Fallout 2/Walkthrough: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
m (→‎Burst Weapon Tactics: lining up properly)
(→‎APPENDIX: wikify)
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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.
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 ==
== Appendix ==
<pre>
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.
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
2. NPC's, also with commentaries
3. Armor
3. Armor
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7. Random Encounters
7. Random Encounters


NOTE: Damage ratings for guns are given per bullet. If you're using
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.
      a burst mode shot, then multiply the damage per bullet for
      finding the total damage dealt.


ALLIED NPC'S
===Allied NPCs===
------------
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.
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
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.
when they do, hit points, action points, and melee damage often increase.


All statistics are base-level statistics. Summaries are provided for
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.
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
====Good NPCs====
----------
<pre>
- SULIK
- SULIK
   Hit points:    85 hp
   Hit points:    85 hp
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   to Science. You can end up with a robot that refuses to fight. But
   to Science. You can end up with a robot that refuses to fight. But
   in the end, it's worth a lot.
   in the end, it's worth a lot.
 
</pre>
Bad NPC's
====Bad NPCs====
---------
<pre>
- LENNY
- LENNY
   Hit points:    126 hp
   Hit points:    126 hp
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   it comes to combat, but then again, not by much. Do yourself a big
   it comes to combat, but then again, not by much. Do yourself a big
   favor by passing these NPC's up.
   favor by passing these NPC's up.
 
</pre>
Temporary NPC's (noninclusive of caravan guards)
====Temporary NPCs====
---------------
(noninclusive of caravan guards)
<pre>
- KLAMATH DOG
- KLAMATH DOG
   Hit points: 14
   Hit points: 14
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   Horrigan per gun. In addition, if the guns score critical hits, the
   Horrigan per gun. In addition, if the guns score critical hits, the
   damage dealt is extremely high.
   damage dealt is extremely high.
 
</pre>
ARMOR
===Armor===
-----
<pre>
1.  LEATHER JACKET
1.  LEATHER JACKET
     Damage Resistance
     Damage Resistance
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                   in the electrified maze in the Enclave Oil Rig.
                   in the electrified maze in the Enclave Oil Rig.
     * Special attributes as per Advanced Power Armor.
     * Special attributes as per Advanced Power Armor.
</pre>


 
===Small Guns===
SMALL GUNS (PISTOLS, RIFLES, SHOTGUNS, SMG'S)
====Pistols====
----------
<pre>
PISTOLS
 
1.  Colt 6520 10mm Pistol
1.  Colt 6520 10mm Pistol
     Damage:        5-12 hp
     Damage:        5-12 hp
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     Min. Strength: 4
     Min. Strength: 4
     Selling price: $5250
     Selling price: $5250
</pre>


 
====Sub-Machine Guns====
SUB-MACHINE GUNS
<pre>
 
1.  MP9 10mm SMG
1.  MP9 10mm SMG
     Damage:        5-12 hp
     Damage:        5-12 hp
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     Min. Strength: 6
     Min. Strength: 6
     Selling price: $8000
     Selling price: $8000
 
</pre>
SHOTGUNS
====Shotguns====
<pre>


1.  Winchester "Widowmaker" Shotgun
1.  Winchester "Widowmaker" Shotgun
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     Min. Strength: 5
     Min. Strength: 5
     Selling price: $5500
     Selling price: $5500
 
</pre>
RIFLES
====Rifles====
 
<pre>
1.  Red Ryder BB Gun
1.  Red Ryder BB Gun
     Damage:        1-3 hp
     Damage:        1-3 hp
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     Min. Strength: 6
     Min. Strength: 6
     Selling price: $8250
     Selling price: $8250
 
</pre>
BIG GUNS
===Big Guns===
--------
<pre>
1.  Flamethrower
1.  Flamethrower
     Damage:        45-90 hp (flame)
     Damage:        45-90 hp (flame)
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     Min. Strength: 7
     Min. Strength: 7
     Selling price: $15250
     Selling price: $15250
</pre>


 
===Energy Weapons===
ENERGY WEAPONS (small/large weapons)
====Small Weapons====
--------------
<pre>
SMALL WEAPONS
 
1.  Wattz 1000 Laser Pistol
1.  Wattz 1000 Laser Pistol
     Damage:        10-22 hp (laser)
     Damage:        10-22 hp (laser)
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     Selling price: $10000
     Selling price: $10000


 
</pre>
LARGE WEAPONS
====Large Weapons====
 
<pre>
1.  Wattz 2000 Laser Rifle
1.  Wattz 2000 Laser Rifle
     Damage:        25-50 hp (laser)
     Damage:        25-50 hp (laser)
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     Min. Strength: 3
     Min. Strength: 3
     Selling price: $17500
     Selling price: $17500
</pre>


 
===Other Weapons===
UNARMED/MELEE/THROWN WEAPONS
====Unarmed Weapons====
----------------------------
<pre>
Unarmed Weapons
- All unarmed weapons require 3 action ppoints (4 aimed)
- All unarmed weapons require 3 action ppoints (4 aimed)
   and have a range of one hex. In addition, the strength
   and have a range of one hex. In addition, the strength
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     Upgrades:      Mega Power Fist - significantly boosts
     Upgrades:      Mega Power Fist - significantly boosts
                   damage
                   damage
 
</pre>
Melee Weapons
====Melee Weapons====
<pre>
- Melee weapons don't have an ammo requiirement with the notable
- Melee weapons don't have an ammo requiirement with the notable
   exception of the cattle prod and the viroblade. In addition,
   exception of the cattle prod and the viroblade. In addition,
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     Selling price: $600
     Selling price: $600
     Upgrades:      Super Cattle Prod, doubles damage dealt
     Upgrades:      Super Cattle Prod, doubles damage dealt
 
</pre>
Thrown Weapons
====Thrown Weapons====
 
<pre>
1.  Plant Spike
1.  Plant Spike
     Damage:        1-2 hp
     Damage:        1-2 hp
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     Min. Strength: 3
     Min. Strength: 3
     Selling price: $50
     Selling price: $50
 
</pre>
Melee/Thrown (dual usage) Weapons
====Melee/Thrown (dual usage) Weapons====
 
<pre>
1.  Rock
1.  Rock
     Damage:        1-4 hp
     Damage:        1-4 hp