Fallout 2 Walkthrough :
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Walkthrough - Weapon/Armor FAQ_________ _ _ ___________ _____ / ______/ / \/ \ \___ ___// __ \ | | | || | | | / / \ | | |__ __ | || | ___ _ _ | | /_/ | | | _// \ | || | / _ \ / \ / \| | / / | | / /\ \ | || |/ / \ \| | | || | / / | |/ /__\ \| || || | | || | | || | / / | || __ || || || | | || | | || | / / | || | | || || |\ \_/ /\ \_/ /| | / /_____ | |\_/ \_/\_/\_/ \___/ \___/ \_/ /________\ | / |/ WEAPON/ARMOUR FAQ Version 1.0 Author: whitechocobo666 whitechocobo666@yahoo.com http://www.geocities.com/whitechocobo666/ ASCII by Angelwingnl! This is a weapon/armour FAQ for fallout 2. It gives details and locations of all the weapons, armour and ammo available in Fallout 2. You don't need to know much about the game to use this faq, the more you know the less useful it'll be probably. But it'll probably have a few things you haven't noticed in the game in it before. The ratings for the weapons are made up by me, everyone has their own opinions and fighting styles so you may not agree with the ratings of some weapons. CONTENTS ======== REVISION CREDITS WEAPON SHOP LIST WEAPONS Small Guns Big Guns Energy Weapons Unarmed Weapons Melee Weapons Throwing Weapons Secret Weapons AMMO ARMOUR RARE WEAPON LOCATIONS Alien Blaster Gauss Rifle Gauss Pistol Pulse Rifle Vindicator Minigun Bozar Super Sledge Red Ryder LE BB Gun Mega Power Fist Avenger Minigun Light Support Weapon/M60 Plasma Rifle Louisville Slugger XL7OE3 Rocket Launcher Solar Scorcher Little Jesus DISCLAIMER/COPYRIGHT STUFF REVISION ======== 14th August 2002 - first release. I wrote this aaaaaaaaaaaages ago but never released it. I went through it and corrected it and updated it today though. CREDITS ======= GameFAQs (www.gamefaqs.com), for putting this up, hopefully. The gamefaqs fallout 2 boarders of course, been there for a couple of years nearly now, it would have to be one of the most active fallout 2 boards on the internet. And the Fallout and Fallout mac boarders as well. No Mutants Allowed (www.nma-fallout.com) have everything that you could want to download to do with the game... And angelwingnl for making the ascii of course. Haven't seen him for ages. WEAPON/ARMOUR SHOPS =================== Ok, this should be the list of the weapon shops in the game where you can buy weapons from. And armour too. Buckner daughter (Buckner inn, Klamath) Flick (junkie house, the Den) Tubby (near smitty's, the Den) Jo's (mayor of modoc) That ghoul that gives you the woody quest (in a shack on the north side of Gecko) Happy Harry (Vault City courtyard) Vault City Amenities (Vault City vault entrance screen) Vault City Amenities block A (Vault City vault entrance screen) Vault City Amenities block B (Vault City vault entrance screen) General Store (Broken Hills near entrance) New Reno Arms (New Reno west side) I forget about Redding Weapon shop in courtyard with combat armoured guards (NCR) The other dwarf guy's shop in NCR where near Westin's (NCR) Red Dragon 888 (just to the right of the San Fran entrance) That item shop (just to the left of the San Fran entrance) They're just the main shops, people can hold armour and weapons too... WEAPONS ======= With weapons, you'll like different things to what I do if you have a different fighting style. I've tried to rate them without being biased toward my fighting style. I prefer to run up close to the enemy and burst them, or duck out from behind something and shoot the enemy in the eyes the rest of the time. I don't usually stay back and snipe the enemies, I like being closer to them. But oh well. Legend ------ For some weapons, not all of these are used. Sometimes the game doesn't have a strength requirement or a weight, so I have either put a -, or not put it in there. Eg. A spear doesn't have a capacity, so I don't put it in there. Damage: Damage the weapon can do: minimum-maximum. This is before modifiers for ammo, armour and perks and traits are in place. Perks add to the maximum damage, not the maximum and minimum damage. So with living anatomy perk, which gives +5 damage, the damage with a pipe rifle would be 5-17, not 10-17. My guess is that the damage is rolled, and then the game modifies for ammo, then perks and traits, then armour. AP: How many Action Points it takes to fire/punch/kick/burst/thrust/swing/throw. Aimed shots always cost 1 more AP than what is listed, except for the flares. Unless noted, thrusts and swings use the same amount of Action Points. If the gun can burst and do single shots, an extra 1AP is needed to use burst mode. Burst: Whether the gun can do burst mode or not, and how many shots in a burst. Burst mode rating: Burst mode rating is how much damage you should do with a burst mode with that weapon on someone with no armour and ammo with no modifiers, and no perks either. All of the shots are counted as hitting, and no critical hits. I just have it there to see what should be the best weapon. Range: How many hexes away the weapon can hit from. Ammo: What ammo the weapon must use. Capacity: The maximum amount of ammo that you can fire from the gun before you have to reload. Strength needed: The amount of strength needed to be able to fire the weapon without penalty. For each strength point you are under the requirement, you lose 20% chance to hit. Type: What sort of damage the weapon does. Is either: normal, laser, plasma, flame/fire and explosion. The damage type is compared with the damage resistance to find damage. Weight: How much the weapon weighs without any ammo in it. Price: How much you can sell the weapon for. You won't be able to buy it for this amount, only sell it for this much. Your barter skill depends on how much you can buy them for. Location: Some places where you can find the weapon. Not all of the places you can find them are listed. Rating: The number out of ten that I give the gun. 1/10 is very bad, and 10/10 is very good. It's pretty much just my opinion, and its mainly based on the statistics of the weapon first, and then the usefulness second. Quote: This is the description of the item taken directly from the game, when you examine it from the inventory screen. Writing: These are notes about the weapon. It says what I think of it. SMALL GUNS ---------- They are pretty common and plentiful throughout the game, so you'll have no problem finding a good weapon at any time. Small guns will always be useful too, from the beginning to the end. NAME DMG AP B/BR RNG AMMO CAP SN Pipe Rifle 5-12 5 -/- 20 10mm 1 5 10mm Pistol 5-12 5 -/- 25 10mm 12 3 10mm SMG 5-12 5 10/85 25 10mm 30 5 H&K P90C 12-16 4 12/168 30 10mm 24 4 Shotgun 12-22 5 -/- 14 Shells 2 4 Sawed-off Shotgun 12-24 5 -/- 7 Shells 2 4 Combat Shotgun 15-25 5 3/60 22 Shells 12 5 H&K CAWS 15-25 5 5/100 30 Shells 10 6 Pancor Jackhammer 18-29 5 5/117.5 35 Shells 10 5 Desert Eagle 10-16 5 -/- 25 .44 8 4 Desert Eagle E.M. 10-16 5 -/- 25 .44 20 4 .44 Magnum 12-18 4 -/- 15 .44 6 5 .44 Magnum w/ S.L 12-18 4 -/- 15 .44 6 5 Hunting Rifle 8-20 5 -/- 40 .223 10 5 Scoped Hunting Rifle 8-20 5 -/- 40 .223 10 5 Sniper Rifle 14-34 6 -/- 50 .223 6 5 .223 Pistol 20-30 5 -/- 30 .223 5 5 BB Gun 1-3 5 -/- 22 BBs 100 3 LE BB Gun 25-25 4 -/- 32 BBs 100 3 FN FAL 9-18 5 10/135 35 7.62mm 20 5 FN FAL w/ N.S. 9-18 5 10/135 35 7.62mm 20 5 FN FAL HPFA 11-22 5 20/330 35 7.62mm 20 5 Tommy Gun 3-20 5 10/115 32 .45 50 6 Grease Gun 10-20 4 8/120 20 .45 30 4 H&K G11 10-20 5 5/75 35 4.7mm 50 5 H&K GllE 13-23 5 7/126 40 4.7mm 50 6 Assault Rifle 8-16 5 8/96 45 5mm 24 5 Assault Rifle E.C. 8-16 5 8/96 45 5mm 100 5 XL70E3 12-19 5 8/124 35 5mm 20 5 PPK12 Gauss Pistol 22-32 4 -/- 50 2mm 12 4 M72 Gauss Rifle 32-43 5 -/- 50 2mm 20 6 Needler Pistol 12-24 5 -/- 24 Needle 10 3 14mm Pistol 12-22 5 -/- 24 14mm 6 4 9mm Mauser 5-10 5 -/- 22 9mm B 7 3 Pipe Rifle Damage: 5-12 AP: 5 Burst: no Range: 20 Ammo: 10mm JHP/AP Capacity: 1 Strength needed: 5 Type: Normal Weight: 10 pounds Price: $200 Location: You can just take one from Vic's house in Klamath. There are random encounters with farmers, where females have pipe rifles. I got this encounter near NCR. Rating: 2/10 "This is a hand-made single shot rifle." The pipe rifle is the first gun you get, and the second worst. It's pretty much the same as the 10mm pistol, but you can only carry 1 bullet in it. It's only good if you don't have the 10mm pistol. This would have to be nearly the worst weapon in the game, and because you get the 10mm pistol so quickly you'll only need to use it for a few battles. 10mm Pistol Damage: 5-12 AP: 5 Burst: no Range: 25 Ammo: 10mm JHP/AP Capacity: 12 Strength needed: 3 Type: Normal Weight: 3 pounds Price: $250 Location: The slaver guards in the Den have this gun. If you take the missions with Lara's gang, you can take the 10mm pistol from the dead bodies of the guards you kill. There are lots of 10mm pistols to be found in other places though too. Rating: 3/10 "A Colt 6520 10mm autoloading pistol. Each pull of the trigger will automatically reload the firearm until the magazine is empty. Single shot only, using the powerful 10mm round." The 10mm pistol is the first real gun you get. It is like the pipe rifle, but it is a one handed weapon with a higher capacity. It's good for a while because the ammo for it is very common. When you get the 10mm SMG though, you'll want to use that instead. 10mm SMG Damage: 5-12 AP: 5 Burst: 10 Burst mode rating: 85 Range: 25 Ammo: 10mm JHP/AP Capacity: 30 Strength needed: 5 Type: Normal Weight: 5 pounds Price: $1000 Location: The dealers in the den may sell you this gun. Also, on your trip to Modoc, you can encounter an evil merchant and you can kill him and take his SMG. If you take out the Mordino family, you can take their SMGs too. Rating: 5/10 "H&K MP9 Submachinegun (10mm variant). A medium-sized SMG, capable of single shot and burst mode." The 10mm SMG is usually the first burst mode gun you get. It's the same as the 10mm except for the capacity and the ability to shoot in bursts. Is useful early in the game against tough enemies, when you run up to them and burst shoot them for lots of damage. The ammo is pretty common so there isn't really a reason not to use burst mode a lot. Very useful for early in the game. HK P90c Damage: 12-16 AP: 4 Burst: 12 Burst mode rating: 168 Range: 30 Ammo: 10mm JHP/AP Capacity: 24 Strength needed: 4 Type: Normal Weight: 8 pounds Price: $2500 Location: In random encounters near NCR with raiders fighting rangers, some raiders have this gun. On the third level of Vault 15 a raider has this gun. You can also buy it from the weapon dealers in NCR sometimes. Rating: 7/10 "The Heckler & Koch P90c was just coming into use at the time of the war. This weapon's bullpup layout, and compact design, make it easy to control. The durable P90c is prized for its reliability, and high firepower in a ruggedly-compact package." This is nearly the best sub-machine gun in the game. You get it pretty late in the game, and you'll have heaps of 10mm ammo in the boot (hopefully), so you can go psycho with it. It's sort of the small gun equivalent of the bozar. It isn't too good against armour, but you can do lots of damage against monsters. The main problem with it is that it uses up ammo quickly, and you have to reload every two burst shots. Will be good until you start fighting enclavers. Shotgun Damage: 12-22 AP: 5 Burst: no Range: 14 Ammo: 12 gauge shotgun shells Capacity: 2 Strength needed: 4 Type: Normal Weight: 5 pounds Price: $800 Location: You can get your first shotgun from stealing off Metzger. Dealers in the Den should have shotguns too, and they are pretty common in other places in your travels. Rating: 4/10 "A Winchester Widowmaker double-barreled 12 gauge shotgun. A short barrel, with mahogany grip." This shotgun will be one of your best weapons for the Den. You can trade it to an NPC once you get better weapons and they'll do well with it. It only holds two shells, and has a low range, but it does lots of damage early in the game compared to other guns. It's ammo costs a lot, but it is pretty common with your enemies, so you can take it off their dead bodies. Sawed off Shotgun Damage: 12-24 AP: 5 Burst: no Range: 7 Ammo: 12 gauge shotgun shells Capacity: 2 Strength needed: 4 Type: Normal Weight: 4 pounds Price: $800 Location: The only time I remember seeing this weapon was when Cassidy joins you, he has it equipped as his weapon. Rating: 3/10 "Someone took the time to chop the last few inches off the barrel and stock of this shotgun. Now, the wide spread of this hand-cannon's short-barreled shots make it perfect for short-range crowd control." You'll get this when you meet Cassidy, but you'll already have better weapons by then. It's range is really bad, so you have to be really close to shoot enemies with it. It does an extra two maximum damage than the shotgun, but the range difference is the main problem with it. Combat Shotgun Damage: 15-25 AP: 5 Burst: 3 Burst mode rating: 60 Range: 22 Ammo: 12 gauge shotgun shells Capacity: 12 Strength needed: 5 Type: Normal Weight: 10 pounds Price: $2750 Location: Combat Shotguns are pretty common in random encounters. You can first get them in Vault City, once your a citizen you can buy them from the shop. Zaius in Broken Hills gives you a combat shotgun when you finish the quest of fixing the mine. In Vault 15 some raiders have combat shotguns. Big Jesus also has one. Rating: 6/10 "A Winchester City-Killer 12 gauge combat shotgun, bullpup variant. In excellent condition, it has the optional DesertWarfare environmental sealant modification for extra reliability." The combat shotgun is really good. You can get it pretty early in the game. The three shot burst is useful for conserving ammo if you want a lot of damage. It does good damage too, whether you shoot it normally or aim. If you get it in Vault City it will be useful for ages. There isn't much better than this gun. I like shotguns. The main advantage is its variety of uses. H&K CAWS Damage: 15-25 AP: 5 Burst: 5 Burst mode rating: 100 Range: 30 Ammo: 12 gauge shotgun shells Capacity: 10 Strength needed: 6 Type: Normal Weight: 5 pounds Price: $4750 Location: Somewhere near NCR. Rating: 6/10 "The CAWS, short for Close Assault Weapons System, shotgun is a useful tool for close-range combat. The bullpup layout gives the weapon a short, easily handleable, length while still retaining enough barrel lenght for its high velocity shells." This is an ok gun. It is nearly the same as the combat shotgun, but it's burst mode uses more shells, the capacity is lower, the strength needed is higher, and it can be used at longer ranges. You may as well stick to the combat shotgun, as the burst mode is annoying, as you have to reload after two burst shots. That's why it isn't as effective as the combat shotgun. Pancor Jackhammer Damage: 18-29 AP: 5 Burst: 5 Burst mode rating: 117.5 Range: 35 Ammo: 12 gauge shotgun shells Capacity: 10 Strength needed: 5 Type: Normal Weight: 12 pounds Price: $5500 Location: Pancor Jackhammers are the main weapon of NCR guards. They are also selled at NCR shops sometimes, and you can get them in some random encounters. The Enclave guards in the Salvatore encounter have this too. Rating: 7/10 "The Jackhammer, despite its name, is an easy to control shotgun even when fired on full automatic. The popular bullpup design, which places the magazine behind the trigger, makes the weapon well balanced and easy to control." This is another shotgun. I like to use it when I get it, because although it shoots the same as the H&K CAWS, it does more damage, which is more important. It also has a high range, which is good for sniping. This is the best shotgun. Desert Eagle Damage: 10-16 AP: 5 Burst: no Range: 25 Ammo: .44 JHP/FMJ Capacity: 8 Strength needed: 4 Type: Normal Weight: 4 pounds Price: $800 Location: You'll first get this in the Den if you trade with Flick. You can also get it in Vault City at the weapon shop. Rating: 4/10 "An ancient Desert Eagle, in .44 magnum. Interest in late 20th century films made this one of the most popular handguns of all time." This is one of the two different weapons that use .44 ammo. You might use it for a bit when you have loads of the ammo, but the magnum is a better weapon. The advantages to this gun is that it has a longer range than the magnum. Desert Eagle Expanded Magazine Damage: 10-16 AP: 5 Burst: no Range: 25 Ammo: .44 JHP/FMJ Capacity: 20 Strength needed: 4 Type: Normal Weight: 5 pounds Price: $800 Location: Get an Upgrade of the Desert Eagle. Rating: 5/10 "An ancient Desert Eagle, in .44 magnum. Interest in late 20th century films made this one of the most popular handguns of all time. This one has been equipped with an expanded magazine for longer fun and games!" It is the same as the Desert Eagle, but the expanded capacity makes it a better weapon than the original. .44 Magnum Revolver Damage: 12-18 AP: 4 Burst: no Range: 15 Ammo: .44 JHP/FMJ Capacity: 6 Strength needed: 5 Type: Normal Weight: 5 pounds Price: $600 Location: You'll get this one from Flick as well. And at Vault City. Rating: 6/10 "Being that this is the most powerful handgun in the world, and can blow your head clean-off, you've got to ask yourself a question. Do I feel lucky? Well, do ya punk?" This is the first weapon that you get that will shoot quicker than normal. The bonus of 1 AP will let you shoot it twice per round if you have alright agility. It does 2 more damage than the desert eagle, but the capacity and range are way lower. Lots of people like to use this weapon as a backup weapon, but for me it doesn't seem to do very well at all against armour. I don't like it too much, but it is still ok. .44 Magnum with speed loader Damage: 12-18 AP: 4 Burst: no Range: 20 Ammo: .44 JHP/FMJ Capacity: 6 Strength needed: 5 Type: Normal Weight: 6 pounds Price: $600 Location: Get an upgrade for your magnum. Rating: 6/10 "A .44 Magnum Revolver with a speed loader." This is the magnum with a higher range for some reason, and it let's you reload for only 1 AP. Hunting Rifle Damage: 8-20 AP: 5 Burst: no Range: 40 Ammo: .223 FMJ Capacity: 10 Strength needed: 5 Type: Normal Weight: 9 pounds Price: $1000 Location: I think you can get this one from the Den, but you'll definitely get it when you fight the highwaymen on your trip to Modoc. Rating: 5/10 "A Colt Rangemaster, semi-automatic rifle, in .223 caliber. Single- shot only. The .22 is back and it's still not too good. The hunting rifle is good for early sniping, except that when this gun is useful for sniping your small guns skill won't be good enough to snipe properly with it. I give it to Vic and let him shoot people with it. The ammo it uses is pretty common, so that is an advantage of it. It use runs out when you get a sniper rifle. Scoped Hunting Rifle Damage: 8-20 AP: 5 Burst: no Range: 40 Ammo: .223 FMJ Capacity: 10 Strength needed: 5 Type: Normal Weight: 11 pounds Price: $1500 Location: Upgrade the hunting rifle. Rating: 6/10 "Nothing's better than seeing a surprised look on your target's face. The Loophole x20 Scope on this hunting rifle makes it easier than ever before. Accurate from first shot to last, no matter what kind of game you're gunning for." This is the same as the hunting rifle, except it is better at long ranges than short. If you are up close it will be harder to hit enemies. It's better for sniping than the hunting rifle. Sniper Rifle Damage: 14-34 AP: 6 Burst: no Range: 50 Ammo: .223 FMJ Capacity: 6 Strength needed: 5 Type: Normal Weight: 8 pounds Price: $2200 Location: The most common way to get this is through fighting the Gangsters in a random encounter around New Reno. You can also find one on a dead body outside the Sierra Army Depot. I think you can kill the New Reno arms guy and he should have one too. Rating: 8/10 "A DKS-501 Sniper Rifle. Excellent long range projectile weapon. Originally .308, this one is chambered in the more common .223 caliber." This is the sniper weapon that you can use for most of the game. It is extremely accurate, so it's easy to hit the enemy from afar. I don't really like it that much because sniping isn't really my style of play. For sniping, I think that the damage is too random. The AP penalty is sort of annoying as well. But if you're a sniper and scared of close combat you will like this gun. .223 Pistol Damage: 20-30 AP: 5 Burst: no Range: 30 Ammo: .223 FMJ Capacity: 5 Strength needed: 5 Type: Normal Weight: 5 pounds Price: $3500 Location: These are usually found around New Reno. When you fight Thugs around New Reno there are thugs that have these guns. Same with friends of Morton Brothers. Rating: 7/10 "A .223 rifle modified and cut down to a pistol. This is a one-of-a- kind firearm, obviously made with love and skill." This is one of the most powerful handguns in the game. It does lots of damage, and has a pretty good range, although it's capacity is annoyingly low and there is no burst mode. It is mainly useful against low hit point enemies with low armour, and against other enemies it isn't really too good. But it will last until you get a Gauss Pistol. Red Ryder BB Gun Damage: 1-3 AP: 5 Burst: no Range: 22 Ammo: BBs Capacity: 100 Strength needed: 3 Type: Normal Weight: 5 pounds Price: $200 Location: You can find Jonny's BB gun in the Modoc well. Sometimes the weapon guys at NCR sell this gun too. Rating: 1/10 "A Red Ryder BB gun. The classic." It's pretty much the worst gun in the game. You'll never use it though. If you get one take the ammo out and keep it. It'll be useful for another REALLY good gun. Red Ryder Limited Edition BB Gun Damage: 25-25 AP: 4 Burst: no Range: 32 Ammo: BBs Capacity: 100 Strength needed: 3 Type: Normal Weight: 5 pounds Price: $3500 Location: NCR weapon shops sometimes stock this gun, and perhaps the trader above Modoc sells it too sometimes. Rating: 8/10 "A limited edition version of the Red Ryder BB gun. A true classic." This is one of the ultimate small guns in the game, with only the Gauss rifle and pistol being better than it. It fires quickly, it has a huge capacity, it always does 25 damage and you hardly need any strength to use it. The main problems with it though is that it is hard to find, it's ammo is hard to find, and it isn't very good against armour. Use it when you fight unarmoured opponents. It's usually pretty rare to find though, so you probably won't use it much, because you'll be able to use the Gauss weapons instead. FN FAL Damage: 9-18 AP: 5 Burst: 10 Burst mode rating: 135 Range: 35 Ammo: 7.62mm Capacity: 20 Strength needed: 5 Type: Normal Weight: 9 pounds Price: $1500 Location: I think you can get it from the general store in Modoc. Maybe the Vault City weapon shop and Gecko have it too. Some Shi guards have it. Rating: 6/10 "This weapon has been more widely used by armed forces than any other rifle in history. It's a reliable assault weapon for any terrain or tactical situation." It's powerful for when you get it, but because 7.62mm ammo is rare, you won't be able to use it much. The burst mode is good, but uses up 10 bullets. If the ammo was more plentiful it would be a much more useful weapon. It's better than the assault rifle. FN FAL with night sight Damage: 9-18 AP: 5 Burst: 10 Burst mode rating: 135 Range: 35 Ammo: 7.62mm Capacity: 20 Strength needed: 5 Type: Normal Weight: 10 pounds Price: $2000 Location: Upgrade your FN FAL Rating: 6/10 "This weapon has been more widely used by armed forces than any other rifle in history. It's a reliable assault weapon for any terrain or tactical situation. This weapon has been equipped with a night sight for greater night accuracy." The same as the FN FAL but you can fight at night without any penalty. FN FAL HPFA Damage: 11-22 AP: 5 Burst: 20 Burst mode rating: 330 Range: 35 Ammo: 7.62mm Capacity: 20 Strength needed: 5 Type: Normal Weight: 11 pounds Price: $2250 Location: This gun is sold in the weapon shop at San Fran. Rating: 7/10 "You see nothing out of the ordinary." Pretty much just like the FN FAL, except the different damage rating and that it uses its whole clip in one shot. If you use burst mode, which is why you would use this, you'll run out of ammo really quickly. Make sure you get heaps of ammo from the shopkeeper if you get this gun. It won't be that good against enclave soldiers, but it should be against the monsters. Tommy Gun Damage: 3-20 AP: 5 Burst: 10 Burst mode rating: 115 Range: 32 Ammo: .45 caliber Capacity: 50 Strength needed: 6 Type: Normal Weight: 7 pounds Price: $1200 Location: The casino bouncers in New Reno have this gun, as do the lead gangsters in random encounters around New Reno. Rating: 6/10 "This Thompson M1928 submachine gun is a sinister looking weapon; every time you hold it, you get the urge to put on a fedora hat and crack your knuckles. The Thompson is well-fed by a large 50 round drum magazine." The Tommy Gun is fun to use, but isn't that useful. The damage is very random, which isn't good. It's ammo is pretty rare too, which isn't good. What it is good for though, is it's high capacity magazine. You can shoot five burst modes with the one reload. You should probably get pretty good damage though if you use burst mode. The grease gun is much better though. M3A1 "Grease Gun" SMG Damage: 10-20 AP: 4 Burst: 8 Burst mode rating: 120 Range: 20 Ammo: .45 caliber Capacity: 30 Strength needed: 4 Type: Normal Weight: 7 pounds Price: $1750 Location: You can find this around New Reno, in random encounters near New Reno, and some other places too. Some of the Mordino guards have it I think. Rating: 7/10 "This submachine gun filled National Guard arsenals after the army replaced it with newer weapons. However, the "Grease Gun" was simple and cheap to manufacture, so there are some still quite a few in use." The grease gun is a good SMG. It has a high damage roll, and it shoots quickly too. You may as well use up all your .45 caliber ammo with it, because it's better than the Tommy gun. It will be good until you run out of ammo, which will be pretty quickly. It isn't good later on though. H&K G11 Damage: 10-20 AP: 5 Burst: 5 Burst mode rating: 75 Range: 35 Ammo: 4.7mm caseless Capacity: 50 Strength needed: 5 Type: Normal Weight: 8 pounds Price: $6500 Location: If you kill Frog Morton you can take this from him. Rating: 6/10 "This gun revolutionized assault weapon design. It fires a caseless cartridge consisting of a block of propellant with a bullet inside. The resultant weight and space savings allow this weapon to have a very high capacity." This isn't that good an SMG as it only shoots 5 bullets to one burst mode. The ammo for it is really rare when you get it, so you may as well not use it, and save it for when you get a better weapon that uses this ammo (which is way after you get it). H&K G11E Damage: 13-23 AP: 5 Burst: 7 Burst mode rating: 126 Range: 40 Ammo: 4.7mm caseless Capacity: 50 Strength needed: 6 Type: Normal Weight: 8 pounds Price: $8000 Location: Palace guards in San Fran have this gun, but you can kill hubologists in random encounters near San Fran for it. Rating: 7/10 "This gun revolutionized squad level support weapon design. The gun fires a caseless cartridge consisting of a block of propellant with a bullet buried inside. The resultant weight and space savings allow it to have a very high magazine capacity ." This is a better SMG than the gun above. It has extra damage, range, and more shots in a burst. You can shoot the burst mode 7 full times before you have to reload. That's pretty good. It would have been better if it had the AP bonus and more shots per burst. You may as well keep the ammo from this gun to use in the Vindicator, which is better. Assault Rifle Damage: 8-16 AP: 5 Burst: 8 Burst mode rating: 96 Range: 45 Ammo: 5mm JHP/AP Capacity: 24 Strength needed: 5 Type: Normal Weight: 7 pounds Price: $1300 Location: Vault City patrols have this gun, as do the ghoul reactor guards at Gecko. You can kill them for it. Rating: 6/10 "An AK-112 5mm Assault Rifle. An old military model, out of use around the time of the war. Can fire single-shot or burst, using the high velocity 5mm round." You get the assault rifle early, and if you get it you should have lots of 5mm ammo too. The assault rifle works wonders early in the game from Vault City to New Reno. It isn't any good against armour, but you won't want to use it when you go up against armour. You might want to save the ammo from it if you don't like it, and keep it for the avenger minigun later on. Assault Rifle extended capacity Damage: 8-16 AP: 5 Burst: 8 Burst mode rating: 96 Range: 45 Ammo: 5mm JHP/AP Capacity: 100 Strength needed: 5 Type: Normal Weight: 10 pounds Price: $1300 Location: Upgrade an Assault Rifle Rating: 6/10 "This Assault Rifle has an extended, military sized, ammunition clip. The expanded magazine capacity makes it more fun than ever to spray- and-pray." It's the assault rifle again, but with a huge capacity. If you have a free upgrade early in the game, this is a good one to do. Too bad the assault rifle gets a bit too useless too quickly. XL7OE3 Damage: 12-19 AP: 5 Burst: 8 Burst mode rating: 124 Range: 35 Ammo: 5mm JHP/AP Capacity: 20 Strength needed: 5 Type: Normal Weight: 9 Price: $3000 Location: In a random encounter with a special merchant below San Fran you can get this gun. There is also a person on the tanker that has this gun. Rating: 6/10 "This was an experimental weapon at the time of the war. Manufactured, primarily, from high-strength polymers, the weapon is almost indestructible. It's light, fast firing, accurate, and can be broken down without the use of any tools." You get it so late that it is almost useless. It's sort of like a high tech assault rifle. If you had gotten it in New Reno or somewhere near there it would have been a bit useful, but late in the game there are way better guns to use. PPK12 Gauss Pistol Damage: 22-32 AP: 4 Burst: no Range: 50 Ammo: 2mm EC Capacity: 12 Strength needed: 4 Type: Normal Weight: 5 pounds Price: $5250 Location: In the fourth level of the military base is Melchior. Raid his locker and you get the Gauss Pistol. The San Fran shop keeper also sells it sometimes, and enclave patrols have it. Rating: 10/10 "Praised for its range and stopping power, the PPK12 Gauss Pistol is of German design. The pistol uses an electromagnetic field to propel rounds at tremendous speed and punch through almost any armour." This is one of the best small guns. If you have fast shot this is the best small gun. The ammo's armour piercing and does lots of damage. It has the AP bonus so you can shoot really fast with it. The only problems is that it has a pretty low capacity, and no burst mode. You should use this for the rest of the game once you get it, and you have the ammo, which is rare. M72 Gauss Rifle Damage: 32-43 AP: 5 Burst: no Range: 50 Ammo: 2mm EC Capacity: 20 Strength needed: 6 Type: Normal Weight: 9 pounds Price: $8250 Location: It's in the Enclave, as lots of the enclavers use it. The San Fran shop keeper also sells it. Rating: 10/10 "The M72 rifle is of German design. It uses an electromagnetic field to propel rounds at a tremendous speed... and pierce through almost any obstacle. Its range, accuracy and stopping power is almost unparalleled." This is the ultimate small gun, although if you have fast shot, you should use the Gauss Pistol. The Gauss Rifle is like a really good sniper rifle. It has a pretty high capacity, and a huge range and damage. The only problem is no burst mode. The ammo also pierces armour easily, so it's usable against power armoured enemies. Most of your NPCs like to use it too, which makes it more useful. The main problem though, is that ammo is pretty hard to find. Needler Pistol Damage: 12-24 AP: 5 Burst: no Range: 24 Ammo: Needler JHP/AP Capacity: 10 Strength needed: 3 Type: Normal Weight: 4 pounds Price: $2200 Location: The Sheriff of Redding has this, as well as Myron. You can probably buy it at the NCR shops. Rating: 6/10 "You suspect this Bringham needler pistol was once used to scientific field studies. It uses small hard-plastic hypodermic darts as ammo." This would be a bit better if there was more ammo for it. It's actually good for Myron though, as he doesn't use up much ammo. The damage is pretty good, but that's all. You won't really use it because there are better small guns when you get this. 14mm Pistol Damage: 12-22 AP: 5 Burst: no Range: 24 Ammo: 14mm AP Capacity: 6 Strength needed: 4 Type: Normal Weight: 4 pounds Price: $1100 Location: Thugs around New Reno like to carry this. Rating: 4/10 "A Sig-Sauer 14mm Auto Pistol. Large, single shot handgun. Excellent Craftmanship." This gun is pretty bad, mainly because there is only AP ammo available for it. It has stats that are just like the Needler, only a bit worse. You will never use this gun, and neither will your NPCs, because it is useless. Damn the AP ammo. 9mm Mauser Damage: 5-10 AP: 5 Burst: no Range: 22 Ammo: 9mm Ball Capacity: 7 Strength needed: 3 Type: Normal Weight: 3 pounds Price: $1500 Location: The guards of the trader above Modoc have this, and in the back on New Reno arms it is in a locker. Rating: 2/10 "A Mauser M/96 in 9x19mm Parabellum. In excellent condition. Extremely accurate." If you get this gun, you may as well not use it. Myron can use it, but his Needler is better. Gizmo had it in fallout 1... BIG GUNS -------- Big guns aren't really that common, except in the military base. You first see them around New Reno, but you can't really use any except the flame thrower or rocket launcher there as the ammo is too scarce. Big guns are the most useful guns at the end. They aren't that good from the beginning to the middle though. NAME DMG AP B/BR RNG AMMO CAP SN Light Support Weapon 20-30 6b 10/250 40 .223 30 6 Bozar 25-35 6b 15/450 35 .223 30 6 M60 18-26 6b 10/220 35 7.62mm 50 7 Flamer/Imp. Flamer 45-90 6b -/- 5 Fuel 5 6 Rocket Launcher 35-100 6 -/- 40 Rocket 1 6 Minigun 7-11 6b 40/360 35 5mm 120 7 Avenger Minigun 10-14 6b 40/480 40 5mm 120 7 Vindicator Minigun 14-19 6b 25/412.5 30 4.7mm 100 7 Light Support Weapon Damage: 20-30 AP: 6 (burst) Burst: 10 Burst rating: 250 Range: 40 Ammo: .223 FMJ Capacity: 30 Strength needed: 6 Type: Normal Weight: 20 pounds Price: $4750 Location: Claim Jumpers and the people they fight on Redding caravans carry Light Support Weapons sometimes. You can buy them from the San Francisco shop keeper sometimes too. Or maybe the NCR weapon shop owner. Rating: 9/10 "This squad-level support weapon has a bullpup design. The bullpup design makes it difficult to use while lying down. Because of this it was remanded to National Guard units. It, however, earned a reputation as a reliable weapon that packs a lot of punch for its size." This is the poor man's Bozar. It uses the same ammo, but does less damage and fires less ammo per burst. This can be good though if you want to save ammo. It works pretty much the same way as the Bozar otherwise. Use it to save ammo. Bozar Damage: 25-35 AP: 6 (burst) Burst: 15 Burst rating: 450 Range: 35 Ammo: .223 FMJ Capacity: 30 Strength needed: 6 Type: Normal Weight: 20 pounds Price: $5250 Location: Buster's guards in NCR have it, so you can steal it off them. You can buy them from New Reno arms after you are a made man of a family. There is also supposed to be one in the basement of the Toxic Caves. Rating: 10/10 "The ultimate refinement of the snipers art. Although somewhat finicky and prone to jamming if not kept scrupulously clean, the big weapon's accuracy more than makes up for its extra maintenance requirements." This is pretty much the best big gun. You can get heaps of ammo for it, which you'll need because it shoots pretty quickly. The ammo penetrates armour well, so it's good against anything. It should kill anything in one burst if you are good with big guns, apart from the end boss. The main problems are that it uses ammo quickly, and after two shots you have to reload. If you have trouble getting lots of ammo or something the Light Support Weapon is better. M60 Damage: 18-26 AP: 6 (burst) Burst: 10 Burst rating: 220 Range: 35 Ammo: 7.62mm Capacity: 50 Strength needed: 7 Type: Normal Weight: 23 pounds Price: $3500 Location: You can buy it from the NCR and San Fran shop dealers sometimes. Rating: 8/10 "This relatively light machine gun was prized by militaries around the world for its high rate of fire. This reliable, battlefield- proven design, was used on vehicles and for squad level fire- support." This gun should have been made so you get it early, so you can see what big guns are like. It isn't too useful near the end of the game because of the Bozar. The good thing about it is that like the Tommy gun, you can fire 5 bursts before you have to reload. The ammo near the end of the game isn't that rare, so you may want to use it to save .223 FMJ ammo. Flamer and Improved Flamer Damage: 45-90 AP: 6 (burst) Burst: 1 Range: 5 Ammo: Flamethrower Fuel and Flamethrower Fuel mk2 Capacity: 5 Strength needed: 6 Type: Flame Weight: 18 pounds and 29 pounds Price: $2000 Location: Big Gun thugs around New Reno have it, and lots of mutants in the military base have it too. You can get the Improved Flamer by upgrading the old flamer. Rating: 6/10 "A Flambe 450 model flamethrower, varmiter variation. Fires a short spray of extremely hot, flammable liquid. Requires specialised fuel to work properly." "A Flambe 450 model flamethrower, varmiter variation. Fires a short spray of extremely hot, flammable liquid. Requires specialised fuel to work properly. This model has been modified to fire a hotter mixture which causes greater combustibility." This gun is sort of like the laser weapons in that it isn't useful against armour, but it is against unarmoured opponents. It gives a funny animation when you kill enemies sometimes, but it isn't really that useful. If you have good big gun skill when you get to New Reno, you can get a flamer, and New Reno will be so much easier, as people in New Reno don't really have very heavy armour. The Flamer and Improved Flamer appear to be the same. Pretty random damage too. In fallout it was great because most enemies had 50hp and you could kill them in one hit. But in this game the enemies have much higher hp... Rocket Launcher Damage: 35-100 AP: 6 Burst: no Range: 40 Ammo: Explosive/AP rocket Capacity: 1 Strength needed: 6 Type: Explosive Weight: 15 pounds Price: $2300 Location: Sierra Army Depot, The Enclave, and the shop keeper in NCR have rocket launchers. Rating: 6/10 "A Rockwell BigBazooka rocket launcher. With the deluxe 3lb. Trigger. Fires AP or Explosive Rockets." This gun would be way more useful if the ammo wasn't really hard to find. It is the only big gun that doesn't have burst mode. Use the rocket launcher at medium range if you do, so that you don't damage yourself from the explosion. It works best against non-armoured opponents in a group, so you can hurt them all. It and the ammo is also really heavy so they aren't as useful. The damage is also pretty random so that is annoying. Useful to use when you find it, but then dump it when you run out of ammo. Minigun Damage: 7-11 AP: 6 (burst) Burst: 40 Burst rating: 360 Range: 35 Ammo: 5mm JHP/AP Capacity: 120 Strength needed: 7 Type: Normal Weight: 28 pounds Price: $3800 Location: Marcus has one when you get him, it is a special item when you become a made man in New Reno at New Reno arms. Mutants in the military base and Broken Hills like to carry them as well as a merchant's guard in combat armour near San Francisco. Rating: 6/10 "A Rockwell CZ53 Personal Minigun. A multi-barreled chaingun firing 5mm ammunition at over 60,000 RPM. I like miniguns. They are my favourite weapon. Too bad that this minigun isn't too good. It uses ammo really quickly, and the damage it does isn't all that good either, for a minigun. Armour isn't really penetrated by this gun. It's best used against a group of monsters up close, so you hit with all 40 bullets and do more damage. But it's recommended to save the ammo used for the Avenger Minigun. Avenger Minigun Damage: 10-14 AP: 6 (burst) Burst: 40 Burst rating: 480 Range: 50 Ammo: 5mm JHP/AP Capacity: 120 Strength needed: 7 Type: Normal Weight: 28 pounds Price: $5500 Location: Enclave patrols sometimes have this weapon, but you can find it at The Enclave and the shop keeper at San Fran sells it sometimes too. Rating: 8/10 "Rockwell created the Avenger as a replacement for their aging CZ53 Personal Minigun. The Avenger's design improvements include improved, gel-fin, cooling and chromium plated barrel-bores. This gives it a greater range and leathality. I like miniguns. The Avenger minigun is a big improvement over the original, but unfortuanately still isn't good against armour. You should use this when going around the wasteland for kill experience near the end. But if you have all the good combat perks, and a really high big guns skill, this will be the best weapon in the game. But since you won't probably waste your time getting all the perks, you should just use this against monsters near the end. Vindicator Minigun Damage: 14-19 AP: 6 (burst) Burst: 25 Burst rating: 412.5 Range: 30 Ammo: 4.7mm caseless Capacity: 100 Strength needed: 7 Type: Normal Weight: 28 pounds Price: $15250 Location: You can buy it from the San Fran shop keeper sometimes, otherwise one of the guards on the Enclave has it, and you'll have to fight him/her for it. Rating: 10/10 "The German Rheinmetal AG company created the ultimate minigun. The Vindicator throws over 90,000 caseless shells per minute down its six carbon polymer barrels. As the pinnacle of Teutonic engineering skill, it is the ultimate hand-held weapon." I like miniguns. This is the best. The description is a bit crazy though, how it says it shoots 150% of the speed of the original, but in a burst it fires 62.5% of the other miniguns. Oh well. The ammo in this gun has great a great damage modifier without the usual bad armour modifiers that go with good damage modifiers, which is the main reason that makes it better than other guns. The ammo is rare though, and you won't get much till right at the end. Save this gun for the final boss if you get it. Otherwise save as much 4.7mm caseless as you can. ENERGY WEAPONS -------------- Energy weapons are very rare until you get to New Reno, where they are just very uncommon. Later in the game they are very common though. There's two types of the energy weapons, and laser weapons and the plasma/pulse weapons. Laser weapons are hopeless against good armour, plasma/pulse isn't... Laser weapons are more useful from the beginning to the middle of the game, where the enemies don't have very strong armour. Plasma/pulse weapons are useful from the middle to the end... NAME DMG AP B/BR RNG AMMO CAP SN Laser Pistol/Mag. LP 10-22 5 -/- 35 SEC 12 3 Plasma Pistol 15-35 5 -/- 20 SEC 16 4 Plasma Pistol E.C. 15-35 5 -/- 20 SEC 32 4 YK32 Pulse Pistol 32-46 4 -/- 15 SEC 5 3 Alien Blaster 30-90 3 -/- 10 SEC 20 2 Laser Rifle 25-50 5 -/- 45 MFC 12 6 Laser Rifle E.C. 25-50 5 -/- 45 MFC 24 6 Plasma Rifle 30-65 5 -/- 25 MFC 10 6 Turbo Plasma Rifle 35-70 5 -/- 35 MFC 10 6 YK42B Pulse Rifle 54-78 5 -/- 30 MFC 10 6 Gatling Laser 20-40 6b 10/300 30 MFC 30 6 Solar Scorcher 20-60 4 -/- 20 Solar 6 4 Laser Pistol and Magneto Laser Pistol Damage: 10-22 AP: 5 Burst: no Range: 35 Ammo: Small Energy Cell Capacity: 12 Strength needed: 3 Type: Laser Weight: 4 pounds Price: $1400 Location: The Salvatore family members in New Reno have laser pistols. So do scientists in Navarro. The Magneto is sold at San Fran, or you can upgrade the old Laser Pistol. Rating: 5/10 "A Wattz 1000 Laser Pistol. Civilian model, so the wattage is lower than civilian or police models. Uses small energy cells." "This Wattz 100 Laser Pistol has been upgraded with a magnetic field targeting system that tightens the laser emission, giving this pistol extra penetrating power." When you get it you'll probably be really bad at energy weapons, but if you don't this is an average gun. When you get it in New Reno you'll have just as good guns. This is of course bad against metal armour and power armour. Use it against lightly armoured opponents if anything. The main advantage of this gun is that the ammo is very abundant. The Magneto Laser Pistol is pretty much the same. Plasma Pistol Damage: 15-35 AP: 5 Burst: no Range: 20 Ammo: Small Energy Cell Capacity: 16 Strength needed: 4 Type: Plasma Weight: 4 pounds Price: $2750 Location: Enclave patrols hold the plasma pistol, as do the dead Enclavers found in the military base. Rating: 6/10 "Glock 86 Plasma Pistol. Designed by the Gatson Glock Al. Shoots a small bolt of superheated plasma. Powered by a small energy cell." Another energy weapon, but this has improved damage. It has a pretty bad range though if you want to shoot from a distance. This would be useful if you got it earlier in the game than you do. Plasma Pistol (extended capacity) Damage: 15-35 AP: 5 Burst: no Range: 20 Ammo: Small Energy Cell Capacity: 32 Strength needed: 4 Type: Plasma Weight: 5 pounds Price: $2750 Location: Upgrade your plasma pistol. Rating: 6/10 "The Glock 86 Plasma Pistol has had its magnetic housing chamber realigned to reduce the drain on its energy cell. Its efficiency has doubled, allowing it to fire more shots before the battery is expended." It has extended capacity, but you're better off using the pulse pistol. If you don't have it though, it will be a good substitute for the plasma pistol. YK32 Pulse Pistol Damage: 32-46 AP: 4 Burst: no Range: 15 Ammo: Small Energy Cell Capacity: 5 Strength needed: 3 Type: Plasma Weight: 5 pounds Price: $12500 Location: Enclave patrols carry this gun. Rating: 7/10 "The YK32 was an electrical pulse weapon developed by the Yuma Flats Energy Consortium. Though powerful, the YK32 was never considered a practical weapon due to its inefficient energy usage and bulky design." One of the best one handed energy weapons, which you'll want to use if you don't have alien blasters. It actually looks more like an alien blaster than the alien blaster. The damage of this gun is good, but the capacity and range aren't. It sort of reminds me of an energy version of the .223 pistol. Small energy cells are common so you can use this when levelling up on the wasteland. Alien Blaster Damage: 30-90 AP: 3 Burst: no Range: 10 Ammo: Small Energy Cell Capacity: 20 Strength needed: 2 Type: Plasma Weight: 2 pounds Price: $10000 Location: The trader north of Modoc randomly has this gun for sale. Be sure to kill him when he has it and you can get 5 of these. Rating: 10/10 "A strange gun of obviously alien origin. Looks like it can support small energy cells, however." This is the ultimate energy pistol. It has huge damage, fires the |
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Another Fallout 2 Walkthrough :
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