Fallout 3/Enemies: Difference between revisions

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{{Header Nav|game=Fallout 3}}
{{Header Nav|game=Fallout 3}}
==Humans==
==Humans==
Though the world is a nuclear wasteland, there are still a few shady characters out there.
Though the world is a nuclear wasteland, there are still a few shady characters out there.
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===Regulators===
===Regulators===
These guys are the closest thing to cops you'll find in the Wastes. They wear cowboy-style clothes and are basically bounty hunters. Regulators will come after you if you have Negative Karma.
These guys are the closest thing to cops you'll find in the Wastes. They wear cowboy-style clothes and are basically bounty hunters. Regulators will come after you if you have Negative Karma, however, with the Lawbringer perk, you can head to their headquarters to sell fingers of evil characters.
 
===Enclave===
These guys are probably the toughest humans you will encounter. They are equipped with energy weapons, and will sometimes have either normal firearm weapons, or alcoholic beverages.


==Animals==
==Animals==
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===Dog===
===Dog===
Some dogs have mutated in the wasteland and will attack.  
Dogs seem fairly unchanged considering the radiation of a nuclear war, although the mutation is small it is quite obvious: they are far more aggressive, early on they can pose a threat as they may attack in groups of 3 or so, and they can take quite a lot of damage.


===Bloatfly===
===Bloatfly===
A large fly. They can easily sneak up on you, and can be annoying, especially in groups. But they are slow and weak, and easily killed.
A large mutated fly, they are easy even early on but very annoying. At level 2-4 they can cause a problem if in large groups (3-5 of the damn things) as they will shoot quickly and if they surround you they will hit often. Also they are very very agile, they are incredibly hard to hit so vatsd is the only thing for it early on. (near the end game when you have thousands of ammo for everything i like to use a gatling laser if i meet one.)


===Radscorpion===
===Radscorpion===
A large scorpion. They move pretty fast, and should be taken seriously. An annoying tactic solo Radscorpions like to use is running away from you in combat, only to join up with another Radscorpion. Larger versions also exist, with the same general look as a normal Radscorpion, but is much larger, with stronger attacks.
A large scorpion. They move pretty fast, and should be taken seriously. An annoying tactic solo Radscorpions like to use is running away from you in combat, only to join up with another Radscorpion. Larger versions also exist, with the same general look as a normal Radscorpion, but is much larger, with stronger attacks.


===Yao Gui===
===Yao Guai===
Yao Gui are radiated black bears. the are very strong in close combat and very quick usually found alone but can be found in pairs. shot guns are very effective but if spotted earily can be killed easily with an Assault Rifle. Yao Gui meat is great to keep on your person beacuse it give great Bonus' along with healing you.
Yao Guai are radiated black bears. They are very strong in close combat and will very quickly rush you.  Usually, they are found alone but can be found in pairs. Shotguns are very effective but if spotted early they can be killed easily with an assault rifle or other long range weapon.  
 
Yao Guai meat is valued, since it provides a 10% damage boost in addition to it's normal HP gain.


===Deathclaw===
===Deathclaw===
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* '''Nukalurks''': A little stronger than Mirelurks, but can be taken down using the same tactics.  They are found in the Nuka-Cola Factory.
* '''Nukalurks''': A little stronger than Mirelurks, but can be taken down using the same tactics.  They are found in the Nuka-Cola Factory.
* '''Mirelurk Hunter''': A much stronger version.  An initial flame attack that gets used against you, which can disable you for a few seconds while you get attacked (even when you are in V.A.T.S.)  Other than dodging the initial firestream, you can follow the same tactics.
* '''Mirelurk Hunter''': A much stronger, faster and larger version.  While it is still vulnerable to face shots, it should not be taken lightly.
* '''Mirelurk King''': A mirelurk with a softer shell and exposed head; unlike regular mirelurks, there is less need to have great accurracy, but they do have a ranged attack.  
* '''Mirelurk King''': A mirelurk with a softer shell and exposed head; unlike regular mirelurks, they have a ranged attack that inflicts moderate damage and can cripple the head.  
 
 


'''Note''': Mirelurks do not appear to be affected by the Animal Friend perk.
'''Note''': Mirelurks do not appear to be affected by the Animal Friend perk.
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===Protectron===
===Protectron===
A protectron is a robot with a laser weapon. The first example you will see is Deputy Weld from Megaton.
A protectron is a robot with a laser weapon. They will cause little trouble anywhere past level 5 or 6. Early on they can be tricky as their steel body is quite resistand to standard bullets, explosives and energy really hurt them. So if you want them dead try to find a laser pistol.


===Robobrain===
===Robobrain===
A robot with a laser weapon.  It is identified by its tracked propulsion, and it's head that resembles a human brain.  It is normally used for more complex service tasks, as with Vault 112.
A robot with a laser weapon.  It is identified by its tracked propulsion, and it's head that resembles a human brain.  It is normally used for more complex service tasks, as with Vault 112. At later levels they are still annoying as they can shoot a mind-ray that can severely hurt your head and often criples it. Fortunately their laser is weak and inaccurate.


===Turret===
===Turret===
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===Mister Gutsy===
===Mister Gutsy===
A military version of the hovering bot that is a variation of the household butlers or utility bots.  It normally is equipped with plasma weapons.
A military version of the hovering bot that is a variation of the household butlers or utility bots.  It is equipped with a plasma weapon of some kind (pistol or rifle i don't know) and for close range a flamer. These tough foes should only be fought at high levels (10 or so.)


==Creatures==
==Creatures==
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===Feral Ghoul===
===Feral Ghoul===
Ghouls that have "gone zombie". They often attack in groups, and sprint towards you at high speeds. They can be easily killed with a close-range weapon, such as the Combat Shotgun. There are special highly-irradiated Ghouls called Glowing Ones, which glow green, and use a special attack to release radiation that damages you, and heals all nearby Feral Ghouls.
Ghouls that have "gone zombie". They often attack in groups, and sprint towards you at high speeds. They can be easily killed with a close-range weapon, such as the Combat Shotgun. There are special highly-irradiated Ghouls called Glowing Ones, which glow green, and use a special attack to release radiation that damages you, and heals all nearby Feral Ghouls.
*'''Feral Ghoul''': these creatures are weak and will provide small reward, even in large groups they pose no threat. Early on though (level 2-5) they could be a small problem in large groups but that is often because there is a roamer in the group.
*'''Roamers''': The roamers are not that much tougher but can be tricky early on, if multiple are seen (very rare) then break out your shotguns.
*'''Glowing Ones''': Now these are challenging, they are quite tough on thier own with thier ability to irradiate you, but in a group of other ghouls they are a real chalenge, they will be healing all of the other ghouls around them. This could cause problems if there are more than 2 or 3 of them in a group, as you will injure one and the rest will heal it up again, proceed with caution (level 8-14 and they are slightly less chalenging and any higher and they're not even hard.)


===Super Mutant===
===Super Mutant===
Super mutants are mutated humans. They are much taller and bulkier than humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Most Super Mutants either have a Melee weapon, an Assault Rifle, or a Hunting Rifle. If you have a Hunting Rifle, wait until they get to within 20 yards and then enter VATS. Successfully hit their head three times and they will drop, skull intact or not. Since a large majority of Super Mutants have Hunting Rifles and carry six bullets, this tactic is a great way to make money and collect useful ammo. Super Mutants are divided into different classes, each more powerful than the previous. These classifications, in order of weakest to strongest, are Super Mutant, Super Mutant Brute, and Super Mutant Master.
Super mutants are mutated humans. They are much taller and bulkier than humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Most Super Mutants either have a Melee weapon, an Assault Rifle, or a Hunting Rifle. If you have a Hunting Rifle, wait until they get to within 20 yards and then enter VATS. Successfully hit their head three times and they will drop, skull intact or not. Since a large majority of Super Mutants have Hunting Rifles and carry six bullets, this tactic is a great way to make money and collect useful ammo. Super Mutants are divided into different classes, each more powerful than the previous. These classifications, in order of weakest to strongest, are Super Mutant, Super Mutant Brute, and Super Mutant Master.
*'''Super mutants''': these are the most basic and weak of super mutants, they often attack with a nail board or a hunting rifle. If they are using the latter weapon and you are a low level then you could be in for a fight, but otherwise they aren't too tough.
*'''Brutes''': The brutes tend to carry more heavy weapons like a sledgehammer, an assault rifle or even a minigun. Ones with sledgehammers are quite easy when you are outside; you just keep running and firing a mid-level weapon. If a sledge wielding one meets you inside then it could present a problem, but a shotgun will end the problem. The assault rifle users will be tricky early on, the best tactic being break out some strong weapons and keep behind cover as much as possible. If you do find one with a minigun then find cover and bring the explosives out! they will shower bullets at you, keep jumping out and taking pot-shots at them and when they have to reload kill them.
*'''Master''': Masters can wield very powerful weapons such as super sledges. If they do have a super sledge then use the run back technique but if they have ranged weapons try to stay for back and use strong ranges weapons.


===Super Mutant Behemoth===
===Super Mutant Behemoth===
A Super Mutant Behemoth is a giant Super Mutant. There are five in total, and they do not respawn after you kill them. Behemoths are roughly 15 feet tall. They have short, stubby necks and extremely large build. Some Behemoths carry fire hydrants which can easily damage, and swiftly kill any living being in their radius. Never stay still as Behemoths are highly effective close combatants and will do significant damage from Melee range. Moving backwards while firing is particularly effective. Never let yourself get cornered or stuck on terrain unless you want to be turned into a pile of mush. The Fat Man and 3 mini nukes can take down one of these very quickly and is very effective
A Super Mutant Behemoth is a giant Super Mutant. There are five in total, and they do not respawn after you kill them. Behemoths are roughly 15 feet tall. They have short, stubby necks and extremely large build. Some Behemoths carry fire hydrants which can easily damage, and swiftly kill any living being in their radius. Never stay still as Behemoths are highly effective close combatants and will do significant damage from Melee range. Moving backwards while firing is particularly effective. Never let yourself get cornered or stuck on terrain unless you want to be turned into a pile of mush. The Fat Man and 2-3 mini nukes (Depending on your big guns skill) can take down one of these very quickly and is very effective.
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