Fallout/Tactics: Difference between revisions

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446 bytes added ,  3 April 2009
cleaned up/re-wrote Cathedral/Military section + footer update
m (→‎Cathedral / Military base tactics (Cowboy approach): experimenting with the formatting)
(cleaned up/re-wrote Cathedral/Military section + footer update)
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* If you have a sledgehammer, use the weapon 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.
* If you have a sledgehammer, use the weapon 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.


* If you have Power Armor and have spiked knuckles, then you can use those 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 can kill scores of enemies. Ditto for Super Sledgehammers and Rippers.
* If you have Power Armor and have spiked knuckles, then you can use those 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 can kill scores of enemies. Ditto for Super Sledgehammers and Rippers.


==Cathedral / Military base tactics (Cowboy approach)==
==Cathedral/Military base (Cowboy approach)==
* It is recommended that you bring the water chip to your Vault and kill the Regulators. Their metal armors sell well, and you need the experience.
It is recommended that you bring the water chip to your Vault and kill the Regulators. Their metal armors sell well, and you need the experience. If you want to assault the base, here is a good list of what to bring. If you do kill the regulators, you will be able to collect many metal armors that can sell for $1000 each. This set-up is expensive so if you can not afford what is suggested when you want to tackle the Cathedral/Military base area then bring the best of what you can get a hold of. A lot of ammo and stimpacks are vital so don't skimp on these.
{{col|4|begin}}
;You
*Advanced Power Armor
*2 Psychos
*Turbo Plasma Rifle
*300+ cells
*80+ stimpacks
{{col|4}}
;Ian
*.223 Pistol
*300+ ammo
*30+ stimpacks
{{col|4}}
;Tycho
*Sniper Rifle
*300+ ammo
*30+ stimpacks
{{col|4}}
;Katja
*SMG
*600+ ammo
*30+ stimpacks
{{col|4|end}}


* If you want to assault the base, here is a good list on what to bring. This might be a bit steep, but if you do kill the regulators, there are many metal armors and they sell for $1000.
Enter the Military Base at night, around midnight if possible. Guard Tycho and Ian; they don't have much armor and their weapons deal quite a lot of damage. If they die, be sure to take Ian's and Tycho's weapons. This area will have a variety of things that can be encountered. Even though there are not many guards here there are a great deal of mutants wandering around. Here is a more detailed overview on encounters.
** You: Advanced Power Armor, 2 Psychos, Turbo Plasma Rifle, 300+ cells, 80+ stimpacks
** Ian: .223 Pistol, 300+ ammo, 30+ stimpacks
** Tycho: Sniper Rifle, 300+ ammo, 30+ stimpacks
** Katja: SMG, 600+ ammo, 30+ stimpacks


* Enter the Military Base at night, around midnight. There are few guards in the base.
If you can, try to kill any mutants you encounter within 3 turns. If you kill the mutants within three turns, then they won't be able to set off the alarm ''(in other words, one fistfight can last up to three turns)''. Any mutants that get away will regroup on future levels after attacking. This holds true for the night approach.
 
* Guard Tycho and Ian; they don't have much armor and their weapons deal quite a lot of damage. If they die, be sure to take Ian's and Tycho's weapons.
 
* There are many, many, many mutants there. Here is a list of what I think is there.


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NOTE: The mutants on future levels will regroup after attacking. This holds true for the night approach.
{{Footer Nav|game=Fallout|prevpage=Sample characters|nextpage=Cheap tricks}}
 
Also, if you kill the mutants within three turns, then they won't set off the alarm. (In other words, one fistfight can last up to three turns.)
 
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