[§1.0] Fallout 1 Builds
[§2.0] Fallout 2 Builds
[§3.0] Fallout 1 Versions
[§4.0] Fallout 1 2026
[§5.0] Best Fallout Game
[§6.0] Fallout 1 vs. Fallout 2
Fallout 1 Best Build
[§1.0]
Welcome to my cRPG blog on the Best Builds for Fallout. The best builds for Fallout are Snipers and Slayers.
Maximum raw Action Points is 13 (AG 10 + Action Boy x3). Best builds rarely if ever take Action Boy, though. Bonus Move is better for +mobility, and other perks are better than AB, too.
Maximum possible attacks executable per turn is 13 for unarmed (e.g, power fist) and melee weapons (e.g, super sledge) and 6 for the fastest small guns and energy weapons. 13 is possible due to Fast Shot erroneously working with unarmed and melee weapons skills.
Obviously requires Bonus Rate of Fire (for firearms) and Bonus HtH Attacks (for melee weapons).
Stats go up to 10, skills 200. Some perks go up to 3, and their effects stack.
Maximum possible attacks executable per turn is 13 for unarmed (e.g, power fist) and melee weapons (e.g, super sledge) and 6 for the fastest small guns and energy weapons. 13 is possible due to Fast Shot erroneously working with unarmed and melee weapons skills.
Obviously requires Bonus Rate of Fire (for firearms) and Bonus HtH Attacks (for melee weapons).
Stats go up to 10, skills 200. Some perks go up to 3, and their effects stack.
The maximum number of skillpoints that can be held in reserve is 99. Perks do not accrue.
The maximum level reachable is 21. It isn't possible to reach 21st level unless we farm Deathclaws.
Fallout Sniper & Slayer Build
- Sniper build: needs Fallout 1 Stats of at least PE 8, AG 8, IN 6, LK 6 (and at least ST 3, which is raised to ST 6 by Hardened Power Armor for Turbo Plasma Rifle).
- Slayer build: needs at least ST 8, AG 6, LK 6, PE 6 (and EN 6 if want Toughness and AG 10 if want Silent Death).
Remember that you can take mentats and other drugs in order to meet prereqs for Sniper and other perks. Mentats confer IN +2, PE +2, CH +1.
Remember also that you can get +1 to each stat. For LK, you can get +1 or +2. However, that comes quite late in the proceedings, so I tend to max LK and AG in chargen. And also, the early game is when the extra LK and AG is most needed, anyway.
- 01. 0 XP: Fallout 1 Traits: Gifted and Finesse or Gifted and Fast Shot (Sniper); Gifted and Jinxed or Gifted and Fast Shot (Slayer)
- 02. 1,000 XP
- 03. 3,000 XP: Fallout 1 Perks: Awareness (PE 5), Quick Pockets (AG 5) or Toughness (EN 6, LK 6)
- 04. 6,000 XP
- 05. 10,000 XP
- 06. 15,000 XP: Bonus Move or Bonus HtH Attacks (Slayer: AG 6)
- 07. 21,000 XP
- 08. 28,000 XP
- 09. 36,000 XP: Bonus Rate of Fire (Sniper: AG 7, IN 6, PE 4), Silent Running (Slayer: AG 6, Sneak 50%), Can Mutate e.g., from Finesse to Fast Shot
- 10. 45,000 XP
- 11. 55,000 XP
- 12. 66,000 XP: Better Criticals (PE 6, LK 6, AG 4). Tag can be useful. Action Boy unlocks (AG 5)
- 13. 78,000 XP
- 14. 91,000 XP
- 15. 105,000 XP: Bonus Move (2)
- 16. 120,000 XP
- 17. 136,000 XP
- 18. 153,000 XP: Sniper (PE + AG 8) or Slayer (ST 8, Unarmed 80%)
- 19. 171,000 XP
- 20. 190,000 XP
- 21. 210,000 XP: Bonus Move (3), Mutate (to Fast Shot), Tag, Silent Death (Slayer: AG 10, Sneak 80%) or Action Boy.
There are two main Fast Shot gunslinger builds in Fallout 1: the Gunfighter achieves 6 shots per turn with the best guns (Action Boy x2 and Bonus Move x1) whereas the Mobility Gunslinger eschews one shot in favor of Bonus Move x3, which grants +4 hex movement over Gunfighter.
As mentioned above, I prefer the added mobility to one extra shot because it allows me to move around and get good shots, while also aiding evasive maneuvers and faster retreats from combat zones, both random and fixed.
A Pure Sniper build in Fallout 1 would take Finesse with More Criticals x3. Assuming a Luck score of 10 (which is recommended regardless of build), the PS build would have a 20% crit chance at first level, 25% at 6th, 30% at 15th and 35% at 18th while taking Better Criticals at 9th and Bonus Rate of Fire at 12th. This Max Crit Build is solid if you don't intend to push hard to max level for the actual Sniper perk.
These build ideas can be applied to Stealth Slayers, Supertanker Slayers and Machinegunners (Big Guns). However, Small Gun builds reign supreme in Fallout 1 and Fallout 2.
Fallout 1 Charisma Build
Since the Speech skill and the Intelligence stat govern dialogue and quest outcomes, and since the number of companions we can have is NOT governed by our Charisma stat (as it is in Fallout 2 builds), there is no point in building a Charisma-based character in Fallout 1.
Just get Speech to 100 and make sure you have at least 6 Int.
Fallout 1 Beginner Build
The best beginner build in Fallout 1 is a Sniper build that takes the Awareness perk and does not choose the Fast Shot trait in chargen. Beginner builds should also tag Speech and start off with an Intelligence score of 6-8.
Best Perks Fallout 1
The best Fallout 1 Perks are Bonus HtH Attacks or Bonus Rate of Fire and Better Criticals. Sniper and Slayer come too late to be considered as the best perks. Pro-players don't rate perks based on end-game optimization, but rather for the journey.
That goes for the Slayer build, too. Five hits or three targeted hits is enough to drop anything. I'd rather maintain Aimed Shots and possibly take Jinxed instead of Fast Shot. Plus, an eye-crit with Spiked Knuckles can kill things instantly regardless of HPs.
Best Stats Fallout 1
Agility is the best Fallout 1 Stat since it dictates how much we can do on our turn, such as how far we can move and how many times we can attack. Our Agility should be at least 8, but is best maxed to 10 in chargen.
Best Traits Fallout 1
The best Fallout Trait is Gifted, and the second best trait is Fast Shot. Note that Finesse can be Mutated into Fast Shot.
Best Skills to Tag Fallout 1
The best Fallout skill is Small Guns or Unarmed. Later, go with Energy Weapons. The best Tag Skills are Small Guns or Unarmed and Lockpick and Barter or Speech. You'll want to raise Lockpick even if you didn't tag it.
Never Tag or waste skillpoints on Science, Repair or Outdoorsman. Instead, purchase textbooks from the Hub to raise those skills up to 90% or so.
Get the Barter skill to 100 and you're quartering the price of goods. 200 isn't worth it. Bartering through "button" is cheaper than bartering through dialogue. In addition, Barter saves on inventory micro-management.
Get the Barter skill to 100 and you're quartering the price of goods. 200 isn't worth it. Bartering through "button" is cheaper than bartering through dialogue. In addition, Barter saves on inventory micro-management.
There is no need to raise Small Guns, Energy Weapons, Unarmed or Melee Weapons skills >180. The max chance to hit is 95%.
Maximum HPs Fallout 1
Maximum possible HPs on a 21st level build is 265 (Max ST and EN + Lifegiver x3). The build takes Toughness x3 as well (for DR 30%), and can fit Slayer in. The ultimate damage sponge. Also, Jet.
Best Armor Fallout 1
The best armor in Fallout is Hardened Power Armor. Once a suit of Power Armor has been acquired from the Brotherhood of Steel, Miles in Adytum can harden the armor if we bring him Chemistry manuals that can be acquired from Mrs. Stapleton in the Downtown library of The Hub.
Best Weapons Fallout 1
The best weapons in Fallout are the Alien Blaster, Red Ryder LE BB, Turbo Plasma Rifle, Power Fist (unarmed) and Super Sledge (melee). Used up the 100 rounds the LE BB comes with? Buy another 100 from the Beth's gun shop in The Hub.
- Best Small Gun Fallout 1: Red Ryder LE BB Gun
- Best Unarmed Weapon Fallout 1: Power Fist
- Best Melee Weapon Fallout 1: Super Sledge or Ripper
- Best Energy Weapons Fallout 1: Alien Blaster and Turbo Plasma Rifle
- Best Big Gun Fallout 1: Avenger Minigun (there is no Vindicator Minigun or Bozar in Fallout 1)
Attacks Per Turn ApT Fallout 1
In Fallout 1 and Fallout 2, Attacks Per Turn (ApT) is the number of attacks a character or critter can execute per turn of combat. ApT is a combat mechanic derived from the Action Point pool, the depth of which is governed by four sources:
In general terms we may refer to ApT as attack rate, Rate of Attack of Rate of Fire (RoF). The maximum number of attacks per turn in Fallout 1 is 13; in Fallout 2, 6.
In Fallout 1 the Fast Shot trait erroneously works with Unarmed and Melee Weapons skills. Coupled with Bonus HtH Attacks and Action Boy x3 we are granted 1 AP attacks with an Action Point pool of 13 while wielding the Power Fist or Super Sledge (as well as many other martial weapons besides, but not all).
In Fallout 2 we can only take two ranks in AB.
With favorable Sequence rolls Sulik can swing his Super Sledge five successive times in a single turn though he usually only gets three swings per turn.
The number of times the PC can attack is not impacted by Sequence (PC ApT is consistent on a turn-by-turn basis regardless of Sequence rolls).
Here we have a weapon from Olympus 2207. It has a Base AP cost of 5 in single-shot mode.
If we have Fast Shot trait + Bonus Rate of Fire perk then deduct 2 points from the weapon's base AP cost and then divide your AP total (12 max) by the AP cost to get Attacks per Turn, aka ApT.
Thus, this weapon can fire its rounds at a rate of 4 ApT with 12 APs.
Best Companion Fallout 1
The best companion in Fallout is Tycho (LE BB) followed by Ian (.223, Power Fist) and Dogmeat. Companions cannot wear amor and do not level up, limiting their late-game survivability. However, their collective attack rate can be useful in early- and mid-game even though their AI is lacking (move out of their Line of Fire).
Ian is useful in the radscorpion caves, assuming he's not shooting you in the back. Since there is no full party control, we just need to wait for him to position himself properly. Don't give Ian SMGs unless you want to be filled full of holes.
Maximum companions in Fallout 1 is 6. Employ companions for muling by using the Steal skill on them.
Talking Heads Fallout 1
Representing key NPCs, there are 21 talking heads in Fallout 1. How will your build deal with them?
Fallout 1 Pregen Builds
To no surprise, Fallout 1 pregen build foundations are suboptimal. However, this can result in added challenge or players may get some build ideas from their stats and stories.
Albert Fallout 1
The problem with Albert is that he wasted too many points on Charisma and dumped the most important stat, which is Agility. By taking the Skilled trait, he also receives a perk every fourth level instead of every third, which is undesirable within Fallout 1's limited level range.
Max Stone Fallout 1
The problem with Max Stone is that he wasted too many points on Strength, lacks skill points per level due to low Intelligence, dumped Luck and Perception, and took two of the worst traits in Fallout 1. But since his stats, traits and skills are all combat-focused, MS can scrape through if decent perks supported by his stat-line are chosen.
Natalia Fallout 1
While she wasted too many points on Charisma, Natalia's foundation is easily workable due to her maxed Agility, good Intelligence and positive Luck scores. By means of build progression, Natalia can be worked into almost any role though her Perception score will need to be buffed by Mentats in order to gain a few key perks that maximize her potential.
Fallout 1 Map
The Fallout 1 map has 14 notable locations. The Fallout 1 map is referred to by cRPG Blog as "The Overworld" or "World Map". Locations are marked on the map by NPCs or can be discovered independently through solo exploration. For more info on the Fallout 1 overworld, please consult Fallout 1 Time Limit.
Fallout 1 Walkthrough
This is a no-nonsense walkthrough of Fallout 1 that will help you get through the game easily. There are approximately 33 quests in Fallout 1. Quests range in difficulty from simple FedEx quests to involved quests that span the length, breadth and depth of the Wasteland.
- kXP: Kill Experience Points: the XP awarded for killing critters.
- qXP: Quest Experience Points: the XP awarded for completing quests.
Vault 13 Fallout 1
- Loot the nearby corpse, kill the 20 rats in the cavern for 500 kXP, rest until midnight and then enter Vault 13.
- Get more ammo and stimpaks by talking to the Overseer a few times.
- Use Science on terminals on Level 3 for 750 XP.
- Calm the rebel faction by talking to Theresa on Level 2 (750 XP).
- Destroy the Mutant leader aka "The Master" at the Cathedral (10,000 XP: End-game quest).
- Destroy the source of the Mutants at the Military Base (10,000 XP: End-game quest).
- Find the Water Chip at the Vault in Necropolis (7, 500 qXP: Mid-game quest).
- Find the Water Thief (500-1,000 qXP: Do this quest when you return with the Water Chip).
Vault 13 Locations
- Cavern Entrance
- Entrance
- Living Quarters
- Command Center (Overseer)
Shady Sands Fallout 1
To the south, you see an abode wall surrounding a peaceful-looking village.
- Get a coil of Rope for Vault 15: Steal from or Barter with Seth.
- Talk to Katrina (250 XP)
- Recruit Ian (use Steal skill to transfer items back and forth). Get Ian to mark Junktown and The Hub on the map.
- Improve the agriculture of Shady Sands by teaching Curtis in the garden (500 qXP: Science skill).
- Stop the Radscorpions. Have Seth send you to the Radscorpion Cave. Take Ian with you. Kill x9 Radscorpions and loot their tails for Razlo in Shady Sands (990 kXP + 500 qXP).
- Make Poison Antidote: Give Razlo the tails (250 qXP)
- Cure Jarvis of Radscorpion Poison with Antidote given by Razlo (400 qXP).
- At the request of Seth, rescue Tandi from the Khan Raiders. Get this quest after returning to Shady Sands from Vault 15. Return to Aradesh with Tandi in tow (900 qXP, $500).
Shady Sands Locations
Shady Sands is located five squares east of Vault 13.
- Shady Sands, West: Town Hall
- Shady Sands, East: Garden, Brahmin Pen
- Radscorpion Cave
Vault 15 Fallout 1
A small shack is all that remains of this area. Fortunately, your records indicate a secondary entrance to Vault 15 there.
Vault 15 is located four squares east of Shady Sands. Get ready, because you are going to face off against 50 rats.
Don't come here without a coil of rope from Shady Sands. You need to find a second coil of Rope in Vault 15 as well. Make sure you get the Leather Jacket, Hunting Rifle, Dynamite, Grenades and 10mm SMG in V-15. You don't need to waste time going back to V-13 since you find no Water Chip in V-15 because its Command Center is buried under rubble (500 qXP).
- Desert Entrance
- Caverns/Entrance
- Living Quarters
- Command Center (500 XP for discovering its location)
Junktown Fallout 1
You come across a medium-sized town. A wall of junked cars blocks easy entrance. A hazy smoke lies low over the town.
Killian versus Gizmo.
High-Luck Gamblers can earn a fortune at Gizmo's casino. However, I prefer to raise Barter and maximize Khans loot (see next section).
- Holster sidearms and sheathe weapons before entering.
- Recruit Dogmeat from Casino map by wearing the Leather Jacket you should have found in Vault 15.
- Recruit Tycho the Desert Ranger from the Skum Pitt (300 XP). You can do this just before talking to Lars and taking out Gizmo
- Loot Doc Morbid's place for ammo, Doctor's Bag and $800
- Get the location of The Hub, Necropolis and Raiders from Killian
- Help Saul (250 qXP).
- Stop Gizmo for Killian (1,500 qXP and $500). Secure Gizmo's confession; take out Gizmo
- Kill Killian for Gizmo.
- Rescue Sinthia (1,000 qXP).
- Save Trish (200 qXP).
- Bust the Skulz gang (500-800 qXP).
Junktown Locations
Junktown is located nine squares south of Vault 13.
- Entrance
- Crash House (Killian)
- Junktown Casino (Gizmo)
Raider Camp (Khans)
Best music of all Fallout games. Make sure you have Ian, Tycho and Dogmeat with you. It is more fun to just wipe Garl's Khans force off the map and save Tandi. Loot everything and employ companions as mules. You are going to Barter this raider arms and armor in The Hub. Relative to need, this is the single biggest moment in Fallout 1 in terms of wealth accumulation.
- 1,305 kXP (x19 kills)
- 400 qXP max for surviving prisoners
- x1 Metal Armor, x14 Leather Armor, 2x 10mm Pistol, x4 Desert Eagle .44, x1 Magnum Revolver, Spears, Knives, Throwing Knives, Stimpaks, tons of ammo, $400 etc.
- 400 qXP for returning Tandi to Shady Sands.
Hub Fallout 1
To the south you see a large city. Outlying farms surround the town. There is much life in this desert oasis.
Go to Old Town and barter all raider loot. You can get Sniper Rifle and Combat Armor from Jake in Old Town, "consumables" from Vance in Old Town and BBs from Beth in Downtown for the best gun in the game, the LE BB Gun.
You can get textbooks from Mitch in Downtown and Mrs. Stapleton at the Downtown library to increase your skills. Also, buy the Vault Location Holodisk from her to find the location of the Water Chip (Necropolis).
- Farmer Irwin in Downtown: Remove Raiders from his farm (570 kXP, 500 qXP, .223 Pistol).
- Get town locations marked on your map from Crimson Caravan.
- Get 100 day extension on Water Chip time limit by paying Water Merchants $500-2,000 to deliver water to Vault 13 (1,000 qXP).
- Get referral to Decker from Lorenzo of FLC
- Get access to Decker through Kane at Maltese Falcon.
- Dispose of Jain at the hospital on the Water Merchants map for Decker ($5,000 + 700 XP).
- Get the Purple Robes from the hospital for use as a disguise at the Cathedral.
- Dispose of merchant for Decker ($2,500 + 600 XP).
- Find the missing caravans for Butch; kill the Deathclaw.
- Steal necklace from the Hightower Merchants for Loxley of the Thieves' Circle ($3,000 + 500 XP, Electronic Lockpick).
- Buy a coil of Rope from the General Store and Rad-X and RadAway from Vance in Old Town before going to The Glow.
Hub Locations
The Hub is located four squares south of Junktown.
- Entrance
- Downtown: Decker's Hideout, FLC, Irwin
- Heights (Hightower)
- Old Town: Thieves' Circle, Jake, Vance, Harold
- Merchants (Jain, Water Merchants)
Necropolis Fallout 1
You approach a dark and broken city. Little life can be seen. A stench of death surrounds the area.
- Destroy the Super Mutants at the Watershed: It is best to just kill the super mutants and Set.
- Fix the Necropolis water pump: Get the Junk from the sewers and use it on the pump (1,000 qXP, Repair skill).
- Get the Water Chip from Level 3 of the Necropolis Vault 12. Then, take the WC to the Overseer at Vault 13.
Necropolis Locations
Necropolis is located four squares east of The Hub.
- Necropolis Hotel of Doom
- Necropolis Hall of the Dead (Set)
- Necropolis Watershed (Harry)
- Necropolis Sewers
- Necropolis Vault (Water Chip on Level 3)
Brotherhood of Steel Fallout 1
A small building surrounded by a chainlink fence is to the north. Menacing guards in heavy armor patrol the area.
- Become an Initiate: Cabbot wants you to get Ancient Brotherhood Tape from The Glow (2,000 qXP).
- After that is done, you can access the BoS stronghold.
- Talus wants you to Rescue an Initiate from Old Town of the Hub (1,500 qXP + Power Armor)
- Get Vree's Autopsy report to learn of mutant sterility (for use against "The Master")
- Scout out the Military Base at the request of Maxson (1,500 qXP)
- Fix the Power Armor for Kyle by getting a systolic motivator from Michael or Rhombus (500 qXP: Repair: 70%)
Brotherhood of Steel Locations
The Brotherhood of Steel compound is located five squares west of Junktown. You should take a caravan from The Hub to get here.
- Entrance
- Level 1: Talus, Rhombus
- Level 2: Lorri (+1 stat operations)
- Level 3: Kyle, Vree, Sophia
- Level 4: Maxson, Mathia
Glow Fallout 1
A large crater sprawls out towards the north.
The Glow is located nine squares southeast of the Cathedral. Bring a coil of Rope (General Store: The Hub) and Rad-X and RadAway which is purchased from Vance in the northeast of Old Town in The Hub. Stop one square outside the Glow map, use Rad-X for radiation resistance, and then enter the Glow map. The main reason to come here is to get the Ancient Brotherhood Tape for the Brotherhood of Steel.
.
- Disarm Traps for the Facility.
- Turn on power for the Glow (Level 6, 1,000 qXP).
Glow Locations
- Glow Crater: Use rope on left side of crater to descend.
- Glow Level 1: Loot the Ancient Brotherhood Tape and Yellow Pass Key from the corpse of the BoS paladin. Use YPC on Elevator Doors (ED).
- You need not delve deeper into the Glow.
- Glow Level 2: Get Red Pass Key from corpse. Use YPC on ED.
- Glow Level 3: Use Red Pass Key on ED.
- Glow Level 4: Get Geiger Counter to monitor radiation poisoning. Get Blue Pass Key from corpse. Learn about Forced Evolutionary Virus (FEV) from Zax mainframe. Use RPK on ED.
- Glow Level 6: Repair generator to turn on power to the Glow. Use BPK on ED.
- Glow Level 5: Loot Plasma Rifle etc. Return to surface.
Boneyard Fallout 1
A fenced village, patrolled by guards, waits defiantly to the south.
- Recruit Katja from the library and get her to mark the Cathedral on your map. She can pick locks.
- Get the "Red Rider" passphrase from Nicole at the library for use with Laura at the Cathedral.
- Get the Purple Robes from the floor of the library for use as a disguise at the Cathedral.
- Become a Blade.
- Get +1 to +2 Luck from Chuck in his Adytum tent
- Deliver Locket for Romero.
- Deliver package from the Gun Runners.
- Slay the Mother Deathclaw and destroy the eggs in the Deathclaw lair of the warehouse for Gabriel of the Gun Runners (1,000 XP).
- Find Children spy in the Followers.
- Fix hydroponic farms for Miles in Adytum: The parts are found on the corpse of a merchant (or on the ground if the merchant has decomposed) on the warehouse map.
- Rescue Jason Zimmerman.
- Stop the Gangs (Regulators) from attacking Adytum.
- Buy all sorts of OP stuff from Zack at Gun Runners.
cf. How to get Hardened Power Armor and how to get Turbo Plasma Rifle.
Boneyard Locations
Boneyard is located three squares southwest of The Hub.
- Adytum (where we upgrade Plasma Rifle and Power Armor)
- Downtown (Razor gang)
- Library (Nicole and Katja): Purple Robes
- Fortress (Gun Runners)
- Warehouse (Deathclaws): Hydroponic parts
- Deathclaw Lair: You can farm the Deathclaws to reach level 21 (1,000 XP ea). Just don't kill the Queen and they will respawn.
Military Base Fallout 1
Mutant guards can be seen to the northeast in front of a fortified location built into the side of a mountain.
The Military Base is located 13 squares west of Vault 13. You are here to destroy the source of the mutants.
- Entrance: Slay x4 Super Mutants (1,250 kXP) and loot code holodisk and radio from corpse. Radio in and tell command everything is a-ok. Download holodisk and then click on door to unlock with code.
- Stronghold Level 1: Disable the yellow force fields with Radio / Science / Repair. Play Blackjack on the Force Field Control Computer (800 qXP). Wire the radio into the FFCC, put the radio into a quickslot and then click the radio to toggle the yellow forcefields. Slay x10 Super Mutants (3,375 kXP)
- Stronghold Level 2: Slay x16 Super Mutants (5,375 kXP). Epic loot including Gatling Laser.
- Vats Level 1: Slay x5 Super Mutants (1,400 kXP)
- Vats Level 2: Slay Robobrains and Super Mutants (4,200 kXP). Get Encryption Decoder Disk and Gatling Laser from Super Mutant Lieutenant corpse, loot Purple Robes from VanHagen's corpse, and loot special key from a locker that arms the nuclear bomb under the Cathedral.
- At the terminals overseeing the Vats, hack the firewall and set self-destruct sequence for 3 mins.
Cathedral Fallout 1
A large, ornate building rises into the sky. A crowd of people walk aimlessly before it.
The Cathedral is located two squares south of the Boneyard. You are here to destroy the mutant leader known as "The Master".
To get past the locked door that leads up to Morpheus' tower and down to the Master's sanctum, give the passphrase to Laura that Nicole gave you at the Boneyard library (Red Rider). You can also use a Children of the Cathedral badge.
At this point, put on the Purple Robes that you looted from the hospital in the Hub or the Boneyard library. You can't take anyone upstairs, no companions, no scouts from Followers of the Apocalypse.
Upstairs on level 3 Morpheus (pictured above-left) can take you to The Master (above-right) which bypasses the vault levels. If you have Vree's Autopsy Report you can get The Master to self-destruct. Otherwise, you need to stealth in to arm the nuclear warheard or go in with guns blazing to arm it.
- Entrance (Exterior)
- Interior: Nicole
- Tower Level 1: Dane and Nightkin
- Tower Level 2: Nightkin and textbooks
- Tower Level 3: Morpheus, Nightkin, Electronic Lockpick, Tesla Armor, Power Fist
- Master's Lair Level 1: Loot
- Master's Lair Level 2: Gideon and Super Mutants (Psychic Nullifier: 1000 qXP)
- Master's Lair Level 3: Arm the nuclear bomb with Science or special key looted from the locker on Vats Level 2 of the Military base.
- Master's Lair Level 4: The Master.
Holodisks Fallout 1
- FEV Experiment Tape
- Security Tape
- Ancient Brotherhood Tape
- Alpha Experiment Tape
- Delta Experiment Tape
- Vree's Experiment Tape
- Brotherhood Code
- Mutant Transmissions
- Brotherhood Tape
- Sophia Tape
- Maxson Log
- Richard Grey Audio Diary
- Captain Maxson's Diary
- FEV Research
- Power Armor Specs
- West Tech Records
- Vault Locations v34.129
- Regulator Transmission
Congrats. You just completed the greatest cRPG ever made, the game that defined the genre.
cf.
[§2.0]
Fallout 2 Best Weapons & Builds
Welcome to the cRPG blog on the best weapons and builds in Fallout 2, a cRPG developed by Black Isle Studios in 1998.
Fallout 2 Best Weapons
The best weapon in Fallout 2 is the H&K P90c. This rests on its rate of fire, damage and ease of acquisition.
The H&K P90c Small Gun fires 12x 10mm rounds per burst, and can fire three bursts per turn (3 AP per burst). While two bursts empties the clip, we still have enough AP to reload and fire the third burst if we have the Fast Shot trait, the Bonus Rate of Fire perk and Action Boy x2. If we have another P90c on switch, we can fire 4 bursts on our turn that can do between 500-1200 dmg per burst. The P90c can also fire in single shot mode with an AP expenditure of just 2 with such a build (max 6 shots per turn).
The burst-only Bozar Big Gun fires 15x .223 rounds per burst. While its bursts are more damaging than the HK P90c (700-1500 dmg), it can only fire a max of three bursts per turn (4 AP per burst with an AP pool of 12).
Fallout 2 Best Armor
Advanced Power Armor is the best armor in Fallout 2. Since player characters wear APA and its Mk II variant, the best armor for Fallout 2 companions is basic Power Armor and Hardened Power Armor.
If playing the game properly (not bee-lining to APA), Metal Armor is one of the best early-game armors.
Fallout 2 Best Builds
As in Fallout 1 the best builds in Fallout 2 are Snipers and Slayers. However, Fallout 2 makes changes to traits, perks and skills, so build foundation and progression are not the same between the two games, and nor are the results (though they are the same in spirit).
The following Sniper and Slayer builds also work well in the Best Fallout 2 Mods.
Fallout 2 Sniper Build
Relevant Perks and stats for the Fallout 2 Sniper build are as follows:
- Luck 10 (we can get +2 LK in-game, but only later)
- Bonus Ranged Damage x2 (6th level, AG + LK 6)
- Better Criticals (9th level, PE + LK 6, AG 4)
- Action Boy x2 (12th level, AG 5)
- Living Anatomy (+5 dmg vs. bio-critters; 12th level, Doctor 60%)
- Bonus Rate of Fire (15th level, AG 7, PE + IN 6)
- Sniper (24th level, PE + AG 8, Small guns 80%)
Sniper Build Foundation
- SPECIAL Stats: Strength should be 6. Agility should be 8-10. Intelligence, Perception and Luck 8. Endurance and Charisma don't matter. However, if you want to be able to recruit Sulik, Vic and Cassidy as they become available, and without the use of mentats (which are unavailable at the point of their recruitment, aside from cheesy meta-gaming), you should start with Cha 6. In that case, I recommend stats of 6-8-2-6-7-10-8.
- Skill Tags: Small Guns, Doctor + one more of your choice. I'd go for Speech, Lockpick or Steal.
- Traits: Gifted & Small Frame or Fast Shot. Finesse can also be good if you want to later Mutate to Fast Shot, but I wouldn't bother.
Sniper Build Progression
- Level 3: Awareness or Toughness or Quick Pockets
- Level 6: Bonus Ranged Damage (1)
- Level 9: Better Criticals
- Level 12: Living Anatomy or Bonus Move
- Level 15: Bonus Rate of Fire
- Level 18: Bonus Ranged Damage (2)
- Level 21: Tag, Action Boy or Mutate to Fast Shot or Bonus Move
- Level 24: Sniper
That is a proper gunslinger build aka Bozar build and Small Guns build (H&K P90c) that will OWN everything once it gains a few levels. If you want more mobility, trade in BRD or LA for Bonus Move. You can take Action Boy if you bother to level further.
A variant gunfighter is the Small Guns and Energy Weapons build that eschews Fast Shot Machinegunner in favor of Energy Weapons and tactical targeting, aka Aimed Shots. And while it is situationally extremely powerful, Fast Shot builds are stronger, overall.
Capable of inflicting 300 damage eye crits, the YK42B Pulse Rifle is the best Energy Weapon in Fallout 2.
Solar Scorcher is one of the rare energy weapons alluded to in the H&K P90c section above. However, it isn't good enough to justify farming for its random encounter.
In the early going (Temple of Trials + Klamath's Trapper Town), Sniper builds may want to crank the Melee skill a bit in order to wield a Sharpened Spear more effectively vs. the many mooks (ants, rats and rads). Guns are not as good in the early stages of Fallout 2 as they are in the early stages of Fallout 1.
Note that, once in the Den, you should get the .44 Magnum revolver from Flick. Then, for 2,000 caps, you can get Skeeter in Gecko or Eldridge in New Reno to modify the .44 with a speed loader. This will reduce its reloading AP cost by 1 and increase its range by 5 hexes, making it one of the best small guns in Fallout 2.
Fallout 2 Slayer Build
The Slayer build wields Spiked Knuckles, Haymaker (level 9 special unarmed attack) and then the Mega Power Fist. This is a proper Stealth Slayer build that insta-kills things before they even know the Slayer is there. As an assassin, Stealth Slayer sneaks up on the victim and then OWNS them with one massive punch that blows them apart.
Note: This build is NOT for Fallout 2 newbies. But it is one of the coolest cRPG builds ever.
Slayer Build Foundation
- SPECIAL Stats: Strength should be 8. Agility should be 10. Intelligence and Luck 8. Perception 5-6, Endurance 6-8, Charisma is dumped.
- Skill Tags: Unarmed, Steal and Sneak (or Doctor).
- Traits: Gifted & One Hander or Jinxed.
Slayer Build Progression
- Level 3: Awareness or Toughness or Quick Pockets
- Level 6: Silent Running (Sneak 50%)
- Level 9: Better Criticals
- Level 12: Living Anatomy (Doctor 60%, +5 dmg vs. living), HtH Evade or Bonus Move
- Level 15: Bonus HtH Attacks
- Level 18: Silent Death
- Level 21: Bonus Move
- Level 24: Slayer
Unlike its Fallout 1 variant Fast Shot in Fallout 2 does not impact Unarmed or Melee Weapons AP expenditure.
For mobility you want to pack in at least one Bonus Move. Depending on proximity mobile assassins can do silent takedowns of a few super mutants in a single turn.
Veterans should not take Awareness: Toughness is better. If you don't want stealth go for stacked Toughness and Lifegiver. However, Stealth Slayer is superior to Tank Slayer: we don't often need +HPs and +DR when the enemy is going to get guaranteed insta-gibbed (= it won't be fighting back).
A mix of Toughness, Action Boy or Bonus Move is advised if leveling further.
Supertanker Slayer
Supertanker Slayer is notable for its deep HP pool, damage resistance and AC. In a nutshell, Supertanker Slayer sacrifices stealth, skilfulness, mobility and language proficiency for tanking and survivability. Suffice it to say that such a Slayer is hard to kill while still packing some serious punch. And "temp-buffs" assist with some of its deficiencies.
Still, this Slayer build is not recommended since it sacrifices too much in order to focus heavily on staying power vs. Enclavers and other epic-level enemies that would grind Stealth Slayer into mincemeat if both parties squared up and went toe-to-toe.
The Jinxed trait causes enemies to sometimes fall down, take damage, lose their ammo or miss their turn when their missed attacks become critical misses, for which there is a 50% chance. Thus, Jinxed adds up to (effectively) more defense. Jinxed really shines when taking on tough mobs or mook-multitudes, and it very rarely impacts the Slayer.
Mega Power Fist versus Super Sledge
Mega Power Fist inflicts more damage than Super Sledge (average dmg per hit: 30 vs. 27) and its AP cost is 1 point cheaper (3 vs. 4) but Super Sledge has 2-hex reach and inflicts Knockback, which proc can be good or bad and funny or annoying, depending on scenario. In addition, Mega Power Fist needs to be reloaded with Small Energy Cells whereas Super Sledge needs no ammo.
Mega Power Fist has the lowest Strength requirement (ST 1) but that is irrelevant to martial builds, which are not going to be lacking in Strength. MPF can also take advantage of the One Hander trait and HtH Evade perks which increase accuracy and convert unused AP and Unarmed skillpoints to AC: (2 * Free APs) + (Unarmed Skill / 12) = AC Bonus.
Ripper is the least damaging of the top-tier close-combat weapons, inflicting an average of 23½ damage per hit. However, its SEC capacity is 10 more than MPF (40/30), and its armor penetration perk is useful vs. heavily armored foes.
Which weapon is better depends on scenario, but I have found the Mega Power Fist to be the most effective and consistent close-quarters weapon, overall.
Other notable Melee Weapons include Louisville Slugger and Super Cattle Prod.
Fallout 2 Power-building
Power-built Fallout 2 characters almost always take Gifted and Fast Shot or Gifted and Jinxed / One Hander traits. Unless relying on buffs, their SPECIAL statline often reads as follows:
- Strength (ST): 6 (+4 APA)
- Perception (PE): 6-8 (Slayer/Sniper)
- Endurance (EN): 6
- Charisma (CH): dump
- Intelligence (IN): 6-8
- Agility (AG): 10
- Luck (LK): 8 (raised by 2 to reach 10 through Zeta-scan at church in NCR)
If power-builders want companions (see Companion section below), they must compromise their build's optimization; something has to give way for CH. But that something is never AG, LK or IN. Usually it is ST, PE or EN. And in such a case, we can only get our best perks by temp-buffing. For example, the PE 6 build takes a Mentat in order to qualify for Sniper (PE 8).
Also, power-built characters delay their most important perks in order to gain the most out of perks that empower the build over the maximum level range.
Unless building Stealth Slayer (which needs its stealth perks or it is NOT a Stealth Slayer) power-builders would always choose Lifegiver x2 at 12th and 15th level in order to maximize LFGs hitpoint bonus over the most levels: conferring +8 HPs per level, the difference in staying power between LFG and non-LFG builds is huge.
In addition to Quick Pockets power-builders almost always take Bonus Move x2 and Toughness x3 for +4 hex-movement and +30 DR.
If leveling higher, they will take Action Boy x2 and maybe even Faster Healing x3 as well; the Tag perk is also commonly taken in order to maximize skillpoint investment efficiency.
Even power-built gunslingers often invest in the Melee Weapons skill due to the effectiveness of spears in the early game (if playing the game properly rather than cheesing the Prologue; cf. Fallout 1 vs Fallout 2).
I mean, 8½ average damage per hit coupled with 2-hex reach is solid on non-Unarmed fledgling builds. In the meantime Small Guns is humbly increased by reading Guns & Bullets magazines.
On the other end of the damage-dealing spectrum, the Vindicator Minigun screencapped above is more of an end-game weapon option due to its location, price and ammo rarity. The Vindicator Minigun and its 4.6mm caseless ammo are randomly found for sale at Red 888 in San Francisco (max rounds on offer: x200). Get two and give one to Marcus for some epic shredding.
Power-builders never waste skillpoints on Repair, Science, First Aid or Outdoorsman skills; at least not in the 1-100 range. Instead, textbooks are read which are purchased from Flying Dragon 8 in San Fran.
If taken at all perks that give +x% to skills are only taken when the skill is already heavily invested in but has become too expensive to increase by means of skillpoints, yet we want it higher. But aside from Living Anatomy, there are simply much better perks to take up to level 36 or thereabouts.
- Gambler: +20% to Gambling
- Harmless: +20% to Steal
- Living Anatomy: +10% to Doctor (+5 dmg vs. bio-critters)
- Master Thief: +15% to Lockpick and Steal
- Medic: +10% to First Aid and Doctor
- Mr Fixit: +10% to Repair and Science
- Negotiator: +10% to Speech and Barter
- Ranger: +15% to Outdoorsman
- Salesman: +20% to Barter
- Speaker: +20% to Speech
- Survivalist: +25% to Outdoorsman
- Thief: Now +10% to Sneak, Lockpick, Steal and Traps
Super Stimpaks are farmed from FD8 and Dr. Fung across the street. Super Stimpaks are notable for their strong healing and assassination abilities -- in that using multiple super-stims on NPCs silently slays them.
In Navarro runs rapid wealth accumulation and power progression come from picking Navarro clean and stealing money from FD8 and R888 [1]. In addition, Enclave Patrols encountered around Navarro are farmed primarily for their YK32 Pulse Pistols, which are bartered for textbooks, super-stims, ammo and top-tier arms and armor, such as the M72 Gauss Rifle and Power Armor.
Note: Perks accrue over levels. Skillpoints also accrue over 99 even though only a max of 99 SPs are shown to be held in reserve. That means we can hold our perks and skills in reserve, spending them only when needed.
Minimum number of levels required to reach hit point cap of 999: 71.
[1]
If the Fallout 2 Unofficial Patch Updated is installed most merchants cannot be stolen from because they don't carry money on their person, let alone cash reserves that regenerate over time. Thus, you will have to accumulate wealth by stealing from their guards and farming Enclave patrols.
Unity Patrol random encounter:
Throwing Build Fallout 2
Aside from focus in the Throwing skill Fallout 2 Throwing Builds (Grenadiers) are built the same as stock builds. However, the limited range and blast radius of grenades means they are rarely (if ever) superior to firearm burst-fire or multiple single-fire shots.
In order to make focused Grenadiers viable alternatives to stock power-builds, Black Isle should have made grenades bypass AC and increased their shrapnel damage, throwing range and blast radius. In addition, grenades should have been able to target unoccupied hexes, which would have allowed us to impact two close but separated single foes or mobs.
But really, when you start thinking about things like this, it's time to go and play a real tactics cRPG such as Jagged Alliance 2. Because Fallout will never satisfy you.
Fallout 2 Best Traits
As in Fallout 1 the best traits in Fallout 2 are Gifted and Fast Shot. However, Unarmed builds should take One Hander or Jinxed. New players should not take Fast Shot in chargen or they won't have access to tactical targeting, aka Aimed Shots.
Fallout 2 Best Perks
The best perks in Fallout 2 are Bonus HtH Attacks or Bonus Rate of Fire and Better Criticals. New players should not forego Awareness under any circumstances.
Sniper and Slayer are also great, but come later in the game.
Best Skills to Tag Fallout 2
The best skills in Fallout 2 are Small Guns or Unarmed. Note that M72 Gauss Rifles are NOT Energy Weapons, they are small guns. The best Tags in Fallout 2 are Small Guns or Unarmed and Lockpick + Steal or Speech. Note that Barter has been nerfed in Fallout 2 (it was very useful in Fallout 1).
Skill Point Cost Fallout 2
- 1-100 costs 1 skill point
- 101-125 costs 2 skill point
- 126-150 costs 3 skill point
- 151-175 costs 4 skill point
- 176-200 costs 5 skill point
- >200 costs 6 skill point
Max skill level is 300.
How High to Raise Skills Fallout 2
How high Fallout 2 skills are raised depends on your playstyle, what perks you want, how much you are going to level, how you want to solve problems and how reliant you want to be on buffs and skill-boosting items (e.g., Dean's Electronics textbooks + Super Toolkits for Repair).
For firearms skills 150 is NOT enough to reach 95% to-hit chance on long-range shots taken at night. You want 180-200 on gunfighters even if you are not going for eye-crits with Aimed Shots. In most cases 150 on gunfighters is an absolute joke. On the other hand, close-quarters combat skills can get away with 150.
Remember that Science, Small Guns, Repair, Outdoorsman and First Aid can be raised to 100 via textbooks.
- Small Guns: 180-200
- Big Guns: 180-200
- Energy Weapons: 180-200
- Unarmed: 130-150
- Melee Weapons: 150
- Throwing: 150
- First Aid: 100
- Doctor: 60-100
- Sneak: 150 (if you actually want to be good at sneaking)
- Lockpick: 100
- Steal: 100 (if you don't want to save-scum too much)
- Traps: 0 (don't waste SPs on this skill)
- Science: 100-175 (depends on how scientific you want to be)
- Repair: 100
- Speech: 100
- Barter: 0-100 (optional)
- Outdoorsman: 0-100 (optional)
Weapon- and Perk-permitting each of the top six martial skills can be used to beat any enemy in Fallout 2. Most power-builders are going to invest heavily in two or three of the top five skills, tagging up to four of them (3 + Tag perk).
Fallout 2 Best Companions
The best companions in Fallout 2 are Sulik, Vic and Cassidy. Conveniently, companions are found as we progressively explore from Arroyo in the west to Vault City in the east: Sulik is found in Klamath, Vic in The Den and Cassidy in Vault City. That means we can get our companions early, when we need them the most. It also means they will level quickly assuming that we bee-line to them at low level.
Companion action points and other stats scale with each companion "level" attained. Note that companions level up when the player character does so, but they don't level until the PC reaches a certain level, and whether they level or not is random. You can save your game just before reaching your next level, and just reload until they level as well (save-scumming).
| Companion | APs | Focus | HPs | Carry | Comment |
|---|---|---|---|---|---|
| Sulik | 9 | -- | 85 | 200 | level_minimum=6, level_up_every=3 |
| Sulik 1 | 10 | 57 MW | 93 | 200 | Grandfather teaches. We Learn. |
| Sulik 2 | 10 | 67 MW | 103 | 200 | We learn more from da spirits, Mahn. |
| Sulik 3 | 11 | 82 MW | 113 | 200 | We be learnin' now. |
| Sulik 4 | 11 | 92 MW | 123 | 200 | Da great spirit move in Sulik now. |
| Sulik 5 | 12 | 100 MW | 134 | 225 | We be wit da Grandfather Bone now, Mahn. |
| Sulik 6 | 13 | 110 MW | 146 | 225 | We be da Grandfather now. |
| Vic | 8 | -- | 70 | 150 | level_minimum=5, level_up_every=4 |
| Vic 1 | 8 | 36 SG | 78 | 150 | Boss! I think I'm finally getting the hang of this. |
| Vic 2 | 9 | 46 SG | 78 | 150 | I'm actually getting better! Told you I wouldn't let you down, Boss. |
| Vic 3 | 9 | 61 SG | 102 | 150 | Hey, wait. Now I get it. I don't think I'm leading my targets enough. |
| Vic 4 | 10 | 82 SG | 111 | 175 | See, Boss. You can teach an old dog new tricks. |
| Vic 5 | 10 | 101 EW | 117 | 200 | You know what, Boss. I think I'm actually learning a thing or two. |
| Vic 6 | 12 | 129 EW | 132 | 200 | I'm getting pretty good at this. See, Boss. All good things get better with time. |
| Cassidy | 8 | -- | 80 | 175 | level_minimum=10, level_up_every=4 |
| Cassidy 1 | 8 | 76 SG | 92 | 175 | It's all comin' back to me now... |
| Cassidy 2 | 9 | 96 SG | 104 | 175 | Heh. Guess you can teach an old dog new tricks. |
| Cassidy 3 | 9 | 107 SG | 116 | 175 | Looks like all this travelling has paid off. |
| Cassidy 4 | 10 | 127 SG | 128 | 175 | I've learned some new tricks. |
Fallout 2 Companion Stats
The following infographics show Fallout 2 companion stats, skills and modifications to attack and defense based on armor worn and weapon wielded. Companions stats are cited at companion max levels, which are easy to attain due to their limiting level caps.
Sulik Fallout 2
Sulik is a tribal companion in Fallout 2. Sulik is found in the Buckner House in Downtown Klamath, which is located four tiles east of Arroyo. Talk to Sulik, talk to Maida to free Sulik from the House, recruit Sulik and then get Vic's radio from the nearby shack before heading to The Den to get Vic.
Vic Fallout 2
Vic is a handyman companion in Fallout 2. Vic is found in the Slaver's Guild in the East Side of The Den, which is located three tiles southeast of Klamath. Give Vic the radio found in Klamath. Once freed from Metzger, Vic can join the party and mark Vault City on the world map, which leads to Cassidy.
Cassidy Fallout 2
Cassidy is a veteran warrior companion in Fallout 2. Cassidy is found in the Bar of the Courtyard of Vault City, which is located 15 tiles east of The Den. Next, head to Gecko to get Lenny.
Lenny Fallout 2
Lenny is a Ghoul doctor companion in Fallout 2. Pretty useless but easy to recruit, Lenny is found in the Management Office of the Settlement section of the town of Gecko, which is located two tiles northeast of Vault City.
As can be seen, Lenny can fire the best weapon in Fallout 2, but at the lowest RoF imaginable. You could also give him the speed-loader Magnum. If the Fallout 2 UPU is installed, Lenny can wield neither (conventional rifles only).
Marcus Fallout 2
Marcus is an ex-Unity Super Mutant companion in Fallout 2. Marcus is found in Downtown Broken Hills, which is located 11 tiles south of Vault City. In order to recruit Marcus into the party, you will need to complete two easy quests in Broken Hills: Find the Missing People and Fix the Mine's Air Purifier.
Bare minimum required to get Marcus in the party:
- Talk to Marcus on the Downtown map, accepting both quests
- Go to the Residential map, drop down the manhole that is found amidst crops outside the mine, loot a note from one of the human corpses and return to Marcus
- Next, talk to Zaius in the building located just outside the mines, and agree to fix the air purifier
- Go to New Reno's western district of Commercial Row and get the Mine Parts from Renesco at Renesco's Pharmacy
- Return to Broken Hills, enter the mine, find the air purifier, put the part into your quickslot, click use and then click on the air purifier
- Return to Marcus and he will join the party
Marcus can shred with Bozar or Vindicator Minigun. But due to the threat of friendly fire, it is much safer to have him beat enemies to death with the Mega Power Fist.
cf. sfall Fallout 2.
As can be seen in the above infographics, all companions except Marcus can wear Power Armor. As such, Marcus lacks AC and Damage Threshold in comparison to PA wearers. If he could wear Super Mutant Armor, Marcus would have an AC of 43 along with more DT, but there is no SMA itemized in-game.
Best Weapon for Sulik
The best weapon for Sulik is the H&K P90c, which he fires up to five times per turn or twice per turn in burst mode [2]. Before that, he is pretty good with a Sharpened Spear in Klamath's rat-infested Trapper Town; probably more useful than any non-melee player build at that point, but PCs quickly take over afterwards. Sulik could also wield the Super Sledge for its 2-hex reach and Knockback, if we need him on the frontline. Naturally, Sulik wades into the fray and everyone else hangs back to fire their guns from safe distance.
[2] Favorable Sequence roll. Usually he only fires three times per turn in single shot mode. Sulik can also swing his sledge six times in a row if he has good positioning and gets a favorable Sequence roll, though he usually only gets three swings.
Best Weapon for Vic / Cassidy
The best weapon for Vic and Cassidy is the M72 Gauss Rifle, which they can each fire twice per turn.
That equates to 6 attacks per turn in addition to the PC's max of 6, which results in 12 attacks per turn for the party. So for the cost of six SPECIAL statpoints (Charisma) we gain six attacks or basically double our attack rate and damage output in the early-going (sort of; it depends), not to mention our carrying capacity. Or we can start with 4 CH and take 2x Mentats to reach CH 6 (Mentats only stack once).
Companions will only equip weapons that their animation sets support. For example, Vic and Cassidy cannot wield the H&K P90c (even though it is a Small Gun) because their sprites only support rifle and shotgun graphics, not SMG graphics.
If you have Sulik, Vic and Cassidy in the party, you're SET. There is no need for any other companions; indeed, Vic and Cassidy firing gauss weapons suffices. No companion is likely to survive shootouts with Enclavers, but companions are useful up until that point. Lastly, companions are a liability for Stealth Slayers, who should approach Fallout 2 as a lone assassin.
Fallout 2 Pregen Builds
To no surprise, Fallout 2 pregen build foundations are suboptimal. However, this can result in added challenge or players may get some build ideas from their stats and stories.
Narg Build
While certainly far from being an optimal foundation, the Narg build is workable due to its Agility score and decent Skill Tags. However, the 30% crit chance penalty from HH is unappealing.
Chitsa Build
The Chitsa build foundation lacks Agility, Luck and good Skill Tags. As such, the Chitsa foundation is poor in that having access to five companions doesn't make up for its shortcomings in the most important stats.
Mingan Build
The main issue with the Mingan build is the Skilled trait and average Luck, but its max Agility, solid Perception and sensible Skill Tags could result in a decent Marksman down the line.
Fallout 2 Quest List
There are approximately 114 quests in Fallout 2. Quests range in difficulty from simple FedEx quests to involved quests that span the length, breadth and depth of the Wasteland.
Arroyo Fallout 2
- Kill the evil plants that infest Hakunin's garden.
- Obtain flint to have Mynoc sharpen your spear.
- Rescue Nagor's dog, Smoke, from the wilds.
- Retrieve the GECK for Arroyo.
- Find Vic the Trader.
Arroyo Locations
- Arroyo Bridge
- Arroyo Village
- Arroyo Temple Entrance
- Arroyo Wilderness
- Arroyo Temple Interior
- Destroyed Arroyo: Destroyed Bridge
Den Fallout 2
- Free Vic from his debt by getting his radio from his house in Klamath and paying Metzger.
- Sabotage Becky's still.
- Get car part for Smitty.
- Return Anna's locket.
- Collect money from Fred.
- Get book from Derek.
- Deliver a meal to Smitty for Mom.
- Lara wants to know what is being guarded in the church.
- Get permission from Metzger for gang war.
- Find weakness in Tyler's gang guarding the church.
- Help Lara attack Tyler's gang.
Den Locations
- Den West Side
- Den East Side
- Den Residential
Klamath Fallout 2
- Refuel the still.
- Rescue Smiley the Trapper.
- Guard the brahmin.
- Rustle the brahmin.
- Kill the rat god.
- Rescue Torr.
Klamath Locations
- Klamath Downtown
- Klamath Trapper Town
- Klamath Rat Caves
- Klamath Trapping Grounds
- Klamath Grazing Area
- Klamath Canyon
Modoc Fallout 2
- Something strange is happening at the farm northeast of Modoc. Investigate and report back to Jo.
- Cornelius has lost his gold pocket watch. Find it and return it to him.
- Farrel wants you to find Cornelius's gold pocket watch. Find it and return it to Farrel.
- Jonny is missing. Find him and bring him home to Balthas.
- Jonny's in the Slag caves. Find a way to get Jonny back home to Balthas.
- Farrel has a rodent problem in his garden. Remove the infestation.
- Deliver Slag message to Jo in Modoc.
- Jo is suspecious of the Slags. Find out about the dead bodies at the Ghost Farm and find out what happened to Karl.
- Go to the Den and tell Karl it's alright to come back home.
Modoc Locations
- Modoc Main Street
- Modoc Bed & Breakfast
- Grisham's Brahmin Pastures
- Farrel's Garden
- Down the John
- Modoc Town Well
Vault City Fallout 2
- Get a plow for Mr. Smith.
- Deliver Moore's briefcase to Mr. Bishop in New Reno.
- Deliver a sample of jet to Dr. Troy.
- Solve the Gecko powerplant problem.
- Deliver Lynette's holodisk to Westin in NCR.
- Rescue Amanda's husband, Joshua.
- Deliver beer and booze (10 each) to Lydia.
- Deliver pliers (tools) and a wrench to Valerie.
- Scout the eight sectors around Gecko and return to Stark.
- Enter NCR and return to Stark.
Vault City Locations
- Vault City Courtyard
- Vault City Inner City
- Vault City Council
- Vault City Vault
Gecko Fallout 2
- Solve the Gecko powerplant problem.
- Repair the powerplant.
- Optimize the powerplant.
- Get super repair kit for Skeeter.
- Get 3-step plasma transformer for Skeeter.
- Find Woody the ghoul for Percy. Try the Den.
Gecko Locations
- Gecko Settlement
- Gecko Power Plant
- Gecko Junkyard
- Gecko Access Tunnels
Broken Hills Fallout 2
- Fix the mine's air purifier.
- Find the missing people for Marcus.
- Beat Francis at armwrestling.
- Break Manson and Franc out of prison.
- Blow up the mine's air purifier.
- Divert more electrical power to Eric's home.
Broken Hills Locations
- Broken Hills Downtown
- Broken Hills Residential
- Broken Hills Mine
New Reno Fallout 2
- Recover your stolen car.
- Find out who was responsible for Richard Wright's overdose.
- Suspect: Jagged Jimmy J
- Suspect: Jules
- Suspect: Lil' Jesus Mordino
- Suspect: Renesco
- Find a way into the Sierra Army Base.
- Track down Pretty Boy Lloyd, recover the stolen money, and make an… example of him.
- Go visit Renesco the Rocketman and collect Mr. Salvatore's tribute of $1000.
- Help guard a secret transaction taking place in the desert.
- Find some endorphin blockers to make a cure for Jet.
- Bust up Wright's still beneath the train station.
- Assassinate Westin in NCR without making it look like a murder.
- Murder Carlson in NCR.
- Deliver ten Cat's Paw magazines to Miss Kitty.
- Deliver a laser pistol to Eldridge.
- Deliver Big Jesus's package to Ramirez at the Stables.
- Collect tribute from the Corsican Brothers.
- Assassinate Boss Salvatore for Big Jesus Mordino.
New Reno Locations
- Virgin Street, New Reno
- 2nd Street, New Reno
- Commercial Row, New Reno
- New Reno East Side
- New Reno Chop Shop
- New Reno Boxing Arena
- Vertibird Area
NCR Fallout 2 (New California Republic)
- Retrieve Parts/Gain Access to Vault 15.
- Take care of Officer Jack for Mira.
- Complete brahmin drive.
- Retrive papers from Dr Henry.
- Test mutagenic serum on a super-mutant. Try Broken Hills.
- Eliminate Mr. Bishop.
- Deliver Westin's holodisk to Lynette in Vault City.
- Get the map from the NCR Rangers, for Vortis the slaver.
- Free the slaves in the slave pen, for the Rangers.
- Deliver Hubologist's field report to AHS-9 in San Francisco.
- Kill Hubologist in NCR for Merk.
- Stop brahmin raids.
NCR Locations
- NCR Bazaar
- NCR Downtown
- NCR Council Hall
- Westin Ranch
- Grazing Lands
Vault 13 Fallout 2
- Fix the Vault 13 computer.
- Talk to Goris.
Vault 13 Locations
- Cave Entrance
- Vault 13
Redding Fallout 2
- Find out who cut the woman.
- Find the excavator chip
- Break up the bar brawl.
- Kill Frog Morton.
Redding Locations
- Redding Downtown
- Great Wanamingo Mine
- Redding Mining Camp
- Downtown Tunnels
- Mine Tunnels
San Francisco Fallout 2
- The tanker needs fuel.
- The navigation computer needs the NavComp part to work.
- You need to use a FOB to access the navigation computer.
- Kill the Shi Emperor.
- The Hubologists need plans for a vertibird from Navarro.
- Steal the vertibird plans from the Shi.
- The Hubologists need fuel for their spaceship.
- Kill Badger so the tanker vagrants will embrace the Hub.
- Kill the AHS-9.
- The Shi need plans for a vertibird from Navarro.
- Steal the vertibird plans from the Hubologists.
- Find Badger's girlfriend in the hold below the ship.
- The Dragon wants you to take out Lo Pan - hand to hand.
- Lo Pan wants you to take out the Dragon - hand to hand, if possible.
- Get Chip's spleen.
- Get some hardened power armor from Crockett.
- Get the vertibird plans for the Brotherhood of Steel.
San Francisco Locations
- Chinatown
- Docks
- Tanker
- Shuttle Exterior
- Shuttle Interior
- Hubologists
- Shi Temple
Navarro Fallout 2
- Deal with the deathclaw.
- Fix K9.
- Retrieve the FOB from the base Commander.
Vault 15 Fallout 2
- Rescue Chrissy
- Kill Darion
- Complete Deal with NCR.
- Give Spy Holodisk to authority in NCR.
Vault 15 Locations
- The Squat
- Vault 15
- East Entrance
Sierra Army Base Fallout 2
- Battlefield
- Depot Level 1: Personnel
- Depot Level 2: Storage Bay
- Depot Level 3: Robotics Lab
- Depot Level 4: Bio Research Lab
Military Base Fallout 2
- Entrance
- Level 1
- Level 2
- Level 3
- Level 4
Enclave Fallout 2
- Dock
- Detention Center
- End Boss
- Barracks
- Presidential Area
- Reactor
- Trap Room
Unimplemented Quests Fallout 2
A list of unimplemented quests or quests that lack descriptions.
- The Abbey Quests
- Primitive Tribe Quests
- EPA Quests
- Ghost Town Quests
- Car outta Gas Quests
- Destroyed Arroyo Quests
- Toxic Caves Quests
- Den Slave Run Quests
- Raiders Quests
- Desert Encounter Quests
- Mountain Encounter Quests
- Ruined City Encounter Quests
- Coast Encounter Quests
- Golgotha Quests
Holodisks Fallout 2
- Vault 13 Holodisk
- Military Base Outside
- Military Base Level 1
- Military Base Level 2
- Military Base Level 3
- Military Base Level 4
- Sierra Depot Exp. Log
- Sierra Depot Medical Log
- Sierra Depot Evac. Notice
- Sierra Depot GNN Transcript
- Sierra Mission Statement
- Hubologist Teachings
- Vault City Desginer Notes
- Vault City Travel Log
- NCR Spy Holodisk
- NCR History Holodisk
- Westin Holodisk
- State of the Nation
- Word List
- The Project
- Power Plant Operations
Random Encounters Fallout 2
Fallout 2 random encounters are battles that can occur while travelling across the Fallout 2 overworld. The Outdoorsman skill and certain perks impact the rate at which random encounters occur. With a high Outdoorsman skill, you can even choose whether or not to engage the enemy. The composition of random encounters (which critters are battled) depends on the region in which the random encounter occurs. For example, Enclave Patrols are never found in the east, only in the west around Navarro.
It is possible to flee random encounters if you can reach an exit grid.
Of all random encounters Robber Caves aka Robber Caverns are the most lucrative in terms of kXP and loot. But since they are rare, Enclave Patrol farming is more efficient.
Special Encounters Fallout 2
Unlike Fallout 1 special encounters (which yield Alien Blaster, LE BB, Stealth Boy and 10,000 caps), Fallout 2 special encounters are basically worthless from a power progression and wealth accumlation PoV. That is, they are not worth farming for powergamers.
- Whale
- Tin Woodsman
- Talking Head (giant stone head)
- Federation Shuttle (A crashed shuttle)
- Unwashed Villagers hunting a spammer
- Bridge
- Trader and Guards (Alien Blaster)
- Cafe of Broken Dreams (Dogmeat)
- Holy Hand Grenade 1 (King Arthur's Knights)
- Holy Hand Grenade 2 (King Arthur's Knights and Vorpal Rat)
- Guardian of Forever (Solar Scorcher)
- Toxic Waste Dump
- The Pariah (a lone surviving dog)
- Mad Brahmin
Fallout 1 Versions
[§3.0]
The best version of Fallout 1 is v.1.0, unpatched. However, there are two other official and authoritative Interplay versions of Fallout 1: v.1.1 US and v.1.2 UK. Of those two, v1.1 is superior because it doesn't omit content.
v.1.0 is the best version of Fallout 1 because v.1.0 features the original 400 and 500 day Fallout time limits, which v.1.1 and v.1.2 omitted.
v.1.0 contains bugs that v.1.1 and v.1.2 fixed, but they've never bothered me enough to forego the 400 and 500 day time limits. Besides, whenever bugs occur, I can just reload.
Bugs are rarely as frequent or as game-breaking as the public makes out. But if you're scared of v.1.0 bugs, simply play v.1.1.
[§4.0]
Fallout 1 2026
Fallout 1 is worth playing in 2026 because it is the greatest pure cRPG of all-time. It is definitely the best cRPG to start with. Along with Baldur's Gate 1, Fallout 1 sparked a Renaissance in cRPG History.
Fallout 1 is famous for its impeccable pacing, its immersive setting, and its masterful artwork which includes 21 talking heads, death animations and post-apocalyptic backdrops. Fallout 1 is also notable for its reactivity, non-linearity, SPECIAL stats and turn-based combat system.
Best Fallout Game
[§5.0]
The best Fallout game is Interplay's Fallout 1 followed by Black Isle Studios' Fallout 2. Strictly speaking, no other Fallout games are worth writing much about.
Fallout 1 is not only the best Fallout game in terms of design, aesthetics and writing, but it is seminal, ground-breaking and sparked a new era of reactive cRPGs as well as a Renaissance in cRPG History, which would lead to Fallout 2, Arcanum, Planescape: Torment and MotB.
None of the above games would even exist if it wasn't for Fallout 1, and none of them are as good as Fallout 1 even though they verge on greatness themselves. In short, Fallout 1's influence in the genre of cRPGs has been incalculable.
In the Fallout "series", only Fallout 2 can stand alongside Fallout 1 and not be laughed at, booed and egged off-stage. Much like Jagged Alliance 2 (the apex of cRPGs), Fallout 1 will never be surpassed.
Bethesda's Fallout 3 and Fallout 4 are only Fallout games in name. They are nothing like Fallout 1 or 2, which are the only Fallout games that count. Indeed, I often refer to Fallout 3 Oblivion With Guns.
Fallout 1 vs Fallout 2
[§6.0]
Fallout 1 is better than Fallout 2, but both games are ranked highly in cRPG History. The reason Fallout 2 is not as good as Fallout 1 is because its pacing is off, some of its lore is wrong and it makes too many references to pop culture.
Fallout 1 is inarguably a masterpiece of reactivity, aesthetics and non-linear questing whereas Fallout 2 is a mish-mash that tried too hard. It's bigger, but not better. In fact, it's a far cry from being on Fallout 1's level.
To be crystal clear, Fallout 2 is a great cRPG. It destroys whatever cRPG you are most likely playing now. It's just that Fallout 1 is on a whole other level.
Fallout 1 basically IS the cRPG Definition and stands as THE template of cRPG Design.
Fallout 1 vs Fallout 2 Difficulty
Early on, Fallout 2 is much harder than Fallout 1. In Fallout 2, we need to use our fists, or a spear, to kill several giant ants and radscorpions. We don't have a gun, and we don't have Ian with a gun. I am of course referring to the Temple of Trials prologue of Fallout 2. Yes, it is possible to get through the Temple of Trials without a fight [1], but new players won't know that. And if new players choose a low strength Fallout 2 sniper build with no investment in melee or unarmed skills, they may only have a 25% chance to hit the early enemies.
This can make ToT and Klamath's Trapper Town seem unreasonably hard and tedious.
In Klamath, our first gun is an all-but-useless pipe rifle. And we find a 10mm pistol only once we have entered a rat-infested dungeon.
Relative to build, enemies are also much stronger in Fallout 2. And there are many more of them. We're talking random encounters with 8x Enclavers, Deathclaws, Aliens, Centaurs and Floaters. The Enclavers wear APA and fire from weapons up to and including Gatling Lasers; aliens and mutants can radiate and poison us. Don't pretend you have never been owned by such enemies.
Even maxed out in terms of build, companions and weapons, enemy mobs can give us trouble and burst-crits can take out supertankers.
On the other hand, unlike Fallout 1, Fallout 2's world map movement speed was coded to CPU cycles. The faster the CPU, the faster we moved on the world map and the less likely we were to be waylaid by enemies. Thus, on modern hardware, we can zip down to San Francisco, NCR and Navarro to get cashed up and get ALL the good arms, armor and experience point rewards IN JUST A FEW MINUTES OF PLAY, thereby breaking the game (and even pushing on to complete the game without exploring 5% of its content). We couldn't do this back in the day without a major struggle. Thus, it is inarguable that the vastness and lethality of Fallout 2's world is grossly trivialized unless sfall Fallout 2 is installed.
[1]
Fallout 2 Temple of Trials No Fight
To get through the Temple of Trials without a fight, you need to run around the giant ants. When they engage in hostilities, you need to use your action points to move past them and then end your turn. They may continue to follow you but you can move again and end your turn a couple more times. After 2-3 turns you should be able to end combat and move on, leaving them behind.
The higher your Agility score, the more action points you have and therefore the more hexes you can move across, which makes it easier to outrun the enemy and end combat. Remember also that combat ends if you can reach an area transition point because enemies do not follow the player character between areas, but only within areas and only within a certain proximity to the player.













































































Hi, I decided to FINALLY play this classic, and just wanted to say thank you for all the info you provided here... it was all very helpful in getting me through this wonderful game.
ReplyDeleteGlad you found the write-up useful. And remember: Go for the EYES!
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