From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
needimage
needimage

This article needs images! If you have any images of the things detailed in this page, please add them to this page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

cleanup
cleanup

This article could use a cleanup in order to be more legible and/or presentable. Please help improve this article in any way possible. Remember to follow our editing guidelines when improving existing articles. If you can improve this page, please edit it, or help by discussing possible changes on the talk page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

drivel
drivel

This page contains unnecessary drivel. As our aim is to present helpful and complete guides for games, pages do not need to contain unnecessary information, such as the names of contributors, or mini guides for editing. If you are qualified, please edit it to remove the drivel, and then remove this template from the page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?
Drivel specifics: re-write 1st person content

There are many, many critters that you will see in Fallout. They range from rats to super mutants to Deathclaws. This is an incomplete list, as there is quite a large number of creatures in the game.

Rats[edit]

Rats are relatively easy creatures that you will see in the beginning of the game.

Name HP xp Weapon Armor Notes
Cave Rat 6 25 Teeth Fur Instant kill with strong critical.
Pig Rat 10 50 Teeth Skin Instant kill with strong critical.
Lesser Mole Rat 22-26 65 Teeth Fur Instant kill with strong critical.
Greater Mole Rat 26-30 120 Teeth Fur Instant kill with strong critical.

Radscorpions[edit]

Radscorpions are closely related to the North American Emperor Scorpion, and have been mutated by the war. The increased size makes them larger than humans, and the venom contained in their tails can be used to make an antidote.

Name HP xp Weapon Armor Notes
Radscorpion 26 110 tail carapace poison attack

Humans[edit]

Range from varying (townsfolk) to medium (raiders, guards) to difficult (Brotherhood Guards) - note that they have no special. Experience earned is not dependent on the hit points and/or difficulty of the target.

Name HP xp Weapon Armor Notes
Townsfolk 10 to 141 varies (one guy carries a Super Sledge at the Boneyard) varies from none to combat armor
Raiders 12-35 Pistols, SMG's, various melee weapons Leather Armor
Junktown City Guards 20-50 Pistols, rifles, shotguns, various melee weapons Leather Armor
Hub City Guards 59 or 83 Combat Shotguns, Assault Rifles, unarmed/melee weapons Combat Armor or Metal Armor
Brotherhood Guards 35-95 Miniguns, gatling lasers, assault rifles, one has a rocket launcher Power Armor/Brotherhood Armor
COC Techs COC Priests, BOS Scribes and Elders 35-75 varies, none to small energy weapons or pistols COC robes (BOS Scribes have bluish or dark purple robes)

Super Mutants[edit]

This is the direct result of what happens when humans are exposed to Forced Evolutionary Virus. They are typically seen with floaters and centaurs. The FEV was designed at the place now known as the Glow with hopes of creating a super soldier. The virus makes them strong, but also sterile.

Name HP xp Weapon Armor Notes
Super Mutant 40-140 250-500 Any big gun or large energy weapon (or unarmed) Green - very lightly armored

Gray - somewhat armored (miniguns/SMG's don't work that well against them)

Floaters 50-75 A tentacle, which can knock you over Cause poison damage
Centaurs 94-130 Teeth, virtually the same knocking-over capabilities as floaters Similar to floaters

Note: You'll only see Centaurs and Floaters in random encounters or in the first level of the Cathedral.

Ghouls[edit]

Some humans mutate into ghouls when exposed to radiation.

Name HP xp Weapon Armor Notes
Ghoul 12-100 Same as humans, except they cannot use big guns or large energy weapons. none
Glowing Ghouls 36-60 Same as humans, unarmed none Cause radiation damage

Robots[edit]

Robots - in a post nuclear game. They are either found in the Glow or in the two mutant bases. Pulse grenades do the best job, but plasma grenades and energy weapons are also effective.

Name HP xp Weapon Armor Notes
Sentry Robots (tan) 40 175 Unarmed Steel
Floating Eye Robots (red) 60 275 Unarmed Steel
Sentry Robots (black) / Robobrains 80 300 Rifles or Shotguns Strong Steel
Mr. Handy 113 400 Minigun Strong Steel

Creatures of the wastes[edit]

Creatures that wander around the wasteland, and don't fit under a particular classification.

Name HP xp Weapon Armor Notes
Lesser deathclaw/ deathclaw spawn ~300 can be found in the wasteland when traveling with a caravan from the hub, easier to kill than a normal deathclaw
Deathclaw 225 1000 Claws Thick skin (don't be fooled - very strong) Deathclaws are very strong and deadly creatures. Fighting one by itself isn't too hard with decent small guns skill, but fighting many is difficult. If you give Ian the .223 Pistol and Tycho the Sniper Rifle, then the two make an excellent Deathclaw-killing squadron. They (deathclaws) have an insane amount of action points, so watch out!
Mantis 20 or 30 Appendages Exoskeleton Mantis are only found in random encounters outside.
Dogs 14 Teeth Fur