When you rescue him villagers will be more kind to you, and when you approach Ralphy's home you'll have an option to join him to your party.
If you've Ralphy in your team get there to let them talk to each other. Ralphy for a moment will separatefrom team, but when he finish to talk you can rejoin him. Jessie then will go to Atchisons part of a Camp.
Locomotive has lack of brake shoe stollen by atchisons. You've to give them back to Topekans if you wanna stand by their side in conflict.
Also you can pull string on side, to turn whistle and feel like real engine driver.
Attention - Scotchmo won't join your party if you have very little Charisma, he'll say just no and won't talk with you anymore. If you have that problem try to load last game save and firstly join Ralphy to your team who has 4 charisma points, and that could help.
Scothchmo will want you to help find his hidden alcohol, to which he'll be leading by smell.
Tower doesn't have any matter, if you rescued any location (Highpool/AG Center).
After conversation with Kathy to house will enter Pitbull from Red Scorpions, who is her owner. You can buy out Kathy for 500$, let him take her or kill him - death of Pitbull have influence on events in Prison - it will immediately turn Red Scorpions against you.
After that with Ralphy you should go firstly on a playground and let him talk to Jessie.
Attention - Quarex will be mad at you, if you try to steal from him after entering into his place, and he won't give you this quest.
On exhibit there's his game pistol. You can brake the glass and take it, to mount on your weapon. If you want to do this it will be better if you give him console first.
Before you start to do anything with generator disarm the alarm. Then after you turn off the power Kekkahbah'll send someone to check what happend. Kill him or get fast to safe distance - if noone is around generator, so noone will know that you do this. Now you can safely enter to building and take a Spike. Send someone with Lockicpikg skill, because Spike is closed behind glass. Then just exit the building and that job is done.
After turning off power try to be pretty quick, because some time after that Topekans will pu a torches inside building and there will be light again.
Also you'll find here a toaster.
Wasteland 2: Topekan camp

Rail Nomad Camp is in the North of Arizona. It is a completely optional location where lots of things are happening so, it pays off to visit it. You find the camp map right next to Ace's corpse, near the Radio Tower. If you missed it, you can still discover the location of the camp, e.g. during a conversation with Vargas, or with Matt Forrestal at the Ag center. Before you get there, I recommend that you buy Rad Suits. The camp is in a highly irradiated area and the radiation reaches level 3. You can buy the Rad Suits at the Citadel. They provide you with protection against level 2 so, you will sustain slight wounds anyways but, they are not going to be too dangerous. Of course, you can attempt cutting through without protection, but you need to take heavy irradiation into account.
The cap itself is what remained of an old railway depot from before the war. Two warring tribes of Topekans and Atchisionians, who are at war with each other, dwell here. The reason for the war is that the Topekans have the Golden Spike that belongs to the Atchisionians, and the Atchisionians have the Brake Shoe belonging to the Topekans, and neither of the sides sees any means of ending the war, before what has been stolen is returned. You can either join either of the factions or bring about the peace. The Topekan camp is chief Kakkehbah's place. He is very proud and he does not wish you to meddle with their affair although, if you happen to obtain the brake shoe, he will gladly accept it.
At the camp, there are many minor quests that are always worth being performed for more experience. Finally, you can include, as many as, three new NPCs from this region. Also, if you fail to save either the Ag Center or Highpool from destruction, it is here that you can mount the first Repeater Unit.
Kekkahbah and Golden Spike
Topekan's headquarters. Here you will find their leader, Kekkanbah, and the Golden Spike which Atchisonians want to get. From Kekkahbah you can learn the background and reasons of the war. Kekkahbah's attitude towards the guardians will differ depending on whether you saved Ralphy and helped topekans in other matters. In general, he will not want you to meddle in the conflict, even if he will be friendly towards the team.
You can tell him about the wounded topekan which you met when entering the Camp and about the drug dealer. He will also give you a task to destroy a local gang that is destroying the railroads - you will find them in the Atchisonian part. For killing them you will receive 50$.
Don't try taking the Spike yet and don't try to even get close to it as it would probably be a suicide. If you plan to help Atchisonian during the conflict, then it would be much more wisely to sneak up through one of the side entrances, and even better - turn off the power in the building by using the generator that can be found outside, at the back.
Kekkahbah will not want to talk with the party and you won't be able to complete any quests related to him after you steal the Spike, even if you do it silently. He will tell you that he is busy.
Depending on other events in this location, you can later find Jessie here. She will be imprisoned by Kekkahnah. You can negotiate her release using dialogue abilities or take her out by force.
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