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---------------
FALLOUT TACTICS
---------------
- FAQ V2.6 -
by Guiler (J Novakouski - guilersk@earthlink.net)
This guide may be reproduced only with my permission, for non-profit
purposes only. You may download, save, modify, or use this for
personal reasons only, but I would appreciate that you send any
suggestions and updates to me, to help make
this the best FAQ it can be. If you would like to post a copy of this
on your fansite, email me at . In addition,
if you do so, I will automatically send you any updates I have made.
FALLOUT TACTICS is (c) 2001 Interplay Entertainment Corp
This is by no means complete, but it ought to help you
play the game. If you know of something that I don't,
drop me a line at and I'll
credit you for it.
Note that while these people get credit for sending stuff in,
they might not want to be badgered with emails, so you're best off
sending questions and suggestions directly to me at:
Special thanx to the following contributors:
a black cat nearby
"Adam Shahid"
Alastair Hutcheson
André Devaux
Andres J.
Andrew Lusk-Hahn
Andy
"Angus Lai"
Ariel Falgui
"Arthur B. Byrne"
"Ashley K. Lovins"
Benjamin Winston
Booga
Booze Miller
brian
Rafal Kubat
chad athey
Chaltione Bonkfriks
Charles J DeVito
Chew, Christopher (XSSC SGP)
Chris369@aol.com
Chris Calvert
Chris Lynch
"Chris Pendergrass"
Christoph
Clown
Colin
crayz@singnet.com.sg
"Daniel Caine"
Danny Hioe
David Ng
david.s.jannke@accenture.com
David S.
Dhany Permana
"Edward Adams"
Ferri
Forrest
Gabriel
Garred Whalen
Garry Upton
Gilkey, Gregory
Glenn M. Sanford
Grev
"h.kenward"
Houston Bruck
iweird
Jason Salem
Jason Wang
Jeffrey Ross
Jim "ShowLow" Sorrick
Joiro Hatagaya
"Jolt - Ganj"
Jonas Karlsson
Josemaria Hernandez
Justin Cramer
Kam Fung
Keith Steiger
Ken Boren
Kenny Wong
Kevin Weiser
KittyH
Kulsz
Kyriel
lobar
Louie Imperial
"Marcus Robinson"
"Mark Allman"
Matt
"Matt Thobe"
"Matthew wong"
Mike Fletcher
mike perlewitz
Nightfall@mindspring.com
Pak Chung
Paradox
Patrick Bryan
"Patryk"
Phil Chermak
Philip L. McMahon
Phred
"r wong"
Rajmohan Rajagopalan
Ray Macey
Rick Schneider
Rob Healy
Rob Knebel
Robert Luong
ROBERT L BURGESS
"Rodriguez"
sean wilkins
Sean Yeo da Syko
Shane Feather
Shen Borbe
Shirwyn Dalgliesh
Snyder, Adam
"Teoh Siang Swee"
"Tom Carlsen"
Tom
"Tomas \"Reveille\" Rodriguez, Jr."
Uliasea
"Vanni Loriggio"
Wansheng Zhu
WD-40
"Wright, Stephen J"
ygdrasil
And extra thanks to KJ
for all his help on the special encounters and everything
in general!
TABLE OF CONTENTS:
-Version History
-Character Creation
-Tough Guy Suggestions (NEW! 2.4)
-Weapons Chart (NEW! 2.3)
-Perk Table (NEW! 2.3)
-Enhancer (Drug) Table (NEW! 2.6)
-Walkthrough
0.0 SPECIAL ENCOUNTERS
0.1 BROTHERS GRIMM
0.2 COPPERTOPS
0.3 BAZAAR DAY
0.4 EVERREADY BUNNIES
0.5 TITANIC
0.6 FARMER
0.7 TRADER
0.8 BRAHMIN POKER
0.9 PITCH BLACK
0.10 L33TISTS
0.11 REAVER DANCE
0.12 CANADIAN INVASION
0.13 PHIL THE NUKA COLA GUY
0.14 B-1000
0.15 KOMODO MAN
0.16 SIXTH SENSE
0.17 GAS STATION
0.18 PIPBOY
0.19 UPRISING
0.20 CPF vs. PFC
0.21 BRAHMIN ARMOR
0.22 DEATHCLAW LIBERATION
0.23 4 HORSEMEN OF THE POST-APOCALYPSE
0.24 BRAHMIN TIPPING
0.25 MIR
0.26 AMELIA
0.27 HERMIT
0.28 MERCHANT
0.29 MORTE
0.30 INVASION RECREATIONISTS
1.0 BRAHMIN WOOD
1.1 BUNKER 1
2.0 FREEPORT
2.1 BUNKER 2
3.0 ROCK FALLS
3.1 BUNKER 3
4.0 MACOMB
4.1 BUNKER 4
5.0 PREORIA
5.1 BUNKER 5
6.0 QUINCY
6.1 BUNKER 6
7.0 MARDIN
7.1 BUNKER 7
8.0 ST. LOUIS
8.1 BUNKER 8
9.0 JEFFERSON
9.1 BUNKER 9
10.0 KANSAS CITY
10.1 BUNKER 10
11.0 OSCEOLLA
11.1 BUNKER 11
12.0 JUNCTION CITY
12.1 BUNKER 12
13.0 GREAT BEND
13.1 BUNKER 13
14.0 COLDWATER
14.1 BUNKER 14
15.0 NEWTON
15.1 BUNKER 15
16.0 CANYON CITY
16.1 BUNKER 16
17.0 BUENA VISTA
17.1 BUNKER 17
18.0 SCOTT CITY
18.1 BUNKER 18
19.0 CHEYENNE MOUNTAIN
20.0 VAULT 0
21.0 BONUS MISSION (SPRINGFIELD)
VERSION HISTORY:
1.0- created, missions 1-4 3/25/2001
1.1- added Preoria (mission 5), Macomb mine trick 3/26/2001
1.2- added Quincy (6) and several player suggestions 3/28/2001
1.3- added Mardin (7) 3/30/2001
1.4- added St. Louis 3/31/2001
1.5- added Jefferson 4/1/2001
1.6- added Osceolla and Junction City 4/4/2001
1.7- added Great Bend and Special Encounters 4/8/2001
1.8- added Coldwater and part of Newton 4/8/2001
1.8.5- added a whole bunch of mail and player suggestions 4/11/2001
1.9- added up to the middle of the last mission 4/16/2001
2.0- complete to end of game. Missing bonus mission (soon) 4/17/2001
2.1- added a WHOOOOOOLE lot of suggestions and a littl bit on the
patch 4/23/2001
2.2- added more suggestions (bonus mission coming soon!) Also started
marking updates so you don't have to go looking...4/30/2001
2.3- added bonus mission, weapons table, and perks table 5/12/2001
2.4- updates, added 'bandage' note 5/20/2001
2.5- updates 5/28/2001
2.6- many updates 7/3/2001
CHARACTER CREATION:
For all you Fallout people:
Much as Icewind Dale was the combat version of Baldur's Gate, so this
is the combat version of Fallout. Your silly skills like science,
repair, and whatnot have little place here. You're much better off
picking skills that allow you to be killin' stuff, so to speak.
For all you Laser Squad/XCOM/Jagged Alliance people:
This is a lot more RPG than you've ever had before. Imagine; you can
actually see the amount of experience you've got, and pick the skills
you want to increase when you level! Because of this customization,
You shouldn't 'throw away' soldiers on suicide missions, as some of
the games listed above need you to do. It's much better to go
cautiously and retreat crippled soldiers from the field of battle.
As this game is made for killing, I naturally have some suggestions on
how to make a killer character. We want you to excel at the death-
dealing on high levels, so I suggest working towards the 'sniper'
and/or 'slayer' perks. On the way you should take Bonus Rate of Fire
(or Bonus HtH if Slayer), Bonus Ranged/HtH Damage (again, depending on
Sniper or Slayer), More Criticals, Better Criticals, and Sharpshooter
(if Sniper). If you can't get these, take Action Boy (essential if
you don't have max agil), Educated, Flexible, Gain (statistic), Swift
Learner, Packrat, Strong Back, Ranger, or Explorer.
UPDATE:
As of 1.0, sniper is worthless, and Better criticals seems worthless too.
I am in the midst of re-evaluating the worth of the perks.
----2.4----
"Kenny Wong" writes:
Bonus moves perk is useless in CTB mode. Duh! I made a
slayer type char with this thinking he'd close in faster when I
started with TB mode. But in CTB, nothing seems to change.
--------
However, some of these perks have nasty attribute Requirements, which
is a good reason why you should take Gifted. I also suggest Fast Shot,
as Fast Shot and Bonus Rate of Fire means that it costs 2 points to
fire a weapon; with 10 action points, that's 5 shots a round. Keep in mind
that targetted shots, which is what you lose for taking fast shot, can be
mighty useful because they give you an increased chance of critical hit, so
it's really a trade-off; you get more shots, but you don't have a chance to
take more effective shots.
I suggest the following attributes (with Gifted on):
ST 6 (8 if a Slayer)
PE 8 (absolute minimum 8 if a sniper)
EN 6
CH 5 (more is helpful)
IN 6 (absolute minimum 6 if a sniper)
AG 10(absolute minimum 8 if a sniper or slayer)
LK 6 (for all those critical-based skills)
"Daniel Caine" adds:
Charisma seems broken, I designed a sniper character (Pe 10) and set
my CH to 2 I still get all three recruits (more since the patch on the
first Bunker) as I did with my previous Character who had CH 5. Those
extra 3 points come in very useful.
----2.3----
On the other hand, since you won't get sniper until the end, you might
want to be a heavy weapons specialist; Fallout Tactics rewards the
heavy weapons person bigtime in this game with the Browning M2,
easily the best long range weapon in the game. The problem is that
it has a strength requirement of 9 and the ammo is hard to come by
and terribly expensive. So in that case, you still want fast shot
(more rounds out per combat turn) but you want more strength (9) and
a bit less of the other stats (endurance can probably suffer here).
UPDATE:
I finally beat the game, and got sniper for the 2nd half of the last
mission. It was totally not worth it; the difference between this and
Fallout 2 is unbelievable; I highly suspect that there is a bug that
prevents sniper from working. None of my guys exhibited any more
critical hits than usual, and far less than I would get with even
targetted shots. Sniper is a crock, and I'm pretty ticked off about
it. So, instead of sniper, take increased critical hits and bonus
rate of fire (bonus rate of fire just might be the best perk in
the game).
The path of melee can be very rewarding. If you get close enough to
hit the enemy without him tearing you to pieces (sneak and cover),
you can really rip it up with them, so to speak. If you're good, you
will likely knock them down and cost them lots of action points, so
many that they will stay down constantly (CTB) or not have enough
action points left to attack you with (TB). This is hard with mutants,
but it can be done.
For Tag skills, small guns is essential, and then later Energy Weapons
and Big Guns if you intend to use stuff like rockets and chainguns.
Big Guns is crucial if you intend to even flirt with the Browning.
Also useful is Lockpick, Unarmed or Melee if you plan to go the Slayer
route, Bartering, and maybe Outdoorsman. Also take Stealth if you're
the Slayer; you need to get close to kill them, so getting close
without being seen is the best way, especially if you have Silent
Death.
Rafal Kubat wrote in with this sly trick:
If you want a REALLY good final sniper then
Set up your character as follows, it works great for me
ST 5/6
PE 8/9
EN 2 (i'll explain)
CH 8
IN 9
AG 8
LK 6
The 2 Endurance will harm you at the beginning of the game, but by
exploiting a bug in the game you can get it up to 12 without a problem.
When you find the Gas Station Random Encounter (Usually Located 1
square north, 3 squares west of Bunker Beta), go in there THE FIRST
TIME with everything possible. Trade for the Elixir of Life and
anything else you might find useful, then take the elixir, and put it
on the shelf where the Tool Box is (also put anything else that you want
unlimited of in there)
Then exit the encounter, come back in.
Take all that equipment back, and exit the encounter again.
Come back in, and now all those items that you put on the shelf (and
everything that you sold to the woman, i sold her everything so she cant
even move) is gonna be there for the rest of the game. This is great
cause u can put things such as those much needed shotgun shells and other
ammo as well as a whole s***load of doctors bags/first aid kits. I now
never run out of medical supplies, stim packs, drugs, or elixirs thanks to
this.
Do this a bunch of times an you'll have 12 endurance from the elixirs, and
about 200 hps, (you can drink more elixirs just cause they give u 15 hps a
piece), my guys are invulnerable now, and all this with no official
"cheating".
Note: you can do this with any encounter in the game. You can even drop
the items on the ground like this.
----2.4----
writes:
I found out something very interesting using a variation of the item
duplication cheat I found on your FAQ. If you go to a special encounter
that allows you to bring your vehicle(s) in, like L33tists, Deathclaw
Liberation, Merchant, etc., you can leave your vehicle at the encounter
and then come back over and over again to get more of the vehicle you left,a
just like items. I tried this with the Tank at CPF Vs PFC and now I have
two tanks. I unloaded the tank before leaving it, as usually leaving a
vehicle behind deletes the stuff inside, but I am not sure if it would do
that in a special encounter or not. Also I tried to go back with my two
tanks to get a third, but I had some weird graphics error where the turrets
for the tanks where floating away from the tanks. It then kicked me out of
the encounter, but it did leave a circle showing where I had left my tank.
That means I now have three (well four, I tried again to go into the
encounter with two tanks to get a third), but I don't know how to get the
third and fourth while driving my two tanks. It should probably be
suggested to only do this cheat once or at least don't drive two tanks in
to get a third, you could always stock pile the vehicles to the various
bases.
Then:
I tried out the code further and you can leave the vehicle loaded and the
stuff inside gets duplicated as well. Also the vehicles function well in
combat, I ran a fight with my two tanks and it went well (other than not
having a second good pilot or gunner).
--------
UPDATE:
The duplication bug is DEAD in 1.25, according to several sources.
Kenny Wong writes:
The mutate! perk will change traits. However, if you don't have a trait
to start with, then you just get a free trait. Not so useful for your main
char, but could be useful for your squadies. Imagine a whole team
of gifted squadies....
and
The mutate! perk (getting a trait for nothing) still works in 1.25.
-------------
I have done this. It rocks. I totally recommend it. Do it around L12 so
your skills won't suffer too badly.
Chris Calvert suggests:
Here is a tip I came up with that will provide infinite experience
points. This works best if you have at least 30% in lockpicks and a set
of lockpicks as well. Just go to a level with a safe (Rock Falls or
Preoria for example) and move the char equipped with the lockpicks
next to the safe and keep hitting '2' (hotkey for lockpick skill) and
clicking the safe. You will unlock and then lock the safe. Each
successful locking or unlocking will provide a minimum of 15 exp
points. The higher your skill (obviously) the more often you will be
successful. Also you do not always get just 15 points. You can get
more, and it is partly random and partly based on your skill. I had
a char with 30% do this and the max he got was 24 points, but my char
with 80% in the lockpicking skill got a max of 47 points.
-------------
Booga suggests:
There's this odd bug that my friends and I managed to find out. Exploiting
the bug will make the game unfun though.
Here's how it goes. First, you need a vehicle...then, before you exit the
map into the world map, make all your character crawl INTO the vehicle then
exit the map. Whenever you come across a random encounter or next mission,
your characters will start standing, but the values for crawling will still
be there (doesn't work when going back to base or some special encounter).
Keep crawling into the vehicle everytime and the values for the crawl will
stack up onto each other. Keep doing this and even without increasing your
gun skills!! However, this only works for your NPCs. I think the
programmers remembered to reset the main character but not the NPCs. Most
of my NPCs have all guns skills above 500% using this method, but remember,
melee skills WILL suck...(reaching -1000%)
-------------
blaze@storm.cx.net writes:
As of v1.25, the crawl into vehicle bug doesn't work anymore.
----2.2----
For money problems, suggests:
To help you out with your money problems, simply enlist in the services of
an amazing gambler. In my game, Stumpy has it tagged and it was already
high. If you use him a few times and add all his skill points to gambling,
he should be able to swindle most of the mechanics in the game, the medical
officer and the quartermaster at the gamma outpost. Its all about trial and
error, save and load. if you stock up on everything anyone who gambles has,
and do a decent amount of looting, money should no longer be any issue.
-------------
"Matt Thobe" suggests:
When ever you gamble just save before you start and gamble like 1 rp for
1 rp until you win, and count how many times till you win, then reload and
gamble 1 rp till you get the the time when you win, then bet everything,
and its all yours.
----2.6----
This little trick works because (like many games), it saves the random
number seed (and the next couple)to assure that you can't just reload a
game and avoid a nasty fate (usually in combat). Works great for
gambling, though.
"Patryk" adds:
Advisable in any mission when you cant carry everything you want to keep from
a mission. All the crates, bookshelves, boxes and lockers are there to yield
to you equipment, right??? WRONG. They are there for you to place equipment
inside of them!!! Each has a limited capacity but certainly you can find many
of them. Inserting equipment into boxes is vital to your cause because the
killed enemies have a tendency to dissapear when you leave the mission area.
Not all but almost 70% (approximetly). All those things left in various
lockers will remain for you to come back and claim your rightful share of
the spoils of war.
----2.6----
Pak Chung adds:
I found some tricks about gambling that really saved me lots of money, in
bunker gamma ( i think ), the quarter master will gamble with you. so you
merely can some of the most expensive stuffs from this bunker through
gambling.
first of all, you dont really need gambling skill, get as much cash as
possible, lets say you want to get the power armor, it cost it 20000 each,
so lets say this is the first time you gamble with this quater master, put
as much money as u can something around 30000, and even without gambling
skill u can still win neartly 100% of the time, but the drawback is,
everytime the quater master lose, he will change the rate, the next time you
bet with him, for a power armor lets say, he will only bet for like 25000 or
so ( the more money u put for betting the higher chance you win, if u put 1
dollars to bet with his power armor u will never win )
I managed to get 4 power armors and 1 advanced power armor before he drop
the rate to a level that i will never win ( like 12000 to bet for stuffs
worth 20000)
--------
Chaltione Bonkfriks adds:
I have noticed a little bug:
whenever you gamble with ANYONE, you can just put in whatever you want
from them, and put in nothing from your side, and keep clicking on
gamble. Eventually you'll win the gamble. That way i gambled away
everything (4000+ lbs) the quartermaster in bunker gamma had with a
character with only 14% gamble skill and 4 luck. It is still working
with patch 1.25.
----2.3----
Try it out! you'll end up with loads of stuff that way...
Josemaria Hernandez adds:
I tried using mentats to see if it would help some npcs get perks
like sharpshooter. Does not seem to work unfortunately. Still using
buffouts for your heavy guns guys so they can use Browning's in the
missions before power armor is not a bad thing esp since they last
the whole mission.
Leader is a great perk btw. everyone in the squad under the influence
gets +1 agility and added 5 bonus to armor class (I think).
I would highly recommend just loitering around the wastelands. As
far as I know there is no time pressure to finish the game and
its a great way to load up on stuff and XP. For some reason when
I encounter bots in the waste they are always under gunned, they
fire one or two rounds then run out of ammo. They then rush you
and you can pound them into scrap and get huge XP. One time I ran
across 2 behemoths and 5 or 6 humanoids. I was lucky enough to
critical hit both behemoths before they got into range and knocked
them out. At the end of it all I got 5000 xps for that one encounter.
I have leveled up around 4 or 5 times just wandering the wastes and
am still in Newton but fighting with level 21 characters now. Another
cool trick is just leaving ctb mode on during these random encounters.
When encountering mutants and reavers you should be able to get away
without suffering a hit at all. Pancor's armed with the purple shells
are great against smaller bots; with bonus rate of fire i can fire
twice and by the second burst kill 3 or 4 bots.
-------------
Louie Imperial and I have been having a
discussion about the value of the Divine Favor Perk; while it has a
high ability requirement (CHR of 8), he says it pays off handsomely,
as it increases your highest stat by +1 and reduces the number of
levels it takes to get perks (so if you'd normally get one every 3
levels, you get one every 2 levels instead). I have yet to
experiment with this, but he thinks highly of it, so give it a shot.
shirwyn@vcn.bc.ca suggests:
On the Awareness Perk I've noticed that you only need to have one
character with it and they all can use it. The trick is to have
any of your characters get a line of sight on the enemy then click,
just once, on the character bar name of the of the one with Awareness
(even if that charcter is on the other side of the map) and the info
shows up. Probably a glitch but enjoy it while it lasts.
----2.2----
"Robert Luong" writes:
Regarding the Bullhorn call/trap (something like that)...
Weird thing w/ this accessory. Just put it on your hands and you gain
+4 strength and your HP's shoot up to around 7 million(My main had 8str
initially). You don't need to use it, just put it in one of the weapon
slots. But you also become addicted to buffouts. I dunno if that had
any effect cuz it didn't lower any of my stats nor affect my fighting
ability.
Try it out=) You can have a guy w/ a Strength of 3(min to use handgun,
4 is min for rifles/smg) then after the 1st mission buy this thing at
the alpha bunker. Then when you get to beta bunker you can do that
elixer thing for your endurance. Gives you more points to put into
other stats...if you're careful enough that is..
and later...
Basically all I needed to do was brave thru' the 1st mission. Str. of 3 gave
me the ability to use handguns. I did CTB cuz there were some benefits I
could gain from a high agility. With handguns costing 4AP per turn, you can
shoot 3 times before they even get one off.(AP bar slowly regains 1AP in b/w
shots) With kamakaze I hoped after 3 shots they'd die=) You just have to be
very careful in CTB or it's suicidal.
Anyways, after the 1st mission, go back to alpha bunker, buy the bullhorn,
equip on free slot. Automatic 12 Str., 70million HP, and your small arms
goes into 70million% too. it was crazy=) No one ever misses. Every shot is a
critical. Now, only thing you gotta be careful of is when u're addicted you
have a random chance of dying. But I went for months with out dying, then
all of a sudden after I complete a mission I die. I just unequip the
bullhorn for a sec everynow and then just to be safe. Sucks, but only if you
didn't save. I guess that's the only drawback.
I haven't patched the game yet either. So what you said with it not working,
could be cuz you patched it already. I'll give you some screenshots I took
whenever I find out how to transfer them to this comp.
----2.3----
I was not able to get this to work, but I've had it independently confirmed
by Paradox , so I'm pretty sure it works. Give this one
a shot, although it's sort of an in-game cheat.
"Marcus Robinson" adds:
Note that if you hold shift when you click the credits button in the main
menu, just like in Fallout 2 you'll see comments from the makers.
----2.3----
Kam Fung suggests:
The Leadership perk works really well if you have people in you party with 7
(I think...) agility, the +1 your party gains from the perk is enough to
push their action points up to 9/round. This is enough to change stance
twice (up and down) and take a targeted shot, the armour class bonus is
gravy. The thing is, the perk doesn't appear to work when you're in a
vehicle (as of 1.25). Perhaps it doesn't realize your team is in close
proximity when they are in a vehicle?
Here's something to try when you have a whole whack of one item (like AK47's
or SAW's) and they just don't bring home the bacon anymore: don't just sell
them to the quartermaster, the mechanic and the healer will both give you
great prices for items they don't have. It also appears that the
quartermasters at all the bases have the same stuff, so selling to different
bases for more money doesn't appear to work. Similarly, traders will give
you better prices than the quartermasters if they don't have a lot of an
item. I find I can usually sell about 10 of an item before the value starts
to drop a lot.
----2.3----
André Devaux writes:
1) I've noticed that the starting equipment of your main character depends
partially on your tag skills. If you tag some skills, you get additional
items to start with. I haven't tried out every skill yet, but here is
what I found out:
-Gambling nets you 500 BOS scripts
-Doctor gives you a doctors bag (yay!)
-Throwing adds a few spears, some rocks and one fragmentation grenade
The following skills give no bonus items: Stealth, Lockpick,
Big Guns, Energy Weapons
2) In answer to Daniel Caine: charisma has no effect on which NPCs
you can hire. It soley depends on your rank (you can hire NPCs of the
same or lower rank than you). BUT: Promotions seem to depend on your
CH score. Higher charisma seems to let you gain ranks quicker. For
example, my CH 2 character got promoted to senior initiate only after
the second mission while another one with a charisma score of 7 got
promoted after the first. I've tried this several times and solved
the first mission always in the same way.
----2.5----
Ariel Falgui writes:
Having a 100 pts. Outdoorsman Skill will enable you to
ignore all enemy encounters.
----2.6----
UPDATE 2.4: The 'Bandaged' Debacle
Now, I have been getting a lot of questions about the 'bandaged' state. I'd
like to write something definitive about it here so I don't get any more
questions about it. If you are bandaged, you must use the doctor bag to
remove that state. Put the doctor bag in the hand of the character with
the highest 'Doctor' skill. Click on the bag icon (in your hand) and then
click on the poor guy who is 'bandaged'. Note; this can include the doctor
himself!
Now, prior to the 1.25 patch, you had to have been damaged; that is,
missing at least 1 hit point. After the 1.25 patch, this is fixed, and
you may successfully use it on someone who is not damaged.
TOUGH GUY SUGGESTIONS (UPDATE 2.4):
Andy wrote in with some suggestions for Tough Guy mode:
Perks:
Dont pick a perk until lvl 9 because if u cancel the perk dialog u wont
loose the ability to choose later, so wait until lvl 9 and than look what perks u
want, the best perks are avaible in lvl 6 and 9 and 12, u can easy work
without perks up to lvl 9. Pick the mutate perk first and choose gifted if u want
have some extra perks avaible. If u safed all perks to lvl 9 u will be able
to choose mutate first and than get new perks avaible and still have 2 perks
left to spend.
It is also wise to pick the Fast Shot skill from mutate if your char has
already good stats.
Teams and char buliding: i tryed first play with a full sniper team (high PE
and AGI + Ranged DMG Bonus perks and or sniper perk).... worked well up to
mission 8, but than with all the rocket luncher guys and long range hard
hitting weapons i did loose in that mission over and over and over ...... dont ask
how long i tryed this mission....
finaly i figured that i had spend more points into sneak ... so i had could
sneak behind the hard guys and fire them down at 1 burst... even with 6
sneaking snipers u wont be able to kill 2 rocked guys ... so i started over and
well teh new team was a blast :-)
new team: 4x sneaker (tag skill from lvl 1 and pushed sneak fast to 121)
2 of the sneaker are special in small and 2 in big guns (think of sneaking
with 2 rocket luncher and fire them on a hard guys from back ... no chance
hehe)
2x long range heavy weapon/sniper combo .. (heavy weapon/small weapon/ maybe
engery as tag skill and high perception or at least with the perk/gifted
trick able to get sharpshooter in 9 and get so to PE 8 or 9.... start with 6 PE
... mutate .. gifted ... get 7 PE + Sharpshooter than 9 PE ... so look for
nice guys with at least 5 LK and 5 Agi/Int and 6 PE + Tag combo)
normal use your 4 sneakes against hard guys and burst them from the back so
they cant even get 1 round or rocket out on u.... pick hit the deck in lvl 12
as perk, because it lower the chance to get killed from rocket guys or
mines. Pick ranged bonus dmg or sharpshooter also for all and awerness this helps
to keep u informed. i also choosed night vision for all in my team, because u
get a big range advantage at night and sneak also work better. Because u
cant save in hard mode, u want realy fight at night so that the chance is bigger
u dont get killed if u run into traps or hidded guys and get killed in first
encounter.
I did equiped the 4x sneaker team with long range or long range burst
weapons (hunter rifle, ak47, m16, sniper rifle) in primary mode and 2x SAW/rocket
lancher and 2x CAWs for burst mode.
The 2x heavy snipers with 2 SAWs/M2/rocket lancher.
my own char:
STR: 9 (for use M2 at 5 feet in sneak mode ... hehe)
PE: 7 (to upgrade to sharpshooter + bonus dmg)
EN: 6
CH: 2
INT: 10 (more skills)
AGI: 7 (8 Action points are enough ... fast shot rocks)
lK: 6 (sharpshooter/dmg bonus)
Fast Shot + Gifted
heavy weapons + doctor + sneak
perks:
night vision
comprensive (read all books)
bonus ranged dmg/sharpshooter
hit the deck
thats a good start at lvl 12
i choose doctor because there isnt realy 1 nice doc with sneak and usefull
stats, with 10 int u will also be able to get small guns fast up to 114 and
than u can start put more into heavy guns and doc skill... also u need a doc in
first line if sneak fail and u get under heavy fire and your friends get
blinded or crippled.
----2.4----
WEAPONS CHART (UPDATE 2.6)
Thanks greatly to André Devaux for providing
this chart; he did all of it, so all of the credit is his! It's missing
some of the guns later on in the game, but those will be added pretty
soon.
writes in with some general observations about weapons:
some infos to weapons and how to compare the dmg/range/ammo
so how u choose the best weapon for your team ?
just by the displayed dmg of the weapon ? NO !
some infos to weapons in BOS in general:
all weapons with a burst mode arnt so precision like the single shot mode
weapons even if they have the same range !
example: the ak47 or m16 have nice range in single shot mode, but with a
huting rifle u will still get a higher percantage for aiming than with a burst
weapon of the same range ! In burst mode a weapon do much more dmg than it is
displayed. Displayed is always the single shot mode, burst mode need to be
calced !
how to compare single shot and energy weapons:
just by range and dmg that is displayed. But think of the armor types,
normal energy dmg will get more absorb than normal dmg, so normal weapons can do
more dmg against a well armored guy !
It is also a good idea to not compare the max dmg a single shot weapon do,
just compare the minimum dmg.
how to compare burst weapons:
compare the range than the normal burst dmg displayed, now u need calc the
ammo and how many rounds per burst are driven out.
Example:
SAW can hold 30 rounds and u can shot 3 times.. ergo 10 rounds per burst of
7.62 mm and 20-30 dmg displayed
Vindicator can hold 100 rounds and u can shot 4 times .. ergo 25 rounds per
burst of 7.62mm and 16-25 dmg displayed
M60 can hold 50 rounds and u can shot 5 times .. ergo 10 rounds per burst of
7.62mm and 18-26 dmg displayed
wich weapon is better now ?
for ammo/dmg the vindicator is best, even if the saw have higer dmg
displayed, but the vindicator get out more than twice of the same ammo than the saw !
Since the M60 and SAW have same ammo/burst rate the saw wins over the M60 in
ammo/dmg
how to compare ammo:
I did not notice a difference between the ammo types in general if no
special dmg or penetration factor is displayed. The only thing i notice is the
shotgun shells do more dmg than other burst weapons compared for his burst/ammo
mode. Also shotgun shells have a nice area effect in hurt groups. So a CAWs or
a Jackhammer are very deadly weapons on short range and with the special dmg
bonus ammo they can kill 3 low armored mutants in short range at 1 burst
even if only 2.5 shells are pumped out at 1 burst !
I did not notice any difference between ammo types like 50mm, 5.56mm or
7.62mm or .303mm. So just compare the dmg displayed. 9mm ammo is the worst
because the normal ball get dmg and penetration penalty. U should choose your ammo
so that the dmg/penetration is average and/or u have some types of special
ammo avaible for your gun, so the shotgun weapons are the best for
dmg/ammo/burst in short range because u have 3 types of ammo to load and the dmg done
with just 2.5 shells in 1 burst is awesome.
best ranged heavy burst weapons in game:
Gaus Minigun: weapon from hell !!!! (could not test it yet but stats sounds
damm nice)
Vindicator: high dmg / high range / ammo sucker (cant shot in prone mode)
M2: high dmg / high range / heavy like hell
SAW: good dmg / high range / good overall power
M60: good dmg / med range / nice magazine of ammo
avenger: fair dmg / med range
best small burst weapons in game:
Jackhammer: high dmg / low range / good overall power
CAWs: high dmg / low range / good overall power
Fn Fal: good dmg / nice range / good overall power
Neostead: good dmg / low range
Ak47: good dmg / med range
M16: fair dmg / good range
happy bursting :-)
----2.5----
Fallout Tactics - Weapon and Armor Chart (v2.0)
===============================================
Small Guns (Note: all revolvers cost 1 AP less to fire)
=======================================================================
Ammo Type: 2mm EC
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
PPK12 Gauss Pistol 22-32 50 12 5 Single 1
M-72 Gauss Rifle 60-80 50 20 6 Single 1
Ammo Type: .303mm
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
M-14 7-16 32 20 5 Burst 8
8-18 40 Single 1
Ammo Type: 44. Mag
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Desert Eagle 15-23 25 8 4 Single 1
Mark XIX
44 M29 Revolver 14-21 18 6 4 Single 1
Ammo Type: .45
Name Damage Range Clip Min Str Modes ROF
----------------------------------------------------------------------
Thompson Gun 7-28 25 50 6 Burst ?
8-32 32 Single 1
Colt 45 12-18 17 12 3 Triple 3
22 Single 1
Casull Revolver 13-18 15 6 4 Single 1
Ammo Type: 5.56mm
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Enfield XL-70E 14-26 28 20 5 Burst ?
16-30 35 Single 1
Ruger AC556F 14-26 18 20 5 Burst ?
16-30 22 Single 1
Steyr AUG 13-26 24 40 5 Burst ?
15-30 28 Single 1
M16A1 8-19 36 24 5 Burst 8
10-22 42 Single 1
Ammo Type: 7.62mm
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
7.62 FN FAL 21-32 28 20 5 Burst 5
24-36 35 Single 1
Sniper Rifle 14-36 50 6 5 Single 1
AK47 10-22 28 24 5 Burst 5
12-25 35 Single 1
Hunting Rifle 8-20 40 10 5 Single 1
Ammo Type: 9mm
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
FN P90C 13-21 18 50 4 Burst 5
16-25 22 Single 1
MP38 10-21 16 30 4 Burst 6
12-24 20 Single 1
Sten Gun 14-21 16 32 4 Burst 3
16-24 18 Single 1
MP5 H&K 8-17 20 30 4 Burst 6
10-20 25 Single 1
Calico Liberty 100 8-17 17 50 5 Burst ?
10-20 22 Single 1
Walther MPL 10-17 20 32 5 Burst 4
12-20 25 Single 1
Scorpio 8-16 18 32 4 Burst 4
9-18 22 Single 1
Uzi 7-14 16 25 4 Burst 5
8-16 20 Single 1
P220 Sig Sauer 7-15 19 9 3 Triple 3
24 Single 1
9mm M9FS Beretta 8-15 17 15 3 Triple 3
22 Single 1
9mm Calico M-950 7-15 17 50 3 Triple 3
24 Single 1
Browning HP 7-14 16 12 3 Triple 3
20 Single 1
9mm HSI Mauser 6-14 28 7 3 Single 1
Zip Gun 6-12 22 1 3 Single 1
Ammo Type: 12 gauge
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Pancor Jackhammer 20-32 30 10 5 Single 1
17-28 24 Burst 3
H&K CAWS 18-28 30 10 6 Single 1
16-25 24 Burst 3
Neostead Combat SG 15-25 22 12 6 Single 1
13-22 17 Burst 3
Pump-action Shotgun 14-24 14 5 5 Single 1
Beretta 470 Silver- 12-22 14 2 4 Single 1
hawk 10-19 Double 2
Ammo Type: 30.06
Name Damage Range Clip Min Str Modes ROF
----------------------------------------------------------------------
Browning Auto Rifle 18-32 28 20 5 Burst ?
18-32 35 Single 1
M1 Garand 12-24 40 8 5 Single 1
Ammo Type: Flamer
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Flamer Pistol 22-45 5 3 4 Burst 1
Ammo Type: HCl Acid
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Water Gun 5-25 24 10 5 Single 1
Ammo Type: Grenade
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
M-79 Grenade 20-45 32 1 5 Single 1
Launcher
Ammo Type: Needler Cartridge
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Needler Pistol 13-27 30 10 3 Single 1
+Poison
Ammo Type: Speargun Bolts
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Spear Gun 3-15 25 1 4 Single 1
=======================================================================
Big Guns
=======================================================================
Ammo Type: 2mm EC
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Gatling Gauss 60-80 35 80 6 Burst ?
Ammo Type: .303
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Lewis Gun 22-32 45 47 7 Burst ?
Bren Gun 20-30 40 30 7 Burst ?
Ammo Type: 5.56mm
Name Damage Range Clip Min Str Modes ROF
--------------------------------------------------------------------
Avenger MiniGun 7-11 35 120 7 Burst 40
Ammo Type: 7.62mm
Name Damage Range Clip Min Str Modes ROF
--------------------------------------------------------------------
M-249 SAW 20-30 40 30 6 Burst ?
M60 18-26 35 50 7 Burst 10
Vindicator MiniGun 16-25 45 100 8 Burst ?
Ammo Type: 50 cal.
Name Damage Range Clip Min Str Modes ROF
--------------------------------------------------------------------
Browning M2 40-50 45 90 9 Burst ?
Ammo Type: Flamer Fuel
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Flamer 45-90 5 5 6 Burst 1
Ammo Type: Rockets
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Rocket Launcher 60-120 40 1 6 Single(5) 1
=======================================================================
Energy Weapons
=======================================================================
Ammo Type: Small Energy Cells
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
YK32 Pulse Pistol 32-46 20 5 3 Single(3) 1
Plasma Pistol 15-35 20 16 3 Single(3) 1
Spasm NeuroDisruptor 10-24 30 10 4 Single 1
Laser Pistol 10-22 35 12 3 Single(3) 1
Ammo Type: Microfusion Cells
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Pulse Rifle 54-78 30 12 6 Single 1
Pulse Rifle Proto. 42-64 30 10 3 Single 1
Plasma Rifle 35-60 35 10 6 Single(6) 1
Sunbeam Laser Rifle 23-50 45 12 6 Single 1
Gatling Laser 20-40 30 30 6 Burst(6) ?
=======================================================================
Ammo
=======================================================================
Type Damage mod Penetration mod
------------------------------------------------------
Speargun Bolts 0 0
9mm Ball -11% -20%
9mm JHP +60% -20%
9mm AP -25% +50%
7.62mm 0 0
.45 0 0
12 gauge 0 0
12 gauge flechette +60% -20%
12 ga. Slug Shells -11% +31%
12 ga. EMP Shells 0 0 (great against robots)
.44 magnum Ball -11% -20%
.44 magnum JHP +60% -20%
Small Energy Cell(SEC) 0 0
Large Energy Cell (LEC) 0 0
5.56 0 0
30.06 0 0
Explosive Rocket +60% +11%
.50 Cal DU 0 +50%
HN Needler Cartridge 0 0
Flamer Fuel 0 0
=======================================================================
Melee Weapons (Add ST bonus to both min and max damage)
=======================================================================
Name Damage Range Clip Min Str Modes
--------------------------------------------------------------------
Dynamite Spear 10-30 2 - 4 Thrust (4)
Ripper 15-22 1 30 (SEC) 4 Swing (4)
Diamond Spear 15-20 2 - 4 Thrust (4)
Cattle Prod 12-20 1 20 (SEC) 5 Swing (4)
3-6 Overload (3)
Micro-Sledge 8-20 1 - 5 Swing (4)
9-21 2 Thrust (4)
Piston Spear 6-20 2 - 4 Thrust (4)
Monkey Wrench 8-18 1 - 5 Swing (3)
Combat Knife 7-18 1 - 1 Thrust (3)
6-14 Swing (4)
Claw Hammer 4-16 1 - 5 Claw (4)
3-10 Head (4)
Dak Targ 5-15 1 - 1 Thrust (4)
4-12 Swing (3)
Club 5-15 2 - 4 Swing (3)
5-15 Thrust (4)
Crowbar 3-15 1 - 4 Swing (3)
3-15 Thrust (4)
Machete 3-15 1 - 4 Swing (4)
Cleaver 6-14 1 - 4 Swing (4)
Knife 1-14 1 - 1 Thrust (4)
1-11 Swing (4)
Axe Handle 4-12 2 - 4 Swing (4)
Scalpel 3-12 1 - 1 Thrust (4)
3-10 Swing (4)
Iron Pipe 2-12 1 - 5 Swing (4)
Slugger 3-11 2 - 4 Swing (4)
3-11 Thrust (4)
Serrated Blade 8-10 2 - 4 Thrust (4)
Deco-Filament 3-10 1 - 1 Swing (3)
Snake Spear 3-10 2 - 4 Thrust (4)
+Strong Poison
Festering Spear 3-10 2 - 4 Thrust (4)
+Poison
Spear 3-10 2 - 4 Thrust (4)
Barbed Spear 7-8 2 - 4 Thrust (4)
Throwing Knife 3-6 1 - 1 Thrust (3)
Switchblade 2-5 1 - 1 Swing (3)
2-6 Thrust (4)
Sharpened Pole 2-5 2 - 4 Thrust (4)
Shiv 1-5 1 - 1 Swing (3)
1-6 Thrust (4)
Broken Bottle 1-5 1 - 1 Swing (3)
1-6 Thrust (4)
Plunger 1-4 2 - 1 Swing (4)
1-4 Thrust (4)
=======================================================================
Hand-to-Hand Weapons (Add ST bonus to both min and max damage)
=======================================================================
Name Damage Range Clip Min Str Modes
---------------------------------------------------------------------
Power Fist 12-24 1 25 (SEC) 1 Punch (3)
Razor Claws 6-24 1 - 1 Punch (3)
Punch Gun 10-20 1 3 (12 gauge) 1 Punch (3)
Impact Gloves 8-16 1 - 1 Punch (3)
Punch Dagger 5-14 1 - 1 Punch (3)
Mace Gloves 6-10 1 - 1 Punch (4)
Lacerators 5-10 1 - 1 Punch (3)
Tiger Claws 4-6 1 - 1 Punch (3)
Sappers 4-6 1 - 1 Punch (3)
Shredders 3-6 1 - 1 Punch (3)
Brass Knuckles 2-5 1 - 1 Punch (3)
=======================================================================
Throwing Weapons (Add ST bonus to both min and max damage)
=======================================================================
Name Damage Range Min Str Mode
-----------------------------------------------------------------------
Diamond Spear 22-30 8 4 Throw (5)
Dynamite Spear 10-30 8 4 Throw (5)
Piston Spear 9-30 8 4 Throw (5)
Serrated Blade 9-12 8 4 Throw (5)
Snake Spear 3-12 8 4 Throw (5), St. poison
Festering Spear 3-12 8 4 Throw (5), Poison
Spear 3-12 8 4 Throw (5)
Fantasy Ball 8-10 15 1 Throw (2)
Boomerang 7-10 15 1 Throw (1)
Barbed Spear 8-9 8 4 Throw (5)
Powder Bag 4-7 16 1 Throw (2), Stuns
Chakram 4-6 15 1 Throw (2)
Dart 3-6 16 1 Throw (2)
Throwing Knife 3-6 16 1 Throw (5)
Throwing Star 2-6 15 1 Throw (2)
Sharpened Pole 2-6 8 4 Throw (5)
Rock 1-4 15 1 Throw (2)
=======================================================================
Grenades (uses throwing skill)
=======================================================================
Name Damage Range Min Str Notes
-----------------------------------------------------------------------
Pulse Grenade 105-155 15 4 Only against Robots
Plasma Grenade 41-91 15 4
Incendiary 41-61 15 4 Fire damage
Acid Grenade 31-61 15 4
Fragmentation 31-51 15 4
Boom Bugs 11-26 15 4
Molotov Cocktail 9-21 18 1 Fire damage, 2AP
Flash Grendades 4-10 15 4 Stuns
=======================================================================
Armor
=======================================================================
Name AC Normal Fire Gas Expl. Energy Elec.
-----------------------------------------------------------------------
Advanced Power Armor 35 18/60% 15/65% 7/45% 10/50% 17/55% 0/0%
Power Armor 30 13/55% 13/60% 5/30% 10/50% 16/50% 0/0%
Tesla Armor 15 4/35% 7/45% 0/0% 4/20% 15/80% 0/0%
Environmental Armor
MkII 10 6/40% 5/42% 20/90% 9/45% 6/60% 0/0%
Environmental Armor 10 5/40% 4/40% 13/70% 6/40% 5/55% 0/0%
Metal Armor MkII 15 4/35% 4/20% 0/0% 4/30% 4/45% 0/0%
Metal Armor 10 4/30% 4/15% 0/0% 4/25% 3/37% 0/0%
Leather Armor MkII 20 3/25% 1/17% 0/0% 1/25% 1/30% 0/0%
Leather Armor 15 2/25% 0/15% 0/0% 0/20% 0/25% 0/0%
Ghoul Armor 10 0/20% 0/10% 0/0% 0/20% 0/25% 0/0%
Notes: - The first number of each category is the damage absorption, the
second the damage resistance.
- Absorption is first substracted from the damage roll of any
attack.
- Then the remaining damage gets reduced by the amount of damage
resistance you have.
- Metal Armor and Metal Armor MkII: -25% Stealth.
-
- Ghoul Armor can only be worn by ghouls.
=======================================================================
PERKS TABLE (UPDATE 2.3):
André Devaux has come through again and
provided a perk table (something which I admittedly should have done
some time ago)! I have added occasional comments to it, but the main
body of the work is his. Keep in mind that it is very useful sometimes
to save a perk (say, at lvl 3) and spend it later (to get 2 lvl 6
perks).
Perk List
=========
Rating follows this scale: useless, bad, average, good, very good,
must have.
Please note that this rating is solely based on my opinons. If you
like one perk, then by all means take it regardless of my rating!
One last thing: take the "one time bonus to skills" perks only if
there's nothing else around or you really need those skill points.
But there's nearly always something more useful to take...
Level 2: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Brown Noser CH 5, IN 6 1? Useless?
Die Hard EN 6, 1 Useless
First Aid 40%
Level 3: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Awareness PE 5 1 Average, only one char. needs it
(GUILER SAYS: I'd say good, but it's
true that only 1 person should have it)
Bonus HtH Damage ST 6, AG 6 3 Very good for Slayers
Comprehension IN 6 1 Average
(GUILER SAYS: I usually give all my books
to the main char. If you save your books
until you get this, or get it early, this
is OK, but you will get enough books in
the game that you will never really need
it)
Drunken Master Unarmed 60% 1 Bad
(GUILER SAYS: Jackie Chan, yes. FT,
maybe not)
Faster Healing EN 6 3 Useless
Flower Child EN 5 1 Must have if you like using drugs
Gunner AG 6, 1 ?
Small Guns 40%
(GUILER SAYS: Not many missions with
vehicles...)
Healer PE 7, AG 6, IN 5, 2? Good, but only for your medic
First Aid 40%
Here and Now None 1 Useless, too weak a bonus
Lead Foot PE 6, AG 6, 1 Not very useful
Piloting 60%
Night Vision PE 6 1 Average (good for snipers)
Quick Pockets AG 5 1 Average
Rad Child EN 6, Ghouls only 1 ?
Scout PE 7 1 Bad
Stat! AG 6, 1 Useless, it's better to use stimpack during
First Aid 75%, combat. And outside of combat you have as
Doctor 50% much time as you want.
Stonewall ST 6 1 Bad
Strong Back ST 6, EN 6 3 Average to good (depends on carry cap.)
Survivalist EN 6 1 Bad
Outdoorsman 40%
Swift Learner IN 4 3 Very good, take it early
Team Player CH 4 1 Good
"Kenny Wong" adds:
Team player is bugged. It doesn't work at all! Should work the opposite
of Loner, where all your skills get +10% and go blue when near someone,
but nothing happens.
----2.4----
I've actually seen it work before; but I am inclined to believe it only
works near other team players.
Thief None 1 Average
Toughness EN 6, LK 6 3 Bad
"Kenny Wong" adds:
Toughness is actually pretty good (IMO) 3 Toughness + advanced power
armor = 90% damage resistance. Even with 1 Toughness you still get
70%. Probably most usefull if you're playing Tough Guy.
----2.4----
Level 4: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Bracing EN 5, 1 Good (if you have low ST)
Big Guns 60%
Death Sense IN 5, 1 ?
Deathclaw only
Flexible AG 6 1 Average
"Kenny Wong" adds:
Felixble is good only in turn based, and pre-1.25 at that, when the
computer didn't go into overwatch.
----2.4----
Hit the Deck AG 6 1 Average to good
Leader CH 6 1 Very good
Loner CH < 5, 1 Bad
Outdoorsman 40%
"Kenny Wong" writes:
Loner is currently bugged. The bonus is on all the time even when you're
standing next to someone. This actually makes it pretty good as you get
+10% to all skills at all times! Unfortunately, you need a low CH, which
conflicts with Divine Favour. Bummer.
----2.4----
Steady Arm ST 6, 1 Must Have?
Mutants only
Level 6: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Adrenaline Rush ST < 6 1 Useless
Bone Head ? 1 Useless ?
Bonus Move AG 5 2 Very good, but useless for CTB
Bonus Ranged Damage AG 6, LK 6 2 Very good for gunners
Cancerous Growth ST < 7, 1 ?
Ghouls Only
Educated IN 6 3 Average (good if you're Gifted)
Gambler Gambling 50% 1 Average
Ghost Sneak 60% 1 Bad to Average (bonus only in darkness)
Harmless Steal 50% 1 Average
Not for Deathclaws!
Heave Ho! ST < 9 1 Bad
More Criticals LK 6 3 Very good (especially for snipers)
Not for Mutants!
Negotiator Barter 70% 1 Average
Pack Rat None 1 Average (only if you have low ST)
Pathfinder EN 6, 2 Useless, theres no time limit in this
Outdoorsman 40% game!
Quick Recovery AG 5 1 Average
Rad Resistance EN 6, IN 4 2 Bad, two Rad-X pills will do the trick
Not for Ghouls!
Ranger PE 6 1 Average (only one char. has to take it)
Salesman Barter 50% 1 Average
Not for Animals!
Silent Running AG 6, Sneak 50% 1 Very Good for Slayers
Snakeater EN 3 2 Useless
Stunt Man ST 6, EN 6, AG 6 1 Average?
Not for Animals!
Way of the Fruit CH 6 1 ?
Not for Animals! (GUILER SAYS: gives a bonus to str if
you eat a fruit. Kind of like drugs
but with no drawbacks)
Level 8: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Bluff Master CH 3 1 Bad
Brutish Hulk ST 7, EN 5 1 ?
Deathclaws only
Psychotic EN 5 1 ?
Mutants only
Tunnel Rat AG 6 1 Good (especially for Snipers)
Level 9: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Better Criticals PE 6, AG 4, LK 6 1 Doesn't seem to work?
(GUILER SAYS: compared with F2, this perk
is a crock; no instant death if >100. The
only difference I noted was that I always
did damage with knockdowns, as opposed to
people without it who sometimes did knock
downs w/o damage)
Crazy Bomber In 6, Traps 60% 1 Bad, just blow up those mines
Not for Animals!
Demolition Expert AG 4, Traps 75% 1 Useless, could be useful in MP games?
Dodger AG 6 1 Bad (bonus to AC is quite weak)
Explorer None 1 Useless
(GUILER SAYS: Maybe get 1 if you don't
want to wander the wasteland for all
of the SE's. Certainly gravy, though)
Light Step AG 5, LK 5 1 Useless (don't step on traps)
Mutate! None 1 Must have: give NPCs the Gifted trait!
Pyromaniac Big Guns 75% 1 Average, works only with Flamer
Sharpshooter PE 7, IN 6 2? Very Good for Snipers
Level 10: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Hide of Scars EN 6 1 ?
Deathclaws only
Level 12: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Action Boy AG 5 2 Very good (Must have if AG < 10)
"Kenny Wong" adds:
Action Boy is very good in TB mode, but isn't all that good in CTB mode,
especially in prolonged firefights. Example: assuming you originally had
9aps, armed with a 5ap burst weapon. In CTB, you'd fire, pause, fire,
pause, pause, pause, pause, pause, fire, etc. With Action Boy, you'd
fire, fire, pause, pause, pause, pause, pause, fire, etc. The only difference
is in the opening rounds. Obviously though, in TB, there's a world of
difference between firing once/round and twice/round.
----2.4----
Bonsai Outdoorsman 40%, 1 ?
Science 40% (GUILER SAYS: fruit grows on your head.
Ghouls Only Use with Way of Fruit)
Gain (Stat) Stat < race max. 1 Must Have
HtH Evade Unarmed 75% 1 Good (only for Slayers)
Lifegiver EN 4 2 Very Good
"Kenny Wong"
Lifegiver is a must have if you're playing Tough Guy (obvious really)
----2.4----
Living Anatomy Doctor 60% 1 Very Good (for the bonus damage to living)
"Kenny Wong" adds:
Living anatomy is useless by the endgame.
----2.4----
Master Thief Steal 50%, 1 Average
Lockpick 50%
Master Trader CH 7, Barter 75% 1 Average
Not for Animals!
Medic! First Aid 40% or 1 Average
Doctor 40%
Mr. Fixit Repair 40% or 1 Average
Science 40%
Not for Animals!
Tag! None 1 Must have!
(GUILER SAYS: Tag energy weapons late in
life)
Talon of Fear ST 6, Unarmed 60% 1 ?
Deathclaws only
Tough Hide EN < 8 1 ?
Mutants only
Weapon Handling ST < 10, AG 5 1 Good if you have low ST
Not for Animals!
Level 14 Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Divine Favor CH > 7 1 I have heard MANY good things about
this one. Gives you a perk 1 level
earlier, so every 2 levels for normals,
3 for ghouls, etc.
----2.5----
Level 15: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Bonus HtH Attacks AG 6 1 Must have for Slayers
Bonus Rate of Fire AG 7, PE 6, IN 6 1 Must have for ranged fighters
Pickpocket AG 8, Steal 80% 1 Very good if you like stealing
Level 16: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Bend the Rules LK 6 1 Could be good
(GUILER SAYS: Doesn't exist in the game?)
----2.4----
Level 18: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Silent Death AG 10, Sneak 80% 1 Very good for Slayers
Unarmed 80%
Level 20: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Break the Rules LK 6 1 Possibly very good
(GUILER SAYS: Doesn't exist in the game?)
----2.4----
Level 24: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Slayer ST 8, AG 8, 1 Must have for Slayers
Unarmed 80%
Sniper PE 8, AG 8, 1 Doesn't seem to work?
Small Guns 80% (GUILER SAYS: Curse them for breaking
Sniper! CUUUURSE THEEEEEM!!!!!)
ENHANCER (DRUG) TABLE:
All of this was provided by Ariel Falgui
Enhances your body but after a period of time will
make you weak. You can be normal and regain your stats
again quickly if you wonder around the forest for
days.
Table of Enhancers and their effects:
Voodoo Mentats Trauma Pk Buffout AfterGum Psycho Mutie FusionCola
ST +2 +2 +1 +4 +2
PE +2 +1 +3
EN +2 +3 +4 +5
CH +1 -3 -1
IN +2 -1 -2
AG +2 +2 +3 -4 +3
LU +3
Voodoo, Mentats, Buffout:
* Using one of them in 4 consecutives is fine. Use one
more and you’re overdosed. Use another one will make
yourself killed.
Afterburner Gum:
* 3 is fine, 1 more is overdosed, 1 more is killed
Psycho:
* 1 is fine, 1 more is overdosed, 1 more is killed
* Good for killing person without getting friendly
people go hostile and will not degrade your rank and
reputation
Trauma Pack:
* Good for avoiding to get overdosed. Take 3 Trauma
Pack and you can use Psycho more than 1. I’ve used
Enhancers in orders:
2 Voodoo
2 Mentats
3 Trauma Pack
2 Mentats
Total of 9 drugs without getting overdosed.
My Stats after using 9 drugs:
Before After
ST 6 12
PE 9 12
EN 6 12
CH 2 6
IN 9 12
AG 9 12
LU 6 12
----2.6----
WALKTHROUGH:
Please note that I play Turn-based. Squad Turn-based is good for the XCOM/
Jagged Alliance crowd, and regular Turn-based is good for Fallout fans.
CTB is good for suicidal RTS gamers, who will probably have a lot of
trouble and frustration playing this game that way. There are benefits of
CTB games, but I prefer not to play that way. I do occasionally set it to
CTB when fighting off hordes of melee'ers, though. I just line everyone up
like a firing squad aimed at the charging melee guys and mow them down.
With that in mind, let's begin.
0.0 SPECIAL ENCOUNTERS:
Special encounters can happen at any time in the wasteland, and may appear
based on your luck, your Outdoorsman skills, and the Explorer and Scout
Perks. They are generally benign and/or silly. Once you have discovered
them, a small green circle (much like the normal mission circles) will
appear on the map where you found them and you will be able to return to
them whenever you like.
UPDATE 2.2
It really seems that most of the encounters appear in the same spots;
not to say that the same encounter will appear in a spot, but rather
that certain spots are activated when you start the game, and the
encounters they house are swapped around. With this in mind (and no
need to flood me with email, but...) if you want to help, write down
the locations of the encounters you've found and send them in. I want
to compare them to see if there really is a pattern or what. Please
give the locations in relation to mission locations or bunkers. (I
have a bad feeling about this...)
KJ adds:
The best way to know if you found a special encounter is if your party was
travelling in a vehicle and the vehicle "disappeared" in the map. You will
get back in when you exit the encounter but the next time you go into
another encounter, your party will be out of the vehicle. Take Note!!!
In the merchant and the l33tists encounter, you will still retain your
vehicle.
--------
"Daniel Caine" has a great tip:
You can get multiple special encounters in the same square. Once you
have found a sector just run back and forth over the very corners of
the square, and as you can see, I have managed to get up to four
encounters per square. Also I have found that it is pointless spending
perks on explorer or ranger. I am managing fine as you can see, with
just Rebecca who starts out with the scout skill. Another thing, once
you get two or three encounters in a square, you cant get another in
it until you visit a different encounter giving square. Therefore on
S.E. runs it is better to have 2 or three known squares on the go.
They do stay the same from game to game, although the actual encounters
differ slightly.
I have also found a solution to the very anoying "Character Swap" bug
found with the Four Horsemen S.E. It is still applicable after the
patch even though the readme says it is fixed. Anyway to avoid having
your lead character swapped, you have to know when it is going to occur.
Basically when I came accross it I re-loaded. That encounter will be
next. Either go onto an empty wilderness map by clicking on your little
triangle, or do a random encounter. In my game the Hummer pilot is my
main character and so has to be selected in order to drive. Position
the vehicle a distance from the exit grid, then click on the exit grid
to leave, however as you start to move, select a different character.
When you then encounter the Four Horsemen, the character you selected
will have swapped places with another member of your party, NOT your
lead character though. Then you can just re-order them via the character
screen. This is an important tip, as if you are doing S.E. runs you
will come accross the Horsemen and it can seriously screw up your game.
Below is a list of a few S.E. squares, I have more than this, but these
are accessible from early in the game. and in conjunction with the tips
above allow you to rack up a fair number of them.
2 Sq North of Bunker Beta
1 Sq North, 3 Sq West of Bunker Beta
1 Sq West, 3 Sq South of Brahmin Wood
2 Sq South of Preoria
2 Sq South, 3 Sq West of Macomb
1 Sq East, 3 Sq South of Macomb
Like I said there are plenty more than this, near Jefferson and Kansas
for example, but these are plenty to be going on with.
----2.3----
Ariel Falgui adds:
Bunker Alpha: 4 south / 8 south, 2 west
Preoria: 2 south
Macomb: 1 south, 3 west / 3 south, 1 east
Bunker Beta: 1 north, 3 west / 2 north / 4 north, 1
west
Quincy: 2 north 1 west / 2 south, 5 west / 8 west
----2.6----
Tom adds:
4 north 4 east of Brahmin wood
5 east of Springfield or 3 south 5 east of Preoria
(if you do not have the bonus mission)
4 north 1 west of bunker beta
6 south 7 west of St. Louis
2 south 8 west of St Louis
5 south 11 west of St Louis
2 south 14 west of St Louis
----2.6----
"Rodriguez" adds:
4N, 1W of Bunker Beta
5S, 6E of St. Louis
4W of Bunker Delta
1N, 2W of Bunker Epsilon
2E of Great Bend
5E of Coldwater
2N of Osceolla
3N of Kansas
2N, 1E of Bunker Delta
5S of Bunker Delta
1N, 1W of Quincy
2S, 1E of Osceolla
2S, 3E of Newton
----2.6----
WD-40 adds:
A tip on finding special encounters EASILY - all that you will
ever need is a character with lots of luck. If your own char
isn't lucky, you should wait until a guy named Dos becomes
available - it'll happen kinda late in the game (because
he's rank 11 - paladin commander), but he's also a tremendously
good small arms sniper with 10 PE, 34% critical chance, and a
LK of 9. Walking through the wasteland with him in my party
netted me about 8 special encounters in about an hour of
real time. It really makes things easier, and you get an
opportunity to take all those rare screenshots (if you're into
it ;-)
----2.6----
0.1 BROTHERS GRIMM:
There are 2 mutants in a small area. One of them is wounded. Heal up the
wounded one and (I think) they will join your roster back at the
brotherhood.
Charles J DeVito adds:
Yes, if you heal the wounded brother, the two of them will end up as
available recruits. They're both rank 11 (Paladin Commander), so not
available til fairly late in the game. One is a melee specialist, the other
is big guns/energy weapons and has (according to his character description)
a habit of wearing women's clothing.
----------
0.2 COPPERTOPS:
This is a large building filled with treadmills and people called 'human
batteries'. At the end of the row is a humanoid robot and there are lockers
by the side of every pair of 'human batteries'. The lockers are locked, but
if you open them, they contain 200 sm energy cells each. Destroying the
humanoid robot, who raves about taking over the world, netted me 27 XP and
the 100 rounds of 7.62 that he had on his person, and little else. I'm
curious to know what else can be done with this encounter.
0.3 BAZAAR DAY:
I haven't actually gotten this yet, but I've heard about it from several
different people. The first one I heard from was Danny Hioe
, and he gave a description of the Devilthorn
Coat, which can be gotten here. Jonas Karlsson
gives a more complete description, saying:
In case you haven't encountered the "Bazaar Day", which might be a special
encounter, I'll tell you a little bit about it. On my way to some mission I
stumbled on this Bazar Day, it consists of a bunch of civilians that sell
stuff. One of them has a very rare item, in fact it states that it is a
"unique item". It is an armor of some kind with the name "Devilthorn Coat".
It costed something around 24 000 ringpulls, but I had a lot of weapon that
I could trade with. Once in my possession, I got almost hilarious of joy,
the armour provided with 100 AC, +10 strength, +50 resist fire, -6 damage
from enemies, furtheron it was indestructable. When you have read this far I
guess you see that it is some kind of joke, probably an item from Diablo 2
or something, and it is rather unusable since it requires a strength of 75!
-------------
KJ adds:
mainly just five civilians around selling extremely cheap goods, cheaper
than typical Brotherhood of Steel fashion. There is one guy who sold a
24987rp armor and i stole it. Turned out to be a Diablo 2 fakie. Nice
momento, but no dice. I have not checked out whether the supply would be
replenished or not.
-------------
Chris Lynch writes:
In the bazaar day special encounter the devilthorn coat can actually be
worn if you get your strength over 75. It is with the use of a cheat you
can get from www.avault.com
-------------
(Please note that I neither use nor endorse this editor; please do not
ask me questions about it, as I don't know a thing about it.)
Wansheng Zhu adds:
I just read about the bazaar day encounter in your faq and i noticed
that they mentioned that you can buy something called the "Devilthorn
Coat", and than i read the stats, and i remembered that these stats
are exactly the same as a "unique armor" which can be found in Diablo
1. The stats are exactly the same and even the str. req. are the same,
but the real armor is called "Demonspike Coat". It was actually a
great piece of armor in Diablo 1, too bad you can't use it in Fallout
Tactics. Anyways, just thought i should tell you this since some ppl
thought it was from Diablo 2.
-------------
"Adam Shahid" adds:
The 'Bazaar Day' special encounter itself is actually poking fun at 'Bazaar
Days' (usually on Saturdays) in the online RPG 'EverQuest'. The things the
civilians in the bazaar shout are all typical things you hear people
shouting in EverQuest. The 'Devilthorn' armor is poking fun at Diablo 1,
though.
----2.2----
Jonas Karlsson adds:
The number of civilians who sell items are five, except the Devilthorn Coat
they also offer some stimpacks and other various items. And besides that one
of them has what I think is a Ghoul armor, so if you have Ghouls in your
squad, pick it up. I bought the Devilthorn Coat and brought it to a BOS
bunker, when I returned to Bazaar Day she had another copy of it for sale,
so it seems that some parts of their supply gets replenished. In a nearby
room there are some gamble tables, but noone to play with. I encountered
Bazaar Day just outside Preoria, to the north.
-------------
"sean wilkins" adds:
ok, regarding the devil thorne coat and day of bazaar, or whatever, ok it is
an encounter with people who are talking about EverQuest and there are a few
items you can get and the devil thorne coat IS from diablo and as far as i
know useless, even with a hack of 100 of all stats, so. but i believe you
can also get another armor there you cant use, i think it is for ghoul or
super mutant, it has no description. also the bazaar is located early on and
usual SE of preoria, i have only gotten it there, it is like 3 south and 3
east, or close too it. there are also some medical items for trade and some
ammo, so basically the whole encounter is to listen to the comments of the
people, as they make fun of EQ, talking about groups and corpse runs etc...
----2.5----
0.4 ENERGIZER BUNNIES:
KJ writes:
There's some 30 neutral dots on your maps but the bunnies cannot be seen.
They just say it keeps goin' and goin' and all that. Not much use except if
you have a shotgun or something you could blash them all but just killing
one of them (10 xp) then set everyone at agreesive. The bunnies will be
blasted!!! Great fun since they don't fight back!!!
----------
"Tomas \"Reveille\" Rodriguez, Jr." adds:
This pertains to the random encounter 0.4 (Energizer bunnies) with the
neutral, invisible targets. If you attack (throw a grenade or whatnot)
and kill all the targets, be aware that this DESTROYS your reputation and
rank. I went from a Rank 9 Junior Paladin who was a Shield of Hope,
down to a Rank 7 Senior Knight who was a Demon Spawn.. A bit of a
surprise, and not worth the tiny amount of XP you get from killing them.
:) Of course, if you like being evil, this random encounter is for you.
----------
0.5 TITANIC:
KJ writes:
Jack's dead!!! **Sniff** But it's ok. He left a sketch (pretty comical but
useless) and an expensive jewellery for you!
-----------
0.6 FARMER:
KJ writes:
I never got the farmer to do anything but guys said that he could sell you
stuff. Pretty useless considering the "stuff" is Colt 45 and some bullets
and food. Anyway i stole from him. It seems that he won't attack you if
caught.
-------
0.7 TRADER:
KJ writes:
A merchant with nice stuff and some raiders. If you don't have some 70 hp
each or a vechicle, don't attack!!! But the rewards are pretty good though,
4 pancor jackhammers, the best shotgun, and lots of money, bullets and
useful stuff. YUMYUM!
------------
Louie Imperial writes:
There are two raiders and two civilians plus the
trader. The raiders both have AK47 while the the
civilians - one with 9mm M9FS beretta and the other
one has Neostead Combat SG. He sells in exchange for
rp. He's got with him 1 environmental armor, a rocket
launcher, a Flamer pistol, 12 ga EMP and 12 ga Slug
Shells for the shotgun, a P220 SigSauer, a Desert
Eagle Mark XIX 44, a needler pistol, 1 FN P90c, .44
magnum AP ammo, 5.56m ammo, Basic Shogun Shells, small
energy cells, afterburners, mentats, radaway, acid
grenade, flash grenade, inciendary grenade, 1 avenger
minigun, stimpaks, 7.62mm ammo, 1 festering spear and
shiv plus the others i have not mentioned. Again, you
can steal it from him if you have a high percentage in
steal - this will make it a whole lot easier than just
to buy it from him.
----2.2----
lobar adds:
I just recruited Babs when I encountered these guys.
If you have no problems with stealing, she's perfect for
the job. I put her in stealthmode and picked the place clean.
Some gaurds have small enery cells on them and cattle prods
while others have Panzers and 12 ga. ammo. The merchant was a
breeze too and was loaded with tons of stuff. I think
the more you steal the greater your chance at being caught because
the merchant himself did eventually catch me. So take less and be
selective.
Normally I do not steal, but for raiders I make the exception. I used
Babs to replace Rebecca since Babs has more balanced stats, and her
skills as a whole were much better.
----2.2----
0.8 BRAHMIN POKER:
KJ writes:
A couple of those cute two-headed creatures playing Poker! Cool! Cooler once
you check their tables for Ring Pulls. Some 30000 of them! Oh and one of the
gamblers say something from Fallout 2! I won’t spoil it, but if you can’t
remember, it’s in Modoc, and a Brahim too.
------------
0.9 PITCH BLACK:
Some twenty deathclaws in a radiation and dark place. At first there is a
guy who taunts you. Merely follow him until he attacks the deathclaws (I
feel sorry for him) then run in the direction he WAS heading. Keep on going
until you see an exit grid. The deathclaws are HARD! As you are without a
vehicle, it means lots less protection. However the saving grace is that the
deathclaws are only agreesive when you near them and comes in two packs.
Skip them until some mission 9.
------------
"Tom Carlsen" adds:
There is an encounter spot Pitch Black at the location 1 grid point NW of
Quincy. This is a stage which is pitch dark except for a few glowing spots
illuminating a path through the place. There are about 18 Deathclaws on
each side of the path. There is also a guy named Riddick here. He will
walk past the squad and head towards the extraction point. Let him go
all the way through as the Deathclaws will not attack him. If you can
make it through to the extraction point alive, you will get to recruit
him. He can see in the dark and is fairly decent.
---------
lobar adds:
Oh man, I wish I knew about waiting until Ripley walked all the way
through. One less recruit to worry about I guess. Anyway, if people
are going to fight, it's best to head off to one side of the glowing
path. This way you encounter the Deathclaws in smaller numbers.
I tried running straight up the path, but I never made it. The
Deathclaws out run you, and when you go up the middle, they charge in
from all sides including from a head of you. I got circled real fast
and we all died. Could be they modified this encounter with the patch.
The trick that finally made the world of difference was using the
Voodoo drug with all my people. It adds +2 AG, +3 LK, +20% to your
damage resistance, and +25% to your critical chance (which also gets
raised with the luck addition too). End result, you move faster, fight
better, take less damage, and get more criticals that are better. I was
able to take down a Deathclaw with one shot from a revolver. Made this
fight much easier with the high lucks.
----2.2----
Joiro Hatagaya adds:
It is actually a reference to the movie "Pitch Black" which is about a
space ship crew crash landing on a planet full of bloodthirsty creatures
living deep underground in darkness and fearing light. Shortly after the
crash landing a total eclipse starts and the crew find themselves
depending on a murderer named Riddick who is able to see in darkness
thanks to a special eye operation. The random encounter references a
part of the movie, where the remaining people are moving to a certain
location, using light to scare away the creatures.
----2.2----
0.10 L33TISTS:
2 guys, named Ph4tman and L33tleboy. The names themselves are references
to the 2 atomic bombs dropped on Hiroshima and Nagasaki in 1945, and the
spellings are reference to '1337'-speak; the corruption of spelling often
used by script kiddies and adolescent gamers. It's pretty l4me, if you ask
me, but you're probably familiar with it if you've played Quake, Counter-
strike, Tribes, or even Diablo II in some cases. Much like their real-
world counterparts, these guys are pretty worthless. One of them has some
afterburner gum.
0.11 REAVER DANCE:
A group of Reavers, dancing up on stage. Your guess is as good as mine.
Christoph adds:
concerning encounter 0.11: "Reaver dance" = a reference to "Riverdance",
an Irish stepdance show which has been popular in Europe for a few
years. (Don't know if elsewhere). Basically looks like someone very
drunk is orchestrating some puppets on strings.
----------
0.12 CANADIAN INVASION:
A group of tribals, reenacting the Canadian Invasion. They will attack
you, and you will most likely destroy them. Here you can get the Supper
Soaker which can use acid for ammo (you've found some of it in previous
missions). A pretty good medium-range weapon, but with a high AP cost.
0.13 PHIL THE NUKA COLA GUY:
writes:
A guy in a red jacket riding on a bike complaining about delivering
cola. I killed him and he had a Hundred plain nuka cola and one Fusion
nuka cola.
----------
"Tom Carlsen" adds:
Also, forgot to add something else I discovered. The Nuka Cola guy that
cruises around on his bike can be killed and his bike can be stolen.
The mechanic at bunker epsilon has a "jet bike key" that can be stolen,
but not bought. If you kill the nuka cola guy after you obtain this
key you can drive off on his bike. Lots of fun.
--------
0.14 B-1000:
writes:
Part cow, part machine. Odd little Brahmin with 999 health that gives
up an UZI when it dies.
----------
0.15 KOMODO MAN:
writes:
Basically the post-apocalyptic version of the crocodile hunter.
Humorous to watch for a little while.
----------
0.16 SIXTH SENSE:
Charles J DeVito writes:
A herd of ghost brahmin surrounding a brahmin named Cole. Cole says "I see
dead brahmin". No one has anything of any interest if you kill them.
----------
0.17 GAS STATION:
Charles J DeVito writes:
An old woman in a gas station who sells things, including an "Elixir of
Vitality". It cost about 5000K rp, but raises endurance by one point
permanently.
----------
0.18 PIPBOY:
Charles J DeVito writes:
A small area with a real live Pip Boy. He carries some 7.62 ammo and a
machine gun.
----------
I have heard that he will join your party if it only has 5 members in
it. He's supposed to be pretty good, but can't change stance.
Andres J. adds:
The Pipboy random encounter, if you have less than 6 people, gives you the
pipboy character, his statistics are as follows....
Level 10
ST-7
EN-7 (I believe.. I used the vitality drink a few times so it's either 6 or 7)
PE-6
CH-5
IN-6
AG-6
LK-10
His tags are:
Small Guns
Bigs Guns
Energy Weapons
Sneak
All are below 80, but can be developed much higher in time.
Only trait is the lovable Bloody Mess
Perks are:
Flexible (Bulls***!!! He can't even crouch or lay prone!!!)
Stunt man (Pretty useless, but, hey...)
Tag! (That's why he's got 4...)
And 2 others, which I can't remember, but aren't of any real importance.
He cannot lay prone or croutch, and, in spite of his very, very short
appearance, -seems- to have all the characteristics of standing at all times.
Any idiot with basic math skills can tell you he has 6, that's right, 6
goddamned extra character points, so he has a total of 11 extra points
instead of the normal 5 you and everyone else you've ever seen before had.
Hells yes, that little guy rules.
Gains perks at the normal (3 levels to a perk) rate, despite the fact he has
5 when he's at level 10...
Please note: He can run and walk, both are just a -tad- bit slower then a
normal human's.
My personal evaluation------
The Pipboy is, if you can look past his numerous, yet pretty small
problems, a good, all around character, possibly a keeper until the end of
the game, or, at least until a robot manages to jump him with a lead pipe.
His relatively high strength (7), extremely high luck (10!!), and tag skills
in all gun categories make him a very, very good carrier for the lighter
heavy weapons (Bren gun, M-60, Avenger, Laser Gatling, etc.) and as a covert
operative who manages to pack quite the punch with his heavy weapons and
energy skills. Now, I don't know why in the hell they made his perception so
low, but, if you want (Like I did), you can give him a Gain Perception and a
sharpshooter, this will bring him up to a whopping 9 in perception for
shooting purposes (as if there was any other purpose.) If you do this, give
him the Mutate (to add fast shot) and bonus rate of fire, and he is a
EXCELLENT SNIPER. I mean this, I really do. Allow me to explain.
The high ST allows for the heavier, harder-hitting varient of weapons.
The ridiculously high LK affordes him with a extremely high critical chance.
The 9 PE means he can actually aim the damn thing
The weapon skills allow him to blow away anything in his path in the most
ethical way.
And, the sneak tag allows him to get into the best possible position
unspotted.
The perfect sniper. F***ing A. Hand him a laser rifle, or, if you get some
power armor, a Browning, and you'll never have another worry as long as you
live. If not, he makes a exemplory grunt, a fine scout, and, it just
feels so damn good to have the little dude in your group! He's as cute as a
button.
Bugs
-Might just be me... Probably is... But he seems to get crippled a bit easier.
-After you get him out of the random encounter, his name appears as
"CORE-pipboy" instead of the usual, sensical "PipBoy". Wierd, huh?
----2.4----
"Jolt - Ganj" writes:
If you have a full party on this special encounter and let the Pipboy
character wander off the map, he'll become available as a recruit. However,
rather than being named as CORE_pipboy, he's just plain Pipboy, (though he
does have a character description - sorry, I didn't make a note of it) and
rather than a Luck of 10, he has just 4, (those extra 6 stat points gone).
----2.6----
0.19 UPRISING:
Charles J DeVito writes:
A BOS bunker entrance (that you can't enter) with two BOS soldiers out
front, standing over the butchered corpses of about 12 civilians. The
civilians have only junk. The BOS scum have avenger miniguns, but killing
them will reduce both your reputation and rank within the brotherhood.
-----------
Sean Yeo da Syko adds:
i just encountered uprising and used voodoo to kill
the BoS scum without penalties and they were vindicator
miniguns, not avengers.
----2.4----
0.20 CPF vs. PFC:
brian writes:
Two groups of tribals are yelling at each other, one group is purple, and
the other red. They stand near banners declaring thier affiliation. You
can attack one without rousing the other. I only killed one side (I like
red) so I don't know what everyone has, but the side I killed had nothing of
real value. Just a Monty Python reference, I guess. Neither attacks and
you can't talk to them. i just went agressive to see what would happen.
-----------
0.21 BRAHMIN ARMOR:
KJ writes:
Once you get in you are facing a wall. when you get out, you will see an
enclosed compound with four turrets. the 4 are stange though, as i saw they
have some 300 hp but was destroyed with a single hit each from my pancor.
they can do REAL damage, so beware. there is a brahim in the compound but it
always get wasted in the second round. maybe you can save him or something.
however, the skin it drops can turn you into a brahim! cool but you cannot
attack. oh, and the 4 turrets contain micro fusion cells too.
-----------
Uliasea adds:
It's about the special encounter "Brahmin armour". I found that this armour
isn't by far useless - if you've a supermutant in your group. While
everybody else wearing this armour looks like a brahmin and cannot attack,
your mutant can wear it without changing his outlook, he CAN still attack
and has a good armour value (at least better than wearing nothing beside his
skin...)
--------
"h.kenward" adds:
re:- the Brahmin Armour from the special encounter - while it disguises
humans as cows, has no obvious effect on a ghoul, and is fairly reasonable
armour for a super mutant, IT IS AMAZING ARMOUR FOR A ROBOT !
I put it on the Robot I recruited prior to the Robot Power Plant Level, and
it took his armour class to 57 and his damage resistance to 90%
----2.6----
0.22 DEATHCLAW LIBERATION:
I found this on the way to Preoria from Bunker Delta. A humanitarian goes
into a cage of deathclaws to free them and gets killed. You then get to
kill the deathclaws. The humanitarian is called 'Janet Badall', a reference
to Jane Goodall, who is a wildlife expert, specializing in primates.
0.23 4 HORSEMEN OF THE POST-APOCALYPSE
"Kyriel" writes:
they're pretty lame actualy, all they do is talk, say things like "maybe
we should switch sides.." or.. "6.1 billion people gone, just like that
*snap*" etc etc...they have around 14,100 some odd HP, and only punch
you, however, i didnt have the resources to kill them, so i didnt...
--------
Mike Fletcher adds:
it is each horseman of the apocaplpse,war,famine,pestilence,death, they
are standing around a campfire whining. one funny crack was made by
WAR, he says "i wish they would stop saying i never change, i can
change. (in reference to the war, war never changes at the beginning
of each fallout episode) each says almost dead, so i attacked them,
1 .50 cal mg 1 vindicator MG, 2 plasma rifles, 1 sniper rifle. i ran
outta ammo before they were dead, i killed 3 before being reduced to
fists. this leads me to believe that each has HP up around 20k - 25k.
tho they are unarmed and have no equipment apart from hands and feet so
they cant hurt me i shudder to think at their health points if they were
at full health.
---------
Garry Upton adds:
I killed War - horseman of the post-apocalypse...and got a whopping 269
experience. If you want to take them on, bring lots of Dr's bags and give
everyone pistols with lots of ammo. Don't use burst, and have them all
target the same guy. Put it on CTB and walk away. Check to see if you
need to heal any crippled limbs every now and then.
----2.5----
Rob Knebel writes in, saying:
This is in regards to what, precisely, the Four
Horsemen special encounter does, and why it tends to
mess with so many people's games.
It makes the character in the group with the lowest
Charisma the leader. If, for some godawful reason,
your main character has a Charisma of 1, you'll have
no problems at all with these guys. If not, the
character with the lowest charisma will be your new
leader. Easily remedied, though...just pump up your
former leader with some Mutie, then reenter the SE.
----2.5----
Hopefully Rob's tip will help out everyone who got screwed with in
this encounter. Thanks much!
"Jolt - Ganj" adds:
Extra experience points for your medic character if you heal up the 4
horsemen. They clock in at around 100,000, (yes one hundred thousand!) hit
points a piece and Stitch was racking up 75 exp per 75 hp healed... I only
had enough supplies to get two of them to Unhurt status tho, (and that only
because a Doctors' Bag based heal fully healed them in one go).
Be interesting to see what happens, (if anything) if they're all healed to
unhurt status... It's on the slate of things to do second time round.
----2.6----
0.24 BRAHMIN TIPPING:
Ferri writes:
A field filled with many brahmins. Clicking on any 1 of them will tip
them. Imagine a brahmin with a very very heavy head =P
---------
0.25 MIR
writes:
No, really, Mir. The space station. Apparently in this alternate universe
the space station crashed into middle America. Nothing to do but it is kind
of interesting to see what the artists did with their free time.
---------
0.26 AMELIA
Andrew Lusk-Hahn writes:
I found a huge crashed air plane in the wasteland.
There isn't anything you can do to it besides get the
cross air looking thing over the front end of the
plane, but you can't repair it or anything. The name
of the encounter is "Amelia".
----------
I'm guessing that this is a reference to Amelia Earhart(sp?),
a female aviator in the early part of the 20th century who
disappeared in a transatlantic flight.
0.27 HERMIT:
Louie Imperial writes:
There are five wolves around there and one hermit. The
hermit sells 12 ga. flechette shells for the shotgun,
a 9mm Calico M950, a plasma grenade, a scout handbook,
a couple of dynamites and a metal armor plus some
other items not much worth taking. You can steal it
from him if you have a high percentage in steal - this
will make it a whole lot easier than just to buy it
from him.
--------
0.28 MERCHANT:
"Vanni Loriggio" writes:
Just thought you might like to know : one of the special
encounters you described in your Walkthrough is named
incorrectly. I got the Merchant encounter and they didn't
have Pancors - that's an encounter called Trader (IIRC).
Merchant, on the other hand, sells nice stuff : an FN FAL,
2 science books, a piloting book, good explosives and fairly
rare ammo, not to mention a GAUSS PISTOL (no 2mm EC ammo
though). He also carries a Browning M2, so if you overdose
him on Voodoo (use it on him till he dies) you get ALL his
stock plus his Browning without losing rep. Cheap yes, but
when you have an FN FAL in Macomb, it makes a difference :)
Oh, and the Farmer now has nice stuff too (as of patch 1.25),
including a Small Guns book and an Outdoorsman one (other
OK stuff as well).
----2.2----
0.29 MORTE:
I must have had about 10 people send this in, but Ariel Falgui
sent it first...
Ariel Falgui writes:
You’ll see a floating skull around. Kill him
and you’ll get nothing but degrades your rank and
reputation.
----2.6----
Morte is a reference to Black Isle's own PLANESCAPE:TORMENT(TM)
game, which I highly recommend if you like plot-based RPGs.
0.30 INVASION RECREATIONISTS:
Ariel Falgui writes:
Talk to Clarisse, leader of Canadian Invasion Recreationists,
and she will says that they will invade America (sometimes it says
Canada ) by stepping over the line.
----2.6----
"Rodriguez" adds:
I stumbled upon another Special Encounter which I don't think is on your
FAQ. I am not sure if the Canadian Invasion is the same SE as Invasion
Recreationists. The civilians are not tribals and they do not seem to attack
me unless I attack them. Plus they don't hold the super soaker.
Anyway, the SE is entitled as "Invasion Recreationists". There is a sign
saying "Canadian Invasion Recreationists". There are 6 civilians, and
another one that has a name, Clarisse. Once I talk to Clarisse, they start
talking about crossing to the Canadian side. All they do is walk across a
dark line in between two sign posts that doesn't say anything. Then the come
back to the picnic tables on the other side.
After crossing, the Clarisse no longer talks to you except for offering you
food that you cant get. The civilians hold several bottles except for one
that has a beretta, bullets and a stimpack.
----2.4----
1.0 BRAHMIN WOOD (MISSION 1):
You're going to start with Stitch the medic and Farsight the sniper.
In combat, Stitch is pretty useless due to his low perception; he will
only do any damage when close, and then he will do a lot of damage
because of his shotgun. Farsight is good enough at range, although
she will miss often. Your character should start with an MP5, a
submachine gun which is middling with range, and can do lots up
close with a burst. Burst isn't all that accurate at range, however,
and burns ammo fast. You'd best get yourself a rifle ASAP if you have
good perception (which you ought to if you're a sniper) and work in
concert with Farsight to pick off people from afar or middling
distances, and have Stitch patch you up when you're hit. One of the
best tactics is to duck behind a wall, and on your turn stand up, fire
a round or two, and then duck down so you can't be seen. Keep this in
mind as I describe the areas below.
UPDATE: with the fix for overwatch in 1.25, the crouch->stand->fire->
crouch doesn't work as well anymore; they will fire on you when you stand.
However, they will only get 1 round off, so it's better than 2 or 3...
"r wong" suggests:
the solution is to post bait out around max range for the target...
they may have to fire to get response fire, but usually just being
visible is enough. once you've drawn the overwatch fire, you can
pop up the crew hiding closer and shred target with much more
accurate and damaging fire. works best (and only tested) in squad TB.
against mutants with heavy burst weapons you'll probably only wanna
post one decoy since misses might miss into anyone standing nearby.
----2.6----
You start in a ruin. Go NE and talk to the village elder. Then crouch
everyone and move to the bridge, N of you. There are a couple guards NW of
you past the rocks, and one NE of you, patrolling, with a dog. Try to engage
them one at a time; get into the rocks if you can, and remain crouched
because you are harder to hit that way. Also, if you hide behind the rock
structure with the firepit in front of it, you can take potshots at the NW
guy without being hit (only Farsight has this capability with her rifle).
When done, DON'T FORGET TO RELOAD YOUR WEAPONS. This is done easily by
selecting everyone and hitting the 'R' key.
"Kenny Wong" adds:
You can reload for 0 ap by dragging the weapon from one hand
to the other. More usefull in TB than CTB as you'll still need to
switch weapons, which takes about 1-2aps worth in real time.
--------
The guy to the NE has a Mauser (a 9mm pistol) and a baseball bat. You want
your main character to loot him because the ammo he has is useful for the
MP5. The NW one has a zip gun (1-shot, sucks), ammo, and a stimpak, great
for healing.
Advance NW to the bunker. There is a guy patrolling the area. Advance on him
and cut him down. Then position 2 people (including Farsight) to the SW,
against the wall, and put them on agressive attack. Use the 3rd to bait the
guy out of the bunker, and your other 2 will ambush him. In a close-quarters
fight, you should be ok, especially with stitch's shotgun. Loot the 2 bodies
to get a 44 (a good pistol) and an uzi. .44 should go to Farsight, who needs
a close weapon, as the rifle can be innaccurate up close. Put it in her
2nd weapon slot and RELOAD.
Head into the bunker to get the chest, wherein you may find a key and rifle
ammo, as well as a stimpak (rifle ammo goes to Farsight). Then head SW to
the ruin and talk to the shaman. Now go back NE and into the door by the
bunker. Make sure you're on agressive (or not, if you intend to sneak) and
open the door. There is a guard inside, and hopefully you'll hit him once
or twice. Also note the guard outside by the garden, and the dog running
around out there.
Crouch inside and use the walls for cover once the initial guy is down and
try to hide behind the walls. Stand up, take a shot, and then duck. Don't
get too close, though, as he has a shotgun, which sucks for range but does a
prodigious amount of damage should it hit. Loot the raider inside and the
shelf next to the blue shelf. Also take the booze on the ground. Also loot
the shotgun guy for more shells for stitch.
Advance NW to the tent. Loot the shelf inside, then go N to the area with
the sleeping people. Put yourself on passive sentry mode and get as close
as you dare so as to kill them before they can do anything at all. Getting
Stitch near the dogs is a good idea as he can kill them both with one good
shot from the shotgun, if you're lucky.
Go through the gate here into the Brahmin pen. Do not injure them. This next
part is a bit tricky. You want to make sure not to hit any of the civilians
in the tent, and yet there are 2 guards in there who need to be killed. Put
stitch at the N entrance and the other 2 at the south entrance. Advance the
south team in on agressive to shoot the one guy, and move Stitch around to
shoot at the guy who runs in among the kids. Alternately, put your MP5 guy
there to try to hit him hard before he runs in among the kids. If you're
lucky, nobody will be hurt, but this part is hard. Definitely save
beforehand.
Go out the NE door when you're sure the sentry isn't around, and into the
tent N of you. Kill the guy inside and take his speargun. Also loot the
shelf for shotgun shells and drugs (worth money).
Sentry time. Put the MP5 guy in the tent with the kids, then set all
to agressive. You want to ambush the sentry because she has a rifle, which
has some serious accuracy bonuses, so you want to hit her fast and hard, at
short range, so she won't be able to get away and have the advantage. Put
Farsight and Stitch in the N tent, near the door, on agressive, and the MP5
guy in the tent with the hostages (alternately put Stitch there for shotgun
power) and wait for her to come around. When dead, give the rifle
immediately to the main character and put the MP5 in the 2nd slot.
Now move NW to the next bunker, on crouch. The guy will notice you, but you
should be able to kill him quickly with 2 rifles. Unlock the door and go in.
Inexplicably, he has both shotgun shells and rifle bullets, which you can
split between the two riflemen. Also loot the crate in here.
Head out the next door, across the street, and into the little parking lot
that might once have been a basketball field. Beware the guards here and
do not make a frontal assault on the bunker. Instead, move down behind the
tin wall, killing resistance on the way. You will kill one guy there who
wants to ambush you, and also the sentry who moves back and forth. From
there, move to the trees in the middle and advance cautiously. Shoot the
guards when they activate; hopefully you are close enough to do damage. If
not, you'll have to go around the back of the bunker.
Give the 3rd rifle off of the guard here to stitch, for his 2nd slot, and
make sure to loot the crate for grenades and first aid. Then carefully move
through the hole in the SW wall and to the sniper post (with the ladder).
Go up the ladder with your main char on aggressive, ideally with the MP5
selected, on burst. You ought to blow him to smithereens. Once up here you
might be able to see other guys and shoot them, so look around with the
rifle on, set to aggressive. Before you leave, get the stimpak and rifle
bullets in the crate.
Move SE through the next wall, into the next ruined area, this one with wood
floors. If you didn't snipe him, there's a guy here with a pistol who you
can deal with. Then move SE to the buliding with the burning barrel. There
are 2 guys here, waiting in ambush, along with a dog, so be careful.
Move SW into the room with the wood floors and tin walls. There is an uzi-
packing thug here that shouldn't cause too much trouble if you're careful.
Next move W into the courtyard and take out the 2 sentries there, from cover
if you can. Move around the building N (on the east side) and come around to
surprise the sentry on the west side.
Once he's gone, you can either get onto the roof to shoot people from there,
or go in the front door. The best way to finish this mission is to walk out
a single step, fire a shot or two, and then move back behind cover. They
won't be able to take a single shot at you. It's pretty easy if you ask me.
The only risk is when you take the first step out, as there is a guy on the
right side with a machine gun. Either set your MP5 to burst and go on the
right side, or do the left side to activate TB combat and then machinegun
him on your next turn. Whatever you do, do it crouched.
UPDATE: with the fix for overwatch in 1.25, you *will* get shot at when you
go around the corner, so keep this in mind. If you have a lot of trouble,
do it crouched.
Killing Horus ought to send you up a level. Put all your points in small
guns; I'm not kidding. It will be very hard on you if you don't.
Loot the bodies for stuff. There is also a crate and a box and a locked box.
The locked box is tricky to open without extra lockpick points, but contains
2 stimpaks (not earthshattering if you miss them).
Go all the way back and talk to the shaman, who will give you heal powder.
Then go back to the Elder and talk to him; he will give you a detonator if
no natives died. Then, step on to the green patch nearby to leave.
Head back to the bunker for healing, equipment, and new recruits.
1.1 BUNKER 1:
Hit 'M' to see the map, and head directly to the Recruits pool. Pick up 3
people (you might see more than 3 with high charisma), and then outfit them
with all the loot you have, ideally with a rifle and a neostead apiece. All
of them suck at riflery, with low perceptions and middling 'small guns'
skills, so they will be backup and mules for now. Note that though they are
wearing leather armor, they don't get the bonuses for it; this is a bug.
Unequip the armor, then equip it to fix this. Head to the Equipment store to
sell off your stuff and buy anything neat they might have. I suggest selling
all your drugs as they are addictive and expensive; I don't ever use them
and I find that if I do, i suffer because I get addicted. Buy yourself some
lockpicks and some rifle ammo if you need it. And, if you're a melee person,
get a mace glove or sappers. Make sure to do all buying and selling with the
person with the highest barter skill.
Kenny Wong writes:
(Unconfirmed) Items seem to sell for more if the quartermaster doesn't
have a lot of it in stock. The 1st AK-47 I sold was way more than the
57th one. This means it's much better if you sell all 57 of 'em in one
go rather than selling 2 or 3 at a time. Just have the whole party loaded
up, have your barterer within talking distance of the quartermaster, then
shift everything over. (Gotta confirm this myself, but I'm definately sure
my 57th AK went for a measily 67 scripts, while my 1st one went for a
few hundred.)
-------------
Rick Schneider adds:
Heya! I just thought I'd give some more info on selling stuff to
the quartermaster. The price you get does indeed go down depending
on how many he has in stock. But selling all at once does not gain
you anything, the calculations are figured in to the total sale
based on quantity. If selling 1 gun gets you $100, selling 20 will
give you a lot less $2000.
-------------
I have seen this myself; heavy machineguns that once would sell for over 1K
have been reduced in price to less than 100. Once you start to hit the point
of diminishing returns (especially for larger guns), either come back for
them in a scavenging run (a vehicle helps) or don't bother at all (unless
you have a vehicle, in which case you can put it all in the vehicle; even
the scouter has no inventory limit).
WD-40 adds:
Medical supplies - if you become aware of the fact that each and every
Medical officerkeeps all his/her supplies in his/her pockets, available
to everyone with a reasonable Steal skill, things should get much more
simple. The sad part is that they don't replenish over time, but I had
never, not for a single moment, run out of meds this way. I didn't have
any thief in my party, but after you finish Quincy (mission 6), Babs
the ghoul becomes available for recruiting, and she has the Steal skill
tagged, so I just took her in when I needed something stolen, and put
her back afterwards.
----2.6----
Rob Healy suggests:
Drugs are useful because you can use them on other people. If you use more
than six of a drug (Voodoo works great! -- cheap and plentifull) the person
will overdose and be knocked out. Any more usually kills the person. Try
this at the bunkers for some great guns early in the game (if you don't
mind killing some of your comrades.) Also -- combat is not iniatiated when
you do this, so if you know you wil have to fight someone later you can kill
them first using this method.
-------------
"Matthew wong" tried this and says:
Basically I'm writing to say I tried something in your guide but it didn't
work. It's the suggestion by Rob Healy that killing a brotherhood of steel
by overdosing them on drugs. The problem is after you kill said person you
get a cinematic picture having you character thrown out of the brotherhood.
----2.3----
Anybody know what he could have done wrong? Was this fixed in the 1.25
patch?
Once done with this, head to the briefing room to get your next mission. You
are to go to Freeport. Head out via the green exit area.
"Kevin Weiser" writes:
I think this may be a fluke, but after I completed the first
mission of the game, right after I left I had a random encounter. 4 civilian
girls against radiscorpions. I killed the scorps, but they got 2 of the
girls. on the bodies were NeoStead Shotguns! Yes, I had 2 (two) Neosteads
from the 2nd mission on. It makes the game MUCH easier, let me tell you.
Deathclaws are not much of a problem, as a burst from the Neostead does 80+
damage.
-------
Phil Chermak adds:
In response to Kevin Weiser's notice about the NeoStead shotguns, it's not a
fluke. In the sector directly west of Brahmin Wood, it's fairly common to
run into encounters involving both citizens and radscorpions. In these
encounters, the citizens randomly carry various items, including 9mm
berettas, stimpaks, NeoSteads, and standard shotgun ammo. By continuously
finding this type of encounter, you can easily stockpile NeoSteads by
allowing the radscorpions to munch the citizens. It's also a good (but
tedious) way to stockpile shotgun ammo, which will otherwise be hard to come
by if you liberally use the NeoSteads.
-------
SERIOUSLY consider walking around on the square W of Brahmin wood to get
these encounters. Neosteads are worth good money and do great damage, and
they will make the next couple missions much easier. You MAY have to do this
before entering the bunker the first time, so keep that in mind.
2.0 FREEPORT (MISSION 2):
If on aggressive, you'll likely snipe a guy and a dog off to the E as soon
as you enter. Then advance up to the line of cars and duck behind them,
standing to fire at the combatants on the ridge. Don't fire unless you have
at least a 30% chance to hit; you will just waste ammo.
There are 3 ways in to the complex, as advised by the map. I suggest taking
the south route as you can get to your contact there. It is highly advisable
to keep the alarm from sounding if you can help it, so engage the gaurds
quickly and quietly so as not to send them running to the sirens.
Move SE towards the SE stairs. You can kill the bridge guards if you want
since they don't have guns (pretty dumb if ya ask me), but there are
sentries that walk around with guns. The N section with the still is
especially highly guarded, with a guy with an AK47; a great weapon, but you
have to take it from him.
KJ suggests:
shooting the alcohol still nets you a 200 xp.
--------
The south side is pretty lightly guarded, and in a tent (on the W side of
the gorge) is a shelf with stuff and a sleeping guy, easily ambushed. Move
to the agreed meeting point and find the guy with red armor. He is in the
building, crouched. From there, go NE to the room with the bookshelf. Kill
the guy with the spear and his buddy nearby. Get the scouting manual on the
shelf and read it for outdoorsman skill.
Go NE again and kill the spear guy there by the fire. Head E into the wood-
floored room and loot the cabinet. Once there, move the squad N to NE of
the porthole building with the sleeping guards. Sneak in and then kill them
quickly. Then move SW to the room with the locked door and 'Ripley the
prisoner'. You may have to sneak, and/or shoot the guards in the main
street before they set off the alarm. This will be tricky, and if you find
it difficult, you'll likely have to go all the way around through the still
area, killing those foes, and come from both sides, the north and the south
side of the street, to get enough shots off to kill them before the siren
goes off.
You can try to pick the lock, but it'll be difficult. If you do, she'll open
the door and run off. Go into the tent nearby and rescue the elder. Ware the
guys in the bunker in the street. Shooting nearby will probably set off the
guards to attack you, and they'll start coming out of the tents. If you're
good enough, you can pick them off 1 at a time as they come at you, but
crouch and take cover just in case. When done, loot the bodies and tents for
some good stuff. If you're lucky, you won't have awoken most of the guards,
and they will be sleeping in the tents. Just walk your guys up to the door
on passive sentry, and then activate agressive; 6 free shots at 95%.
Execution style, as it were.
Head N from here to the little compound with the guy locked inside. Getting
through the door is difficult. I have yet to actually get in there,
and would be most interested to find out what was inside...
chad athey writes:
Concerning the locked house that you were interested in getting into on the
Freeport mission, one of the guards that generally hangs around the tent the
elder's in has the key. In fact, If I remember correctly, in addition to the
key he has better loot than any other guard in the Freeport mission. Hope
that helps.
-----------
Gabriel writes:
In Freeport just North of the (northeast) building with the
two sleeping guards which is northwest of the guard by the fire,
there is a locker with an AK-47 (your first one to get - and not
on a person) and some ammo or other stuff. You can return their
to confirm the contents. I only bring this up since this weapon
can help out immensely on this mission and gives you at least two
by the end of this mission.
-----------
Next, head E toward the still. Stop in the room full of boxes to kill a guy
and loot a crate. Then continue toward the still. There will be guys
sleeping here, and a guy with an AK right near the still, so be careful
and crouch on the approach. If you have to, hide behind the crates and move
out, shoot at him, and then move back out of sight.
Once they're all dead, go talk to the Tribal Elder and tell him to go to
the exit area, then proceed there yourself.
2.1 BUNKER 2:
Return to the bunker and talk to the new tribals there; the girl has a gun
magazine you can buy. Check out the new recruits to see if you like anyone
there.
3.0 ROCK FALLS (MISSION 3):
Head E and then NE towards the 2nd entrance, noted on the map. The first
obstacle is the camp to the east. Sneak up and engage them from a distance.
By now you ought to have 2 good snipers (you and Farsight, if you're a
sniper) and a 3rd, Rebecca, might be available at the base. The others ought
to be at least passable at the rifle, as well. If you're not too close, they
likely won't hit you.
Follow the same idea for the next group to the NE. They'll probably run out
into the field, and you can hit them from there. When they're down, you can
head NE, to the E of the garbage wall. Watch for the sniper post across the
street to the NE. There's a guy with an AK up there and he has buddies in
the building below him. Take him out and then approach the building slowly
to get his friends (2). You should get 2 AK's from this; if you're into
automatics, they'll be your friends for a while. I prefer the hunting rifle
with a secondary automatic weapon myself, or a shotgun.
Go N to the car wall, and then around it to get the crate in the SW corner,
made by the L of cars. Be aware that there is a raider there with an auto-
matic weapon, which you might not have seen if she was crouching.
Head N to the gap in the wall crouched. Set to aggressive, and then stand.
You might to see some guards and shoot them. Once done, head around the
perimeter wall around back, and beware of the mines there. The slower you
go, the more mines you'll discover with your eyes, rather than your feet.
You probably don't have anyone who can disarm them, so just leave them be.
shirwyn@vcn.bc.ca adds:
Going down on your belly makes it easier to spot land mines.
----2.2----
Now you can head NW towards the gate control if you like. Pick the door if
you can to get at the gate control. From there, you can get into the area
with the boss raider. Once through with him, we can proceed to clean up the
rest of them.
UPDATE 2.6!
MANY MANY MANY MANY MANY people email me, saying 'I can't pick the door,
what do I do?' This tells me 2 things: first, they probably play the game
right from the FAQ, and second, they don't bother to read ahead. If you
read ahead, it says that you get the key to the gate control from DAISY THE
RAIDER, described below. However, it is also my fault for not mentioning
that here. Once again, if you cannot pick the door lock, get the key from
DAISY THE RAIDER (do a search on 'daisy' and you'll find her). Thank you.
----2.6----
You can either go in the ground floor or the top floor. The ground floor is
locked, and might pose a problem, so you may have to go upstairs; ware the
sniper there. Downstairs, 'Jesse' might be able to shoot at you through
obscure mapping errors. Specifically, there is a spot to the right of the
door that allows you to shoot at the second floor. If you feel lucky, put
your best shot there and take care of the 2 guys upstairs.
Eventually you should get into the door, and make sure everyone is lined up
outside to see in and set to aggressive. If you can't you'll have to to
upstairs and then down the indoor stairs, a dicey proposition at best.
Of course, if you go in the ground floor and then upstairs, you'll have 2
or 3 enemies to contend with, which is also a pain. It might be best to go
up the outside stairs and take care of them through the door. Of course,
then you have to contend with the enemies on the balcony. You can also hit
guys on the walls from the balcony, a good idea in my opinion, allowing you
to get up on the walls and fire at them.
Inside the small room is a safe which eluded me for some time. I tried
clicking on it and it said 'out of reach', but it can be accessed. You must
move the character to the left of the safe; in fact, put them right on the
left side of the safe. Then use picklocks to try to open it. I picked it on
my first try, but this might be an anomaly. Rebecca is good for that, with
high picklocks and possibly a kit you should have bought at the base.
Inside are ring pulls, RadAway, and a Traps book. As with most books, either
give it to the expert or your main character. As you likely don't have a
trap character yet, it should go to the main character or be saved.
notes:
you mentioned the safe in Rock Falls that can only be opened by
standing to the left of it; actually, all safes can be opened without the
"out of reach message" by crouching or lying prone . . .
----2.6----
Next you ought to get up on the wall to fire at your the nearby field. Make
a complete circuit of the 'C' and then go down off the wall and back out
to the mine-laced area. Go into the field next to the brahmin building and
shoot at the guy in the building to the W ('Bo the Raider'). Make sure to
loot him because he has several grenades on him. There is also a locked
chest with a science book in it.
Head out into the parking lot area to the SW. Go to the yellow-lit building
to the S and assault the guy there. Open his chest and take the fruit
and equipment. Also loot the bookcase for healing supplies. Then go around
the corner to deal with 'Daisy the Raider'. It's a real pain in the neck
because she has so many guys to help her that you can't go around the corner
without getting shot to hell.
Your best shot is to move in a crawl or prone, and move slowly so as to only
activate the two guards nearest to you, and hope you don't get hit too bad;
it helps to be against the wall farthest from them (the S wall). When done,
loot the bodies BUT DON'T FREE THE GUY YET; he'll head for the gate and get
shot to heck by the guards there. Free him later. From Daisy you get the
gate key, so if you couldn't pick the door up north near the beginning of
this mission, you can use this key to open it.
lobar adds:
In the one mission with Daisy the raider, I've found that if you put
everyone into a crawl position and stealth mode, you can move right up
the first barrier within the room without being detected. Nightime
seems to work best. I group my people together, put them in offensive
mode, and raise them to a kneel at once. Good results this way.
Special Note, before the patch you could switch stances to aviod damage
but now you can't. So the lay/kneel/shoot/lay tatic does not work. The
enemies go into overwatch and shoot as you kneel back up again. Best to
stay kneeling and keep shooting.
----2.2----
Cross the road to the NW and head to the building there, flanked by skull
torches. It is literally full of guards, so be careful. In here is Luke,
the last of the raider bosses. Kill him and you get a pile of XP, enough
to go up a level, usually. There's also a shelf and a bookshelf here.
From here head east to the next yellow-lit building. Loot the table and head
north to the room with the cell door. Don't miss the chest out front. Use
the key from the raider in the last building to unlock the door, and talk to
the guy there. Now you should head out the front gate to make sure the coast
is clear. The best way to do this is actually to go up on the wall again and
clear everyone away.
Once you've done this, head out the gate and shoot the guys in the green
escape area; there are several, unfortunately. Don't miss the chest by the
gate; it's on the right side. When the gate is clear, go get the scientist
and Nanuk. Before you leave, make sure the clear out the NW section (a small
parking lot-type area) for XP and loot.
3.1 BUNKER 3:
After talking with the general, he will tell you that you need to move to a
new bunker in the south. Do so. There will likely be several encounters on
the way, so save it often in case you find something you can't handle.
When you arrive, you will be given 2 missions: go to Macomb to help a guy
with supplies, and go to Preoria to get some batteries. For the sake of
order, I will describe the Macomb mission first.
lobar writes:
With the Beta Bunker, there is a merchant tucked away in behind the
Quater Master. I found him by accident, I took a stroll to see if
anything was there. You could mention this guy, since people just may
miss him. He has lots of useful stuff plus he will gamble as well.
----2.2----
4.0 MACOMB (MISSION 4):
Shirwyn Dalgliesh writes:
Also I think we both missed a golden opportunity at Macomb. I haven't had
the chance to go back and check it but I think that this is where you're supposed
to pick up your dog trainer. I was suspicious at the end mission brief when
the General got so hot and bothered about sending all the civilians off to labour
camps. Any time the General was happy about being a fascist it's safe to bet
you've missed something. Then when I got to Great Bend the guy in the locked
house was seriously pissed off about a sister of his that had got hooked up
with a raider and died in a Brotherhood labour camp. I seem to remember one
of the civilians after the second set of dogs at Macomb calling out "Stop, please
stop." as he ran into my guns but I just wrote him off as being a trick like
the raider that attacks you even if you give him food. Now I'm wondering if
there's some way to recruit him. Like I said I haven't tried it yet but next
time I think I'll head west on that side street before that second set of dogs
and see if there's anybody willing to talk. It might have been that woman in
the park just north and west of that last gate.
----2.2----
UPDATE 2.2
Since I've had many people write stuff in, I want to compile a list of all
the good stuff you can do with vehicles, since this is the first one you
get. FIRST: vehicles have unlimited inventory. Put somebody in there and
hit 'i' and it will bring up a second inventory next to yours. This is
the vehicle's, and you can fill it with whatever you want and it won't go
away, ever (bugs aside). SECOND: many people can't figure out how to get
in or out of the vehicle. Ctrl-left click on it to get in, and Ctrl-left
click on the ground next to it to get out of it. THIRD: running over a
foe will lock it permanently in the prone position as long as you remain
on top of it. It will be unable to make attacks and you can shoot it at
point blank range with the prone bonus. FOURTH: unless you find a vehicle
in a mission, it cannot be used except for transport to and from the site;
that is, if you take the hummer to mission 7, it won't be there in the
mission, but it will be with you when you leave. The only time you can
use a vehicle in a mission is if you found it in *that* mission.
----2.6----
It might be easiest to leave the Hummer here for now. Head SW down the road
a little and then into the large warehouse full of cardboard boxes. Retrieve
the toolkit, which will be necessary to fix the hummer if it gets messed up.
Move down the street some more and fight off the rooftop guards. Then go
into the building at the end of the street, to the NW, with gray hexagonal
windows (the one next to the gate). Inside is the control for the gate and 2
guards. Try to pick them off separately, not that they're that difficult.
Once done, open the gate with the control and don't forget the chest in the
back room.
Now head W towards the car junkyard. You will see a bunch of dogs eating a
civilian. Advance towards them, and kill them and the snipers on the roofs.
The civilian corpse has a whole pile of medical supplies and (expensive)
drugs, so make sure to get it.
When done, head S to the building with the chest on its roof, and watch for
the raider up there, as well as the one on the adjacent roof. Go up here
and head SE down the line of bridged roofs, so as to take out all resistance
down the street from the elevated position. Don't forget to get that chest,
though, as it has an important key.
lobar adds:
In regards to the roof tops across the street (where the chest with
key is) I have noted that after the patch, it is suicide to climb up on
the chest end. The raiders are in overwatch /aggresive sentry mode and
always burst you as you get to the top. They have always managed to
either kill my climber or knock them off the ladder. Even in stealth
mode, they get spotted. When I climb up the end where you talk to the
raider and he tells you about the key, then it's much easier to get the
drop on the raiders up there. I've played this mission before and after
the patch, and the after patch version is much more dangerous. I think
they did this so that people would find a use for this raider who tells
you about the key.
----2.2----
UPDATE 2.3:
I managed to climb up this ladder, but only at night could I get away with
it.
Next, head into the Bowlarama. Kill the 3 guys by slowly advancing on the
entrance and moving out of cover, and then go in and take the dynamite out
of the ice chest (a big white freezer against the NE wall).
lobar adds:
The bowlerama building and going after the guys on its roof. One
tactic that works well is to distract them. From across the street
where you find the chest with the key, I take one person and start
shooting at the guys on the roof. They all come running to attack that
person. They have AK-47's which are out of range from the far side of
the street so your decoy is relatively safe. A hunting rifle will have
range in your hands. This leaves things fairly clear for the rest of
your squad to climb up there and attack them from behind.
SECRET DOOR!
The secret door is in the section just after the second gate. I've
also noted that the grenade chucker is far more dangerous and annoying
now. It almost seems they have beefed him up. Anyway, if you follow
the row of buildings towards the library you'll see a park across from
the library. Look to the ruined buildings to the edge of the map and
you'll see at the end, part of a car sticking out of a collapsed
garage. Well, you can walk people through this garage into the park and
then to the exit grid. Kneeling and stealthed, I've managed to get
people up onto the balcony where the raider with the rocket launcher is
and kill him before he gets any shots off. Then I just snipe everyone
else I can see. From here you can walk up behind everything right up to
the mine field.
Of special note, you'll only be able to get 2 or 3 people through before
the garage closes and they can't go back. So I take my best snipers.
I've done this before and after the patch. Not sure if it's a bug, but
the way the park and buildings are layed out, I think it's legit. I've
been able to clear the whole area with 2 people. Hunting rifles are
good since you out distance most of what you face, and there are lots of
high spots to shoot from.
----2.2----
Head out the S door and go NE to the ladder and up so you can get at the
next set of guards on the roofs. By now you might have killed them all, so
just get their loot. Head to the SE end of the road, to find the control
for the next gate. Nearby is a raider who wants food in exchange for the
knowledge of where the gate key is. He'll attack you anyway, though. He
says it's in that chest on the roof that you already got! What a
coincidence...
Use the key on the door and open the gate with the controls. Be careful
because there is a guy behind the door, down the street, with a rocket
launcher. He also has a pal with a machinegun and a grenadier to boot. The
grenadier is particularly pesky because he is stealthed. I had a stealth
character sneak around behind his position (the building) and attack him,
and when he stood up to get at her, my other guys took him out.
When he is dealt with, you can open up the next door; the controls are
behind the bunker with the rocket guy. Head down the street past the control
SE (NOT through the gate) and towards the library. Talk to the librarian in
there twice. He wants you to find his glasses.
Now head back to the gate you opened and go through it, down the street. The
building to the north is full of raiders; best clean them out one at a time,
using cover if you can, crouched. Don't miss the desk when you're done. The
building just to the NE of that one has an ice chest and a raider in it.
For some reason, the civilian seems to have incredible marksmanship; I'm not
sure why. This requires either a sacrifice of damage, or really annoying and
tedious sneaking and firing techniques. This appears to be because he has
armor-piercing bullets. Inside the ice chest are some molotov cocktails and
a repair kit.
"Ray Macey" adds:
Just thought I should let you know that the highly accurate civilian in the
Macomb mission is apprently meant to be Austin Powers, seeing as how he
called out 'Groovy Baby' or 'Shagadelic Baby' (the exact words escape me)
before he blew the absolute #$%# out of me. It explains his accuracy and
the armour piercing bullets :)
----2.4----
Next job is the next building up the street, to the NE. The doors in front
are closed and sort of hard to see. Ware the civilians on the roof and in
the street. Open the doors and prepare for an ambush. There are 3 or 4
guys there which you can hide from using the doorway. The hardest one might
be the one right at the door, but a shotgun blast or a full-auto burst
should do the trick on him.
This is the courthouse, and there are raiders in the courtroom too, so
beware. You can go up the stairs if you want to try to get an advantage on
them, which might be wise. You can also see foes in other buildings from up
here, so give it a shot. You must at least go upstairs to use the controls
on the balcony.
Head out the gate you just opened and watch for mines. Head N to clear out
the building there and watch for sentries to the NW. There is a guy on the
roof, up in the alley here, too, on the NE side. Getting the hummer past
the mines is a difficult task. If you can't disarm them (they are very hard
to disarm), you have to do the following (this is by no means easy, and took
me abotu 12 tries). Go south of the first one, onto the sidewalk. Continue
past the next 2, and then turn north a bit and drive in between the last 2.
This is tricky, and you may end up getting mad and hitting one or two and
then repairing later. It CAN be done, but it is not easy, not by a long
shot.
Shane Feather writes:
When referring to the mines in Macomb( or elsewhere), if you are not able to
disarm them just have your best sniper stand several feet away and force
fire at them. One good hit will clear away that pesky mine. Be sure and
be several feet away though as the translational damage is widespread.
Even with a very high attack percentage it takes several shots...just keep
trying. I think the game assigns a high damage stopping ability to the
ground on top of the mine...and it almost takes a critical hit to score
enough damage to set them off. Also the two Brahmin in the pen next to
this area will wander out and take two of them out for you if you open
both gates on their pen, also an exploding cow is a great stress reliever.
---------------------
Houston Bruck writes:
If anyone is having a little trouble in the Macomb mission disarming those
mines, I've got a little tip. I was having some trouble force firing on
the mines, and I could not for the life of me drive though the mines. So
I got some dynamite and activated it near the mines. To get close enough
it seems that you have to put the trap skill on, and click on top of the
mines. Once there activate some dynamite and run, that should take care
of the problem. -HB
----------------------
Chris369@aol.com suggests:
Another way to disable mines is to lob fragmentation grenades at them.
In the Macomb mission where the road is mined, there is a grenadier who
I got somewhere around 14 frag grendades off him. I have the grenades to
Rebecca, who with a Throwing skill of only 32 was able to lob a grenade
far enough to blow up the mine and avoid damage. One grenade per mine is
all that is needed.
You also only have to clear one side of the road. Just have to be careful
when driving the Hummer.
-----------------------
KJ suggests:
When shooting mines, shotguns work best with their 12 ga. Rounds. It can
easily set off any mines. And in the beginning of the game, the shotguns
rule! It works just like burst even for single-shots, and uses only one
bullet! However you have to be careful about your party, you may hit
them and considering they are quite near to you, it’s painful. Also,
if you manage to get the merchant encounter early in the game, you can
get the pancor jackhammers and have an easy ride till the mutants mission
where your range and skill is tested.
-----------
lobar adds:
The mines. Another effective way to destroy them is to lay down on the
ground and force fire burst attacks. (Generally, laying on the ground
puts you on the same level with the mines and gives you better results
however you decide to do it.) You can line you squad up one beside each
other and burst down the street. Just move them forward in formation by
using the 'F' key before you mouse click. There is also one mine that
is not active, it's the one without the red ring around it. You can
pick it up and take it along to use or sell. Using dynamite also works
well and I've been able to place the dynamite beside the mines and have
it work that way. I've never had to place dynamite on top of a mine.
----2.2----
Go back to the gate, and around the building with the civilians on it. Watch
for mines, and move slowly. You're moving into an ambush area here, with
people in the building to the south of the intersection and in the alley
to the north. Use the building on the W for cover. Watch out for the
grenadier(s) on the NE side of the intersection.
The chest in the room with the snipers (and a large radiation bath in the
back room) has the librarian's glasses. Return them to him. He give you a
book for free; unless you traded him for it before, in which case you just
get your objective completed.
KJ adds:
The librarian’s glasses. Some people do not know how to return it to him. It
happened for me and I figured out that you must barter and give it to him.
This would help.
---------
Head back to the intersection and go SW into the alley there and up the
ladder onto the roof to loot the bodies of the civilians there. Once done,
go back to the intersection and SE this time, down the road. You will
find a guy in a building on the NE side of the street and a bunch of dogs
in the street; not too much challenge there.
Continue down the street until you find a civilian or two that need killin',
at the end of the road. As you advance, more will come from the street to
the SW and throw rocks at you. No, you shouldn't be worried.
Head SW and go into the N 2-story building next to the gate. You might be
forced to fight on the way there, just a civilian and a raider or two.
Unfortunately, you might activate the raiders down by the exit grid, which
will be two more things to keep your hands full with.
Once done with them, head into the building and up the stairs, to the roof.
From here you can go across the bridges to get loot from some of the snipers
at the intersection before. You would think that you could get to the top
floor of the library from here, but in fact you can't, from anywhere.
Just head up to the gate and pick a point past it; there appears to be a map
hole that you can get through, but it will only let female figures through.
If they ever fix it, you'll have to come through the ruined building to the
southeast, though, or the road to the north.
shirwyn@vcn.bc.ca adds:
Female characters can go through some tight areas that men can't(i.e. the
alleys in Macomb and the gap on the plateau above Peoria).
----2.2----
And now we come to the end of it, which features several snipers and a man
with a bazooka. There are about a half a dozen all told; you're better off
inching down the street along the south, so as to pick off the snipers in
the south building 1 at a time. What I do is go into the south building and
put my best shots on the roof, picking off the enemies one at a time. Some-
times they will be stupid enough to charge you, 1 or 2 at a time, and you
can pick them off easily enough that way. Just be careful of the bazooka
guy. His aim is usually way off if he's firing from far away, but if you get
up close, kiss your butt goodbye. The barricades here can be easily
destroyed with small arms fire.
Chris369@aol.com suggests:
Also in the Macomb mission, the rocket launcher guy at the end of the
mission can easily be taken out from behind by sneaking a guy up to the
building and climbing the ladder.
--------------------
Once done, move the hummer up to the exit area. You should get confirmation
of mission end, and then you can return to base.
4.1 BUNKER 4:
Get out of the hummer (everyone will run if you drive around in it). You
won't be given any more missions. Next is Preoria. Buy some rad-X while
you are at the base; you'll need it.
PREORIA (MISSION 5): 5.0
The people here are friendly. One of the tents has a chest with ammo and
rad-away in it, so go get that. Talk to some of them if you like, and then
head up one of the ladders onto the cliff. In the northern-most corner are
2 dead raiders with a bunch of stuff on them. There is also another dead
raider about halfway down the NE map edge. He's got some prodigious loot
too, but the dead tribal nearby only has some voodoo.
Before you head down the stairs, talk to the shaman, by the garden at the
N end of the village. He will give you Rad-X. Note that you can steal from
the turrets here; each has about 40 large energy cells.
Booze Miller adds:
I Found out something about the Surface Turrets in the Preoria Mission...
They have unlimited Ammo. I had Rage Take out the batteries in these toys
before hand thinking they would run out of ammo... They didn't. Oh well, at
least I didnt lose a single tribal to their bad aim. I had 3 guys with
Neosteds standing right in front of them and Beth and Kevin with A
Powerglove and that crazy Ripper Sword... Melee attacks rock against these
things.
----2.4----
"Arthur B. Byrne" suggests:
I've come up with a somewhat expensive trick for
making this mission substantially easier, although I
think this is exploiting a mis-feature.
The turrets are vulnerable to chemical overdose, if
you use drugs on them. So, if you don't use drugs for
anything else, you can simplify your life a lot, and get
a slew of energy cells.
Three psycho or four afterburner will give the
turrets a lethal overdose. I recommend using this to
take out the three turrets up in the village, so you
don't need to worry about civilian casualties when you
flip the "off" switch for the downstairs ones. There
are other drugs that will kill, but they all take more
doses.
Once you can turn the turrets on and off safely,
it's a lot easier to kill them. (I like a couple
of powerfists myself.) Of course, you don't get any
XP for drugging a turret to death, but they're only
about 14 XP w/ a group of 6 characters, and you still
get the microfusion cells.
They may eventually patch it so chemicals don't
do anything to mechanicals, but in the meantime, it's
vastly simplifies a happy ending.
----2.5----
Head down the stairs and look out for the radscorpion behind the stairs.
Loot the dead tribals for items when the scorpion is dead. Head S to the
room with the shelves and through the door there. In the next room are
some roaches behindsome machines, and you'll fight a number of smaller
roaches on the way. They go down in 1 or 2 hits, so it ought not to be a
problem. In the ice chest is fruit and a super stimpak. Move out into the
hallway carefully to pick off the smaller roaches. Beware the larger one
further down (I swear, those things creep me out).
Move down the hall, to the room at the end. There are some small roaches
inside, with shelves and a fridge. On the shelves here is the Yellow Pass
Key, important for later. In the fridge is Rad-away, which you will need.
Return to the stairs area and head NE this time. Stop in the first room on
the right. Inside are roaches, worth XP, but nothing else. The first room
on the leftalso features some small roaches and little else. Head up to the
2nd room on the left and find the single crate in the middle of the room
for a little loot.
Go around the corner (SE) and take out the roaches in the room to the SW.
You can then get at the desk with the science book inside. Now you must get
into the room to the NE, which has 2 large roaches in it. Position most of
your guys right outside the door, in line of sight with them if you can
'perceive' where they are from outside, and when you open the door you ought
to be able to at least severely wound them on the first volley. Your reward
is the ice chest, crate, fridge, and shelf. While most of it is food, you
also get some small energy cells.
Your next task is to clear the exercise room, the next room to the NE.
There are 2 doors, one at the NW end and one at the SE end. There are many
roaches in here, and 2 big ones. There is a locker against the NE wall with
rad-away in it. Now head into the room across the way, to the SE, which
will be a complex of rooms, including an office.
Try to head to the entrance and fire on the several large roaches from
afar, drawing them to you where you can hit them in the room with the
shelves. There are 4 or 5 of them, and be careful because they can spit.
Once they are subdies, check the desk in the bunk room for a gun magazine,
and the big white desk under the monitor, in the room with the hole in the
floor (the biggest one).
Then, head into the office. If you have the yellow pass key, you can open
the large yellow vault door here. You get Rad-X, flechette shells, and a
fusion battery from the lockers, and a science book and a 44 from the
locked safe (my lockpick was 100, plus the kit).
The 44 is a nice weapon because it takes 1 less AP to use; this means that
if you have 10 Agility and Fast shot, you can get off 5 shots a round. My
weapon of choice at close range, although it has to reload pretty often.
Head back into the hallway and, up to the double doors, which should open
automatically for you. It might be a good idea to power up the facility
using the control here, but it will put the turrets on line. As any Fallout
gamer knows, the defense systems (the turrets) are the first things to
break in the event of an attack (I'm gonna shoot the contractors that did
this job, you can be sure). But they don't really break. Nooooooo... they
go HOSTILE on anyone that moves . In any case, be
careful of them. They are guns, not roaches, and will do much more damage as
a result.
Once the backup power is on, you can go through the next set of doors. Doing
so will activate the alarm though (but it does say 'have a nice day'). Go
and loot the splattered Vault 0 citizen for some stimpaks. The turrts are
very hard to take out with small arms fire. Wait for the turrets to kill
off the cockroaches they can see. You won't be able to see anything, but
you should hear firing.
Each of the turrets has about 350 HP, and you'll be lucky to do more than 1
point of damage to them each time. The turrets go up and down, so if you
don't have explosives, the best trick might be to wait for them to go down
and then run past them. You don't have much time, though, so you'll have to
use cover to do it. Bonus move is a real boon here if you use TB. The
turrets have pretty bad accuracy, but save it before you try this (best
to do it 1 guy at a time) so you don't get chewed up too bad.
You could try putting your best grenadier at the pile of boxes in the middle
of the floor, there to chuck grenades at them, but it's hard to do and
doesn't do as much damage as you might expect. You could also try targeted
attacks on its various parts to try and cripple it. I couldn't find it in
the manual, but a targeted attack is done by activating the small dot with
a circle around it in the lower right-hand corner of your weapon button.
Destroying the turrets will not get you any XP. They do, however, have a
large amount of power cells on them (for your weapons, not for the quest).
In fact, if you can steal all their power cells with a thief character and
then let them fire at you from long range, using up their ammo, they will
pose no more threat to you.
george indigo suggests:
easy way to take out turrets is to out range them with
your snipers they will still shoot but only about 1 in
20 will actually hit you will on the other hand you
get about 85% on the targetted attack target their
sensor hitting this knocks them out then blast them
with any ap rounds you have with your attackers. This
also works great when shooting through windows. It
does require alot of ammo though.
------------
Justin Cramer writes:
I found this interesting tidbit about the turrets in
preoria. They can't stand up to melee attacks.
Sounds wierd, but if you get right up next to them,
they can't hit you at all, and you can tear em apart
with a crowbar. takes a long time, but its very
satisfying to know that you took out a heavily armed
and armored enemy with a piece of metal, swung like
mad.
Of course, it's a little tougher if there's a pair of
turrets, so you might want to snipe or grenade one and
then beat the crud out of the second.
-------------
Gilkey, Gregory writes:
This might be a bug that the player can use to his/her advantage. During
real time the turrets are going up and down with a certain rhythm. However,
if you initiate combat while the turret his down, it will stay down while
the turn-based combat system is active.
I stood my characters up and ran (actual walked) all the way past them with
ease. I even tried to "steal" the Large cells. I kept getting caught
however, the turret never came up to shoot at me. Of course, this only
works if you use the turn-based combat system. I only used it with the
squad-based combat system.
-------------
KittyH suggests:
Turn on CTB and passive and just run like heck past them.
-------------
Chris369@aol.com writes:
In the Preoria mission, I've found it easiest to just run
past each of the turrets, moving guys one at a time. I take a
guy, put him on ignore (so that he won't stop and shoot something),
go into CTB mode, and dash past it . Haven't taken more than one
hit from a turret per guy this way, and a lot of times don't take
any hits. For short distances, such as across a hallway in the field
of fire of a turret (the third turret comes to mind), I take each guy,
and go into Individual mode once he has all his action points. Quite
often the turret won't fire as it doesn't have/get a turn. The lack
of opportunity fire seems like a bug to me, so this might get fixed
in a patch.
--------------
(This can be difficult as you have to time it right like
an RTS and turn off the control fast enough if you still intend to
save the villagers.)
lobar sends a monster of a tip, saying:
Preoria
I have become a specialist in killing these things quick and easy. A
well balanced group can deal out well over 100pts of damage per combat
turn.
Most importantly, turrets are terrible shots at close range. If you
stand beside one, it rarely ever hits you. When facing the first two
you encounter, make sure to stand someone beside each so both turrets
are firing point blank at someone. Otherwise the second turret will be
at range and cut you to pieces.
Weapons of choice; Power Fist, Ripper, Neostead.
Other effective Weapon; Diamond Spears.
Power Fists and Rippers will do their full range of damage. In case of
the Power Fist, in the hands of someone with 9AP, that's three attacks.
Really effective. The cattle prod is effective as well, but does
smaller damage. I'd rather put the batteries into a Ripper or Fist.
More bang for your buck.
Neosteads rule. Burst mode is okay, but wastes ammo. Better to do
aimed shots into the sensors. Damage averages between 20 and 50 pts.
Critical hits do far more and sometimes knocks the turret out. (Once
Ice shot one in the sensors and did 616 points of damage in one shot!!
I was really impressed). At point blank range, you rarely ever miss.
Diamond Spears. Not bad but only do 6-8 points of damage. Might be
better if used by a Melee Weapon character type but I don't play those
so I am unsure. In general these spears are effective agianst many
things because the diamond tips act as armor piercing.
Every other weapon is a waste of time. You may get lucky with a
critical hit on an aimed shot to the sensors, but this is very rare. AP
ammo used to work great, got all kinds knockouts with it, but after the
patch, this ammo is just as useless as the rest. Flash grenades seem to
always stun turrets, but they still fire at you anyway so again, waste
of ammo there too. Though the stunn effect may reduce their chance to
hit which could prove helpful when you first charge up to them to reach
point blank range.
Tactics, place one person with a Neostead right beside the turret. To
either side of the Neostead you place a person with a power fist or
ripper. In behind the Neostead person is where the diamond spear people
go. Reason, even though you are doing aimed shots with the Neostead, it
still sprays buckshot around. If you have people ringing too much of
the turret, you'll end up hitting them as well. Either side of the
Neostead person has proven safe, and since spear thrusts have a range of
2, you can stand behind the Neostead person in safety.
Generally, I go in with two Neosteads, two spears, a powerfist and a
ripper. This way when you fight the first two turrets, you can split
the group in two and have a balanced set of attacks on each. With one
turret, I've managed to get two Neosteads beside it with each flanked by
powerfists, and still did not shoot my own people. The Leader Perk
works well here. I had one person, Ice I think, with a Neostead and
Diamond Spear. At 9AP, she could do an aimed shot with the Neostead and
thrust with the spear. Good way to stack up your attacks and pile on
the damage. As a group you can polish these things off really quick.
Each turret will gain you some where between 650 and 700 Small Fusion
Cells. Well worth the effort. You can leave this mission with
thousands of these things of which you can save some for later while
trading some off to recoupe the Small energy cells you used up.
Later on, when you have big weapons and better armor you can go for the
ones in the rooms you have to run through and the ones on the surface.
One way to keep the Villiagers safe from the surface turrets is to place
one of your people in front of each surface turret. When they pop up,
they'll shoot at the closest target, you, and at point blank range, it's
rare that they will ever hit. Later on with better equipent, you send
one person down to flip the switch, and your surface team, waiting point
blank, rips them apart when they pop up. Once they're gone, you can go
for the ones you left in the rooms below.
For the rooms where you have 10 seconds to run through, an easier way to
make the time limit is to run through the first two rooms. In the third
room with the lockers and one destroyed turret, lay your people down
just past the row of barrels and flip the switch. The turrets in the
first two rooms have their line of site blocked by the wall under the
windows, and the one in this room is blocked by the barrels. You can
also crawl up to the lockers and search them this way without getting
shot. Only tricky part is getting past the last turret. If you crawl
to the edge of the barrels, then stand and run into the hallway beyond
you should make it. You may take a hit or two. I just wind up running
into the corner and destroy the turret.
----2.2----
Once past this obstacle, head out into the hall. You will be ambushed by 2
radscorpions to the south and a turret to the north. This turret is best
(and more easily) avoided.
The door to the SW cannot be opened yet, so you have to go NE, towards the
turret. Try to get into the workshop across the hall to the SE. You will
discover a number of cockroaches and radscorpions in adjoining rooms. If
it is too much to handle, bait them out into the hall where the turret can
take care of them.
Head SE into the adjoining room with the workbench and shelves. The work-
bench has a microsledge, which is good for melee types. Go into the next
room, the one with the flashing light. You can see cockroaches and scorpions
coming towards you, but what you can't see is the scorpion hiding by the
locker. You have been warned. In the locker is one of the quest batteries
and poison antidote.
Move SE and get the fruit on the dumpster. There will be several bugs in the
next room that will come for you, so be warned. Move NE to the automatic
door and send your fastest person in to activate the controls. Try to avoid
the turret in there.
Once the power is switched on, head back around to the workroom with the
windows and out into the hallway with the turret. Hopefully you can shoot
all the bugs in the conference room through the windows here; you don't
want to have to fight them and dodge the turret at the same time.
Now for the dangerous part. You must run past the turret into the workshop
past it, and try to get at the crate right near it, and then run into the
conference room behind. A good tactic is to use the power generator room
nearby to aid you in this. The crate only has a roast bug in it, so it's
safe to skip if you're not exhaustive. The workroom only has a repair kit
in it, so you can skip that, too, if you want. But you should try to get
into the conference room. Actually, it's not the conference room that is
important, but rather the hall to the NE of the conference room. The
conference room does have a table with some good stuff on it, though.
The hall beyond also has a turret, which ought to be avoided. Go to the
room at the north end of the hall, the medical-looking room. There are
several items on the table here next to a terminal that opens the door to
the second room. In the fridge is Rad-X and another yellow pass key.
There are also lockers in the corner with medical items and texts. Go into
the back room and get the medical items on the table there.
Go across the hall to the room with the shelves. Use the yellow pass key to
open the vault door and go in. Disarm the trap on the desk and open it to
get Leather Armour Mark II (previously, there were 2 suits available for
sale at the store) and some ammo.
Now, do you feel lucky? In the locker at the end of the hall near the
turret is a bunch of cool stuff: an M16, a custom revolver, and a large
amount of ammo. The revolver is much like the magnum, 1 less point to
fire, and the m16 does little more damage than the hunting rifle (less
than the AK) with the same range, so it's up to you.
Head back to the set of doors that were closed before, right by the double
set of turrets at the beginning of this section. Go through those doors and
use the controls there. The unfortunate thing is that it will activate the
surface defenses in 10 seconds. This means you have 10 seconds to move
whoever you want through the door before the guns start killing tribals
topside. Run them through the doors and then have at least 1 person stay
behind to pull the control again, switching to internal systems again. This
will continue, if you intend to save the inhabitants of the town above.
You must open the doors for a short time and then close them after everyone
has run through.
The first room has a single turret to avoid. The second has 2, and even if
you switched off the security and slaughtered the villagers, they will still
attack you. This is hard because these turrets aren't flaky like the last
working pair you encountered. They attack you, and attack you, and attack
you. You can try to destroy them, but it's probably better to try to run
by them. This will take many tries. The next room has 2 more turrets in it,
one of which is dead. Make sure to loot it for about 40 power cells or so.
There are also 3 lockers in here, with another M16 and ammo, and antidote.
Once through there, you end up dashing right into a hall full of bugs. Fun,
eh?
The best tactic, I believe (assuming you can't easily destroy the turrets)
is to advance using the walls of boxes and then just make a straight dash
for the room beyond and the hall beyond that, and hug the NW wall by the
door in the hall as you pick off the bugs. Advance 1 or 2 at a time, if
you can.
UPDATE 2.3:
The absolute easiest way to do this is to hit enter and go into TB mode
before you even switch the console on. Because the turrets never change
stance in TB, they will never pop up, and thus never fire at you.
Beyond the green bathtub room are some more bugs and a single shelf
containing a cats paw magazine and some other forgettables. Still, if you
want to go...
Now we see where the Rad X can come in handy. Take 2 before heading into the
green bathtub room (we'll be back for the rest of the complex in a minute).
It's best to only send 1 or 2 people down here; any more and your radX runs
out fast. The shelf room is teeming with bugs, so be careful. I have found
that the magnum is great on bugs. Give it a shot.
Head to the hall across from the bunk room (to the SW). There you find a
radscorpion and some bugs in the bathroom. In the closed room across from
the bathroom are small roaches and ammo on the shelf. Move SW down the hall
and kill some bugs on the way. Watch for the SE turret, by the green wall.
Go get the lockers around the corner in the NW room. It contains 3 M-14s
and associated ammo. They are passable rifles, but not as good as the
hunting rifles or even the automatics.
Now head S to the room full of boxes. It has several smaller roaches in it
but nothing serious. The classroom, however, has a scorpion right around
the corner. Make sure to loot the crate for ammo in the middle of the box
room.
From the classroom you ought to be able to shoot more bugs in the shelf
room to the SE and then advance into the room with the bookshelf and ice
chest. Loot them and then continue to the shelf room. Watch for the
scorpion behind the shelves to the N, and then go up to the door of the
next room. It should open automatically.
I found a large cockroach in this room that appeared to be stuck in the
scenery, a bug presumably (ironic). Disarm the trap on the shelf and take
its contents (ironically, a traps book). Loot the lockers for an electronic
lockpick (crucial later) and stimpaks.
If you want to get the locker in the next room, open the door to the green
room and use 2 rad-X's if you haven't already. Be aware that this room is
full of large roaches. Try to stay near the door and take them one at a
time, especially since you should only be using 1 person to go in there
to conserve rad-x's. There is also a big freaking roach in there called
'Roachor', pretty much the Godzilla of roaches. He is hiding and you won't
be able to see him until you get close to him (he's between the door and
the locker), but when you do, move back and shoot him from afar. It is
possible to hit him from the other room, so do so.
KJ adds:
The big bug, I assumed it is Roachor, is stuck in the map, but it still can
attack you. Beware!
-----------
In the locker is the last battery. Proceed to the exit, avoiding the
turrets in reverse order. Talk to the shaman on the way out, and then
the elder, too, who will give you another battery.
UPDATE 2.2
The elder will only give you the battery if no villagers died. Kep this
in mind.
"Angus Lai" adds:
I am playing v1.25. This might be a bug. When I got 3 fusion batteries
in the mission in Preoria and saved the tribals, the elder was suppose
to give me the fourth battery. However, when I talked to him with 3 of
my batteries in my inventory, the forth battery did no show up, even
he said he have given it to me. So, I dropped the 3 batteries on the
ground and talked to the elder, and I got the fourth battery. I got
150pt exp for having 4 batteries, and another 150pt exp when leaving
mission.
----2.3----
lobar adds:
As a final note, for anyone wanting to come back to Preoria at a later
time, a problem exisists with having the exit grid crossing the only
entrance to the villiage. How you get around this is easy. Just run
your people across the grid one or two at a time to the other side. So
long as your whole team is not touching it at once, you can move across
it without triggering the map exit routine.
----2.2----
5.1 BUNKER 5
More Leather Armour Mark II is available, as is your first set of metal
armor. Pick that up and ammo for your .44 (I actually used all the .44 in
the mission). If you like the revolver, consider getting more .45 for the
Casull revolver as a backup. Your next mission is Quincy.
mike perlewitz notes:
there is a dealer in base beta behind the arms dealers
i didn't find him til after preoria but he could be
there earlier he trades meds for wasteland cash
-------------
6.0 QUINCY (MISSION 6):
Your first task is to get into the building with the mayor. Talk to Arlene
to the E and she'll tell you what to do. With that in mind, head NE to
the square, 1-level building behind the fence. It's a schoolhouse full of
dead roaches. Move out the back, onto the porch, and towards the basketball
court.
Head NW up to the porch and shoot the 2 guys guarding it. Then, go up to
the windows and begin having it out on the baby deathclaws, if you don't
have a sneaker type to kill them silently (not that they're easy to kill
quickly; they have a lot of hp; about 120). All the more reason to stay by
the windows; if you do so, they shouldn't come get you, as they can't see
you. This might be an AI bug, but it works, and Deathclaws would shred you
otherwise.
Matt writes:
A Helpful hint on killing non-baby deathclaws in
real-time. Have at least 3 people go, one guy should
aim at the right leg, and one aims at the left, and
one (the one who the deathclaw first attacks) runs
around like all hell broke loose.
---------
suggests:
Sneak people upstairs to take out the captain before you go after the
people on the porch. Sneak downstairs and three deathclaws and their
handlers will be asleep. Use 'steal' to plant radio controlled explosives
(or standard explosives if you like, but radio controlled are more fun).
Set all the explosives to the same frequency. Now go outside and take out
the guys on the porch. As the deathclaws come out push the button.
BOOM-SPLAT. No deathclaws. Alternatively you can push the button as the
wakeup call for the guards (which I did). Apparently the effect of
explosives is magnified if they are in your inventory when they go off as
RC explosives usually don't do that much damage. If you are lucky the
explosion takes out handlers and the porch guards as well. Very pretty
when it all works right.
----------
(At this point you can either go up the stairs or use the ladder on the
junked truck outside to get onto the roof and then down onto the balcony
to ambush the commander from behind. I usually go up the stairs.)
Now you must go up the stairs. This is the really hard part, for you see,
as soon as you go up, the commander there runs over and sounds the alarm,
which you really can't allow, as it will get the main alarm set off and all
the hostages in town will die. You have to get everyone (or 1 really good
shot) up the stairs to take a shot, and hope that the person who takes the
first shot can do enough damage to the guy to kill him so he won't set off
the other alarm. TB is essential here. Shotguns can be good for this, as
well as the magnum. Using the shotgun with flechette is a good plan. If
you have it double-barrelled, so much the better.
Benjamin Winston writes:
To not risk anything at all, I snuck three people behind the commander(one
had a sneak of 15%, so its easy), two with shotguns, one with hunting
rifle(eyes) and aggressived them all at once, killing him instantly.
---------
Clown suggests:
one thing i did right at the start was to have stumpy creep past everybody,
install a landmine(the big ones taken from macomb) in front of the alarm,
get out of the room, and fire a shot at the commander to alert him. he will
then run to the alarm and the first part of the mission is finished. 8-)
i love mines. they took out the deathclaws too.
oh yar, deathclaws CAN climb ladders after you.
----------
lobar suggests:
In Quincy, when doing the town hall mission one tactic that works well
is this. Place one person on the roof with the big siren, to act as a
spotter. This way you will see all the patrolling beastmen around the
grounds and on the roofs of the town hall. There is a fence, opposite
side of the building from it's front door you can stealth to. When the
gaurds are furthest away, you can make it to a ladder and climb up
without being detected. At this point I use Rage, stealth 85%, and an
AK-47 to take out the men on the roof. In stealth, from behind, with a
full burst, closer range, you take them out in one shot. This will not
start an extended combat, and the other beastmen won't sound the alarm.
With the roof patrol gone, it's easy to get the rest of your party onto
the roof. From there I use one person inside the second floor and go
down to the first. Once one of the beast men there spots you, run up
the stairs and he chases you. Kill him on the sencond and stealth the
group down to the first floor. As a group, attack the other beastman
which usually kills him first volley, leaving the Deathclaw to deal
with. The deathclaw does not sound the alarm, so you are free to deal
with just him.
----2.2----
With the death of the commander, the objective is complete. Get his key and
open up the door locking the mayor in. Talk to the mayor several times and
get the key on the ground as well as the ammo on the shelf. Go out onto the
balcony, up the ladder, and over to the siren and disable it.
Many people have asked: "How do I know if the siren is disabled?" This
is not a silly question, because it doesn't stop moving. To make sure
it is disabled, toggle your minimap to the text box and then 'use' the
siren control box in the fenced area with the siren. You will get an
experience bonus. If you don't get the XP bonus, it's not disabled yet.
When you do, the siren will keep spinning, but pay it no mind. I consider
this to be buggy behavior/bad game design, but no one is perfect, I
suppose...
Now each building has their own built-in siren, as well as the 'global'
siren. Disabling the one on the roof only guarantees that all of the
hostages won't be killed at once; it does not guarantee that the guys
in any one building won't set off their siren and kill the occupants of
that singular building.
Now head W and S a little, towards the longish building with the stairs
that go up to the roof. Pick off the sentry patrolling the S end of the
tracks and prepare an ambush for the deathclaw that is about to come. If
he sees or hears your shots, he's going to come off the porch-type area
in the front of the building and head right for you. If you're not ready,
the only think you can do is switch to automatics and pray. Otherwise, if
you're lucky, you might be able to set a dynamite trap up and lure him
over it, preferably with guys packing shotguns and magnums waiting a short
distance away to finish him off. Deathclaws move fast, have about 200hp,
and hit HARD. I had to fill it with lead for 2 solid rounds to put it down
when it snuck up on me, and I only escaped unscathed because Stitch (of all
people) knocked it unconcious with a lucky shot.
Finish off the 2nd and 3rd sentries to the NW and head into ghoul town. The
ghouls are holed up in a building to the W. Talk to Elliot once you're in
a secure position, and a number of beast lords and dogs will begin an
assault from the NW. You must fight them off, hopefully with few ghoul
casualties. There are several deathclaws, too, which is the hard part.
Hopefully you can hit them with grenades, though. Use the NW wall as cover
and the gap in the fence where they charge as a bottleneck for shotgun
blasts, grenades, and automatic fire.
"Kenny Wong" writes:
You can throw grenades through walls if you can see the other
side. Which means you can throw it into buildings and such at
certain places.
--------
Benjamin Winston writes:
As for Deathclaws and the ghouls of Quincy, I managed to keep all the
ghouls alive by not talking to them until afterwards. To kill the
deathclaws, I put 5 people in a balcony w/ hunting rifle(eyes or head)
and had the sixth run around in circles untill the Deathclaw was dead.
----------
Once you've put the waves down, talk to Elliot again. He asks you to go
get his brother. The brother is in the building where the deathclaws were,
right to the NW. Be careful because there are still a couple beast lords
in there, but only with pistols. Go in, talk to Gorgi, and loot the
civilians. When you go back to talk to Elliot again, he says that the
ghouls will join the brotherhood, so now you have ghouls in your recruits
pool back at the base.
Head back east to the large building adjacent to the train tracks. You want
to get into the town hall to save the mayor's daugher, and you're going to
have to take out the sentries out front to do it, without them setting off
the sirens. I did this by going up onto the 2nd floor and picking off 2
from there and waiting for the 3rd to come around from the door to the NE.
Also try to get at the wandering beast lord and his pack of dogs and the one
on the roof of the town hall.
Now you must assault the building itself. Inside are several beast lords and
a deathclaw, not easy pickins. One of the guards has a Garand automatic
rifle, which is superior to the hunding rifles you might have, both in range
and damage, so grab that before you go.
You have a couple of choices here. First, you can go in the front door.
Simple, direct, but has the risk of people setting off the alarm before you
can stop them. You can go in the side door, but it's locked and you have to
pick it, and the deathclaw is right nearby. Also, you can go up on the
second floor using the ladder which is near the side door. There is a
single guard up there, on the rear (NE) balcony, but it will only net you
the ability to go down the stairs, which is quite near the front door
anyway.
If you can do it, open up the side door when you can sense that the sentry
is near it. He'll be close and you can ambush him and then hopefully shut
the door before the deathclaw goes. End combat, and then do it again for
the rifle sentry in the middle of the room. Make sure that you can get out
the door before the deathclaw can get to you! Deathclaws can't open doors,
it seems, so you should be okay on that account.
Okay, now how do you kill him, now that he's behind the door? Hope you
didn't 'end combat' yet. Put your fastest person in front of the door
(this works best with a fast shot magnum), put everyone else nearby on
overwatch and then open the door, fire a couple rounds, and then close the
door. It takes 2 AP to do a door action. If this tedious turkey shoot isn't
to your taste, go around front and have at it; you should be able to put
him down before he gets to you, hopefully.
Go into the small room with the desk and the girl in it. Talk to her and
then get the key in the cabinet. You must go into the next room (the larger
one with the stairs) with everyone on passive, then hit agressive and
watch them chew up the opposition. Take the loot, including a new submachine
gun, and get the incendiary grenades from the desk.
"ROBERT L BURGESS" adds:
An easy way to save the mayor's daughter in Quincy is to send a thief
sneaking down the stairs in the building where the daughter is being held
hostage (getting your party on the roof should already have been explained).
The sneak can bypass the Beastlords and the Deathclaw by crawling around the
north wall of sandbags. The sneak then crawls past the three sleeping guards
in the next room, and enters the room with the mayor's daughter. I found
that you can open any door while crawling (and sneaking) without waking up
or alerting anyone present (bug?). Once your thief character is inside the
room with the daughter, have him or her lock the two doors leading into the
room. (This is easily done by using "Lockpick" on an already unlocked door.)
Then the remainder of your party can waltz down the stairs into the open and
slaughter everyone in the room without a care in the world. The only danger
present here at first was the possibility that either the Deathclaw or the
three thugs in the next room would charge into the room when alerted and
kill the daughter, but with the doors locked, that danger is moot. Though
he may be able to open doors, the Deathclaw can't unlock 'em, and the three
thugs won't have the time, if you're an efficient slayer. It was a pleasure
to potshot the Deathclaw while he continually tried to open the locked door
;-) So much for the vaunted Deathclaw intelligence! Please note that if
you messily or noisily kill anyone near the room (or on the roof) where
the three sleepers are located you run the danger of waking up at least
one of the sleepers, and this won't work.
----2.4----
Go down the ladder to the underground passage. Open up the door and advance
to near the body. Behind each wall though, on either side, is a guy waiting
to shoot you. The solution to this is to chuck a grenade at the civilian
body to hit them both and put you in TB mode.
Advance up the hall and grab the crate full of ammo on the way. Head into
the room at the end of the hall and send 1 person up the ladder at a time,
so you can control where they go. Wait until you can sense the sentry in
the room, and then wait for him to turn around, and then send your best
short-range attacker around the corner to take care of him.
There is a good chance that the guys outside will have heard you. They
will be crowded against the NW wall. Leave 1 or 2 people by the wall to
keep the AI occupied and send at least 1 into the NE room to disable the
alarm and use the controls to open the cells. Be aware that one guy is
guarding the door. Go into the south cell and open up the chest in there
to get the Neostead shotgun. The Neostead can lay on the hurting fast
because it's automatic and will remain on your active list for a while.
Why the raiders locked it up and didn't use it themselves, I'll never know.
Go up onto the roof and begin shooting people, particularly the beastlord
commander to the E and all the guys near alarms. This might be a good time
to test out the Neostead. When done (hopefully Felix is still alive), talk
to him. Then go up on the towers and start picking off guys on the ground.
If you can't get them from there, try the SW balcony. Failing this, you can
either ignore them or go out the door and face them, but as there are 2 guys
and 2 baby deathclaws, that might not be such a good idea.
You can either head out back through the passage, or out through the gate
on the SE wall of the compound, into the gallows area. The door is locked
however, and requires a key that you probably don't have yet.
Your next mission is the power plant, a large gray building lit with yellow
light which is S of the brothel on your map. There is exactly 1 way into
the power plant, that being the large ramp on the SE side. Prepare for
battle, as you're going to have to take out the commander before he primes
the charge to blow up the plant, or hope you can defuse it in time.
Head up the stairs and then down the set of stairs in the back. If you like,
you can use the power switch to turn off the lights and make it harder to
shoot. Wait until you perceive the commander (a female who wanders back and
forth) come near the stairs and go around the corner. Hopefully, if enough
of your guys open up on her, she'll go down hard and fast. Now you just
have to deal with the 4 other guards. Throw yourself at them so they don't
kill the prisoners (if you are so inclined). There are 2 in the north
behind a bunker and 2 in the SW.
When done, you get some XP, and you get even more if you disarm the bombs.
Take the traps and keep them for if you should ever need a remote explosion.
Now that you're done with this, you should try freeing the prostitutes in
the brothel across the street. This one is particularly tricky because any
hostile action in the area will cause the beast lords inside to attack the
prostitutes. You must focus your attacks on anyone you see inside, at the
cost of your own hp, if you wish to save the prostitutes in time. The more
you save, the more XP you get.
Tom Carlsen asks:
Just had a quick question about the Quincy mission. I noticed when I went
into the underground passage under where the daughter is kept that there is
an underground passage under the brothel as well. I racked my brain trying
to work out how to get in there, coz I like to be thorough. I was wondering
if you'd found a way in there.
--------
"Edward Adams" answers:
In the Quincy mission, I noticed another reader sent in a note about an
area beneath the brothel that you can view as you take the underground
passage from the town hall to the prison. Well, I found a way into that
area, but unfortunately it seems that the level designers either forgot
about it or didn't want to finish it. It's very difficult to get to
(there's an underground ladder with no sprite above ground, and a
staircase behind a wall that you can't click on unless you're already
underground... suffice to say it took me a while to get in). Once
inside, there's a nice promising looking chest that you CAN'T interact
with, and a tunnel that you CAN'T go down. Don't ask me what happened,
like I said, I think the level designers forgot about it... :)
--------
"Chris Pendergrass" adds:
If you go south-east from the helicopter (or north-east from the
brothel) you will run into a group of trees next to the map edge.
There is a burning barrel nearby. It takes some patience, but if
you move your mouse slowly over the trees it will eventually turn
into a descend arrow. Now those guys in the brothel are in for
a little surprise.
--------
Now, the real challenge. Head to the church. Inside are 2 deathclaws, eager
to eat you. The best way to get them is to stay outside, near the windows
(not next to them; the AI apparently can strike through windows) and pound
them with small arms fire until they wilt. Your reward is the chest inside,
which includes a field medic kit, metal armour mark II, and 9mm hollow pt.
This is probably the first metal armour mark II you've found, so make sure
to get it.
Philip L. McMahon adds:
To the east of the church is a crashed helicopter with two large rocks
just to the south of it. Behind these rocks are two adult deathclaw
(hidden) and a Beastlord (hidden as well). I had some fun with them:
Farther south, there is an elevated platform in the northeastern corner of
the prison yard. I sent all of my characters but my fastest up there to
lie in wait. I then sent my fastest character near enough to the hidden
Deathclaw and Beastlord to throw a grenade. This got their attention, and
unhid them. They attacked me and I led them right back to the prison
corner. When they get close enough, they will attempt to attack the
players on the platform, but will not be able to reach. They will run back
and forth in front of those on the platform, allowing you to kill them at
your leisure. In the meantime I got my fastest character away from the
Deathclaw and let her snipe the lone Beastlord.
---------
At this point, return to the mayor because the mission (as far as i've
found) is over. If you find anything else noteworthy on this level, mail
me about it.
Jim "ShowLow" Sorrick suggests:
In Quincy, After freeing the Mayor, and silencing the alarm, I
snuck/killed my way right to the detention center...that way, I at least
had the Neostad before dealing with any Big Deathclaws. I then "snuck"
in the building where the daughter is being held through the
tunnel...was a bit tougher getting the two sentries by the dead civilian
because they are facing you, but it can be done. Then, came up..wasted
the sleeping beastlords...snuck into the room where the daughter is, she
wont go cause ya havent killed the deathclaw yet....first time I did
this...that occasional bug appeared and the deathclaw and a beastlord
were attacking me thru the wall...then the deathclaw opened the
door....so yes, they CAN open doors...at least it did once....needless
to say...had to reload and did same again...this time no bug...deathclaw
didnt see me, but I could "sense" exactly where it was. I snuck all my
guys to the north office that is behind the deathclaw...placed 2 det
traps in doorway...placed all my guys around the office so they had
clear field of fire...then attacked...deathclaw came in...det traps and
everybody got nice hits in...only one charactor took a hit from the
deathclaw before it died. Then...went to ghoul area...sneak your group 2
or so at a time to a spot near the stairs on south side of building that
lead to roof..Wait for south sentry patrolling tracks to turn and start
heading north...sneak all your guys up onto the roof..crawling and
sneaking....keep em by the edge so they can see the tracks...when you
are above a doorway that has graffitti (a "mutated" happy face), its a
wooden building, position your guys there....right above doorway, put em
on aggressive..and wait...someone usually sees ya and attacks....the
deathclaw is standing right below you and will go in and out the door
below you..when he goes in..end combat..keep everybody on
aggro...deathclaw comes out again..blam...really helped with Target
throwing grenades down on the Deathclaw..got it in about 3 rounds with
zero injuries from the creature.
--------
6.1 BUNKER 6
If you saved the ghouls, you can now recruit them into your party. 2 more
sets of metal armour are available at the store. Also available are needler
cartridges, but you won't have any of those unless you've been pickpocketing
people at the base. If you have not enabled the bonus mission, leave the
game and do so now; info on this can be found under 21.0, Springfield.
"Teoh Siang Swee" suggests:
This is my submission for the tips section. For those who do not
wan't to duplicate or in any way rely on a bug to get extra healing
equipment, this is how to basically strip the base of medical supplies.
After the Quincy mision, ghouls will be availble to be recruited. Among them
is a very good theif named Babs. Basically, I got Babs into my squad,
sometimes rotating my 6th member out, steal from whoever is in the base and
then rotate Babs out and the other member back in.
The thing with the medical officer is that his inventory display shows
everything he has, and this includes all the medical supplies he's willing
to sell so at 94% steal Babs has little trouble robbing him blind. The same
with the base mechanics and Kerr the merchant. Don't bother trying this on
the Quarter Master as his inventory only shows what he personally has and
not what he's selling, so don't even think of free guns...unless you wannna
releive a general or 2 of theirs. Barnaky and Dekkers miniguns can be
stolen, but it's quite hard. I tried and only succeeded at the 8th try.
----2.3----
7.0 MARDIN (MISSION 7):
Since there don't seem to be any alarms, the foes aren't any big problem,
and there are no hostages to save, you can pretty much go nuts while
topside. The ones right near the gate stand a good chance of seeing you
from the outset anyway, and they will run towards you like idiots, being
melee-types. Slaughter them, and then advance slowly on each group,
killing them all in turn.
One of the guards near the gate has a CAWS, which is a good auto shotgun
and is in fact even better than the Neostead you got on the previous
mission. If you value close-range high damage weapons, get it.
Watch for the baby deathclaw near the NE shack; don't let him surprise you.
Also, the area around the fridge, near the middle of the map, is trapped
with puffers, a type of mine. The fridge only has beer and stinky meat in
it, so you don't really have to get it if you don't want to.
See if you can find the splattered ghoul by the fridge area; he has a gun
magazine on him. Watch out for the small mines near him, though. They are
hard to see. Also don't miss the box and shelf by the fire, NW of the ghoul
bits; you get your first shotgun slugs there.
Where you actually go down into the lair is your choice; I preferred to go
in the collapsed section because it meant i didn't have to get radiated.
Note that the guys in the cemetary will fire on you before you get there,
and one of them is a particularly good shot.
There is a back stair in the cemetary which leads to a small tomb with a guy
who has a bunch of stimpaks, being eaten by a couple small roaches. It's
worth the trip if you're in the area.
If you go down the collapsed section, as I suggest, the first area is open
and full of bugs. Check for radscorpions around corners by standing still
for a moment. Head SE down the corridors. Eventually you will come to a set
of stairs leading down and a ladder leading into a pit. You may, by some
freak map error, be able to see and kill Emperor Daarr from here; I could
at least shoot at him from different spots on the stairs. Don't pass up
the opportunity if you can do it. He is a tremendous melee enemy.
Make sure also to shoot at any deathclaws you can in the pit below. The
problem is, you can never get them all. There is usually at least 1 waiting
under the platform where you are standing. If you cannot get it, you must
go into the pit to fight it, and if this isn't acceptable, you have to
leave and go in another entrance.
Once you've disposed of the deathclaws, go up the other ladder on the SE
end of the pit. You should now be in the jail section, with 2 guards. The
jail section is where some of the deathclaws are held. You can let them
out using the controls, if you want. Or, you can just shoot them through
the windows.
Proceed past the cells to the next area up the stairs. There are a couple
guards here and the deathclaw mother, who asks you to free her. Do so using
the key on one of the guards surrounding her cage, and she will go and
attack the leader for you, and all of the deathclaws in the level will
convert to your side. With the aid of the deathclaws, beating Daarr should
be a simple task. Be careful because he critically hits a lot (he may
have the 'slayer' perk).
shirwyn@vcn.bc.ca adds:
Be careful not to hit any Deathclaws with stray bullets in Mardin,
after you've made your deal with the matriarch, or they'll go hostile
again.
----2.2----
Get the 10000 RP from the guy's chest and the neostead off of one of his
guards. Move back into the deathclaw cell area to the NW and up into
the jail area. There are civilians in these cells, and several guards about,
some with good weaponry, so be careful. Try to free the prisoners using
your lockpick ability, but don't open their doors until you've cleared a
path to the exit, or they will all die.
What happens after this is a large amount of room-to-room fighting. It's
kind of tedious and wears your fighters down after a while, which is why I
suggested going around the back way to kill the leader. You can in fact
leave now if you don't want the loot and XP that the rest of the base
provides; just go out the way you came in. It would be silly in the extreme
for me to describe how to fight room to room, so I'll just put in the
highlights.
By the stairs up to the graveyard there is a guy with a needler pistol, the
first one so far. It can poison with its damage, so definitely keep it on
hand. There is another Neostead on one of the guards in a large group that
is camped between the main entrance and the throne room.
Once you're done, head back to base. If you freed the matron, you can now
recruit deathclaws into your ranks at the base.
7.1 BUNKER 7
There should be several new recruits, including deathclaws, and more metal
armour for sale at the store. After you're done, you have to switch bunkers
again. The bunker is situated to the south. Once you get there, barter with
the mechanic for 2 books and an expanded lockpick set. Pick open the locker
next to him to get a strange story. I'm pretty sure it's about the
programmers...
8.0 ST. LOUIS (MISSION 8):
Make sure you bring a medic and a grenadier.
Loot the workbench and get everyone into the APC. Start off NE and head
towards the bridge. When on the bridge, stop, and start firing at the
mutants entrenched there. You won't take any damage from their attacks,
but the APC might, which is why those repair books will help if you get
hit. Mutants have about 80 hp; more than regular guys, but less than
deathclaws, but they also have metal armor, so be careful. Best to pick
them off from a distance. Watch out for the one in the SE bunker, too.
The guns they have are great, but eat up ammo real fast, so be careful.
Don't feel bashful about picking up stuff; even if you can't care it, the
APC can, and you're going to drive it back to base. Especially if you are
short on money, pick up everything you can; the machineguns the mutants
have can add up in cash value quickly.
Move NE/N along the track and up to the gap between ledges, where you will
encounter the 2nd group of supermutants. If you feel luck, try to run them
over with the APC, but watch out for the one in the east rocks with the
rocket launcher.
Kulsz writes:
I found that driving right up to the guys with the rocket launchers makes
them a lot less willing to fire, as they have a tendency to critically miss.
FOUR super mutants did themselves in that way-made it a lot easier. That
level made me see the wisdom of having a heavy weapons guy in the group. I
had to rely on sharpshooters through the whole thing!
------------
Once you're done, loot all the bodies for some decent stuff. Don't forget
the rocket guy. When done, head west past the rocks. Stop at the bunker
and go in, disarm the trap on the chest, and take the sniper rifle, your
new best friend.
Now you have to get to Barnaky, either by using a north bridge or a west
bridge. If you go through a west bridge, you face the super-mutant army
front line forces, which are rather formidable. It's up to you if you feel
up to the challenge. A good idea just might be to set up pretty far away
and pick them all off with the sniper rifle. Takes time but saves damage
and reloads. Watch out for the minefield though.
Kenny Wong suggests:
In St. Louis, you can drive the APC over the trenches from the north
of the map. Just dont drive it into the trenches coz you won't be able
to drive it out.
----------------
Colin adds:
I don't know if anyone has told you about this yet, but in the St. Louis
Mission, not only can you drive the APC across the Trenches, but also,
at the very northeastren edge of the southern trench, you can cross the
toxic stream in the APC. Not only that, but you can also drive along the
other side of the stream, right up to the bridge. If you try to go any
farther though, land mines will waste the APC, and you will lose the
mission. I haven't been able to get anyone close enough to check for
traps, but i'm pretty sure they are there.
------
Get as far into the wire maze as you can and then disembark. You have to
get to Barnaky's position on foot. Watch for mutants in trenches; there are
at least 2 who are hiding, waiting to ambush you. There is a person in the
trench who you must talk to, Burke. He's trapped (and he's a real
, but you have to do what he asks. Disarm him and you'll get 950
XP and he'll kill himself, so you can take the C4 on him.
Now for the really fun part. You can try to get into the mutant base to look
for the general. It is heavily guarded and you'll get chewed to pieces if
you take a frontal assault. However the front bridge is the only way in.
You really have to engage the enemy at extreme long range and pick them
off so that their guns can't hit you. If you're lucky, the enemies will
run down the corridor to melee with you and step on the mines there,
killing themselves.
As an aside, try to get the chest that's by the moat, behind sandbags at the
most E corner of the mutant base. Make sure to watch for mines. The real
catch is that it's locked, of course. It contains a new assault rifle that
you have not yet seen, but it's not all that great, honestly.
The super mutants at the gate, however, are armed with Browning M2s, which
are mighty fine weapons. They also have over 150 hp each, so keep that in
mind. If you kill them though, you get a whole lot of XP, because you're
not meant to at this point in the game. If you can't flush the ones out
of the bunker, chuck grenades. The great thing about grenades is 'close
enough' will buy you as much damage as 'direct hit'.
Forrest suggests:
I'm writing to tell you that in St Louis, the front door
*isn't* the only way to get into the mutant base. If you can sneak or
run (running takes a lot of luck, though... the front door guardians can
take at least 2 potshots at you) across the bridge, you can turn right,
run past the Enfield chest, past a few mutants and enter the mutant base
through a sort of gully or canyon. A handy "back door" for the mutants
to escape, probably. What I did was to snipe off the mutants guarding
the right side of the base, run Jo and Stitch through the back door, and
take out the mutants from behind. This is *much* easier than trying to
take out the mutant base from the front, although it's still by no means
an easy task.
----2.3----
Other than the mutants, there is no loot in the base, and no general. It's
time to proceed to point 3. Instead of going across the mine field, it might
be a good idea to head back to point 1 and then head NW from point 1
towards point 3 by taking the N-most bridge (you avoid the mines that way).
You'll have to go past 2 bunkers inhabited by super-mutants. There are also
a few mines here, so be careful. Watch for a mutant on the left with a
rocket and one on the right with grenades. I like to move up to bait out
the grenadier and then back up while firing at him so he keeps running to
get closer but never throws. Then, inch forward, and the rocket guy will
usually hit the rocks in front of him if you move up so you can only barely
see him. Then you can finish him off with small arms fire.
Blast the barricades with bullets and continue up the path (make sure to
check for the mines on the bridge). Up the path is a small bunker with 2
rocket guys. You can try to snipe him but the rockets have good range.
Still, they aren't that accurate, so use your best judgement. I like to
sneak up on them and use grenades when i can.
At this point, after the rocket guys, the path terminates in a rockslide,
so you will have to continue SW. Loot the bodies of the fallen on the way
but beware of mutants waiting in ambush. At the end of the SW passage are
the trenches, which you must go NW along. The mutants in the trenches may
or may not be up for a fight; I shot them once or twice and they kept their
heads down. At the end of the NW passage, however, is a bunker with another
rocket guy and a chest. Snipe him if you can, but if he goes for cover,
flush him out with grenades. The chest is full of doctor supplies and the
mutant has a key on him.
When you are ready to proceed, head NE from the bunker. Loot the fallen on
the way. You're going to need those medical suplies because Talon squad
needs to be healed. Talon squad is waiting in a pit just to the NE of that
bunker you were just at. Use your medic to heal them up. Use up your first
aid kits before you start using the good stuff. Once you heal them up,
they will be put in the APC and you have to drive them back to the beginning
of the level.
8.1 BUNKER 8
Metal Armour Mark II is in abundance here, as are shotgun slugs now. There
should also be 2 more sniper rifles; if you like them as much as I do,
you'll snatch them up right quick. If you sacked the mutant base, you ought
to have a fortune in M2s and SAWS heavy machinguns.
KJ adds:
After the St. Louis mission, the trader in BOS Beta will arrive in Gamma. He
still trades rps for med supplies, which is useful if you have the poker
encounter and cannot get the rps off your back.
---------
9.0 JEFFERSON (MISSION 9):
The mission provides you with a scouter; it's small (2 people only) and
fast, but has few hit points. It's probably more trouble than it's worth,
but some people really like vehicles, so use it if you want.
Move E from the start, to the S side of the tanker truck, and try to pick
off the rocket mutants on the roof to the NE with snipers. If you go around
the N side, they will have the opportunity to fire on you, which will be
disasterous if you're bunched together. Try to spread out your forces so
the mutant rockets, grenades and machineguns will at most hit 2 people,
but keep them close enough so they can all fire on the same enemy.
Once you've suppressed or removed fire from the roof, move to the SE,
along the south side of the building, with your trapper in the lead. Head
towards the ruined wall in the SW wall of the building and disarm the mines
there. If you cannot disarm them (you should have a trapper with decent
skill by now) you can try shooting them, but it takes time and you have to
stand far away so as not to be hit by the explosion radius.
Go up the hallway N of you and into the room with the chest (the middle
one along the NW wall). Find and disarm the mine near the chest and then
disarm the trap itself. Inside is some 7.62, grenades, stimpaks, and some
.50 cal which is used for the Browning M2s if you got one from last mission
and have someone with 9 str to wield it...
Now you have 2 choices; go up the stairs in the NE corner, into a large
room with a mutant behind a bunker, or go up the S stairs into a room with
no mutant but a room nearby with a mutant behind a bunker (to the NW) and
access to the next (SE building). I choose the latter. Move W to the
doorway and around the corner. The mutant is usually on 'sneak' so you
can't see him. Chuck a grenade or two, and if he activates, it's firing
squad time. If not, finish him with grenades.
Open the door behind the bunker and snipe the mutant behind the sandbags
there. Retrieve the ammo from the mutant and the bookcase behind him and
head up to the next level using the stairs in the W corner of the
building. Clean off the roof and go to the N corner to get your first
energy weapon, the laser pistol. Yay. While here, pick off as many mutants
as you can from the rooftop; you have a definite advantage while up here
with a sniper rifle or 3. Go around the entire perimeter of the roof; you
never know where they will be hiding.
When done, head back down to the street and NE towards the bunker. The
mutant should be either dead or prone by now from your firing from the
roof, so flush him out with grenades and finish him off. Move up to the
next building, right to the NE, flush out the mutant, and then loot his
body and the bookshelf and the room he's in for more ammo and stimpaks.
Go a little SE and into the second part of the same building. This is
actually the railroad station, here. Head up onto the second floor and try
to take out the mutants up there. Be careful because one of them on the
2nd floor has a flamer, a deadly weapon up close. Kill him and take the
flamer, as well as the sniper rifle in the fridge (?).
Now head SE down the street again. Move S into the alley with the phone
booth near the mouth, and watch for mines. Head SE to the W-most corner of
the darker gray building (the one next to the chopper) and sneak in and out
in TB to kill the mutants inside. Note that there is also one in the next
room over, with the freezers. Once you've done that, you can pick off the
mutants wandering around outside through the windows in this little cafe.
Now go out of the building and E towards the first power station. Watch out
for the 2 melee'ers which will charge you out of the bunker. If you are
far enough away, they won't make the slightest impression as you gun them
down with your rifles. Get both the crate in the bunker AND the one in the
NW corner of the generator field (it's hidden behind a wall). Then use
small arms fire to destroy the generator. 2000 XP for this one.
Move out of the generator field, and W around the field through the gap
in the N fence. This is better than having to fight the mutants and their
barricades from the front; now you can do it from behind, if you wish. The
barricade is on the road E of field, and features several mutants hiding in
bunkers and guard posts. If you can, get into the ruined building behind
the barricade and get up onto the second level to get a bookcase with
shotgun ammo and stimpaks. You can also shoot up a grenadier from here, but
be careful because he's close and can throw at you.
Once you've gotten the shelf, head a little NE (to where that grenadier was)
and go into the building behind him to get a chest. There is more .50 cal
in there for you. Next, go into the building W of here; there is a mutant
inside, usually crouched, and a workbench that you can loot for grenades
and liquor.
Head back out onto the street and up to the ruined warehouse with the
giant hole blown in one corner. Get the bookshelf loot inside and then go
up the street, toward the 2nd goal on your map. Rather unfortunately, this
area is guarded by turrets as well as mutants. You can try to avoid the
turrets, or hit them with explosives, or make targetted attacks on their
sensors to blind/knock them out. In general, it's easier than Preoria
because you have more cover and more options. Just stay out of range and
if you have a lot of 7.62 for the sniper rifles, you should be ok. Just
keep firing. This is a good time to use CTB once you're sure you're out of
range. You'll use up ammo pretty fast, but you ought to have plenty from
all the mutant SAW machineguns. I have a theory that if you destroy the
generator, it will put the turrets offline, but haven't tested it yet...
Benjamin Winston writes:
I dunno if you've tested it or not but it does work. The (possible
Downside) is that i only got 35 xp for each, but they do shut down.
---------
ygdrasil contradicts this, saying:
In your FT FAQ, when you describe the Jefferson mission, you
wonder if destroying second generator disables the turrets. The
answer is no. It doesn't. It was my first thought too, and I checked
this, but turrets keep firing even after generators are destroyed.
----2.3----
I'll have to try this myself and see which it is; I suppose you're best
off assuming that it won't do it, to save yourself the trouble of
sneaking in there and destroying it only to have the turrets turn on
you anyway. Still, it might be worth a shot.
Just advance slowly and take out the mutants from a distance and you should
be okay. Several are grenadiers and will charge you like morons and you will
cut them down quickly. Get the chest in front of the generator and destroy
it with small arms fire, like the rest.
Head down under the underpass. You will find an open area with a couple
mutants and several crates scattered around. Fight off the mutants and head
up to the enclosed bunker area to the NW with 2 crates in it. The mutant
there has a Browning M2, so watch out. Try to take it with you to sell it.
Beware the bunker along the fence to the N with a crate in it; there is a
machinegunner in there. Flush him out with grenades and then hit him hard.
Now head to the next building to the NE, the large one on 'stilts' so to
speak. Go up the stairs. I have found that for some reason my females
could not get up the stairs, but the males did just fine. Strange...
Up on the 2nd floor is a mutant with a rocket.
Other than that, there is little else to do in this area. Head back up to
the street and towards the next barricade, up the road. You can either
assault it directly and have to deal with the guys in the building with
brownings, or go around the back, to the E, and get through the mine
field at the edge of the map along the SE border.
Make sure to loot the bookcase in the building with these 2 guys because
there is an environmental armor there; it's hell on the stats, but it has
good protection.
Go back onto the street and up to the field with the large white tanks in
it, behind the wooden fence. Kill off the mutant in the bunker there and
take his browning for cash later. If you don't have enough room to carry
it on your characters, put it on someone and get into the vehicle. Then
hit 'I' to activate the vehicle's inventory, and you can drag items from
your characters into the vehicle.
Move NW along the road and towards the final power generator. You're going
to have to assault the defenses head-on this time unless you want to send
the whole team underground through the radiation, so advance cautiously
and kill them at long distance. Weave your way through the defenses; this
isn't anything you haven't seen before. Use grenades to get them out of
hiding, and then put them down with heavy fire.
Keith Steiger adds:
West of the warehouse that contains the final power generator, there's a
spot where the ground drops away from under the fence. You can crawl under
the fence there. You have to then head SE to attack the third power
generator, but since all the super mutants are expecting you to be coming
down the road, they're facing away from you... and you can attack them from
slightly longer ranges, too.
----2.4----
In a crate by the generator is a 2nd suit of environmental armor. Take it
and use it (unless you sneak). Destroy the generator and head for the
now open main gate. Position everyone in front of the gate and have your
best-armored person move forward a little to activate the conversation. The
commander there will then go hostile and your troops will tear her apart,
firing-squad style. Get the science book out of the fridge there and then
go in the main doors. Talk to the mutant scientist and then go in the back
(the NW corner and loot the desk for a key.
"Glenn M. Sanford" suggests:
On the Jefferson level, my grenadier was able to kill all of the commanders
and several other mutants with incendiary grenades from outside the
building. I simply stationed my main character near the entrance (out of
the line of sight) so the roof was removed. At that point, I was able to
have select both my main character and grenadier and do a forced fire near
the targets. This only worked with the roof removed. I have not had a
chance to try this elsewhere.
----------
Get everyone up the stairs and go into the generator room to destroy it.
This is the end of the mission. You can go out the back now if you want,
and leave the area, but know that the scouter won't come with you if you do.
Of course, you can now go downstairs if you want. Just go around the the
W wall of the factory, outside, and go in the door there to the room that
is locked from the other side. There is one mutant in there, but he didn't
attack me. It seems that once the generators are destroyed, none of the
mutants are hostile.
Go down the stairs there (you can barely see them behind the wall). Loot
the bookshelf down here for some meds.
And now where only the brave need apply. Send someone with the enviro armor
and a Rad-X into the bathroom and down the radioactive sludge tunnel. When
it gets to narrow down, crouch and go on. You will come to a camp of a
sort, with a chest containing some food and a book. Grab the stuff and
head back to your friends.
"Phred" adds:
There are 5 mutants behind the factory to the east - 4 of which
carry M2's - that are just ripe for the killing once you've killed the
commander (maybe they swarm out if there is a prolonged battle with him,
not sure.) In any event, you have to walk up a long corridor that
begins with a pair of doors right to the north of the little lake area
that is south east of the factory. They are just sitting ducks but its
nice to get the XP and the gear. Note you might want to drive the
scouter up there as those M2's are heavy and it doesn't hurt to run
down the mutants either.
Second, if you leave the scientist and the lab alone, you'll get a
'thank you' from the general. Conversly, if you destory the lab
you'll get berated by him for giving in to your destructive nature.
----2.4----
Now you're done. Go get the scouter, loot the bodies of any of the fallen
that you missed and dump the equipment in the scouter, and then leave.
9.1 BUNKER 9:
There are 2 enviro armors and an enviro armor MK II available for purchase.
Your SAW guns probably aren't bringing in much cash anymore, so next mission
don't even bother to pick them up.
10.0 KANSAS CITY (MISSION 10):
You want heavy weapons and snipers. LOTS OF HEAVY WEAPONS AND SNIPERS.
You will have very little time to get your squad into position before you
must start repelling mutants. I highly suggest TB mode here, as every
second and every shot counts at times. There will be no time to set up
the mines from the crate here; that will have to wait until later.
The mutants will attack from all 3 directions at once; logic dictates that
you send 2 people to each gate. This is a silly Idea. The main attack will
come from the south. You need to send 4 people there, preferably with heavy
weapons. Leave 2 at the west gate. The north gate is better defended, and
has mines to boot, so you need not send anyone there.
Getting on the roof can pay off quick, as you have to move less to get
within shot of the enemy, and your range is extended. Unfortunately for me,
I did this at night, so my range was terrible. This made it a bit more
difficult, although the mutant rockets were made less accurate as well.
shirwyn@vcn.bc.ca adds:
If you move your people fast enough at the Cathedral in Kansas City you
can put a sniper and a heavy weapon person with a rocket launcher up to
the south tower at the west gate and to the gap in the parapet at the
south gate. Look for the ladder south along the interior of the wall
from your insertion point.
----2.2----
There are a lot of mutants. The south and west are the heaviest, with light
resistance to the north. By 'light' I mean, only a half-dozen, as opposed
to easily twice that many on BOTH the south and west. Focus your heavy
weapons attacks primarily in the south, where they have miniguns. Machine-
gunners can get away with the west, because it's mostly a melee charge,
and the north is weak enough almost to be held by the ghouls themselves.
They also set up mines in the north, which is a nice touch.
Have the snipers pick off the enemy rocket and minigun wielders. This is by
no means easy, but using cover behind the bunkers you shouldn't be hit
often. Do targetted shots if you can to knock out or blind. You can't
kill them fast enough, so you need to cripple enough of them so that a
significant portion of their forces are rendered (relatively) ineffective.
A good idea is to do an arm aim, so they can't use the large weapons they
use with a cripple strike.
Burst weapons are very good here; anything that can hit several people at
once. Assault shotguns are key once they get close.
If you don't have anyone at a gate, the ghouls will yell out when a gate
is under attack or taking casualties. This is useful, to know when to take
1 or 2 people off one gate and move them to another. Bonus move is extremely
helpful here as it will let you get to the other gates faster. Usually the
north gate will get in trouble before you're finished with the other gates,
so plan accordingly.
Once you're done, move everyone out the west gate and kill the mutants on
top of the 2 watchtowers, if you haven't already. Make sure to loot all
the bodies for ammuntion. Head around to the north and do the same there.
Go through the gap in the fence to the N and over to the airfield building
to get a tommy gun and medical supplies on the shelves in there.
Once you're done here, you're ready to head south. Loot the bodies to get
the avenger miniguns, among other things, and start to force your way
down the street, picking off mutants in buildings. A good trick to use
is to run to the wall of the building and then hit enter to start TB.
Then, move in front of a window (or door), fire, and then move out of
sight. More often than not, the AI has no idea what to do and just
stands in the building like an idiot. This works equally well
in all the levels, so give it a shot if you haven't already.
Ironically, two of the ghouls at the south gate are armed with sniper
rifles; how they got equipment that even the brotherhood runs out of, i'll
never know, but these are good for stealing or looting off of dead ghouls.
"Dhany Permana" adds:
Just some additional information about Kansas City, I found out that most
of the ghouls have sniper rifles not just two of them on the south gate
(like the one you told on the FAQ), I was even able to get at least 4
rifles, arming my entire squad with sniper rifles and still have some
left to sell.
-------------
From the south gate, head NE go get to the buildings near the airfield.
Resistance is relatively light here, and you can get a science book in the
N-most building.
Now start making your way S and SW, cleaning out the buildings. It's pretty
routine. Just switch to TB, move into view, fire, and move out of view. The
first commander (at 2) can be killed by moving to the west of that building
and firing through the holes in the wall at range. This way you do not have
to confront him by going in the front door.
At point #2 you can get an FN-FAL from the icebox in the commander's hut. It
has respectable damage, but the range isn't great. Keep it if you preferred
the AK to the hunting rifle. There are also 2 Neosteads hiding behind a pot
in the corner, as well as shotgun ammo and explosive rockets.
I had a persistent problem with the guy on the roof of the 4th point, so I
went around west and came in through the SW enntrance. Unfortunately, I
found a guard there, too, so be careful. Inside is the commander, 2 guards,
and 3 chests, one of which has a pancor jackhammer, the best shotgun yet.
This should be the last of the commanders. Return to the Bishop. If many of
the ghouls have died (which happened to me), you get the bomb but no other
reward.
Kenny Wong |