Algernon is a savant living underneath the New Reno Arms weapon shop in New Reno.
Background
A very curious man, Algernon's prowess with all things mechanical is not to be underestimated, although his ability to deal with other people lags behind his ability to repair and upgrade the devices around him. A conversation with Algernon is practically one-sided. Only capable of expressing himself verbally via battle sound onomatopoeia, he nevertheless seems to understand what is said to him. But Algernon is not kept around for scintillating conversation.
Interactions with the player character
Interactions overview
Interactions | ||
---|---|---|
This character is a permanent companion. | ||
This character is a temporary companion. | ||
This character has a talking head. | ||
This character starts quests. |
- | |
This character is involved in quests. |
- | |
This character is a doctor. | ||
This character is a merchant. | Sells: - | |
This character can modify weapons. |
See below |
Other interactions
Upon sighting any stock weapons, Algernon will become extremely excited. If he can get his hands upon an unmodified weapon, Algernon will appear to find true happiness - at least for a few hours - tinkering with the weapon and vastly improving it. This process is not a quick one, however. Improvements on any weapon will take several hours, but with two distinct advantages over any other wasteland weaponsmiths:
- He does not require any special parts, aside from the weapon itself.
- He also does not take money for the service.
As such, characters with time to spare can improve whole arsenals of scavenged and looted weapons, selling the more valuable improved versions for tremendous profit.
In addition to the more mundane pistols, rifles, and plasma weapons, Algernon can also improve both flamethrowers and the fuel they consume, making the weapons much more powerful. (see below)
A character with a low enough intelligence can start a "childhood cop and robbers" type dialog with Algernon that results in his death.
Upgrade list
Algernon can upgrade the following:
Base Weapon | Upgrade Type |
---|---|
Cattle prod | Increased electrical discharge, Increased damage |
"Big Frigger" power fist | Upgraded servomotors, Increased damage |
Wattz 1000 laser pistol | Magnetic field targeting system, Increased penetration |
Glock 86 plasma pistol | Realigned magnetic housing chamber, +16 battery capacity |
Desert Eagle .44 | Expanded magazine, +12 magazine capacity |
.44 magnum revolver | Speed loader, Reload speed halved |
Colt Rangemaster hunting rifle | All-weather scope, Increased long-range accuracy |
AK-112 assault rifle | Assault rifle (exp. mag.), +76 magazine capacity |
FN FAL | Low-light scope, Increased nighttime accuracy |
Wattz 2000 laser rifle | Upgraded recharging system, recycling chip, +12 magazine capacity |
P94 plasma rifle | Hotwired plasma bolt chamber, Increased damage |
Flamer | Mixture modification, Upgraded fuel |
Flamethrower fuel | Mixture modification, Upgraded fuel |
Notes
- Give Algernon your weapons empty and he will upgrade them with "fresh" ammunition.
- The store back area and the basement has a lot of items that can be upgraded.
- Algernon is the only person who knows how to upgrade the flamer.
Appearances
Algernon only appears in Fallout 2.
Behind the scenes
Algernon's focused brilliance and his name is a reference to the book Flowers for Algernon. Charlie Gordon, the main character, is a 32 year-old mentally challenged janitor who briefly becomes a genius as the result of an experimental medical procedure, but becomes mentally challenged again and dies due to an unforeseen side effect of the procedure, whereas Algernon is a laboratory mouse who has undergone surgery to increase his intelligence, with Charlie being the first human test subject.