|
Sep 25, 2000 - Fallout 2 Walkthrough For PC 1.6Back
- If the target is heavily armored, don''t use burst shots. You will see
this happen to you when you get Power Armor and the Enclave guards
are showering you with bullets from Gatling Lasers, Avenger Miniguns,
and Vindicators.
SNIPER TACTICS
--------------
- The Hunting Rifle is a sniping weapon that you'll encounter early on.
It's not terribly bad in the beginning but it will be easily outgunned
by other weapons. The FN-FAL with night sight as well as the Assault
Rifle (extended magazine) make for decent midrange weapons. The Sniper
Rifle, however, is an excellent sniping weapon - long range coupled
with extremely good accuracy. At the endgame, the M72 is an absolute
bastard.
When you go to Sierra Army Depot, get the Sniper Rifle from there. It's
in one of the corpses. And in the Enclave, get the M72.
- You can use the burst Shotguns for shoort distance sniping, such as fighting
unarmed or melee-weapon using mutants or humans. It is the best weapon
for mid armored targets, and is excellent for short range control. It
works well in conjunction with Power Armor and is effective against many
critters.
A Pancor Jackhammer, Combat Shotgun, or H&K CAWS work pretty nicely and
deal good damage with targeted shots.
- If you have a high energy weapons skilll, get a Plasma Rifle. No armor can
withstand Plasma damge well. I got 132 hp on an eye shot on a Deathclaw
once. The Turbo Plasma Rifle only costs 4 AP's for a single shot!
Even better, get a Pulse Rifle. This type of attack is literally unstoppable
and deals about 70 damage to, yes, Armored Enclave troopers! Just imagine
how it would be with targeted shots!
- If you have good guns skill, then go ffor aimed shots if possible. You'll
deal more damage from the shot.
- If you use long-range weapons, you'll get a negative modifier if you are
attacking critters at really close range. This is an issue with the
Fallout combat engine.
MELEE TACTICS
-------------
- If you have a sledgehammer, use the weeapon against unarmed critters. Aim
for the legs. After they have been crippled, you can score aimed shots to
the head and eyes easily. Rippers work just as well.
- A Super Sledgehammer in conjunction wiith Power Armor can literally kill
anything (before the Enclave, though). Aimed shots will routinely deal
about 60 hit points to humans and super mutants; to the armored aliens
it will deal about 35 or so.
NPC TACTICS / GENERAL INFO
--------------------------
- Give NPC's the right weapon as well ass good armor. Also, do not let them
have the best weapons (unless you're deficient in any skills) - e.g.,
keep the M72 for yourself and give shotguns to Vic and Cassidy.
- Be careful about letting NPC's burst. Sometimes their shots can hurt you
as well.
- At the endgame, NPC's are really not rrequired and are not recommended to
have (they pose problems at Navarro as well as the Enclave). Also, some
NPC's (like Marcus, Skynet, Goris, the dogs) cannot wear armor and thus
are suceptible to major damage in the endgame.
* If you are going to Navarro and Enclave (and are going to walk around
the base), you must give your NPC's some form of Power Armor. Here
is a laydown of where you can get Power Armor (4 sets!):
- You: Advanced Power Armor at Navarro
- Sulik: Power Armor at Military Base
- Vic: Power Armor at the Brotherhood bunker in San Francisco
- Cassidy: Power Armor at Flying Dragon 8 (absurdly expensive)
- If you have NPC's during the endgame, Sulik, Vic, and Cassidy should be
in your party. Give Vic and Cassidy hardened versions of Power Armor and
let Sulik have your old suit of Advanced Power Armor once you find the
Advanced Power Armor MK-II variant. Also, be sure to give Sulik the
G11e SMG and give Vic and Cassidy M72 rifles.
BOSS GUIDE
----------
Some of the more difficult fights are described in detail here. Major
fights, like the Hubologists, are extremely easy, so there's no need
to go and describe them in detail.
- The Rat God
Enemies: various rats
Where: Klamath Mall in Trapper Town
Hit points: 40 (?)
Armor: Fur
Weapon: Claws
Number: Lots
Difficulty: Easy
This fight is not that hard if you have Sulik with you. Use melee
weapons to take out the regular rats and use the pipe rifle to
kill the Rat-God.
- Gecko Fights
Enemies: Geckos and Golden Geckos
Where: Toxic Caves
Hit points: 25 - 65
Armor: Thick skin
Weapon: Claws and teeth
Number: About 8 or 9
Difficulty: Depends if you have the Power Armor
Generally, a good tactic for these guys is to use the 10mm Pistol and
aim for the legs to cripple them (you have been pumping up small
guns, haven't you?) and let Sulik do the up-close and personal melee
attacks. You'll need several stimpacks for this battle to go well.
Having armor isn't a bad idea (if you can afford it).
If you have Power Armor, you can just go in and poke them with your
spear, or better yet, the Super Sledgehammer. The bad thing about
the Power Armor is that the geckos will run away from you when they
see you wearing it.
- Metzger the Slaver
Where: The Den
Hit points: 35-50 (I'm not sure...)
Armor: Leather Armor
Weapon: Shotgun
Allies: Several slavers clad in leather armor and armed with 10mm
Pistols; about 30-40 hit points
Difficulty: Depends on when you fight him...can range to extremely
difficult to extremely easy
You should kill Metzger after you've completed the Vault City/Gecko
block or have gotten the Power Armor. It's entirely possible to kill
him when you're in the Den. It's extremely difficult if you choose
the last option.
If you have chosen the last option, make sure that you have stolen
Metzger's shotgun and his allies' stimpacks, ammo, etc. Let Sulik
strike with the sledgehammer and let Vic have the pipe rifle or
10mm Pistol. Arm yourself with the .44 Magnum (if you have it) as
well as Metzger's Shotgun. Keep on aiming at the eyes or at the
hands or even the legs.
If you have completed Vault City / Gecko and still haven't gotten
the Power Armor, this fight will be quite easy. Give Sulik the
sledgehammer and give Vic and Cassidy Combat Shotguns. Arm yourself
with that arm as well. Make sure that every member of your team
has some type of armor on (make sure that you have combat armor; let
the others have metal armor or leather armor mk 2).
If you have the Power Armor, you can just go in the compound early
on with guns blazing. You might suffer minor damage due to critical
hits, but that's about it.
- Frog Morton
Where: Redding
Hit Points: 70-100 (I think)
Armor: Leather Jacket
Weapon: H&K G11 (!)
Allies: Several cronies that are a bit tougher than him; have
Leather Armor MKII and shotguns; same amount of hit
points
Difficulty: Medium
You don't need Power Armor for this fight, but it sure helps.
The shotguns have enough penetration to deal a few hit points of
damage against you (with Power Armor and implants), and so does
Frog's G11 sub-machine gun. Use targeted shots to the hands to
eliminate their weapon handling skills, and then use targeted shots
to their head or eyes.
When you enter Frog's compound, be sure to kill him first. If
he bursts "up close and personal," you can suffer a good deal of
damage.
- "Mother" Wanamingo (the white one)
Where: Redding
Hit points: 220
Armor: Unknown; equivalent to Combat Armor MKII
Weapon: Tentacles and teeth
Allies: Several "normal" Wanamingos; attack is same; armor is
slightly weaker; 120 or 160 hit points
Difficulty: Medium
Make sure that you have Power Armor when you're here; also, make
sure that you've got the .44 Magnum and Super Sledgehammer when
you're here. Use the .44 Magnum at the eyes on the white Wanamingo.
After she has been killed, use the Super Sledgehammer to knock
out the other Wanamingos, and then go for targeted shots to the
eyes. A Combat Shotgun will deal more damage to the Wanamingos
if you aren't able to score that many criticals; however, the .44
Magnum's criticals are a bit stronger. This fight is a lot like
the deathclaw fight in Fallout 1, but a bit easier.
- New Reno Crime Fights
Enemies: Crime Family guards
Where: New Reno
Hit Points: 70-100
Armor: Leather-based or Metal Armor
Weapon: Sub-machine guns (all), burst-mode shotguns (Bishop's
private guards), Laser Pistols (Salvatores)
Number: 100's
Difficulty: Easy (Power Armor), Hard (without armor)
You should be wearing Power Armor and be equipped with a Combat
Shotgun. You should also have about 300-400 shells with you if
you plan on using that weapon alone.
Just go up to the crime boss after you've finished his quests
and then attack him. His guards will attack you; finish the
guards off, and then attack the crime boss. After you've
wiped out the guards, you can end combat mode and get SMG's and
ammo from the Guards' corpses. You can use the SMG's in burst
mode (up close and personal) when you encounter the next wave
of guards. Don't use the leather pistols against the Salvatore's
metal armor, however - the armor will reflect the lasers.
- Military Base
Enemies: Radiated rats, Super Mutants, and Melchoir
Where: Military Base
Hit points: 20-30 (rats), 110-130 (Super Mutants)
Armor: Fur (rats), thick skin (green Super Mutants), armor
that's equal to Metal Armor MKII (normal attacks)
(black Super Mutants)
Weapon: Teeth and claws (rats), Miniguns, Flamethrowers, Laser
Rifles, Plasma Rifles, and Power Fists (Super Mutants)
Number: Lots of them, about 25-30
Difficulty: Medium to Hard
Again, you will absolutely need the Power Armor for this fight.
The first level is pretty easy; you can clear everything using only
the Super Sledgehammer. Ditto for the second level.
The third level is where you will meet Super Duper Mutants, but
they aren't much harder than their bretheren. You can knock them
out using the Super Sledgehammer and a gun in conjunction.
The fourth level can be easy to hard, depending on when you kill
Melchoir. He's a Super Mutant with 130 hit points and a laser
rifle; the case behind him holds a PPK12 Gauss Pistol. He also has
special grenades that can evolve into Deathclaws, Fire Geckos, Floaters,
and Mutated Mole Rats. If you let him throw all of his grenades, you
will be awarded with a grand total of more than 10,000 xp for just
that fight alone. If you kill him early, you might face two deathclaws
in addition to Melchoir. Use the Super Sledgehammer and targeted shots
for maximum damage.
- The Tanker (underground)
Enemies: An alliance consisting of Floaters, Centaurs, and Aliens
Where: The bottommost level of the Oil Tanker in San Francisco
Hit points: 120 (Aliens) to 200 (Nasty Floaters and Tough Centaurs)
Armor: Varies; Centaurs have the weakest, Aliens are in the middle,
Floaters have the strongest
Weapon: Tentacles (Aliens), Teeth (Centaurs), and some appendage
(Floaters)
Number: I think 20
Difficulty: Easy
By this time, you should be strong enough to take them on. Just use
targeted shots with strong weapons or the Super Sledgehammer. Like
the other fights, you should be wearing (rather, you will be) Power
Armor. Watch out when they corner you and start knocking you down.
- Frank Horrigan
Where: Enclave
Hit points: 999
Armor: Modified Advanced Power Armor; designed to fit a Super
Mutant and substantially stronger
Weapon: Burst-mode plasma gun (subpar) or a special blade (pretty
good)
Allies: Can include: 7 Turrets, 3 Enclave troopers and 7
Turrets, or just 3 Enclave troopers
Your
Allies: 4 Enclave troopers, 7 Turrets, or both
Difficulty: Easy to Hard
Ally description
Turrets
-------
75 hit points
Metal Plating
Heavy Minigun (.223 ammo, quite powerful)
Enclave Troopers
----------------
200 hit points
Advanced Power Armor
Gatling Laser, Turbo Plasma Rifle, PPK12 Gauss Pistol, and YK42B
Pulse Rifle
Before you go to fight Horrigan, make sure that you have the Presidential
Pass Key and the M72 Gauss Rifle. Destroy the reactor. After you've
done that, leave the Enclave and go back to where you started. You'll
see some guards in Power Armor waiting for you. Talk to the leader
of the squardon and convince him to join you. He'll accept. After you've
done that, run towards the south and use the computer terminal on the
south east corner. Activate the counter-insurgency protocol using the
Presidential Pass Key. Watch Horrigan die afterwards... (actually, talk
to him to watch his head pop off)
The fight will be slightly more difficult if you didn't enlist the
troopers' help (all but the squadron leader will attack you) and
a lot more difficult without the Presidential Pass Key (the turrets
will attack you as well, and the penetration afforded by their ammo
is excellent). I've seen the turrets do about 300+ hp with criticals.
APPENDIX
========
The Appendix is more or less a "super-reference" source that contains
full lists for virtually every item in Fallout and gives info on
various critters and humans in the game. It also features info about
allied NPC's and random encounters.
Contents
--------
1. Allied NPC's with commentaries
2. NPC's, also with commentaries
3. Armor
4. Weapons (seperate sections)
- Small Guns
- Big Guns
- Energy Weapons
- Melee
- Throwing Weapons
- Unarmed
5. Chemicals
6. Various Items
7. Random Encounters
NOTE: Damage ratings for guns are given per bullet. If you're using
a burst mode shot, then multiply the damage per bullet for
finding the total damage dealt.
ALLIED NPC'S
------------
This is a listing which covers all of the NPC's that you'll be allied
with at different parts during the game. A few of the more prominent
ones were covered in the context of the walkthrough.
NPC's also will level up randomly (this happens when you level up), and
when they do, hit points, action points, and melee damage often increase.
All statistics are base-level statistics. Summaries are provided for
the respective character's pros and cons as well as info for getting
them. In addition, the NPC's are seperated into three categories: Good NPC's,
Bad NPC's, and temporary NPC's.
Good NPC's
----------
- SULIK
Hit points: 85 hp
Carry weight: 200 lbs
Melee damage: 6 hp
Action points: 9
Skills: Melee weapons
Weapons: Unarmed/Melee (esp. Super Sledgehammer), SMG's
Sulik is a powerful melee fighter who will be well worth having in
the long run. He can be found at Klamath, and can be recruited by
paying the Buckner family $350 or by rescuing Smiley.
Sulik is good with a powerful SMG and the Super Sledgehammer. He's
quite powerful with the H&K P90c combined with decent armor. Also,
he's quite a ballsy fighter.
- VIC
Hit points: 70 hp
Carry weight: 150 lbs
Melee damage: 1 hp
Action points: 8
Skills: Repair
Weapons: Rifles, Shotguns
Vic is a decent long-range fighter with good gun skills (initially,
not so, but good later on...) He can be found at the Den and can
be recruited by buying him from Metzger or by killing him.
Initially, Vic isn't that great of a fighter, but after he levels
up, he will be able to use the M72 Gauss Rifle. He's not a bad shot
with shotguns and sniper rifles as well.
- CASSIDY
Hit points: 80 hp
Carry weight: 175 lbs
Melee damage: 1 hp
Action points: 8
Skills: Small Guns
Weapons: Melee, all Small Guns
Cassidy is a lot like Tycho from Fallout 1 or, if you will, a supercharged
Vic. You can talk him into joining your group in the bar in the Vault
City courtyard.
Cassidy is a great shot with any small arm. Give him shotguns early on.
At the end, give him the Sniper Rifle or the M72 Gauss Rifle (if Vic is
in your party as well, give Cassidy the M72) or the PPK12 Gauss Pistol.
He's an excellent fighter to have.
Cassidy has heart trouble and can only use stimpacks as drugs. He cannot
use Buffouts, Mentats, or any other drug like that. However, in his
combat setup screen, you can choose to have him use all types of drugs.
- MARCUS
Hit points: 130 hp
Carry weight: 275 lbs
Melee damage: 10
Action points: 9
Skills: Big Guns
Weapons: Unarmed, Big Guns, Big Energy Weapons
Marcus is the super-mutant sheriff of Broken Hills. If you solve every
quest in Broken Hills, you can get him into your party.
Marcus starts out with the Minigun, but you should upgrade it to
a Plasma Rifle, Turbo Plasma Rifle, or a Pulse Rifle as soon as possible.
He will make an excellent shot with the aforementioned weapons.
Marcus cannot wear armor, but his inherent protection is about the same
as Metal Armor or so. It will become one of his weak points as you approach
the endgame.
- GORIS
Hit points: 125 hp
Carry weight: 225 lbs
Melee damage: 23
Action points: 11
Skills: Unarmed
Weapons: Claw
Goris is the deathclaw scholar whom you have seen at Vault 13. Talk
to him so that he can join your party.
Goris is an extremely powerful melee fighter. His deathclaw claw
deals tremendous amounts of damage. His skin is about as tough as
Combat Armor. However, he cannot use other weapons, nor can he use
armor.
Goris will leave your party after two weeks (the Enclave kills the
deathclaws in Vault 13 two weeks after you have visited the vault).
but you can get him back by visiting Vault 13 again and recruiting
him.
- SKYNET
Hit points: 115 hp
Carry weight: 225 lbs
Melee damage: 8 hp
Action points: 10
Skills: Science (depends on brain)
Weapons: All rifles/shotguns and unarmed (again, depends on
brain)
Skynet is said by some to be amongst the best NPC's. Indeed, it is
very effective. It will join you if you repair it at the Sierra
Army Depot.
Skynet is as good as Cassidy when it comes to small arms. It can use
all sorts of rifles and shotguns "out of the box" (without leveling
up), including the M72 Gauss Rifle. The robot can also heal itself
in one shot (not in combat, though) and its metal exterior is about
as strong as Metal Armor. In addition, it can perform science skills
for you. Note that the armor will become a big detriment at the end.
The above can be said if Skynet is equipped with a cybernetic brain;
if you give it an abnormal brain, monkey brain, or a regular brain,
it will not be as good in combat, nor will it be as good when it comes
to Science. You can end up with a robot that refuses to fight. But
in the end, it's worth a lot.
Bad NPC's
---------
- LENNY
Hit points: 126 hp
Carry weight: 125 lbs
Melee damage: 1 hp
Action points: 7
Skills: Doctor
Weapons: SMG's only
Lenny is probably the best out of the worst NPC's here. You can get
him to join you if you talk to him at Gecko. He's one of the ghouls
from Necropolis.
Lenny is a decent shot with sub-machine guns. He also has a lot of
hit points. But otherwise, he's only average. And he's not that much
of a help in the early game (if you find the G11(e) SMG, then the
story can change quite rapidly). You can get him if you want to, but
it isn't strongly recommended. He can also wear armor.
- K-9
Hit points: 127 hp
Carry weight: n/a
Melee damage: 16 hp
Action points: 14
Skills: Unarmed
Weapons: Teeth
K-9 is the best out of the three canine NPC's. He's the strongest
and deals the most damage. He can be found in Navarro.
K-9 isn't recommended because his melee attack, although powerful,
might be weak by the time most players reach Navarro. His armor
also is about as tough as metal armor, and that serves as a major
detractor at the end.
- DOGMEAT
Hit points: 98 hp
Carry weight: n/a
Melee damage: 14 hp
Action points: 15
Skills: Unarmed
Weapons: Teeth
Yep, the only NPC that made it back from the Fallout world to the
Fallout 2 world. He's not that great, and it takes a special
encounter (Cafe of Broken Dreams) to get him. To get him, remove
your armor and walk up to him.
Dogmeat is a lot like K-9. He has one more action point but
ultimately does less damage and is more prone to getting killed.
You shouldn't get him, except for nostalgia purposes.
- CYBER-DOG
Hit ponts: 97 hp
Carry weight: n/a
Melee damage: 10 hp
Action points: 9
Skills: Unarmed
Weapons: Teeth
Similar to appearance to K-9, the Cyber Dog is a flaccid underling
compared to its big brother. You can get it at NCR if you inject
mutagenic serum into a super mutant.
The Cyber Dog literally pales in comparison to its other canine
comrades. It's slightly tougher than Dogmeat (has armor) but has
a low amount of action points (for a dog) and deals little damage.
This one is definately not worth having.
- MYRON
Hit points: 70 hp
Carry weight: n/a
Melee damage: 1 hp
Action points: 8
Skills: Science
Weapons: Needler Pistol, PPK12 Gauss Rifle
Myron is Mordino's chief scientist. He created the drug Jet. Simply
talk to him and ask him to join you if you want him in your
party. He can be quite annoying if you have a male character, or
can be quite hilarious if you have a female character.
Myron is pretty good at Science (but then again, so is Skynet, and
he's infinetely better in combat). Unfortunately, he is inept
when it comes to combat. He can only use two weapons and has a
higher chance of hitting your allies than hitting the enemy. Again,
pass this guy on.
- MIRIA / DAVIN
Hit points: 35 hp
Carry weight: 100 lbs (Miria) / 125 lbs (Davin)
Melee damage: 1 hp
Action points: 7
Skills: Unarmed
Weapons: Knives, SMG's (Miria) / Knives, Pistols (Davin)
Miria and Davin, brother and sister, the children of Grisham. You
can get married to them, but that will (yes, will) make you a widower.
You can make money by selling them to Vault City, but that will make
you a widower as well. You can divorce your spouse at New Reno. That
will change your karmic title to divorced (bit better than widower),
though your spouse will be dead after he/she runs away.
If you have a male character, you can marry only Miria. You can
marry either Miria or Davin with a female.
Their statistics are horrible. With only 35 hit points, they are the
weakest NPC's in the game. They're somewhat better than Myron when
it comes to combat, but then again, not by much. Do yourself a big
favor by passing these NPC's up.
Temporary NPC's (noninclusive of caravan guards)
---------------
- KLAMATH DOG
Hit points: 14
Armor: Fur
Weapon: Teeth
This dog will travel with you in Klamath if you give it some jerky.
- SMILEY
Hit points: 50
Armor: Leather Armor
Weapon: Knife (?)
Smiley is the trapper whom you rescue at the Toxic Caves. He'll follow
you around after you find him. When you leave the Toxic Caves, he will
stop following you and head directly to Klamath.
- LADDIE
Hit points: 20
Armor: Fur
Weapon: Teeth
If you offer to find Balthas' missing son, Jonny, his dog, Laddie, will
follow you around until you find him. The dog is in Modoc.
- BESSIE
Hit points: 35
Armor: Skin
Weapon: Teeth (??)
Bessie is the injured cow in Modoc. If you heal her, she'll follow you
around in Modoc.
- XARN
Hit points: 250
Armor: Tough skin
Weapon: Claw
Xarn is the powerful deathclaw who is incarcerated in Navarro. If you
offer to free him, and then attack the Enclave guards, Xarn will assist
you in their defeat. But then again, it isn't wise to launch a military
campaign in Navarro.
- ENCLAVE CRACK TROOPERS (4 troopers)
Hit points: 200 (each)
Armor: Advanced Power Armor Mark II (each)
Weapon: Pulse Rifle (1), Gauss Pistol (2), Turbo Plasma Rifle (3),
Gatling Laser (4)
The crack troopers are by far the most powerful human NPC's. They're
part of an elite Enclave squadron that protects Frank Horrigan (the
leader of the troop, however, shows enmity towards Horrigan). After
you blow up the nuclear reactor control computers and go to the first
level, you can talk the squadron leader, Sergeant Granite, into killing
Horrigan. He'll accept.
- ENCLAVE ROBOTIC GUNS (7 guns)
Hit points: 75 (each)
Armor: Metal exterior
Weapon: Minigun, .233 FMJ magazine as opposed to 5mm AP/JHP
These guns are the most effective fighting force against Horrigan.
They can be activated by using the presidential passkey and choosing
the counter-insurgency option. The option can only be activated if
the nuclear reactor control computers are disabled.
The guns are fixed to the ground, but deal about 20-50 hp to
Horrigan per gun. In addition, if the guns score critical hits, the
damage dealt is extremely high.
ARMOR
-----
1. LEATHER JACKET
Damage Resistance
Normal: 0 hp / 20% Explosion: 0 hp / 20%
Laser: 0 hp / 20% Plasma: 0 hp / 10%
Fire: 0 hp / 10%
Weight: 5 lbs
Armor class: 8
Selling price: $250
First seen: Sulik has one; merchants in Klamath sell it
2. COMBAT LEATHER JACKET
Damage Resistance
Normal: 2 hp / 30% Explosion: 0 hp / 20%
Laser: 0 hp / 20% Plasma: 0 hp / 10%
Fire: 2 hp / 25%
Weight: 7 lbs
Armor class: 20
Selling price: $1000
First seen: Balthas will give it to you if you find his son.
3. LEATHER ARMOR
Damage Resistance
Normal: 2 hp / 25% Explosion: 0 hp / 20%
Laser: 0 hp / 20% Plasma: 0 hp / 10%
Fire: 0 hp / 20%
Weight: 8 lbs
Armor class: 15
Selling price: $700
First seen: Merchants in Klamath sell it
4. LEATHER ARMOR MK-II
Damage Resistance
Normal: 3 hp / 25% Explosion: 1 hp / 25%
Laser: 1 hp / 20% Plasma: 1 hp / 10%
Fire: 1 hp / 25%
Weight: 8 lbs
Armor class: 20
Selling price: $1000
First seen: Balthas has one suit; Vault City Amenities office has
several
5. METAL ARMOR
Damage Resistance
Normal: 4 hp / 30% Explosion: 4 hp / 25%
Laser: 6 hp / 75% Plasma: 4 hp / 20%
Fire: 4 hp / 10%
Weight: 35 lbs
Armor class: 10
Selling price: $1100
First seen: Vault City (the Vault as well as the Amenities
Office) has some suits
6. METAL ARMOR MK-II
Damage Resistance
Normal: 4 hp / 35% Explosion: 4 hp / 30%
Laser: 7 hp / 80% Plasma: 4 hp / 25%
Fire: 4 hp / 15%
Weight: 35 lbs
Armor class: 15
Selling price: $1900
First seen: Amenities Office, Vault City
7. TESLA ARMOR
Damage Resistance
Normal: 4 hp / 20% Explosion: 4 hp / 20%
Laser: 19 hp / 90% Plasma: 10 hp / 80%
Fire: 4 hp / 10%
Weight: 35 lbs
Armor class: 15
Selling price: $4500
First seen: The Flying Dragon 8 store in Chinatown sometimes
stocks this item
8. COMBAT ARMOR
Damage Resistance
Normal: 5 hp / 40% Explosion: 6 hp / 40%
Laser: 8 hp / 60% Plasma: 4 hp / 50%
Fire: 4 hp / 30%
Weight: 20 lbs
Armor class: 20
Selling price: $6500
First seen: The Vault City Vault has (I think) one suit
* This armor is required to get the combat implant upgrade.
Combat implants increase your damage resistance irrespective
of the armor that you're wearing, if any.
9. COMBAT ARMOR MK-II
Damage Resistance
Normal: 6 hp / 40% Explosion: 9 hp / 45%
Laser: 6 hp / 65% Plasma: 5 hp / 50%
Fire: 5 hp / 35%
Weight: 20 lbs
Armor class: 25
Selling price: $8000
First seen: The elevator in the Toxic Caves leads to an
army depot. Amongst other things, you can
find this suit here.
* Special attributes as per Combat Armor.
10. BROTHERHOOD ARMOR
Damage Resistance
Normal: 8 hp / 40% Explosion: 8 hp / 40%
Laser: 8 hp / 70% Plasma: 7 hp / 60%
Fire: 7 hp / 50%
Weight: 25 lbs
Armor class: 20
Selling price: $4800
First seen: The Brotherhood building in San Francisco has
one of these suits.
* Special attributes as per Combat Armor.
11. CHILDREN OF THE CATHEDRAL (COC) ROBES
Damage Resistance
Normal: 0 hp / 20% Explosion: 0 hp / 20%
Laser: 0 hp / 20% Plasma: 0 hp / 10%
Fire: 0 hp / 10%
Weight: 5 lbs
Armor class: 8
Selling price: $90
First seen: The Golden Globes porn studio has one of these
lying around in the set.
* Marcus will make a special comment if you talk to him
for the first time while wearing the robes.
12. BRIDGEKEEPER'S ROBES
Damage Resistance
Normal: 5 hp / 40% Explosion: 6 hp / 40%
Laser: 8 hp / 60% Plasma: 4 hp / 50%
Fire: 4 hp / 30%
Weight: 5 lbs
Armor class: 20
Selling price: $5
First seen: Take them from the Bridge Guard (found in a special
random encounter)
* Special attributes as per the COC robes.
13. POWER ARMOR
Damage Resistance
Normal: 12 hp / 40% Explosion: 20 hp / 50%
Laser: 18 hp / 80% Plasma: 10 hp / 40%
Fire: 12 hp / 60%
Weight: 42 lbs
Armor class: 25
Selling price: $12500
First seen: Depending on how you play the game, you'll either
see it first in the Military Base, the Brotherhood
Armory, or the Flying Dragon 8 store
* Power Armor increases your strength by 3 if worn. Also, you'll
be immune to the toxic gases in the Broken Hills mine if
you wear it. In addition, the Enclave guards will think that
you're one of them if you're wearing this armor.
14. HARDENED POWER ARMOR
Damage Resistance
Normal: 13 hp / 50% Explosion: 20 hp / 60%
Laser: 19 hp / 90% Plasma: 13 hp / 50%
Fire: 14 hp / 70%
Weight: 50 lbs
Armor class: 25
Selling price: $15000
First seen: Nowhere. You'll need to get Crocket (the scientist
at the Hubologists) to upgrade the standard issue
Power Armor to the Hardened specs.
* Special attributes as per Power Armor.
15. ADVANCED POWER ARMOR
Damage Resistance
Normal: 15 hp / 55% Explosion: 20 hp / 65%
Laser: 19 hp / 90% Plasma: 15 hp / 60%
Fire: 16 hp / 70%
Weight: 45 lbs
Armor class: 30
Selling price: $20000
First seen: The Navarro armory has the Advanced Power Armor. This
is the only suit of this armor in the game.
* The Advanced Power Armors increase strength by 4 if worn. Other
special attributes as per Power Armor.
16. ADVANCED POWER ARMOR MK-II
Damage Resistance
Normal: 18 hp / 60% Explosion: 20 hp / 70%
Laser: 19 hp / 90% Plasma: 18 hp / 60%
Fire: 16 hp / 70%
Weight: 50 lbs
Armor class: 35
Selling price: $25000
First seen: Like the Advanced Power Armor, there is only one suit
of this armor in the Fallout world. It can be found
in the electrified maze in the Enclave Oil Rig.
* Special attributes as per Advanced Power Armor.
Kevin Johnston's Blog - http://www.300bucks.ca |
|
|