Fallout Tactics: Brotherhood of Steel Walkthrough :
This walkthrough for Fallout Tactics: Brotherhood of Steel [PC] has been posted at 15 Oct 2010 by cutie-lil and is called "Recruit Guide". If walkthrough is usable don't forgot thumbs up cutie-lil and share this with your freinds. And most important we have 9 other walkthroughs for Fallout Tactics: Brotherhood of Steel, read them all!
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Walkthrough - Recruit GuideFallout Tactics: Brotherhood of Steel Recruit Guide v1.1 by Ancient Talisman Wanna mail me? mailto: suportgiathainguyen@yahoo.com with Fallout Tactics in subject line. I'll try to reply as soon as I can. INDEX 01.00 INTRODUCTION .01 Skills, Perks, and Stats * A recommended character. 02.00 RANK AND CHARISMA 03.00 SPECIALIST LIST .01 Recommended .02 Develop your own specialists 04.00 RECRUIT POOL .01 Preparation .02 Recruit List 05.00 NOTE .01 Race Note .02 Chemicals 00.00 OTHERS .01 FUTURE QUESTIONS .02 VERSIONS .03 CREDITS & THANKS .04 Legal Mumbo jumbo ****************************** * 01.00 INTRODUCTION * ****************************** THIS GAME IN GENERAL (FALLOUT TACTICS is (c) 2001 Interplay Entertainment Corp) Fallout Tactics: Brotherhood of Steel is one of my most awaited games. One word of advice, don't expect much RPG elements of Fallout 1 and 2 in this game. It's a combat game poor and simple, no reputation-affect towns and lengthy quests. Actually, almost no quest's in this game. If you touch this just to play some new combat game, you'll not regret. If you're a Fallout fan, expect a bunch of surprises. 01.01 Skills, Perks and Stats The game revolves around combat. Skill points distribution will be concentrated on combat skills. Stats points development and perk achievement will be oriented toward combat and combat support as well. You may try to do otherwise, but that's invitation to frustrate and disappointment. +++++++++++++++++++++++++++ These are the most important skills+ +++++++++++++++++++++++++++ a. Small gun: for normal and common weapons, using mostly in first part of the game, from mission 1 to mission 8, 9. In the later missions Sniper-style recruits will take full advantage of Sniper rifle to kill from afar. We can snipe up to 50 hex so we'll need at least 150 to 200%. Can learn by magazine, but Bullet and Gun is not that common, I think there's about 3-4 mag per game. bonus = 2*IN b. Big gun: for heavy weapon specialists , using mostly in second part of the game, from mission 7 to mission 11, later missions big guns're not effective any more, with some exceptions of Browning M2 (ammo .50 cal) and Rocket Launcher (most effective in vehicle and random encounters, not so great in missions). As said above, the most important guns are: Browning M2... pause, i guess RL worth it too. Try to hoard as much .50 cal as you can (in Random encounters with mutants), even 10000 is not too much; or from Behemoths in later part. HW specialists will play an important role in your squad: shock troop. Nothing like one or three HWSs with browning m2 between the other teammates and a horde of robots, super mutants and deathclaws running toward your team screaming for blood. Or like one or two guys in a bunker full of Super Mutants. c.Energy weapon: For laze, pulse and plasma weapons. Very much in demand in dealing with robots as they can withstand most kind of SMG and BG weapons. Sunbeam laze will replace sniper rifle in sniping robots. Two options for you: hire EW specialists for these missions or develop EW skill yourself. There're some interesting EW specialists later on in my game but they can vary depended on your character and your game. d.Sneak: You need this to recon the battlefield and infiltrate enemy base if needed. Snipers need it to get to good position, Slayers need it to get near to theirs targets without wading through a rain of bullets, rockets and laze. Other than leather armor (normal and advanved) any kinds of armor will lower sneak skill. e.First aid: To regain the lost HP. Can only use consecutively 4 or 5 times before gain bandaged status--> can used FA skill on him/her/it no more. Cheap and effective. Try to heal with FA kits while the other hand hold FA field kit-->increase FA skill temporarily. Can learn by reading. about 4-6 books per game f.Doctor: Mainly for cure bandaged and other serious status: cripple, blind, concuss... Before patch 127 there's a big chance of fully healed even if the patient is 1/187 HP. After patched, sighed... mostly 65---70 HP per use, fully healed are pretty rare. g. Trap+Pilot+Outdoor: Useful, but can be developed through books. Don't spend skill on them. If too pressed, you can always hire specialists. Minefields can be detected by high level, high perception, sneak crawl boy or girl. After that some 12 gauge shotgun shells with someone SMG 90+ is enough to clear them. dont bother to disarm: Mines are too heavy to carry around for use, expensive to buy but not that expensive to bring home for sale. h. Steal. Useful for acquiring expensive medical stuffs and equipments but don't develop it. Almost every games has Babs (after mission 6, rank 5, save the ghouls) as a thief. Use her then drop her back into recruit pools. best game have her 6 or 7 perception so she could have pickpocket. i.Throwing. Grenades of all kinds are very common. I don't find much use for them except throwing pulse grens through walls toward bots. you may develop them, but there're some recruits with throwing tagged. Gren is not very effective. j. UNARM and MELEE: if you prefer to choose the way of Slayers, well, spent on these two lavishly. If not, NOT a point. I thinks that's all for skills. +++++++++++++++++++++++++++++++ These're Most Important General Perks:+ +++++++++++++++++++++++++++++++ a. Bonus ROF: AG 7, PE 6, IN 6 lvel 15. less one AP for using weapons. b. Mutate! Give it to new recruits to get Gifted (+1 each stats, -5 Sp each level, -10% of each skills) or Fear the Reaper (perk/2 lvels, loss HP suddenly and when leveling up). But if you want to gifted, try to wait until level 12 or later to reduce the total loss of SP. c. Divine Favor: CHA 8, level 14. perk/2lvel and +1 to highest STAT (not exceed racial restrictions). If you wait till level 14 to choose it you will have perk in lvel 15, 17, 19, 21, 23... ghoul will be perk/3 level. (meaning a Fear Ripper, 8 Cha Ghoul can get divine favor to have perk/2 level) d. Leader: 6 CHA. +1 AGI to other members of the team, not to leader. But they must be near leader to get it. 2 leader stand beside each other will get +1 AGI each, others +2. e. Loner: he became CORE_Pipboy (has 10 luck). Or we can let him wander off the map and he will be available in Recruit pool as Pipboy (4luck)(Never tried this option. Anyone want to comment on this?) After FREEPORT: (8BOS) Trevor, Kevin(2*), Brian, Rage(2*), Rebecca(2*), Ice(2*), Jo, Mandy(2*) After ROCK FALLS (5Tribal) (target(3*), sharon, keith(4*)) +(?)(Fleetfoot, Slicer) Note: 1-If Charisma > 8 can we have Fleetfoot, Slicer? 2-If we have zero tribal casualties will we have those two? (5BOS) Stein(3*), Stumpy(4*), Stoma(4*), Stevie, Beth(3*) After QUINCY: (3Ghoul) Babs(4*), billy bob(4*), (?)Frank Note: 1-Must save the Ghouls in Quincy, 2-If Charisma > 8 can we have Frank? After MARDIN: (4Deathclaw) Shaav(4*), Shriek(4*), Krldraav(5*), Mother(5*), Note: Must save Matriarch and ally with them. (5Raider) Creeper, Pain(5*), Hurt(5*), Malice(5*), Boomer(6*) (3ghoul) Dillon(5*), Harold(5*), Martin(5*), (3BOS) Max(6*), Alice(6*), Ed(6*) Riddick(5*) (?) Note: Must survive Black Pitch with him. After OSCEOLLA: (5SuperMutant) Chuck(6*), Toni(6*), Bob(7*), Pump(7*), Cookie(9*) (5BOS) John(9*), vector(8*), kaisa(8*), Fran(7*), Karl(6*) After NEWTON (4Reaver) Mac(1*), Dos(10*), (Hardrive ?), (Seedee ?) Note: If Charisma > 8 can we have Hardrive and Seedee? when Mac appear she's quite developed (6BOS) Slim(12*), Shaky(12*), Clarisee(12*), debbie(11*), Peta(10*), Box(10*) Joe and Jim Grimm (10*) Note: 1-Must heal his injured leg in Brother Grimm Encounter. After (?)Canyon City (1Robot) HR1205 NOTE: it seems the recruits' stat, perks, tag skill, traits may vary between each game. I notice a big different between recruits described in Guiler's Walthrough and my game so I dont list them up there. you may save before talking to RM first time in the interlude after crucial missions to see if the stats is predetermined each game or just at the current first time state of your char. What I mean is: save before go to the exit grid of crucial missions, save before talking to RM after that, then load back to see if any stats of recruit change... ***************** 05.00 NOTE* ***************** .01 Race Note 1- BOS, Raider, Reaver: recruits came from BOS-Raider-Reaver recruits, independent from events 2- Tribal: Recruits from barbarian tribes, dependent on events, especially in mission1,when we have to keep the number of tribal casualties down to minimum. 3-Ghoul: Recruits from Ghoul clans, dependent on events, especially in Quincy, must help those ghouls (minimum ghoul casualties) and rescue Georgi (Elliot's brother); and in KANSAS CITY(minimum Ghoul casualties, me with 3 ghouls dead but the bishop still praised me); not sure about Kansas recruits though, the bishop said some about that but it seems noone new.... (shrug). 4-Deathclaw: Recruits from a Deathclaw clan, dependent on events, in mission Mardin, must save Matriarch and ally with her. Only four of them. 5-SuperMutant: Recruits from SuperMutant remnant army, independent on events, but maybe in KANSAS CITY, we should save the lab (but nothing to indicate that destroy it will affect the number of recruits though) 6-Free Recruit: There are 4 independent recruits in FT BOS: Pipboy, 2 Grimm brothers and Riddick. To hire them, first we have to go to specific encounters. .02 Chemicals You should use chemicals in game. It raise your stats in many ways, temporary of course.But not just any drug, only two kinds. First, Afterburnergum: duration: 2 days of +1STR +1 PE, after that must endure 2 days of lowered stats. Second, Mentats: 1 day of +2PE +1 CHA +2IN; 4 days of lowered stats. You better not get addicted. Any other drugs got shorter durations---> not worth it. But it's your choice. ********************* 00.00 OTHERS* ********************* .01 QUESTIONS FOR FUTURE a. Does naked moose magazine and Cat Paw has any use? b. Jet Bike Key is for what? c. Are they obtainable ? If yes, how? Fleetfoot (Tribal) Slicer (Tribal) Frank (Ghoul) Hardrive (Reaver) Seedee (Reaver) .02 VERSIONS 7/Sep/2004: v1.0, suddenly had patience to dig through BOS file on my hard disk to check data and type it out 19/Sep/2004: v1.2 retype the mess I made, adding more details .03 CREDITS & THANKS 1. Interplay for making a great game 2. Guiler (J Novakouski). His FAQ helps me great deal. if you want a thorough walthrough , check his on Gamefaqs. 3. Folks at No Mutant Allowed Forum http://www.nma-fallout.com/forum/ . 4. A great website: http://www.freelancer.ag.ru/fallout/ 5. Omkar Namjoshi for his disclaimer. .04 Legal Mumbo jumbo Feel free to post this guide on any webpage or distribute it on CD, floppy, etc. Just don't modify the guide and don't sell or barter for the guide. It should be available for free. Also, people who want to post this guide on their respective web page should contact me before doing so. Although it isn't a necessity, it is something that I would like to know. If you have anything to add, that would be great! Fallout Tactics is a good game, and even the most detailed FAQs cannot show everything. I don't want any ASCII art; it just makes the walkthrough seem somewhat bigger. If you have some info, go ahead and send it to me...I'll appreciate it! I imitate this LEGAL DISCLAIMER from Fallout: A Post Nuclear Adventure Complete Game Guide Written by Omkar Namjoshi FAQ version 1.81 It's short and to the point and I don't wanna be bother too much about it. Thanks Omkar Namjoshi! >_ |
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