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{{ | {{Wikify|July 2007}} | ||
|game=Fallout | {{Cleanup|July 2007}} | ||
}} | {{Header Nav|game=Fallout}} | ||
{{sidebar2|title=imported GFDL content|contents=This guide has been released under the GNU Free Documentation License (see the talk page for more). However it is still in text-only format. If you know how please convert it into wiki format and use subpages accordingly.}} | {{sidebar2|title=imported GFDL content|contents=This guide has been released under the GNU Free Documentation License (see the talk page for more). However it is still in text-only format. If you know how please convert it into wiki format and use subpages accordingly.}} | ||
<pre> | <pre> | ||
Here are some general tips to fine-tune your combat. Also included is a | Here are some general tips to fine-tune your combat. Also included is a | ||
boss guide. | boss guide. | ||
GENERAL TACTICS | GENERAL TACTICS | ||
--------------- | --------------- | ||
- You can cripple your foe at five poinnts if you score a critical while | - You can cripple your foe at five poinnts if you score a critical while | ||
aiming at their legs, arms, or eyes. If you cripple your foe's legs, | aiming at their legs, arms, or eyes. If you cripple your foe's legs, | ||
he or she will have a hard time walking around. If you cripple one of | he or she will have a hard time walking around. If you cripple one of | ||
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down. | down. | ||
- Always use the right weapon for the jjob. Sometimes, a .223 Pistol won't | - Always use the right weapon for the jjob. Sometimes, a .223 Pistol won't | ||
do you that much good (i.e, long range combat) while the Sniper or the | do you that much good (i.e, long range combat) while the Sniper or the | ||
Combat Shotgun will work well. | Combat Shotgun will work well. | ||
Generally, burst weapons do peanuts for damage against armored targets. | Generally, burst weapons do peanuts for damage against armored targets. | ||
For example, lasers are good against leather armor, but don't do much | For example, lasers are good against leather armor, but don't do much | ||
damage against critters with power or metal armor. And burst weapons, | damage against critters with power or metal armor. And burst weapons, | ||
well, you can just forget about them. Don't confuse this info with aimed | well, you can just forget about them. Don't confuse this info with aimed | ||
shots, however. You can do heaps of damage with an aimed shot, especially | shots, however. You can do heaps of damage with an aimed shot, especially | ||
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BURST WEAPON TACTICS | BURST WEAPON TACTICS | ||
-------------------- | -------------------- | ||
- You can give your shots "up close andd personal." This works well in the | - You can give your shots "up close andd personal." This works well in the | ||
early game. Garl, the raider leader, can be killed in one hit...without a | early game. Garl, the raider leader, can be killed in one hit...without a | ||
critical! (I once did 71 hp damage to him w/o critical using JHP rounds | critical! (I once did 71 hp damage to him w/o critical using JHP rounds | ||
and 54 using AP rounds) | and 54 using AP rounds) | ||
- Burst shots have a wide area of effecct. If an ally is in the middle, you | - Burst shots have a wide area of effecct. If an ally is in the middle, you | ||
might want to not do a burst shot. Here is an example of the | might want to not do a burst shot. Here is an example of the | ||
"burst cone:" | "burst cone:" | ||
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Area of effect | Area of effect | ||
This is why giving the shots "up close and personal" deals gobs of | This is why giving the shots "up close and personal" deals gobs of | ||
damage. The shots saturate the target with bullets, dealing an immense | damage. The shots saturate the target with bullets, dealing an immense | ||
amount of damage. If you attack multiple characters at range with | amount of damage. If you attack multiple characters at range with | ||
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- If the target is heavily armored, donn't use burst shots. You will see | - If the target is heavily armored, donn't use burst shots. You will see | ||
this happen to you when you get power armor and mutants are trying to | this happen to you when you get power armor and mutants are trying to | ||
kill you with miniguns. | kill you with miniguns. | ||
SNIPER TACTICS | SNIPER TACTICS | ||
-------------- | -------------- | ||
- Sniping is a good idea for immobile ttargets, such as the master, or | - Sniping is a good idea for immobile ttargets, such as the master, or | ||
against unarmed critters. It is also good for long-range combat. | against unarmed critters. It is also good for long-range combat. | ||
- Sniper Rifles, Hunting Rifles, and Asssault Rifles are your best bet for | - Sniper Rifles, Hunting Rifles, and Asssault Rifles are your best bet for | ||
long range sniping. However, the Sniper Rifle is the best. You can also | long range sniping. However, the Sniper Rifle is the best. You can also | ||
use the Assault Rifle in the burst mode. | use the Assault Rifle in the burst mode. | ||
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the assault and 20 with the hunting rifle. | the assault and 20 with the hunting rifle. | ||
Hunting Rifles work OK on lightly armored targets. The Assault rifle is | Hunting Rifles work OK on lightly armored targets. The Assault rifle is | ||
all right for mid-armored targets and good for bursting on lightly | all right for mid-armored targets and good for bursting on lightly | ||
armored targets. | armored targets. | ||
- You can use a Combat Shotgun for shorrt distance sniping, such as fighting | - You can use a Combat Shotgun for shorrt distance sniping, such as fighting | ||
unarmed or melee-weapon using mutants or humans. It is the best weapon | 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 | for mid armored targets, and is excellent for short range control. It | ||
works well in conjunction with Power Armor when fighting Decker, and can | works well in conjunction with Power Armor when fighting Decker, and can | ||
even be used to pacify Deathclaws. | even be used to pacify Deathclaws. | ||
If you get your hands on the .223 Pistol, it is even better than the | If you get your hands on the .223 Pistol, it is even better than the | ||
Combat Shotgun. The only drawback is that it is less accurate and it has | Combat Shotgun. The only drawback is that it is less accurate and it has | ||
only a 5 ammo magazine. This gun eliminates the need for energy weapons | only a 5 ammo magazine. This gun eliminates the need for energy weapons | ||
later on. | later on. | ||
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- If you have a high energy weapons skiill, get a Plasma Rifle. No armor can | - If you have a high energy weapons skiill, get a Plasma Rifle. No armor can | ||
withstand Plasma damge well. I got 132 hp on an eye shot on a Deathclaw | 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! | once. The Turbo Plasma Rifle only costs 4 AP's for a single shot! | ||
- You can kill Deathclaws easily this wway with a high small guns skill and | - You can kill Deathclaws easily this wway with a high small guns skill and | ||
high luck. Get a sniper and/or .223 pistol, cripple their legs, and then | high luck. Get a sniper and/or .223 pistol, cripple their legs, and then | ||
go for head and eye shots when they are down. | go for head and eye shots when they are down. | ||
In general, the above tactic works well against unarmed people and shines | In general, the above tactic works well against unarmed people and shines | ||
when used in tandem with a super sledgehammer. (You can hit them, run | when used in tandem with a super sledgehammer. (You can hit them, run | ||
away, and hit them again while conserving ammo. The spiked knuckles work | away, and hit them again while conserving ammo. The spiked knuckles work | ||
well here.) | well here.) | ||
- If you have good small guns skill (1220%+), then go straight for aimed | - If you have good small guns skill (1220%+), then go straight for aimed | ||
shots. 150%+ should give you a 95% chance to hit anywhere at decent range, | shots. 150%+ should give you a 95% chance to hit anywhere at decent range, | ||
even at night. | even at night. | ||
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the head and eyes easily. Rippers work just as well. | the head and eyes easily. Rippers work just as well. | ||
- If you have Power Armor and have spikked knuckles, then you can use those | - If you have Power Armor and have spikked knuckles, then you can use those | ||
against any critter...regardless of their armor. I dealt 46 damage to a | against any critter...regardless of their armor. I dealt 46 damage to a | ||
Deathclaw once (critical to the eyes). Power fists are even better, and | Deathclaw once (critical to the eyes). Power fists are even better, and | ||
can kill scores of enemies. Ditto for Super Sledgehammers and Rippers. | can kill scores of enemies. Ditto for Super Sledgehammers and Rippers. | ||
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of what I don't know.) | of what I don't know.) | ||
- Level 3: 5 mutants, 1 human | - Level 3: 5 mutants, 1 human | ||
- Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus | - Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus | ||
lieutenant | lieutenant | ||
Military Base: (day) | Military Base: (day) | ||
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- Level 2: 13 mutants, 2 robobrains | - Level 2: 13 mutants, 2 robobrains | ||
- Level 3: 5 mutants, 1 human | - Level 3: 5 mutants, 1 human | ||
- Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus | - Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus | ||
lieutenant | lieutenant | ||
NOTE: The mutants on future levels will regroup after attacking. This | NOTE: The mutants on future levels will regroup after attacking. This | ||
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This is the last one of the death fights. You'll have Ian, Tycho, Dogmeat, | This is the last one of the death fights. You'll have Ian, Tycho, Dogmeat, | ||
and two Hub Police guards, but they don't have many hit points. Decker's | and two Hub Police guards, but they don't have many hit points. Decker's | ||
guards are somewhat tough, and Kane has 95 hit points and somehow seems | guards are somewhat tough, and Kane has 95 hit points and somehow seems | ||
difficult to kill. Also, one has a sledgehammer. You might lose Dogmeat | difficult to kill. Also, one has a sledgehammer. You might lose Dogmeat | ||
in this battle. | in this battle. | ||
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and pummel that deathclaw down... | and pummel that deathclaw down... | ||
Sniper Rifles and Combat Shotguns in conjunction with Combat Armor work | Sniper Rifles and Combat Shotguns in conjunction with Combat Armor work | ||
well. | well. | ||
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This brute is pretty tough, and has two super mutants on his left and right. | This brute is pretty tough, and has two super mutants on his left and right. | ||
Both have about 80-90 hit points and wield gatling lasers and rocket | Both have about 80-90 hit points and wield gatling lasers and rocket | ||
launchers. One great tactic is entering combat mode, running up in front of | launchers. One great tactic is entering combat mode, running up in front of | ||
him, and using the .223 Pistol at the eyes. The Lou will attack, and so will | him, and using the .223 Pistol at the eyes. The Lou will attack, and so will | ||
his guards. Since the guards' weapons have the 'area' effect, they will work | his guards. Since the guards' weapons have the 'area' effect, they will work | ||
wonders on the lieutenant. His armor cannot withstand rocket launcher damage | wonders on the lieutenant. His armor cannot withstand rocket launcher damage | ||
well. This fight is pretty difficult, but with Power Armor, a strong weapon, | well. This fight is pretty difficult, but with Power Armor, a strong weapon, | ||
and several stimpacks, it will be well worth it. | and several stimpacks, it will be well worth it. | ||
The .223 Pistol, the Combat Shotgun, and Sniper Rifles are excellent small | The .223 Pistol, the Combat Shotgun, and Sniper Rifles are excellent small | ||
arms choices for this fight. If you have a Plasma Rifle with you, then the | arms choices for this fight. If you have a Plasma Rifle with you, then the | ||
fight would be even easier. | fight would be even easier. | ||
It is also a good idea to pick the Rocket Launcher and Minigun from dead | It is also a good idea to pick the Rocket Launcher and Minigun from dead | ||
troopers. Miniguns work wonders on the mutants with minimal clothing. | troopers. Miniguns work wonders on the mutants with minimal clothing. | ||
Your main worry for this fight is the chance that the enemy will score | Your main worry for this fight is the chance that the enemy will score | ||
critical hits. Since they wield huge weapons, there is a small chance of | critical hits. Since they wield huge weapons, there is a small chance of | ||
survival, and it is advisable to save often. | survival, and it is advisable to save often. | ||
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Stand behind one of the columns, and when it is your turn, go move out one | Stand behind one of the columns, and when it is your turn, go move out one | ||
hex, aim for his eyes (with decent skill) or just attack him, and then | hex, aim for his eyes (with decent skill) or just attack him, and then | ||
fall back. This trick is guaranteed to work, and you will have a clear | fall back. This trick is guaranteed to work, and you will have a clear | ||
line of fire for the mutants he spawns. | line of fire for the mutants he spawns. | ||
This method takes time, but with criticals, he is toast. I scored 119 | This method takes time, but with criticals, he is toast. I scored 119 | ||
points on him once at the eyes. Pretty much, you can devastate the entire | points on him once at the eyes. Pretty much, you can devastate the entire | ||
cathedral with about 300 cells, 35 stimpacks, Power Armor, and of course, | cathedral with about 300 cells, 35 stimpacks, Power Armor, and of course, | ||
the Plasma Rifle. If you have an extremely high critical chance (or have | the Plasma Rifle. If you have an extremely high critical chance (or have | ||
leveled up enough to get 'sniper'), you can use a gatling laser from the | leveled up enough to get 'sniper'), you can use a gatling laser from the | ||
dead body of a mutant. Gatling lasers deal a lot of damage with | dead body of a mutant. Gatling lasers deal a lot of damage with | ||
criticals...it is entirely possible to kill the master in two hits. | criticals...it is entirely possible to kill the master in two hits. | ||
Again, your main worry is that the master or his mutants might score a | Again, your main worry is that the master or his mutants might score a | ||
critical against you. | critical against you. | ||
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This fight is pretty difficult if you are stuck with the combat shotgun and | This fight is pretty difficult if you are stuck with the combat shotgun and | ||
combat armor. This fight is also relatively easy if you have the .223 pistol | combat armor. This fight is also relatively easy if you have the .223 pistol | ||
and power armor. Keep on aiming for the eyes, and you'll guzzle up about 10 | and power armor. Keep on aiming for the eyes, and you'll guzzle up about 10 | ||
stimpacks in no time. Deathclaws don't deal much damage to you (5 tops) | stimpacks in no time. Deathclaws don't deal much damage to you (5 tops) | ||
with power armor, and with hardened it is almost nil, but you've got to | with power armor, and with hardened it is almost nil, but you've got to | ||
watch out for the critical attacks. | watch out for the critical attacks. | ||