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Fallout Tactics: Brotherhood of Steel: 2001 Interplay Entertainment Corp. All rights reserved. Interplay, the Interplay logo, By
Gamers for Gamers, 14-Degrees East, the 14-Degrees East logo, Fallout, and Fallout Tactics: Brotherhood of Steel are trademarks
of Interplay Entertainment Corp. All rights reserved. Micro Forte and the Micro Forte logo are trademarks of Micro Forte Pty Ltd. All
other trademarks and copyrights are the property of their respective owners.
Copyright 2001 SYBEX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved. No part of this publication
may be stored in a retrieval system, transmitted, or reproduced in any way, including but not limited to photocopy, photograph,
magnetic or other record, without the prior agreement and written permission of the publisher.
ISBN: 0-7821-2888-2
SYBEX and the SYBEX logo are either registered trademarks or trademarks of SYBEX Inc. in the USA and other countries.
TRADEMARKS: Sybex has attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following
the capitalization style used by the manufacturer. Copyrights and trademarks of all products and services listed or described herein
are property of their respective owners and companies. All rules and laws pertaining to said copyrights and trademarks are inferred.
This document may contain images, text, trademarks, logos, and/or other material owned by third parties. All rights reserved. Such
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The author and publisher have made their best efforts to prepare this book and any related online material, and the content is based
upon final release software whenever possible. Portions of the manuscript may be based upon pre-release versions supplied by
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completeness or accuracy of the contents herein and accept no liability of any kind including but not limited to performance,
merchantability, fitness for any particular purpose, or any losses or damages of any kind caused or alleged to be caused directly or
indirectly from this book.
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at level 4 or better before tackling the Rock Falls mission that closes out the
Alpha Bunker campaign.
Version 1.25 introduces a couple of meaningful changes to this
phase of your fight for the Brotherhood of Steel. Youll receive lots of
Stimpaks upon starting a new campaign, and more healing items will
generally be found during all missions. This is yet another incentive to
tackle the game in the Tough Guy mode, even if that means moving down a
notch in difficulty level. The game is a lot more fun when the speed at
which you pick up experience points is increased by 100%. It also opens up
interesting Perk possibilities with which to further develop and enhance
your character. Youll certainly end up earning a couple of more Perks this
way than you would if you were playing in Normal mode.
Youll also be able to choose from a bigger pool of recruits. All
recruits will also have new tag skills and optional traits, where in the
original release, they had no optional traits at all.
Planning to Fight
While youre dropped right into the first mission when the game begins,
you can choose the timing of the remaining two missions. The optimum
moment for staging a mission varies with both the difficulty level of the
game and whether youve chosen to play in the Tough Guy mode.
However, its usually best to take on the mission to Freeport (the second
expedition in the game) only after your character reaches level 3, and Rock
Falls when he or she reaches level 4 or even 5 (and likely 6 in Tough Guy
mode). This means that a little exploring should be in your itinerary
between each mission (see below for more).
Remember to pick the right time to start each mission, as
recommended in the guideit may make the difference between success
and failure. Continue travelling back and forth over the green target area
until the world map clock moves around to the time that you want.
! Always keep in mind that time flows quickly once you begin
a mission, and that missions take a long time in reality as
well as in the game. Trying to hurry through to the final goal
is always a mistake, even when youre playing at lower
difficulty levels.
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4. Dogs: These nasty canines are fast, but not very dangerous. 9mm
ammo works very well against them, even in single shot mode.
5. Wolves: Fidos bigger brothers are more dangerous, but not by
much. 9mm ball ammo works here, too.
6. Brahmin: Fallout Tactics take on cattle have more hit points
than dogs or a wolves, and move quite fast when running. Still,
Brahmin are very vulnerable, particularly from weapons firing
9mm ball ammo in burst mode.
7. Small Cockroaches: These bugs present negligible danger to
your squad and are vulnerable to all varieties of ammo.
8. Big Cockroaches: Quite dangerous even to the well-equipped
Brotherhood squad, these giant bugs have many hit points and a
ranged poison attack. Use 7.62 ammo and hunting rifles against
them and dont get within spitting range!
9. Komodo Dragons: These creatures are moderately dangerous,
due to both their poisonous short-range spit attacks as well as
their melee combat abilities. Use weapons that fire 7.62mm
ammunition to kill them at a comfortable range.
10. Raiders: As the only opponents to have any loot on them in the
early stage of your campaign, Raiders are worth engaging. The
size of their groups varies greatly (from four to 10), and as a rule
of thumb, the farther you wander, the greater their number. Some
groups of Raiders are armed solely with melee weapons (brass
knuckles, clubs, spears), and Beretta pistol/switchblade combos
are common. Others may have hunting rifles or AK47sand
you may even run into a group of five Raiders all armed with
assault rifles. Use hunting rifles to snipe at them from long range
and switch to shotguns if they move in for close-quarters combat.
9mm ball ammo isnt very effective against them.
" Dont count on finding meaningful quantities of ammunition
on dead Raiders. They frequently wont have anything at
all, and the most youll find is 50 rounds of 7.62mm ammo
(and thats only if the Raider in question has an AK47 and
hasnt managed to fire a single shot).
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Equipment/Bartering Strategy
You should postpone making any deals until after the Freeport mission. By
that time, the skill points gained will enable you to boost your Barter skill
to at least 20%, and your improved Reputation (you should be seen as a
Defender after Freeport) will help you get much better deals.
Remember to locate Shauri in Alpha Bunker and to obtain her Guns
& Bullets magazine. You should begin saving BOS dollars for the upgrade
to Leather Armor Mark II, and for ammo purchases that may be necessary
for the Beta Bunker missions. You should also begin saving ring pulls for
drug purchases from Kerr in Beta Bunker; remember that youll basically
need every Psycho you can get, especially when playing at higher difficulty
levels. These higher difficulty levels may also necessitate buying extra
supplies from the Medical Officer. Players who didnt select the Doctor tag
skill may be forced to choose between buying the horrendously expensive
Doctors Bag and exchanging crippled squad members for new recruits.
All surplus ammo should be exchanged for experience points won
during random encounters, so dont sell any. Avoid buying any ammo, too,
but dont get carried away and set off for Rock Falls with 20 7.62mm
rounds. The printed guides advice on mission equipment still holds true.
You should complete this phase (Freeport) of your campaign with
the following minimum equipment:
1. Six hunting rifles.
2. Six AK 47s.
3. Six shotguns (Ithacas and Berettas).
4. Two or three Colt .45 pistols.
5. Two S&W revolvers and all .44 magnum ammo youve found.
6. Two HSI Mausers. (Their long range makes them a fun means of
disposing of 9mm ball ammo when exploring in a vehicle. Good
shots can still inflict meaningful damage in the targeted mode.)
In addition, you should have a couple of First Aid kits, a full
Doctors Bag, and at least half-a-dozen Stimpaks per squad member (along
with a dozen for yourself). Save any specialist ammo (9mm JHP and AP)
for later, along with 100 rounds of 7.62mm per soldier.
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recommended that you make your own character skilled in this area. In
addition, the 1.25 patch introduces a positive critical hit chance modifier for
Science specialists fighting robots. In other words, the higher your Science
skill, the better the chance of scoring a critical hit on a robot. This is very
important in the later stages of the game.
Page 28, Pilot: This section states that you wont get to drive a vehicle
very often. This is true only in a mission context. Efficient and relatively
safe exploration is impossible without a vehicle, and youll definitely do
lots of driving while uncovering the map and earning experience points
through random encounters. However, the Pilot skill can still be easily
upgraded to an acceptable level without being chosen as a tag skill.
Page 29, Outdoorsman: The version 1.25 patch has changed many
recruits into Outdoorsman experts (Farsight is one of them). The relative
rarity of random encounters in the 1.25 version has also made travel-related
Perks slightly more attractive.
Page 30, Selecting Perks: Consider the Way of the Fruit Perk upon
reaching Level 6.
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