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    Weapon/Enemy Guide by fastkarate

    Updated: 01/14/06 | Search Guide | Bookmark Guide

    A Weapon FAQ for the Fallout: Brotherhood of Steel for the XBox Console
    This is an ASCII art-less walkthrough by David Riley
    (Dave [at] frontbeat.com).
    Fallout: Brotherhood of steel is an "Action RPG" in the style of Baldur's Gate
    : Dark Alliance for the PS2 and Dungeons and Dragons: Heroes for the Xbox.
    Staunch Fallout fan that I am, I do not endorse this game in any way shape or
    form. If there ever was a game that bastardized the name of a good franchise,
    it would be this. FO:BOS is chocked to the brim with so much profanity and
    sophomoric "humor" that I'm fully convinced the script writing duties were
    handed over to a group of threeteen year olds. You know how many pee jokes
    "Team Chuck" needs to consider a game worth publishing? It's like THREE. You
    know how many you'll find in a *good* game? Well, I think you can guess. Not
    only this, but it shows a complete disregard for the Fallout universe,
    including rather blatantly killing off a character that appears in Fallout 2,
    which follows this pile of trash in the timeline.
    This walkthrough is merely being written because there isn't one out there yet
    and, well, I want to help the poor people who are struggling with this game.
    Nobody should have to play it for as long as my roommate and I did!
    This FAQ is for the XBox version of this game. There is no reason why it
    shouldn't work for the PS2 version as well.
    Legal things I know nothing of
    Don't steal this. If you steal it, or plagarise anything from it, that'd
    probably make me cry right here and now.. I'm a big guy and as my friends will
    I spend most of my time being angry.
    This document is not allowed to be included in any for-profit material in any
    way, shape, or form, even as a free bonus. If you're sniping the new releases
    on GameFAQs, go away. This FAQ is made for posting only on GameFAQS and our
    personal website, www.fan-service.com. If you see it anywhere else we'd be most
    grateful for the heads up.
    Melee weapons are kind of a sad state of affairs. They just build on each other
    without any real (significant) difference in attack speed or anything.
    Basically, whenever you find a new weapon, you use it. Characters have skills
    that improve either blunt or edged weapons, so that may impact on your choices,
    but I'd say the best choice is not to waste skill points on those ones at all.
    Iron Gloves
    Type: Glove
    Speed: Fast
    Value: 55 Caps
    Damage: 4-10
    As good as you're gonna get, for the first 20 minutes or so. Some of the Gloves
    are nice because they're fast, but these ones are worthless.
    Spiked Baseball Bat
    Type: Bat
    Speed: Slow
    Value: 150 Caps
    Damage: 13-19
    A good weapon that'll serve you for a fairly long time. Hold onto this one
    until you find a knife. It's a keeper!
    Spiked Gloves
    Type: Gloves
    Speed: Fast
    Value: 175 Caps
    Damage: 10-15
    Only good in two player mode, because one person is still using the Iron
    Gloves. Otherwise, pawn it at your first opportunity.
    Combat Knife
    Type: Knife
    Speed: Fast
    Value: 190 Caps
    Damage: 11-19
    A decent weapon. Swap out the Bat for it when you get the Knife, as it's much
    faster with only a slight decrease in damage. You'll have this one for a while
    yet, still.
    Type: Bat
    Speed: Slow
    Value: 475 Caps
    Damage: 21-25 + fire
    Finally, something worth holding onto. The torch you'll keep a hand on for the
    entirety of the Crater portion of the game. Not only does it do VERY reasonable
    damage and not have the issues with hitting rodents that the knife does, but it
    lights 'em on fire too. Keep it around. It looks good on ya.
    Burning Gloves
    Type: Gloves
    Speed: Fast
    Value: 575 Caps
    Damage: 23-34
    A weapon you could almost be proud of if something new didn't come along a
    scant few areas later. The burning gloves are faster and stronger than the
    torch and still light guys on fire. What more could you want?
    Type: Polearm
    Speed: Slow
    Value: 900 Caps
    Damage: 32-37
    It don't light people on fire like the torch does, but it's a better all around
    weapon. So try it on for size. It'll serve you for as long as any other melee
    weapon has to this point.
    Type: Bat
    Speed: Slow
    Value: 1,000 Caps
    Damage: 35-38
    The sledgehammer is a staple of Fallout games. Here, it's just another stupid
    melee prop. Same as any other one, slightly more damage than the Cleaver.
    There's no reason not to use it, but the damage is barely higher and so the
    reasons aren't too compelling either. You know what I mean?
    Type: Knife
    Speed: Fast
    Value: 2,000
    Damage: 35-42
    Funny, looks more like a rusty knife. Not exactly the Ripper we've come to
    appreciate in Fallout's gone past. Still, it does a hefty bit of damage and
    it's faster than the Sledgehammer. Honestly, you've been holding onto that
    thing for like, six areas. Aren't you tired of it already?
    Spiked Sledgehammer
    Type: Bat
    Speed: Slow
    Value: 2,100
    Damage: 41-52
    I know what you're saying. It's "Eeeeh" and I am too. But the fact is that it's
    better than what you've got. Just take it.
    Power Fist
    Type: Gloves
    Speed: Fast
    Value: 4,000
    Damage: 50-65
    Super Sledge
    Type: Bat
    Speed: Slow
    Value: 5,800 Caps
    Damage: 80-100
    It would be a GREAT weapon, but you probably already have the Slugger. If you
    decide to play this game legitimately, though, the Super Sledge will hold you
    over for quite some time. I don't know why you would, though, as playing it the
    legit way only increases the excruciating pain you'll suffer while doing it.
    Monster Ripper
    Type: Polearm
    Speed: Slow
    Value: 4,750
    Damage: 70-85
    If you didn't get the Slugger from the Ghoul or the Super Sledge from Giese
    this thing would be a good addition. However, you probably got at least one or
    the other. Because of this, it's just another useless melee weapon.
    Ripper Gloves
    Type: Gloves
    Speed: Fast
    Value: 6,750 Caps
    Damage: 60-110
    Not bad, for a pair of gloves. If you're playing two player this might be the
    best your second player gets for awhile. If not, you might as well jsut sell
    them straight off. You've got better, in fact, there's better in the room prior
    to the one you find these in.
    Tesla Cleaver
    Type: Polearm
    Speed: Slow
    Value: 7,500 Caps
    Damage: 110-120
    If you've been using the Slugger since chapter 2, dump it now. The cleaver has
    3 less on the high end, but practically THIRTY more on the low end. It's a
    pretty good trade.
    Mega Power Fists
    Type: Gloves
    Speed: Fast
    Value: 11,000 Caps
    Damage: 140-200
    The second best hand to hand weapon in the game, no reason not to use it.
    Plasma Saw
    Type: Polearm
    Speed: Slow
    Value: 14,500
    Damage: 120-200
    When you find the Plasma saw, you might be excited. You've been using that
    Slugger for so long, with only a short break on the Tesla Coil and here's this
    weapon that actually does a ton of damage! Too bad that you find it in the same
    room as the (better) Mega Power Fists. So, good for two player... not much else.
    Turbo Super sledge
    Type: Bat
    Speed: Slow
    Value: 15,000 Caps
    Damage: 160-200
    Best in the game. No reason to NOT use this. Even if you're Cain (why?) with
    maxed out Butcher (WHY?!).
    Showing more variety than the Melee weapons, the Ranged weapons are just as
    annoying at times, it's just nice that there's a weapon to use more than one of
    them at a time. Too bad it's not MUCH of a reason.
    Home-Made Pistol
    Type: Pistol
    Speed: Moderately Slow
    Value: 45 Caps
    Ammo: Light Bullet
    Damage: 7-10
    Utter trash. You'll only have this in the beginning and by the time you'll want
    to start using bullets you'll get the Beretta. Don't bother.
    Type: Pistol
    Speed: Moderate
    Value: 165 Caps
    Ammo: Light bullet
    Damage: 8-14
    At least it doesn't TOTALLY suck. Faster than the Home-Made Pistol and more of a
    punch, too. Worth keeping around for the entirety of the Warehouse.
    Home-Made Rifle
    Type: Rifle
    Speed: Slow
    Value: 200
    Ammo: Light bullet
    Damage: 17-23
    It's not useless. More damage than the Beretta for the same ammo, but painfully
    slow. Fortunatelly you can dodge around to speed it up a little. Might as well
    use it, because you get it for free... but don't blame me when you start to
    hate it. It simply doesn't do enough damage for how fast (i.e.: how slow) it fires.
    Hunting Rifle
    Type: Rifle
    Speed: Moderately Slow
    Value: 475 Caps
    Ammo: Light Bullet
    Damage: 23-30
    Desert Eagle
    Type: Pistol
    Speed: Moderate
    Value: 500
    Ammo: Heavy bullet
    Damage: 16-21
    Kind of a waste of a gun. Faster than the Home-Made Rifle, sure, but its
    bullets are the heavy ones, and it just doesn't feel right using those.
    Potentially you can break it out if you can't use the Dual Berettas (Cyrus) and
    haven't gotten anything better yet (During the third portion of Chapter 1)
    Dual Berettas
    Type: Pistol
    Speed: Moderately Fast
    Value: 475 Caps
    Damage: 8-14 (x2)
    Better than just one beretta, but uses twice the ammo. Anyway, it's a heck of a
    lot faster than using the Home-Made Rifle and it's not like ammo is exactly in
    short supply. If you're able to use them, might as well. If you're Cyrus, well,
    I'm sorry. You're a stereotype.
    Type: Flame (Explosive?)
    Speed: Continuous
    Value: 600
    Ammo: Fuel
    Damage: 2-11
    "Sure, I'd love a gun with no range, useless damage and incredibly rare ammo."
    If you just thought that, help yourself to a flamethrower.
    Double Barrel Shotgun
    Type: Shotgun
    Speed: Very Slow
    Value: 900
    Ammo: Shotgun Shells
    Damage: 30-96
    A pretty handy weapon if you can get up close, but painfully slow. Worth
    keeping around until you get the Combat Shotgun (a very long time) as there's
    nothing else to use those shells on.
    Home-Made Machine Gun
    Type: Machine Gun
    Speed: Fast
    Value: 950 Caps
    Ammo: Small Bullet
    Damage: 10-15
    A useless weapon if I ever saw one (Even in the hands of the Vault Dweller and
    his 100% critical with Home-Made weapons), but at least it fires quicker than
    the Home-Made Rifle. By now you've probably got plenty of bullets to pour into
    the thing so it's your choice. Just realize that you won't have plenty of
    bullets for LONG if you use it.
    Sub-Machine Gun
    Type: Machine Gun
    Speed: Very Fast
    Value: 1,100 Caps
    Ammo: Small Bullet
    Damage: 10-15
    Nothing to shout about, but superior to the Home-Made Machine Gun. It does the
    same damage and fires way faster. If you're using the former, it's time to
    upgrade. Really. It'll hold you over until the end of Chapter 1, but by Chapter
    2 it's quickly made obsolete. Simply doesn't do enough damage for the amount of
    ammo it consumes. Then again, I'm basing a lot of this on my plays through
    Apocalyptic mode. You might find the Sub-Machine Gun has more life in it than
    I'd suggest.
    Dual Desert Eagles
    Type: Pistol
    Speed: Fast
    Value: 1,050 Caps
    Ammo: Heavy Bullet
    Damage: 16-21 (x2)
    Same principle as the Dual Berettas. Not a bad weapon, fast and damaging. But
    by the time you get it you probably won't even care. Use it if you want, sell
    it if you don't.
    Combat Shotgun
    Type: Shotgun
    Speed: Medium
    Value: 3,750 Caps
    Ammo: Shotgun Shells
    Damage 48-76
    A much improved version of the Double Barreled Shotgun. No reason to not use
    this instead of the former, when you have the option.
    Home-Made Laser Pistol
    Type: Laser
    Speed: Moderate
    Value: 1,975 Caps
    Ammo: Small Energy
    Damage: 38-45
    More efficient than the generic pistols and rifles, the laser pistol doesn't do
    bad damage and it does it at a relatively fast rate. Lasers have the added
    benefit of shooting right through their targets too. Score!
    Home-Made Laser Rifle
    Type: Laser
    Speed: Slow
    Value: 2,750 Caps
    Ammo: Small Energy
    Damage: 45-56
    Slightly more damage efficient than the pistol, but exceedingly slower. It's
    your call.
    Heavy Machine Gun
    Type: Machine Gun
    Speed: Fast
    Value: 4,500 Caps
    Ammo: Heavy Bullet
    Damage: 18-25
    Pretty good, but not great. You've probably got a huge stash of Heavy Bullets
    by now, but the fact of the matter is it just doesn't use the ammo as smartly
    as it could. Terribly inefficient. But by the next time you'll need Heavy
    Bullets you'll have more money than you could ever know what to do with.
    Dual Sub-Machine Guns
    Type: Machine Gun
    Speed: Very VERY Fast
    Value: 2,500 Caps
    Ammo: Small Bullet
    Damage: 10-15 (x2)
    As if the Sub-Machine Gun didn't waste bullets fast enough, you'll have no
    problem going through multiple THOUSANDS of them with this baby. The damage
    adds up, sure, but you're basically spending 100+ Caps for every enemy you kill.
    Assault Rifle
    Type: Machine Gun
    Speed: Fast
    Value: 6,250 Caps
    Ammo: Small Bullets
    Damage: 20-31
    A reasonable thing to use those small bullets on, it does pretty good damage
    and you've been hoarding the things anyway. So break it out if you feel
    pressured, but it's probably not worth it to just throw them away on anything
    that comes your way. Good for the earlier bosses of Stage 3.
    Type: Shotgun(?)
    Speed: Very Slow
    Value: 10,200 Caps
    Ammo: Large Bullets
    Damage: 480-606
    In the end of the game, the Shredder quickly becomes your main man in regards
    to damage dealing on the last few bosses. Next time you can, buy as much Big
    Bullet ammo as possible. At 10 per shot, you're gonna need it.
    Type: Machine Gun
    Speed: VERY, VERY, VERY Fast
    Value: 9,245 Caps
    Ammo: Small Bullets
    Damage: 30-50
    Too little too late. The Minigun does an impressive amount of damage per
    bullet, but the fact of the matter is you get it at a point in the game where
    the only reason to use it is if you've got a TON of small bullets lying around.
    It wastes ammo in droves. The result is pretty good (and satisfying to watch
    the damage rank up), but very costly.
    Dual Laser Pistols
    Type: Pistol
    Speed: Fast
    Value: 8,020 Caps
    Ammo: Small Energy
    Damage: 70-85 (x2)
    Not bad at all! The Dual Pistols fire fast, to VERY reasonable damage and make
    you feel like an Outer Space version of Chow Yun Fat. Enjoy them with my
    compliments. These and the Shredder should last you until the end of the game.
    Continuous Fire Laser
    Type: Laser
    Speed: Continuous
    Value: 8,000 Caps
    Ammo: Heavy Laser
    Damage: 16-26
    q.v. Rocket Launcher. Way too expensive to use. It eats ammo like crazy and
    does a pitiful 16-26 per shot. You've got maybe 400 heavy ammo at the end of
    the game, and this is no way to waste it.
    Plasma Cannon
    Type: Laser
    Speed: Moderate
    Value: 13,500
    Ammo: Heavy Laser
    Damage: 201-338
    Not the worst choice you could make, but not the best one either. It uses 5 a
    shot, which isn't too bad, but the damage is surprisingly not too much more
    than the Plasma Rifle. Probably best to avoid.
    Plasma Rifle
    Type: Laser
    Speed: Fast
    Value: 9,120 Caps
    Ammo: Heavy Laser
    Damage: 130-151
    Actually a pretty good endgame weapon and a reasonable use of all that heavy
    energy ammo you've been picking up. The Plasma Rifle does good damage per shot
    and fires pretty fast. Unfortunately, the only way I know to get this gun is
    via one of the two high level Shop-Tecs at the end of the game. If you have the
    cash to pick it up (you probably do) you won't find a more efficient way to use
    your heavy energy ammo.
    Turbo Plasma Rifle
    Type: Laser
    Speed: Very, VERY Fast
    Value: 11,500 Caps
    Ammo: Heavy Laser
    Damage: 70-84
    Found in the second level of the Vault Labs near the Adolescent Deathclaw boss.
    The damage is impressive, with the low end being 70 per shot, so it's the
    quickest way to deal big damage in the game, but it's also the most expensive
    by far.
    All grenades are a joke and the Incendiary Mortar and Rocket Launchers aren't
    much better. The damage listed is never even close to what you actually end up
    doing. Consider them money at the shop when you find them, but keep grenades
    around to help you get the secret boss of level 2. From then on you're better
    off selling them.
    Home-Made Bomb
    Type: Bomb
    Value: 100
    Damage: 160-200
    Frag Grenade
    Type: Bomb
    Value: 350
    Damage: 300-350
    Toxic Grenade
    Type: Bomb
    Value 200 Caps
    Damage: 200-260
    Incendiary Grenades
    Type: Bomb
    Value: 450 Caps
    Damage: 300-350 + Fire
    Plasma Grenade
    Type: Bomb
    Value: 600 Caps
    Damage: 350-450
    Increndiary Motar
    Type: Explosive
    Speed: Slow
    Value: 1150 Caps
    Ammo: Flamethrower Fuel
    Damage: 83-123
    Well, it does reasonable damage and it fires fast enough. That's good. Too bad
    it uses the ungodly amount of flamethrower fuel that it does. Each motar costs
    you a whopping TWENTY SHOTS. I mean, it's pretty good and you might as well use
    it, because you're not getting flamethrower stuff like, ever again... but
    still. What a waste.
    Home-Made Rocket Launcher
    Type: Rocket Launcher
    Speed: Very Slow
    Value: 5,500 Caps
    Ammo: Rockets
    Damage: 100-121
    One of only two weapons that uses Rockets, this is definitely the less useful
    of the two. If you're playing as the Vault Dweller, who gets a HUGE bonus to
    Home-Made weapon damage, fine, but otherwise... Rockets are expensive enough as
    it is. You can't be throwing them away with this thing.
    Rocket Launcher
    Type: Rocket
    Speed: Slow
    Value: 10,000 Caps
    Ammo: Rockets
    Damage: 200-226
    If you've been studiously collecting Rockets by the time you get this you'll
    have about 28 of them. 28? That's NOTHING. The rocket launcher is too slow, has
    too big a blast radius and doesn't do nearly as much damage as the shredder. To
    top it off every SHOT costs you 450 caps. No thanks.
    Red Ryder BB Gun
    Type: Rifle
    Speed: Moderate
    Value: 4,000 Caps
    Ammo: Infinite
    Damage: 1-101
    Meat Cannon
    Type: Explosive
    Speed: Slow
    Value: 24,000 Caps
    Ammo: Infinite
    Damage: 369-609
    This gun is RIDICULOUS. First off, it's the only explosive weapon that's
    actually worth its salt (mostly due to infinite ammo) and it does a
    ridiculously good amount of damage, even up until the end game. You'll kill
    basically any normal enemy in one hit until you reach the Vault on Apocalyptic.
    It's gained on the East Bridge level in Chapter 2, it does crazy damage to
    everyone WITH splash. Like the Incendiary Motor, but good!
    Type: Bat
    Speed: Slow
    Value: 10,000 Caps
    Damage: 81-123
    The end all-be all of melee weapons until practically the end of the game. The
    Slugger does all the damage you could ever need and launches guys across the
    screen to boot. A real keeper, though sort of a pain to get.
      Big or small, these guys all have one thing in common. They're useless. Don't
    break a sweat as, even in the beginning, it won't take more than a hit or two
    to waste these guys. Tend to pop out of "generators" a la Gauntlet, but the
    stream doesn't last long.
      The red ones are just as pointless as rats, the white ones are a little more
    of a pain, as they tend to be radiated and some of the bigger ones will
    actually SHOOT radiation at you. Still not a huge deal, just keep your finger
    on the stimpack button. Be aware that the white/black ones explode in a burst
    of radiation when they die. It'd be prudent to stay away from that.
      WhatEVER. Similar to the Rats/Radscorpions, only way more annoying. Beetles
    have a habit of scurrying all over the place instead of staying still and
    letting you hit them. When they're attacking en masse it's easy to swing your
    knife/club and get four of 'em at a time, but by themselves it might be best to
    take out your pistol and try to get 'em that way. The funny thing about beetles
    is that way they don't gain more hit points. Beetles are beetles whether
    they're in Chapter 1 or Chapter 3. Which is funny, because at the end of the
    game one hit tends to make them explode, more than anything.
      Raiders come with a variety of weapons. Most drop caps, some drop ammo, which
    is good. The Hand-To-Hand raiders are a joke, with the ranged ones being only
    slightly less so. The Flamethrower raiders are JUST a bit more scary, but only
    because they explode when they die (for pitiful damage). Smart players take
    them out at a range. But then again, Smart players don't play Fallout:
    Brotherhood of Steel.
    Female Raiders
      A similar get-up to Tina Turner in Beyond Thunderdome, one of the few bits of
    post-apocalyptic effluvia that this game is more entertaining than (but not by
    much). "Tinas" are found firing at you with guns akimbo or, more frequently,
    machineguns and aren't really any harder than their male counterparts.
      Compared to the Raiders, barely worth mentioning. They'll take maybe three
    hits from you and barely dole out any damage. Kill them when nobody stronger is
      Basically just a reskin of a Raider. Ghouls tend to carry Desert Eagles and
    Knives and are pretty tough customers HP-wise, compared to the weaker Raiders.
    Otherwise they're exactly the same though. The same tactics will work. You
    know, the "run straight at them and shoot/swing" tactic that this game instills.
    Poison Rats
      A poison rat is just a rat. They're not particularly tougher or anything, but
    it does look like they have bandages around them! Poor rat. Did you get a boo-
    Rad Ghouls
      A little sturidier than your average ghoul, these glowing, white
    monstrositious hurl poison at you from afar. Hm, that's weird. That kind of
    reminds me of ANTOHER enemy that hurled poison at you from far away. Another
    enemy in CHAPTER ONE.
    Explodey Ghouls
    Suicide bombers you won't see very long (but don't worry, they're recycled in
    robot form just one chapter later!). They're pretty pathetic, and the damage
    they do when they explode is even less scary. Don't worry about them, run into
    them if you want, even. It doesn't matter.
    Giant Beetles
    You'll start seeing these guys near the end of Chapter 2. They're much harder
    than the small beetles (which they're often seen in the company of), but for
    the most part, nothing to worry about.
    Mutants come in as many varieties as the Raiders and Ghouls did. The most scary
    tend to be the ones with miniguns (lots of damage) and the heavily armored ones
    with rocket launchers (take forever to kill). Otherwise they're pretty run of
    the mill. Does that really come as any sort of surprise? I don't think it
    Robots aren't particularly scary, but they are pretty common in the latter part
    of the game. They have lasers or machine guns, mostly and they do pathetic
    damage (some with the Continuous Laser can put the hurt on you, but Tesla Armor
    tends to put the kibosh on that). Robots often drop Computer Parts, which you
    should always grab. Eventually you'll be able to turn them in for mucho XP.
    Explodey Robots
    q.v. : Explodey Ghouls.
    In Closing
    Kill some mutants, dummy.
    Anime... for your FIST!!

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