Fallout 2 how to quickly find power armor. Weapons and armor in the game, damage calculation

Health 25.07.2019
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One of the main elements of the game are all sorts of different battles. Here armor and weapons are considered in detail, where to get them, characteristics, damage, damage absorption. That is the combat system.

General information about any armor

Consider the example of combat armor. Armor class - the probability of hitting us (not only us, but generally any person, animal, robot, etc.) is reduced by this percentage after calculating other probabilities. A fine for distance, a fine for dark time of the day, and so on are taken into account. And then the armor class. Accordingly, the higher the better. There is a perk "Evasiveness", which increases the armor class by 5. There is also the ability "Kamikaze", which reduces the armor class, but increases the order of actions (reaction). That is, it is easier to hit the Persian, but he almost always goes first.


Next come the types of damage: normal, laser, fire, plasma, explosion, electricity. Each damage is, firstly, absorbed, and secondly, reduced. How much damage is absorbed (or reflected, passed by, severely reduced) is answered by the first digit, this is damage limit (PU). And how much it will decrease - the second as a percentage, it is damage resistance (DR). Let, for example, someone fired a bullet at us and dealt 20 damage. The "norm" indicator is included in the calculations. First, the damage limit is subtracted from 20, for combat armor it is 5. We get 15. Then 15 is reduced by 40%. As a result, we will get damage equal to 15 minus 6. That is 9. And this final damage takes 9 health from us. The norm is damage from bullets, punches and cold steel, throwing knives and so on, that is, mechanical damage. Laser - shots from a laser rifle, a Gatling laser, a laser pistol. Fire - from flamethrowers, molotov cocktails, fiery geckos. Plasma - plasma rifles and pistols, plasma grenades. Explosion - ordinary grenades, dynamite, rocket launcher, some types of traps. Electricity - a pulse rifle, some types of traps, a floor in a labyrinth in the Enclave. By the way, nothing is said about electricity in the game itself, that is, the parameter is not visible. I do not know what it is connected with. Electricity resistance data is taken from the site ru.fallout.wikia.com, and indeed, there is a lot of interesting things there. Percentage resistance is affected not only by the armor worn, but also by subcutaneous armor, some chemicals, a stone from the head of the chosen one, the Toughness perk, a bonus for winning boxing fights in New Reno.

General information about small arms

Consider the example of a 10mm PP (10mm submachine gun). This damage is understandable - a random number between the minimum and maximum is selected. Distance (range) - the maximum allowable number of cells is indicated. One cell in fallout is equal to one meter.

It is clear that the closer you shoot, the higher hit probability. But this takes into account not only the actual distance to the target, but also the maximum distance for the weapon. Let, for example, the enemy is 10 meters away from us. It is much easier to hit him with a hunting rifle than with 223 pistols, because the gun has a long range. The ability to handle weapons also affects the probability of hitting, wisdom (perception) is very important for shooting from afar, the presence of an optical sight on a weapon, interference to the target (other people, corpses, etc.), time of day (it is more difficult to hit at night) . Many weapons require a certain amount of power. If suddenly there is not enough strength, then it also negatively affects. There is a perk "Weapon Handling" that adds 3 strength while shooting (real strength does not increase). There are various perks to improve hit chance. Sharpshooter - Increases Wisdom by 2 when calculating range. "Night vision" - improves visibility in the dark, and therefore easier to hit. "Increase in wisdom" will also have a positive effect.

Damage dealt for small arms . As already mentioned, damage is primarily dependent on damage. First, the hit probability is calculated. If they hit, then various modifications can affect the damage. Then there are calculations for the armor, how much it absorbed, how much it reduced. Critical Hit Chance - Chance to deal increased damage. The character's base probability is shown. And the final probability is calculated using a somewhat complex formula. Affects the ability to handle weapons, luck, various perks.

There are the following perks that affect damage for small arms(this also includes heavy guns, energy weapons): "Bonus damage at a distance" ("Bonus range") - damage from shots is increased by 2 units, which, by the way, is not so little, given that damage will be superimposed other modifications. And for machine gun bursts, this is an indispensable perk, because the damage is calculated for each bullet. "More critical" - increases the base value to deal critical damage. "Best critical" - if you get critical damage, it will increase. "Sniper" - the indicator for critical shots is calculated in a new way. The formula is as follows Luck / 10 * 100%. This means that if luck is 10, then every hit will be a critical hit (but since the formula for the final calculation is a little more complicated, not every hit). In this case, the base indicator "chance for a critical" is not taken into account. You can not take "More critical", but wait for "Sniper". But the "Best Critical" should be taken in conjunction with the "Sniper".

General information about melee weapons and melee

For hand-to-hand and melee weapons damage is calculated a little differently. First, the main thing here is strength, not wisdom. Accordingly, the more the better. Secondly, the character has a special characteristic "melee weapons". This value is added to the maximum possible damage. Let, for example, a sledgehammer deals damage from 4 to 14. And the characteristic "melee weapon" is 5. This means that the damage will be randomly selected from 4 to 14 + 5. Also, most melee weapons have an increased chance of critical damage. Of the firearms, only Private Dobbs in the Sierra has such a bonus.

And there are special perks that affect damage for melee weapons and hand-to-hand. As well as for small arms - "more critical" and "better critical". But the analogue of the "Sniper" - "The Butcher" ("Deathblow"). Also "Melee Damage Bonus" - adds +2 damage with melee or melee weapons. There is an interesting perk "Expert in Anatomy", which gives an increase in the doctor's skill + 20%, as well as +5 damage to living creatures. Also, the power armor of the brotherhood or enclave increases strength, and therefore additional damage.

During a shot or impact, various pleasant and unpleasant things can happen. Additional Damage- damage increased by 1.5-3 times. The hand will break- in this case, it is difficult to hold a two-handed weapon. The leg will break, in which case each step takes two action points. Loss of consciousness- the enemy (or even us) falls and lies unconscious for a while, it depends on endurance. Just falling, then on the next turn you must stand up, usually it takes three action points. In such cases, the "Stone Wall" perk can help, so that you fall less, and "Quick Recovery", so that you get up not for three APs, but for one. Immediate death- someone dies regardless of the damage done. Hit pierces armor- armor did not reduce damage. There may also be mistakes. These include: loss of ammunition, loss of OD, a weapon fell, hitting the wrong person, injuring oneself and others.

It should be borne in mind that the level of difficulty of the battle also affects. On easy, enemies barely aim, hit less often, and deal less damage. At the top, it's the other way around.

General information about cartridges

Each cartridge has its own characteristics, which are also taken into account when calculating the probability of hitting and inflicted damage. Damage modifier expressed as a fraction and multiplied by the damage indicated in the characteristics of the weapon. The bigger, the better. So, for example, the above-mentioned 10mm PSST cartridges for 10mm PP have a damage modifier equal to 2/1. That is, the specified damage will increase twice. So the damage of 5-12 becomes 10-24. Next comes DR (damage resistance) modifier. This parameter is measured as a percentage and is added to the armor resistance. So, since we have combat armor and ordinary bullets, the "norm" parameter is involved. For combat armor, this parameter is 40%. For cartridges mod. SU is 25%. This means that 25% must be added to 40%. The result is 65%. That is, shooting with such cartridges, in fact, adds armor to the opponent. It follows from this that such cartridges are not at all suitable for armored purposes. And the lower this SU modifier, the better. But, we see that the damage is doubled (damage mode = 2/1). That is, these cartridges are very good against unarmored targets. And third AC modifier (armor class). This parameter is involved in the calculation of the probability of hitting the target. As already mentioned, the hit probability is affected by the character's skill, perks, time of day, wisdom, distance to the target, opponent's armor class and this very mod. KB. The smaller it is, the better.

This is why the gauss rifle and pistol are so good against armored targets (2mmEC SU -20, which means armor is essentially reduced by 20%). And they are so easy to shoot (KB -30, which means the probability of hitting increases). And they are so powerful (damage mod 3/2. good damage from the weapon itself is increased by 1.5 times). That's why at long range the Bozar is better than the Vindicator (223 CM KB -20 versus 7.5mm KB -5, which means that the Bozar has more bullets to hit the target). And that is why conventional machine guns chop non-armored targets into cabbage and cannot do anything with armored ones (5mm cartridges PSST SU +35, but the damage modifier is 2), and the bozar crumbles everyone and always (223 TsM KB -20, SU -20, although and damage mod 1). Vindicator also crushes everyone and always. As we can see, it is the cartridges that are responsible for how the weapon will behave against armored targets and at long distances.

O armor-piercing cartridges. In theory, such cartridges should cause more damage to armored targets than non-armor-piercing ones. But for some reason this is not the case. Armor-piercing rounds do not work in fallout 2. Regardless of the target's armor, always top scores show regular ammo. This applies to 10mm PSCT and 10mm BP, 5mm PSCT and 5mm BP, 44 magnum PSCT and 44 magnum CM.

A few words about translation. Apparently, the translators from Fargus decided to translate the modes for cartridges with a simple transliteration. That is, DR (Damage Resist) was simply called DR, but it should have been called DR (Damage Resistance). Similarly, AC (Armor Class) was simply called AK, but it should have been KB (Armor Class). The damage mode was normally translated, the meaning is similar. There is also a damage modifier, not a damage mode. Here I used a more correct translation. That is mod. AC (Armor Class modifier), DR mod (Damage Resistance modifier), and mod. damage (damage modifier).

Armor types

Leather and combat leather jackets

The easiest armor in the game. It is already found in Klamath at merchants and at Sulik. The Combat Jacket will be given by Balthus in Modoc for rescuing his son Johnny.

Leather jacket: normal 0/20%, laser 0/20%, fire 0/10%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 8, weight 5
Combat leather jacket: norm 3/20%, laser 0/20%, fire 2/10%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 18, weight 7

Leather and improved leather armor

The characteristics are slightly better than leather jackets. You can buy already in Klamath. Improved leather armor is in the basement at Algernon in New Reno.


Leather armor: norm 2/25%, laser 0/20%, fire 0/20%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 15, weight 8
Improved leather armor: norm 3/25%, laser 1/20%, fire 1/25%, plasma 1/10%, explosion 1/25%, electro 1/40%, AC 20, weight 10


Metal, Enhanced Metal, and Tesla Armor

Metallic can be found in Vault City at Trader Harry in the Suburbs. You can take it for free from Sergeant Stark in the cabinets, you just have to sneak around, give everyone alcohol to drink and crack the box. Improved metal is polished and slightly better reflects the laser. But tesla armor protects against energy attacks much better than the first two.

Metal armor: norm 4/30%, laser 6/75%, fire 4/10%, plasma 4/20%, explosion 4/25%, electro 0/0%, AC 10, weight 35
Improved metal armor: norm 4/30%, laser 7/75%, fire 4/10%, plasma 4/20%, explosion 4/25%, electro 1/10%, AC 15, weight 35
Tesla armor: norm 4/20%, laser 19/90%, fire 14/10%, plasma 10/80%, explosion 4/20%, electro 12/80%, AC 15, weight 35


Combat, Improved Combat and Brotherhood of Steel Armor

Found in the NCR at merchants. But you can get it almost at the beginning of the game in toxic caves. Also in the Sierra there are three pieces. At 15 the shelter is on the second floor. Regular combat armor is also used for subdermal implants.

combat armor: norm 5/40%, laser 8/60%, fire 4/30%, plasma 4/50%, explosion 6/40%, electro 2/50%, AC 20, weight 20
Improved combat armor: norm 6/40%, laser 9/65%, fire 5/35%, plasma 5/50%, explosion 9/45%, electro 3/55%, AC 25, weight 25
Brotherhood armor: norm 8/40%, laser 8/70%, fire 7/50%, plasma 7/60%, explosion 8/40%, electro 6/60%, AC 20, weight 25


Power and tempered power armor (brotherhood of steel)

Pretty decent heavy armor. Sold by merchants in San Francisco. Expensive thing. Can be obtained for free, after completing the task from Matthew to deliver the drawings of rotorcraft, it will be in the brotherhood bunker. There is also one in a box on the second floor of an abandoned Military Base. Power armor can be upgraded from the scientist hubologist Crocket. Slightly improved performance. But this can only be done twice, because there are not enough materials for more. This armor increases Strength by 3.

Power armor (brotherhoods): norm 12/40%, laser 18/80%, fire 12/60%, plasma 10/40%, explosion 20/50%, electro 12/40%, AC 25, weight 42
Hardened Power Armor (Brotherhoods): Norm 13/50%, Laser 19/90%, Fire 14/70%, Plasma 13/50%, Explosion 20/60%, Electro 13/50%, AC 25, Weight 50

Power and Enhanced Power Armor (Enclave)

The best armor in the second fallout. Found in only two copies. The first is in warehouses in Navarro. The second improved version is located in the Enclave in one of the rooms of the labyrinth. Increases strength by 4. Many people will wonder how we go to the toilet in this thing. Angela Bishop will absolutely scold us when she sees us in such armor. The kids in front of the Wright house will be afraid of us, thinking it's iron Man from an iron insect. The elder in the Enclave does not recognize us and calls us a monster, but if you approach her in the power armor of the brotherhood, then everything is fine.

Power armor (enclave): norm 15/55%, laser 19/90%, fire 16/70%, plasma 15/60%, explosion 20/65%, electro 15/60%, AC 30, weight 45
Improved power armor (enclave): norm 18/60%, laser 19/90%, fire 16/70%, plasma 18/60%, explosion 20/70%, electro 15/65%, AC 35, weight 55

Guardian Robe and Robe

A robe is similar in characteristics to a leather jacket. Meets in New Reno at the Golden Globe Film Studio, lies on the floor. But the keeper's attire is similar in characteristics to combat armor. Can only be obtained during a random encounter with the bridge keeper.

Robe: norm 0/20% , laser 0/25% , fire 0/10% , plasma 0/10% , explosion 0/20% , electro 0/40% , CB 5 , weight 10
Guardian Robe: Norm 5/40%, Laser 8/60%, Fire 4/30%, Plasma 4/50%, Explosion 6/40%, Electro 2/50%, AC 20, Weight 10

Pistols, submachine guns

10 mm pistol

The very first weapon that falls into our hands. Accordingly, one of the weakest in the game. Meets at every turn.

10mm pistol: damage 5-12 , length 25 , magazine 12 , cartridge 12mm, min SL 3 , weight 3

14 mm pistol

In theory, the 14mm BP cartridge should penetrate almost any armor (SU -50), but the base damage of 12-22 is halved (damage mod 1/2). Do not forget that the armor also has a hard damage reduction (the first number of two). Therefore, not the most effective weapon.

14mm pistol: damage 12-22 , length 24 , magazine 6 , cartridge 14mm, min SL 4 , weight 4

Needle gun pistol (Nidler)

There are two types of cartridges: weaker and more powerful. HN - weak. Base damage 12-24 does not increase in any way. But HP AP - doubled (damage mod. 2/1). The result is 24-48. In general, not bad. But these XN AP rounds are found late in the game, so they are useless. Although, if the character is very weak, then this pistol is just right, the minimum strength is only 3. The needle gun itself is found at Miron in the Stables in New Reno.

Needleshooter: damage 12-24 , length 24 , magazine 6 , ammo cartridges for needleshot, min ST 3 , weight 4

Desert Eagle and magnum.44 revolver

Desert Eagle in English sounds Desert Eagle, some jokingly call Drist Eagle. There is also an improved version with an enlarged magazine. Meets at every turn.

But the revolver is a very good weapon. Firstly, it is found almost at the very beginning of the game, you can buy it from merchants in the Den. Secondly, and most importantly, the reduced amount of AP per shot. This means that with a dexterity of 10, you can make two aimed shots per turn. This means that the damage from two aimed shots will be higher than from one. Weapons with a similar rate of fire will not meet soon. It was with this pistol that I ran through the first half of the game. Looking at the cartridges for it, we see that this revolver is not for armor. The disadvantages include a small range, only 15 meters. We need to improve this revolver urgently. This is done in Vault City with Valerie, in Gekko with Skeeter, or in New Reno with Algernon. All these cities are not far from Den. After the upgrade, the range will increase to 20 meters. And, of course, such a revolver should be given to Vic.

Desert Eagle: damage 10-16 , length 25 , clip 8 , cartridge 44. magnum, min ST 4 , weight 4
Desert Eagle Upgraded: damage 10-16 , length 25 , magazine 20 , cartridge 44. magnum, min ST 4 , weight 4
Magnum revolver: damage 12-18 , length 15 , clip 6 , cartridge 44. magnum, min ST 5 , weight 5
Improved magnum revolver: damage 12-18, length 20, clip 6, cartridge 44. magnum, min SL 5, weight 4

Pistol 223

The second most powerful pistol after the Gauss. Base damage is 20-30, good range is 30 meters. Cartridge 223 TsM penetrates armor (SU-20) and flies well at the target (KB-20). It’s not a shame to walk around with such a person, and you can give Sulika away. Found at the Eldredge trader in New Reno. So do some bandits around New Reno. At 15 the shelter is on the second floor.

Pistol 223: damage 20-30 , length 30 , clip 5 , cartridge 223CM, min SL 5 , weight 5

PP 10mm and heckler P90s

Two similar submachine guns. First, let's look at ammo. 10mm PSST armor does not penetrate (DR +25), but doubles the base damage (damage mod 2/1). PP 10mm appears almost at the beginning of the game. A single shot is equivalent to a 10mm pistol. But the line at point-blank range of 10 bullets is very powerful. 50-120 in total, including a damage modifier of 100-240. Since no one is armored at the beginning of the game, many fly away. You can also give this PP to Sulik, let him run up point-blank and shoot everyone.

Heckler P90s continues the tradition. Base damage is 12-16. There are 12 rounds in the queue. The total is 144-192, with a damage modifier of 288-384. Also not bad, but, again, only for unarmored targets. Although armored shows a good result. Another advantage of P90s, reduced OD per shot. This means you can make two turns in a row.

10mm SMG: damage 5-12 , length 25(20) , clip 30(10) , cartridge 12mm, min SL 4 , weight 3
Heckler P90s: damage 12-16 , length 30(25) , clip 24(12) , cartridge 12mm, min SL 4 , weight 8

Gauss pistol

A very respected pistol. High firing range of 50 meters. Highest base damage out of all pistols 22-32. The 2mm EU cartridge has a damage modifier of 3/2, so the final damage will be 33-48. It flies well at the target (KB -30) and remarkably penetrates armor (SU -20). Another significant advantage is the reduced OD per shot. This means that with a dexterity of 10, the perks "Bonus of fire rate" and two pieces of "Zivchik" you can make three aimed shots per turn. Available for purchase in San Francisco. It also lies in a box next to Melchior at an abandoned military base. Very common on Enclave patrols around Navarro. A similar pistol will also come in handy for Vik. A very good combination will turn out if you hold a gauss pistol in one hand, and an alien blaster or pulse in the other.

Gauss pistol: damage 22-32 , length 50 , magazine 12 , cartridge 2mmEC, min SL 5 , weight 5

Heckler G11 and G11E

The two most expensive submachine guns in the second fallout. The G11E has slightly more damage and a slightly longer range. However, G11E cannot be improved from G11, only bought ready-made. You can get one already in Redding by removing Morton the Frog from the corpse. Also during random encounters with hubologists near San Francisco. For revealing the secret alliance between Bishop and the NCR against Vault City, you can receive a reward.

G11: damage 10-20, length 35(30), clip 50(5), cartridge 4.7mm, min SL 5, weight 8
G11E: damage 13-23, length 40(30), clip 50(5), cartridge 4.7mm, min SL 5, weight 8

Mauser

Rare pistol. Basically useless as a weapon. Found in New Reno at Eldridge in the back room in front of the entrance to the basement in an iron box. Reduced OD per shot is good. But, low damage and rare ammo.

Mauser: damage 5-10 , length 22 , clip 7 , cartridge 9mm, min SL 3 , weight 3


M3A1 Grizzly SMG

Another PP. The usual average PP. The advantages include reduced OD per shot.

Grizzly: damage 10-20 , length 20(15) , clip 30(8) , cartridge 45 caliber, min ST 4 , weight 7

Rifles, shotguns, shotguns

Combat Rifle (aka Combat Shotgun), X&K Raven (aka OSBA), and Pancor Jackhammer

All these three rifles are the same field of berries. A slight difference in damage, in range, in the number of rounds in the magazine. 12 gauge cartridges are generally not designed for heavy armor (SL 0). Although, they break through the middle one quite well. Of course, shooting at close range is effective. Common ammo is also a plus. A battle rifle is already found in the Vault City in a warehouse, but you must be a citizen or have false documents.

Combat rifle: damage 15-25 , length 22(18) , clip 12(3) , cartridge 12caliber, min SL 5 , weight 10
Raven: damage 15-25 , length 30(20) , clip 10(5) , cartridge 12caliber, min SL 6 , weight 5
Jackhammer: damage 18-29 , length 35(25) , clip 10(5) , cartridge 12caliber, min SL 5 , weight 12


Hunting rifle and sniper rifle

The gun is found in Flick's Den. In general, a good ranged weapon to start the game. There is a modification with an optical sight. So, with this sight it is very difficult to shoot at close range (somewhere up to 8 meters), but there is not a single weapon in the game that would be so easy to shoot from afar. The chance to hit is significantly higher than that of the sniper rifle and gauss rifle.

Sniper rifle a very decent weapon. Looking at the cartridges, we see that they cope very well with armor (mod. SU-20). A good distance of 50 meters allows you to shoot enemies from afar. In particular, the turrets can't even shoot at us. It helps a lot in the Sierra. Also with the raiders, if you enter from the back door, then we can quite calmly shoot everyone. Many enemies will have to spend one turn to get closer to us. The presence of a sight increases the chance of hitting. The disadvantages include the high cost of OD for an aimed shot. Making two aimed shots in a row will only work at level 18. By this point, for sure, there will be a Gaussian. A sniper rifle will also come in handy for Cassidy or Skynet. She lies at the entrance to the Sierra on the ground near a pile of corpses. Also in the vicinity of New Reno, you can stumble upon a group of peaceful mafiosi, one of them will have a Thompson, and the rest will have sniper rifles. There is also a hideout at 15 in the second location in the house where Chrissy is being locked up. So here is the guard Carla.

Hunting rifle: damage 8-20 , length 40 , magazine 10 , cartridge 223CM, min SL 5 , weight 9
Sniper rifle: damage 14-34 , length 50 , clip 6 , cartridge 223CM, min SL 5 , weight 7

Gauss rifle

Every sniper's dream. Excellent range of 50 meters. Good damage 32-43 is increased by 1.5 times (damage mod 3/2) and becomes 48-64. In addition, the target's armor is reduced by 20% (DR -20). It is convenient to shoot from afar (KB -30). Available for purchase in San Francisco. But you can also steal on a tanker from Mark (standing in a bar) or from a brunette in a jacket without one sleeve. You can get it in the NCR, you will have to stab Sheriff Dumont or his deputy Carl with superstimpaks, but this is if there is no conscience at all. The Gaussian can also (and should) be given to Cassidy, Skynet or Vik (and what? He is good with rifles, he also fires two shots per move).

Gauss rifle: damage 32-43 , length 50 , magazine 20 , cartridge 2mmEC, min SL 6 , weight 9

Line rifle

Homemade single shot gun.

Linear rifle: damage 5-12 , length 20 , magazine 1 , cartridge 12mm, min SL 5 , weight 10

air guns

Damage 1-3. Maybe there is some aesthete who wants to shoot.

But the Red Raider Lee gun that appears with Private Dobs in the Sierra is quite interesting. Fixed damage at 25. Good range at 32 meters. Increased critical hit chance. Reduced OD per shot. All this makes this gun quite good. According to its characteristics, it approaches the Jackhammer shotgun. Also suitable for very weak characters, the minimum strength is only 3.

Cartridges for these guns are rare. There is in the house of Balthus in a box in Modoc. Sometimes they come across from merchants from the NCR and San Francisco.

Air gun: damage 1-3 , length 22 , clip 100 , ammo BBs , min ST 3 , weight 5
Red Raider Lee: damage 25-25 , length 32 , clip 100 , ammo BBs , min ST 3 , weight 5

Sawed-off and shotgun

Meet at the beginning of the game. You can already steal from Metzger in Den. But still, not a serious weapon. You can not shoot bursts, reload every two shots, short range. Good damage though.

Shotgun: damage 12-24 , length 7 , clip 2 , cartridge 12 caliber, min SL 4 , weight 4
Shotgun: damage 12-22 , length 14 , clip 2 , cartridge 12 caliber, min ST 4 , weight 5

Assault rifle and XL70E3

The main advantage of the assault rifle is a very good range of 45 meters. In this regard, it surpasses even a hunting rifle. The 5mm cartridge does not penetrate armor (DR +35), but doubles the damage (damage mod 2/1). An upgrade is available that increases the store.

XL70E3 - by and large the same, only found at the end of the game and is useless at this point. One of the girls in a sleeveless leather jacket has one on a tanker in San Francisco. You can take it only by killing it, because it is not in the inventory. You can, of course, buy the Evil Eye perk, piss her off and wait for this weapon to fall to the ground.

Assault rifle: damage 8-16 , length 45(38) , clip 24(8) , cartridge 5mm, min SL 5 , weight 7
improved assault rifle: damage 8-16 , length 45(38) , clip 100(8) , ammo 5mm, min SL 5 , weight 7
XL70E3: damage 12-19 , length 35(30) , clip 20(10) , ammo 5mm, min SL 5 , weight 9

Thompson submachine gun

Weapons bouncers from the casino. Large spread between minimum and maximum (from 3 to 20), rare cartridges, low range of bursts (only 16 meters). There are 10 rounds in the queue, so the final damage is 30-200. It seems to be good. But the weapon has an impressive description. But definitely not suitable for heavy armor. Because, for example, Enclave Power Armor has a hard damage reduction of 15. This means that all bullets that deal damage of 15 or less will not roll. And since Thompson's minimum damage is only 3, there will be a majority of such bullets.

Thompson submachine gun: damage 3-20 , length 32(16) , clip 50(10) , cartridge 45 caliber, min SL 6 , weight 7

FN FAL

We look at the cartridges 7.62mm. They pierce armor well (DR -10), do not increase base damage (damage mod 1/1). Weapon damage 9-18, in general, is average. The usual FN FAL can be improved by attaching a night vision device, respectively, the penalty for the dark time of the day is removed. But FN FAL HPFA can only be bought ready-made. Sold in NCR, San Francisco. Slightly more damage 11-22, as well as the queue releases not 10, but 20 rounds. That is, in a burst, this weapon deals significant damage of 220-440.

FN FAL: damage 9-18 , length 35(30) , clip 20(10) , cartridge 7.62mm, min SL 5 , weight 9
FN FAL HPFA: damage 11-22 , length 35(30) , clip 20(20) , cartridge 7.62mm, min SL 5 , weight 10



Energy weapons

laser rifle

Good base damage 25-50. But, looking at all types of armor, you can see that the laser resistance is very high. And this means that a priori the laser does less damage than plasma or conventional bullets. In addition, looking at the atomic battery, you can see that there is nothing to enhance the damage (DR 0, damage mod 1/1). Therefore, not the most effective weapon. An upgrade is available that increases the magazine from 12 to 24 charges.

Laser rifle: damage 25-50 , length 45 , clip 12 , cartridge atom.b. , min SL 6 , weight 12
Enhanced laser rifle: damage 25-50 , length 45 , clip 24 , cartridge atomic b. , min SL 6 , weight 12

Gatling laser

Base damage 20-40. Given that 10 lasers will fly out, the total damage is 200-400. Not bad. But, most armor has good laser resistance. Therefore, for example, a typical enclave from Navarro (laser resistance 90%) will only be dealt 20-40 damage, provided that all shots reach him.

Gatling laser: damage 20-40 , length 40 , clip 30(10) , ammo b. , min SL 6 , weight 24

Plasma and Turbo Plasma Rifles

The Plasma Rifle can be upgraded to Turbo Plasma. Let's consider the second. Excellent base damage 35-70. But, there are no more modifiers (atomic battery DR 0, damage mod 1/1). In general, a very good thing. Acceptable range, availability, prevalence of atomic batteries. Plasma Rifle first found in the Sierra on the second floor, also in NCR and San Francisco stores. It should, of course, be improved. If we don't run with her, then Marcus.

Plasma Rifle: Damage 30-65 , Length 25 , Clip 10 , Atomic B Cartridge , min SL 6 , weight 12
Turbo plasma rifle: damage 35-70 , length 35 , clip 10 , ammo b. , min SL 6 , weight 14

Laser, Plasma and Pulse Pistols

Improvements are available for the first two. These pistols are good for sale. They weigh little and are expensive. Unless, the plasma pistol appears already in toxic caves. You can run with it for a while. Vic also handles these pistols well. Therefore, if necessary, you can give it to him. It is worth noting pulse pistol. In general, good damage and reduced OD per shot. The disadvantages include a low firing range, only 15 meters. Appears towards the end of the game in the shops of San Francisco, also in the bunker of the Brotherhood of Steel. At patrol enclaves near Navarro.

Laser Pistol: damage 10-22 , length 35 , clip 12 , ammo energy block, min ST 3 , weight 4
Magnetolaser Pistol: Damage 10-22 , Length 35 , Clip 12 , Power Block Cartridge, Min SL 3 , Weight 4
Plasma Pistol: damage 15-35 , length 20 , clip 16 , ammo energy block, min ST 6 , weight 4
Enhanced Plasma Pistol: damage 15-35 , length 20 , clip 32 , energy pack cartridge, min ST 6 , weight 4
Pulse Pistol: Damage 32-46 , Length 15 , Clip 5 , Power Unit Cartridge, Min ST 3 , Weight 5

solar scorcher

Can only be found at a random location "Eternal". Lies on the floor in 13 asylum. Good base damage 20-60, average range 20 meters. It works only from light, that is, it does not work at night. Reloads without OD. It's hard to say anything modifiers. Another advantage is the reduced OD per shot. Judging by appearance shot, it can be assumed that this is a laser weapon.

Solar Scorcher: damage 20-60 , length 20 , clip 6 , ammo light, min ST 3 , weight 6


Pulse Rifle YK42B

The base damage is very impressive 54-78. Good range of 30 meters. The most powerful weapon in the second fallout, firing single shots. Competitor to the gauss rifle. However, it does very little damage to airmen. And the low probability of hitting, the skill of energy weapons should be pumped much better. You can get it in the Brotherhood of Steel Bunker in San Francisco after completing the quests about the blueprints of the rotorcraft. Also on the tower of the Enclave. You can give it to Marcus.

One of the annoying things is that this rifle does not leave corpses behind (the same thing happens with the rocket launcher). It's awkward to search. You have to look at every object on the ground. But, this is also a plus, because, usually, corpses interfere with aiming.

Pulse Rifle: damage 54-78 , length 30 , clip 10 , cartridge atom.b. , min SL 6 , weight 9

alien blaster

Can be found at the merchant Willy, who lives just north of Modoc. The fact is that it is not enough just to meet this merchant, other conditions are also needed. First, the character must be level 13 or higher. Secondly, even in this case, there will not necessarily be a blaster. Various things may come up. Before talking to Willy, you should examine his pockets. If there are blasters, then we are lucky. You can steal, but not buy.

Alien blaster: dmg 30-90 , length 10 , clip 30 , ammo energy pack, min ST 2 , weight 2



heavy weapons

Machine gun (aka minigun) and Avenger minigun (avenger)

Ordinary six-barreled machine gun. Fires 40 bullets per burst. Looking at the 5mm PSST cartridges, we see that they are not designed to penetrate armor (mod. SU +35). And also a large dispersion at a distance (mod. KB 0) compared to others. Small damage against unarmored targets is doubled (damage mod 2/1). Found in Broken Hills by Marcus. Also at the joint patrol, which periodically walks in the vicinity of Broken Hills. Eldridge's in New Reno. No doubt there is a use for it. Again, common ammo.

Minigun Avenger. In fact, the same machine gun, only a little more distance and a little more damage. Found by merchants in NCR, San Francisco.

Machine gun: damage 7-11 , length 35 , magazine 120(40) , cartridge 5mm, min SL 7 , weight 28
Avenger: damage 10-14 , length 40 , clip 120(40) , cartridge 5mm, min SL 7 , weight 28

M60

Another machine gun. Found in San Francisco at merchants. Eldridge's in New Reno. Sounds when fired emits incomprehensible.

M60: damage 18-26, length 35, clip 50(10), cartridge 7.62mm, min SL 7, weight 23


Bozar and support light machine gun

Bozar is a very powerful thing. Some advantages, almost no disadvantages. We look at the cartridges 223 CM. They are simply designed to penetrate armor at long distances (MU-20 and KB-20). The weapon has good damage, good range, ammo availability, it appears already in toxic caves, and this is approximately the first third of the game. You can also steal from four guards in combat armor in the NCR in the location "NKR Bazaar". So does Eldridge in New Reno. Fires 15 bullets, each dealing 25-35. And the total damage reaches 375-525. You should also take into account the reduction in the target's armor by 20%, as well as other modifiers (critical hits, skill, and so on). The disadvantages include frequent reloading.

Support light machine gun. If I may say so, the younger brother of the bozar. Less damage, slightly longer range. Fires not 15, but 10 bullets. If the bozar is suitable for serious opponents, then this one is for medium ones.

Bozar: damage 25-35 , length 35 , clip 30(15) , cartridge 223CM, min SL 6 , weight 20
Support light machine gun: damage 20-30 , length 40 , clip 30(10) , cartridge 223CM, min SL 6 , weight 20

Vindicator Minigun

Also a very impressive weapon. Cartridges 4.7mm penetrate armor, but not as well as Bozar (SU-10). The range is also present, but again, you can wish for the best (KB -5). However, the damage of the vindicator itself 14-19 is increased by 1.5 times (damage mod 3/2). Given that 25 bullets are fired, the total damage is 525-712 (you should also take into account the decrease in the opponent's armor by 10%). Practice shows that the vindicator is better near and at medium distances. Bozar is better at long distances. But this is very expensive pleasure. Can be bought from merchants in San Francisco. And this is almost the end of the game. Free lying around only in the warehouses of the Enclave. And ammo for it is rare.

10mm pistol: damage 14-19 , length 30 , magazine 100(25) , cartridge 4.7mm, min SL 7 , weight 28

Rocket launcher (aka bazooka)

Let's look at rockets. There are two types: regular and armor-piercing. Judging by the characteristics, armor-piercing ones are always better than ordinary ones, because there are only pluses, but no minuses. The rocket launcher has a large spread between minimum and maximum damage. That is, it can do little damage, and maybe a lot. Effective against large crowds of enemies. In this case, neighboring targets receive less damage than the original. Still, the rocket launcher is unlikely to be the main weapon. Ammo is rare. For the first time, it can be found at the Unity Patrol in the vicinity of Broken Hills, also in the Sierra on the second floor in boxes, in New Reno at Eldridge.

Rocket launcher: damage 35-100 , length 40 , magazine 1 , cartridge rocket, min SL 6 , weight 15


Flamethrower

Weapons are fun, but not very effective. Will never kill a standard enclave in the vicinity of Navarro in one turn. Plus, you still have to run. It is possible to improve the flamethrower and fuel for it.

Flamethrower: damage 40-90 , length 5 , clip 5 , ammo fuel, min ST 6 , weight 18
Improved flamethrower: damage 45-90 , length 5 , magazine 5 , ammo fuel, min ST 6 , weight 19



Steel arms

Sledgehammer and super hammer

Sulik already has a regular sledgehammer in Klamath. As a tool it is not used anywhere.

The Super Hammer can be bought from Eldridge in New Reno, but you need to be a special customer to get it. That is, a member of a family. But you can kill Eldridge and then remove this hammer from the corpse. You can't steal. The weapon is good, powerful, requires little AP per hit. But the disadvantage is that enemies often fly far away, and you need to run to them after hitting. In this regard, the mega powerful fist wins.

Sledgehammer: damage 4-9 , duration 2 , min ST 6 , weight 12
Super Hammer: damage 18-36 , duration 2 , min ST 6 , weight 12

All kinds of knives

Of particular note is the knife of Little Jesus. Is rare weapons, you can only take it from the corpse of Little Jesus Mordino, you cannot steal it. Wakizashi also pierces armor, that is, the damage limit (first digit) is not taken into account.

Knife: damage 1-6 , length 1 , min ST 2 , weight 1
Combat knife: damage 3-10 , length 1 , min ST 2 , weight 2
Little Jesus Knife: Damage 5-14 , dl 1 , min ST 2 , weight 2
Throwing knife: damage 1-6 , length 1 , min ST 2 , weight 1
Switchblade: damage 2-5 , length 1 , min ST 1 , weight 1
Wakizashi: damage 4-12 , length 1 , min ST 2 , weight 3

Clubs and the like

The Crowbar can be used to pick jammed locks in drawers and doors, but requires Strength 8. The Wrench is needed by Valerie in Vault City. A baseball bat can be obtained from Mrs. Wright after her husband's moonshine is broken. It is a good melee weapon, in terms of characteristics it approaches a super hammer, but Sulik does not use such a weapon.

Crowbar: damage 3-10 , length 1 , min ST 5 , weight 5
Wrench: damage 3-6 , length 1 , min ST 3 , weight 4
Police baton: damage 1-6 , length 1 , min ST 3 , weight 3
Baseball Bat: damage 12-38 , length 1 , min ST 4 , weight 4


Spears

Sharpened Pole: damage 2-4 , length 2 , min ST 4 , weight 3
Spear: damage 3-10 , length 2 , min ST 4 , weight 4
Sharpened spear: damage 4-12 , length 2 , min ST 4 , weight 3


Ripper

Good melee weapon. The disadvantage is the same as the super hammer - it knocks back enemies.

Ripper: damage 15-32 , length 1 , clip 30 , ammo energy unit, min ST 4 , weight 2

Livestock pokers

The usual one is found in Klamath in one of the bathers in leather armor, holding in her hands. Therefore, it can only be acquired by killing the bather. This will be followed by trouble in the form of indignation of the inhabitants. And finding 7 superstimpaks at the beginning of the game is a problem. Also at the military base in one of the tents.

But improved in damage can be compared with a super hammer. But, it requires 4 AP per hit, which is more than that of a hammer.

Cattle prod: damage 12-20 , length 1 , clip 20 , ammo energy unit, min ST 4 , weight 3
Improved Cattle Drive: damage 20-32 , length 1 , clip 20 , ammo energy unit, min ST 4 , weight 3



Thrown weapons

stones

Stone: damage 1-4 , duration 15 , min ST 1 , weight 1
Uranium ore: damage 3-6 , length 10 , min ST 2 , weight 10
Refined uranium ore: damage 3-6 , dl 10 , min ST 2 , weight 15
Gold Nugget: damage 3-6 , dl 10 , min ST 2 , weight 10

Scientists have split the atom. Now the atom splits us.

(Quentin Reynolds)


For more than a year, players around the world have been hoping for the release of Fallout 3. Recently, this hope has become almost illusory - Interplay is disbanding Black Isle, and, therefore, the long-awaited project is "postponed indefinitely." But not all is lost! Rumor has it that the developer of the post-apocalyptic RPG The Fall: Last Days of Gaia, Silver Style Entertainment, is hiring some former Black Isle Studios employees and is ready to buy the rights to create a Fallout sequel. We wish them good luck! Perhaps thanks to these guys, we will have a chance to live to the third part without resorting to cryogenic freezing.


In the February issue, I described the creation of a character and the formation of his squad. But what is a brigade without weapons and armor? This article will focus on the means that contribute to and prevent severe lead poisoning.

Weapon

We will not dwell on such types of weapons as a spear and a crossbow. At first, you will have to suffer with them, but you yourself will easily understand them! Also, this list does not claim to be complete. It doesn't cover even a fifth of all weapons found in the game.

Sniper Rifle DSK-501

High for /Texts/Masters/Fallout/0404/Small Guns power, accuracy and firing range make the DSK-501 an indispensable attribute of every chosen one. Another advantage of the sniper rifle is that ammo for it is lying around every corner. But "there is no good without a bad": one more action point is spent per shot than usual. Ideal for shooting enemies from a safe distance, especially from towers - they will not have a chance to reach you.

223 Pistol

For some performance characteristics inferior to a hunting rifle, but far superior in damage (20-20 versus 8-20). True, it is quite difficult to find it. Found in San Francisco, NCR, New Reno.

Bozar

The best machine gun in Game. True, stocking up on ammunition is not easy for him. Although there are plenty of suitable cartridges around, he eats them in buckets (15 per salvo). It is very problematic to constantly carry two thousand rounds of ammunition with you.

M72 Gauss Rifle

The best weapon in the game, at least from /Texts/Masters/Fallout/0404/Small Guns. The only negative is that you will not find cartridges for it during the day with fire. They can only be bought in San Francisco and occasionally, "on major holidays" in the NCR. You will “borrow” a rifle with a hundred rounds from a punk who is actively relaxing in a tanker bar (also San Francisco). A little more can be stolen from the emperor's guards. If you want to get another two hundred, fix the transformer in Toxic Caves and open the elevator with electronic lockpicks (not mk2). On the second floor, a robot will be waiting for you (and this is a couple of hundred experience points) and, in fact, the purpose of your journey is two-millimeter cartridges.

PPK12 Gauss Pistol

Nothing more than a sawn-off rifle of the same name. By reducing damage and accuracy, it increases the rate of fire. The only worthy use is to keep it in the second weapon slot, however, like the .223 Pistol.

H&K P90c

Counts best weapon under a nine-millimeter cartridge due to the ability to spend less action points per shot. This caliber is widely popular, weighs little and is inexpensive. This submachine gun is cost effective and good against weak targets.

Red Ryder LE BB Gun

Another joke from the developers. The only copy of this weapon is located in the Sierra Army Depot from a frozen soldier. Deals pretty good damage, but suitable ammo is scarce.

H&K CAWS

The well-known German concern again pleased us with excellent weapons. This time it's a solid shotgun. True, it is not recommended to shoot from a long distance, and its effectiveness against heavily armored opponents tends to be zero.

Pankor Jackhammer

The best of shotguns. Both in terms of damage and range, it is far ahead of its "relatives". However, weapons of this class should not be used in the game at all.

"Little Jesus" Knife

This unique knife stands out from the crowd due to its high speed (3 action points per hit) and high damage (5-(14+melee damage)). To get hold of this wonderful knife, you will have to shed the blood of more than a dozen people - you need to kill the Mordino family in New Reno.

Mega Power Fist

The best brass knuckles. Far superior to its closest competitors, especially in terms of damage. From time to time it needs to be recharged with small batteries.

Gatling Laser

A fast-firing laser machine gun with good firepower. Its main disadvantage is that it consumes crazy amounts of nuclear batteries, and they will be useful to you for refueling your car. Enclave soldiers have good energy resistance, so this weapon is not very effective against them. Think about it: is it worth spending the fuel of the iron horse on the rest of the "ideological opponents"?

Impulse Rifle

The Pulse Rifle is a fairly rare weapon. It can be found in the Brotherhood of Steel or in a random location (cave with raiders). There is also a pulse pistol.

Laser Rifle

Due to the huge range and power of the laser rifle, it may well replace the sniper rifle. The upgraded variant has double the ammo capacity.

Plasma Rifle

Although it deals more damage than a laser rifle, the Plasma Rifle is ineffective against heavily armored targets. The turbojet variant is far superior to the original as it shoots faster and deals more damage. In general, I consider most types of energy weapons to be a relic of the first part of Fallout, where mutants were the most dangerous enemies.

Alien Blaster

As you might guess from the name, this is an alien weapon. You can get it in two ways. The first one is to wander back and forth one square above the Modoc. Please note: it will take a long time to wander. After a while you will meet a merchant. He'll goof off on you with his formidable knowledge of aerodynamics and other natural sciences. Usually this merchant sells all sorts of garbage for a lot of money. But sometimes he also has this miracle of humanoid thought. The second way is to feed and drink a hundred times the boy standing near the "Cat's Paw". True, almost no one has the patience for this. It takes four days to do this. By the way, don't you think that feeding a child a hundred times in such a time smacks of cruelty? But for this "good" deed, in addition to alien weapons, you will also receive a perk. I deliberately forgot about the third way: you will find another copy of the Alien Blaster at the Enclave base, but who needs it in the Enclave?

Solar Scorcher

A sample of this weapon can only be obtained through a random encounter (Guardian of Forever). Of its positive features, I will note only one: it is charged from the sun without consuming batteries. Of the negative - the sun is only during the day.

Big Bazooka

Despite the enormous power, it makes no sense to use it - rockets weigh a lot, are expensive and rarely found. However, if you like the sight of enemies flying to shreds, shoot the rats. The bazooka is no good for anything else. But even for this innocent entertainment, you need a developed skill with heavy weapons or good armor, otherwise you will fly to pieces, not rats.

"The armor is strong..."

"Which armor is better?" Unlike the situation with weapons, this question can be answered unequivocally - Adv. Power Armor MK2. I do not argue that in some characteristics (see table) it is inferior to Tesla Armor (energy protection), but in others it is much superior. Unfortunately, it can only be obtained at the end of the game, so at first you will have to settle for a little...


Armor AC Normal Laser Fire Plasma Explosion Electricity Strength increase
Leather jacket 8 0 | 20% 0 | 20% 0 | 10% 0 | 10% 0 | 20% 0 | 30%
Leather Armor 15 2 | 25% 0 | 20% 0 | 20% 0 | 10% 0 | 20% 0 | 30%
Leather Armor MKII 20 3 | 25% 1 | 20% 1 | 25% 1 | 10% 1 | 25% 1 | 40%
Robes 13 0 | 20% 0 | 25% 0 | 10% 0 | 10% 0 | 20% 0 | 40%
Bridgekeeper's Robes 20 5 | 40% 8 | 60% 4 | 30% 4 | 50% 6 | 40% 2 | 50%
Combat Leather Jacket 18 2 | 30% 0 | 20% 2 | 25% 0 | 10% 0 | 20% 0 | 30%
Metal Armor 10 4 | 30% 6 | 75% 4 | 10% 4 | 20% 4 | 25% 0 | 0%
Metal Armor MKII 15 4 | 35% 7 | 80% 4 | 15% 4 | 25% 4 | 30% 1 | 10%
Tesla Armor 15 4 | 20% 19 | 90% 4 | 10% 10 | 80% 4 | 20% 12 | 80%
Combat Armor 20 5 | 40% 8 | 60% 4 | 30% 4 | 50% 6 | 40% 2 | 50%
Combat Armor MKII 25 6 | 40% 9 | 65% 5 | 35% 5 | 50% 9 | 45% 3 | 55%
Brotherhood Combat Armor 20 8 | 40% 8 | 70% 7 | 50% 7 | 60% 8 | 40% 6 | 60%
Power Armor 25 12 | 40% 18 | 80% 12 | 60% 10 | 40% 20 | 50% 12 | 40% +3
Hardened Power Armor 25 13 | 50% 19 | 90% 14 | 70% 13 | 50% 20 | 60% 13 | 50% +3
Advanced Power Armor 30 15 | 55% 19 | 90% 16 | 70% 15 | 60% 20 | 65% 15 | 60% +4
Advanced Power Armor MKII 35 18 | 60% 19 | 90% 16 | 70% 18 | 60% 20 | 70% 15 | 65% +4

In addition, the armor can be embedded under the skin. To do this, delve into the medical computer of the eighth bomb shelter, which is located not far from the doctor on the first floor (you need Skill Doctor> 80). Then bring 4 Combat Armor to the healer in San Francisco. For some reason, doctors do not like the armor of the Brotherhood of Steel and MK2, even though they are better. For four operations, you will have to pay about seventy thousand dollars. Expensive, of course, but all the other "killers in white coats" will cripple you at best. This operation can be performed by AutoDoc in the suburbs of Vault City for free, but first it must be repaired.

Booking Name Normal Laser Fire Plasma Explosion Electricity Charm
Plain first level +5% - - - +5% - -1
Plain second level +5% - - - +5% - -
"Phoenix" of the first level - +5% +5% +5% - +5% -1
"Phoenix" of the second level - +5% +5% +5% - +5% -

"... and our tanks are fast!"

If desired, Fallout 2 can be completed in an hour, a maximum of one and a half. But first, I will advise you to play slowly, thinking about the dialogues and only occasionally looking at my article. Although you will spend ten times more computer time, it will be real entertainment, and not tedious copying of actions. Believe me - the game is worth the candle!

I hope you can guess how to pass the selection test. As a last resort, use the Ctrl-R combination (see box). Then learn from your fellow tribesmen how to swing a knife and fists. After interrogating the old woman, you will find out where the nearest city is. Take a single-shot gun and a walkie-talkie in Vic's house (in the northeast). After completing several tasks and learning hand-to-hand combat from one of the visitors of the Golden Gecko bar, feel free to go to the godforsaken town of Den.

To our great joy, all merchants can be killed with impunity in order to take possession of their modest belongings. To our great regret, there are two merchants in the game.

Starting the game from any city or seeing random encounters is easy. In the main menu of the game, press Ctrl+R. After that, a list of cards will appear, from which you will select the one you need. Save, exit, and then load this Save. But as long as you don't have a pipboy, you can't sleep. It will be given to you in your homeland, in Arroyo. True, in this case you will not be able to choose a hero for yourself - you will have to play Narg. If you don't feel like going through temple trials, download the arrvillage.map.

In the second location - in the guild of slavers, the resurrected Vic is waiting for you. There you will have to part with your walkie-talkie. If you have any automatic weapons (at least UZI), shoot the whole guild. It is most convenient to do this while in the prisoner's room. First, save Merzger from weapons, and everyone else from cartridges and doping. The skill of stealing will help you with this. We killed everyone we could, except the poor drug addicts. Now we have nothing more to do here.

If you are not experienced enough and not armed to the teeth, you can not go to Ridding. The sheriff will say that you will not cope with the task, and wamingos have thick skin. In the meantime, you can go with the caravan to the largest small city in the world, to the capital of drug addiction and gambling, in New Reno (see map).

Purchase a sound module from one of the merchants (you will need it in Vault 13). In this city you will meet a lot of interesting things. For example, the Wright family will tell you where the blue memory module storage and god knows what else is located (Sierra Army Depot). In addition, you will have many tempting opportunities, such as participating in a boxing championship or starring in a porn movie.

After visiting the glorious city of New Reno, go to the NCR for the Bozar machine gun. This weapon is at the disposal of the merchant's guards. In the western part of the city you will find the forever closed energy gates. The guard doesn't want to let you in. But on the corner of the gun store, the law enforcement officer will tell you that the retired crime boss who lives just outside these gates needs a worker. Do not expect to take part in the massacres - you will only have to herd cows. Talk to the guard standing near the entrance and say that you need a job.

Beyond these gates is Roger Westin's ranch.

On the ranch, just below the main entrance, a local alcoholic works. For a bottle, he will tell you a heartbreaking story about Vault 13 and mention that he was treated by a local doctor. As you may have guessed, you will have to visit the chiropractor. By paying him 10,000 caps, you get a seemingly useless portrait of the king of rock and roll. Take a close look at it - you will notice the map. The location of the destination of your wanderings will be entered in the memory of the pipboy.

However, you can do it much easier: get a task from Westin and after the death claws wandering nearby leave, a passage to the Vault will open in the northeast of the map.

At the entrance to the shelter, you will be met by a deathclaw and will tell you about the computer failure. This is where you will need the voice module saved up for a rainy day - with its help you can easily troubleshoot. For work, you will receive a kit for creating a Garden of Eden. Having captured parts of the navigation computer (a box on the third floor), go to San Francisco. By the way, GECK can be safely thrown along the road, because its twin brother is gathering dust on the drilling rig, waiting for you.

Made in China.

It is interesting: The task of the deathclaws may not be completed, the GECK is hidden on the third floor, in one of the lockers next to the spare parts for the navigation computer.

In San Francisco, you can buy a good deal (about every two weeks, merchants have a new delivery of money and goods).

Purchase M-72, P90c and power armor. Buy plenty of 9- and 2-mm cartridges, and don't forget about the pro.233 caliber. Get the "helicopter" quest in the Brotherhood of Steel. Grabbing a set of master keys or plastic explosives, feel free to go to Navarro.

Of course, you can kill the entire staff of the base, but "my song is not about that." Moreover, you can handle this without my tips. I like to do everything quietly, with little bloodshed, killing only two people. The first victim is a man at the entrance, who claims that this is an ordinary gas station. Of course he can't fool you. Destroy it before it alarms everyone. The passage to the base is hidden in the house next to it. I almost forgot - in no case do not take any of your associates with you, otherwise the guards will be offended by you! In one of the drawers you will find your second skin - Advanced Power Armor. Rise to the surface (never talk to the sergeant) and steal the plans for the helicopters - you will find them in the garage next to the ready-made aircraft. If you are a good diplomat - talk to computer operators, they will tell you about FOB. You can convince the commander's adjutant to "borrow" this useful item from Chief Navarro. You can also pretend to be a cleaner. You will learn everything about the upcoming cleaning from the same soldier. After waiting an hour around the corner, get down to business. The boss will leave if you tell him that you will be very dusty. Use the lockpicks to open the locker (or blow it up) and extract the precious FOB from there (or pick it up from the smoldering remains of the locker). Now head back to San Francisco.

It is strange to see a whale carcass in the middle of the desert.

Upon your return, give the plans first to the guard of the brotherhood, and then to Shi. Go down into the hold of the tanker, open the door with FOB, insert the spare parts found in Vault 13 into the computer. Now it's up to the small - just get a couple of thousand liters of fuel for the tanker. If you save the woman in the northeast part of the hold, her hacker friend will hack Shea's computer and the tanker will be refueled. Using the computer on the captain's bridge, start this pile of scrap metal and go blow up the Enclave.

It is interesting: At high levels of charm and conversation, you can negotiate with the Brotherhood of Steel, and they will provide you with a tanker ready to sail. Of course, for this you will have to complete the task of the Brotherhood.

Upon arrival at the Enclave, leave your friends in the lobby to admire the pictures on the walls. If you haven't brought explosives from sunny San Francisco, then look into the barracks (door on the right) and grab the amount you need. The only way left is the stairs down. Talk to the prisoners - there is nothing more to do on this level. Then follow down again. You will have to go through a labyrinth of 9 rooms with a crazy door opening system. If you have good science and repair skills, here you can get hold of various useless things, like the Alien Blaster.

You can go through this damned labyrinth using the “scientific poke method” or using mathematical analysis. Which of these options to choose? Decide for yourself.

If you have developed a conversation skill, find a scientist on the president's floor and arrange with him to launch the FEB virus into the ventilation. This will tear to pieces most of the civilians on the oil platform.

Advice: You can silently kill a person by feeding him a huge amount of SuperStimpacks (SuperStimpack). In half an hour the poor fellow will be dead.

Assassinate the President with a dozen Super Stimpaks or a few sticks of dynamite - your choice. Take his card and head down to the control room. If the scientists in the hall are dead, plant an explosive package next to the computers. If they are still alive, talk to one of them sitting in the lower right corner. If you intimidate him properly, he will turn off the reactor cooling system. The final countdown will begin, and with a sense of accomplishment, you return back to walk on the water on a tanker. But Frank Horrigan will stand in your way - a tragic mistake of nature and scientists of the Enclave.

Try to convince the infantry squad - perhaps they will help you correct this mistake. Use the president's card to turn on the suppression of the uprising. As you may have guessed, the main rebel is Frank.

Autocannons will immediately begin to treat the boss with lead. Killing Horrigan will not be easy - he has 999 lives. But after his death, you will find a beautiful video and a fascinating story about what happened to many cities because of your activity or inactivity.

By the way, after the game you can continue to roam the map. This time you will see something previously unavailable. Take a look at New Reno Church, for example. The priest with the words: “How few people in our time go through the games to the end” will give you a very useful book, for each reading of which 10,000 experience is awarded, and all skills will freeze at around 300%. Where was she before?!

One of the main elements of the game are all sorts of different battles. Here armor and weapons are considered in detail, where to get them, characteristics, damage, damage absorption. That is the combat system.

General information about any armor

Consider the example of combat armor. Armor class - the probability of hitting us (not only us, but generally any person, animal, robot, etc.) is reduced by this percentage after calculating other probabilities. A fine for distance, a fine for dark time of the day, and so on are taken into account. And then the armor class. Accordingly, the higher the better. There is a perk "Evasiveness", which increases the armor class by 5. There is also the ability "Kamikaze", which reduces the armor class, but increases the order of actions (reaction). That is, it is easier to hit the Persian, but he almost always goes first.


Next come the types of damage: normal, laser, fire, plasma, explosion, electricity. Each damage is, firstly, absorbed, and secondly, reduced. How much damage is absorbed (or reflected, passed by, severely reduced) is answered by the first digit, this is damage limit (PU). And how much it will decrease - the second as a percentage, it is damage resistance (DR). Let, for example, someone fired a bullet at us and dealt 20 damage. The "norm" indicator is included in the calculations. First, the damage limit is subtracted from 20, for combat armor it is 5. We get 15. Then 15 is reduced by 40%. As a result, we will get damage equal to 15 minus 6. That is 9. And this final damage takes 9 health from us. The norm is damage from bullets, punches and cold steel, throwing knives and so on, that is, mechanical damage. Laser - shots from a laser rifle, a Gatling laser, a laser pistol. Fire - from flamethrowers, molotov cocktails, fiery geckos. Plasma - plasma rifles and pistols, plasma grenades. Explosion - ordinary grenades, dynamite, rocket launcher, some types of traps. Electricity - a pulse rifle, some types of traps, a floor in a labyrinth in the Enclave. By the way, nothing is said about electricity in the game itself, that is, the parameter is not visible. I do not know what it is connected with. Electricity resistance data is taken from the site ru.fallout.wikia.com, and indeed, there is a lot of interesting things there. Percentage resistance is affected not only by the armor worn, but also by subcutaneous armor, some chemicals, a stone from the head of the chosen one, the Toughness perk, a bonus for winning boxing fights in New Reno.

General information about small arms

Consider the example of a 10mm PP (10mm submachine gun). This damage is understandable - a random number between the minimum and maximum is selected. Distance (range) - the maximum allowable number of cells is indicated. One cell in fallout is equal to one meter.

It is clear that the closer you shoot, the higher hit probability. But this takes into account not only the actual distance to the target, but also the maximum distance for the weapon. Let, for example, the enemy is 10 meters away from us. It is much easier to hit him with a hunting rifle than with 223 pistols, because the gun has a long range. The ability to handle weapons also affects the probability of hitting, wisdom (perception) is very important for shooting from afar, the presence of an optical sight on a weapon, interference to the target (other people, corpses, etc.), time of day (it is more difficult to hit at night) . Many weapons require a certain amount of power. If suddenly there is not enough strength, then it also negatively affects. There is a perk "Weapon Handling" that adds 3 strength while shooting (real strength does not increase). There are various perks to improve hit chance. Sharpshooter - Increases Wisdom by 2 when calculating range. "Night vision" - improves visibility in the dark, and therefore easier to hit. "Increase in wisdom" will also have a positive effect.

Damage dealt for ranged weapons. As already mentioned, damage is primarily dependent on damage. First, the hit probability is calculated. If they hit, then various modifications can affect the damage. Then there are calculations for the armor, how much it absorbed, how much it reduced. Critical Hit Chance - Chance to deal increased damage. The character's base probability is shown. And the final probability is calculated using a somewhat complex formula. Affects the ability to handle weapons, luck, various perks.

There are the following perks that affect damage for small arms(this also includes heavy guns, energy weapons): "Bonus damage at a distance" ("Bonus range") - damage from shots is increased by 2 units, which, by the way, is not so little, given that damage will be superimposed other modifications. And for machine gun bursts, this is an indispensable perk, because the damage is calculated for each bullet. "More critical" - increases the base value to deal critical damage. "Best critical" - if you get critical damage, it will increase. "Sniper" - the indicator for critical shots is calculated in a new way. The formula is as follows Luck / 10 * 100%. This means that if luck is 10, then every hit will be a critical hit (but since the formula for the final calculation is a little more complicated, not every hit). In this case, the base indicator "chance for a critical" is not taken into account. You can not take "More critical", but wait for "Sniper". But the "Best Critical" should be taken in conjunction with the "Sniper".

General information about melee weapons and melee

For hand-to-hand and melee weapons damage is calculated a little differently. First, the main thing here is strength, not wisdom. Accordingly, the more the better. Secondly, the character has a special characteristic "melee weapons". This value is added to the maximum possible damage. Let, for example, a sledgehammer deals damage from 4 to 14. And the characteristic "melee weapon" is 5. This means that the damage will be randomly selected from 4 to 14 + 5. Also, most melee weapons have an increased chance of critical damage. Of the firearms, only Private Dobbs in the Sierra has such a bonus.

And there are special perks that affect damage for melee weapons and hand-to-hand. As well as for small arms - "more critical" and "better critical". But the analogue of the "Sniper" - "The Butcher" ("Deathblow"). Also "Melee Damage Bonus" - adds +2 damage with melee or melee weapons. There is an interesting perk "Expert in Anatomy", which gives an increase in the doctor's skill + 20%, as well as +5 damage to living creatures. Also, the power armor of the brotherhood or enclave increases strength, and therefore additional damage.

During a shot or impact, various pleasant and unpleasant things can happen. Additional Damage- damage increased by 1.5-3 times. The hand will break- in this case, it is difficult to hold a two-handed weapon. The leg will break, in which case each step takes two action points. Loss of consciousness- the enemy (or even us) falls and lies unconscious for a while, it depends on endurance. Just falling, then on the next turn you must stand up, usually it takes three action points. In such cases, the "Stone Wall" perk can help, so that you fall less, and "Quick Recovery", so that you get up not for three APs, but for one. Immediate death- someone dies regardless of the damage done. Hit pierces armor- armor did not reduce damage. There may also be mistakes. These include: loss of ammunition, loss of OD, a weapon fell, hitting the wrong person, injuring oneself and others.

It should be borne in mind that the level of difficulty of the battle also affects. On easy, enemies barely aim, hit less often, and deal less damage. At the top, it's the other way around.

General information about cartridges

Each cartridge has its own characteristics, which are also taken into account when calculating the probability of hitting and inflicted damage. Damage modifier expressed as a fraction and multiplied by the damage indicated in the characteristics of the weapon. The bigger, the better. So, for example, the above-mentioned 10mm PSST cartridges for 10mm PP have a damage modifier equal to 2/1. That is, the specified damage will increase twice. So the damage of 5-12 becomes 10-24. Next comes DR (damage resistance) modifier. This parameter is measured as a percentage and is added to the armor resistance. So, since we have combat armor and ordinary bullets, the "norm" parameter is involved. For combat armor, this parameter is 40%. For cartridges mod. SU is 25%. This means that 25% must be added to 40%. The result is 65%. That is, shooting with such cartridges, in fact, adds armor to the opponent. It follows from this that such cartridges are not at all suitable for armored purposes. And the lower this SU modifier, the better. But, we see that the damage is doubled (damage mode = 2/1). That is, these cartridges are very good against unarmored targets. And third AC modifier (armor class). This parameter is involved in the calculation of the probability of hitting the target. As already mentioned, the hit probability is affected by the character's skill, perks, time of day, wisdom, distance to the target, opponent's armor class and this very mod. KB. The smaller it is, the better.

This is why the gauss rifle and pistol are so good against armored targets (2mmEC SU -20, which means armor is essentially reduced by 20%). And they are so easy to shoot (KB -30, which means the probability of hitting increases). And they are so powerful (damage mod 3/2. good damage from the weapon itself is increased by 1.5 times). That's why at long range the Bozar is better than the Vindicator (223 CM KB -20 versus 7.5mm KB -5, which means that the Bozar has more bullets to hit the target). And that is why conventional machine guns chop non-armored targets into cabbage and cannot do anything with armored ones (5mm cartridges PSST SU +35, but the damage modifier is 2), and the bozar crumbles everyone and always (223 TsM KB -20, SU -20, although and damage mod 1). Vindicator also crushes everyone and always. As we can see, it is the cartridges that are responsible for how the weapon will behave against armored targets and at long distances.

O armor-piercing cartridges. In theory, such cartridges should cause more damage to armored targets than non-armor-piercing ones. But for some reason this is not the case. Armor-piercing cartridges do not work in fallout 2. Regardless of the armoredness of the target, ordinary cartridges always show the best results. This applies to 10mm PSCT and 10mm BP, 5mm PSCT and 5mm BP, 44 magnum PSCT and 44 magnum CM.

A few words about translation. Apparently, the translators from Fargus decided to translate the modes for cartridges with a simple transliteration. That is, DR (Damage Resist) was simply called DR, but it should have been called DR (Damage Resistance). Similarly, AC (Armor Class) was simply called AK, but it should have been KB (Armor Class). The damage mode was normally translated, the meaning is similar. There is also a damage modifier, not a damage mode. Here I used a more correct translation. That is mod. AC (Armor Class modifier), DR mod (Damage Resistance modifier), and mod. damage (damage modifier).

Armor types

Leather and combat leather jackets

The easiest armor in the game. It is already found in Klamath at merchants and at Sulik. The Combat Jacket will be given by Balthus in Modoc for rescuing his son Johnny.

Leather jacket: normal 0/20%, laser 0/20%, fire 0/10%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 8, weight 5
Combat leather jacket: norm 3/20%, laser 0/20%, fire 2/10%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 18, weight 7

Leather and improved leather armor

The characteristics are slightly better than leather jackets. You can buy already in Klamath. Improved leather armor is in the basement at Algernon in New Reno.


Leather armor: norm 2/25%, laser 0/20%, fire 0/20%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 15, weight 8
Improved leather armor: norm 3/25%, laser 1/20%, fire 1/25%, plasma 1/10%, explosion 1/25%, electro 1/40%, AC 20, weight 10


Metal, Enhanced Metal, and Tesla Armor

Metallic can be found in Vault City at Trader Harry in the Suburbs. You can take it for free from Sergeant Stark in the cabinets, you just have to sneak around, give everyone alcohol to drink and crack the box. Improved metal is polished and slightly better reflects the laser. But tesla armor protects against energy attacks much better than the first two.

Metal armor: norm 4/30%, laser 6/75%, fire 4/10%, plasma 4/20%, explosion 4/25%, electro 0/0%, AC 10, weight 35
Improved metal armor: norm 4/30%, laser 7/75%, fire 4/10%, plasma 4/20%, explosion 4/25%, electro 1/10%, AC 15, weight 35
Tesla armor: norm 4/20%, laser 19/90%, fire 14/10%, plasma 10/80%, explosion 4/20%, electro 12/80%, AC 15, weight 35


Combat, Improved Combat and Brotherhood of Steel Armor

Found in the NCR at merchants. But you can get it almost at the beginning of the game in toxic caves. Also in the Sierra there are three pieces. At 15 the shelter is on the second floor. Regular combat armor is also used for subdermal implants.

Combat armor: norm 5/40%, laser 8/60%, fire 4/30%, plasma 4/50%, explosion 6/40%, electro 2/50%, AC 20, weight 20
Improved combat armor: norm 6/40%, laser 9/65%, fire 5/35%, plasma 5/50%, explosion 9/45%, electro 3/55%, AC 25, weight 25
Brotherhood armor: norm 8/40%, laser 8/70%, fire 7/50%, plasma 7/60%, explosion 8/40%, electro 6/60%, AC 20, weight 25


Power and tempered power armor (brotherhood of steel)

Pretty decent heavy armor. Sold by merchants in San Francisco. Expensive thing. Can be obtained for free, after completing the task from Matthew to deliver the drawings of rotorcraft, it will be in the brotherhood bunker. There is also one in a box on the second floor of an abandoned Military Base. Power armor can be upgraded from the scientist hubologist Crocket. Slightly improved performance. But this can only be done twice, because there are not enough materials for more. This armor increases Strength by 3.

Power armor (brotherhoods): norm 12/40%, laser 18/80%, fire 12/60%, plasma 10/40%, explosion 20/50%, electro 12/40%, AC 25, weight 42
Hardened Power Armor (Brotherhoods): Norm 13/50%, Laser 19/90%, Fire 14/70%, Plasma 13/50%, Explosion 20/60%, Electro 13/50%, AC 25, Weight 50

Power and Enhanced Power Armor (Enclave)

The best armor in the second fallout. Found in only two copies. The first is in warehouses in Navarro. The second improved version is located in the Enclave in one of the rooms of the labyrinth. Increases strength by 4. Many people will wonder how we go to the toilet in this thing. Angela Bishop will absolutely scold us when she sees us in such armor. The kids in front of the Wrights' house will be afraid of us, thinking that this is an iron man from an iron insect. The elder in the Enclave does not recognize us and calls us a monster, but if you approach her in the power armor of the brotherhood, then everything is fine.

Power armor (enclave): norm 15/55%, laser 19/90%, fire 16/70%, plasma 15/60%, explosion 20/65%, electro 15/60%, AC 30, weight 45
Improved power armor (enclave): norm 18/60%, laser 19/90%, fire 16/70%, plasma 18/60%, explosion 20/70%, electro 15/65%, AC 35, weight 55

Guardian Robe and Robe

A robe is similar in characteristics to a leather jacket. Meets in New Reno at the Golden Globe Film Studio, lies on the floor. But the keeper's attire is similar in characteristics to combat armor. Can only be obtained during a random encounter with the bridge keeper.

Robe: norm 0/20% , laser 0/25% , fire 0/10% , plasma 0/10% , explosion 0/20% , electro 0/40% , CB 5 , weight 10
Guardian Robe: Norm 5/40%, Laser 8/60%, Fire 4/30%, Plasma 4/50%, Explosion 6/40%, Electro 2/50%, AC 20, Weight 10

Pistols, submachine guns

10 mm pistol

The very first weapon that falls into our hands. Accordingly, one of the weakest in the game. Meets at every turn.

10mm pistol: damage 5-12 , length 25 , magazine 12 , cartridge 12mm, min SL 3 , weight 3

14 mm pistol

In theory, the 14mm BP cartridge should penetrate almost any armor (SU -50), but the base damage of 12-22 is halved (damage mod 1/2). Do not forget that the armor also has a hard damage reduction (the first number of two). Therefore, not the most effective weapon.

14mm pistol: damage 12-22 , length 24 , magazine 6 , cartridge 14mm, min SL 4 , weight 4

Needle gun pistol (Nidler)

There are two types of cartridges: weaker and more powerful. HN - weak. Base damage 12-24 does not increase in any way. But HP AP - doubled (damage mod. 2/1). The result is 24-48. In general, not bad. But these XN AP rounds are found late in the game, so they are useless. Although, if the character is very weak, then this pistol is just right, the minimum strength is only 3. The needle gun itself is found at Miron in the Stables in New Reno.

Needleshooter: damage 12-24 , length 24 , magazine 6 , ammo cartridges for needleshot, min ST 3 , weight 4

Desert Eagle and magnum.44 revolver

Desert Eagle in English sounds Desert Eagle, some jokingly call Drist Eagle. There is also an improved version with an enlarged magazine. Meets at every turn.

But the revolver is a very good weapon. Firstly, it is found almost at the very beginning of the game, you can buy it from merchants in the Den. Secondly, and most importantly, the reduced amount of AP per shot. This means that with a dexterity of 10, you can make two aimed shots per turn. This means that the damage from two aimed shots will be higher than from one. Weapons with a similar rate of fire will not meet soon. It was with this pistol that I ran through the first half of the game. Looking at the cartridges for it, we see that this revolver is not for armor. The disadvantages include a small range, only 15 meters. We need to improve this revolver urgently. This is done in Vault City with Valerie, in Gekko with Skeeter, or in New Reno with Algernon. All these cities are not far from Den. After the upgrade, the range will increase to 20 meters. And, of course, such a revolver should be given to Vic.

Desert Eagle: damage 10-16 , length 25 , clip 8 , cartridge 44. magnum, min ST 4 , weight 4
Desert Eagle Upgraded: damage 10-16 , length 25 , magazine 20 , cartridge 44. magnum, min ST 4 , weight 4
Magnum revolver: damage 12-18 , length 15 , clip 6 , cartridge 44. magnum, min ST 5 , weight 5
Improved magnum revolver: damage 12-18, length 20, clip 6, cartridge 44. magnum, min SL 5, weight 4

Pistol 223

The second most powerful pistol after the Gauss. Base damage is 20-30, good range is 30 meters. Cartridge 223 TsM penetrates armor (SU-20) and flies well at the target (KB-20). It’s not a shame to walk around with such a person, and you can give Sulika away. Found at the Eldredge trader in New Reno. So do some bandits around New Reno. At 15 the shelter is on the second floor.

Pistol 223: damage 20-30 , length 30 , clip 5 , cartridge 223CM, min SL 5 , weight 5

PP 10mm and heckler P90s

Two similar submachine guns. First, let's look at ammo. 10mm PSST armor does not penetrate (DR +25), but doubles the base damage (damage mod 2/1). PP 10mm appears almost at the beginning of the game. A single shot is equivalent to a 10mm pistol. But the line at point-blank range of 10 bullets is very powerful. 50-120 in total, including a damage modifier of 100-240. Since no one is armored at the beginning of the game, many fly away. You can also give this PP to Sulik, let him run up point-blank and shoot everyone.

Heckler P90s continues the tradition. Base damage is 12-16. There are 12 rounds in the queue. The total is 144-192, with a damage modifier of 288-384. Also not bad, but, again, only for unarmored targets. Although armored shows a good result. Another advantage of P90s, reduced OD per shot. This means you can make two turns in a row.

10mm SMG: damage 5-12 , length 25(20) , clip 30(10) , cartridge 12mm, min SL 4 , weight 3
Heckler P90s: damage 12-16 , length 30(25) , clip 24(12) , cartridge 12mm, min SL 4 , weight 8

Gauss pistol

A very respected pistol. High firing range of 50 meters. Highest base damage out of all pistols 22-32. The 2mm EU cartridge has a damage modifier of 3/2, so the final damage will be 33-48. It flies well at the target (KB -30) and remarkably penetrates armor (SU -20). Another significant advantage is the reduced OD per shot. This means that with a dexterity of 10, the perks "Bonus of fire rate" and two pieces of "Zivchik" you can make three aimed shots per turn. Available for purchase in San Francisco. It also lies in a box next to Melchior at an abandoned military base. Very common on Enclave patrols around Navarro. A similar pistol will also come in handy for Vik. A very good combination will turn out if you hold a gauss pistol in one hand, and an alien blaster or pulse in the other.

Gauss pistol: damage 22-32 , length 50 , magazine 12 , cartridge 2mmEC, min SL 5 , weight 5

Heckler G11 and G11E

The two most expensive submachine guns in the second fallout. The G11E has slightly more damage and a slightly longer range. However, G11E cannot be improved from G11, only bought ready-made. You can get one already in Redding by removing Morton the Frog from the corpse. Also during random encounters with hubologists near San Francisco. For revealing the secret alliance between Bishop and the NCR against Vault City, you can receive a reward.

G11: damage 10-20, length 35(30), clip 50(5), cartridge 4.7mm, min SL 5, weight 8
G11E: damage 13-23, length 40(30), clip 50(5), cartridge 4.7mm, min SL 5, weight 8

Mauser

Rare pistol. Basically useless as a weapon. Found in New Reno at Eldridge in the back room in front of the entrance to the basement in an iron box. Reduced OD per shot is good. But, low damage and rare ammo.

Mauser: damage 5-10 , length 22 , clip 7 , cartridge 9mm, min SL 3 , weight 3


M3A1 Grizzly SMG

Another PP. The usual average PP. The advantages include reduced OD per shot.

Grizzly: damage 10-20 , length 20(15) , clip 30(8) , cartridge 45 caliber, min ST 4 , weight 7

Rifles, shotguns, shotguns

Combat Rifle (aka Combat Shotgun), X&K Raven (aka OSBA), and Pancor Jackhammer

All these three rifles are the same field of berries. A slight difference in damage, in range, in the number of rounds in the magazine. 12 gauge cartridges are generally not designed for heavy armor (SL 0). Although, they break through the middle one quite well. Of course, shooting at close range is effective. Common ammo is also a plus. A battle rifle is already found in the Vault City in a warehouse, but you must be a citizen or have false documents.

Combat rifle: damage 15-25 , length 22(18) , clip 12(3) , cartridge 12caliber, min SL 5 , weight 10
Raven: damage 15-25 , length 30(20) , clip 10(5) , cartridge 12caliber, min SL 6 , weight 5
Jackhammer: damage 18-29 , length 35(25) , clip 10(5) , cartridge 12caliber, min SL 5 , weight 12


Hunting rifle and sniper rifle

The gun is found in Flick's Den. In general, a good ranged weapon to start the game. There is a modification with an optical sight. So, with this sight it is very difficult to shoot at close range (somewhere up to 8 meters), but there is not a single weapon in the game that would be so easy to shoot from afar. The chance to hit is significantly higher than that of the sniper rifle and gauss rifle.

The sniper rifle is a very decent weapon. Looking at the cartridges, we see that they cope very well with armor (mod. SU-20). A good distance of 50 meters allows you to shoot enemies from afar. In particular, the turrets can't even shoot at us. It helps a lot in the Sierra. Also with the raiders, if you enter from the back door, then we can quite calmly shoot everyone. Many enemies will have to spend one turn to get closer to us. The presence of a sight increases the chance of hitting. The disadvantages include the high cost of OD for an aimed shot. Making two aimed shots in a row will only work at level 18. By this point, for sure, there will be a Gaussian. A sniper rifle will also come in handy for Cassidy or Skynet. She lies at the entrance to the Sierra on the ground near a pile of corpses. Also in the vicinity of New Reno, you can stumble upon a group of peaceful mafiosi, one of them will have a Thompson, and the rest will have sniper rifles. There is also a hideout at 15 in the second location in the house where Chrissy is being locked up. So here is the guard Carla.

Hunting rifle: damage 8-20 , length 40 , magazine 10 , cartridge 223CM, min SL 5 , weight 9
Sniper rifle: damage 14-34 , length 50 , clip 6 , cartridge 223CM, min SL 5 , weight 7

Gauss rifle

Every sniper's dream. Excellent range of 50 meters. Good damage 32-43 is increased by 1.5 times (damage mod 3/2) and becomes 48-64. In addition, the target's armor is reduced by 20% (DR -20). It is convenient to shoot from afar (KB -30). Available for purchase in San Francisco. But you can also steal on a tanker from Mark (standing in a bar) or from a brunette in a jacket without one sleeve. You can get it in the NCR, you will have to stab Sheriff Dumont or his deputy Carl with superstimpaks, but this is if there is no conscience at all. The Gaussian can also (and should) be given to Cassidy, Skynet or Vik (and what? He is good with rifles, he also fires two shots per move).

Gauss rifle: damage 32-43 , length 50 , magazine 20 , cartridge 2mmEC, min SL 6 , weight 9

Line rifle

Homemade single shot gun.

Linear rifle: damage 5-12 , length 20 , magazine 1 , cartridge 12mm, min SL 5 , weight 10

air guns

Damage 1-3. Maybe there is some aesthete who wants to shoot.

But the Red Raider Lee gun that appears with Private Dobs in the Sierra is quite interesting. Fixed damage at 25. Good range at 32 meters. Increased critical hit chance. Reduced OD per shot. All this makes this gun quite good. According to its characteristics, it approaches the Jackhammer shotgun. Also suitable for very weak characters, the minimum strength is only 3.

Cartridges for these guns are rare. There is in the house of Balthus in a box in Modoc. Sometimes they come across from merchants from the NCR and San Francisco.

Air gun: damage 1-3 , length 22 , clip 100 , ammo BBs , min ST 3 , weight 5
Red Raider Lee: damage 25-25 , length 32 , clip 100 , ammo BBs , min ST 3 , weight 5

Sawed-off and shotgun

Meet at the beginning of the game. You can already steal from Metzger in Den. But still, not a serious weapon. You can not shoot bursts, reload every two shots, short range. Good damage though.

Shotgun: damage 12-24 , length 7 , clip 2 , cartridge 12 caliber, min SL 4 , weight 4
Shotgun: damage 12-22 , length 14 , clip 2 , cartridge 12 caliber, min ST 4 , weight 5

Assault rifle and XL70E3

The main advantage of the assault rifle is a very good range of 45 meters. In this regard, it surpasses even a hunting rifle. The 5mm cartridge does not penetrate armor (DR +35), but doubles the damage (damage mod 2/1). An upgrade is available that increases the store.

XL70E3 - by and large the same, only found at the end of the game and is useless at this point. One of the girls in a sleeveless leather jacket has one on a tanker in San Francisco. You can take it only by killing it, because it is not in the inventory. You can, of course, buy the Evil Eye perk, piss her off and wait for this weapon to fall to the ground.

Assault rifle: damage 8-16 , length 45(38) , clip 24(8) , cartridge 5mm, min SL 5 , weight 7
Enhanced assault rifle: damage 8-16 , length 45(38) , clip 100(8) , ammo 5mm, min SL 5 , weight 7
XL70E3: damage 12-19 , length 35(30) , clip 20(10) , ammo 5mm, min SL 5 , weight 9

Thompson submachine gun

Weapons bouncers from the casino. Large spread between minimum and maximum (from 3 to 20), rare cartridges, low range of bursts (only 16 meters). There are 10 rounds in the queue, so the final damage is 30-200. It seems to be good. But the weapon has an impressive description. But definitely not suitable for heavy armor. Because, for example, Enclave Power Armor has a hard damage reduction of 15. This means that all bullets that deal damage of 15 or less will not roll. And since Thompson's minimum damage is only 3, there will be a majority of such bullets.

Thompson submachine gun: damage 3-20 , length 32(16) , clip 50(10) , cartridge 45 caliber, min SL 6 , weight 7

FN FAL

We look at the cartridges 7.62mm. They pierce armor well (DR -10), do not increase base damage (damage mod 1/1). Weapon damage 9-18, in general, is average. The usual FN FAL can be improved by attaching a night vision device, respectively, the penalty for the dark time of the day is removed. But FN FAL HPFA can only be bought ready-made. Sold in NCR, San Francisco. Slightly more damage 11-22, as well as the queue releases not 10, but 20 rounds. That is, in a burst, this weapon deals significant damage of 220-440.

FN FAL: damage 9-18 , length 35(30) , clip 20(10) , cartridge 7.62mm, min SL 5 , weight 9
FN FAL HPFA: damage 11-22 , length 35(30) , clip 20(20) , cartridge 7.62mm, min SL 5 , weight 10



Energy weapons

laser rifle

Good base damage 25-50. But, looking at all types of armor, you can see that the laser resistance is very high. And this means that a priori the laser does less damage than plasma or conventional bullets. In addition, looking at the atomic battery, you can see that there is nothing to enhance the damage (DR 0, damage mod 1/1). Therefore, not the most effective weapon. An upgrade is available that increases the magazine from 12 to 24 charges.

Laser rifle: damage 25-50 , length 45 , clip 12 , cartridge atom.b. , min SL 6 , weight 12
Enhanced laser rifle: damage 25-50 , length 45 , clip 24 , cartridge atomic b. , min SL 6 , weight 12

Gatling laser

Base damage 20-40. Given that 10 lasers will fly out, the total damage is 200-400. Not bad. But, most armor has good laser resistance. Therefore, for example, a typical enclave from Navarro (laser resistance 90%) will only be dealt 20-40 damage, provided that all shots reach him.

Gatling laser: damage 20-40 , length 40 , clip 30(10) , ammo b. , min SL 6 , weight 24

Plasma and Turbo Plasma Rifles

The Plasma Rifle can be upgraded to Turbo Plasma. Let's consider the second. Excellent base damage 35-70. But, there are no more modifiers (atomic battery DR 0, damage mod 1/1). In general, a very good thing. Acceptable range, availability, prevalence of atomic batteries. The Plasma Rifle is first seen in the Sierra on the second floor, as well as in the NCR and San Francisco shops. It should, of course, be improved. If we don't run with her, then Marcus.

Plasma Rifle: Damage 30-65 , Length 25 , Clip 10 , Atomic B Cartridge , min SL 6 , weight 12
Turbo plasma rifle: damage 35-70 , length 35 , clip 10 , ammo b. , min SL 6 , weight 14

Laser, Plasma and Pulse Pistols

Improvements are available for the first two. These pistols are good for sale. They weigh little and are expensive. Unless, the plasma pistol appears already in toxic caves. You can run with it for a while. Vic also handles these pistols well. Therefore, if necessary, you can give it to him. It is worth noting the impulse pistol. In general, good damage and reduced OD per shot. The disadvantages include a low firing range, only 15 meters. Appears towards the end of the game in the shops of San Francisco, also in the bunker of the Brotherhood of Steel. At patrol enclaves near Navarro.

Laser Pistol: damage 10-22 , length 35 , clip 12 , ammo energy block, min ST 3 , weight 4
Magnetolaser Pistol: Damage 10-22 , Length 35 , Clip 12 , Power Block Cartridge, Min SL 3 , Weight 4
Plasma Pistol: damage 15-35 , length 20 , clip 16 , ammo energy block, min ST 6 , weight 4
Enhanced Plasma Pistol: damage 15-35 , length 20 , clip 32 , energy pack cartridge, min ST 6 , weight 4
Pulse Pistol: Damage 32-46 , Length 15 , Clip 5 , Power Unit Cartridge, Min ST 3 , Weight 5

solar scorcher

Can only be found at a random location "Eternal". Lies on the floor in 13 asylum. Good base damage 20-60, average range 20 meters. It works only from light, that is, it does not work at night. Reloads without OD. It's hard to say anything modifiers. Another advantage is the reduced OD per shot. Judging by the appearance of the shot, it can be assumed that this is a laser weapon.

Solar Scorcher: damage 20-60 , length 20 , clip 6 , ammo light, min ST 3 , weight 6


Pulse Rifle YK42B

The base damage is very impressive 54-78. Good range of 30 meters. The most powerful weapon in the second fallout, firing single shots. Competitor to the gauss rifle. However, it does very little damage to airmen. And the low probability of hitting, the skill of energy weapons should be pumped much better. You can get it in the Brotherhood of Steel Bunker in San Francisco after completing the quests about the blueprints of the rotorcraft. Also on the tower of the Enclave. You can give it to Marcus.

One of the annoying things is that this rifle does not leave corpses behind (the same thing happens with the rocket launcher). It's awkward to search. You have to look at every object on the ground. But, this is also a plus, because, usually, corpses interfere with aiming.

Pulse Rifle: Damage 54-78 , Length 30 , Clip 10 , Atomic B Cartridge , min SL 6 , weight 9

alien blaster

Can be found at the merchant Willy, who lives just north of Modoc. The fact is that it is not enough just to meet this merchant, other conditions are also needed. First, the character must be level 13 or higher. Secondly, even in this case, there will not necessarily be a blaster. Various things may come up. Before talking to Willy, you should examine his pockets. If there are blasters, then we are lucky. You can steal, but not buy.

Alien blaster: dmg 30-90 , length 10 , clip 30 , ammo energy pack, min ST 2 , weight 2



heavy weapons

Machine gun (aka minigun) and Avenger minigun (avenger)

Ordinary six-barreled machine gun. Fires 40 bullets per burst. Looking at the 5mm PSST cartridges, we see that they are not designed to penetrate armor (mod. SU +35). And also a large dispersion at a distance (mod. KB 0) compared to others. Small damage against unarmored targets is doubled (damage mod 2/1). Found in Broken Hills by Marcus. Also at the joint patrol, which periodically walks in the vicinity of Broken Hills. Eldridge's in New Reno. No doubt there is a use for it. Again, common ammo.

Minigun Avenger. In fact, the same machine gun, only a little more distance and a little more damage. Found by merchants in NCR, San Francisco.

Machine gun: damage 7-11 , length 35 , magazine 120(40) , cartridge 5mm, min SL 7 , weight 28
Avenger: damage 10-14 , length 40 , clip 120(40) , cartridge 5mm, min SL 7 , weight 28

M60

Another machine gun. Found in San Francisco at merchants. Eldridge's in New Reno. Sounds when fired emits incomprehensible.

M60: damage 18-26, length 35, clip 50(10), cartridge 7.62mm, min SL 7, weight 23


Bozar and support light machine gun

Bozar is a very powerful thing. Some advantages, almost no disadvantages. We look at the cartridges 223 CM. They are simply designed to penetrate armor at long distances (MU-20 and KB-20). The weapon has good damage, good range, ammo availability, it appears already in toxic caves, and this is approximately the first third of the game. You can also steal from four guards in combat armor in the NCR in the location "NKR Bazaar". So does Eldridge in New Reno. Fires 15 bullets, each dealing 25-35. And the total damage reaches 375-525. You should also take into account the reduction in the target's armor by 20%, as well as other modifiers (critical hits, skill, and so on). The disadvantages include frequent reloading.

Support light machine gun. If I may say so, the younger brother of the bozar. Less damage, slightly longer range. Fires not 15, but 10 bullets. If the bozar is suitable for serious opponents, then this one is for medium ones.

Bozar: damage 25-35 , length 35 , clip 30(15) , cartridge 223CM, min SL 6 , weight 20
Support light machine gun: damage 20-30 , length 40 , clip 30(10) , cartridge 223CM, min SL 6 , weight 20

Vindicator Minigun

Also a very impressive weapon. Cartridges 4.7mm penetrate armor, but not as well as Bozar (SU-10). The range is also present, but again, you can wish for the best (KB -5). However, the damage of the vindicator itself 14-19 is increased by 1.5 times (damage mod 3/2). Given that 25 bullets are fired, the total damage is 525-712 (you should also take into account the decrease in the opponent's armor by 10%). Practice shows that the vindicator is better near and at medium distances. Bozar is better at long distances. But this is a very expensive pleasure. Can be bought from merchants in San Francisco. And this is almost the end of the game. Free lying around only in the warehouses of the Enclave. And ammo for it is rare.

10mm pistol: damage 14-19 , length 30 , magazine 100(25) , cartridge 4.7mm, min SL 7 , weight 28

Rocket launcher (aka bazooka)

Let's look at rockets. There are two types: regular and armor-piercing. Judging by the characteristics, armor-piercing ones are always better than ordinary ones, because there are only pluses, but no minuses. The rocket launcher has a large spread between minimum and maximum damage. That is, it can do little damage, and maybe a lot. Effective against large crowds of enemies. In this case, neighboring targets receive less damage than the original. Still, the rocket launcher is unlikely to be the main weapon. Ammo is rare. For the first time, it can be found at the Unity Patrol in the vicinity of Broken Hills, also in the Sierra on the second floor in boxes, in New Reno at Eldridge.

Rocket launcher: damage 35-100 , length 40 , magazine 1 , cartridge rocket, min SL 6 , weight 15


Flamethrower

Weapons are fun, but not very effective. Will never kill a standard enclave in the vicinity of Navarro in one turn. Plus, you still have to run. It is possible to improve the flamethrower and fuel for it.

Flamethrower: damage 40-90 , length 5 , clip 5 , ammo fuel, min ST 6 , weight 18
Improved flamethrower: damage 45-90 , length 5 , magazine 5 , ammo fuel, min ST 6 , weight 19



Steel arms

Sledgehammer and super hammer

Sulik already has a regular sledgehammer in Klamath. As a tool it is not used anywhere.

The Super Hammer can be bought from Eldridge in New Reno, but you need to be a special customer to get it. That is, a member of a family. But you can kill Eldridge and then remove this hammer from the corpse. You can't steal. The weapon is good, powerful, requires little AP per hit. But the disadvantage is that enemies often fly far away, and you need to run to them after hitting. In this regard, the mega powerful fist wins.

Sledgehammer: damage 4-9 , duration 2 , min ST 6 , weight 12
Super Hammer: damage 18-36 , duration 2 , min ST 6 , weight 12

All kinds of knives

Of particular note is the knife of Little Jesus. It is a rare weapon, it can only be taken from the corpse of Little Jesus Mordino, it cannot be stolen. Wakizashi also pierces armor, that is, the damage limit (first digit) is not taken into account.

Knife: damage 1-6 , length 1 , min ST 2 , weight 1
Combat knife: damage 3-10 , length 1 , min ST 2 , weight 2
Little Jesus Knife: Damage 5-14 , dl 1 , min ST 2 , weight 2
Throwing knife: damage 1-6 , length 1 , min ST 2 , weight 1
Switchblade: damage 2-5 , length 1 , min ST 1 , weight 1
Wakizashi: damage 4-12 , length 1 , min ST 2 , weight 3

Clubs and the like

The Crowbar can be used to pick jammed locks in drawers and doors, but requires Strength 8. The Wrench is needed by Valerie in Vault City. A baseball bat can be obtained from Mrs. Wright after her husband's moonshine is broken. It is a good melee weapon, in terms of characteristics it approaches a super hammer, but Sulik does not use such a weapon.

Crowbar: damage 3-10 , length 1 , min ST 5 , weight 5
Wrench: damage 3-6 , length 1 , min ST 3 , weight 4
Police baton: damage 1-6 , length 1 , min ST 3 , weight 3
Baseball Bat: damage 12-38 , length 1 , min ST 4 , weight 4


Spears

Sharpened Pole: damage 2-4 , length 2 , min ST 4 , weight 3
Spear: damage 3-10 , length 2 , min ST 4 , weight 4
Sharpened spear: damage 4-12 , length 2 , min ST 4 , weight 3


Ripper

Good melee weapon. The disadvantage is the same as the super hammer - it knocks back enemies.

Ripper: damage 15-32 , length 1 , clip 30 , ammo energy unit, min ST 4 , weight 2

Livestock pokers

The usual one is found in Klamath in one of the bathers in leather armor, holding in her hands. Therefore, it can only be acquired by killing the bather. This will be followed by trouble in the form of indignation of the inhabitants. And finding 7 superstimpaks at the beginning of the game is a problem. Also at the military base in one of the tents.

But improved in damage can be compared with a super hammer. But, it requires 4 AP per hit, which is more than that of a hammer.

Cattle prod: damage 12-20 , length 1 , clip 20 , ammo energy unit, min ST 4 , weight 3
Improved Cattle Drive: damage 20-32 , length 1 , clip 20 , ammo energy unit, min ST 4 , weight 3



Thrown weapons

stones

Stone: damage 1-4 , duration 15 , min ST 1 , weight 1
Uranium ore: damage 3-6 , length 10 , min ST 2 , weight 10
Refined uranium ore: damage 3-6 , dl 10 , min ST 2 , weight 15
Gold Nugget: damage 3-6 , dl 10 , min ST 2 , weight 10

1. Training "Cold weapons" and "Unarmed" in Arroyo.
After successfully passing the Temple of Trials, Cameron - located in the village at the entrance to the cave - can teach us the basics hand-to-hand combat, if the level of the main characteristic "Agility" of the Chosen One is ≤6, and also none of the combat skills ("Light weapons", " heavy weapons", "Energy weapon", "Unarmed", "Melee weapon", "Throwing") is not selected as primary.

This quest is best completed after gaining additional Unarmed skill points from Lucas, as there is a possibility that after upgrading Cameron's skill, your Unarmed skill will become too high and Lucas won't be able to teach you anything new.

2. Alcohol increases/decreases health.
At the location "Council Residence" in Vault City, you can find the "Bartender of Vault City", which offers us "alcohol-Z". By drinking this alcohol 100 times, we can get one of the following features:
with luck = 1 we will get forever minus 4 health points;
with luck = 2 - minus 2 health points;
with luck = 9 - plus 2 health points;
with luck = 10 - plus 4 health points;

3. Information about subcutaneous armor implants.
Having a Doctor skill level ≥ 75% and Science ≥ 40%, using science on one of the terminals on the first level of Vault 8, you can learn about the possibility of implanting subdermal implants. After that, we will be able to carry out an operation to implant armored implants. The cost of the operation includes the actual payment for services and the availability of combat armor in our inventory ("Combat armor mark 2" and "Combat armor of the Brotherhood" are not suitable for this operation)
NPCs that can perform this operation for you:
1. Dr. Andrew in Vault City Suburbs;
2. Dr. Johnson in Redding;
3. Dr. Fang in San Francisco.

Available operations:
- Armor Implant Phoenix (+5% resistance to fire, laser and plasma damage);
- Improved Phoenix armor (+10% resistance to fire, laser and plasma damage. -1 Attractiveness);
- Under skin armor (+5% to normal damage and explosion resistance);
- Improved under skin armor (+10% normal damage and explosion resistance. -1 Attractiveness);
(Vault 8, this is a Vault located inside Vault City)

4. Obtaining the "Shelter Training" and "Vaccination Shelter" abilities.
Having the "Doctor" skill of at least 75%, intelligence over 2 and a good reputation with Dr. Troy, you can get the special ability "Shelter Training" (+5% First Aid +5% Doctor).
In the future, if you ask the doctor to recover from radiation or poisoning, you can get another special ability "Vault Inoculation" (+10% resistance to radiation and poisons).
(Doctor Troy is located on the first level of "Vault 8")

5. Obtaining the title "Professional Fighter" with the "Corrupted" feature.
With this feature, you can become the champion of New Reno by simply standing in the ring and skipping moves until our opponent critically misses, thus sending himself to a knockout. Unfortunately, this feature can only be useful on the easy difficulty level, and taking it just for the New Reno ring is not the best idea.

6. Mrs. Bishop's Pip Boy Linguistic Amplifier. (+10% Speech)
The Pip Boy Linguistic Booster can be obtained on the second floor of the Shark Club casino from Mrs. Bishop by wooing her (requires a Strength or Attractiveness of at least 6) and asking her about Vault City and education (requires an Intelligence of at least 9).
For the appearance of a dialogue branch about the City of Vault, before seclusion with Mrs. Bishop, she needs to be asked about GECK.

7. Medical amplifier Pip Boy at Renesco. (+10% Doctor)
The medical amplifier can be obtained from Renesco (located in New Reno on the shopping street), but only in a very strange way:
You need to find glasses (you can find it in the inventory of a smart scorpion from Brocken Hills), bring them to Renesco and refuse the reward. Then ask him 20 times about points. Renesco will lose his temper and, in annoyance, will throw the desired amplifier at the Chosen One. This action reduces karma by 8 points.

8. Excrement Extraction Expert (+5 Speech)

This achievement can be obtained by removing brahmin dung five times in a row on the instructions of Bill from Brocken Hills.
Also, this feature lowers reputation in Brocken Hills by 5, which is essentially nothing.

1. Elevator in poisonous caves.

With an electronic lockpick, a good repair skill (≥ 50%) and hacking (≥ 40%), in poisonous caves, you can repair the generator and hack the elevator that leads to the lower level. Here we will be met by a sentry robot, for which it is advisable to take a couple of EMP grenades in order to kill him before he kills us. Further along the corridor you can find excellent armor "Combat Armor Mark 2" and a heavy machine gun "Bozar".

2. Obtaining an alien blaster.

3. Obtaining the rank of Captain of the City of Vault.
The Chosen One can be appointed to this position if he can flatter First Citizen Lynette enough, as well as for her to exchange information with Roger Westin of the NCR.

Possession of this position will give the Chosen One significant advantages. Firstly, the Chosen One will be able to demand compensation from Stark for destroying Cassidy's bar, receiving $500 and 500 experience points. Secondly, he will be able to take Marcus and Lenny to the business center of Vault City, who would otherwise be detained by security. By taking Marcus to Dr. Troy, the Chosen One will be able to get a decent amount of ammo stopped by Marcus's skin over the years of his life, and a bit of experience.

To obtain this title you will need:
- Attractiveness over 7 and Eloquence over 74%;
- In the dialogues, each time choose answers and appeals that call Linnet the "First Citizen". including farewell;
The best way to gain Lynette's respect is with a dialogue ring that allows you to call her First Citizen every time. After obtaining citizenship, this is a question about Vault 13 (if the Chosen One has not yet found it): "First Citizen, it is very important for me to find my ancestor's Vault. If you give me access to these archives, my gratitude will know no bounds." Repeating this request 10 to 15 times will raise Lynette's respect enough to not piss her off.

4. Micronuclear Battery on the second level of Vault 8.
While here, use the "repair" skill on the ventilation grate located at the top of the location to extract 50 micronuclear batteries from it.

5. Free weapon upgrades in New Reno.
Entering the New Reno Gun Shop from the back entrance, behind one of the shelves you can find steps that lead to the basement with the insane Algernon. When giving him a weapon, he can improve it without demanding money in return.
You need to enter this basement only during the day, while the arms dealer is at the counter, otherwise he will become hostile to us. It is also worth paying attention to the dogs guarding the store, with a long bark, the owner will go to check what the problem is and become hostile if he sees us in his room.
List of weapons available for upgrade:
- Electrowhip;
- Revolver Magnum 0.44;
- Desert Eagle 0.44;
- Assault rifle;
- Shotgun;
- Flamethrower;
- Plasma pistol;
- Laser pistol;
- Laser rifle;
- Power brass knuckles;
- FN FAL Hidden basement entrance.
- Plasma Rifle
- Fuel for the flamethrower.

Small features when upgrading weapons:
1. When transferring an unloaded weapon, it will be returned to us improved and loaded.
2. Requiring laziness, you can double the amount of Fuel for the flamethrower when it is improved. Even if we give a balloon filled with only 1 unit, Algernon will still give us an improved balloon filled with 10 units. So, by loading and unloading a flamethrower (whose full charge is 5 units of fuel), you can always give Algernon a tank filled with 5 units for improvement.

Also in this basement you can find an electric lockpick that can be used to open the elevator in the "Poison Caverns"

6. Brahmin at the location "Stables".
By using the "Doctor" skill on an angry Brahmin in a pen, 50 nuclear microreactors can be pulled out of the intestines.

7. Magic billiard ball
The Magic Billiard Ball is a secret easter egg that only benefits characters with high Luck. It's hidden in the easternmost pool table on the second floor of the Shark Club in New Reno. You can use it at any time to "answer questions".
With Luck 9 and 10, the following three phrases can come up, which activate three special places in New Reno, Vault City, and Calvary:

"Look in the men's room on the ground floor of the Mordino casino"
"Someone buried a lot of money under the cross with the inscription "Rubbish" on Calvary"
"To activate the computer in front of the Vault in Vault City, enter the code 3PCF186"

When the orb shows these messages, it is possible to find some grenades in the toilet in New Reno, go to the terminal in Vault City to get additional stimpacks and to the grave in Calvary, and find a few hundred dollars there. These places will not give anything until the corresponding message from the magic ball drops out.

8. XL70E3 Rifle
A rare and useless weapon that can be bought at a random encounter to the southeast near San Francisco from a caravaneer, or taken from the corpse of one of the brunettes on a tanker in San Francisco.

Useful information

1. Jammed lock.
Any lock that you managed to jam will magically become working again after 24 hours, and you can try to pick it again.

2. Tables and shelves at merchants.
For some merchants, when bartering, all goods in the barter window are not available, but they will become available when inspecting shelves and cabinets located next to the merchant.

3. Partner barter skill.
If you do not intend to pour a lot of points into the "Barter" ("Trade") skill, then when traveling with a partner it is better not to pump this skill at all. The exchange uses the skill of the most trade-savvy partner if your skill is lower than his.

Below is the barter skill level of partners that you should pay attention to:
Cassidy - 80%;
Lenny - 80%;
Sulik - 50-65% (grows with character level).

4. Dried meat.
Dried meat is useful when hunting geckos: if you throw it out of your inventory during a fight, the gecko will be distracted, run after the meat and eat it (two turns are spent), ignoring the Chosen One.

Bugs and exploits

1. Silent kill.
Super Stimpacks can be used to silently kill NPCs. To find out how many super stimulants are needed to kill, you need to find out the character’s total health points and divide it by 9 rounded up, for this it is useful to take the Observation ability. For example, a fully healthy President Richardson has 55 HP. 55:9=6,11…, this means that 7 injections will be enough to eliminate him, which will not cure him (he is healthy), but after 2 minutes they will deal damage equal to 63 and kill him.

There are 3 characters programmed to die from 1 dose of the drug:

Roger Westin (this is how the quest to kill Westin is completed)
- Big Jesus Mordino
— Luis Salvatore

2. Prize!
This ability in Fallout 2 makes it possible to fast pumping Favorite. Algorithm: when creating a character, one of the skills that initially has the most low value(heavy or energy weapons) must be left NOT the main one and up to level 12 bring it to the desired value, calculated as follows: subtract the value of the skill at the time of character creation from 300: 300 − 10 = 290 (with the "Kind Soul" feature taken). We divide the result by 2, because "Prize!" doubles the difference between the initial and current value of the skill: 290 / 2 = 145. This means that a skill with a starting value of 10 needs to be brought to a value of 155 points (10 + 145). The method of raising the skill does not play a role, i.e. you can save points if you get the last boosts to the "desired" value through training and quest rewards: the "energy weapon" skill (regardless of its value) can be increased by 10% (special number from Miss Kitty for 10 Cat's Paw magazines ”) and 5% (will train Mason before the last task of Salvatore) in New Reno. Further with the ability "Prize!" the pumped non-core skill becomes the main one and increases to 300%. Due to the fact that in Fallout 2 the uneven cost of increasing the skill, you can immediately roll back the skill from the received doubled up to the value that was BEFORE the Prize! ability, receiving a huge amount of free skill points. Rolling back, for example, a skill from 300% to 202% in total, we get 98 x 6 = 588 skill points at our disposal. Rolling back further, from 201% to 177%, we get another 24 x 5 = 120 skill points. Etc.

3. The effect of drugs on units.
In the game, drugs act simultaneously on all identical units on the map, which means that if we apply any drug to a slaver in the Hole, it will affect all slavers with the same name and sprite (that is, everyone except Metzger). So, you can use 2 doses of screw on the slaver and 2 more on Metzger, wait a bit with the Pip Boy (an hour is enough) until the breaking starts and all the slavers have enough action points to use the firearm. So you can easily kill all the slavers in the Hole at a low character level.

4. An article about the "correct" reading of books

This article details how you can increase the efficiency of reading books under the influence of various substances.

Address to readers

You can share your findings in the comments, the author is very interested to learn something new about his favorite game. Please do not write about special random encounters and things that are available after the end of the game, there is already a lot of information about this on the Internet.

Armor

A well-worn, black and heavy leather jacket provides minimal protection and does not hinder movement, making it possible to dodge attacks.

Reinforced leather jacket. You just can't find anything more stylish in a post-nuclear world.

This leather armor is skillfully and qualitatively cut from the tanned skin of a brahmin. simple technique manufacturing has made this type of armor very popular. Leather armor provides average level protection. Unfortunately, this type of armor provides little protection against plasma and explosive damage.

Leather Armor MK-II

A reinforced version of leather armor that covers not only the torso, but also the groin and arms.

Robes worn by the Children of the Cathedral. Made from thin material. Even though these clothes are quite uncomfortable to fight in, they still provide some protection against certain types of attacks. More like a wardrobe item than armor.

The origin of both this unique item itself and its mystical owner is one of the many unsolved mysteries of the Wasteland.

Armor consists of roughly joined polished metal plates.

Really good armor made by skilled craftsmen. They are usually found only in densely populated areas.

Metal armor reinforced with electromagnetic coils for additional protection against energy attacks. It is usually found only in high-tech regions where there is a need to protect against energy weapons.

This standard pre-war infantry armor set is now a rarity. Most of the remaining kits are used by the police of large cities or gangsters with thick wallets.

As an upgraded version of the Combat Armor, the MK II Combat Armor provides the wearer with superior attack protection. Originally intended for soldiers on the front lines.

Standard set of Combat Armor for Brotherhood of Steel warriors. This upgraded version of Combat Armor can sometimes be found by chance in the stores of large cities, but this is rare, because it is not very easy to remove such armor from a member of the Brotherhood.

power armor

High-tech armor of autonomous action, equipped with a microreactor, with a supply of fuel that will last for hundreds of years.

Reinforced Power Armor

T-51b - an improved version of autonomous action armor. The hardening of structural components has improved the protective capabilities of this high-tech armor.

Enhanced Power Armor was assembled from Power Armor upgrades made by technicians mostly after the War. This is an extremely rare model of armor that can only be found in organizations that are somehow connected with the US military services that existed before the War. For example, one such organization is the Enclave. Gives +60% Radiation Resistance and +20% Poison Resistance. When using Enhanced Power Armor, its wearer gains +4 to Strength.

The only known faction with access to this model of power armor is the Enclave. Gives +75% Radiation Resistance and +40% Poison Resistance. When equipped with Enhanced Power Armor MK II, the wearer gains +4 Strength.

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