.
  7. Danforth and Red Scorpions in the colony.

What is by and large possible to do with the Red Scorpions and is peace likely?

Having reached Red and having determined about his protective suits, we can go further in the story or try to resolve the issue with the red scorpions. If we do not resolve the issue with the scorpions and go to Damonta, then they will kill everyone in the plain and all additional tasks will be lost.

Get to the intercom (point 5). We will be asked to find medicine for the dogs or get out. The cure for canine distemper is at Jobe's farm right there at the location, talk to him, he will give you a medicine after which you will be let through the turrets into the colony, where you will talk to the boss, cure the dogs and slap Danforth himself in order to free the Joyful Plain from slavery or don't touch it and tell Jobe about it.

There is a second passage to the colony. It is possible to obliterate the turrets by using the TRL-01553 Tank Track located in Damonta (see point 14). There will be a robot next to the fence, stick this caterpillar into it, after which it will ask for the type of target, select "inorganic". He will go to the turrets and just wipe them off the face of the earth.

Then we can go in and wipe out all the scorpions from the face of the earth.

Return to the citadel and talk to Rick in the slammer, He will agree to tell us where it is possible to find the suit, but if you are free, talk to the warden, he will let him go and we will see a mark on the map of Rick's trailer. Go to the point, Rick will trample with us.

Trailer Rick

Rick trailer map

note to the map

  1. at this point, Rick will ask us if he can come with us, if we say yes, he will give us the code 733
  2. At this point, the base will contact us and ask about Baychovski. We will have options to choose from. If you declare that he is dead, then he will again report the code.
  3. If the repair will be "Faded Photo" it can be given in California in the Temple of the Angels to Mona Shere's assistant to receive the Neutron Projector weapon.
  4. Safe in which +4 protective suit

Wasteland 2 walkthrough - [#15] - Colony, continued


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The first major dilemma in Wasteland 2 will be the choice between saving the CX Center and Highpool. The SH center, located in the southern part of the wasteland, is under attack by mutants that appeared suddenly after a carefully planned sabotage (the mutation began after the irrigation system was infected). The head of the CX center is Matt Forrestal, a former ranger; his right-hand man is Cathy Lawson, a scientist. The meeting with them will take place in the lobby, where they will tell in detail about what happened. Once the goals are set, it's time to act. Simultaneously with the solution of the main task - cleaning the irrigation system - many secondary tasks will have to be solved, including the rescue of surviving employees and farmers. Total to be save 6 people that have become hostages of mutant plants, using Skill "Survival". If you do not use the skills, you will have to wait for the main task of cleaning the complex, then all the plants will die on their own. Touching the captives again ends with their death, so you should limit yourself to the first dialogue, but it’s better not to touch them at all, they won’t tell you anything useful anyway. As a reward for saving employees, Matt Forrestal will give the key to his room and give the code to the safe (80085), which stores his Star with a +1 modifier to the Changer skill and other little things.

The four survivors from the greenhouse in the Central Complex are part of the mission "Rescue the workers from the creatures infected with the infection." If they are left standing after the destruction of zombies, larvae and flies, you should use an earlier save and try to save them again. The task is secondary and does not affect the development of the plot. After the rescue, the four must take refuge in the main building, not far from Rosa's laboratory.

The location of the employees of the SH center in Wasteland 2:

  1. On the wall in the second small room in the Central Complex (on the way to the antenna), to the left of the CX Center Reception, where the group is met by Matt Forrestal with his assistant Katie Lawson.
  2. On the wall in the north experiment room in the Central Basement, before the corridor with five turbines leading to the East Fields.
  3. On the wall at the end of the path, after the giant mushrooms, in the southern cave of the Central Basement.
  4. On the wall inside the locked barn just after the exit to the East Fields.
  5. On the wall of the central shed where Ryan Korniloff, Dr. Larsen's assistant, is hiding in the East Field.
  6. On a container in the northern part of the East Field.

question how to go to jail in wasteland 2 set of players. Indeed, there are very powerful turrets at the entrance, followed by mines. A problem that is not so easy to solve.

There are two solutions to this problem. Peaceful and... no. Let's start with conflict.

First, the turrets can be destroyed with a robot. True, you will have to find a caterpillar for him, and those that fall out of defeated robots are not suitable. We need to get to the hangar in Damonte. There we are looking for a box that stands behind the back of the synthetic, in which the treasured caterpillar will lie.

We find mines with the help of a character with high perception, as well as a high skill “Keep eye. If you have a scout character with these skill values ​​of 10 and 44, then it should be enough. Unfortunately, clearing the mines will not work, even a character with a high value of the required perk will not be able to cope with this.

Secondly, there is armor of the 6th level, which the turrets will not be able to penetrate.

And now about peaceful ways to get into prison.

On the right side of the location there will be a couple of buildings, look for a task to fix the well. If there is a technician in the team, then be sure to repair it. Then we speak with all the inhabitants and move towards the checkpoint. They will ask you for money. If paying you is somehow out of hand, then bypass the scorpions through the left settlement. There you will find a crane, by cracking which you can move the container and free the entrance to the cave. If you want to solve everything peacefully, then you should not kill scorpions. Go stealth, but you still have to fight once.

Cunning pig.

Not far from the entrance to the prison is a corral with pigs, carefully inspect the fence for holes. We increase them and get into the corral itself. It is best to look for them in the northern part, so all the pigs will run away to the farmer and you can go unnoticed.

Complete Wasteland 2 walkthrough and brief review (latest beta 39080 from 04/18/14). p.s. A new beta 42098 has been released. I will add a walkthrough soon.

When you purchase the game through Steam, you will receive the original 1988 Wasteland game. It was from her that the creators of Fallout drew inspiration. The only downside is that the game has not yet been localized into Russian. In this article, I will translate all the main plot points so that you understand how to play.

Bugs and glitches

The game is still in beta, so there may be various glitches. The most critical of them:

  1. Black screen at startup, glitches with the mouse (it looks like a problem with full screen mode). It is treated with a combination of Shift + Enter or Ctrl + Enter. Next, in the settings, explicitly set the full screen mode.
  2. There are ammo for the weapon, but the player does not see them (says no ammo). Remove the weapon from your hands to inventory and take it again.
  3. Some quest may not count

Game process

The game mechanics and style of Wasteland 2 are generally very similar to those of Fallout, Fallout 2, and Fallout Tactics. The originality is that the game has a different dialogue system, new skills and characteristics, and the game mechanics have been slightly changed. Otherwise, it's the same classic Fallout with modern graphics, a different storyline, and slightly reworked gameplay.

The game takes place in the near future after a nuclear war. The whole world is a radioactive desert. In some places there were small settlements of surviving people.

At the beginning of the game, you can create a character or choose a ready one.

The characteristics of the hero are divided into Attributes, Skills, Personality and Appearance.

What skills are better to download

The skills your hero needs are Leadership, Hacking, Toaster Repair, Energy Weapons.

Almost at the beginning of the game, you will have partners with skills: Medic, Surgeon, Repair, Computer, Brute Force, Gunsmith

From combat you will have: a couple with the assault rifles skill, 1 sniper, 1 with a shotgun, 1 with pistols and heavy weapons

Player Attributes

Coordination. A well-coordinated ranger has grace, soft touch, and good motor skills. Affects the ability to avoid traps and attacks, opening locks, and also improves aiming.

To action points during combat

Required for some ranged weapons

Luck. Some rangers have a natural advantage. Bullets fly past them, their attacks always find the enemy's weak point and they find more things than everyone else.

To Critical Strike Chance
+ to critical hit chance in hand-to-hand combat
+ chance to dodge
+ to the chance to get additional CON per level (get more hit points)
+ chance to get extra action points per turn (during combat)

Awareness. A ranger with high awareness notices every detail of the world around him. He is difficult to surprise or spot in an ambush, and can often be one step ahead of his enemies.

Initiative in battle (speed of recharging action points during combat)
++ chance to dodge
++ to critical strike chance in hand-to-hand combat

Strength. A high strength ranger is able to hit hard, carry more things, take more damage, recover faster from heavy injuries, and use heavy weapons.

Maximum number of lives per level (CON per level)
+ base melee damage
++ to carry weight
++ starting number of lives
+ number of action points

Required for some melee weapons

Speed It's not just how fast a ranger can run. It's also his reflexes and reaction time that affect his initiative in combat. The faster the speed, the sooner the ranger can react.

Battle speed (how many action points are spent on a particular action during the battle)
++ initiative in battle (speed of recharge of action points during battle)
+ number of action points

Intelligence. Intelligence allows the ranger to learn and process information efficiently, giving him early access to a wide range of skills and the ability to master them quickly.

The number of survival points a character gets
++ ability to read high level books
+ number of action points

Required for some advanced skills

Charisma- the connecting force of the personality of the ranger and his perception in society. People will react more friendly to a ranger with high charisma and may talk about things they would otherwise not say.

More skills than in Fallout. They are divided into three categories - combat, intellectual and general.

Combat skills include:

  • assault weapon
  • stabbing weapon
  • blunt weapon
  • fists or brass knuckles
  • energy weapon
  • pistols
  • heavy weapons
  • shotguns
  • sniper weapon
  • automatic weapon

Improving these skills affects the aim of shooting, critical strike chance and damage.

Intellectual skills include:

  • deactivation of traps
  • work with computers
  • demolition worker
  • field medic - adding HP (lives) using different medicines
  • lockpicking
  • safe picking is a separate skill for safes
  • repair
  • surgeon - resurrect a deceased team member and cure poisoning
  • repairing toasters - the skill was added, it seems, for fun. You can find a broken toaster at the location, from which something useful + experience can fall out with a successful repair.

General skills include:

  • communication with animals(literally "animal whisperer or gossip") - not available in beta
  • merchant (barter from Fallout) - reduces prices when trading
  • brute force - the ability to break and destroy inanimate objects
  • gopnik - get your way using threats
  • lick - get your way using licking
  • leader (leadership) - does not allow your allies to lose control during the battle (Lost Control), i.e. act on one's own
  • traveler (survivalist) - the ability to avoid random encounters
  • perception - the ability to find interesting places in the wastelands while traveling
  • cunning - get your way using your knowledge
  • southwestern folklore- not available in beta
  • gunsmith - can maintain, repair and upgrade weapons
  • secret skill- not available in beta

Personality and appearance

Here you can choose:

  1. Gender male/female
  2. Name and age from 16 to 99
  3. Religious views: Atheist, Buddhist, Hindu, Aboriginal (apparently local religion), Jewish, Mormon, Muslim, Sikh, or nothing to specify
  4. The brand of cigarette you smoke: Bones, Coffin Nails, Nico-Pops, Red Rooster, Styx or don't specify anything. If you specify, you will have a pack of cigarettes of this brand. The character can smoke them
  5. Nationality: American, Chinese, Mexican, Indian or Russian
  6. Below you can write your biography


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