Cheat Goat's PC Codes

------------------------

Fallout Tactics: Brotherhood of Steel

Mo' Money:
Go to the recruiter in a Brotherhood base,
recruit team members, exit the recruit screen.
Now take the armor off the new character/s,
and hand them over to your squad leader. Go
back to the recruiter and remove the new
recruit/s. You can then get other new recruits
for more armor suitsr. After you leave the
recruiter, the recruits you removed will reset -- which lets you get their armor yet again. Kep
doing this this until you have as many armor suits as you can carry and still walk. Go see the
quartermaster and sell the armor. Repeat this until you have as much money as you need.

Something Silly:
Just like in the old Fallouts, if you hold the Shift key, the programmers have quotes coming
through the credits, and if you hold the Alt key, you get a kind of a comic thing with a man and
his Brahmin. I know it's something stupid, but hey, it's something... 

             ---------------
             FALLOUT TACTICS
             ---------------

- FAQ V2.5 -
by Guiler (J Novakouski - guilersk@earthlink.net)

This guide may be reproduced only with my permission, for non-profit 
purposes only. You may download, save, modify, or use this for
personal reasons only, but I would appreciate that you send any
suggestions and updates to me, guilersk@earthlink.net to help make
this the best FAQ it can be. If you would like to post a copy of this 
on your fansite, email me at guilersk@earthlink.net. In addition, 
if you do so, I will automatically send you any updates I have made.

FALLOUT TACTICS is (c) 2001 Interplay Entertainment Corp

This is by no means complete, but it ought to help you
play the game. If you know of something that I don't,
drop me a line at guilersk@earthlink.net and I'll
credit you for it. 

Note that while these people get credit for sending stuff in,
they might not want to be badgered with emails, so you're best off
sending questions and suggestions directly to me at:
guilersk@earthlink.net

Special thanx to the following contributors:
"Adam Shahid" mantispid@technologist.com)
Alastair Hutcheson (ali_qzx@yahoo.com)
André Devaux (andre.devaux@iac.unibe.ch)
Andres J. (Orkperson@aol.com)
Andrew Lusk-Hahn (ajlusk@yahoo.com)
Andy (AndiEQ@gmx.de)
"Angus Lai" (sakuragk@home.com)
"Arthur B. Byrne" (abb3w@mindspring.com)
"Ashley K. Lovins" (aklovins@earthlink.net)
Benjamin Winston (lemurking@hotmail.com)
Booga (blaze@cx.net)
Booze Miller (karnovbox@hotmail.com)
brian (brian@natescape.com)
Rafal Kubat (prozacbob@home.com)
chad athey (ice_b_chilly88@hotmail.com)
Chaltione Bonkfriks (chaltione@netcom.no)
Charles J DeVito (rhe1@gte.net)
Chew, Christopher (XSSC SGP) (Christopher.chew@xssc.sgp.xerox.com)
Chris369@aol.com
Chris Calvert (darkw0lf@vampirehunter.com)
Chris Lynch (chris_lynch@cyberus.ca)
"Chris Pendergrass" (cpndrgrs@earthlink.net)
Christoph (veitc000@mail.uni-mainz.de)
Clown (zion99@pacific.net.sg)
Colin (colin2@TOOLKITMAIL.COM)
"Daniel Caine" (Dan.Caine@btinternet.com)
Danny Hioe (rajasinga@satumail.com)
David Ng (chemgear@hotmail.com)
david.s.jannke@accenture.com
David S. (Pyro139989@aol.com)
Dhany Permana (dhany@dhany.com)
(Draconfyre@aol.com)
"Edward Adams" (eadams_01@yahoo.co.uk)
(Epsilitory@aol.com)
Ferri (babeh@pacific.net.sg)
Forrest (wee_wee@pacific.net.sg)
Gabriel (arkangyl@bellsouth.net)
Garred Whalen (gfishfunk@hotmail.com)
Garry Upton (unclegarry@cei.net)
Gilkey, Gregory (gsg@lucent.com)
Glenn M. Sanford (sanfordphd@mac.com)
Grev (grevinator1@hotmail.com)
Houston Bruck (hbruck321@hotmail.com)
iweird (iweird77@hotmail.com)
Jason Salem (res06fsh@gte.net)
Jason Wang (darkstrangefox@yahoo.com)
Jeffrey Ross (jwr208@is9.nyu.edu)
Jim "ShowLow" Sorrick (showlo@cybertrails.com)
Joiro Hatagaya (joiro@latnet.lv)
Jonas Karlsson (sweet_jonas@hotmail.com)
Josemaria Hernandez (jmh53@cornell.edu)
Justin Cramer (thinredpaste@yahoo.com)
Kam Fung
Keith Steiger (ksteiger@home.com)
Ken Boren (eeroboren@pacific.net.ph)
Kenny Wong (kenjai@netvigator.com)
Kevin Weiser 
KittyH
Kulsz (Kulsz@aol.com)
Kyriel (kane255@jps.net)
lobar (lobar@home.com)
Louie Imperial (sfvanguard@yahoo.com)
(Mach1014@aol.com)
(Magical0@aol.com)
"Marcus Robinson" (sucramuk@hotmail.com)
Matt (mrbilljoe@yahoo.com)
"Matthew wong" (mattwong48@hotmail.com)
Mike Fletcher (callidus69@hotmail.com)
mike perlewitz (yodawon@yahoo.com)
Nightfall@mindspring.com
Pak Chung (pchung@vt.edu)
Paradox (paradox@japan.com)
Patrick Bryan (trickzillion@earthlink.net)
Phil Chermak (philchermak@hotmail.com)
Philip L. McMahon (doorguy@doorbot.com)
Phred (phred@guerro.com)
Rajmohan Rajagopalan (mohan@math.cornell.edu)
Ray Macey (raymacey@hotmail.com)
Rick Schneider (ras501@hotmail.com)
Rob Healy (sparky501@earthlink.net)
Rob Knebel (robdalajara@yahoo.com)
Robert Luong (kays8yrold@hotmail.com)
ROBERT L BURGESS (CHEPOT@prodigy.net)
sean wilkins (showcase74@hotmail.com)
Sean Yeo da Syko
Shane Feather (xcaliber1999@aol.com)
Shen Borbe (internet_sniper@hotmail.com)
Shirwyn Dalgliesh (shirwyn@vcn.bc.ca)
Snyder, Adam (ASnyder@wmsgaming.com)
"Teoh Siang Swee" (drekan40@hotmail.com)
"Tom Carlsen" (TomCarlsen@citywestwater.com.au)
"Tomas \"Reveille\" Rodriguez, Jr." (reveille@shinyboxofdogs.com)
(Trickstaar@aol.com)
Uliasea (uliasea@aventa.de)
"Vanni Loriggio" (hakkenshi@hotmail.com)
Wansheng Zhu (wz140@hotmail.com)
"Wright, Stephen J" (Stephen.Wright@unisys.com)
ygdrasil (ygdrasil@bcc.com.uz)

And extra thanks to KJ (batistutaforever@hotmail.com)
for all his help on the special encounters and everything
in general!

TABLE OF CONTENTS:
-Version History
-Character Creation
-Tough Guy Suggestions (NEW! 2.4)
-Weapons Chart (NEW! 2.3)
-Perk Table (NEW! 2.3)
-Walkthrough
0.0 SPECIAL ENCOUNTERS
0.1 BROTHERS GRIMM
0.2 COPPERTOPS
0.3 BAZAAR DAY
0.4 EVERREADY BUNNIES
0.5 TITANIC
0.6 FARMER
0.7 TRADER
0.8 BRAHMIN POKER
0.9 PITCH BLACK
0.10 L33TISTS
0.11 REAVER DANCE
0.12 CANADIAN INVASION
0.13 PHIL THE NUKA COLA GUY
0.14 B-1000
0.15 KOMODO MAN
0.16 SIXTH SENSE
0.17 GAS STATION
0.18 PIPBOY
0.19 UPRISING
0.20 CPF vs. PFC
0.21 BRAHMIN ARMOR
0.22 DEATHCLAW LIBERATION
0.23 4 HORSEMEN OF THE POST-APOCALYPSE
0.24 BRAHMIN TIPPING
0.25 MIR
0.26 AMELIA
0.27 HERMIT
0.28 MERCHANT
1.0 BRAHMIN WOOD
1.1 BUNKER 1
2.0 FREEPORT
2.1 BUNKER 2
3.0 ROCK FALLS
3.1 BUNKER 3
4.0 MACOMB
4.1 BUNKER 4
5.0 PREORIA
5.1 BUNKER 5
6.0 QUINCY
6.1 BUNKER 6
7.0 MARDIN
7.1 BUNKER 7
8.0 ST. LOUIS
8.1 BUNKER 8
9.0 JEFFERSON
9.1 BUNKER 9
10.0 KANSAS CITY
10.1 BUNKER 10
11.0 OSCEOLLA
11.1 BUNKER 11
12.0 JUNCTION CITY
12.1 BUNKER 12
13.0 GREAT BEND
13.1 BUNKER 13
14.0 COLDWATER
14.1 BUNKER 14
15.0 NEWTON
15.1 BUNKER 15
16.0 CANYON CITY
16.1 BUNKER 16
17.0 BUENA VISTA
17.1 BUNKER 17
18.0 SCOTT CITY
18.1 BUNKER 18
19.0 CHEYENNE MOUNTAIN
20.0 VAULT 0
21.0 BONUS MISSION (SPRINGFIELD)

VERSION HISTORY:
1.0- created, missions 1-4 3/25/2001
1.1- added Preoria (mission 5), Macomb mine trick 3/26/2001
1.2- added Quincy (6) and several player suggestions 3/28/2001
1.3- added Mardin (7) 3/30/2001
1.4- added St. Louis 3/31/2001
1.5- added Jefferson 4/1/2001
1.6- added Osceolla and Junction City 4/4/2001
1.7- added Great Bend and Special Encounters 4/8/2001
1.8- added Coldwater and part of Newton 4/8/2001
1.8.5- added a whole bunch of mail and player suggestions 4/11/2001
1.9- added up to the middle of the last mission 4/16/2001
2.0- complete to end of game. Missing bonus mission (soon) 4/17/2001
2.1- added a WHOOOOOOLE lot of suggestions and a littl bit on the
     patch 4/23/2001
2.2- added more suggestions (bonus mission coming soon!) Also started
     marking updates so you don't have to go looking...4/30/2001
2.3- added bonus mission, weapons table, and perks table 5/12/2001
2.4- updates, added 'bandage' note 5/20/2001
2.5- updates 5/28/2001

CHARACTER CREATION:

For all you Fallout people:
Much as Icewind Dale was the combat version of Baldur's Gate, so this 
is the combat version of Fallout. Your silly skills like science, 
repair, and whatnot have little place here. You're much better off 
picking skills that allow you to be killin' stuff, so to speak.

For all you Laser Squad/XCOM/Jagged Alliance people:
This is a lot more RPG than you've ever had before. Imagine; you can
actually see the amount of experience you've got, and pick the skills 
you want to increase when you level! Because of this customization,
You shouldn't 'throw away' soldiers on suicide missions, as some of
the games listed above need you to do. It's much better to go 
cautiously and retreat crippled soldiers from the field of battle.

As this game is made for killing, I naturally have some suggestions on
how to make a killer character. We want you to excel at the death-
dealing on high levels, so I suggest working towards the 'sniper' 
and/or 'slayer' perks. On the way you should take Bonus Rate of Fire 
(or Bonus HtH if Slayer), Bonus Ranged/HtH Damage (again, depending on 
Sniper or Slayer), More Criticals, Better Criticals, and Sharpshooter 
(if Sniper). If you can't get these, take Action Boy (essential if 
you don't have max agil), Educated, Flexible, Gain (statistic), Swift 
Learner, Packrat, Strong Back, Ranger, or Explorer.

UPDATE:

As of 1.0, sniper is worthless, and Better criticals seems worthless too.
I am in the midst of re-evaluating the worth of the perks. 
----2.4----

"Kenny Wong" (kenjai@netvigator.com) writes:

Bonus moves perk is useless in CTB mode. Duh! I made a 
slayer type char with this thinking he'd close in faster when I 
started with TB mode. But in CTB, nothing seems to change.
--------

However, some of these perks have nasty attribute Requirements, which
is a good reason why you should take Gifted. I also suggest Fast Shot,
as Fast Shot and Bonus Rate of Fire means that it costs 2 points to
fire a weapon; with 10 action points, that's 5 shots a round. Keep in mind 
that targetted shots, which is what you lose for taking fast shot, can be 
mighty useful because they give you an increased chance of critical hit, so 
it's really a trade-off; you get more shots, but you don't have a chance to 
take more effective shots.

I suggest the following attributes (with Gifted on):

ST 6 (8 if a Slayer)
PE 8 (absolute minimum 8 if a sniper)
EN 6
CH 5 (more is helpful)
IN 6 (absolute minimum 6 if a sniper)
AG 10(absolute minimum 8 if a sniper or slayer)
LK 6 (for all those critical-based skills)

"Daniel Caine" (Dan.Caine@btinternet.com) adds:

Charisma seems broken, I designed a sniper character (Pe 10) and set 
my CH to 2 I still get all three recruits (more since the patch on the 
first Bunker) as I did with my previous Character who had CH 5. Those 
extra 3 points come in very useful.
----2.3----

On the other hand, since you won't get sniper until the end, you might
want to be a heavy weapons specialist; Fallout Tactics rewards the
heavy weapons person bigtime in this game with the Browning M2,
easily the best long range weapon in the game. The problem is that
it has a strength requirement of 9 and the ammo is hard to come by
and terribly expensive. So in that case, you still want fast shot
(more rounds out per combat turn) but you want more strength (9) and
a bit less of the other stats (endurance can probably suffer here).

UPDATE:

I finally beat the game, and got sniper for the 2nd half of the last
mission. It was totally not worth it; the difference between this and
Fallout 2 is unbelievable; I highly suspect that there is a bug that
prevents sniper from working. None of my guys exhibited any more
critical hits than usual, and far less than I would get with even
targetted shots. Sniper is a crock, and I'm pretty ticked off about
it. So, instead of sniper, take increased critical hits and bonus
rate of fire (bonus rate of fire just might be the best perk in
the game).

The path of melee can be very rewarding. If you get close enough to
hit the enemy without him tearing you to pieces (sneak and cover),
you can really rip it up with them, so to speak. If you're good, you
will likely knock them down and cost them lots of action points, so
many that they will stay down constantly (CTB) or not have enough
action points left to attack you with (TB). This is hard with mutants,
but it can be done.

For Tag skills, small guns is essential, and then later Energy Weapons
and Big Guns if you intend to use stuff like rockets and chainguns.
Big Guns is crucial if you intend to even flirt with the Browning.
Also useful is Lockpick, Unarmed or Melee if you plan to go the Slayer
route, Bartering, and maybe Outdoorsman. Also take Stealth if you're 
the Slayer; you need to get close to kill them, so getting close 
without being seen is the best way, especially if you have Silent 
Death.

Rafal Kubat (prozacbob@home.com) wrote in with this sly trick:

If you want a REALLY good final sniper then
Set up your character as follows, it works great for me
  
ST 5/6
PE 8/9
EN 2 (i'll explain)
CH 8 
IN 9 
AG 8
LK 6
  
The 2 Endurance will harm you at the beginning of the game, but by 
exploiting a bug in the game you can get it up to 12 without a problem.
When you find the Gas Station Random Encounter (Usually Located 1 
square north, 3 squares west of Bunker Beta), go in there THE FIRST 
TIME with everything possible.  Trade for the Elixir of Life and 
anything else you might find useful, then take the elixir, and put it 
on the shelf where the Tool Box is (also put anything else that you want 
unlimited of in there)
Then exit the encounter, come back in.
Take all that equipment back, and exit the encounter again.
Come back in, and now all those items that you put on the shelf (and 
everything that you sold to the woman, i sold her everything so she cant 
even move) is gonna be there for the rest of the game.  This is great 
cause u can put things such as those much needed shotgun shells and other 
ammo as well as a whole s***load of doctors bags/first aid kits.  I now 
never run out of medical supplies, stim packs, drugs, or elixirs thanks to 
this.
Do this a bunch of times an you'll have 12 endurance from the elixirs, and 
about 200 hps, (you can drink more elixirs just cause they give u 15 hps a 
piece), my guys are invulnerable now, and all this with no official 
"cheating".
Note: you can do this with any encounter in the game. You can even drop 
the items on the ground like this.
----2.4----

(Trickstaar@aol.com) writes:

    I found out something very interesting using a variation of the item 
duplication cheat I found on your FAQ.  If you go to a special encounter 
that allows you to bring your vehicle(s) in, like L33tists, Deathclaw 
Liberation, Merchant, etc., you can leave your vehicle at the encounter 
and then come back over and over again to get more of the vehicle you left,a
just like items.  I tried this with the Tank at CPF Vs PFC and now I have 
two tanks. I unloaded the tank before leaving it, as usually leaving a 
vehicle behind deletes the stuff inside, but I am not sure if it would do 
that in a special encounter or not.  Also I tried to go back with my two 
tanks to get a third, but I had some weird graphics error where the turrets 
for the tanks where floating away from the tanks.  It then kicked me out of 
the encounter, but it did leave a circle showing where I had left my tank. 
That means I now have three (well four, I tried again to go into the 
encounter with two tanks to get a third), but I don't know how to get the 
third and fourth while driving my two tanks.  It should probably be 
suggested to only do this cheat once or at least don't drive two tanks in 
to get a third, you could always stock pile the vehicles to the various 
bases. 

Then:

I tried out the code further and you can leave the vehicle loaded and the 
stuff inside gets duplicated as well.  Also the vehicles function well in 
combat, I ran a fight with my two tanks and it went well (other than not 
having a second good pilot or gunner). 
--------

UPDATE:
The duplication bug is DEAD in 1.25, according to several sources.

Kenny Wong (kenjai@netvigator.com) writes:

The mutate! perk will change traits. However, if you don't have a trait
to start with, then you just get a free trait. Not so useful for your main
char, but could be useful for your squadies. Imagine a whole team
of gifted squadies....

and

The mutate! perk (getting a trait for nothing) still works in 1.25.
-------------

I have done this. It rocks. I totally recommend it. Do it around L12 so
your skills won't suffer too badly.

Chris Calvert (darkw0lf@vampirehunter.com) suggests:

Here is a tip I came up with that will provide infinite experience 
points. This works best if you have at least 30% in lockpicks and a set 
of lockpicks as well. Just go to a level with a safe (Rock Falls or 
Preoria for example) and move the char equipped with the lockpicks 
next to the safe and keep hitting '2' (hotkey for lockpick skill) and 
clicking the safe. You will unlock and then lock the safe. Each 
successful locking or unlocking will provide a minimum of 15 exp 
points. The higher your skill (obviously) the more often you will be 
successful. Also you do not always get just 15 points. You can get 
more, and it is partly random and partly based on your skill. I had 
a char with 30% do this and the max he got was 24 points, but my char 
with 80% in the lockpicking skill got a max of 47 points.
-------------

Booga (blaze@cx.net) suggests:

There's this odd bug that my friends and I managed to find out. Exploiting
the bug will make the game unfun though.

Here's how it goes. First, you need a vehicle...then, before you exit the
map into the world map, make all your character crawl INTO the vehicle then
exit the map. Whenever you come across a random encounter or next mission,
your characters will start standing, but the values for crawling will still
be there (doesn't work when going back to base or some special encounter).
Keep crawling into the vehicle everytime and the values for the crawl will
stack up onto each other. Keep doing this and even without increasing your
gun skills!! However, this only works for your NPCs. I think the
programmers remembered to reset the main character but not the NPCs. Most
of my NPCs have all guns skills above 500% using this method, but remember,
melee skills WILL suck...(reaching -1000%)
-------------

blaze@storm.cx.net writes:

As of v1.25, the crawl into vehicle bug doesn't work anymore.
----2.2----

For money problems, (Mach1014@aol.com) suggests:

To help you out with your money problems, simply enlist in the services of 
an amazing gambler. In my game, Stumpy has it tagged and it was already 
high. If you use him a few times and add all his skill points to gambling, 
he should be able to swindle most of the mechanics in the game, the medical 
officer and the quartermaster at the gamma outpost. Its all about trial and 
error, save and load. if you stock up on everything anyone who gambles has, 
and do a decent amount of looting, money should no longer be any issue.
-------------

Pak Chung (pchung@vt.edu) adds:

I found some tricks about gambling that really saved me lots of money, in
bunker gamma ( i think ), the quater master will gamble with you. so you
merely can some of the most expensive stuffs from this bunker through
gambling.
first of all, you dont really need gambling skill, get as much cash as
possible, lets say you want to get the power armor, it cost it 20000 each,
so lets say this is the first time you gamble with this quater master, put
as much money as u can something around 30000, and even without gambling
skill u can still win neartly 100% of the time, but the drawback is,
everytime the quater master lose, he will change the rate, the next time you
bet with him, for a power armor lets say, he will only bet for like 25000 or
so ( the more money u put for betting the higher chance you win, if u put 1
dollars to bet with his power armor u will never win )
I managed to get 4 power armors and 1 advanced power armor before he drop
the rate to a level that i will never win ( like 12000 to bet for stuffs
worth 20000)
--------

Chaltione Bonkfriks (chaltione@netcom.no) adds:

I have noticed a little bug:

whenever you gamble with ANYONE, you can just put in whatever you want 
from them, and put in nothing from your side, and keep clicking on 
gamble. Eventually you'll win the gamble. That way i gambled away 
everything (4000+ lbs) the quartermaster in bunker gamma had with a 
character with only 14% gamble skill and 4 luck. It is still working 
with patch 1.25.
----2.3----

Try it out! you'll end up with loads of stuff that way...

Josemaria Hernandez (jmh53@cornell.edu) adds:

I tried using mentats to see if it would help some npcs get perks 
like sharpshooter. Does not seem to work unfortunately. Still using 
buffouts for your heavy guns guys so they can use Browning's in the 
missions before power armor is not a bad thing esp since they last 
the whole mission.

Leader is a great perk btw. everyone in the squad under the influence 
gets +1 agility and added 5 bonus to armor class (I think).

I would highly recommend just loitering around the wastelands. As 
far as I know there is no time pressure to finish the game and 
its a great way to load up on stuff and XP. For some reason when 
I encounter bots in the waste they are always under gunned, they 
fire one or two rounds then run out of ammo.  They then rush you 
and you can pound them into scrap and get huge XP. One time I ran 
across 2 behemoths and 5 or 6 humanoids. I was lucky enough to 
critical hit both behemoths before they got into range and knocked 
them out. At the end of it all I got 5000 xps for that one encounter. 
I have leveled up around 4 or 5 times just wandering the wastes and 
am still in  Newton but fighting with level 21 characters now. Another 
cool trick is just leaving ctb mode on during these random encounters. 
When encountering mutants and reavers you should be able to get away 
without suffering a hit at all. Pancor's armed with the purple shells 
are great against smaller bots; with bonus rate of fire i can fire 
twice and by the second burst kill 3 or 4 bots.
-------------

Louie Imperial (sfvanguard@yahoo.com) and I have been having a 
discussion about the value of the Divine Favor Perk; while it has a
high ability requirement (CHR of 8), he says it pays off handsomely,
as it increases your highest 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). I have yet to
experiment with this, but he thinks highly of it, so give it a shot.

shirwyn@vcn.bc.ca suggests:

On the Awareness Perk I've noticed that you only need to have one 
character with it and they all can use it.  The trick is to have 
any of your characters get a line of sight on the enemy then click, 
just once, on the character bar name of the of the one with Awareness 
(even if that charcter is on the other side of the map) and the info 
shows up.  Probably a glitch but enjoy it while it lasts.
----2.2----

"Robert Luong" (kays8yrold@hotmail.com) writes:

Regarding the Bullhorn call/trap (something like that)...

Weird thing w/ this accessory. Just put it on your hands and you gain 
+4 strength and your HP's shoot up to around 7 million(My main had 8str 
initially). You don't need to use it, just put it in one of the weapon 
slots. But you also become addicted to buffouts. I dunno if that had 
any effect cuz it didn't lower any of my stats nor affect my fighting 
ability. 
  
Try it out=) You can have a guy w/ a Strength of 3(min to use handgun, 
4 is min for rifles/smg) then after the 1st mission buy this thing at 
the alpha bunker. Then when you get to beta bunker you can do that 
elixer thing for your endurance. Gives you more points to put into 
other stats...if you're careful enough that is..

and later...

Basically all I needed to do was brave thru' the 1st mission. Str. of 3 gave
me the ability to use handguns. I did CTB cuz there were some benefits I
could gain from a high agility. With handguns costing 4AP per turn, you can
shoot 3 times before they even get one off.(AP bar slowly regains 1AP in b/w
shots) With kamakaze I hoped after 3 shots they'd die=) You just have to be
very careful in CTB or it's suicidal.

Anyways, after the 1st mission, go back to alpha bunker, buy the bullhorn,
equip on free slot. Automatic 12 Str., 70million HP, and your small arms
goes into 70million% too. it was crazy=) No one ever misses. Every shot is a
critical. Now, only thing you gotta be careful of is when u're addicted  you
have a random chance of dying. But I went for months with out dying, then
all of a sudden after I complete a mission I die. I just unequip the
bullhorn for a sec everynow and then just to be safe. Sucks, but only if you
didn't save. I guess that's the only drawback.

I haven't patched the game yet either. So what you said with it not working,
could be cuz you patched it already. I'll give you some screenshots I took
whenever I find out how to transfer them to this comp.
----2.3----

I was not able to get this to work, but I've had it independently confirmed
by Paradox (paradox@japan.com), so I'm pretty sure it works. Give this one 
a shot, although it's sort of an in-game cheat.

"Marcus Robinson" (sucramuk@hotmail.com) adds:

Note that if you hold shift when you click the credits button in the main 
menu, just like in Fallout 2 you'll see comments from the makers.
----2.3----

Kam Fung suggests:

The Leadership perk works really well if you have people in you party with 7
(I think...) agility, the +1 your party gains from the perk is enough to
push their action points up to 9/round. This is enough to change stance
twice (up and down) and take a targeted shot, the armour class bonus is
gravy. The thing is, the perk doesn't appear to work when you're in a
vehicle (as of 1.25). Perhaps it doesn't realize your team is in close
proximity when they are in a vehicle?

Here's something to try when you have a whole whack of one item (like AK47's
or SAW's) and they just don't bring home the bacon anymore: don't just sell
them to the quartermaster, the mechanic and the healer will both give you
great prices for items they don't have. It also appears that the
quartermasters at all the bases have the same stuff, so selling to different
bases for more money doesn't appear to work. Similarly, traders will give
you better prices than the quartermasters if they don't have a lot of an
item. I find I can usually sell about 10 of an item before the value starts
to drop a lot.
----2.3----

André Devaux (andre.devaux@iac.unibe.ch) writes:

1) I've noticed that the starting equipment of your main character depends 
partially on your tag skills. If you tag some skills, you get additional 
items to start with. I haven't tried out every skill yet, but here is 
what I found out:
  
-Gambling nets you 500 BOS scripts
-Doctor gives you a doctors bag (yay!)
-Throwing adds a few spears, some rocks and one fragmentation grenade
  
The following skills give no bonus items: Stealth, Lockpick, 
Big Guns, Energy Weapons
  
2) In answer to Daniel Caine: charisma has no effect on which NPCs 
you can hire. It soley depends on your rank (you can hire NPCs of the 
same or lower rank than you). BUT: Promotions seem to depend on your 
CH score. Higher charisma seems to let you gain ranks quicker. For 
example, my CH 2 character got promoted to senior initiate only after 
the second mission while another one with a charisma score of 7 got 
promoted after the first. I've tried this several times and solved 
the first mission always in the same way.
----2.5----

UPDATE 2.4: The 'Bandaged' Debacle

Now, I have been getting a lot of questions about the 'bandaged' state. I'd
like to write something definitive about it here so I don't get any more
questions about it. If you are bandaged, you must use the doctor bag to 
remove that state. Put the doctor bag in the hand of the character with
the highest 'Doctor' skill. Click on the bag icon (in your hand) and then
click on the poor guy who is 'bandaged'. Note; this can include the doctor
himself!

Now, prior to the 1.25 patch, you had to have been damaged; that is, 
missing at least 1 hit point. After the 1.25 patch, this is fixed, and
you may successfully use it on someone who is not damaged.


TOUGH GUY SUGGESTIONS (UPDATE 2.4):

Andy (AndiEQ@gmx.de) wrote in with some suggestions for Tough Guy mode:

Perks:
Dont pick a perk until lvl 9 because if u cancel the perk dialog u wont
loose the ability to choose later, so wait until lvl 9 and than look what perks u
want, the best perks are avaible in lvl 6 and 9 and 12, u can easy work
without perks up to lvl 9. Pick the mutate perk first and choose gifted if u want
have some extra perks avaible. If u safed all perks to lvl 9 u will be able
to choose mutate first and than get new perks avaible and still have 2 perks
left to spend.
It is also wise to pick the Fast Shot skill from mutate if your char has
already good stats.

Teams and char buliding: i tryed first play with a full sniper team (high PE
and AGI + Ranged DMG Bonus perks and or sniper perk).... worked well up to
mission 8, but than with all the rocket luncher guys and long range hard
hitting weapons i did loose in that mission over and over and over ...... dont ask
how long i tryed this mission....
finaly i figured that i had spend more points into sneak ... so i had could
sneak behind the hard guys and fire them down at 1 burst... even with 6
sneaking snipers u wont be able to kill 2 rocked guys ... so i started over and
well teh new team was a blast :-)

new team: 4x sneaker (tag skill from lvl 1 and pushed sneak fast to 121)
2 of the sneaker are special in small and 2 in big guns (think of sneaking
with 2 rocket luncher and fire them on a hard guys from back ... no chance
hehe)
2x long range heavy weapon/sniper combo .. (heavy weapon/small weapon/ maybe
engery as tag skill and high perception or at least with the perk/gifted
trick able to get sharpshooter in 9 and get so to PE 8 or 9.... start with 6 PE
... mutate .. gifted ... get 7 PE + Sharpshooter than 9 PE ... so look for
nice guys with at least 5 LK and 5 Agi/Int and 6 PE + Tag combo)

normal use your 4 sneakes against hard guys and burst them from the back so
they cant even get 1 round or rocket out on u.... pick hit the deck in lvl 12
as perk, because it lower the chance to get killed from rocket guys or
mines. Pick ranged bonus dmg or sharpshooter also for all and awerness this helps
to keep u informed. i also choosed night vision for all in my team, because u
get a big range advantage at night and sneak also work better. Because u
cant save in hard mode, u want realy fight at night so that the chance is bigger
u dont get killed if u run into traps or hidded guys and get killed in first
encounter.
I did equiped the 4x sneaker team with long range or long range burst
weapons (hunter rifle, ak47, m16, sniper rifle) in primary mode and 2x SAW/rocket
lancher and 2x CAWs for burst mode.
The 2x heavy snipers with 2 SAWs/M2/rocket lancher.

my own char: 

STR: 9 (for use M2 at 5 feet in sneak mode ... hehe)
PE: 7 (to upgrade to sharpshooter + bonus dmg)
EN: 6
CH: 2
INT: 10 (more skills)
AGI: 7 (8 Action points are enough ... fast shot rocks)
lK: 6 (sharpshooter/dmg bonus)

Fast Shot + Gifted

heavy weapons + doctor + sneak

perks:
night vision
comprensive (read all books)
bonus ranged dmg/sharpshooter
hit the deck

thats a good start at lvl 12

i choose doctor because there isnt realy 1 nice doc with sneak and usefull
stats, with 10 int u will also be able to get small guns fast up to 114 and
than u can start put more into heavy guns and doc skill... also u need a doc in
first line if sneak fail and u get under heavy fire and your friends get
blinded or crippled.
----2.4----

WEAPONS CHART (UPDATE 2.5)

Thanks greatly to André Devaux (andre.devaux@iac.unibe.ch) for providing
this chart; he did all of it, so all of the credit is his! It's missing
some of the guns later on in the game, but those will be added pretty 
soon.

(AndiEQ@gmx.de) writes in with some general observations about weapons:

some infos to weapons and how to compare the dmg/range/ammo

so how u choose the best weapon for your team ?
just by the displayed dmg of the weapon ?  NO !

some infos to weapons in BOS in general:

all weapons with a burst mode arnt so precision like the single shot mode
weapons even if they have the same range !
example: the ak47 or m16 have nice range in single shot mode, but with a
huting rifle u will still get a higher percantage for aiming than with a burst
weapon of the same range ! In burst mode a weapon do much more dmg than it is
displayed. Displayed is always the single shot mode, burst mode need to be
calced !

how to compare single shot and energy weapons:
just by range and dmg that is displayed. But think of the armor types,
normal energy dmg will get more absorb than normal dmg, so normal weapons can do
more dmg against a well armored guy !
It is also a good idea to not compare the max dmg a single shot weapon do,
just compare the minimum dmg.

how to compare burst weapons:
compare the range than the normal burst dmg displayed, now u need calc the
ammo and how many rounds per burst are driven out.
Example:
SAW can hold 30 rounds and u can shot 3 times.. ergo 10 rounds per burst of
7.62 mm and 20-30 dmg displayed
Vindicator can hold 100 rounds and u can shot 4 times .. ergo 25 rounds per
burst of 7.62mm and 16-25 dmg displayed
M60 can hold 50 rounds and u can shot 5 times .. ergo 10 rounds per burst of
7.62mm and 18-26 dmg displayed

wich weapon is better now ?
for ammo/dmg the vindicator is best, even if the saw have higer dmg
displayed, but the vindicator get out more than twice of the same ammo than the saw !
Since the M60 and SAW have same ammo/burst rate the saw wins over the M60 in
ammo/dmg

how to compare ammo:
I did not notice a difference between the ammo types in general if no
special dmg or penetration factor is displayed. The only thing i notice is the
shotgun shells do more dmg than other burst weapons compared for his burst/ammo
mode. Also shotgun shells have a nice area effect in hurt groups. So a CAWs or
a Jackhammer are very deadly weapons on short range and with the special dmg
bonus ammo they can kill 3 low armored mutants in short range at 1 burst
even if only 2.5 shells are pumped out at 1 burst !
I did not notice any difference between ammo types like 50mm, 5.56mm or
7.62mm or .303mm. So just compare the dmg displayed. 9mm ammo is the worst
because the normal ball get dmg and penetration penalty. U should choose your ammo
so that the dmg/penetration is average and/or u have some types of special
ammo avaible for your gun, so the shotgun weapons are the best for
dmg/ammo/burst in short range because u have 3 types of ammo to load and the dmg done
with just 2.5 shells in 1 burst is awesome.

best ranged heavy burst weapons in game:
Gaus Minigun: weapon from hell !!!! (could not test it yet but stats sounds
damm nice)
Vindicator: high dmg / high range / ammo sucker (cant shot in prone mode)
M2: high dmg / high range / heavy like hell
SAW: good dmg / high range / good overall power
M60: good dmg / med range / nice magazine of ammo
avenger: fair dmg / med range

best small burst weapons in game:
Jackhammer: high dmg / low range / good overall power
CAWs: high dmg / low range / good overall power
Fn Fal: good dmg / nice range / good overall power
Neostead: good dmg / low range
Ak47: good dmg / med range
M16: fair dmg / good range

happy bursting :-)
----2.5----

Fallout Tactics - Weapon Chart (v. 1.2)
==============================

Small Guns (Note: all revolvers cost 1 AP less to fire)
=======================================================================
Ammo Type: 2mm
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
Gauss Pistol        22-32      50      12        4      Single    1


Ammo Type: .303mm
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
M-14                 7-16      32      20        5      Burst     8
                     8-18      40                       Single    1


Ammo Type: 44. Mag
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
44 M29 Revolver     14-21      18       6        4      Single    1
Desert Eagle        15-23      25       8        4      Single    1
 Mark XIX


Ammo Type: .45
Name               Damage    Range    Clip    Min Str   Modes    ROF
----------------------------------------------------------------------
Colt 45             12-18      17      12        3      Triple    3
                               22                       Single    1
Casull Revolver     13-18      15       6        4      Single    1


Ammo Type: 5.56mm
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
M16A1                8-19      36      24        5      Burst     8
                    10-22      42                       Single    1


Ammo Type: 7.62mm
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
AK47                10-22      28      24        5       Burst    5
                    12-25      35                        Single   1
Hunting Rifle        8-20      40      10        5       Single   1


Ammo Type: 9mm
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
FN P90C             13-21      18      50        4      Burst     5
                    16-25      22                       Single    1
MP38                10-21      16      30        4      Burst     6
                    12-24      20                       Single    1
Sten Gun            14-21      16      32        4      Burst     3
                    16-24      18                       Single    1
MP5 H&K              8-17      20      30        4      Burst     6
                    10-20      25                       Single    1
Walther MPL         10-17      20      32        5      Burst     4
                    12-20      25                       Single    1
Scorpio              8-16      18      32        4      Burst     4
                     9-18      22                       Single    1
Uzi                  7-14      16      25        4      Burst     5
                     8-16      20                       Single    1
9mm M9FS Beretta     8-15      17      15        3      Triple    3
                               22                       Single    1
Calico M950          7-14      16      50        3      Triple    3
                               22                       Single    1
Browning HP          7-14      16      12        3      Triple    3
                               20                       Single    1
9mm HSI Mauser       6-14      28       7        3      Single    1
Zip Gun              6-12      22       1        3      Single    1


Ammo Type: 12 gauge
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
H&K CAWS            18-28      30      10        6      Single    1
                    16-25      24                       Burst     ?
Neostead Combat SG  15-25      22      12        6      Single    1
                    13-22      17                       Burst     3
Pump-action Shotgun 14-24      14       5        5      Single    1
Beretta 470 Silver- 12-22      14       2        4      Single    1
 hawk               10-19                               Double    2


Ammo Type: 30.06
Name               Damage    Range    Clip    Min Str   Modes    ROF
----------------------------------------------------------------------
M1 Garand           12-24      40       8        5      Single    1   


Ammo Type: Speargun Bolts
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
Spear Gun            3-15      25       1        4      Single    1


Ammo Type:  Needler Cartridge
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
Needler Pistol      13-27      30      10        3      Single    1
                    +Poison
=======================================================================


Big Guns
=======================================================================
Ammo Type: 5.56mm
Name               Damage    Range    Clip    Min Str   Modes    ROF
--------------------------------------------------------------------
Avenger MiniGun      7-11      35      120       7      Burst    40

Ammo Type: 7.62mm
Name               Damage    Range    Clip    Min Str   Modes    ROF
--------------------------------------------------------------------
M60                 18-26      35      50        7      Burst    10


Ammo Type: Rockets
Name               Damage    Range    Clip    Min Str   Modes    ROF
-----------------------------------------------------------------------
Rocket Launcher    60-120      40       1        6      Single(5) 1
=======================================================================


Ammo
=======================================================================
Type                   Damage mod     Penetration mod
------------------------------------------------------
Speargun Bolts              0                0
9mm Ball                  -11%             -20%
9mm JHP                   +60%             -20%
9mm AP                    -25%             +50%
7.62mm                      0                0
.45                         0                0
12 gauge                    0                0
12 gauge flechette        +60%             -20%
12 ga. Slug Shells        -11%             +31%
.44 magnum Ball           -11%             -20%
.44 magnum JHP            +60%             -20%
Small Energy Cell(SEC)      0                0
Large Energy Cell (LEC)     0                0
5.56                        0                0
Explosive Rocket          +60%             +11%
.50 Cal DU                  0              +50%
HN Needler Cartridge        0                0
=======================================================================


Melee Weapons
=======================================================================
Name               Damage    Range    Clip    Min Str   Modes    
--------------------------------------------------------------------
Dynamite Spear      10-30      2        -        4      Thrust   (4)
Ripper              15-22      1       30 (SEC)  4      Swing    (4)
Diamond Spear       15-20      2        -        4      Thrust   (4)
Cattle Prod         12-20      1       20 (SEC)  5      Swing    (4)
                     3-6                                Overload (3)
Micro-Sledge         8-20      1        -        5      Swing    (4)
                     9-21      2                        Thrust   (4)
Piston Spear         6-20      2        -        4      Thrust   (4)
Monkey Wrench        8-18      1        -        5      Swing    (3)
Combat Knife         7-18      1        -        1      Thrust   (3)
                     6-14                               Swing    (4)
Claw Hammer          4-16      1        -        5      Claw     (4)
                     3-10                               Head     (4)
Dak Targ             5-15      1        -        1      Thrust   (4)
                     4-12                               Swing    (3)
Club                 5-15      2        -        4      Swing    (3)
                     5-15                               Thrust   (4)
Crowbar              3-15      1        -        4      Swing    (3)
                     3-15                               Thrust   (4)
Machete              3-15      1        -        4      Swing    (4)
Cleaver              6-14      1        -        4      Swing    (4)
Knife                1-14      1        -        1      Thrust   (4)
                     1-11                               Swing    (4)
Axe Handle           4-12      2        -        4      Swing    (4)
Scalpel              3-12      1        -        1      Thrust   (4)
                     3-10                               Swing    (4)
Iron Pipe            2-12      1        -        5      Swing    (4)
Slugger              3-11      2        -        4      Swing    (4)
                     3-11                               Thrust   (4)
Deco-Filament        3-10      1        -        1      Swing    (3)
Festering Spear      3-10      2        -        4      Thrust   (4)
                     +Poison
Spear                3-10      2        -        4      Thrust   (4)
Barbed Spear          7-8      2        -        4      Thrust   (4)
Throwing Knife        3-6      1        -        1      Thrust   (3)
Switchblade           2-5      1        -        1      Swing    (3)
                      2-6                               Thrust   (4)
Sharpened Pole        2-5      2        -        4      Thrust   (4)
Shiv                  1-5      1        -        1      Swing    (3)
                      1-6                               Thrust   (4)
Broken Bottle         1-5      1        -        1      Swing    (3)
                      1-6                               Thrust   (4)
Plunger               1-4      2        -        1      Swing    (4)
                      1-4                               Thrust   (4)
=======================================================================



Hand-to-Hand Weapons
=======================================================================
Name               Damage    Range    Clip       Min Str   Modes
---------------------------------------------------------------------
Power Fist          12-24      1       25 (SEC)     1      Punch  (3)
Razor Claws          6-24      1        -           1      Punch  (3)
Punch Gun           10-20      1       3 (12 gauge) 1      Punch  (3)
Impact Gloves        8-16      1        -           1      Punch  (3)
Punch Dagger         5-14      1        -           1      Punch  (3)
Mace Gloves          6-10      1        -           1      Punch  (4)
Lacerators           5-10      1        -           1      Punch  (3)
Tiger Claws           4-6      1        -           1      Punch  (3)
Sappers               4-6      1        -           1      Punch  (3)
Brass Knuckles        2-5      1        -           1      Punch  (3)
=======================================================================


Throwing Weapons
=======================================================================
Name               Damage    Range    Min Str    Mode
--------------------------------------------------------------------
Diamond Spear       22-30      8         4       Throw (5)
Dynamite Spear      10-30      8         4       Throw (5)
Piston Spear         9-30      8         4       Throw (5)
Festering Spear      4-13      8         4       Throw (5), Poison
Spear                3-12      8         4       Throw (5)
Fantasy Ball         8-10     15         1       Throw (2)
Barbed Spear          8-9      8         4       Throw (5)
Powder Bag            4-7     16         1       Throw (2), Stuns
Chakram               4-6     15         1       Throw (2)
Dart                  3-6     16         1       Throw (2)
Throwing Knife        3-6     16         1       Throw (5)
Throwing Star         2-6     15         1       Throw (2)
Sharpened Pole        2-6      8         4       Throw (5)
Rock                  1-4     15         1       Throw (2)
=======================================================================


Grenades (uses throwing skill)
=======================================================================
Name               Damage    Range     Min Str   Notes
--------------------------------------------------------------------
Incendiary          41-61     15          4      Fire damage
Acid Grenade        31-61     15          4
Fragmentation       31-51     15          4
Boom Bugs           11-26     15          4
Molotov Cocktail     9-21     18          4      Fire damage
Flash Grendades      4-10     15          4      Stuns
=======================================================================


Armor
=======================================================================
Name                 AC  Normal   Fire    Gas    Expl.  Energy   Elec.
-----------------------------------------------------------------------
Advanced Power Armor 35  18/60%  15/65%   7/45% 10/50%  17/55%    0/0%
Power Armor          30  13/55%  13/60%   5/30%  9/45%   6/60%    0/0%
Tesla Armor          15   4/35%   7/45%   0/0%   4/20%  15/85%    0/0%
Environmental Armor 
MkII                 10   6/40%   5/42%  20/90%  9/45%   6/60%    0/0%
Environmental Armor  10   5/40%   4/40%  13/70%  6/40%   5/55%    0/0%
Metal Armor MkII     15   4/35%   4/20%   0/0%   4/30%   4/45%    0/0%
Metal Armor          10   4/30%   4/15%   0/0%   4/25%   3/37%    0/0%
Leather Armor MkII   20   3/25%   1/17%   0/0%   1/25%   1/30%    0/0%
Leather Armor        15   2/25%   0/15%   0/0%   0/20%   0/25%    0/0%
Ghoul Armor          10   0/20%   0/10%   0/0%   0/20%   0/25%    0/0%

Notes: - The first number of each category is the damage absorption, the
         second the damage resistance.
       - Absorption is first substracted from the damage roll of any
         attack.
       - Then the remaining damage gets reduced by the amount of damage
         resistance you have.
       - Metal Armor and Metal Armor MkII: -25% Stealth.
       - Ghoul Armor can only be worn by ghouls.
=======================================================================

PERKS TABLE (UPDATE 2.3):

André Devaux (andre.devaux@iac.unibe.ch) has come through again and
provided a perk table (something which I admittedly should have done
some time ago)! I have added occasional comments to it, but the main
body of the work is his.

Perk List
=========
Rating follows this scale: useless, bad, average, good, very good, 
must have.

Please note that this rating is solely based on my opinons. If you 
like one perk, then by all means take it regardless of my rating!

One last thing: take the "one time bonus to skills" perks only if 
there's nothing else around or you really need those skill points.
But there's nearly always something more useful to take...



Level 2:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Brown Noser         CH 5, IN 6         1?     Useless?
Die Hard            EN 6,              1      Useless
                    First Aid 40%


Level 3:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Awareness           PE 5               1      Average, only one char. needs it
                                              (GUILER SAYS: I'd say good, but it's
                                               true that only 1 person should have it)
Bonus HtH Damage    ST 6, AG 6         3      Very good for Slayers
Comprehension       IN 6               1      Average
                                              (GUILER SAYS: I usually give all my books
                                               to the main char. If you save your books
                                               until you get this, or get it early, this
                                               is OK, but you will get enough books in
                                               the game that you will never really need
                                               it)
Drunken Master      Unarmed 60%        1      Bad
                                              (GUILER SAYS: Jackie Chan, yes. FT,
                                               maybe not)
Faster Healing      EN 6               3      Useless
Flower Child        EN 5               1      Must have if you like using drugs
Gunner              AG 6,              1      ?
                    Small Guns 40%
                                              (GUILER SAYS: Not many missions with 
                                               vehicles...)
Healer              PE 7, AG 6, IN 5,  2?     Good, but only for your medic
                    First Aid 40%
Here and Now        None               1      Useless, too weak a bonus      
Lead Foot           PE 6, AG 6,        1      Not very useful
                    Piloting 60%
Night Vision        PE 6               1      Average (good for snipers)
Quick Pockets       AG 5               1      Average
Rad Child           EN 6, Ghouls only  1      ?
Scout               PE 7               1      Bad
Stat!               AG 6,              1      Useless, it's better to use stimpack during
                    First Aid 75%,            combat. And outside of combat you have as
                    Doctor 50%                much time as you want.
Stonewall           ST 6               1      Bad
Strong Back         ST 6, EN 6         3      Average to good (depends on carry cap.)
Survivalist         EN 6               1      Bad
                    Outdoorsman 40%
Swift Learner       IN 4               3      Very good, take it early
Team Player         CH 4               1      Good

"Kenny Wong" (kenjai@netvigator.com) adds:

Team player is bugged. It doesn't work at all! Should work the opposite
of Loner, where all your skills get +10% and go blue when near someone,
but nothing happens.
----2.4----

I've actually seen it work before; but I am inclined to believe it only
works near other team players.

Thief               None               1      Average
Toughness           EN 6, LK 6         3      Bad

"Kenny Wong" (kenjai@netvigator.com) adds:

Toughness is actually pretty good (IMO) 3 Toughness + advanced power
armor = 90% damage resistance. Even with 1 Toughness you still get
70%. Probably most usefull if you're playing Tough Guy.
----2.4----

Level 4:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Bracing             EN 5,              1      Good (if you have low ST)
                    Big Guns 60%
Death Sense         IN 5,              1      ?
                    Deathclaw only
Flexible            AG 6               1      Average

"Kenny Wong" (kenjai@netvigator.com) adds:

Felixble is good only in turn based, and pre-1.25 at that, when the
computer didn't go into overwatch. 
----2.4----

Hit the Deck        AG 6               1      Average to good
Leader              CH 6               1      Very good
Loner               CH ( 5,            1      Bad
                    Outdoorsman 40%
"Kenny Wong" (kenjai@netvigator.com) writes:

Loner is currently bugged. The bonus is on all the time even when you're 
standing next to someone. This actually makes it pretty good as you get
+10% to all skills at all times! Unfortunately, you need a low CH, which
conflicts with Divine Favour. Bummer.
----2.4----

Steady Arm          ST 6,              1      Must Have?
                    Mutants only


Level 6:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Adrenaline Rush     ST ( 6             1      Useless
Bone Head           ?                  1      Useless ?
Bonus Move          AG 5               2      Very good, but useless for CTB
Bonus Ranged Damage AG 6, LK 6         2      Very good for gunners
Cancerous Growth    ST ( 7,            1      ?
                    Ghouls Only
Educated            IN 6               3      Average (good if you're Gifted)
Gambler             Gambling 50%       1      Average
Ghost               Sneak 60%          1      Bad to Average (bonus only in darkness)
Harmless            Steal 50%          1      Average
                    Not for Deathclaws!
Heave Ho!           ST ( 9             1      Bad
More Criticals      LK 6               3      Very good (especially for snipers)
                    Not for Mutants!
Negotiator          Barter 70%         1      Average
Pack Rat            None               1      Average (only if you have low ST)
Pathfinder          EN 6,              2      Useless, theres no time limit in this
                    Outdoorsman 40%           game!
Quick Recovery      AG 5               1      Average
Rad Resistance      EN 6, IN 4         2      Bad, two Rad-X pills will do the trick
                    Not for Ghouls!
Ranger              PE 6               1      Average (only one char. has to take it)
Salesman            Barter 50%         1      Average
                    Not for Animals!
Silent Running      AG 6, Sneak 50%    1      Very Good for Slayers
Snakeater           EN 3               2      Useless
Stunt Man           ST 6, EN 6, AG 6   1      Average?
                    Not for Animals!
Way of the Fruit    CH 6               1      ?
                    Not for Animals!          (GUILER SAYS: gives a bonus to str if
                                               you eat a fruit. Kind of like drugs
                                               but with no drawbacks)


Level 8:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Bluff Master        CH 3               1      Bad
Brutish Hulk        ST 7, EN 5         1      ?
                    Deathclaws only
Psychotic           EN 5               1      ?
                    Mutants only
Tunnel Rat          AG 6               1      Good (especially for Snipers)


Level 9:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Better Criticals    PE 6, AG 4, LK 6   1      Doesn't seem to work?
                                              (GUILER SAYS: compared with F2, this perk
                                               is a crock; no instant death if )100. The
                                               only difference I noted was that I always
                                               did damage with knockdowns, as opposed to
                                               people without it who sometimes did knock
                                               downs w/o damage)
Crazy Bomber        In 6, Traps 60%    1      Bad, just blow up those mines
                    Not for Animals!
Demolition Expert   AG 4, Traps 75%    1      Useless, could be useful in MP games?
Dodger              AG 6               1      Bad (bonus to AC is quite weak)
Explorer            None               1      Useless
                                              (GUILER SAYS: Maybe get 1 if you don't
                                               want to wander the wasteland for all
                                               of the SE's. Certainly gravy, though)
Light Step          AG 5, LK 5         1      Useless (don't step on traps)
Mutate!             None               1      Must have: give NPCs the Gifted trait!
Pyromaniac          Big Guns 75%       1      Average, works only with Flamer
Sharpshooter        PE 7, IN 6         2?     Very Good for Snipers


Level 10:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Hide of Scars        EN 6               1      ?
                     Deathclaws only


Level 12:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Action Boy           AG 5               2      Very good (Must have if AG ( 10)

"Kenny Wong" (kenjai@netvigator.com) adds:

Action Boy is very good in TB mode, but isn't all that good in CTB mode,
especially in prolonged firefights. Example: assuming you originally had
9aps, armed with a 5ap burst weapon. In CTB, you'd fire, pause, fire, 
pause, pause, pause, pause, pause, fire, etc. With Action Boy, you'd
fire, fire, pause, pause, pause, pause, pause, fire, etc. The only difference
is in the opening rounds. Obviously though, in TB, there's a world of
difference between firing once/round and twice/round.
----2.4----

Bonsai               Outdoorsman 40%,   1      ?
                     Science 40%               (GUILER SAYS: fruit grows on your head.
                     Ghouls Only                Use with Way of Fruit)
Gain (Stat)          Stat ( race max.   1      Must Have
HtH Evade            Unarmed 75%        1      Good (only for Slayers)
Lifegiver            EN 4               2      Very Good

"Kenny Wong" (kenjai@netvigator.com)

Lifegiver is a must have if you're playing Tough Guy (obvious really)
----2.4----

Living Anatomy       Doctor 60%         1      Very Good (for the bonus damage to living)

"Kenny Wong" (kenjai@netvigator.com) adds:

Living anatomy is useless by the endgame.
----2.4----

Master Thief         Steal 50%,         1      Average
                     Lockpick 50%
Master Trader        CH 7, Barter 75%   1      Average
                     Not for Animals!
Medic!               First Aid 40% or   1      Average
                     Doctor 40%
Mr. Fixit            Repair 40% or      1      Average
                     Science 40%
                     Not for Animals!
Tag!                 None               1      Must have!
                                               (GUILER SAYS: Tag energy weapons late in
                                                life)
Talon of Fear        ST 6, Unarmed 60%  1      ?
                     Deathclaws only
Tough Hide           EN ( 8             1      ?
                     Mutants only
Weapon Handling      ST ( 10, AG 5      1      Good if you have low ST
                     Not for Animals!

Level 14             Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Divine Favor         CH ) 7             1      I have heard MANY good things about
                                               this one. Gives you a perk 1 level
                                               earlier, so every 2 levels for normals,
                                               3 for ghouls, etc.
                                               ----2.5----


Level 15:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Bonus HtH Attacks    AG 6               1      Must have for Slayers
Bonus Rate of Fire   AG 7, PE 6, IN 6   1      Must have for ranged fighters
Pickpocket           AG 8, Steal 80%    1      Very good if you like stealing


Level 16:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Bend the Rules       LK 6               1      Could be good 
                                               (GUILER SAYS: Doesn't exist in the game?)
                                               ----2.4----

Level 18:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Silent Death         AG 10, Sneak 80%   1      Very good for Slayers
                     Unarmed 80%


Level 20:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Break the Rules      LK 6               1      Possibly very good
                                               (GUILER SAYS: Doesn't exist in the game?)
                                               ----2.4----

Level 24:            Prerequisites    Ranks    Comments / Rating
-----------------------------------------------------------------------------------------
Slayer               ST 8, AG 8,        1      Must have for Slayers
                     Unarmed 80%
Sniper               PE 8, AG 8,        1      Doesn't seem to work?
                     Small Guns 80%            (GUILER SAYS: Curse them for breaking
                                                Sniper! CUUUURSE THEEEEEM!!!!!)

WALKTHROUGH:

Please note that I play Turn-based. Squad Turn-based is good for the XCOM/
Jagged Alliance crowd, and regular Turn-based is good for Fallout fans.
CTB is good for suicidal RTS gamers, who will probably have a lot of
trouble and frustration playing this game that way. There are benefits of
CTB games, but I prefer not to play that way. I do occasionally set it to
CTB when fighting off hordes of melee'ers, though. I just line everyone up
like a firing squad aimed at the charging melee guys and mow them down.
With that in mind, let's begin.

0.0 SPECIAL ENCOUNTERS:

Special encounters can happen at any time in the wasteland, and may appear
based on your luck, your Outdoorsman skills, and the Explorer and Scout
Perks. They are generally benign and/or silly. Once you have discovered
them, a small green circle (much like the normal mission circles) will
appear on the map where you found them and you will be able to return to
them whenever you like.

UPDATE 2.2

It really seems that most of the encounters appear in the same spots;
not to say that the same encounter will appear in a spot, but rather
that certain spots are activated when you start the game, and the
encounters they house are swapped around. With this in mind (and no
need to flood me with email, but...) if you want to help, write down
the locations of the encounters you've found and send them in. I want
to compare them to see if there really is a pattern or what. Please
give the locations in relation to mission locations or bunkers. (I
have a bad feeling about this...)

KJ (batistutaforever@hotmail.com) adds:

The best way to know if you found a special encounter is if your party was
travelling in a vehicle and the vehicle "disappeared" in the map. You will
get back in when you exit the encounter but the next time you go into
another encounter, your party will be out of the vehicle. Take Note!!!
In the merchant and the l33tists encounter, you will still retain your 
vehicle.
--------

"Daniel Caine" (Dan.Caine@btinternet.com) has a great tip:

You can get multiple special encounters in the same square. Once you 
have found a sector just run back and forth over the very corners of 
the square, and as you can see, I have managed to get up to four 
encounters per square. Also I have found that it is pointless spending 
perks on explorer or ranger. I am managing fine as you can see, with 
just Rebecca who starts out with the scout skill. Another thing, once 
you get two or three encounters in a square, you cant get another in 
it until you visit a different encounter giving square. Therefore on 
S.E. runs it is better to have 2 or three known squares on the go. 
They do stay the same from game to game, although the actual encounters 
differ slightly. 
  
I have also found a solution to the very anoying "Character Swap" bug 
found with the Four Horsemen S.E. It is still applicable after the 
patch even though the readme says it is fixed. Anyway to avoid having 
your lead character swapped, you have to know when it is going to occur. 
Basically when I came accross it I re-loaded. That encounter will be 
next. Either go onto an empty wilderness map by clicking on your little 
triangle, or do a random encounter. In my game the Hummer pilot is my 
main character and so has to be selected in order to drive. Position 
the vehicle a distance from the exit grid, then click on the exit grid 
to leave, however as you start to move, select a different character. 
When you then encounter the Four Horsemen, the character you selected 
will have swapped places with another member of your party, NOT your 
lead character though. Then you can just re-order them via the character 
screen. This is an important tip, as if you are doing S.E. runs you 
will come accross the Horsemen and it can seriously screw up your game.
  
Below is a list of a few S.E. squares, I have more than this, but these 
are accessible from early in the game. and in conjunction with the tips 
above allow you to rack up a fair number of them.
  
2 Sq North of Bunker Beta
1 Sq North, 3 Sq West of Bunker Beta
1 Sq West, 3 Sq South of Brahmin Wood
2 Sq South of Preoria
2 Sq South, 3 Sq West of Macomb
1 Sq East, 3 Sq South of Macomb
  
Like I said there are plenty more than this, near Jefferson and Kansas 
for example, but these are plenty to be going on with.
----2.3----

0.1 BROTHERS GRIMM:

There are 2 mutants in a small area. One of them is wounded. Heal up the
wounded one and (I think) they will join your roster back at the 
brotherhood.

Charles J DeVito (rhe1@gte.net) adds:

Yes, if you heal the wounded brother, the two of them will end up as
available recruits. They're both rank 11 (Paladin Commander), so not
available til fairly late in the game. One is a melee specialist, the other
is big guns/energy weapons and has (according to his character description)
a habit of wearing women's clothing.
----------


0.2 COPPERTOPS:

This is a large building filled with treadmills and people called 'human
batteries'. At the end of the row is a humanoid robot and there are lockers
by the side of every pair of 'human batteries'. The lockers are locked, but
if you open them, they contain 200 sm energy cells each. Destroying the
humanoid robot, who raves about taking over the world, netted me 27 XP and 
the 100 rounds of 7.62 that he had on his person, and little else. I'm
curious to know what else can be done with this encounter.

0.3 BAZAAR DAY:

I haven't actually gotten this yet, but I've heard about it from several
different people. The first one I heard from was Danny Hioe 
(rajasinga@satumail.com), and he gave a description of the Devilthorn
Coat, which can be gotten here. Jonas Karlsson (sweet_jonas@hotmail.com)
gives a more complete description, saying:

In case you haven't encountered the "Bazaar Day", which might be a special 
encounter, I'll tell you a little bit about it. On my way to some mission I 
stumbled on this Bazar Day, it consists of a bunch of civilians that sell 
stuff. One of them has a very rare item, in fact it states that it is a 
"unique item". It is an armor of some kind with the name "Devilthorn Coat". 
It costed something around 24 000 ringpulls, but I had a lot of weapon that 
I could trade with. Once in my possession, I got almost hilarious of joy, 
the armour provided with 100 AC, +10 strength, +50 resist fire, -6 damage 
from enemies, furtheron it was indestructable. When you have read this far I 
guess you see that it is some kind of joke, probably an item from Diablo 2 
or something, and it is rather unusable since it requires a strength of 75!
-------------

KJ (batistutaforever@hotmail.com) adds:

mainly just five civilians around selling extremely cheap goods, cheaper
than typical Brotherhood of Steel fashion. There is one guy who sold a
24987rp armor and i stole it. Turned out to be a Diablo 2 fakie. Nice
momento, but no dice. I have not checked out whether the supply would be
replenished or not.
-------------

Chris Lynch (chris_lynch@cyberus.ca) writes:

In the bazaar day special encounter the devilthorn coat can actually be 
worn if you get your strength over 75. It is with the use of a cheat you 
can get from www.avault.com
-------------

(Please note that I neither use nor endorse this editor; please do not 
ask me questions about it, as I don't know a thing about it.)

Wansheng Zhu (wz140@hotmail.com) adds:

I just read about the bazaar day encounter in your faq and i noticed 
that they mentioned that you can buy something called the "Devilthorn 
Coat", and than i read the stats, and i remembered that these stats 
are exactly the same as a "unique armor" which can be found in Diablo 
1. The stats are exactly the same and even the str. req. are the same, 
but the real armor is called "Demonspike Coat". It was actually a 
great piece of armor in Diablo 1, too bad you can't use it in Fallout 
Tactics. Anyways, just thought i should tell you this since some ppl 
thought it was from Diablo 2.
-------------

"Adam Shahid" (mantispid@technologist.com) adds:

The 'Bazaar Day' special encounter itself is actually poking fun at 'Bazaar
Days' (usually on Saturdays) in the online RPG 'EverQuest'.  The things the
civilians in the bazaar shout are all typical things you hear people
shouting in EverQuest.  The 'Devilthorn' armor is poking fun at Diablo 1,
though.
----2.2----

Jonas Karlsson (sweet_jonas@hotmail.com) adds:

The number of civilians who sell items are five, except the Devilthorn Coat 
they also offer some stimpacks and other various items. And besides that one
of them has what I think is a Ghoul armor, so if you have Ghouls in your 
squad, pick it up. I bought the Devilthorn Coat and brought it to a BOS 
bunker, when I returned to Bazaar Day she had another copy of it for sale, 
so it seems that some parts of their supply gets replenished. In a nearby 
room there are some gamble tables, but noone to play with. I encountered 
Bazaar Day just outside Preoria, to the north.
-------------

"sean wilkins" (showcase74@hotmail.com) adds:

ok, regarding the devil thorne coat and day of bazaar, or whatever, ok it is 
an encounter with people who are talking about EverQuest and there are a few 
items you can get and the devil thorne coat IS from diablo and as far as i 
know useless, even with a hack of 100 of all stats, so. but i believe you 
can also get another armor there you cant use, i think it is for ghoul or 
super mutant, it has no description. also the bazaar is located early on and 
usual SE of preoria, i have only gotten it there, it is like 3 south and 3 
east, or close too it. there are also some medical items for trade and some 
ammo, so basically the whole encounter is to listen to the comments of the 
people, as they make fun of EQ, talking about groups and corpse runs etc...
----2.5----

0.4 ENERGIZER BUNNIES:

KJ (batistutaforever@hotmail.com) writes:

There's some 30 neutral dots on your maps but the bunnies cannot be seen.
They just say it keeps goin' and goin' and all that. Not much use except if
you have a shotgun or something you could blash them all but just killing
one of them (10 xp) then set everyone at agreesive. The bunnies will be
blasted!!! Great fun since they don't fight back!!!
----------

"Tomas \"Reveille\" Rodriguez, Jr." (reveille@shinyboxofdogs.com) adds:

This pertains to the random encounter 0.4 (Energizer bunnies) with the
neutral, invisible targets.  If you attack (throw a grenade or whatnot)
and kill all the targets, be aware that this DESTROYS your reputation and
rank.  I went from a Rank 9 Junior Paladin who was a Shield of Hope,
down to a Rank 7 Senior Knight who was a Demon Spawn..  A bit of a
surprise, and not worth the tiny amount of XP you get from killing them.
:)  Of course, if you like being evil, this random encounter is for you.
----------

0.5 TITANIC:

KJ (batistutaforever@hotmail.com) writes:

Jack's dead!!! **Sniff** But it's ok. He left a sketch (pretty comical but
useless) and an expensive jewellery for you!
-----------

0.6 FARMER:

KJ (batistutaforever@hotmail.com) writes:

I never got the farmer to do anything but guys said that he could sell you
stuff. Pretty useless considering the "stuff" is Colt 45 and some bullets
and food. Anyway i stole from him. It seems that he won't attack you if
caught.
-------

0.7 TRADER:

KJ (batistutaforever@hotmail.com) writes:

A merchant with nice stuff and some raiders. If you don't have some 70 hp
each or a vechicle, don't attack!!! But the rewards are pretty good though,
4 pancor jackhammers, the best shotgun, and lots of money, bullets and
useful stuff. YUMYUM!
------------

Louie Imperial (sfvanguard@yahoo.com) writes:

There are two raiders and two civilians plus the
trader. The raiders both have AK47 while the the
civilians - one with 9mm M9FS beretta and the other
one has Neostead Combat SG. He sells in exchange for
rp. He's got with him 1 environmental armor, a rocket
launcher, a Flamer pistol, 12 ga EMP and 12 ga Slug
Shells for the shotgun, a P220 SigSauer, a Desert
Eagle Mark XIX 44, a needler pistol, 1 FN P90c, .44
magnum AP ammo, 5.56m ammo, Basic Shogun Shells, small
energy cells, afterburners, mentats, radaway, acid
grenade, flash grenade, inciendary grenade, 1 avenger
minigun, stimpaks, 7.62mm ammo, 1 festering spear and
shiv plus the others i have not mentioned. Again, you
can steal it from him if you have a high percentage in
steal - this will make it a whole lot easier than just
to buy it from him. 
----2.2----

lobar (lobar@home.com) adds:

I just recruited Babs when I encountered these guys.  
If you have no problems with stealing, she's perfect for 
the job.  I put her in stealthmode and picked the place clean.  
Some gaurds have small enery cells on them and cattle prods 
while others have Panzers and 12 ga. ammo.  The merchant was a 
breeze too and was loaded with tons of stuff.  I think
the more you steal the greater your chance at being caught because 
the merchant himself did eventually catch me.  So take less and be
selective.

Normally I do not steal, but for raiders I make the exception.  I used
Babs to replace Rebecca since Babs has more balanced stats, and her
skills as a whole were much better.
----2.2----

0.8 BRAHMIN POKER:

KJ (batistutaforever@hotmail.com) writes:

A couple of those cute two-headed creatures playing Poker! Cool! Cooler once
you check their tables for Ring Pulls. Some 30000 of them! Oh and one of the
gamblers say something from Fallout 2! I won’t spoil it, but if you can’t 
remember, it’s in Modoc, and a Brahim too.
------------

0.9 PITCH BLACK:

Some twenty deathclaws in a radiation and dark place. At first there is a 
guy who taunts you. Merely follow him until he attacks the deathclaws (I 
feel sorry for him) then run in the direction he WAS heading. Keep on going 
until you see an exit grid. The deathclaws are HARD! As you are without a 
vehicle, it means lots less protection. However the saving grace is that the
deathclaws are only agreesive when you near them and comes in two packs. 
Skip them until some mission 9.
------------

"Tom Carlsen" (TomCarlsen@citywestwater.com.au) adds:

There is an encounter spot Pitch Black at the location 1 grid point NW of
Quincy. This is a stage which is pitch dark except for a few glowing spots
illuminating a path through the place. There are about 18 Deathclaws on 
each side of the path. There is also a guy named Riddick here. He will 
walk past the squad and head towards the extraction point. Let him go 
all the way through as the Deathclaws will not attack him. If you can 
make it through to the extraction point alive, you will get to recruit 
him. He can see in the dark and is fairly decent.
---------

lobar (lobar@home.com) adds:

Oh man, I wish I knew about waiting until Ripley walked all the way
through.  One less recruit to worry about I guess.  Anyway, if people
are going to fight, it's best to head off to one side of the glowing
path.  This way you encounter the Deathclaws in smaller numbers.
  I tried running straight up the path, but I never made it.  The
Deathclaws out run you, and when you go up the middle, they charge in
from all sides including from a head of you.  I got circled real fast
and we all died.  Could be they modified this encounter with the patch.
  The trick that finally made the world of difference was using the
Voodoo drug with all my people.  It adds +2 AG, +3 LK, +20% to your
damage resistance, and +25% to your critical chance (which also gets
raised with the luck addition too).  End result, you move faster, fight
better, take less damage, and get more criticals that are better.  I was
able to take down a Deathclaw with one shot from a revolver.  Made this
fight much easier with the high lucks.
----2.2----

Joiro Hatagaya (joiro@latnet.lv) adds:

It is actually a reference to the movie "Pitch Black" which is about a 
space ship crew crash landing on a planet full of bloodthirsty creatures 
living deep underground in darkness and fearing light. Shortly after the 
crash landing a total eclipse starts and the crew find themselves 
depending on a murderer named Riddick who is able to see in darkness 
thanks to a special eye operation. The random encounter references a 
part of the movie, where the remaining people are moving to a certain 
location, using light to scare away the creatures.
----2.2----

0.10 L33TISTS:

2 guys, named Ph4tman and L33tleboy. The names themselves are references
to the 2 atomic bombs dropped on Hiroshima and Nagasaki in 1945, and the
spellings are reference to '1337'-speak; the corruption of spelling often
used by script kiddies and adolescent gamers. It's pretty l4me, if you ask
me, but you're probably familiar with it if you've played Quake, Counter-
strike, Tribes, or even Diablo II in some cases. Much like their real-
world counterparts, these guys are pretty worthless. One of them has some
afterburner gum.

0.11 REAVER DANCE:

A group of Reavers, dancing up on stage. Your guess is as good as mine.

Christoph (veitc000@mail.uni-mainz.de) adds:

concerning encounter 0.11: "Reaver dance" = a reference to "Riverdance",
an Irish stepdance show which has been popular in Europe for a few
years. (Don't know if elsewhere). Basically looks like someone very
drunk is orchestrating some puppets on strings.
----------

0.12 CANADIAN INVASION:

A group of tribals, reenacting the Canadian Invasion. They will attack
you, and you will most likely destroy them. Here you can get the Supper
Soaker which can use acid for ammo (you've found some of it in previous
missions). A pretty good medium-range weapon, but with a high AP cost.

0.13 PHIL THE NUKA COLA GUY:

(Magical0@aol.com) writes:

A guy in a red jacket riding on a bike complaining about delivering 
cola. I killed him and he had a Hundred plain nuka cola and one Fusion 
nuka cola.
----------

"Tom Carlsen" (TomCarlsen@citywestwater.com.au) adds:

Also, forgot to add something else I discovered. The Nuka Cola guy that
cruises around on his bike can be killed and his bike can be stolen.
The mechanic at bunker epsilon has a "jet bike key" that can be stolen, 
but not bought. If you kill the nuka cola guy after you obtain this 
key you can drive off on his bike. Lots of fun.
--------

0.14 B-1000:

(Magical0@aol.com) writes:

Part cow, part machine.  Odd little Brahmin with 999 health that gives 
up an UZI when it dies.
----------

0.15 KOMODO MAN:

(Magical0@aol.com) writes:

Basically the post-apocalyptic version of the crocodile hunter.  
Humorous to watch for a little while.
----------

0.16 SIXTH SENSE:

Charles J DeVito (rhe1@gte.net) writes:

A herd of ghost brahmin surrounding a brahmin named Cole. Cole says "I see
dead brahmin". No one has anything of any interest if you kill them.
----------

0.17 GAS STATION:

Charles J DeVito (rhe1@gte.net) writes:

An old woman in a gas station who sells things, including an "Elixir of
Vitality". It cost about 5000K rp, but raises endurance by one point
permanently.
----------

0.18 PIPBOY:

Charles J DeVito (rhe1@gte.net) writes:

A small area with a real live Pip Boy. He carries some 7.62 ammo and a
machine gun.
----------

I have heard that he will join your party if it only has 5 members in 
it. He's supposed to be pretty good, but can't change stance.

Andres J. (Orkperson@aol.com) adds:

The Pipboy random encounter, if you have less than 6 people, gives you the 
pipboy character, his statistics are as follows.... 
Level 10 
ST-7 
EN-7 (I believe.. I used the vitality drink a few times so it's either 6 or 7) 
PE-6 
CH-5 
IN-6 
AG-6 
LK-10 

His tags are: 
Small Guns 
Bigs Guns 
Energy Weapons 
Sneak 

All are below 80, but can be developed much higher in time. 

Only trait is the lovable Bloody Mess 

Perks are: 
Flexible (Bulls***!!! He can't even crouch or lay prone!!!) 
Stunt man (Pretty useless, but, hey...) 
Tag! (That's why he's got 4...) 
And 2 others, which I can't remember, but aren't of any real importance. 

He cannot lay prone or croutch, and, in spite of his very, very short 
appearance, -seems- to have all the characteristics of standing at all times. 

Any idiot with basic math skills can tell you he has 6, that's right, 6 
goddamned extra character points, so he has a total of 11 extra points 
instead of the normal 5 you and everyone else you've ever seen before had. 
Hells yes, that little guy rules. 

Gains perks at the normal (3 levels to a perk) rate, despite the fact he has 
5 when he's at level 10... 

Please note: He can run and walk, both are just a -tad- bit slower then a 
normal human's. 

My personal evaluation------ 
         The Pipboy is, if you can look past his numerous, yet pretty small 
problems, a good, all around character, possibly a keeper until the end of 
the game, or, at least until a robot manages to jump him with a lead pipe. 
His relatively high strength (7), extremely high luck (10!!),  and tag skills 
in all gun categories make him a very, very good carrier for the lighter 
heavy weapons (Bren gun, M-60, Avenger, Laser Gatling, etc.) and as a covert 
operative who manages to pack quite the punch with his heavy weapons and 
energy skills. Now, I don't know why in the hell they made his perception so 
low, but, if you want (Like I did), you can give him a Gain Perception and a 
sharpshooter, this will bring him up to a whopping 9 in perception for 
shooting purposes (as if there was any other purpose.) If you do this, give 
him the Mutate (to add fast shot) and bonus rate of fire, and he is a 
EXCELLENT SNIPER. I mean this, I really do. Allow me to explain. 

The high ST allows for the heavier, harder-hitting varient of weapons. 
The ridiculously high LK affordes him with a extremely high critical chance. 
The 9 PE means he can actually aim the damn thing 
The weapon skills allow him to blow away anything in his path in the most 
ethical way. 
And, the sneak tag allows him to get into the best possible position 
unspotted. 

The perfect sniper. F***ing A. Hand him a laser rifle, or, if you get some 
power armor, a Browning, and you'll never have another worry as long as you 
live. If not, he makes a exemplory grunt, a fine scout, and, it just 
feels so damn good to have the little dude in your group! He's as cute as a 
button. 

Bugs 
-Might just be me... Probably is... But he seems to get crippled a bit easier. 
-After you get him out of the random encounter, his name appears as 
"CORE-pipboy" instead of the usual, sensical "PipBoy". Wierd, huh? 
----2.4----


0.19 UPRISING:

Charles J DeVito (rhe1@gte.net) writes:

A BOS bunker entrance (that you can't enter) with two BOS soldiers out
front, standing over the butchered corpses of about 12 civilians. The
civilians have only junk.  The BOS scum have avenger miniguns, but killing
them will reduce both your reputation and rank within the brotherhood.
-----------

Sean Yeo da Syko adds:

i just encountered uprising and used voodoo to kill
the BoS scum without penalties and they were vindicator 
miniguns, not avengers. 
----2.4----

0.20 CPF vs. PFC:

brian (brian@natescape.com) writes:

Two groups of tribals are yelling at each other, one group is purple, and
the other red.  They stand near banners declaring thier affiliation.  You
can attack one without rousing the other.  I only killed one side (I like
red) so I don't know what everyone has, but the side I killed had nothing of
real value.  Just a Monty Python reference, I guess.  Neither attacks and
you can't talk to them.  i just went agressive to see what would happen.
-----------

0.21 BRAHMIN ARMOR:

KJ (batistutaforever@hotmail.com) writes:

Once you get in you are facing a wall. when you get out, you will see an 
enclosed compound with four turrets. the 4 are stange though, as i saw they 
have some 300 hp but was destroyed with a single hit each from my pancor. 
they can do REAL damage, so beware. there is a brahim in the compound but it
always get wasted in the second round. maybe you can save him or something. 
however, the skin it drops can turn you into a brahim! cool but you cannot 
attack. oh, and the 4 turrets contain micro fusion cells too.
-----------

Uliasea (uliasea@aventa.de) adds:

It's about the special encounter "Brahmin armour". I found that this armour
isn't by far useless - if you've a supermutant in your group. While
everybody else wearing this armour looks like a brahmin and cannot attack,
your mutant can wear it without changing his outlook, he CAN still attack
and has a good armour value (at least better than wearing nothing beside his
skin...)
--------

0.22 DEATHCLAW LIBERATION:

I found this on the way to Preoria from Bunker Delta. A humanitarian goes
into a cage of deathclaws to free them and gets killed. You then get to 
kill the deathclaws. The humanitarian is called 'Janet Badall', a reference
to Jane Goodall, who is a wildlife expert, specializing in primates.

0.23 4 HORSEMEN OF THE POST-APOCALYPSE

"Kyriel" (kane255@jps.net) writes:

they're pretty lame actualy, all they do is talk, say things like "maybe 
we should switch sides.." or.. "6.1 billion people gone, just like that 
*snap*" etc etc...they have around 14,100 some odd HP, and only punch 
you, however, i didnt have the resources to kill them, so i didnt...
--------

Mike Fletcher (callidus69@hotmail.com) adds:

it is each horseman of the apocaplpse,war,famine,pestilence,death, they 
are standing around a campfire whining. one funny crack was made by 
WAR, he says "i wish they would stop saying i never change, i can 
change. (in reference to the war, war never changes at the beginning 
of each fallout episode) each says almost dead, so i attacked them, 
1 .50 cal mg 1 vindicator MG, 2 plasma rifles, 1 sniper rifle. i ran 
outta ammo before they were dead, i killed 3 before being reduced to 
fists. this leads me to believe that each has HP up around 20k - 25k. 
tho they are unarmed and have no equipment apart from hands and feet so 
they cant hurt me i shudder to think at their health points if they were 
at full health.
---------

Garry Upton (unclegarry@cei.net) adds:

I killed War - horseman of the post-apocalypse...and got a whopping 269 
experience.  If you want to take them on, bring lots of Dr's bags and give 
everyone pistols with lots of ammo.  Don't use burst, and have them all 
target the same guy.  Put it on CTB and walk away.  Check to see if you 
need to heal any crippled limbs every now and then.
----2.5----

Rob Knebel (robdalajara@yahoo.com) writes in, saying:

This is in regards to what, precisely, the Four
Horsemen special encounter does, and why it tends to
mess with so many people's games.

It makes the character in the group with the lowest
Charisma the leader. If, for some godawful reason,
your main character has a Charisma of 1, you'll have
no problems at all with these guys. If not, the
character with the lowest charisma will be your new
leader. Easily remedied, though...just pump up your
former leader with some Mutie, then reenter the SE.
----2.5----

Hopefully Rob's tip will help out everyone who got screwed with in
this encounter. Thanks much!

0.24 BRAHMIN TIPPING:

Ferri (babeh@pacific.net.sg) writes:

A field filled with many brahmins. Clicking on any 1 of them will tip
them. Imagine a brahmin with a very very heavy head =P
---------

0.25 MIR

(Magical0@aol.com) writes:

No, really, Mir.  The space station.  Apparently in this alternate universe 
the space station crashed into middle America.  Nothing to do but it is kind 
of interesting to see what the artists did with their free time.
---------

0.26 AMELIA

Andrew Lusk-Hahn (ajlusk@yahoo.com) writes:

I found a huge crashed air plane in the wasteland.
There isn't anything you can do to it besides get the
cross air looking thing over the front end of the
plane, but you can't repair it or anything. The name
of the encounter is "Amelia".
----------

I'm guessing that this is a reference to Amelia Earhart(sp?),
a female aviator in the early part of the 20th century who
disappeared in a transatlantic flight.

0.27 HERMIT:

Louie Imperial (sfvanguard@yahoo.com) writes:

There are five wolves around there and one hermit. The
hermit sells 12 ga. flechette shells for the shotgun,
a 9mm Calico M950, a plasma grenade, a scout handbook,
a couple of dynamites and a metal armor plus some
other items not much worth taking. You can steal it
from him if you have a high percentage in steal - this
will make it a whole lot easier than just to buy it
from him. 
--------

0.28 MERCHANT:

"Vanni Loriggio" (hakkenshi@hotmail.com) writes:

Just thought you might like to know : one of the special 
encounters you described in your Walkthrough is named 
incorrectly.  I got the Merchant encounter and they didn't 
have Pancors - that's an encounter called Trader (IIRC).  
Merchant, on the other hand, sells nice stuff : an FN FAL, 
2 science books, a piloting book, good explosives and fairly 
rare ammo, not to mention a GAUSS PISTOL (no 2mm EC ammo 
though).  He also carries a Browning M2, so if you overdose 
him on Voodoo (use it on him till he dies) you get ALL his 
stock plus his Browning without losing rep.  Cheap yes, but 
when you have an FN FAL in Macomb, it makes a difference :)

Oh, and the Farmer now has nice stuff too (as of patch 1.25), 
including a Small Guns book and an Outdoorsman one (other 
OK stuff as well).
----2.2----

BRAHMIN WOOD (MISSION 1): 1.0

You're going to start with Stitch the medic and Farsight the sniper.
In combat, Stitch is pretty useless due to his low perception; he will
only do any damage when close, and then he will do a lot of damage 
because of his shotgun. Farsight is good enough at range, although
she will miss often. Your character should start with an MP5, a 
submachine gun which is middling with range, and can do lots up
close with a burst. Burst isn't all that accurate at range, however,
and burns ammo fast. You'd best get yourself a rifle ASAP if you have
good perception (which you ought to if you're a sniper) and work in
concert with Farsight to pick off people from afar or middling
distances, and have Stitch patch you up when you're hit. One of the
best tactics is to duck behind a wall, and on your turn stand up, fire
a round or two, and then duck down so you can't be seen. Keep this in
mind as I describe the areas below.

UPDATE: with the fix for overwatch in 1.25, the crouch-)stand-)fire-)
crouch doesn't work as well anymore; they will fire on you when you stand.
However, they will only get 1 round off, so it's better than 2 or 3...

You start in a ruin. Go NE and talk to the village elder. Then crouch
everyone and move to the bridge, N of you. There are a couple guards NW of
you past the rocks, and one NE of you, patrolling, with a dog. Try to engage
them one at a time; get into the rocks if you can, and remain crouched 
because you are harder to hit that way. Also, if you hide behind the rock
structure with the firepit in front of it, you can take potshots at the NW
guy without being hit (only Farsight has this capability with her rifle).

When done, DON'T FORGET TO RELOAD YOUR WEAPONS. This is done easily by 
selecting everyone and hitting the 'R' key.

"Kenny Wong" (kenjai@netvigator.com) adds:

You can reload for 0ap by dragging the weapon from one hand
to the other. More usefull in TB than CTB as you'll still need to
switch weapons, which takes about 1-2aps worth in real time.
--------

The guy to the NE has a Mauser (a 9mm pistol) and a baseball bat. You want
your main character to loot him because the ammo he has is useful for the
MP5. The NW one has a zip gun (1-shot, sucks), ammo, and a stimpak, great
for healing.

Advance NW to the bunker. There is a guy patrolling the area. Advance on him
and cut him down. Then position 2 people (including Farsight) to the SW, 
against the wall, and put them on agressive attack. Use the 3rd to bait the
guy out of the bunker, and your other 2 will ambush him. In a close-quarters
fight, you should be ok, especially with stitch's shotgun. Loot the 2 bodies
to get a 44 (a good pistol) and an uzi. .44 should go to Farsight, who needs
a close weapon, as the rifle can be innaccurate up close. Put it in her
2nd weapon slot and RELOAD.

Head into the bunker to get the chest, wherein you may find a key and rifle
ammo, as well as a stimpak (rifle ammo goes to Farsight). Then head SW to
the ruin and talk to the shaman. Now go back NE and into the door by the
bunker. Make sure you're on agressive (or not, if you intend to sneak) and
open the door. There is a guard inside, and hopefully you'll hit him once
or twice. Also note the guard outside by the garden, and the dog running
around out there.

Crouch inside and use the walls for cover once the initial guy is down and
try to hide behind the walls. Stand up, take a shot, and then duck. Don't
get too close, though, as he has a shotgun, which sucks for range but does a
prodigious amount of damage should it hit. Loot the raider inside and the
shelf next to the blue shelf. Also take the booze on the ground. Also loot
the shotgun guy for more shells for stitch.

Advance NW to the tent. Loot the shelf inside, then go N to the area with
the sleeping people. Put yourself on passive sentry mode and get as close
as you dare so as to kill them before they can do anything at all. Getting
Stitch near the dogs is a good idea as he can kill them both with one good
shot from the shotgun, if you're lucky.

Go through the gate here into the Brahmin pen. Do not injure them. This next
part is a bit tricky. You want to make sure not to hit any of the civilians
in the tent, and yet there are 2 guards in there who need to be killed. Put
stitch at the N entrance and the other 2 at the south entrance. Advance the
south team in on agressive to shoot the one guy, and move Stitch around to
shoot at the guy who runs in among the kids. Alternately, put your MP5 guy
there to try to hit him hard before he runs in among the kids. If you're
lucky, nobody will be hurt, but this part is hard. Definitely save 
beforehand.

Go out the NE door when you're sure the sentry isn't around, and into the
tent N of you. Kill the guy inside and take his speargun. Also loot the 
shelf for shotgun shells and drugs (worth money).

Sentry time. Put the MP5 guy in the tent with the kids, then set all
to agressive. You want to ambush the sentry because she has a rifle, which
has some serious accuracy bonuses, so you want to hit her fast and hard, at
short range, so she won't be able to get away and have the advantage. Put
Farsight and Stitch in the N tent, near the door, on agressive, and the MP5
guy in the tent with the hostages (alternately put Stitch there for shotgun
power) and wait for her to come around. When dead, give the rifle 
immediately to the main character and put the MP5 in the 2nd slot.

Now move NW to the next bunker, on crouch. The guy will notice you, but you
should be able to kill him quickly with 2 rifles. Unlock the door and go in.
Inexplicably, he has both shotgun shells and rifle bullets, which you can
split between the two riflemen. Also loot the crate in here.

Head out the next door, across the street, and into the little parking lot
that might once have been a basketball field. Beware the guards here and 
do not make a frontal assault on the bunker. Instead, move down behind the
tin wall, killing resistance on the way. You will kill one guy there who 
wants to ambush you, and also the sentry who moves back and forth. From 
there, move to the trees in the middle and advance cautiously. Shoot the 
guards when they activate; hopefully you are close enough to do damage. If
not, you'll have to go around the back of the bunker.

Give the 3rd rifle off of the guard here to stitch, for his 2nd slot, and 
make sure to loot the crate for grenades and first aid. Then carefully move
through the hole in the SW wall and to the sniper post (with the ladder).
Go up the ladder with your main char on aggressive, ideally with the MP5
selected, on burst. You ought to blow him to smithereens. Once up here you
might be able to see other guys and shoot them, so look around with the 
rifle on, set to aggressive. Before you leave, get the stimpak and rifle 
bullets in the crate.

Move SE through the next wall, into the next ruined area, this one with wood
floors. If you didn't snipe him, there's a guy here with a pistol who you
can deal with. Then move SE to the buliding with the burning barrel. There
are 2 guys here, waiting in ambush, along with a dog, so be careful.

Move SW into the room with the wood floors and tin walls. There is an uzi-
packing thug here that shouldn't cause too much trouble if you're careful.
Next move W into the courtyard and take out the 2 sentries there, from cover
if you can. Move around the building N (on the east side) and come around to
surprise the sentry on the west side.

Once he's gone, you can either get onto the roof to shoot people from there,
or go in the front door. The best way to finish this mission is to walk out
a single step, fire a shot or two, and then move back behind cover. They 
won't be able to take a single shot at you. It's pretty easy if you ask me.
The only risk is when you take the first step out, as there is a guy on the
right side with a machine gun. Either set your MP5 to burst and go on the
right side, or do the left side to activate TB combat and then machinegun
him on your next turn. Whatever you do, do it crouched.

UPDATE: with the fix for overwatch in 1.25, you *will* get shot at when you
go around the corner, so keep this in mind. If you have a lot of trouble,
do it crouched.

Killing Horus ought to send you up a level. Put all your points in small 
guns; I'm not kidding. It will be very hard on you if you don't.

Loot the bodies for stuff. There is also a crate and a box and a locked box.
The locked box is tricky to open without extra lockpick points, but contains
2 stimpaks (not earthshattering if you miss them).

Go all the way back and talk to the shaman, who will give you heal powder.
Then go back to the Elder and talk to him; he will give you a detonator if
no natives died. Then, step on to the green patch nearby to leave.

Head back to the bunker for healing, equipment, and new recruits.

BUNKER 1:

Hit 'M' to see the map, and head directly to the Recruits pool. Pick up 3
people (you might see more than 3 with high charisma), and then outfit them
with all the loot you have, ideally with a rifle and a neostead apiece. All 
of them suck at riflery, with low perceptions and middling 'small guns' 
skills, so they will be backup and mules for now. Note that though they are
wearing leather armor, they don't get the bonuses for it; this is a bug.
Unequip the armor, then equip it to fix this. Head to the Equipment store to
sell off your stuff and buy anything neat they might have. I suggest selling
all your drugs as they are addictive and expensive; I don't ever use them
and I find that if I do, i suffer because I get addicted. Buy yourself some
lockpicks and some rifle ammo if you need it. And, if you're a melee person,
get a mace glove or sappers. Make sure to do all buying and selling with the
person with the highest barter skill.



Kenny Wong (kenjai@netvigator.com) writes:

(Unconfirmed) Items seem to sell for more if the quartermaster doesn't
have a lot of it in stock. The 1st AK-47 I sold was way more than the 
57th one. This means it's much better if you sell all 57 of 'em in one
go rather than selling 2 or 3 at a time. Just have the whole party loaded
up, have your barterer within talking distance of the quartermaster, then
shift everything over. (Gotta confirm this myself, but I'm definately sure
my 57th AK went for a measily 67 scripts, while my 1st one went for a  
few hundred.)
-------------

Rick Schneider (ras501@hotmail.com) adds:

Heya! I just thought I'd give some more info on selling stuff to
the quartermaster. The price you get does indeed go down depending
on how many he has in stock. But selling all at once does not gain
you anything, the calculations are figured in to the total sale
based on quantity. If selling 1 gun gets you $100, selling 20 will
give you a lot less $2000.
-------------

I have seen this myself; heavy machineguns that once would sell for over 1K
have been reduced in price to less than 100. Once you start to hit the point
of diminishing returns (especially for larger guns), either come back for
them in a scavenging run (a vehicle helps) or don't bother at all (unless
you have a vehicle, in which case you can put it all in the vehicle; even
the scouter has no inventory limit).

Rob Healy (sparky501@earthlink.net) suggests:

Drugs are useful because you can use them on other people.  If you use more 
than six of a drug (Voodoo works great! -- cheap and plentifull) the person 
will overdose and be knocked out.  Any more usually kills the person.  Try 
this at the bunkers for some great guns early in the game (if you don't 
mind killing some of your comrades.)  Also -- combat is not iniatiated when 
you do this, so if you know you wil have to fight someone later you can kill 
them first using this method.
-------------

"Matthew wong" (mattwong48@hotmail.com) tried this and says:

Basically I'm writing to say I tried something in your guide but it didn't 
work. It's the suggestion by Rob Healy that killing a brotherhood of steel 
by overdosing them on drugs. The problem is after you kill said person you 
get a cinematic picture having you character thrown out of the brotherhood. 
----2.3----

Anybody know what he could have done wrong? Was this fixed in the 1.25
patch?

Once done with this, head to the briefing room to get your next mission. You
are to go to Freeport. Head out via the green exit area.

"Kevin Weiser" (kweiser@themushroom.com) writes:

I think this may be a fluke, but after I completed the first
mission of the game, right after I left I had a random encounter. 4 civilian
girls against radiscorpions.  I killed the scorps, but they got 2 of the
girls. on the bodies were NeoStead Shotguns! Yes, I had 2 (two) Neosteads
from the 2nd mission on.  It makes the game MUCH easier, let me tell you.
Deathclaws are not much of a problem, as a burst from the Neostead does 80+
damage.
-------

Phil Chermak (philchermak@hotmail.com) adds:

In response to Kevin Weiser's notice about the NeoStead shotguns, it's not a 
fluke.  In the sector directly west of Brahmin Wood, it's fairly common to 
run into encounters involving both citizens and radscorpions.  In these 
encounters, the citizens randomly carry various items, including 9mm 
berettas, stimpaks, NeoSteads, and standard shotgun ammo.  By continuously 
finding this type of encounter, you can easily stockpile NeoSteads by 
allowing the radscorpions to munch the citizens.  It's also a good (but 
tedious) way to stockpile shotgun ammo, which will otherwise be hard to come 
by if you liberally use the NeoSteads.
-------

SERIOUSLY consider walking around on the square W of Brahmin wood to get
these encounters. Neosteads are worth good money and do great damage, and
they will make the next couple missions much easier. You MAY have to do this
before entering the bunker the first time, so keep that in mind.

FREEPORT (MISSION 2): 2.0

If on aggressive, you'll likely snipe a guy and a dog off to the E as soon 
as you enter. Then advance up to the line of cars and duck behind them,
standing to fire at the combatants on the ridge. Don't fire unless you have
at least a 30% chance to hit; you will just waste ammo.

There are 3 ways in to the complex, as advised by the map. I suggest taking
the south route as you can get to your contact there. It is highly advisable
to keep the alarm from sounding if you can help it, so engage the gaurds
quickly and quietly so as not to send them running to the sirens.

Move SE towards the SE stairs. You can kill the bridge guards if you want
since they don't have guns (pretty dumb if ya ask me), but there are 
sentries that walk around with guns. The N section with the still is 
especially highly guarded, with a guy with an AK47; a great weapon, but you 
have to take it from him.

KJ (batistutaforever@hotmail.com) suggests:

shooting the alcohol still nets you a 200 xp.
--------

The south side is pretty lightly guarded, and in a tent (on the W side of 
the gorge) is a shelf with stuff and a sleeping guy, easily ambushed. Move 
to the agreed meeting point and find the guy with red armor. He is in the 
building, crouched. From there, go NE to the room with the bookshelf. Kill 
the guy with the spear and his buddy nearby. Get the scouting manual on the 
shelf and read it for outdoorsman skill.

Go NE again and kill the spear guy there by the fire. Head E into the wood-
floored room and loot the cabinet. Once there, move the squad N to NE of
the porthole building with the sleeping guards. Sneak in and then kill them
quickly. Then move SW to the room with the locked door and 'Ripley the
prisoner'. You may have to sneak, and/or shoot the guards in the main
street before they set off the alarm. This will be tricky, and if you find
it difficult, you'll likely have to go all the way around through the still
area, killing those foes, and come from both sides, the north and the south
side of the street, to get enough shots off to kill them before the siren
goes off.

You can try to pick the lock, but it'll be difficult. If you do, she'll open
the door and run off. Go into the tent nearby and rescue the elder. Ware the
guys in the bunker in the street. Shooting nearby will probably set off the
guards to attack you, and they'll start coming out of the tents. If you're
good enough, you can pick them off 1 at a time as they come at you, but 
crouch and take cover just in case. When done, loot the bodies and tents for
some good stuff. If you're lucky, you won't have awoken most of the guards,
and they will be sleeping in the tents. Just walk your guys up to the door
on passive sentry, and then activate agressive; 6 free shots at 95%.
Execution style, as it were.

Head N from here to the little compound with the guy locked inside. Getting
through the door is difficult. I have yet to actually get in there, 
and would be most interested to find out what was inside...

chad athey (ice_b_chilly88@hotmail.com) writes:

Concerning the locked house that you were interested in getting into on the 
Freeport mission, one of the guards that generally hangs around the tent the 
elder's in has the key. In fact, If I remember correctly, in addition to the 
key he has better loot than any other guard in the Freeport mission. Hope 
that helps.
-----------

Gabriel (arkangyl@bellsouth.net) writes:

In Freeport just North of the (northeast) building with the
two sleeping guards which is northwest of the guard by the fire,
there is a locker with an AK-47 (your first one to get - and not
on a person) and some ammo or other stuff.  You can return their
to confirm the contents.  I only bring this up since this weapon
can help out immensely on this mission and gives you at least two
by the end of this mission.
-----------

Next, head E toward the still. Stop in the room full of boxes to kill a guy
and loot a crate. Then continue toward the still. There will be guys 
sleeping here, and a guy with an AK right near the still, so be careful
and crouch on the approach. If you have to, hide behind the crates and move
out, shoot at him, and then move back out of sight.

Once they're all dead, go talk to the Tribal Elder and tell him to go to
the exit area, then proceed there yourself.

BUNKER 2:

Return to the bunker and talk to the new tribals there; the girl has a gun
magazine you can buy. Check out the new recruits to see if you like anyone
there.

ROCK FALLS (MISSION 3): 3.0

Head E and then NE towards the 2nd entrance, noted on the map. The first
obstacle is the camp to the east. Sneak up and engage them from a distance.
By now you ought to have 2 good snipers (you and Farsight, if you're a
sniper) and a 3rd, Rebecca, might be available at the base. The others ought
to be at least passable at the rifle, as well. If you're not too close, they
likely won't hit you.

Follow the same idea for the next group to the NE. They'll probably run out
into the field, and you can hit them from there. When they're down, you can
head NE, to the E of the garbage wall. Watch for the sniper post across the
street to the NE. There's a guy with an AK up there and he has buddies in 
the building below him. Take him out and then approach the building slowly 
to get his friends (2). You should get 2 AK's from this; if you're into 
automatics, they'll be your friends for a while. I prefer the hunting rifle 
with a secondary automatic weapon myself, or a shotgun.

Go N to the car wall, and then around it to get the crate in the SW corner,
made by the L of cars. Be aware that there is a raider there with an auto-
matic weapon, which you might not have seen if she was crouching.

Head N to the gap in the wall crouched. Set to aggressive, and then stand.
You might to see some guards and shoot them. Once done, head around the 
perimeter wall around back, and beware of the mines there. The slower you
go, the more mines you'll discover with your eyes, rather than your feet.
You probably don't have anyone who can disarm them, so just leave them be.

shirwyn@vcn.bc.ca adds:

Going down on your belly makes it easier to spot land mines.
----2.2----

Now you can head NW towards the gate control if you like. Pick the door if
you can to get at the gate control. From there, you can get into the area
with the boss raider. Once through with him, we can proceed to clean up the
rest of them.

You can either go in the ground floor or the top floor. The ground floor is
locked, and might pose a problem, so you may have to go upstairs; ware the
sniper there. Downstairs, 'Jesse' might be able to shoot at you through
obscure mapping errors. Specifically, there is a spot to the right of the 
door that allows you to shoot at the second floor. If you feel lucky, put
your best shot there and take care of the 2 guys upstairs.

Eventually you should get into the door, and make sure everyone is lined up
outside to see in and set to aggressive. If you can't you'll have to to
upstairs and then down the indoor stairs, a dicey proposition at best.
Of course, if you go in the ground floor and then upstairs, you'll have 2
or 3 enemies to contend with, which is also a pain. It might be best to go 
up the outside stairs and take care of them through the door. Of course,
then you have to contend with the enemies on the balcony. You can also hit
guys on the walls from the balcony, a good idea in my opinion, allowing you
to get up on the walls and fire at them.

Inside the small room is a safe which eluded me for some time. I tried
clicking on it and it said 'out of reach', but it can be accessed. You must
move the character to the left of the safe; in fact, put them right on the
left side of the safe. Then use picklocks to try to open it. I picked it on
my first try, but this might be an anomaly. Rebecca is good for that, with
high picklocks and possibly a kit you should have bought at the base.
Inside are ring pulls, RadAway, and a Traps book. As with most books, either
give it to the expert or your main character. As you likely don't have a
trap character yet, it should go to the main character or be saved.

Next you ought to get up on the wall to fire at your the nearby field. Make
a complete circuit of the 'C' and then go down off the wall and back out
to the mine-laced area. Go into the field next to the brahmin building and
shoot at the guy in the building to the W ('Bo the Raider'). Make sure to
loot him because he has several grenades on him. There is also a locked 
chest with a science book in it.

Head out into the parking lot area to the SW. Go to the yellow-lit building
to the S and assault the guy there. Open his chest and take the fruit (?)
and equipment. Also loot the bookcase for healing supplies. Then go around
the corner to deal with 'Daisy the Raider'. It's a real pain in the neck
because she has so many guys to help her that you can't go around the corner
without getting shot to hell.

Your best shot is to move in a crawl or prone, and move slowly so as to only
activate the two guards nearest to you, and hope you don't get hit too bad;
it helps to be against the wall farthest from them (the S wall). When done,
loot the bodies BUT DON'T FREE THE GUY YET; he'll head for the gate and get
shot to heck by the guards there. Free him later. From Daisy you get the 
gate key, so if you couldn't pick the door up north near the beginning of 
this mission, you can use this key to open it.

lobar (lobar@home.com) adds:

In the one mission with Daisy the raider, I've found that if you put
everyone into a crawl position and stealth mode, you can move right up
the first barrier within the room without being detected.  Nightime
seems to work best.  I group my people together, put them in offensive
mode, and raise them to a kneel at once.  Good results this way.
Special Note, before the patch you could switch stances to aviod damage
but now you can't.  So the lay/kneel/shoot/lay tatic does not work.  The
enemies go into overwatch and shoot as you kneel back up again.  Best to
stay kneeling and keep shooting.
----2.2----

Cross the road to the NW and head to the building there, flanked by skull
torches. It is literally full of guards, so be careful. In here is Luke,
the last of the raider bosses. Kill him and you get a pile of XP, enough
to go up a level, usually. There's also a shelf and a bookshelf here.

From here head east to the next yellow-lit building. Loot the table and head
north to the room with the cell door. Don't miss the chest out front. Use
the key from the raider in the last building to unlock the door, and talk to
the guy there. Now you should head out the front gate to make sure the coast
is clear. The best way to do this is actually to go up on the wall again and
clear everyone away.

Once you've done this, head out the gate and shoot the guys in the green 
escape area; there are several, unfortunately. Don't miss the chest by the
gate; it's on the right side. When the gate is clear, go get the scientist 
and Nanuk. Before you leave, make sure the clear out the NW section (a small
parking lot-type area) for XP and loot.

BUNKER 3:

After talking with the general, he will tell you that you need to move to a
new bunker in the south. Do so. There will likely be several encounters on
the way, so save it often in case you find something you can't handle.

When you arrive, you will be given 2 missions: go to Macomb to help a guy
with supplies, and go to Preoria to get some batteries. For the sake of
order, I will describe the Macomb mission first.

lobar (lobar@home.com) writes:

With the Beta Bunker, there is a merchant tucked away in behind the
Quater Master.  I found him by accident, I took a stroll to see if
anything was there.  You could mention this guy, since people just may
miss him.  He has lots of useful stuff plus he will gamble as well.
----2.2----

MACOMB (MISSION 4): 4.0

Shirwyn Dalgliesh (shirwyn@vcn.bc.ca) writes:

Also I think we both missed a golden opportunity at Macomb.  I haven't had
the chance to go back and check it but I think that this is where you're supposed
to pick up your dog trainer.  I was suspicious at the end mission brief when
the General got so hot and bothered about sending all the civilians off to labour
camps.  Any time the General was happy about being a fascist it's safe to bet
you've missed something.  Then when I got to Great Bend the guy in the locked
house was seriously pissed off about a sister of his that had got hooked up
with a raider and died in a Brotherhood labour camp. I seem to remember one
of the civilians after the second set of dogs at Macomb calling out "Stop, please
stop." as he ran into my guns but I just wrote him off as being a trick like
the raider that attacks you even if you give him food.  Now I'm wondering if
there's some way to recruit him.  Like I said I haven't tried it yet but next
time I think I'll head west on that side street before that second set of dogs
and see if there's anybody willing to talk.  It might have been that woman in
the park just north and west of that last gate.
----2.2----

UPDATE 2.2

Since I've had many people write stuff in, I want to compile a list of all
the good stuff you can do with vehicles, since this is the first one you
get. FIRST: vehicles have unlimited inventory. Put somebody in there and
hit 'i' and it will bring up a second inventory next to yours. This is
the vehicle's, and you can fill it with whatever you want and it won't go
away, ever (bugs aside). SECOND: many people can't figure out how to get
in or out of the vehicle. Ctrl-left click on it to get in, and Ctrl-left
click on the ground next to it to get out of it. THIRD: running over a 
foe will lock it permanently in the prone position as long as you remain 
on top of it. It will be unable to make attacks and you can shoot it at 
point blank range with the prone bonus.

It might be easiest to leave the Hummer here for now. Head SW down the road
a little and then into the large warehouse full of cardboard boxes. Retrieve
the toolkit, which will be necessary to fix the hummer if it gets messed up.

Move down the street some more and fight off the rooftop guards. Then go 
into the building at the end of the street, to the NW, with gray hexagonal
windows (the one next to the gate). Inside is the control for the gate and 2
guards. Try to pick them off separately, not that they're that difficult.
Once done, open the gate with the control and don't forget the chest in the
back room.

Now head W towards the car junkyard. You will see a bunch of dogs eating a
civilian. Advance towards them, and kill them and the snipers on the roofs.
The civilian corpse has a whole pile of medical supplies and (expensive)
drugs, so make sure to get it.

When done, head S to the building with the chest on its roof, and watch for
the raider up there, as well as the one on the adjacent roof. Go up here
and head SE down the line of bridged roofs, so as to take out all resistance
down the street from the elevated position. Don't forget to get that chest,
though, as it has an important key.

lobar (lobar@home.com) adds:

In regards to the roof tops across the street (where the chest with
key is) I have noted that after the patch, it is suicide to climb up on
the chest end.  The raiders are in overwatch /aggresive sentry mode and
always burst you as you get to the top.  They have always managed to
either kill my climber or knock them off the ladder.  Even in stealth
mode, they get spotted.  When I climb up the end where you talk to the
raider and he tells you about the key, then it's much easier to get the
drop on the raiders up there.  I've played this mission before and after
the patch, and the after patch version is much more dangerous.  I think
they did this so that people would find a use for this raider who tells
you about the key.
----2.2----

UPDATE 2.3:

I managed to climb up this ladder, but only at night could I get away with
it.

Next, head into the Bowlarama. Kill the 3 guys by slowly advancing on the
entrance and moving out of cover, and then go in and take the dynamite out
of the ice chest (a big white freezer against the NE wall).

lobar (lobar@home.com) adds:

The bowlerama building and going after the guys on its roof.  One
tactic that works well is to distract them.  From across the street
where you find the chest with the key, I take one person and start
shooting at the guys on the roof.  They all come running to attack that
person.  They have AK-47's which are out of range from the far side of
the street so your decoy is relatively safe.  A hunting rifle will have
range in your hands.  This leaves things fairly clear for the rest of
your squad to climb up there and attack them from behind.

SECRET DOOR!

The secret door is in the section just after the second gate.  I've
also noted that the grenade chucker is far more dangerous and annoying
now.  It almost seems they have beefed him up.  Anyway, if you follow
the row of buildings towards the library you'll see a park across from
the library.  Look to the ruined buildings to the edge of the map and
you'll see at the end, part of a car sticking out of a collapsed
garage.  Well, you can walk people through this garage into the park and
then to the exit grid.  Kneeling and stealthed, I've managed to get
people up onto the balcony where the raider with the rocket launcher is
and kill him before he gets any shots off.  Then I just snipe everyone
else I can see.  From here you can walk up behind everything right up to
the mine field.
Of special note, you'll only be able to get 2 or 3 people through before
the garage closes and they can't go back.  So I take my best snipers.
I've done this before and after the patch.  Not sure if it's a bug, but
the way the park and buildings are layed out, I think it's legit.  I've
been able to clear the whole area with 2 people.  Hunting rifles are
good since you out distance most of what you face, and there are lots of
high spots to shoot from.
----2.2----

Head out the S door and