Fallout 2 gauss rifle where to find. M72 Gauss Rifle (M72 Gauss Rifle)

Interesting 26.07.2019
Interesting

1. Melee Weapons/Unarmed.
For close combat, from the very beginning we have a regular spear, which very soon turns into a sharp spear (sharpened). All kinds of knives, poke and farts will fit for the time being, until we find a more adequate means of causing injury and mutilation.
The most powerful murder weapon for a butcher is ( super sledgehammer):

For unarmed combat, that is, fisticuffs, the most powerful is ( megaglove):

Of course, I don't mind if any of you want to go through the game, trying to beat any opponent to death with the most banal boxing gloves :)

2. Small Guns
Ordinary, and sometimes not quite, weapon. Light weapon. Our first gun is a homemade rifle at Vic's house, but it's probably not much more useful than the Zip Gun. In the same Klamath, in the caves, an ownerless 10mm pistol was lying around, which can already rightly be called a normal weapon ... for a given level of a hero.
Some people prefer a revolver with high-speed reloading, but this is their opinion. For myself, I found the following most powerful guns. And I'm sure I'm not alone in my opinion.

Pistols.
PPK12 Gauss Pistol (gauss pistol):

Shotguns.
(pancore):

Submachine guns.
(hkg11e):

Rifles.
(gauss rifle):

Assault Rifles.
Assault Rifle (Exp. Mag.) (improved kalash):

Total, the most powerful for the category Small Guns choose .

3. Big Guns
Large guns like miniguns, rocket launchers and flamethrowers. When I played for the first time, I immediately fell in love with this class of weapons. Of course, back then I didn't know all the ins and outs of each gun or which one was the best in terms of level. I also used the M60 because of its large and convenient capacity, reasonable consumption of cartridges per burst (10 out of 50 at a time). And I kept Light Support Weapon instead of Bozar for the same reason (10 out of 30 rounds per burst, three bursts without reloading at 4 AP per burst with 12 AP in total and perk Bonus Rate of Fire with attribute fast shot). There was a passage in the role of "Flamethrower Tank", but this is just an experiment. It takes too much strength to carry tons of MKII tanks with you...

Here with a powerful weapon mass destruction is not a rocket launcher or a flamethrower, but Bozar (give him second place):

However, later, especially after the Enclave, when we have collected enough 4,7mm caseless cartridges, Bozar can be replaced with ( give him first place):

Before Bozar, it is wise to use what we have. Whether it's a flamethrower (improved), rocket launcher ( depends on the situation), or the Avenger Minigun, which is in third place ahead of Bozar and Vindicator.

energy weapons.
Energy weapons in the world of Fallout 2 are not as effective as Big Guns. Alas, the Laser Pistol of the Salvatore family, which the rest of the families in New Reno are so afraid of, turns out to be much worse than the same revolver or some Grease Gun-a. The Plasma Pistol is also not ice, as are the improved versions of both. If we need a gun and just to shoot with light / plasma, it is better to try to find an Alien Blaster or Scorcher. At worst, the Pulse Pistol will also go, but this is only convenient for butchers as a secondary weapon due to the limited range.

Pistols.
(alien blaster):

Rifles.
YK42B Pulse Rifle (pulse rifle)

Total, in the first place here goes.

As you can see, the best single weapon does not exist, because Fallout 2 is a game with great replay potential, that is, each time we can change the image of our character, develop different skills. Therefore, I can give a couple of examples of weapon tandems:

1. Alien Blaster+Mega Power Fist (unarmed combat specialist, energy weapons as a secondary skill)
2. Gauss Pistol+Mega Power Fist (unarmed combat specialist, small arms as a secondary skill)
3. Gauss Pistol+Bozar (big gun specialist, ranged weapons as a secondary skill)
4.44 Magnum (Speed ​​Load)+Sniper Rifle/Gauss Rifle (firearms specialist)
5. Pulse Rifle+Rocket Launcher (big gun specialist, energy weapons as a secondary skill)
And in general, there are enough combinations, you can play for fun, say, Zip Gun+Club =)

Not knowing what happened before you were born is to remain a child forever.

Cicero

I foresee the reaction of a regular reader: “Who does not know Fallout! Everyone knows about this game for a long time!”

Everyone? Let me disagree. It so happened that at the time Fallout passed past me - I was too addicted to other games. Of course, I heard about him, but I had a chance to get to know each other better much later. The game completely captivated and fascinated me.

However, like any newcomer, at first it was not clear to me. I read passages; it became easier, but not much - minor things are described too carefully, and little is said about the process of developing the hero and tricks. Probably, the authors of the passages also believed that “everyone has known everything for a long time,” and did not go into details. It was not easy to understand the principles of skill distribution - I had to restart the game several times, because out of ignorance I developed unnecessary skills: for example, Minesweeper - or increased too many skills at the same time.

After discussing the game with friends and finding out that they had similar problems, I wrote an article for those who discovered Fallout only now that it has already become a classic. However, do not forget that, taking a fresh look at a well-known game, you can find something new in it. So let's get started!

Character Creation

We will not discuss the characteristics of the characters offered to choose from at the beginning of the game, but will try to create our own - it's more interesting that way. Of course, the set of given characteristics should depend on who you are going to be in the game - a warrior, a diplomat or a thief. You can try to create something in between, but it will not be so interesting; it's better to go through the game several times with dissimilar heroes - it's worth it.

Seven satellites! Squad or crowd?

Every hero needs strength- its indicator should not initially be lower than 4-5, during the game you can raise it twice by one, four more units will be given by power armor. Strength is especially important for fans of hand-to-hand combat and melee weapons; the number of units of life also depends on its indicator.

Perception also useful to everyone, with the exception of the fist fighter and the master of melee weapons. Perception is especially important for ranged masters, sappers, and rangers. It is better to leave it at 5-7 units - an increase of one unit is enough for a trouble-free game.

From endurance resistance to poisons and radiation, the number of life units depends; it cannot be lowered below 4, but raising it above 6 is wasteful.

attractiveness, if you want to be a diplomat, increase to 6-7, if not, three units will be enough. Every two points of attractiveness give the opportunity to take one more companion to the group.

Intelligence- 8-9 units, the number of points received when leveling up, and some skills depend on it.

Agility- Required 10 units. It cannot be increased, and the number of action points, defense and essential skills depend on it.

Luck- a very important characteristic for all characters, especially snipers and rangers, it cannot be lowered below six units, but it is better to leave it at eight.

Additional abilities

Of the additional abilities, you must definitely take the "Gifted" - then the initial indicators of the main characteristics will be equal to 6, not 5, this is very important. You can also take the "Miniature" and "Hooligan" - the first will give an additional point of agility due to the reduction in the amount of cargo carried, the second - plus two points of strength, but the action points will decrease. Don't count too much on "Accuracy" - there won't be too much benefit.

For a diplomat, the Kind Soul ability is the most important; for masters of edged weapons and hand-to-hand combat - "One-handed", it will significantly increase the chances of hitting. It is extremely interesting to take the ability "Shooting at random", especially if your hero is a master of heavy weapons. The character will lose the ability to aim, but already at the beginning of the game he will be able to shoot two shots per turn with almost any weapon.

After reaching level 15 and taking the “Rate of Fire Bonus” perk, the number of shots will increase even more - it will be possible to fire three bursts per turn from a machine gun, two rockets from a grenade launcher, and from some types light weapons fire six shots. But it’s better for such a hero to raise perception and luck to the maximum so that he doesn’t miss.

Oh mom! What if they all turn on?

The pinnacle of a diplomat's career is fighting evil with his own hands!

Peaceful skills

Skills also depend on the character's occupation. It is clear that a fighter can do without a high level of eloquence, and a diplomat - hardly. In addition, it is not at all necessary (and impossible!) to develop all skills to high levels, and some of them are needed less often than others.

It is interesting: Only a diplomat hero equipped with the Speech, Naturalist, and Stealth skills can complete the game without firing a shot! He goes through it faster than all the other heroes.

Note to thieves

One of the three main skills is quite good to take theft. Why theft? Any theft other than material gain brings experience points - and the danger of being caught ... If you steal five items one after the other - get 150 experience points, if six - 170. To reduce the risk of capture, all experience points from the first three level-ups must be placed in theft , so that the level reaches 130% - no more is needed. The higher the thief's skill, the less experience he gets for stealing. At 160% for six items - 136 experience points, at 200% - 99, at 300% - 0 experience points. But how to steal so many items and not get caught? We take one cartridge or one coin, put it into the pocket of the “victim” three times and take it out three times - this counts as six stolen items, 170 experience points are yours. Thus, you can raise the character's level two or three times without moving; and for a novice hero to get experience points in battles is too difficult and dangerous.

Breaking needed by almost all heroes, it is enough to raise it to 50%; With the help of master keys, you can easily open any lock, even if not on the first try.

Traps- the primary level is quite enough; using it, the hero will remove the traps in the temple from the first to fifth attempt, and the rest are not afraid of him.

Another sapper made a mistake, but I'm still alive!

In vain I cleaned the sewers with dynamite!

Barter and gambling - if you are a diplomat who hates theft, then these are your skills. And, perhaps, only in this case.

stealth- optional; most needed by a diplomat, but sometimes a warrior. Not all opponents can be "talked", and the diplomat's weapon proficiency level is too low, so you have to get out in a different way.

first aid you shouldn't pick it up - there are often books in the game, upon reading which this skill increases by one. With books, you can increase it to 91%, but you don’t need more.

Skill doctor you need to increase it to 75% - with this level in the medical computer of the Vault City, you can find out information about armored implants and, after talking with a local doctor, increase the skill by another 5%.

Eloquence it is better to raise it to 100%, but not necessarily - charming heroes can solve some problems peacefully even with the initial level of the skill.

Repair rises to 91% with the help of books, higher is not needed.

The science also rises to 91% with the help of books, but raised to 125-130%, it will be very useful at the Sierra military base.

Naturalist also rises with the help of books to 91% - this is quite enough. But if your hero is a specialist in finding secret places or does not like random encounters, please raise it higher!

It is important: when a skill level reaches 100%, each next increase by 1% will require more and more points, and all secondary skills grow even more slowly. Don't spray skill points!

Combat skills

Light weapons you can grow up to 91% with the help of books and stop there if you are not a sniper. Due to the presence of books, it does not make sense at all to take "Light Weapons" as the main skill, or, after gaining 91%, to transfer it to the main ones using the "Prize" perk. The sniper quite confidently deals with ordinary opponents, more difficult - with the Enclave fighters, and the main villain is forced to simply “nibble”, even getting into the eyes.

Hero with heavy weapons (machine guns) simply terrifies opponents - it costs him nothing with a skill of less than 100% to remove 400-600 hit points in one burst or lay down several opponents at once, unless they are in the heavy armor of the Enclave. Unfortunately, he is also forced to “gnaw” Horrigan.

Owner energy weapons- the sniper can easily deal with most opponents, it is easier for him to win the final duel.

fist fighter extremely interesting - at high levels, even surrounded by two or three rows of opponents, destroys everyone alone, knocking them down. The only drawback is that he cannot defeat Frank on his own. Immobilize him, breaking everything that is possible - please, but inflict damage ... Therefore, he must have at least one satellite with him.

Warrior with edged weapons- neither fish nor fowl. The damage is minimal, the enemy from hitting with a sledgehammer "rides" through half the screen, and in order to finish him off, you must first catch up, and there are so few action points. The One-Armed special ability can slightly improve the situation - the chance of a critical hit when using a knife, baseball bat, or electric whip will increase dramatically. The Extra Melee Damage perk will also increase the chance of a successful hit, but only for pure cold, "batteryless" weapons. In the final battle, the lover of blades and sledgehammers can do almost nothing and is forced to take up a rifle.

I won’t knock you off your feet, but I’ll break your jaw!

It is interesting: starting to raid the casino of the Mordino family or the Bishops in New Reno, a fist fighter or a master of edged weapons may find unexpected support among the local population. It is enough to run out of the casino into the street - local priestesses of love will take part in the fun and begin to finish off the knocked down, stunned, lost mafiosi.

Thrower. Despite the eleven types of throwable items, most likely this is just a joke from the developers. Of course, with 300% skill, even an Enclave patrol can be pelted with stones - if they don't kill them first and if there are enough stones. Grenades, on the other hand, come across not so often, and the most dangerous opponents, as a rule, are protected from explosions. However, the Thrower can still win the final encounter with Plasma Grenades and satellite support. The thrower’s life can be made a little easier by the “Snapshot” ability taken during generation - in this case, it takes 1-4 action points to use the item, but the ability to aim the throw will be lost.

Perks

Perks are additional abilities granted every three levels of experience. But don't expect to pick up multiple perks at once - they don't stack; after gaining three more levels of experience, you will find only one new perk instead of one delayed and one new. If you can't get the right perk - try taking Mentat and Buffout - the chances will increase. Usually, after completing most of the quests, you can reach 33-35 levels, which means that by the final battle you will receive 10-11 perks. God forbid spending them on raising skills like thievery or eloquence - perks should be carefully selected and only combat! Unless, of course, your hero is a pure thief or diplomat.

I aimed at the last one - all four lay down ...

In extreme cases, you can use them to raise the main characteristics - but this is undesirable. Be sure to take the perks "Rate of Fire" and "Zhivchik" - this will help you use weapons more efficiently. The Movement Bonus perk is very good, especially for a fist fighter.

It is worth recalling a useful bug associated with it: total action points are indicated by green dots, and additional movement points are yellow, they are also consumed first. Fight so that one green dot remains. Then save and reload - extra movement points will be restored. Using this trick several times, you can get within striking distance of your opponent or get out of the fire zone. Individual perks are available under certain conditions.

For example, if your doctor skill is 75% and you managed to find information about armor implants in the computer on the first floor of the shelter in Vault City - go to San Francisco to Dr. Fang, he will install armor implants for your hero and add two new perks - "Under the skin armor and Armored Implant Phoenix.

It is important: if you try to increase the effect of these perks with the help of a second operation, then instead of the expected joys, you will receive a decrease in attractiveness by two units.

Unfortunately, not all perks work according to their description, and some - only under certain conditions. For example, the “Magnetic Personality” perk will help you bring an additional ally into the squad, but only in case of odd attractiveness. In other words, he simply raises the attractiveness by the missing unit. The Karma Beacon perk promises doubling Karma points when you get them - in fact, nothing like this happens. The "Silent Death" perk does not work, promising double damage when hit in the back. Or does it work under some special conditions? Two perks with promising names work very poorly: Death blow and Sniper. According to their description, all your hits and shots become critical. But you must admit that a critical hit from a gauss rifle (!) in the eye (!!), causing 15-20 (!!!) damage, is not serious.

Where skills will raise for nothing

Of course, not all skills can be raised for free, but some are easy.

Skill "Steel arms" by 10% you will be raised by Jordan in Arroyo.

If in New Reno you find out everything about the Salvatore family and their weapons from the merchant Julio, then before going on the third task, the bodyguard Salvatore Mason will give the hero laser pistol and 5% increase the skill "Energy Weapon". Collect ten issues of the Cat's Paw magazine (appear periodically at Flick's merchant in the Hole) and take them to the owner of the establishment of the same name in New Reno - she will report that you brought an extra issue, the eleventh issue, and return it. This issue contains an article about energy weapons, it will increase the skill of the same name by another 10%.

Skills "Light weapon», « Naturalist», « Repair», « The science" and " First aid» to the level of 91% is easy to raise by reading relevant magazines and books. The latter are found in various places, but most often they can be bought at Tanker and Flying Dragon stores in San Francisco.

Without weapons

In vain they surrounded the boxing champion New Reno!

Skill "Without weapons" loved by the creators of the game the most, it can be upgraded five times. In Arroyo, Lucas will train the hero for 5%. Next stop, San Francisco, Dragon. If you have a high enough karma, in four lessons the Dragon will raise the skill by 20%. But if you have already raised the skill a little on your own, the Dragon will refuse to teach you. On the first floor of the Sierra base, practice on punching bags - the skill will increase by another 10%. In New Reno, take part in boxing matches - this will increase the skill by 5% and give an additional eight points of damage. The last thing to do is contact Sullivan in Klamath. This master hand-to-hand combatant is located in the Golden Gekko Tavern and will increase the skill by an additional 10%. Moreover, its 10% always remain unchanged, even if the hero’s skill is developed to 290%, and in the cases described above, either the percentage will be reduced, or you will be refused training altogether.

Dr. Troy in Vault City after the conversation will raise the skill of the same name by 5%, but only if the skill has already been brought to the level of 75%. Most likely, this is not all the possibilities. Seek and you will find.

It is interesting: there is an opportunity to raise luck by two units. In the center of the city of NKR there is a church of the Hubologists; introduce yourself as the Chosen One - her priest will decide to help you and, most likely, reduce your luck by one unit. But you survived, didn't you? Sooner or later, luck will smile at your hero!

Memory modules

Combined with the Brotherhood of Steel computer, they will increase your character's stat by one.

    attractiveness module located at the base of the Navarro Enclave, it is not difficult to find it.

    Perception module- on the third floor of the mutant base, in a locker, almost next to the elevator.

    Force module located on the minus third floor of the Vault City hideout. To get there, you will have to repair the reactor in Gekko and become a citizen of the City...

On a note: if you passed the citizenship exam, but you were denied citizenship because of the sixth toe, Dr. Andrew from the suburbs will help you grief. After the hero fixes the autodoc, Andrew will remove his sixth finger.

Hardest to get intelligence module- It is located on the first floor of the Sierra base. The Sierra Base will appear on your map as part of the Wright family mission in New Reno. The entrance to the base is well guarded, you can get there in the following ways: with the developed Sneak skill, sneak past the turrets, take the Psycho and run past them, pick up a sniper rifle from the corpse lying in the left gap in the fence and destroy the turrets.

Combat satellites

Of course, in most cases, the game can be completed with one hero. But satellites add charm to the game, bring it to life, help to better understand the history of the world and give separate quests. Therefore, it is worth taking them into the squad - at least two.

However, if your attractiveness is 2, then you will not take more than one companion in the squad. If you overdo it, it will turn out to be a lot, in battle the fighters will interfere with each other and cause a lot of trouble when visiting shops and houses. Where to look for satellites, what are they and what are their capabilities?

My combat companions...

It is interesting: the life of a novice hero who first arrived in the Hole may be in serious danger. If you come to the city dressed in a leather jacket and in company, most likely nothing bad will happen. But it is worth visiting the hole alone and without protection - it is very possible that for no apparent reason you will be attacked by local drug addicts. Judging by the distance covered by these nimble goons in one turn, they have 18-20 action points. Accordingly, you cannot run away from them, and drug addicts hit five or six times per round. It's good that they don't have weapons and armor, otherwise even Enclave patrols would be afraid to visit the Hole.

The first, in Klamath, on our way will meet Sulik. This funny character wears any armor, prefers a sledgehammer from a weapon. If a main character- sniper, Sulik will provide all possible assistance, keeping opponents away from him and knocking them down with a sledgehammer; if the head is armed with automatic weapons, nothing good will come of such cooperation - Sulik has an addiction to stand in the line of fire. Therefore, it is better to arm him with something firearms - a 0.223 pistol; automatic H&K G11E or NK P90s (bullpup). In addition, Sulik has 9 action points from the very beginning, which gives advantages in the application firearms. Just do not expose him to "Berserk" in the line of conduct! He will forget about the weapon and headlong rush with his fists at any opponent.

Fried scorpions a la Vic!

In the Hole there will be a meeting with a certain Wicom held captive by slave traders. Vic has a very useful specialization in the early game - repair, which makes him a must-have candidate for the group. Vic does not like automatic weapons, preferring pistols, shotguns and rifles. The best weapons for him are the YK 32 Pulse Pistol or the m72 Gauss Rifle.

Modoc. The team can be replenished with two not quite ordinary characters at once. A local tanner, Baltaz, has lost his son. If you have already rescued Grisham's brahmins from dogs and bought jerky from him, and your perception is at least eight, Baltaz will send his son's dog named Boy. And it doesn't matter if you have a free place in the team or not. If you do not rush to search for the missing person, the dog will help the hero in exploring the desert. However, he has very few hit points and does not level up.

The butcher Grisham has a son and a daughter, you can get married or get married and get one more replenishment in excess of the staff. Let me give you some advice - don't get married! Devin and Maria, as expected, refuse to leave their half in critical situations and bravely fire on Frank Horrigan. But they do not level up and use only the simplest weapons. The most you can expect from them is killing a couple of scorpions in the entire game. It also becomes impossible to temporarily dismiss any NPC from the party - he will not want to join again, referring to the fact that the squad is too large! If only out of sporting interest to try to lead their half to the final ... Not an easy task!

Who was more scared - the Deathclaws or Vic?

Gecko. In the manager's office, a very remarkable character is waiting for us - a ghoul Lenny. He is a doctor by profession, completely cures himself of any injuries, heals his squadmates well. Lenny has few action points, but a lot of hit points. His best weapons are the RRK12 Gaussian Pistol, the YK 32 Pulse Pistol, or the H&K G11E Assault Rifle. Helpful character.

It is interesting: there are quite a lot of food items in the game: iguana skewers, jerky, cheese balls. But for some reason, shaky health is corrected only by fruits. Probably, they are trying to prove to us that meat is harmful, and accustom us to vegetarianism?

In the suburbs of Vault City, you can persuade the local bartender to join the squad - cassidy. Specialist in hand-to-hand combat, edged weapons and rifles, Cassidy can be a real help in the most difficult situations. Wears any armor. The best weapon for him is the m72 gauss rifle. From time to time, the former bartender claims that his dad named him after a book character. Those of you who have read Dan Simmons' Hyperion will immediately know what the epic character is about. in question.

Broken Hills. If you fix the air purifier in the local mine, the local sheriff, a super mutant, will agree to go with you Marcus. He is an expert in heavy weapons, but a machine gun is contraindicated for him - Markus fires without understanding whether civilians and allies are in the line of fire or not. The best weapon for him is the YK42B Pulse Shotgun. It has a large supply of life, but does not wear armor and walks very slowly - it may not be in time for the battle. It's up to you to decide if he's needed on the team.

Deathclaw vs Deathclaw.

On the minus third floor of Vault No. 13, you can take on a team Deathclaw Goris. He has a lot of action and life points, very good melee damage. But against the fighters of the Enclave, Goris is practically useless, and he is generally afraid to attack Horrigan. Now if it were at the beginning of the game, against the slavers!

If you complete the task of Dr. Henry from the NCR to test the serum on super mutants, you will be rewarded with cyberdog. He is quite dangerous against weak and medium characters, actively knocking them down, but in the final battles he is practically useless. The second, more powerful cyberdog can be found at the Navarro base. He will go with you when he is convinced of the death of the former owner and receives the missing part. Sooner or later you will be in Cafe of Broken Hopes. If you remove the armor from the main character, a local dog named Dog sees Vault 13's uniform and wants to go with the character. Thus, animal lovers can travel under the protection of a whole pack of four dogs.

It is interesting: if you try to attack Psina, her defender Mal (Gibson? Mad Max?!) will immediately appear and attack your squad.

In the stables under New Reno settled another non-computer character - Myron, inventor of Vinta. Somewhat boring personality. He knows how to make stimulants, when you try to exclude him from the squad, he will show the location of the treasure. Uses any armor and light weapons. Somehow Myron is the only NPC, oh future fate which we will be told after the final battle. Decide for yourself whether a drug dealer is needed in the squad.

The last living disciple of the Dragon...

And finally - the Sierra base, skynet! Familiar name. Perhaps he is to blame for everything that is happening? You can get him into the squad by completing a series of tasks, under the indispensable condition - your “science” skill must be at least 125-130%. The best weapon for Skynet is the m72 gauss rifle. He wears no armor and moves very slowly, but can fire two shots from his rifle per turn. In addition, it is distinguished by absolute devotion - if you exclude him from the squad for a while and engage in a battle in sight, Skynet will immediately come out in your defense.

On a note: if, in the process of adventures around the base, Skynet releases combat robots from intra-wall bunkers on the third or fourth floors, you did something wrong and the cyborg will certainly attack the hero as soon as it comes to the surface.

And one more little trick. NPCs level up, but they do so much less frequently than the main character and irregularly. Therefore, it is worth saving before the next level increase - for the third or fourth time you may be lucky and you will see jubilant screams over the head of a comrade in arms.

Where is the best equipment found?

Light weapons

m72 gauss rifle- out of competition. You can... um... borrow two copies on the Tanker - from the lady in black to the left of the entrance and from the gentleman next to the bar. Later available in San Francisco stores. The guards in the emperor's throne room, the police chief and his deputy in the NKR, and the Red Guns store have cartridges for it.

I warn you! I have a grenade launcher!

I did warn you!

Gaussian pistol RRK12 can be bought in the same store, taken from the Enclave patrols or the leader of the super mutants on the minus fourth floor of the Military Base.

H&K G11E- an advanced version of a caseless weapon, can be stolen at the Navarro base or removed from the corpses of Hubologist patrols and the Enclave in the desert. Ammunition - from the vagrants on the Tanker, San Francisco guards and in stores.

NK R90s(bullpup) - submachine gun, very good in the early stages, as it allows you to give two bursts per turn. Can be bought in shops in San Francisco or found on the minus third floor of Vault 15.

Airgun Red Ryder. Extremely useful weapon with unique properties. At later levels, you can buy in the suburbs of the NCR. If you manage to get to the minus fourth floor of the Sierra base and extract the "corpse" in the medical center, then after his real death, this gun will also be found. Pros: no damage spread (25-25); store for a hundred charges; four, and later - three points per shot (if you have the ability "Shooting" - two points!) and a very good range. Ammunition can be bought on the territory of the NCR.

Magnum 0.44 with booster. A good gun to start the game. It hits close, powerful enough and quickly recharges.

Pistol caliber 0.223. The perfect combination of power and range, but requires five points per shot. On the minus second floor of Vault 15 or in the shops of San Francisco.

heavy weapons

Bozar. And that's it. Rest heavy weapons does not suit him. This death machine can be stolen from any of the four guards at Buster's Shop in the NCR market, or found in the secret base in the Toxic Caverns. But more on that below.

Minigun Vindicator. Ammunition for it weighs little, and, which is very important, four bursts can be fired from it without reloading. Sold in the San Francisco store "Red Guns".

Energy weapons

Didn't expect that we would sneak up from the rear?

Trading with the Enclave? And it's bad for your health!

Pulse shotgun YK 42B. Champion in combination of range and damage dealt. Located at the Brotherhood of Steel base in San Francisco. If your hero has a high search skill unusual places, he may encounter a cave with bandits armed with such guns. But it is unlikely that such a meeting will bring him joy.

Pulse gun YK 32. Located on the same base of the Brotherhood of Steel. Can be taken from an Enclave patrol.

Solar scorcher. Unique weapon. If in your travels you meet the Guardian of Eternity (portal to the past of Vault No. 13), in one of the rooms on the floor there will be this weapon, requiring as ammunition sunlight.

Turbo plasma rifle can be made from a plasma gun at a gunsmith in New Reno or taken from bandits at a random location.

Alien blaster. The rarest and powerful weapon in Game. If you travel for a long, long time along the Modoc route - the top edge of the map and back, then sooner or later you will come across Willy the merchant, reading the description of his goods from a piece of paper. But it's still half the trouble. The trouble is that every time he has a different product, and a meeting with him can happen only once and only on this route. If you're not lucky, get a grenade or a pistol. But if Willie asks for ten thousand, that's it. Oh, such a weapon - yes, the range of the shot would be more!

Doesn't bang

In some walkthroughs, it is reported that if you feed and water the boy Cody a hundred times, standing at the "Cat's Paw" in New Reno, he will give out an alien blaster as a reward. Perhaps this happened in the original version of the game. But in the version from 1C this does not happen. It was also reported that the alien blaster can be found near the end of the game - on the oil platform. But it's not there either! And merchant Willy does not always hand you a blaster, even if your hero parted with ten thousand coins. This is such an annoying bug...

Steel arms

I wonder what the bandits hoped for when they attacked SUCH a caravan with knives and spears?

The cartridges have run out ... Well, nothing, and the gold will do! Just hit the eye!

Super Sledgehammer. It has low hitting accuracy, knocks back the enemy. Can be found at the Navarro base or bought in San Francisco stores.

Electrowhip. For some reason, it belongs to melee weapons and is the most accurate representative of this group. Trader Eldridge in New Reno can upgrade it to Super electrowhip. Unfortunately, like a sledgehammer, it knocks back the enemy on impact.

baseball bat given to Mrs. Bishop as a reward for completing a quest to destroy the family moonshine. Unique one-handed weapon.

It is interesting: Mordino Jr. is armed with a unique personalized dagger. To get it, it is not necessary to destroy the entire clan. It is enough to apply a dozen super stimulants to Jesus and get some sleep.

Without weapons

Actually, it sounds weird. A weapon that should not be, but it is - Power superknuckles. Bought from San Francisco stores or enhanced with power brass knuckles from a gunsmith in New Reno.

It is interesting: the Danton brothers of Klamath have a large supply of studded brass knuckles. When meeting with them in the Golden Gekko bar, you can steal the first pair, before talking on the pasture of the Brahmins - the second; and after the battle, they will again have brass knuckles each - a good financial help to start the game!

Thrown weapons

Plasma grenades. Occasionally they can be bought in San Francisco. If you are lucky, you will stumble upon a fight between Hubologists and bandits - both of them usually have plasma grenades; there is a little at the bases of Navarro and Sierra.

Armor

What is the meaning of all numerous species armor, if twenty minutes after the start of the game you get the best? It can be faster, by the way. We leave Arroyo and hurry along the coast down the map. In San Francisco, we find the Brotherhood of Steel and take the task of finding the drawings of rotorcraft. In the arsenal of the Navarro base, there is the desired armor.

Where are you? What about boxing?

It is interesting: Vault #13 can be found in three different ways. In the first case, it is necessary to clear shelter No. 15 from bandits, start the generator on the minus second floor and find out information about the location of shelter No. 13 from the computer on the minus third floor. Two other ways are connected with visiting the NKR.

Upon entering the city, be sure to talk to Sheriff Dumont and take his recommendation to Westin. Talk to ranch guard Grant - they will let you through. You can go to the barn next to the gate, buy Bob a drink and talk to him. Bob will report that Dr. Jubilee stole the Vault 13 map from him. The doctor will sell you a map for 10,000 coins.

The third method is the fastest, but the hero's perception must be at least eight units, and the Naturalist skill must be at least one hundred. Entering the Westin ranch, we talk with the foreman Felix and Westin himself, while mentioning the recommendation of the sheriff. The hero will be sent to herd the brahmins. After some time, the Deathclaws will visit the pasture - all that remains is to follow in their footsteps.

Merck will offer you another Vault 13 card for only 1,000 coins at the Rough Hide saloon, also in NCR territory. Buy or not - you decide.

Little tricks

If you buy the same types of ammunition in San Francisco stores, it is these types that will be replenished constantly. Having paid for the goods in stores, you can immediately return the money back with the help of theft (works in San Francisco stores). There is a shop in Broken Hills to the left of the entrance. If you turn to the seller, you will have to pay for the goods, and if you just rummage through the shelves, everything will go to nothing; good help to start the game.

Release more animals - we will get more experience!

Freedom to the slaves!

To further improve your financial situation, you need to visit the Eldridge store in New Reno (down the map from Modoc). Buy dynamite from the owner, go around the house and blow up the back entrance. There are many interesting things in the back rooms, including a unique pistol. If it matches its real counterpart in terms of range and penetration, it would become a superweapon.

That's not all; behind the shelf with the goods there is a descent to the basement. There are also weapons in the basement, but the main thing is that the best gunsmith in the game lives in it! He is the only one who can enhance energy weapons. In addition, Algernon is able to do the work of any other gunsmith, and he does it very quickly and ... for free. That's probably why he was declared insane.

In addition to Algernon, four other NPCs can enhance your weapons: Valerie in Vault City; Eldridge in New Reno; Buster in NCR and Skeeter in Gekko. The latter will also give the part needed to activate the vehicle. If you take part in filming at a local film studio in New Reno, some of the quests - for example, the destruction of the Wright family's moonshine - will become unavailable to you.

In no case can not complete the quest before it is received! Free the slaves on the instructions of the NCR Rangers - gain experience; and if you release first, they will simply say “thank you”, they will not accept you as a ranger and will not give you experience. Items that can be "borrowed" often only appear in NPC pockets after talking to them.

Do not turn off the generators at the Sierra base - in the dark you can miss something interesting; in addition, you will receive experience for manually disabling force fields. On the minus second floor of the Sierra base, in one of the rooms, a bitten cookie lies on the floor. Take it with you and use it before the final fight - get an extra action point.

If you want to complete the tasks of all the gangster clans in New Reno, but do not want to join families, the easiest way to do this is in the following order: Wright, Salvatore, Mordino, Bishops. After finding the trapper Smiley in the poisonous caves (the quest is given in Klamath), try to start the generator next to him. If you succeed, open the elevator doors, save and go down - a surprise is guaranteed!

To bring the shaman to Arroyo more flowers and roots, visit the hunting grounds several times with breaks for sleep - the plants will grow again, and there are never too many healing powders. Once at the Navarro base and received power armor, be sure to visit the sergeant to listen to his speeches - they are worth it.

I wonder what's down there?

Now the brahmins are definitely safe!

A huge fortune can be made using a bug in Broken Hills. Enter the local mine and look for a passage between the stones in the blind pocket on the right. The chest contains a block of uranium, which must be taken to the head of the refinery at the first location. For uranium enrichment, he will ask for 1000 coins - agree. In a day, the uranium will be ready, and the head of the plant will offer to sell it for 1500 coins - also agree.

After finishing the conversation and having received the money, speak again - the hero will again be offered to sell uranium. Repeat as many times as needed. As soon as you refuse an increase of 500 coins, the bug will stop working. It is possible that this bug also works with uranium purchased from merchants on a random map.

Most likely, the hero will have difficulty blowing up the blockage at the military base. There is a crowbar next to the trolley - we take it in hand and act on the trolley. We hover over the crowbar, left-click and, without releasing, we find explosives in the backpack. It remains only to push the trolley. The car is fueled in the same way.

It is important: it is impossible to fly to the oil platform on the hubologists' shuttle, you can only sail there on a tanker!



That's all. I remind you that this article is intended primarily for those who first discovered the world of Fallout. However, if experienced wanderers in the post-nuclear world also found something new for themselves, I will only be glad. Did you know that you can refuel the Tanker in five different ways, or kill the enemy by throwing uranium and gold nuggets? Or that your squad can have eight fighters, including the main character? It's time to install the game and find out! Good luck!

A small two-millimeter bullet, accelerated by a pulsed electromagnetic field to almost space velocity, crashes into an obstacle. Huge kinetic energy, taking into account the meager cross-section of the bullet, allows you to develop a monstrous pressure at the point of collision. Even heavy-duty materials are not able to resist destruction...

A person who has gone through Fallout2 at least once can easily recognize in the described picture the result of a shot from the M72 Gauss Rifle. The advantages of this weapon are so widely known that it makes no sense to dwell on them in detail. But my respect for this weapon is so great that I will allow myself to repeat well-known truths.

High power of a single shot, not even all samples of pulsed and plasma energy weapons are superior to Gaussian in this parameter, large magazine capacity, light weight of ammunition, and most importantly, the maximum possible firing range. Everything that is said about Sniper Rifle, we can equally say about Gaussian. Only doubled. The appearance of this type of weapon in the Fallout2 arsenals is reminiscent of the appearance on the European battlefields of the Hundred Years War of the English longbow, when the iron-clad French knightly cavalry was swept away by simple pieces of metal attached to feathered pieces of wood. In practice, only a few Enclave fighters can engage in firefights at such ranges. All other opponents will have to get closer, wasting time, and therefore lives. There is no impenetrable armor for Gaussians. Another encouraging fact is that there are no creatures immune to Gaussian damage, as is common energy weapons(what only floaters are worth, with their resistance to the effects of impulse weapons). Of the entire arsenal, in terms of a set of qualities, the Gaussian is most closely approaching the optimal weapon. But in order for them to fully manifest, your charm must have the appropriate characteristics, primarily high mobility and intelligence. If you shoot only once per turn, and even past, then not a single one, even the most the best weapon, will not help in this trouble.

While I am here praising Gaussian praises, one thought came to my mind - I wonder why there are no automatic weapons chambered for this cartridge in the game, there are almost everything for it, but not for it? The answer is probably very simple - the resulting gausswind indicator would have such an overwhelming advantage that it would nullify the balance of forces and means existing in the game.

But there are spots on the sun, and Gaussian also has flaws. One of them has already been mentioned, the impossibility of firing bursts, but in light of the second drawback, this is more of an advantage. Low availability of ammunition, you can sometimes buy it in San Francisco, very rarely in NCR, you can take a little in Toxic Caves, steal it in NCR, in general, if you spin around, you will not be left without ammunition. There is another source - patrols around Navarro. On this occasion, I recalled a saying read at one time on the site of Maza and Python, if it is slightly paraphrased, it will sound like this: “What is the life of an enclave in the desert worth? Clip of 2mm ammo”. True, hobologists and 4,7mm cartridges appeared in the original. There are mountains in the Enclave of these ammunition, but a spoon is expensive for dinner, at first you will have to fast. To master the Gaussian, too, will have to work hard. For a lot of money, you can buy it in San Francisco, but not always, once I ran through almost the entire game with a turboplasma rifle, but the gausska never appeared in the store. You can also stab a guard in the NCR with superstimpaks or massacre in the Shea Temple, or vice versa, whatever you like. There is a Gaussian on the tanker, but it is rarely possible to take it without a fight. But it seems to me that its shortcomings are so insignificant against the background of the highest combat and operational characteristics that the M72 Gauss Rifle should definitely be used as a high-end sniper weapon.

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