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    Character and Combat FAQ by Sarin

    Version: 1.5 | Updated: 08/26/01 | Search Guide | Bookmark Guide

    Fallout Tactics Character and Combat Game Guide
    by Sarin
    Version 1.5
    August 26, 2001
    e-mail: sarin@edsamail.com.ph
    This document is Copyright 2001 by Sarin
    Fallout Tactics is Copyright 2001 by Interplay/Micro Forte/14 Degrees East
    This guide is not a walkthrough, as the title states. I wrote this program to 
    tell you about character creation and combat. These things are vital to your 
    victory in Fallout Tactics, so if you're interested, read on. If you have any 
    comments, suggestions or anything at all that you want to add, please e-mail 
    This is my first guide, so it'll probably show somewhere. If I make a mistake 
    somewhere, or if you feel that what I'm saying is inadequate, please e-mail 
    me so I can make the necessary corrections.
    All e-mails that will be posted here are, of course, going to be acknowledged 
    I am not associated with Interplay or any of its divisions. They are not 
    endorsing this guide so don't ask them questions about it. You can alter this 
    file as long as you use it for personal use and that you don't claim the 
    entire work as your own. You can post this file as long as you don't change 
    it. If you changed or edited it in any way and you wish to post it, please do 
    so only with my permission. I may want you to show me the finished file if 
    you want to do this. This file is for free and you may not charge, or in any 
    way profit from, this document.
    Special thanks goes to Jturner849, Marc, Justin, Eric Post and Mark Walsh.
    **New on this version**
    1.5  Added Mark Walsh's suggestion on character creation. Wrote a section on 
    status effects and an answer to the 'buggiest' status effect of all time. 
    Read below to find out what it is.
    1.4 Added Eric Post's MAJOR recommendation on Charisma. Created a new 
    Charisma section.
    1.3 Added Justin's powerhouse character. Also did some proofreading and 
    1.2 Added Marc's correction on Charisma.
    1.1	Added Jturner849's Gambling tip
    **Character Creation**
    I can't give you accurate tables, but I will provide you with information 
    based on my experience in playing all Fallout games (Fallout, Fallout 2 and 
    Fallout Tactics).
    Remember that since you're playing a squad-based tactics game, you need to 
    develop specialist characters instead of generalists. You can have a maximum 
    of six characters in your squad. Let one character focus on one skill while 
    the others focus on other skills. The squad that I played with had 3 snipers 
    (small guns 130%, perception 9-10 because of the sharpshooter Perk), 1 energy 
    weapons expert (130% energy weapons, perception 9), a grenadier (101% 
    throwing, ST 9), a jack-of-all-trades (intelligence 9, I'll explain this one 
    later) and a sadist (130% unarmed, 100% sneak, ST 12, agility 12. This one 
    was a Deathclaw). This doesn't mean that I had a total of seven members, it's 
    just that my energy weapons guy and one of my snipers are the same person. 
    While other squad members may focus on science, repair or barter, make sure 
    that they're not totally useless on the battlefield. This game is about 
    combat, and though it may require you to use your more technical skills every 
    now and then, they're not as important as having good fighters.
    In the Character Creation Screen, you're given your primary stats. All of 
    these stats start at 5 and you're given 5 freebies to distribute. I'll 
    describe each of the stats below and you decide on what you should focus on.
    **Primary Statistics**
    ST - Strength - This is the physical strength of your character. Adjusting 
    this will affect his unarmed and melee damage, his carry weight and what 
    weapons he can use. The higher the number, the more powerful your close 
    quarter combat (CQC) damage. Remember that all weapons require a strength 
    check (which means that Fallout will check your ST to see if you meet the 
    strength requirement set for the weapon) and your ST has to match or exceed 
    the strength requirement. For example, the Pancor Jackhammer, a shotgun-type 
    weapon, requires ST 5, so your current ST will allow you to use this weapon. 
    However, the Vindicator Minigun requires ST 8, so you need to have ST 8 or 
    above to use it.
    Strength accounts for a lot of things in Fallout Tactics, but if you want to 
    use big guns or inflict really good damage using a sledgehammer or power 
    fist, then you should allot more points on ST.
    NOTE: There is a Perk called Weapon Handling that will give you +3 to ST when 
    the game does the strength check. The Power Armor will give you a +3 bonus to 
    PE - Perception - Perception is the ability of your character to see and 
    hear. Higher perception allows your character to shoot farther, so this is 
    essential for snipers. Perception is highly important in Fallout Tactics 
    because most of your enemies are armed with weapons set on burst mode, so it 
    becomes risky to get close to them. The strategy here is to fight them from 
    afar. "He who has the longer gun is king." So, outshooting your enemies is a 
    great strategy that you can use over and over again.
    NOTE: There are several Perks that affect your character's perception and the 
    damage he does per shot. The Sharpshooter Perk will give you +2 to PE.
    EN - Endurance - This deals with your hit points and resistances. The higher 
    this stat goes, the more HP you have and the more resistant you are. HP are 
    important, but the game gives you a lot of choices that you can choose from 
    to recover them, from chems like stimpacks to skills like First aid and 
    Doctor. Decide on what type of character you want. A shooter/sniper doesn't 
    need a lot of HP, so having EN at 5 or 4 isn't so bad. But a brawler-type 
    character needs a lot since he'll be in the line of fire most of the time.
    Resistances are important, particularly from radiation. But remember that 
    both poison and radiation can be removed from your body by using antidotes 
    and RadAway. You can also use the chem Rad-X to raise your resistance against 
    NOTE: The Perk Lifegiver will give you +4 HP per level up in addition to the 
    usual HP increase. The Perk Living Anatomy will improve your Doctor skill and 
    give you a +5 damage bonus when you hit a living creature. Check your Perks 
    The following is a statement I made earlier about Charisma. It was, at the 
    very least, controversial, considering the number of e-mail I got from people 
    who questioned it. You can ignore it if you want to, but I decided to include 
    it because it's an example of how a walkthrough becomes better when other 
    people contribute to it. So to Eric and Marc (they were the ones who 
    corrected me on Charisma), my thanks.
    CH - Charisma - In previous Fallout games this stat was important. It used to 
    be important. There was a time when I really appreciated it. Fortunately in 
    Fallout Tactics, this stat no longer has any discernible purpose. Charisma 
    primarily affects Barter and Speech, but since the game is more combat-
    oriented, I don't really recommend that you spend valuable stat points on 
    Charisma. My advice is that you transfer them. By the way, the Speech skill 
    has been replaced by the Pilot skill, so that leaves you with Barter. I 
    recommend that you leave Barter to another squad member, not your main 
    character. But check out Marc's tip just a few lines below before you do 
    anything with your character's Charisma. Just remember that in the end, this 
    is simply a guide. You make the choices, you make the call. I'll just tell 
    you some of the consequences of some of those choices.
    Why did I say 'fortunately'? Because you can re-assign some of the stat 
    points used in Charisma to another stat, like Intelligence or Luck.
    Marc says that Charisma is one of the greatest factors that can affect how 
    quickly you get promoted in the Brotherhood. Higher Charisma gives you better 
    access to new recruits and weapons. I appreciate the fact that Marc sent me 
    this tip because I couldn't find a significant use for Charisma. Now, I do.
    **New Section on Charisma**
    CH - Charisma - This stat affects your Barter skill and how fast you get 
    promoted within the ranks of the Brotherhood. Having a higher rank gives you 
    the chance to recruit more squad members and grants you access to better 
    weapons and equipment. With higher Charisma, the game becomes easier early 
    Eric Post has this to say about Charisma. And I suggest you pay attention:
    I would suggest thinking about Charisma in a little different way as well...
    There is an AWESOME perk called...
    Divine Favor. While it has a high ability requirement (CHR of 8) it increases 
    your top stat by +1 and reduces the number of levels it takes to get perks 
    (so if you'd normally get one every 3 levels, you get one every 2 levels 
    instead). So if you have a bruiser with Slayer/Sadist type character with a 
    ST of 10...and it is your highest Stat...You add Divine Favor...VIOLA! ST of 
    11...and add the power armor...ST 14...Now we're talking! Same goes for other 
    Character specialists...Now...How about that Sniper with PE of 10...er 
    11...and he can add things like Bonus Ranged Damage, Sniper, Sharpshooter, 
    etc every 2 levels instead of every 3?  Pretty Awesome!  Just wanted to see 
    your thoughts...and check to see if you've had more time to play around with 
    character development.
    Mark Walsh has something to say about Charisma as well.
    A couple of points. Firstly as the rulebook says Charisma is important as it 
    affects the amount and level of team members available to you. For example 
    after completing the first mission and visiting bunker Alpha my Charisma 7 
    character had a choice of 10-11 team mates to choose from at recruit master. 
    Of these about 5-6 were senior initiates (i.e. lvls = 2-4). I redid it with a 
    Charisma 1 character and had only 6 team members to choose from - all lvl 1. 
    Obviously more powerful team members = more likelihood of success. Also 
    bearing in mind how important you say Agility is, at Charisma 6 you access to 
    Leader perk which gives all team members within 'sphere of influence' +1 
    Agility/+5 AC. Basically high Charisma gives/allows a better team performance 
    at the expense of personal one.
    AG - Agility - This is the backbone of Fallout's combat system. It ultimately 
    decides how much you can do within a given turn, both in turn-based and 
    continuous turn-based. Agility primarily affects your Armor Class and your 
    Action Points, the higher the stat, the better. No matter what kind of 
    character you're making, agility should always be a priority.
    In combat, melee attacks usually cost 3 AP and aiming these attacks will cost 
    4 AP. The amount of AP you use when shooting from a gun depends on what mode 
    you're using: single shots cost 4 AP, aimed shots cost 5 AP and burst fire 
    cost 5 AP. Energy rifles (laser and plasma) cost 5 AP to shoot and 6 AP for 
    aimed shots. Players from previous Fallout games should take note of this.
    Other actions such as driving, checking inventory, applying your First Aid, 
    Doctor and other skills will also cost AP. Each action has its own AP cost. 
    For example, sneaking will cost 2 AP while Doctor can cost around 12 to 15 AP 
    (I played the entire game in CTB, so I don't know if AP costs change in turn-
    NOTE: There are a lot of Perks that can adjust your Agility. Bonus Move will 
    give you additional AP that you can use for moving. Bonus Rate of Fire and 
    Bonus H2H attacks decrease AP costs of ranged and hand-to-hand attacks 
    respectively. Again, check your Perks list. I won't be listing every Perk 
    there is, just the ones I used and highly recommend.
    IN - Intelligence - I mentioned earlier that intelligence is important. This 
    is because of the fact that your Intelligence will decide how much skill 
    points per level up you can get. As your Intelligence goes higher, the number 
    of skill points you get will also increase. Reading books will also give more 
    benefits to the person with high Intelligence. For example, there are two 
    characters, one with IN 8 and another with IN 6. Let's say that both have the 
    same percentages on the Outdoorsman skill. If both read a Scout's Handbook, 
    Mr. IN 8 will have a higher Outdoorsman skill than Mr. IN 6 because of Mr. IN 
    8's Intelligence.
    NOTE: The Comprehension Perk will improve the number of skill points received 
    from reading books.
    LK - Luck - This stat adjusts your critical hit chance to make more critical 
    hits. I don't know if it affects anything else. I keep this at 5 just to be 
    on the safe side.
    NOTE: The Better Criticals Perk will give you more effective critical hits 
    (more damage, more disabling hits) but will not affect the chance to make 
    one. It means that it won't make more critical hits, but when you do make 
    one, it's gonna be pretty devastating. The Sniper Perk will upgrade all your 
    ranged attacks to critical hits if you also make the Luck roll. This means 
    that when you shoot at someone, your character only has to make the Luck roll 
    for him to make a critical hit. For example, your character (who has the 
    Sniper Perk, Luck 5) hits a target. The computer will then make a Luck roll 
    (similar to the ST check mentioned above). If it makes a roll of 5 or below, 
    then the hit is upgraded to a critical hit.
    **Derived Statistics**
    HP - Hit Points - This is the amount of damage your character can take before 
    he dies. How much Hit Points your character has at the beginning of the game 
    depends mainly on his Endurance, although ST can also be a factor. As your 
    character levels up, his Hit Points will also increase.
    AC - Armor Class - The higher your AC, the better. This lessens the chances 
    of hitting you. This is primarily based on your Agility and changes when you 
    wear (or not wear) armor.
    Melee Damage - This is how much melee damage your character can do in melee 
    or unarmed combat. This is based on ST.
    Bonus Damage - The percent added to damage dealt. Perks will adjust this.
    Damage, Poison and Rad Resistance - These resistances are better when they're 
    higher. The higher your resistance, the less damage you take, the more likely 
    you're to resist poison and radiation. These three are primarily affected by 
    your Endurance. Rad Resistance can be adjusted by using a chem called Rad-X.
    Action Points - This determines how many actions you can do in one turn, or, 
    in CTB, this determines how much your character can do in quick succession 
    before pausing to replenish Action Points. This is based on your Agility.
    Carry Wt. - This number tells you how much your character can carry. This is 
    based on ST.
    Heal Rate - This tells how fast your character heals over time. This is based 
    on Endurance.
    Critical Chance - This is the chance of getting a critical hit, and therefore 
    doing more damage. This based solely on Luck.
    Skill Rate - This number tells you how many skill points you get per level 
    up. You can increase this by having higher Intelligence.
    Perk Rate - This is how often you get Perks per level up. Humans get Perks 
    every 3 levels while Ghouls normally get every 4 levels. The game will allow 
    you to create Ghouls, along with Deathclaws, Mutants, Humanoid-Robots and 
    Dogs, on multiplayer mode only.
    Traits are optional characteristics. You can use them to create a definitive 
    character and add a personal touch to them. You can select a maximum of two 
    traits. Traits both have positive and negative effects on your character. 
    Traits are self-explanatory. If you click on the name itself, it will give 
    you a brief description of what it does. Clicking on the button beside the 
    trait selects it. When you click on them, you'll notice its effects on your 
    primary and/or derived stats and skills.
    I won't bother to enumerate every trait, just the ones that I prefer and that 
    you should consider. No matter what character you want to create, you should 
    always seriously consider taking the Gifted trait. Having higher primary 
    stats will give you better skills, and the number of skill points you get per 
    level up can be increased by adding points to your Intelligence.
    I'll give you a list of recommended characters and I'll give you some traits 
    that may prove useful.
    Recommended Characters
    I'll give you three character types to choose from:
    1. Shooter
    Shooters are the types who deal ranged damage, possessing high Perception and 
    Agility scores. I don't want to call them snipers because the game has a Perk 
    called Sniper and I don't want any confusion with that.
    ST - 5
    PE - 8
    EN - 2
    CH - 1
    AG - 9
    IN - 5
    LK - 5
    Shooters must have PE 8 or higher because this stat tells who outshoots who. 
    If you have two guys shooting at each other with Sniper Rifles and both of 
    them have the same percentage in Small Guns, the one with the higher 
    Perception will outshoot the other. Endurance is not terribly important 
    because you're going to outshoot them anyway, but if you think that it's a 
    little too extreme, then by all means increase it. Try to keep Intelligence 
    at 5 because this determines how much skill points you get per level up. 
    The Small Frame trait can give you more APs at the cost of your Carry Wt. You 
    don't need to worry about your Carry Wt. too much because your squad members 
    can carry some of the load for you. 
    Finesse is a risky trait to take, but if you want those much-needed critical 
    hits, then take it.
    Fast Shot is another trait that you should seriously consider. Remember, in 
    the game you will have other characters who can do aimed shots but only a few 
    of them have the Fast Shot trait, so this trait may prove useful when things 
    become too hairy.
    2. Close-Quarter Combat Fighter
    In-your-face and up-your-ass. This is what these guys are. They like to rush 
    in the middle of things and beat the hell out of everyone who stands in their 
    way. Playing these guys are tougher than playing shooters, but they're very 
    exciting to play.
    ST - 8
    PE - 4
    EN - 5
    CH - 1
    AG - 7
    IN - 5
    LK - 5
    You can afford to decrease your PE because you won't need it too much. Just 
    remember that you must have at least EN 5 because you're going to take a lot 
    of hits. Make sure that you have support fire from your squad members when 
    you play as a brawler.
    The Bruiser trait offers a pretty risky trade-off. You're better off with 
    Heavy-Handed instead.
    3. Jack-of-all-trades
    This guy knows anything and everything. The key to playing this guy is 
    increasing your IN to high levels like 9 or 10 so that you'll get higher 
    skill points per level up. This guy's pretty useful when you want to have a 
    character who knows what to do in any given situation: he can drive, shoot, 
    repair, heal, etc. This gives you the ease of concentrating on other recruits 
    who can specialize on other things. The non-combat skills you'll use most 
    will be First Aid, Doctor, Pilot, Outdoorsman and Barter.
    ST - 5
    PE - 5
    EN - 4
    CH - 1
    AG - 6
    IN - 9
    LK - 5
    You may want to take the Good Natured trait to increase your non-combat 
    skills. If your Intelligence is high enough, you don't have to worry too much 
    about losing your combat skills because you'll receive a high amount of skill 
    points per level up, but your character will have to take a backseat ride at 
    the beginning of the game because you may want to level up first before 
    rushing into battle.
    4. Justin's Powerhouse (contributed)
    Hey, I know an awesome combo for a character that is bad in the beginning of 
    the game but in the end he becomes a powerhouse. Here are the stats:
    ST 4 -you will get adv. power armor later that will give u +4 ST (for big 
    PE 9
    EN 8 -up to what you want this to be? It's better high (you will be able to 
    kick multiple enemies without using a stimpack)
    CH 2  -as low as you can go with Gifted perk
    AG 10
    IN 10
    LK 4 -this as low as you want to go or everything starts to go for the worse 
    ex: exploding guns
    Kamikaze +25 bonus damage, I noticed that my character with Kamikaze dodges 
    just as good as any other guy when you have this trait.
    For tag skills you have to pick energy weapons and big weapons and anything 
    else you want.
    With this combination you will be bad in the beginning because of your low 
    strength, but later on in the game when you give him adv. power armor and 
    maybe Weapons Handling perk and a big ass gun (gauss minigun) he will be able 
    to peg off any enemy upfront and sniping with his high intelligence he should 
    have by level 20 160% on energy and big guns skill and will be able to kick 
    ass... (you also have to have the sniper perk, if you get to a high level 
    that is).
    You should use this in the game. Believe me this is the best way to have a 
    5. Mark Walsh's Nutta (contributed)
    Also whilst I agree that high Agility is important it isn't absolute. For 
    example- for a laugh I created a character appropriately named 'Nutta', with 
    Strength and Endurance 10 but only 5 Agility. I gave him Hard Hitter and 
    Kamikaze traits and he proceeded to complete the first mission single-handed 
    dealing out up to 30 damage with the rusty monkey wrench (not including 
    kamikaze +25%)!
    Different horses for different courses I guess. I am tempted to try a =
    character with 10 Luck and Finesse trait to see.....
    **Squad Essentials**
    Certain skills, like Doctor, First Aid and Barter, are obviously important 
    and that you should have squad members who are proficient in them. Let me 
    explain the benefits of having higher proficiencies in other skills.
    Outdoorsman - 120% - You'll be able to choose encounters. Traveling across 
    the wasteland while getting constantly disturbed by random encounters can be 
    tiring, not to mention irritating. You can choose which encounters will be 
    profitable both in experience and loot if you have one squad member with this 
    Pilot - 100% - Having a good driver will help you in random encounters across 
    the wasteland. He can handle sharp turns quicker and faster. 
    Throwing - 100% - Just in case you missed it, throwing is very useful, 
    especially when you consider that Mutant grenadiers carry more than 15 
    grenades each. Looting them will give you more grenades than you can handle.
    Sneak - 130% - Sneak behind them, then blast them to pieces.
    Repair - 120% - This becomes useful when you have vehicles. Nothing can 
    repair the damage done to a vehicle without the help of a good squad member 
    with the ample repair skills and a tool kit. He will also gain experience 
    equal to the damage he repairs.
    Jturner849 has this to say about Gambling:
    in your fallout tactics guide, you said that you had yet to appreciate the 
    skill of gambling, and if we had any suggestions as to why it might be 
    i have a man with good gambling; he's my "jack of all trades" as you put it 
    (he serves as medic and fire support too) 
    in bos bunker gamma in 1 player mode, the quartermaster will gamble. this is 
    a great way to get free (and good) stuff. also, you can sell it back to him 
    for $, then gamble it away again (and sell it again and...etc). this gives 
    you unlimited money as long as your gambler is good enough so that you win 
    more than lose.
    if you dont want space taken up by a gambler, just hone his skill and leave 
    him with the recruits. when your short on cash, you can just stop by gamma, 
    pick him up temporarily, gamble and sell, then put him back.
    i hope this was useful to you.
    NOTE: I played the entire game on Continuous Turn-Based (CTB), even when 
    facing deathclaws, so be warned. I may try to play it on turn-based later on.
    1. The first thing to remember before you even begin to fight is that you 
    must know where your target/s is/are. You have a map at the bottom left 
    corner of your screen. Zoom out (default key "-" on your number pad) to 
    maximize your view of the area. This will give you the advantage of seeing 
    where your enemies are even before you begin combat. Enemies are marked as 
    red dots while friendlies are green.
    2. Check behind walls and other places where enemies may hide. Like you, they 
    can also crouch and lie down, making them invisible to you and your map. 
    Remember that the map only reveals enemies you can see directly. So before 
    you plan your approach, make sure that there are no surprises awaiting you.
    How do you find out where the enemy is hidden when you can't see them? When 
    you get close enough to walls, you can see if there's anyone behind it. These 
    creatures will be in green, (when you sneak you're in gray, get it?). You 
    know they're there, but you won't be able to attack them. That's how you find 
    out if there's anything behind something.
    3. Now that you know where your enemies are, prepare your combat plan. As I 
    mentioned before, range matters. If you have a full squad of six, at least 
    two of them should have long-range weapons and a Perception score of 8. 
    Hunting Rifles are a good start (range 40) then move on to Sniper Rifles 
    (range 50) when they become available. When you get to Junction City to face 
    the Reavers, Laser and Plasma Rifles finally become available. Laser Rifles 
    have the edge when it comes to range (range 40) but Plasma Rifles pack a 
    little more punch to them. It's also a good idea to have weapons on burst-
    fire ready just in case the enemy comes rushing at you. Shotguns, even on 
    single-fire mode, are lethal at close range. If you have a character that is 
    strictly a shooter, equip both hands with weapons, preferably a long-range 
    weapon on one hand and a short-range one on the other. Since you don't have 
    access to a lot of weapons at the beginning, a Hunting Rifle and any type of 
    shotgun is a decent combination. Use the Hunting Rifle to snipe at the 
    enemies and then switch to the shotgun when they get too close. You can use 
    this strategy over and over again, even when you're facing deathclaws and 
    mutants. My favorite combination is the Sniper Rifle and Pancor Jackhammer.
    4. Combat begins in two ways: it's either you get the enemy's attention first 
    or he gets yours. It's generally a good idea to initiate combat yourself 
    because you have time to prepare that way. Position your shooters, preferably 
    lying down on the ground to get maximum range and hit probability. Set them 
    to aggressive mode when you're ready and they'll begin shooting. The enemy 
    will, of course, shoot back. If you took my suggestion about the requirements 
    of a sniper you shouldn't be having a problem at all. Your enemies will have 
    both shooters and melee combatants. When the fight begins, the melee fighters 
    will come rushing at you and your shooters will automatically shoot them. Try 
    to remember that on CTB, your squad will always try to hit the target they're 
    most likely to hit. That means if they have two targets, one who has a 47% 
    chance to hit and another with 50%, they'll go for the one with 50%. This may 
    sound like basic stuff, but you may want to eliminate the shooting targets 
    first than the melee ones, and if that's the case, you will have to aim 
    manually (default controls: right-click on the target. If you want to attract 
    their attention even when they're still out of range, then ctrl-right-click 
    to force fire). Have your shortsighted squad members (those with low 
    Perception scores) armed so they can provide back up when the melee fighters 
    arrive. You should have all your squad members proficient in at least one 
    combat skill, preferably Small Guns, so that they're not completely helpless 
    when the need to defend themselves, or provide back-up, arises.
    5. When you notice an enemy crouched behind a wall or some other obstacle 
    (meaning he's "in green"), use your Sneak skill. Sneak behind an enemy unit 
    and fire at him using a shotgun on burst mode. This strategy has the 
    potential to kill an enemy in a single move. An alternative strategy is to 
    use grenades. Frag grenades are in abundance in Fallout Tactics, so use them. 
    If you don't want a face-to-face encounter, force-fire your grenades near his 
    position. The spread effect will deal sufficient damage.
    6. When dealing with Raiders, Beast Lords, Ghouls, Reavers and other human 
    enemies: These guys are usually armed with handguns and rifles. They usually 
    shoot on burst fire by default, so I would suggest taking them out from afar. 
    When they attack in teams of three or more, try shooting at them with a 
    weapon on burst fire. Reavers are easy to kill, but they carry very dangerous 
    weaponry, so be careful when you fight them.
    When dealing with Baby and adult Deathclaws: Try to get some elevation when 
    dealing with these guys. Deathclaws are tough, so it's nice when you can get 
    a decent advantage over them. Shooting at them from above will leave them 
    helpless, so try to think about that strategy. You can lure them to attack 
    you, then run to a position where your squad members are waiting to ambush 
    him. If you have to deal with Deathclaws on land, then a shotgun, anything 
    from the Neostead to the Jackhammer will give you the best results.
    When dealing with Mutants: You can apply the same strategy you used when you 
    dealt with human enemies. The only major difference is that Mutants carry a 
    lot more firepower, so you have to be extremely careful. There is one thing 
    that I noticed when I fought enemies who carried weapons set on burst fire: I 
    found out that it is less likely to be hit by these type of weapons when 
    you're alone than when you fight them along with some of your squad members. 
    If you follow my instructions about outshooting, then you'll be creating a 
    lone gunman in no time.
    When dealing with Robots: Hitting these guys with any weapon with the word 
    "Pulse" in it will deal the best damage. Other energy weapons will deal a 
    significant amount of damage. Anything else will be next to useless until you 
    hit them with a critical hit. Try aiming for their sensors or weapon hands 
    (left or right arm) to disable them.
    **Status Effects**
    Status effects are things that affect your character. They're displayed at 
    the lower left corner of your screen where you see the level up message. This 
    indicates that something has happened to your character and it has affected 
    some of his statistics.
    This list is incomplete because I don't think I've been affected by all of 
    the status effects yet so please feel free to contribute to the completion of 
    this list.
    Poisoned - your character has been poisoned. Your character will gradually 
    lose some of his health until you use anti-venom or the poison goes away. Buy 
    or locate some anti-venom made from radscorpions.
    Radiated - your character will slowly degenerate if you don't treat this 
    quickly. Use Rad-X to build up your rad resistance and use RadAway to get rid 
    of the status effect. It's also useful to have a Geiger counter ready so that 
    you can check your rad levels periodically, especially when you're in contact 
    with ghouls or mutants.
    Broken Arm, Leg - your character will suffer speed or weapon penalties if 
    your have this status effect. Use your Doctor skill to remove it.
    Winded - your character has been winded and is moving slower than usual. 
    Combat penalties will apply so I suggest you take a break (rest) before 
    Unconscious - a status effect equal to death. Just reload where you last 
    saved if your character dies.
    Blind - I'm not sure if this is the exact message, but your character will 
    suffer severe perception penalties unless you apply Doctor.
    Bandaged - the buggiest status effect of them all. I've received more 
    questions on this one than anything else. If you apply First Aid three or 
    more times on a single character consecutively, this status effect will 
    appear. Your character looks like a mummy and you won't be able to use First 
    Aid on him further unless you remove the status effect. To do this, apply the 
    Doctor skill on the 'bandaged' character once he takes damage (yes, even the 
    smallest amount of damage will do).
    **Raising Experience**
    The most effective way to raise experience is to complete all the orders 
    given to you in each mission. This piece of advice may seem pretty basic and 
    may sound stupid, but allow me to explain. In Junction City, you'll be given 
    three mission objectives. One, to confront the Reavers in their camp. Two, to 
    find all the missing robot pieces and finally, to recruit the local mechanic. 
    If you finish the first two objectives, the exit grid will appear and you can 
    end the mission without recruiting the mechanic. So be careful and precise. 
    Read your orders and obey them to the letter.
    My second suggestion is to look for sub-quests. In the mission where you must 
    rescue the mayor and her daughter (I forgot the name of the town, sorry), 
    there is a ghoul encampment near your insertion point. A combat sequence will 
    start there once you talk to some of the ghouls and stay in the area for a 
    while. A group of Beast Lords and Deathclaws will arrive and start attacking 
    the camp. Help the ghouls out and you'll receive experience points. This will 
    also allow you to recruit ghouls.
    My final suggestion has two prerequisites: you must have at least one squad 
    member with at least 100% Outdoorsman and a vehicle, preferably the Hummer. 
    Roam around the world map for random encounters. Choose only the encounters 
    that you know you can handle. Then you can fight, kill, loot and leave. 
    Fighting Mutants and Reavers will prove to be very profitable. Maximize your 
    vehicle by having your shooters fire from inside then move away if your 
    enemies get too close.
    **Final Words**
    Thanks to Interplay for making such a great game. The Fallout series is one 
    of the best games I've played ever.
    Thanks to Mark, Eric, Jturner849, Marc and Justin for their contributions.
    Thanks to God for giving me the patience to write this thing until the end.

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