Sep 25, 2000 - Fallout 2 Walkthrough For PC 1.6

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- 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 GodFallout 2 on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.
  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.

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