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The Enemies of Fallout 2

One of the things I love about F2 is the amount of little critters and creatures that you encounter. Most of them force you to kill them and have varying degrees of strength and ferocity. Here is a list of the most common foes. Some day I may even have all of their experience points. (Note: I have yet to learn the exact formula for experience points, all numbers are to my best calculation.)

By order of toughness:

Wanamingo Egg
Egg
Found only in the wanamingo mine in Redding these eggs are the wussiest thing you'll see in Fallout 2. They don't attack, they barely defend, the eggs sit, waiting to be crushed. Mommy on the other hand...
exp= 10

Rats
Rat
Rats are usually found around abandoned buildings, tunnels and early game areas. They are pretty weak and one bullet or two punches take them out. There is also a mutated version which are slightly tougher.
exp=25

Giant Ant
Ant
Ants are in the Temple and very early game areas. They have more APs than scorpions but lack the poison touch. Science has proven them to be impossible but F2 doesn't hold to the Laws of Physics.
exp= 25

Scorpions
Scorpion
Scorpions are found mostly in the Temple of Trials and very early game areas. They are also very weak and can easily be killed with anything.

Manti
Mantis
Found mostly outside of NCR and the Vaults, the manti attack in packs as small as three or large as around nine. They are fairly harmless and can be killed with small arms fire or unarmed combat.
exp= 70

Spore Plant
Spore Plant
Spore Plants are stationary and can be found in infested gardens and forests. They spit spiky seeds as a weapon and often grow in small groups. They can also easily be fought unarmed or with pistols.
exp= 85

Radscorpions
Radscorpion
Radscorpions are large and poisonous, but not particularly dangerous. They whip their tails like their lesser counterparts. They often are found in early and mid game areas (anywhere from the Den to NCR), and are common in the wilderness. Giant Scorpions are found in the caves at the Raiders' Den.
Giant Scorpion (sm)= 110
Giant Scorpion (lg)= 220

Pig Rat
Pig Rat
Pig Rats are found in the same places as Rats, but also roam the wilderness near early game cities. They use claws as well as biting to inflict damage. A mutated version also exists that is tougher than the regular. Still not much exp.
Mutated exp= 90

Canines
Canine
Dogs and wolves are very common and travel in packs or with bandits and raiders. They will surround and attack until killed. Dogs are only dangerous to beginning characters and once metal or higher armor is gotten, should not be a problem. They also can be found in many towns although tame.
exp= 60

Robots (droids)

Found at the canyon outside Klamath, it closely resembles the scout droids from Star Wars. It will shock you with an electric prod. I've been able to destroy it with patience and only a 10mm.
exp= 200

Geckos
Gecko
Geckos come in three versions, regular, golden, and fire. Regular geckos and golden geckos are found in early to mid game areas, with the gold ones being slightly tougher to kill (strong unarmed or small arms). Fire geckos are comparable to living flame throwers and can easily kill anything less than combat armor. High powered rifles, or burst weapons are recommended. A large pack could be dangerous to your party, if you have not advanced pretty far. Fire geckos give a nice amount of exp. points while regular and golden give a moderate number.
Gold exp= 135
Fire exp= 250

Brahmin
Brahmin
Brahmin are basically two headed cows. They don't fight unless provoked. Their only danger lies in their size which can knock you down for added damage. They can be found in small towns and rare random encounters. High powered rifles recommended, burst weapons acceptable. See the Mad Cow radom encounter.
exp= 80

Mole Rat
Mole Rat
Another member of the Rat family and the biggest. Mole Rats, and mutated mole rats, travel in packs throughout the wastes. Pistols, rifles, or medium unarmed skill will take care of these pests.
Mutated exp= 300

Security Robot (Small)

Zippy little bots that poke cattle prods where they don't belong. They are much weaker than their larger brethren but easily out class the basic critters of the organic kind. Power fists, rifles, and SMGs are useful.
exp= 275

Security Robot (Medium)

When robotic little barrels start shooting rifles, its time to kick some butt. They have shiny domed brains that make one wonder just what materials went into making these things. Rifles, SMGs, and big guns take out these buggers.

Humans
Human
The level of dangerousness in humans ranges very widely. This is based on what armor they have and what weapons they're using. Humans with leather or no armor carrying small guns are hardly more dangerous than Mole Rats. However, Enclave Patrol Guards with advanced power armor and gauss guns can be more dangerous than any other critter. Info on the armors' and weapons' capabilities and stats can be found in other sections. Humans are the most populous and can be found everywhere in the game. Exp. gained is comparable to the toughness of the human.
Outcast exp= 40
Warrior exp= 60
Slaver exp= 80
Rogue exp= 85
Highwayman exp= 86?
Gang member exp= 90
Raider exp= 130
Maurader exp= 150
Yakuza exp= 260
Hubologist exp= 350
Mercenary exp= 400

Turrets
Turret
These gun turrets are only found inside of government installations (Sierra Depot, Enclave Base). They fire double miniguns out of their arms and can be harmful at close range. Long distance sniping is the best way to destroy them with little damage to oneself. Damage taken is comparable to having two miniguns fired simultaneously.
exp= 200

Centaur
Centaur
Centaurs are part of the twisted leftovers from the Masters infamous experiments. They appear to be half human half camel. They attack by biting with the camel head and are poisonous. They can be killed easily with aimed high powered shots or big burst weapons.
exp= 650

Mutants
Mutant
Mutants were humans who, at one point, were dipped in the FEV virus. The Master made many of these creatures and in F2 some are even friendly. They cannot wear armor but are naturally tougher than regular humans. They use big guns, like miniguns and rockets. Patrols of them are often deadly unless you have Power or strong combat armors. I recommend using energy weapons or powerful big guns (aimed high powered rifles are decent). Mutants also vary slightly in strength with the Nightkin versions. (Although none of them have cloaking abilities like in F1)

Aliens
Alien
Yes even extra-terrestrials are in Fallout 2. These creatures are found in end game areas with the exception of the Wanimingo Mine. They give lots of exp. points and are fairly tough. Anything smaller than a bozar will have little affect on them. Aimed gauss shots work quite nicely. If you are skilled in energy weaponry, that may also be useful. No explanation is given of their origins or plans. They attack by hitting with their four arms or biting.
exp= 500
Tough exp= 600

Security Robots (large)
Robot
These massive machines are the primary guards of the Sierra Army Depot. They are on every floor ready to repell invaders with their miniguns and rocket launchers. They use either weapon maximizing damage according to the range. Weapons of equal firepower are best with which to fight. (Unless you are quite the macho and enjoy the challege of punching 40 times).

Turrets (advanced)
Turret II
Rotating duel plasma guns attached to an advanced sensoring turret tower, these turrets are much more deadly than the Sierra Depot counterparts. Found only at the Navarro secret Enclave base, they give added defense along with the patrol guards and technicians. Long range weaponry with aimed shots to the sensors are the most efficient. Ducking behind buildings after firing is highly recommended. Shoot, hide, shoot, hide...

Floaters
Floater
Floaters are the third breed of creature left over from the Master's sadistic experiments. They are very odd and poisonous. Their method of attack is to either hit or squirt you (I don't know exactly which) with a squishy, harmful...thing. They seem to take forever to die and are fairly immune to anything smaller than an energy weapon, gauss weapon, or a very strong burst gun. Aimed shots to the 'ganglion' are the best strategy if using a very high powered weapon. Much damage will be inflicted by them unless you are wearing Power or Advanced armors.
exp= 750

Death Claws
Death Claw
Death Claws are thick skinned, and for the most part, very dangerous. They have a lot of APs and will slash until you are dead. They can be found in tunnels, and in the wilderness in end game areas (outside NCR, Military Base). Death Claws travel in packs and with so many APs and strength, often can kill you in two or three turns. Good armor, like Power or Advanced, is recommened. They take little damage from anything less than an energy or gauss gun. Even energy weapons hurt them only moderately. The best way to kill them is to increase you criticals and aim for the eyes, since that is probably what it's going to take. Criticals also help greatly with the floaters and aliens.
Sm Tough exp= 730-750


That's all the standard baddies. There are, of course, various unique characters in each group who are usually stronger than the standard. During quests against such people, it may be more difficult than described above. As you probably know all night combats are tougher and weapons that worked quite well in the day, may not so at night.