Mar 13, 2001 - Fallout 1 Tactics Walkthrough For PC 1.2Back
-Plasma Pistol (Small Energy Cell)
The Plasma Pistol is essentially a powered-down version of the Plasma Rifle
that you can get in the same mission. The difference is that the pistol only
costs 3 AP to fire, 2 with Fast Shot or Bonus Rate of Fire. For that reason,
it's an excellent close-range weapon for energy snipers.
-Pulse Rifle Prototype (Micro Fusion Cell)
The Pulse Rifle Prototype is the Reaver payment for your squad's assistance in
Newton rescuing their leaders. It's the most powerful weapon to use against
robots to this point in the game and the basis for pulse weapons of all kinds,
including the pulse pistol, electrical rockets, and EMP shotgun shells. The
relatively short range is a bit of a handicap for a sniper character.
-Vindicator Minigun (7.62mm)
You'll find the first Vindicator in Junction City when you pry it out of a
Reaver's cold, dead hands, but I don't recommend using it as it's obviously
weaker than the Browning. However, it's easy to run short of .50 cal during
robot missions and only the Behemoth can provide it as salvage, so the
Vindicator makes an attractive backup weapon. Don't bother packing one along
with you, just grab one while looting - many humanoids carry this weapon. The
upshot is that even if the damage is much lower than the Browning, it uses
much cheaper ammunition, is about 2/3 the weight, and has the same range.
-Gatling Laser (Micro Fusion Cell)
Take this off a humanoid bot corpse in Canyon City. Though it's a step down
from the Browning M2, both the Gatling Laser itself and its ammo are half the
weight of the Browning M2 and .50 cal. It's an excellent punch for a strong
Energy Weapons specialist.
-YK42B Pulse Rifle (Micro Fusion Cell)
The Brotherhood builds this weapon based on the Pulse Rifle Prototype from
Newton. Damage is significantly improved, but it has the same poor range.
You can buy it after Buena Vista.
-MEC Gauss MiniGun (2mm EC)
The backstory of Fallout is that the US and China went to war over the last
remaining reservoir of fossil fuels in the world. The US Army was able to
make substantial advances by moving through Canada and Alaska and crossing to
Asia over the Bering Strait, thanks in large part to the development of Power
Armor that made the infantry practically invincible. To counter this, the
Chinese developed the MEC Gauss MiniGun, the best Big Gun in the game and
capable of blowing through even the toughest foes. You'll capture the Gauss
Minigun in Scott City and will be lacking for ammo for it for the rest of the
game, so only bring it out for extremely special occasions.
Ammunition
All guns and some melee and unarmed weapons use ammunition of some kind. When
you loot ammunition from the battlefield, it's an excellent idea to set aside
some in a locker or safe place so you'll have access to it later if you know a
good weapon will come along soon. This is much cheaper than selling it to the
Quartermaster and then buying it back when you need it. Unless otherwise
noted, damage and penetration are average. The fraction is the number of
rounds over pounds of carrying weight.
-2mm EC (Damage avg, Penetration +15%)
Weapons using this ammo appear late in the game, but that doesn't make it
worthless. In fact, the best weapon in the game, the Gauss Minigun, uses this
incredibly rare stuff. Save everything you can find for the Gauss Minigun and
only use it in emergencies.
-5.56mm 50/1
This ammo is suited mostly for SMGs and assault rifles, with a few big guns in
the mix. Because it's rarer than 7.62mm, you'll have more difficulty keeping
your squad supplied with it if you're using several weapons of this type.
It's usually worth keeping an M-16 or Enfield if you need it, but don't depend
on being able to scavenge enough to keep shooting.
-7.62mm 100/3
This ammunition is the most common type in the first half of the game,
rivalled by 9mm for the first half and Micro Fusion Cells for the second.
It's also the one you'll be using the most, because it supplies Hunting
Rifles, AK-47s, and M249 SAWs. You'll capture plenty in the field to keep
your squad stocked with extra to sell, especially after you start killing
mutants with big guns.
-9mm Ball (Damage -11%, Penetration -20%)
9mm JHP (Damage +60%, Penetration -20%)
9mm AP (Damage -25%, Penetration +50%)
The most basic and cheapest ammo in the game. Used in many small arms,
especially pistols and SMGs. Excellent for killing animals, but not worth
stowing unless you enjoy safaris in your Humvee.
-40mm Grenade (Damage +60%, Penetration +11%) 1/1
The exclusive ammunition for the Grenade Launcher, you'll find a very limited
number of these and will probably rip through them fairly quickly. That's a
good thing, because it's some of the heaviest ammunition in the game. Don't
sell it, but don't let it sit in your inventory either.
-.303 Cal
Guns using this ammo are few and far between, and the ones that do aren't
worth it. Dump it on the Quartermaster.
-.44 Cal Magnum Ball (Damage -11%, Penetration -20%)
.44 Cal Magnum JHP (Damage +60%, Penetration -20%)
.44 Cal Magnum AP (Damage -25%, Penetration +50%)
Much like 9mm and .45 cal, .44 is used for certain handguns, the most useful
of which is the 3 AP S&W M29 Revolver. Ball, JHP, and AP function just like
the 9mm variants. Unless you're using revolvers against animals with
frequency, sell it all.
-.45 Caliber 10/1
Handguns use .45 cal. The only reasons to keep this stuff are the Casull
Revolver and the Tommy Gun, the Casull because of its 3 AP cost and the Tommy
Gun because it's the second-best SMG in the game. By the time you get the
Tommy Gun, though, small guns are on their way out. Sell it.
-.50 Cal 5/1
.50 Cal DU (Damage avg, Penetration +80%) 5/4
Ammunition that only works with one gun is meant for bartering, except this.
The Browning M2 is one of the most powerful big guns in the game, but it chews
ammunition at horrific rates. Save every single round you find and don't
bring it out until Coldwater at the earliest.
-12 ga. Shells 20/1
12 ga. Flechette Shells (Damage +60%, Penetration -20%)
12 ga. Slug Shells (Damage -11%, Penetration +31%)
12 ga. EMP Shells
Feel free to use normal shells and Flechette ammo (equivalent of JHP) as you
find them. Your Small Guns specialists will have plenty of use for them.
Save the slug ammo for robots or possibly mutants because of the high
penetration, and buy up the EMP ammo as soon as it appears. EMP ammo is
wasted on anything but robots.
-30.06 ammo
There are a number of useful weapons that require 30.06: the M1 Garand and
Browning Auto Rifle leap to mind. Their downfall is that they require 30.06,
which is nearly impossible to find in reasonable amounts. Don't bother with
it, just sell it off.
-Speargun Bolt 1/1
The Spear Gun appears exactly once in the entire game with precisely one round
in the chamber and four in reserve. Don't bother with it or the ammo.
-Explosive Rocket (Damage +60%, Penetration +11%) 1/3
Rocket Sabot (Damage -11%, Penetration +31%)
Rocket AP (Damage -25%, Penetration +50%)
Rocket Electrical 1/4
The Rocket Launcher is the first Big Gun you capture, but ammunition for it is
few and far between. It also has a nasty tendency to misfire if you're behind
cover, leading to parts of you being raining down for several seconds. If you
have an extremely skilled Big Guns specialist, it's worth saving the Sabots
for robot territory and using APs on mutants, but that's it. Electrical
rockets are extremely expensive - only use them against Behemoths, if at all.
-Small Energy Cell 15/1
These power small energy weapons as well as a handful of melee and unarmed
weapons. It's worth setting a few hundred aside for when you acquire Plasma
Pistols, but sell the rest.
-Micro Fusion Cell 10/1
Save every single one of these precious, precious nuggets. The end of the
game will have you using Pulse Rifles, Laser Rifles, and the Gatling Laser all
the time, so Micro Fusion Cells will always be in demand. Never sell any
back, no matter how many extra you have or how much the Quartermaster will
give you for them.
-Needles
There is no good reason to use the Needler, but Needles are one of the many
reasons not to. They're extremely rare, so you're never going to have enough
to keep you supplied even if you buy up the Quartermaster's entire stock. On
the other hand, the rarity increases its barter value. Needles cause poison
on the target.
-Flamer Fuel (Damage avg, Penetration +20%) 1/2
Fuel can be hard to find, but if you're willing to lug around all that weight
it's worth watching your enemies do the Burning Man. Scavenge what you can
and sell it all when you start fighting robots. Don't bother with the
Quartermaster's supply - this is a special-occasion weapon.
-Tank Shell (Damage +179%, Penetration +20%)
The Tank Shell will only fit the cannon of the tank that you salvage in
Newton. As such, opportunities to use it are limited because you can only
fight one enemy in Newton that really deserves the damage (the Tank Bot) and
the rest of your kills will be against random encounters. Fun, but a very
expensive toy.
-Canister of Acid (Damage -11%, Penetration +31%) 25/1
The only way to get the Water Gun is in the Canadian Invasion special
encounter. If you find it, good for you. If you don't, sell the ammo you do
find in Great Bend and know that you're not really missing out. The Water Gun
is decent against robots, but the Grenade Launcher is just as good and Energy
Weapons are much better.
Armor
As you'll discover, many people in the wasteland want you dead. You want you
alive, and armor helps you do that by affecting three statistics: Armor Class,
Damage Threshold, and Damage Resistance. High Armor Class lowers the enemies'
chance-to-hit. Damage Resistance lowers the damage from hits you do take by a
percentage. Damage Threshold directly subtracts a number from any damage
remaining after Damage Resistance kicks in. A set of armor's DR and DT are
different depending on the type of damage incoming: Normal (bullets and melee
attacks), Fire (Molotovs and Flamers), Gas (certain types of grenades),
Explode (grenades again, plus rockets and exploding scenery), Energy (lasers
and plasma) and Electric (live wires, some robot attacks).
-Leather Armor
Every recruit starts with Leather Armor. It's better than nothing. Sometimes
recruits won't register the benefits of this armor until you take it off them
and reequip it if you don't have the patch.
-Leather Armor Mk II
First becomes available after Rock Falls. Just like Leather Armor, only a
little better and a little heavier.
-Metal Armor
You can buy Metal Armor after Preoria. It has a lower AC than Leather Armor,
but the other protections are worth it. Metal Armor is a lot heavier and cuts
your Sneak skill by 25%. It also looks kind of weird on female characters.
-Metal Armor Mk II
Capture a set in the church in Quincy. It's predictably better than Metal
Armor for protection, but heavier. Sneak skill is still cut by 25%.
-Environmental Armor
The whole bit where armor reduces your Sneak is pretty annoying, right? So
when you get Environmental Armor you hope it's gone, right? Nope, the cut is
up to 50% and it hits several other technical skills for small penalties.
Still, the armor itself is pretty good and it boosts your radiation
resistance, plus it's lighter so you can reclaim some of your carrying
capacity. You'll find it in Jefferson. Incidentally, Environmental Armor
is the first armor a ghoul can wear.
-Environmental Armor Mk II
You can purchase this from the Quartermaster immediately after you find your
first set of Environmental Armor. All the protections are improved, but at an
even higher price: Sneak is still cut by 50%, but the technical skill cuts are
bigger and your Perception also drops by 1. It's almost painful to wear it...
-Power Armor
You can buy Power Armor after Coldwater, and boy is it better than that
Environmental junk. No more cuts to your Perception and technical skills, but
I really hope you weren't planning on Sneaking anywhere at a 75% cut. Basic
Power Armor also increases your Strength by 3 because of all the motors
embedded in the joints that are necessary for you to even move in the stuff.
-Power Armor Mk II
What could be better than Power Armor? Power Armor Mk II, of course. Better
protection all around, slightly heavier, but it gives you +4 free Strength
instead of a mere +3. Find it in Newton and buy it after Canyon City.
-Tesla Armor
"Well", you say, "good things keep happening. The armor I get is always better
than the armor I had, so if there's something after Power Armor it must be
really wonderful, right?" Wrong. Tesla Armor is basically tinfoil. The
upside is that tinfoil tends to be very good at reflecting energy damage. The
downside is that it doesn't reflect, stop, or even slow down other types of
damage anywhere near as much as Power Armor does. Keep it in your locker for
formal events when you want to look shiny.
Drugs
There are several different kinds of pharmaceuticals you can use to improve
your soldiers. Drugs tend to be fairly expensive and are always weightless,
making them excellent bartering commodities for you to get from people who
aren't the Quartermaster.
How Drugs Work
All drugs have three types of effects: use, withdrawal, and addicted. Use
effects trigger immediately when the drug is used and last for a set period of
time, then disappear. Immediately after the use effects disappear, withdrawal
effects appear and subtract from the character's natural qualities, _not_ the
drug-fortified qualities, and last for a set period of time. If the character
has the misfortune to become addicted to a given drug, the addicted effects
trigger after the withdrawal effects wear off. Addicted effects last longer
than withdrawal and use effects, but I haven't done any experiments to
determine exactly how long.
-After Burner Gum
Use: ST +1, PE +1, AP +2 for 2 days
Withdrawal: ST -2, PE -2 for 2 days
Addicted: ST -3, PE -3
-Buffout
Use: ST +2, AG +2 for 6 hours
Withdrawal: ST -2, AG -2 for 18 hours
Addicted: ST -2, AG -3
-Fusion Cola
Use: ST +2, PE +2, CH -2, IN -2, AG +2 for less than 3 hours
Withdrawal: ST +1, PE +1, CH -2, IN -2, AG +1 for one day
Addicted: no effects
-Mentats
Use: PE +2, CH +1, IN +2 for 1 day
Withdrawal: PE -2, CH -2, IN -2 for 4 days
Addicted: PE -4, CH -4, IN -4
-Mutie
Use: ST +4, EN +4, CH -4, IN -4, DR +15%, RR +25%, +15 HP for 1 hour
Withdrawal: ST -2, EN -2, DR -50% for 4 hours
Addicted:
-Psycho
Use: IN -3, AG +3, DR +50% for 4 hours
Withdrawal: IN -2, DR -25% for 8 hours
Addicted: IN +1, AG -3, DR -25%
-RadAway
Use: lowers Radiated level permanently
Withdrawal: lowers Radiated level again permanently
Addicted: none
-Rad-X
Use: RR +50% for 1 day
Withdrawal: RR -25% for 2 days
Addicted: none
-Voodoo
Use: AG +2, LK +3, DR +20%, Critical +20% for 1 minute
Withdrawal: AG -1, LK -3, Critical -20% for 1 hour
Addicted: PE +1, CH -1, IN -1
**********
*Gameplay*
**********
Strategy 101
The game offers you a few tutorials, but they're not extremely useful in
showing you how to actually pull off the massive assaults you'll be forced
into throughout the game. Here's a few that didn't make the tutorials.
-Sentry Modes
The game makes much of the three sentry modes indicated by Pipboy faces on the
right side of the interface: passive, defensive, and aggressive. I recommend
keeping your troops on aggressive about 85% of the time because in CTB it's
almost impossible to issue target orders to your troops, so it's better to let
them choose their own. There are some instances where the AI's target isn't
the best bet in the room, but you can direct their fire on those occasions if
necessary. Defensive is not a good idea because while the soldier getting
shot at will fire back, none of his friends will help unless they're also
taking damage. Never leave your troops on passive, as it serves no purpose
whatsoever - if you're shot run away, seek cover, or shoot back.
-Ambush
This one is covered in one of the tutorials, but what isn't mentioned is that
it usually doesn't work. In some situations, enemy patrols move along a set
path and pass through an area that offers cover to your troops where you can
wait for them to close and then massacre them with fire from all sides. Most
of the time, though, enemies don't move in patrols and cannot be enticed into
charging into an ambush unless they only carry melee weapons. No matter how
poor his weapons skill, a raider with a gun will not run after you around a
corner or over great distance. They will keep shooting as long as they see
you and seek cover. Melee fighters almost always will charge when they see
you.
-Sniper Draw
Use one sniper with a long-range weapon to pull the enemy's attention at such
range that they don't have much chance of hitting each other. While they're
shooting, use cover to move melee fighters or burst weapons close to the
enemy. Immediately after the enemy takes a shot and depletes his/her/its AP,
run the closer squad members out and kill him/her/it. The idea is to have the
enemy's AP at zero when you start attacking in earnest.
-Rifle Crawl
This one works in situations with little cover and long ranges. Equip
everyone with a rifle and set them up in two or three ranks of three or two
members each. Move the front rank into practical shooting range of the enemy.
While they're shooting and keeping the enemy heads down, move the next rank up
so they have a slightly closer shot. While they're shooting, move the next
rank up, etc, until everything in front of you is dead. The idea is to keep
the bullets flying no matter what while your squad advances and improves its
chance-to-hit. This strategy also works with big guns if you're careful about
not letting your squad mates shoot each other in the spray effect.
-True Sniper
The game provides you with quality sniper nests in many missions, perfect for
a sniper to crouch on and hail bullets on unsuspecting enemies at greater
ranges than you thought possible. Look for high yet accessible places like
roofs, towers, and ledges. It's much harder to find sniper nests that give
you useful shots on enemy groups, but you work with what you have.
-Edging
In places without cover for your troops to stand behind and shoot over, you
can use the edges of tall objects like buildings as cover. Stand behind it
and move around in the smallest steps possible out until you can see a single
enemy. Start firing to kill him quickly, which may bring the rest of his
group charging but they'll still be minus a gun. This works very well with
doorways.
-Storming
There are a lot of rooms and other places with narrow entrances that you'll be
expected to invade over the course of the game. Walk a sniper across the door
a fair distance away from it to look through it at many different angles and
see who's inside without them being able to hit you (much). Station snipers
with clear shots on the inside and let them start firing, forcing the enemy to
either take cover or die. While they're down, run the gunners (or shotguns if
early in the game) in to flank the doorway on the inside and let loose. If
there's more cover in the room that could protect enemies, bring the snipers
inside and use them to cover the gunners as they advance. When an enemy
sticks its head up, the snipers will distract it for a second so the gunners
can pull up their weapons and fire.
Enemies
Here are some basic descriptions of the various races you'll meet throughout
the wasteland. Weapons may vary slightly.
-Animals Missions 1, 2, 4-7, 12
There are several different kinds of animals, but they can generally be
grouped together. These include dogs, cockroaches, radscorpions, brahmin,
and wasps. With the exception of the large cockroaches that have a short-
range missile attack, all animals depend on melee combat. Radscorpions and
large cockroaches also have poison in their attacks. Avoid combat if you can
and use the cheapest ammo possible - you get very little experience and
absolutely no loot from killing animals. Melee and Unarmed combat are
reasonable alternatives to wasting bullets.
-Raiders Missions 1-3, 5, 13
Raiders will be your nemeses for the first few missions, but largely disappear
after Rock Falls. They're just greedy humans with some basic weapons skills.
Raiders use melee weapons, SMGs, rifles, and occasionally shotguns and thrown
weapons. After you've gone up a level or two, you should be able to take them
out from long range with no trouble. Raiders tend to be lazy and can
sometimes be found asleep, which makes killing them easier. Eventually some
raiders will join the recruit pool, as indicated by their character bios.
-Ghouls Mission 6
Actually, you won't fight ghouls unless you meet them in random encounters.
When you meet them in Quincy, you have the option to save their lives. Ghouls
are the humans that survived the Great War but were still heavily irradiated,
gaining extremely long lives. Unfortunately, lifespans of over a hundred
years have worn down their Strength and Agility.
-Beastlords Missions 6, 7
Humans infected with a kind of radiation only found in the Mardin caves become
able to make telepathic suggestions to animals. Calling themselves the
Beastlords, they prowl the wastelands with animal companions including
Deathclaws and fight with primitive melee weapons in addition to small arms.
Beastlords don't wear much in terms of armor and are simple to kill.
-Deathclaws Missions 6, 7
Deathclaws are really animals, but they appear later and are a much stronger
threat to you. Again, they rely on melee attacks, but you definitely don't
want to get into a fistfight - you will lose. Just about every hit a
Deathclaw lands will knock an opponent off his feet, which makes them
extremely difficult to take in a brawl. They also have more Strength,
Agility, HP, and they run faster than you. Keep your distance at any cost and
use rifles and SMGs to take them down. Baby Deathclaws are a lesser but still
significant threat.
-Super Mutants Missions 8-11
Mutants are the first real challenges you'll face. Mutants were created by
the Master in California by infecting humans with the Forced Evolution Virus,
causing them to become much stronger at the cost of Intelligence and Agility.
After the Master was defeated, some (apparently quite a few) Mutants migrated
east and settled in the Midwest under a new leader. Because of their high
Strength, many mutants carry heavy weapons that your gunners can salvage,
though some stick with melee weapons. Mutants rarely wear armor (it's hard to
shop in their sizes), but when they do it really increases their difficulty.
-Reavers Missions 12,14
Reavers are humans that worship technology as a god, salvaging it from the
wasteland. Naturally, this means they have some of the best weapons in the
game. Though they don't wear much in the way of armor, Reaver weapons can
often put holes in your squad roster if you're not very careful to engage them
from long range. They'll be your first source of powerful Energy Weapons and
ammunition. As an enemy, they don't last long - by the second mission they're
your allies. Just like ghouls, random encounters are still dangerous.
-Robots Missions 14-20
The robots are the strongest and most numerous enemy you'll face. They're
also quite diverse. Expect to kill robots with Energy Weapons and the very
strongest big guns, since the only reliable small guns against them are the
Grenade Launcher (very heavy ammo) and Pancor Jackhammer with slug or pulse
ammo (expensive, especially on burst mode).
Turrets Missions 4, 11, 15-20
Okay, technically turrets aren't robots and you won't even see Laser Turrets
anywhere near robots, but they're from the same family. This makes it very
difficult to take out the Laser Turrets in the Preoria Vault when you meet
them, forcing you to take advantage of their malfunction. Once you get energy
weapons you can go back and blast them to see the dramatic difference. Later
turrets use either .50 caliber, 7.62mm, or explosive rockets that make for
excellent salvage. Turrets are unable to move and can sometimes be turned off
by a nearby switch.
Humanoid Bots Missions 14-20
They're bipedal and use whatever weapons they are supplied with, including but
not limited to AK-47s, M249 SAWs, Laser Rifles, Vindicator Miniguns, etc.
They're also quite nasty in melee combat, but can be bested by a Deathclaw or
equally strong fighter if you take them one at a time. Unfortunately, they
like to travel in groups and watch each others' backs. Small guns will bounce
right off them.
Load Lifters Missions 14, 16-18
They used to be warehouse workhorses, but apparently the prongs that can lift
pallets adapt very nicely to poking holes in living things. Load lifters
exclusively use melee attacks with a range of 1. Knockdowns seem to have a
lesser effect on them as well, since they can't truly be 'knocked down', only
caused to slump for a second. They're relatively large, so you can often draw
them into tight passages where they don't fit and smash them from range at
your leisure, though they sometimes bolt when they take too much damage. Load
lifters never leave useful salvage behind.
Security Bots Missions 14-20
Actually, these robots are still doing the job they did before the Great War,
they just include more people in the 'unauthorized intruder' category. They
use either a laser rifle-like weapon with fairly long range or a 9mm SMG
attack and are quite agile, but have low HP and are easy to take down with
Laser or Plasma Rifles. You can often salvage Micro Fusion Cells or the less-
useful 9mm from the wreckage.
Scurry Bots Missions 15-19
These are some nasty little buggers. They burrow in the dirt and wait for you
to get close, then bust out in a flare of debris and charge with a pointy
melee attack. They're quite likely to knock you down if you engage them in
melee combat, so back off and pulverize them with shotgun slugs or a Browning.
Such heavy weaponry wouldn't be necessary if they didn't travel in packs so
often. If a scurry bot loses its target, it can burrow back down again
wherever it happens to be. Like load lifters, you can get them lodged in
doorways and then blast them to pieces. They don't leave loot on their
corpses.
Hover Bots Missions 15-20
Hover Bots, naturally, hover. They have explosive rockets that you're free to
salvage if you can prevent them from getting off two shots in a row. When
they've exhausted their ammo, hover bots do a nasty kamikaze attack that both
destroys them and smacks your character around a bit. Their small size
makes them significantly more difficult to hit with rifles - try to nail them
to the wall with burst weapons.
Tank Bot Missions 15-17
The robots are a jealous race. When you finally get the tank in Newton, they
make you face off against a tank of their own. The Tank Bot has a melee flail
that's devastating to people caught in front of it but not very impressive
against your salvaged tank. Stick a couple of Brownings through the view
ports and scrap it. When you fight it on foot, make sure your whole squad is
firing full bore to stop its charge. Tanks sometimes run when they can't hit
you through barriers and are taking damage. The tank bot does not respond in
any way to being knocked down or knocked out, it just keeps rolling.
Pacification Bot Missions 14, 16, 18, 19
The Pacification Bot is a leader-type robot. The first one you meet is badly
damaged and an easy kill, but the second time you'll see just how painful
these things can be. They use an area attack based on Small Energy Cells that
often stuns your characters, making them difficult to take down with energy
weapons snipers. Stick with big guns or great distances.
Behemoth Missions 17-19
The Behemoth is the biggest, baddest non-unique enemy in the game. In
addition to its massive size, it has two .50 cal guns on the sides of its head
just like your Brownings. Don't take it lightly under any circumstances and
use Brownings, the Gatling Laser, and the Gauss Minigun to kill it before it
hurts you too much. Big Guns help knock it down.
Recruit Races
Recruits come from different races, and some of them have different abilities.
The stats are the minimum and maximum attributes for Strength, Perception,
Endurance, Charisma, Intelligence, Agility, and Luck.
-Human ST 1-10 PE 1-10 EN 1-10 CH 1-10 IN 1-10 AG 1-10 LK 1-10
By far, most recruits are humans. Humans are average in all stats and gain
Perks every three levels. Humans can use every weapon and item in the game.
Humans have 40 attribute points.
-Ghoul ST 1-6 PE 4-14 EN 1-10 CH 1-9 IN 2-13 AG 1-8 LK 5-13
After Quincy, five ghouls appear in the recruit pool if you saved the Ghoul
Quarter: Billy Bob, Babs, Martin, Harold, and Dillon. Ghouls have lower
Strength and Agility than humans, but can have higher Perception and Luck.
They cannot wear leather or metal armor and gain Perks every four levels
instead of three. They also have high radiation and poison resistance.
Otherwise, ghouls are exactly like humans. Ghouls get 42 attribute points.
-Deathclaw ST 6-14 PE 5-12 EN 1-13 CH 1-3 IN 1-4 AG 6-16 LK 1-10
If you rescue the Matriarch in Mardin instead of killing her, four Deathclaws
join the recruit pool: Mother, Krldraav, Shriek, and Shaav. Deathclaws have
higher Strength, Perception, Endurance, and Agility than humans or mutants at
the severe expense of their Intelligence and Charisma. While Deathclaws make
really nasty opponents, as allies they kind of suck. They can't use any armor
whatsoever or any weapons, so are exclusively reliant on their melee attacks.
The low Intelligence prevents the character from growing anywhere but in his
Tag skills, especially if Gifted, which is a severe handicap. Incidentally,
though kits turn red in their hands it is possible for Deathclaws to use
technical skills if they hold the kit and use the Skilldex or keyboard
shortcut to access the skill. Deathclaws run faster than humans and gain
Perks every four levels. Deathclaws get 40 attribute points.
-Super Mutant ST 5-13 PE 1-10 EN 4-12 CH 1-8 IN 1-8 AG 1-8 LK 1-10
Since you've been killing them for four missions, five mutants join the
recruit pool after Osceolla: Cookie, Bob, Pump, Chuck, and Toni. Mutants are
less Intelligent and Agile than humans, but significantly stronger and more
durable. Because of their size, mutants cannot wear any armor except Brahmin
Armor, which you have to find in a special encounter. Their huge hands force
them to use only the largest of weapons, meaning that they're restricted to
Big Guns and the Gatling Laser. Many mutants also come with the Vat Skin
trait, which is annoying until you Mutate it away. Mutants run slightly
slower than humans and gain Perks every four levels. Mutants get 40 attribute
points.
-Humanoid Robot ST 7-12 PE 7-12 EN 7-12 CH 1 IN 1-12 AG 1-12 LK 5
You only get access to one robot during the entire game for recruitment:
HR1205 after Canyon City. Robots have slight advantages over humans in all
attributes except Charisma and Luck and gain 5 extra skill points per level,
but they cannot wear armor except Brahmin Armor and never gain Perks. They
are immune to chemical effects of any kind including Stimpaks and must be
Repaired instead of using First Aid. Keep in mind that HR1205 does not have
Repair skill developed when you get him, so you'll have to keep a separate
mechanic on staff if you want to keep him alive. Humanoids can use all items
just like humans. Humanoids get 42 attribute points.
-Dog ST 1-7 PE 4-14 EN 1-6 CH 1-5 IN 1-3 AG 1-15 LK 1-10
You will never be able to add dogs to your party in the single-player game for
good reason: as squad members they suck. They cannot wear armor or use
weapons or items of any kind and they can only carry one item at any time.
The only advantages dogs have are higher Perception and Agility and they gain
Perks every two levels instead of three. Dogs get 35 attribute points.
I managed to finish the game with a member of each race in my party:
Archangel (custom character) - Small Guns/Energy Weapons sniper, Doctor,
Lockpicker, Trapper, Scientist, Outdoorsman, Pilot (books are good)
Dillon (ghoul) - Small Guns/Energy Weapons sniper, Mechanic
Shaav (Deathclaw) - melee sneaker, First Aid
Stoma (human) - Big Guns gunner, Energy Weapons sniper
Toni (Super Mutant) - Big Guns/Energy Weapons gunner
HR1205 (Robot) - Big Guns gunner, Energy Weapons sniper
Though I managed to pull it off, it wasn't easy and I wouldn't have made it if
I was playing Tough Guy. By Canyon City the Deathclaw was mostly dead weight
and it was very difficult to keep HR1205 alive because of his low HP - repairs
were constantly a problem. My point here is that nonhumans are fun, but just
sticking with humans makes things simpler and easier. There's no real reason
to take nonhumans with you since you can't design them yourself.
Recruits
You can have up to 6 squad members, but you aren't required to have more than
yourself. It's theoretically possible to beat the game with only one
character, but the regular hassles - carrying capacity, ammunition, and skill
deficiencies - make it a severe challenge. Therefore, you'll be wanting to
add some squadmates to your party. This information is from the 1.27 patch
version and often different from the original game. A * indicates recruits
with special abilities or disabilities.
Initiates
-Farsight
Human ST 5 PE 8 EN 5 CH 5 IN 6 AG 7 LK 4 HP 30 Lvl 1
Small Guns 53%
Sneak 41%
Outdoorsman 42%
-Stitch
Human ST 6 PE 4 EN 5 CH 5 IN 9 AG 6 LK 5 HP 36 Lvl 2
Good Natured
Small Guns 59%
First Aid 96%
Doctor 79%
-Trevor
Human ST 9 PE 6 EN 5 CH 4 IN 4 AG 7 LK 5 HP 39 Lvl 2
Fast Shot
Small Guns 63%
Throwing 72%
Sneak 41%
-Brian
Human ST 6 PE 5 EN 9 CH 1 IN 5 AG 9 LK 5 HP 46 Lvl 2
Fast Shot
Small Guns 86%
Big Guns 43%
Sneak 47%
-Jo
Human ST 7 PE 5 EN 8 CH 4 IN 5 AG 6 LK 5 HP 45 Lvl 2
Small Guns 69%
Repair 35%
Pilot 52%
-Robin
Human ST 5 PE 8 EN 5 CH 3 IN 5 AG 9 LK 5 HP 30 Lvl 1
Small Frame
Night Person
Melee Weapons 68%
Sneak 57%
Lockpick 47%
-Jax
Human ST 6 PE 6 EN 7 CH 4 IN 5 AG 7 LK 5 HP 35 Lvl 1
Kamikaze
Fast Shot
Small Guns 53%
Big Guns 34%
Energy Weapons 34%
-Torn *(extra Perk)
Human ST 8 PE 7 EN 7 CH 4 IN 4 AG 6 LK 4 HP 37 Lvl 1
Unarmed 78% Bonus HtH Attacks
Melee Weapons 68%
Traps 43%
Senior Initiates
-Kevin
Human ST 8 PE 5 EN 6 CH 6 IN 7 AG 9 LK 6 HP 47 Lvl 3
Gifted Toughness
Small Guns 71%
Melee Weapons 90%
Repair 53%
-Rage
Human ST 5 PE 8 EN 5 CH 2 IN 8 AG 7 LK 5 HP 40 LVl 3
Small Guns 99% Awareness
Sneak 61%
Steal 41%
-Rebecca
Human ST 5 PE 8 EN 4 CH 4 IN 6 AG 8 LK 5 HP 38 Lvl 3
Small Guns 93% Scout
First Aid 98%
Lockpick 48%
-Ice
Human ST 6 PE 7 EN 7 CH 2 IN 5 AG 8 LK 5 HP 53 Lvl 4
Finesse Loner
Small Guns 91%
Sneak 68%
Outdoorsman 68%
-Mandy *(extra attribute point, missing Perk)
Human ST 6 PE 8 EN 7 CH 5 IN 9 AG 7 LK 6 HP 47 Lvl 3
Skilled
Gifted
Small Guns 87%
First Aid 106%
Sneak 60%
(Stevie and Sharon are both Senior Initiates, but they don't appear in the
recruit pool until after Rock Falls no matter your rank)
-Stevie
Human ST 5 PE 7 EN 4 CH 4 IN 8 AG 8 LK 4 HP 38 Lvl 3
One Hander Thief
Small Guns 95%
Unarmed 98%
Sneak 96%
-Sharon
Tribal ST 6 PE 5 EN 7 CH 8 IN 5 AG 6 LK 3 HP 56 Lvl 4
Chemical Resistant Flower Child
Small Guns 77%
Big Guns 52%
Sneak 58%
Squires
-Target
Tribal ST 7 PE 6 EN 5 CH 4 IN 8 AG 7 LK 3 HP 52 Lvl 5
Small Guns 83% Hit the Deck
Throwing 108%
Sneak 61%
-Stein
Human ST 7 PE 8 EN 5 CH 4 IN 5 AG 7 LK 4 HP 52 Lvl 5
Small Guns 109% Healer
Big Guns 70%
First Aid 96%
-Beth
Human ST 10 PE 5 EN 7 CH 4 IN 4 AG 8 LK 4 HP 63 Lvl 5
Bruiser Bonus HtH Damage
Heavy Handed
Unarmed 118%
Melee Weapons 96%
Repair 44%
Senior Squires
-Keith
Tribal ST 7 PE 5 EN 6 CH 4 IN 7 AG 6 LK 5 HP 70 Lvl 7
Good Natured Team Player
First Aid 154% Stat!
Doctor 122%
Sneak 68%
-Stumpy
Human ST 7 PE 7 EN 6 CH 5 IN 7 AG 5 LK 3 HP 70 Lvl 7
One Hander Crazy Bomber
Small Guns 131% Bone Head
Melee Weapons 90%
Traps 112%
-Stoma
Human ST 10 PE 6 EN 9 CH 4 IN 4 AG 5 LK 4 HP 87 Lvl 7
Bruiser Strong Back
Small Guns 81% Stonewall
Big Guns 112%
Energy Weapons 56%
(Creeper only appears after Mardin no matter your rank)
-Creeper
Human ST 6 PE 7 EN 5 CH 2 IN 8 AG 8 LK 4 HP 66 Lvl 8
Small Guns 107% Silent Running
Unarmed 96% Flexible
Sneak 126%
(Billy Bob and Babs only appear if you helped the Ghoul Quarter in Quincy)
-Billy Bob *(1 extra attribute point)
Ghoul ST 6 PE 12 EN 8 CH 2 IN 6 AG 4 LK 5 HP 81 Lvl 8
Glowing One Pack Rat
Fear the Reaper Stunt Man
Small Guns 111%
Energy Weapons 75%
Throwing 66%
-Babs *(2 extra attribute points)
Ghoul ST 5 PE 7 EN 5 CH 6 IN 8 AG 8 LK 5 HP 60 Lvl 7
Small Frame Master Thief
Tech Wizard Flexible
Small Guns 105%
Lockpick 122%
Steal 115%
(Shriek and Shaav only appear if you rescued the Matriarch in Mardin)
-Shriek
Deathclaw ST 13 PE 5 EN 6 CH 3 IN 3 AG 7 LK 3 HP 145 Lvl 8
Chemical Resistant Silent Death
Unarmed 150% Brutish Hulk
Sneak 70%
Steal 61%
-Shaav *(missing attribute point)
Deathclaw ST 6 PE 7 EN 7 CH 1 IN 1 AG 14 LK 3 HP 146 Lvl 8
Small Frame Silent Running
Night Person Tunnel Rat
Unarmed 102%
First Aid 88%
Sneak 134%
Junior Knights
-Malice
Human ST 8 PE 6 EN 6 CH 3 IN 6 AG 9 LK 2 HP 89 Lvl 10
Big Guns 110% Bonus Move
Energy Weapons 58% Quick Pockets
Melee Weapons 131% Thief
-Hurt
Human ST 7 PE 5 EN 6 CH 4 IN 7 AG 6 LK 5 HP 88 Lvl 10
Small Guns 115% Comprehension
First Aid 134% Team Player
Doctor 72% Stat!
-Pain
Human ST 6 PE 5 EN 9 CH 4 IN 5 AG 6 LK 5 HP 102 Lvl 10
Small Guns 119% Faster Healing
Melee Weapons 84% Rad Resistance
First Aid 84% Adrenaline Rush
(Martin, Harold, and Dillon only appear if you helped the Ghoul Quarter in
Quincy)
-Martin *(ST above racial max)
Ghoul ST 8 PE 9 EN 7 CH 2 IN 5 AG 6 LK 5 HP 86 Lvl 10
Glowing One Scout
Fear the Reaper Lead Foot
Energy Weapons 104%
Traps 105%
Pilot 130%
-Harold *(2 extra attribute points, extra Tag skill, 2 extra Perks)
Ghoul ST 6 PE 6 EN 6 CH 1 IN 7 AG 6 LK 12 HP 88 Lvl 11
Skilled Die Hard
Fear the Reaper Rad Child
Small Guns 131% Bonsai
Throwing 110% Way of the Fruit
Traps 158%
Repair 101%
-Dillon
Ghoul ST 6 PE 14 EN 6 CH 2 IN 7 AG 5 LK 9 HP 68 Lvl 9
Gifted Sharpshooter
Glowing One Better Criticals
Small Guns 159%
Science 38%
Repair 43%
(Mother and Krldraav only appear if you saved the Matriarch in Mardin)
-Mother *(5 extra attribute points, extra trait, extra Perk)
Deathclaw ST 12 PE 6 EN 12 CH 2 IN 7 AG 12 LK 3 HP 174 Lvl 10
Bloody Mess Death Sense
Gifted Brutish Hulk
Domesticated Hide of Scars
Unarmed 130%
Throwing 76%
Sneak 96%
-Krldraav
Deathclaw ST 13 PE 5 EN 4 CH 2 IN 3 AG 10 LK 3 HP 151 Lvl 9
Finesse Dodger
Rabid Brutish Hulk
Unarmed 172%
Throwing 60%
Sneak 66%
Knights
-Ed
Human ST 6 PE 3 EN 5 CH 3 IN 10 AG 7 LK 5 HP 81 Lvl 11
Tech Wizard Dodger
Small Guns 113% Mr. Fixit
Lockpick 122% Pack Rat
Repair 182%
-Alice
Human ST 9 PE 6 EN 7 CH 2 IN 3 AG 8 LK 5 HP 98 Lvl 11
Fast Shot Faster Healing
Big Guns 108% Snakeater
Energy Weapons 120% Die Hard
Throwing 68%
-Max
Human ST 10 PE 5 EN 7 CH 5 IN 3 AG 7 LK 5 HP 99 Lvl 11
Bruiser Bonus Move
Big Guns 130% Strong Back
Energy Weapons 78% Heave Ho!
Throwing 86%
-Boomer *(extra attribute point)
Human ST 10 PE 6 EN 6 CH 5 IN 4 AG 8 LK 2 HP 97 Lvl 11
One Hander Stonewall
Small Guns 93% Stunt Man
Throwing 168% Bonehead
Traps 68%
Kevin Johnston's Blog - http://www.300bucks.ca