FALLOUT
IN GAME SPEED RUN WALKTHROUGH
Version 1.2 (11/05/2018)
Author: kidchamelion
VERSION LOG
1.0 First version with initial speed run method
1.1 Hardcore method added
1.2 Final version with the douchebag method
INTRO AND CREDITS
--------------------------------
This guide is direct based on whitechocobo666 Speed Walk-through
(
https://gamefaqs.gamespot.com/pc/197289-fallout/faqs/14763).
Its the same method, but made in less game days cutting time on the world map
travels.
Also, we use some tricks learned on fallout-speedrun
(
http://fallout-speedrun.wikia.com/wiki/Fallout_1_any%25_Speedrun_Guide) on
wikia (any %).
This guide also works as a starter if you want to do a full run. After the
military base
(on any of the three methods), just follow the great "best ending/88 day
walkthrough"
made by Former_Human.
I also want to give credit to Haeravon for the incredible Character Creation
Guide, NRokk
for Quest FAQ and KPantz for the first FAQ/Walkthrough on gamefaqs as general
reference.
INDEX (Use ctrl+F to find the reference code of the desired section)
--------------------------------
GETTING STARTED..............[GS0001]
CHARACTER....................[GS0002]
PLANING AHEAD................[CH0001]
ATTRIBUTES...................[CH0002]
TRAITS.......................[CH0003]
SKILLS.......................[CH0004]
EXAMPLE......................[CH0005]
NOTES........................[GS0003]
THE COMBAT TRICK.............[GS0004]
EXPERIENCE TABLE.............[GS0005]
WALKTHROUGH..................[WK0001]
VAULT 13.....................[WK0002]
TO MILITARY BASE.............[WK0003]
MILITARY BASE................[WK0004]
TRAVEL TO CATHEDRAL..........[WK0005]
CATHEDRAL....................[WK0006]
HARDCORE METHOD..............[HC0001]
CHARACTER....................[HC0002]
HARDCORE WALK................[HC0003]
VAULT 13.....................[HC0004]
WORLD MAP....................[HC0005]
MILITARY BASE................[HC0006]
WORLD MAP....................[HC0007]
CATHEDRAL....................[HC0008]
ENDING.......................[HC0009]
DOUCHEBAG METHOD.............[DB0001]
CHARACTER....................[DB0002]
WALK.........................[DB0003]
CONCLUSION...................[END001]
GETTING STARTED.....[GS0001]
--------------------------------
Since we will skipping almost all the story and use some specific tricks, this
isn´t
recommended for beginners. I will assume you already finished the game at least
once,
and know the base concepts and mechanics of the game. This is a spoiler area
to, so
be warned.
The plan is simple. Go to military base at start, then straight to the
cathedral. The
trick this guide add is to grind to reach the Pathfinder perk (-25% world map
travel),
and maxing Outdoorsman skill, so you reach the south end of the map in less
time.
Note that we always have 2 times to consider on a run. The time you actually
spend to
finish the game (when you exit the cathedral), and the official time. Since the
game
automatic send you back to Vault 13 after the Cathedral, we add the
correspondent
travel time (just check it hitting "p" key for the pipbox after talking with the
overseer)
I made it on 16 days on my first run (21/12/2161 21:05).
Or 30/12/2162 13:53 on official end (Before new year).
The hardcore method i found later put me on only 12 days
(17/12/2161 21:50). 23/12/2161 17:38 official
(before Christmas eve)
Now, the douchebag method cut it to only 13/12/2161 09:24!
Official on 18/12/2161 19:26. End game and back in only 13 days.
Remember this is a "in game time" speed run. Some methods used here isn´t quick
at all.
Be prepared to some hours or "load and save" fun ahead.
CHARACTER.....[GS0002]
-------------------------------
-Planning Ahead.....[CH0001]
On the entire run there is just a little amount of skills checks to pass. If
you like,
you can finish the game without any combat at all.
First, Outdoorsman skill is essential. The skill reduce time travel on world
map, so
we need it at max.
Now, lockpick and steal: We need one. Both of then are useful and can be used
almost
in the same situations. In one hand, you really have to use lockpick at least
once,
and there is a minimum level to pass the check. But you can make it without
tagging
the skill, since 100% is enough, and easy reached.
Steal also don´t need great values, since you can simple quick load in most
cases.
You can use it to skip other skill checks to. I recommend taking the one you
like
the most. If still in doubt, take lockpick.
Speech, Science and Traps: You will use then at some moment, but not are really
important. Ok, Science is important, but you can skip the 2 of the 3 checks
entirely
with a steal and a lockpick. Even so, you dont need great values on it. The
other
check are just for xp, and you can get around it making some points stealing,
for
example.
Trap is only here for reference, you use it once, but i never fail on it even
without
any point on it (around 45% natural level)
Speech is another history. You do a skill check to pass the mutants every new
floor
or load. You can pass on 40~45%, but getting some points here help to decrease
amount
of loads on the run. Particularly if you have a low steal skill.
Small guns, melee combat or unarmed combat: You can skip combat, but killing the
initial pack of rats is a quick and good way to do some XP. Even without points
in any of those, you can kill then with the 10mm gun. But if you want a even
easier
combat, tagging one of then will help. I suggest Small guns, but melee could
work as
well.
-Atributes.....[CH0002]
STRENGTH (ST): 1, 3 or 6.
You don´t need ST at all. The only use is to help killing the rats, since we
almost
don´t use any item, weapon or armor. Remember that the 10mm gun need 3 ST to
use.
That means a -20% hit with ST 1. STILL, you can pass the fight, its just take
longer
(on real life time). Put 3 to a easier shooting.
If you plan to go melee, take the points from perception and pump to a 6.
PERCEPTION (PE): 4~6
Almost the same as above. Perception help to shot the rats. The only difference
is
that PE raises outdoorsman skill on +1% for each 2 points. Isn´t much,
i know, but i prefer to put the spare points here, something between 4 and 6.
ENDURANCE (EN): 6
We need a 6 here to be able to get the Pathfinder perk. You can have some more,
cause
if you blow a test and get a hit, its faster to quick load if you survive the
blow,
than seeing the game over screen and doing a start menu load. Even if the
mutants
usually one hit kill you despite your EN, the extra hit points will help the
annoyance of crossing the red barriers.
CHARISMA (CH): 1
We simple don´t use it. It helps Speech checks, so you can drop some points
here if
you really don´t like to have a ugly character.
INTELLIGENCE (IN): 8~10
We will need for some In for the dialogue options. Keep a 10 so you get the max
Skill
points per level. I strongly recommend a 10 since its impact your
character more than the other options we have. Its natural raise outdoorsman
skill too.
AGILITY (AG): 8~10
More or less like Inteligence, go for a 10. The action points helps with the
combat
trick, and its useful against the rats. So why not?
LUCK (LK): 1~6
On my first run, i use a 2 on luck cause i though finding random battles on map
should
help to achieve the xp to level 6. In fact, i just get to more loads.
I suggest you drop the spare points here to made a safer trip on world map. Its
really
don´t make a great difference at the end, but should help you more than CH or
extra
ST and PE.
In short, go for IN and AG, get EN 6, then drop ST and chose between CH or LK,
lowering
one and raising other.
-Traits.....[CH0003]
Lets cut to the ones you can really use here:
-Small Frame: We running naked, so the carry weight isnt a issue. You can use
the extra
SPECIAL point, on other hand. Just take it.
-One Hander, Finesse and Fast Shot: The combat isnt a issue, but you can use
one of those
to take some advantage against the rats on Vault 13 cave. I prefer One-Hander
and
Fast-Shot. You can consider Kamikaze to.
-Bloody Mess: Since is a kind of "for fun" trait, you can take if you fell for
it.
-Good Nature: The bonus on Speech can be useful, but keep in mind you trade it
for a loss
on small guns. You probably use speech more, but the accuracy drop
against the rats can be a bother if you final small guns get under 40.
A note on Gifted and Skilled: Dont take any of those. You can´t have Skilled
cause if you
do, we lose the perk on level 6. Gifted is always a good choice, but on low
level runs,
you really make more use of the skills than the SPECIAL status. Keep Gifted at
home
this time.
-Skills.....[CH0004]
As said before, you only need Outdoorsman tagged. Its the base of the run,
since its
reduce the travel time on world map.
You need to pass some locked doors, and there is a minimum skill to do those
checks.
Also, tagging lockpick give you the tool set at start.
There is 6 locked doors on the run:
-Entrance of military base
-2 doors inside the cathedral (those need around 70% minimum to pass)
-3 doors at the last level in cathedral (the second one need 80 or 90% to pass.
But
you have plenty of skill points at this time). The first 3 can be done with
Steal
instead. The other 3 you can be skipped by only one check (around 70% minimum)
if
you pass on the brotherhood, but that will need a good speech skill to).
You can use it to get some extra stimpaks on military base floor 2.
A easy lockpick can save you a Science check at the very end.
As you can note, you don´t need this skill, since a fail don´t force you to load
in most cases, but lockpick still is more useful than the other choices, and its
the only one with a minimum level. So i recommend lockpick as well.
The 3th choice its up to you.
-Speech: If a mutant see you in the military base, they open a dialogue box. If
you
lie to him, you do a speech check. Failing start combat, and almost all the
time kill
you in the spot.
If you pass the check, other mutants dont ask you anymore. At least until you
load or
change floor. In this case, you have to do another check. Its true that you can
simple
pass most of then with the combat trick. But some times you have to steal or
lockpick,
and you cant do it at combat. Also remember that If you fail steal, you have to
load
near the mutant, so its another check. That said, with CH 1 and speech 65%
(simple
tagged) you can pass the check more or less 70% of the time. With 45% i still
pass 1
on 3 tries. So you can do it without any point here. Its just about the amount
of loads
you have to make until pass. In one of my runs i done it with CH 1 and 27%
speech.
Trades: There is a locked door on cathedral entrance you can pass with Steal of
with a
Speech check, just a little harder as those with the mutants. Also, the only
way to
skip the last 3 locked doors on the cathedral is getting the holotape on the
Brotherhood
of steel and giving it to the Master to force him to self destruct the base.
This require
some speech checks at good level.
-Steal: You always can use steal to grab some extra items. Some stimpaks on the
base are
useful, and every load after a fail mean a new speech check to. Steal can be
used to gain
extra xp, so if you dont want to kill the rats, tagging steal its a good
option. You will
need at least one steal check on this run, but even with 50% isnt to hard to
get it.
Trades: The first locked door on the military base, and the first 2 on the
Cathedral can
be unlocked stealing the keys. You can skip the easy first science check
stealing a keycard.
-Science: You need a check at start for extra xp, but you can do it several
times without
any danger (but each try take 5 min of game time). There is 2 more important
checks on the
run, but one can be changed to Steal, and the other to lockpick. All of those
can be done
even around 45% (but note that the last one can be boring to fail, since its
starts a combat)
-Trap: There is a one time only trap check. But i never fail it, even with 27%
trap.
Trade: You can pass just waiting 1 or 2 minutes in game time.
-Small Guns: You can get it to help against the rats. But note that with ST 4,
PE 5 and
35% gun, you can shot then at point blank with 67% hit rate. You just need to
run 5 hexes
and shot, since a hit is a kill almost every time.
I recommend Outdoorsman, Lockpick, and Steal or Speech. You use speech more,
but failing
on steal cause a combat (speech to, but you can quick load before it starts).
-Example.....[CH0005]
Here we go:
Strength: 03
Perception: 04
Endurance: 06
Charisma: 02
Intelligence: 10
Agility: 10
Luck: 06
Traits
-Small Frame
-One Hander
Skills
-Lockpick
-Steal
-Outdoorsman
NOTES.....[GS0003]
-------------------------------
- Make a new save after a important section (world travels, for example) so you
wont loss
so much if you hit the wrong key when quick loading. There will be some quick
save/loading.
- There is a far bit of stimpaks on the way, but make a quick load if you get
to much damage
on the red barriers (more than 12) and if the stimpak heal to little. Remember
you can steal
some more from the mutants on base floor 2 of you need. This will take some in
game time
(minutes). Don´t use first aid or doctor skill, since they also burn in game
time.
- Remember that if you change the game difficult, the skills % suffer a bonus
(on easy)
and a reduction (on hard). You can use it to pass a trick part (stealing or
lockpicking,
for example), or even to make the initial travel faster (since outdoorsman get
up). All
the methods can be done in any difficult set, its just how many times you want
to load
trying it.
THE COMBAT TRICK.....[GS0004]
-------------------------------
- The combat trick its really simple:
Just start combat hitting "a" key, then run the full action points passing the
enemy you want
to sneak. He wont start combat since you already on one. After you spend all
action points,
the combat ends, since the enemy wont see you yet. Then, quickly before the
enemy start combat
seeing you, keep hitting "a" key to start combat again before he does.
You can pass anyone with this. Even some NPCs that start dialogue. Its A LOT
more useful than
sneak skill. The only problem is with skill checks like steal since they cant be
used on combat (you CAN use lockpick on combat, just select the lockpick tool
as a weapon
and use it for 2 action points)
Also and very important: If you save on combat and reload, the game will put
you in a normal
combat, with the enemies being aware of your presence. So dont save while using
the combat
trick. On a side note, while using the combat trick you spend more time while
walking
(cause a combat turn take 5 seconds on in game time). You just run faster
outside combat.
This isnt a problem on the final time, nor while running to save your ass from
the
explosion timer.
"But this isnt cheating?"
Well, good karma for you. Sometimes i also fell like cheating when i use this.
If you
like, you can do it without combat trick at all. Its just harder.
In fact, you can do almost all without the trick. There is just one section on
level 3 you
cant pass (even with sneak). You can use the "teleport" way (explained on
hardcore method),
but running from the Lieutenant sounds more like a exploit to me than combat
trick.
Also, you can always kill the mutant immune to sneak. Since the hardcore way
rely on combat,
you can do it exploit free.
Well, i have to say, i believe the game are probably designed for the use of
sneak skill
instead, but even with 200% sneak i still get caught. Isn´t practical.By the
way, there is
a broken elevator on level 3, going right to the level 4. You can do all the
path to the
last floor without the trick and the sneak problem on level 3 if we can find
any way to
use the thing. I never found it, but who knows.
THE EXPERIENCE TABLE.....[GS0005]
-------------------------------
- Take this for reference. Its useful on the hardcore and douchebag methods.
Experience needed Table:
Level...............XP
2................ 1.000
3................ 3.000 (1st perk)
4................ 6.000
5................ 10.000
6................ 15.000 (2nd perk)
7................ 21.000
8................ 28.000
9................ 36.000 (3th perk)
Steal chain table:
itens steal/plant on a row.....xp gained at end
1................................. 10
2................................. 30
3................................. 60
4................................ 100
5................................ 150
6................................ 210
WALKTHROUGH.....[WK0001]
-------------------------------
I will keep the most simple path, but make the obvious changes if you chose
some other
path (like going melee instead of gun on start). Here is a list of the checks
on the
run. Use it to keep reference and also to plan you character and path
beforehand.
-Combat with 20 rats
-Outdoorsman (World Map travel)
-Speech (or combat trick) (pass the first guard)
-Speech (pass the door guard)
-Lockpick or Steal (pass the first door)
-Science (hack the computer)
-Speech (approach the guards group)
-Steal (grab the radio)
-Lockpick (get cathedral key from the locker)
-Science or Steal (hack the computer)
-Speech (or combat trick) (pass the door guard)
-Outdoorsman (World Map travel)
-Lockpick (or steal, or speech) (pass the first door)
-Lockpick (or steal) (pass the second door)
-Trap (or just wait) (open the secret door)
-3x Lockpick (pass the doors to warhead)
-Science (or lockpick if used on the military base) (arm warhead)
-VAULT 13 (05/12/2162 07:21).....[WK0002]
Search the body for some ammo. Equip the 10mm pistol and kill all the 20 rats
on the
caves for 500 xp. Try to avoid damage. The trick is to keep medium distance of
the rat
and let him come closer to you, or run 4 or 5 action points to shot him at
point blank.
On short distance, you can hit at 60~70% without any point on small guns. You
can use
the combat trick to get at close and quick shot (just end combat and start
again to get
full action points when at point blank).
You can skip the battle if you like, but you will need to make the xp another
way. One
of then are stealing (see details on hardcore way or xp table). I suggest
killing the
rats, since its simple and easy. Its valid to add here that you can cut some
travel
time doing a little trick for reach level 2 before going to military base, but
since
the first walk is the base method from the speed run, i wont use it now. If you
like,
just read it on the hardcore method.
Remember to save before leaving the cave.
-TRAVEL TO MILITARY BASE.....[WK0003]
Now, travel right to the west until you reach the military base. Reload if you
get a
hostile random encounter (or just run from it). Try to aim on the border of the
military
base map square (south east corner), so you enter the base earlier and save a
couple
of hours.
-MILITARY BASE.....[WK0004]
(Entrance):
This is really simple. Save at the entrance of the fence (from south, near the
big
rock). Just remember to put any weapon away, or the mutant shoot you at sight.
Now you have 3 ways to get in, without any killing:
1) Just wait the guard start walking up and pass behind him
2) Use the combat trick
3) Walk right in front of him, and chose the dialogue option "i on a mission
from
our leader, let me pass". If you blow the speech test, a combat will
start. So just quick load.
Its easier to go with the 3th option.
Again: When you pass the test on a area, the other mutants dont ask you
anymore. If
you load, then you have do pass the test again. Thats why the speech skill is
important. If you try to steal a mutant and blow, when you reload they will see
you
and ask again, making a new speech test. Just get used to it. Here is the
shortkey
(hit "3" to bluff, then "1" if you pass. If you fail, hit "1" or "0", and F7 to
quick load before the combat starts.)
Passing the guard, run to the mutant on leather. You can´t pass behind him
without
the combat trick, so use the speech method (if you dont already). Lockpick the
door
for the extra XP. If you fail 3 times, the mutant attack you. You also can steal
the codes from the same mutant. Its the holotape. Use it on inventory and then
open the door.
(Level 1):
Run to the east side and let the mutant see you. Pass another speech check. Look
for the computer on the north part of this room (the terminal are called
"computer",
different from the others). Use your science skill to bypass the security. Then
use again. Now access the computer with the action icon. The game will make
another
skill check. Try it until you get the 800 XP bonus (and level up). Each try take
5min. The bonus xp take 1 hour.
Now run to the north west part and take the elevator after the red barrier.
(Level 2):
This level is optional. You can get some stimpaks from the footlockers and
mutants.
Remember that if you fail stealing and quick load, another speech check will be
made.
Lockpick the door on southeast and check the lockers for the best weapons you
can get
in this run. I like to get a laser pistol, even if there is no real use for it.
(Level 3):
Passing the red barrier, run to the east on the big hallway before the mutant
reach
it. You cant bluff pass him (but you can pass with the combat trick, if you
prefer)
Wait on the east corner until he pass and move to the end of the corridor. Now
keep
going and stop right before the open door. This mutant on guard also start
combat at
sight (no bluff chance). So use the combat trick to pass him. Now run to the
elevator.
If you need to make some extra xp, Sarah, the girl on the cell, give you a way.
Her
perception is really lower than the mutants, and she dont start a combat on a
steal
fail. Just plant a item and pickpocket her for infinite, sweet and slow xp.
(Level 4):
So, you reach the bottom without raising a alarm, Metal Gear Style. The 2000 xp
bonus
will send you to the level 3. Chose the "swift learner" perk (If you really
want to get
another perk, keep in mind you need to make 200xp before setting the self
destruction.)
and pump your outdoorsman skill (you need to use your points cause our next XP
will
send your level to 6 and that mean losing unused points, since the cap is 99).
Now, go
to the small room bellow and bluff against the mutants. Stop behind the mutant
in
leather clothes and steal his radio. Just keep it.
If you plan to skip the last science check, you need to make the lockpick now.
Go for
any mutant and when the open the dialogue box, chose "i want to meet your
leader".
You will get teleported to the Lieutenant room (this is the "teleport way").
Now you
need to get rid of him. Chose option "2" and "1" (making fun of him). Now, run
north,
exiting the run before he hit you. Get around him and come closer to the locker
on the
west side of the room. Lockpick it and take the strange key. I recommend it
since its
easier than the science check on the last part. On the same way, if you want to
skip
the last 3 doors, get the eletronic lockpick tool as well.
The next step is to go up from the elevator and enter the room with all the
hooded men.
Use your science skill on the computer, then use it via action icon to enter the
interface. If you prefer, steal the man near the computer for a keycard. Use it
on
the computer and you pass the skill check.
Now chose to see the security codes (first option), and then chose the one
before the
last code (4 option. You can use your science skill on the last option to
actually see
what each security code do). Now we are on a 3 minute timer to get off the base.
Just run back to the elevator.
(Level 3):
On the way back to the other elevator, use the battle trick to pass the mutant
guard,
and the mutant in leather still standing in the corridor. Watch out for the hit
points
on the red barriers.
(Level 1):
Simple run to the entrance, choosing the path without red barriers.
(Entrance):
When you get out, the mutant will make another speech check. But if you already
talked
with the lieutenant, he will start combat at sight. So, get enter the red grid
to exit
the base and keep hitting "a" before the entrance map load. Run away from him
and exit
combat. Now here is a trick. Open the inventory and use the radio you stole
from the
mutant on level 4. You will get a dialogue with the security personal. Tell the
guy you
are under attack (option "2"), then say your position is south (option "2"
again). Grab
the 1500xp bonus (plus swift learner 5% bonus. They dont add up on the message).
Wait for the guards to walk away from the door, now get of by the red grid.
After the cut scene, return to the base without moving on world map and get the
10.000 xp straight to the level 6. Chose the Pathfinder perk, and rise
outdoorsman
skill to max (200%). Keep the remaining points, and get back to the world map.
-TRAVEL TO THE CATHEDRAL.....[WK0005]
On this party you can really vary your time to beat the game. This is a long
trip and
its hard to aim for the cathedral from where you are. That is why i like to
travel a
bunch of 4 or 5 tiles each time, stopping and saving. This way i can control
the path
better and move around the mountains near the brotherhood.
If you want some direction, use the Vault 13 as a reference:
-Brotherhood are 4 tiles west, 8 tiles south from Vault 13.
-Boneyard are 3 tiles east, 9 tiles south from Brotherhood.
-The Cathedral are just 2 tiles south of the boneyard.
After some tests, i found that the best way seems to be walking straight to the
end of
the mountain chain south of the brotherhood, then walk southeast near the
boneyard, so
to the cathedral. If you get another save with the world map open, load it to
get some
reference.
On my trip, i reach the cathedral on 21/12, at 21:00. I´m sure you can take at
least
some hours less from this travel.
On choices, you can pass by the Brotherhood on the way, if you get the
electronic
lockpick at the military base last floor. You can use it to open the
brotherhood door
and enter without doing the quest to join (if you pick without the electronic
tool, they
attack you. Sounds like a bug for me). You can even get a power armor if you
like, but
there is no use of it now. The trip is just worth to talk with the scribes on
3th floor.
Ask for the mutants, and a proof of it to get the holotape. This is the only
way to skip
the 3 last lockpicks checks on cathedral.
At last, if you dont like the combat trick, i recommend a quick stop by the
boneyard (its
on the way, anyway). Right at start, go north to the other map, then west to
the followers
building. There is a lot of mantles on the floor, on one of the rooms. Grab one
and equip
it. While you use it, the enemies on the Cathedral dont attack you, making the
trip a lot
easier.
-CATHEDRAL.....[WK0006]
(Entrance)
Just run and enter by the one of the doors.
(Inside)
Go to the northeast end and lockpick the door. Make the turn to the left and
lockpick the
other door (the hardest one to pass). The stealth mutant near the stairway
usually dont
start a combat, but if this happens, just use the combat trick. Get down the
stairs.
If you go steal instead, use it on the girl in leather near the first door. She
have the
key (red CoC badge). Now you can get up the stairs to the top floor. The room
east hold
Morpheus, and he have the black CoC badge that opens the second door. You can
steal him
if you are using the mantle from boneyard. Without it, he starts a dialogue.
You can speech
pass him to go direct to the master, and if you got the holotape from the
brotherhood, its
a easy end.
The last option its to get the red CoC badge from the man in the room northwest
on the
first floor. Just ask him for the leader and then ask for help with the guards.
If you
pass the speech check, he give you the key.
(Basement)
Run to the end of the room. Use your trap skill on the last bookself on the
wall. If you
pass, the game say you notice a switch on it. Now click on the wall and chose
the action
icon to open the door. If you prefer, just way a couple of minutes, and a man
will open
the door from inside. If you do not have a mantle, use the combat trick to pass
him.
On the cave, there is some monsters and a pair of mutant guards. You can easy
pass with
the combat trick, or using a mantle. In the second method, the guards stop you
at the door.
Chose "2" (you dont have the right to ask me) to pass.
Take the elevator and go right to the 3th floor.
(Level 3)
If you do not have a mantle, run quick to the end of the starting corridor,
before the
mutant walking to the storage see you. Turn west and save before opening
one of the two doors. Use the combat trick to pass the great group of mutants
to the
door on other side.
You have to exit combat mode right in front of the door. If you do it right,
they wont
see you. Use the lockpick and enter. You have to use it again on the elevator.
Now just go the last floor.
If you go for the holotape method, the door for the master are on the other end
of the
floor, on the big room east.
(Level 4)
Lockpick the last door. If you get here naked, this is probably the trickiest
part of
the run. Open the door and save it. Now use the combat trick and stop right on
the lower
side of the computer. Exit combat, and if you are in the right spot, the
mutants wont
start combat. All you have to do now is use the science skill on the terminal
to start
the warhead countdown. The problem is that the mutants will attack you right
after you
use the skill, if you succeed. You have to use the science (key "7") and then
hit "a"
to enter combat just after the skill pass. To early and you cancel the use, to
late and
the mutants attack. After you done, run back to the elevator using the trick.
With the mantle, its easier to get near the computer, but using the skill start
a combat
on the same way. The best way is to use the key you got on the locker in the
military base.
Using it on the computer skip the science check, and better, can be done on
combat.
So just enter combat, use the item on the computer, and get of the room using
the rest
of your action points, and then with the combat trick.
(Level 3)
Pass the room with the combat trick if you dont have the mantle, and run to the
elevator.
(Basement)
Same thing here, keep this dawn combat trick (or mantle) on and pass the entire
horde,
its safe when you pass the secret door. Go up the stairs and get out the
cathedral.
(Inside and entrance)
Just exit. Now save the game so you can register your time, and then exit by
the red grid.
After the animation, you got the final talk with the overseer.
Congratulations!
So, my time on this run is 21/12/2161 21:05
and 30/12/2161 13:53 official. You got it faster?
HARDCORE METHOD.....[HC0001]
So, if we cut time on the travel between the military base and the cathedral
with the
Pathfinder perk, if we can reach level 9, then we will do it on even less time,
right?
For sure! And how we get the extra 21.000 xp to do it? Well, its obvious. From
killing
every mutant, robot and boss on the entire base, almost naked.
Sounds fun, hum? In fact, this is like this method. You can, instead, infinite
steal
Sarah to reach level 9. But if you have the patience to do it, just hold your
horses,
cause there is a better way to use the steal trick, and we will talk about it
on the
last method.
For now, its blood battle time. Lets put it to the edge and kick some mutant
ass to
get home before christmas. Its not so hard as its looks.
CHARACTER.....[HC0002]
--------------------------------
Even cleaning the base, we still will need some xp from stealing. That changes
the
character creation a bit:
First, we got a lot more skill points after the base, and a little less at start
(cause we put all level 2 points on outdoorsman). Since you need less lockpick,
there is no need to tag, cause you can raise it to 100% with the extra points.
You will use Steal, so tag it.
After the battles, you will use repair to pass the yellow force fields. But you
dont
need to put any point on it. The 3th tag will be your killing method of choice.
Big Guns
give access to the rocket launcher, but i dont recommend it, since you use more
action
points to reload it. Lets go with energy weapons. Also, now you need STRENGTH 6
for using
the plasma weapons right. I chose to raise ENDURANCE to get a little more
outdoorsman,
and extra hit points to need less loads on battles.
You can lower LUCK to get 1 or 2 combats before the base. I found 2
radscorpions for
200xp total. Dont get any trait besides Small Frame (or blood mess).
Fast shot and one hander will keep you down.
That said, lets have a look at my char:
Strength: 06
Perception: 05
Endurance: 08
Charisma: 01
Intelligence: 10
Agility: 10
Luck: 01
Traits
-Small Frame
Skills
-Energy Weapons
-Steal
-Outdoorsman
HARDCORE WALK.....[HC0003]
--------------------------------
-VAULT 13 (05/12/2162 07:21).....[HC0004]
You know the drill. Clear the rats with the 10mm gun and exit to the world map.
Now, lets do a new trick. Walk southwest just a little to get corner of the
Vault 13 tile
on the map. This is the best position to start the travel to the
military base. Now, enter the caves and run near the exit grid. Open the pip
box and sleep
until midnight.
Exit to the world map and click on the same spot. Now, enter Vault 13 directly
to the
living quarters. This happens cause the Vault 13 open to you after the day
changes.
Go to the middle upper room, enter, and use your pip box to sleep until 07:30.
Now talk
with the redhaired girl. Say your quest are doing fine, now defend the
overseer. If you
pass the speech check, you got 750xp for a level up. Just load if you dont pass
the test.
NOTE: I recent read on Omkar Namjoshi FAQ that you can win 700xp using the 2
learning
terminals in the Vault library. I still dint tested it, so i dont know if you
need a
skill check to do it, and how much time it takes. But you can try it, since its
probably
quickier than waiting until the girl wake up.
(level 2 / 1250 xp)
Put all the 25 points on outdoorsman skill, exit the vault and the caves, back
to the
world map.
-WORLD MAP (06/12/2162 07:32).....[HC0005]
Just walk straight west, aiming for the east corner of the military base tile
(you are
already at the south end of the map line).
With the extra outdoorsman points, you take less time to reach the base, making
up the
day we lose to do the Vault 13 side quest.
In fact, you can use this trick on the normal method too. I the problem is that
since you
use those 25 initial skill points on outdoorsman, its a little harder to do
those first
steal or speech checks. I just want to keep it simple on the first speed run.
Its not
the case now.
Is natural to get a random encounter on the way with the Luck 01. If you get a
hard battle,
just load. But you can handle a lone radscorpion for 100xp.
-MILITARY BASE (14/12/2162 07:08).....[HC0006]
(Entrance)
2 days less for 50% of outdoorsman. Not bad.
Enter the base the same way. Bluff the first guard, steel the one guarding the
door, and enter.
(1st Floor)
Hack the computer on the east room for another 800xp (level 2 / 2050 xp)
(2nd Floor)
Now, stop by the 2nd floor, the lone mutant guarding the door (hidden by the
wall)
hold a laser rifle on inventory, so you can steal him. Its our best option for
now.
On the same floor, in the locked door with lockers, you can a set of good
weapons,
including the plasma rifle. But you cant pass without some points on the
lockpick
skill. For now, just take the stimpacks from the mutants and footlockers.
(3th Floor)
Use the combat trick to pass the mutants.
(4th Floor)
With the 2k xp bonus we reach another level. Put the skill points on steal. I
recommend
the swift learn perk, but isnt mandatory on this run. You just need to steal
and kill
more without it. On other hand, there is no other good perks to
get, anyway. (level 3 / 4050 xp)
Steal the radio from the mutant, this time take his weapon too, and the one
from his
friend near. Go back to the elevator.
(3th Floor)
This is the boring party. Stop behind Sarah, and start planting the lockpick
tools
and stealing back.
When you level up, put some points on steal again.
If you like so, get back to the entrance and use the radio trick to extra xp and
early skill points to help stealing. But i dont recommend it, since you lose
some
mutants to kill, and hit points on the red barriers on the way.
Remember that a sucessfull steal give 10 xp. But if you steal again on the same
time, without closing the inventory interface, you get 30 xp. If you fail, you
dont get any xp at all. With 100~120% steal, you can pick pocket 4 times for
100xp
each with 70% success. You dont need more than 140%. Make it for level 4 and
raise energy weapons this time.
Keep in mind that from level 2 to 9 with intelligence 10 you get 200 skill
points.
120% is enough on energy weapons, but you can put 140 if you like. 120~140% to
steal.
200% to outdoorsman. Keep some points to lockpick between 80 and 100%.
Steal your way to something around 8.500 xp. If you want a easier fight, try
reaching
level 5 and raise energy weapons again.
To register, i start stealing at 8:14, and finished at 8:21 in game time.
When you are ready, equip your weapon of choice (rocket launcher, laser or
plasma rifle)
and put it away, now do down to the last floor and talk with any mutant
near the elevator.
(Lieutenant battle)
Chose the option to go see the leader. Now, chose the same options to the
run trick. ("2", then "1"). Run north, but let the Lieutenant chase you. Stop
in the alcove on the wall north, on the east corner. Let him come near, then run
to make some distance. If you do it right, he stop walking, staring to the
corner
wall. Its the better position to fight him. You can also lure him near the
corridor
to the broken elevator. Just get him alone, and take position near a corner,
cause
you will need it. Dont get to close to the robots at the room north.
You can steal the Lieutenant to take his 5 stimpaks. I like to let at least one,
since you ca use it to know when his hit points are low (getting him with all
stimpaks
arent bad too, since he can use all his action points to get around just 60 hp
back and
lose a entire turn).
If you need to adjust his position, do the same dialogue options and just lure
him.
Now, stand near the west corner of the alcove. Pick your weapon, enter combat,
quick
save on a new slot and do a aimed shot at his eyes.
With a 90% energy weapons at mid distance, you should hit the aimed with a 30%
chance.
Thats ok. Just keep at least one action point after the shot, so you can quick
load
hiting F7 on a miss. You can do several attempts in a minute.
You need to load until a crit hit for 100 or more damage lands (knocking down
to the
ground are a good plus, if you have the luck). When you get it, save, and run
the
remaining 4 action points back to the corridor, close to the north wall, so the
west
corner of the alcove hide you and cut his aiming line (or turn a corner if you
are in
a different spot), cause if he see you, you are dead at the spot. If done
right, he
will walk in your direction. The hooded man and the 2 guards will come by, but
you got
some distance to gain at least 2 turns.
Now, its your turn. Save again, walk 1 or 2 action points to get aim (if he
isnt at point
blank now) and seek another aimed shot for 100 damage or more. Its possible to
kill him on
the second shot with some luck, since he has 250 hit points. Even if you dont
kill him, he
probably will use the stimpaks and heal to something like 100 hp. So kill him
in the 3th
shot on next turn. If you steal his healing, do another corner run like before.
After you kill him, keep using the corner to do the same on the 2 mutants. The
one with
the gatling have less hit points, so kill him first (keep loading until a eye
crit does
the job. He got around 50 hp, so isnt so hard). Just ignore the man, since he
punch you
and nothing more. Reload if he score a critical. The second mutant usually need
2 hits
to die. You can load until a lucky eye shot hit above his health on a clean
kill, or try
the corner trick. Since he use a rocket launcher, you can try to wait until he
miss the
missile, but this isnt so wise since a hit kill you and the menu load are a lot
slower
than the quick load.
The entire combat could get some time, since the hardest part is finding the
right
position to survive the 4 or 5 turns (this is even tricky than reloading for
the crit
hits, believe me), but dont get sad. This is the hardest battle on the entire
run.
After that, you get the gatling laser, all the enemies are in better position
to kill,
and also have less hp.
(Cleaning the base)
Now we just need kill the mutants until a 24k total xp (with swift learner).
For that,
there some points to note:
The mutants have 50 hit points. A aimed eye shot kill on a crit, so as a good
burst
shot with the gattling laser. They walk in groups of 3, so you can kill on the
spot
starting the combat. You can shot at distance, and move to a corner to cut the
line
of sight as we do with the Lieutenant. On next turn, use 2 action to get sight,
shot,
and return to the corner. The last mutant will get at point blank on 3th turn,
so
just kill him. This work on almost every battle. There is a chance someone will
start the base alarm. If that happens, reload. I dont know for sure how it
works,
but seems like if a enemy get a free turn, he can start the alarm. They only do
it
after the 2 turn of combat. So, try to kill the small groups first, starting
with the
ones that dont active the entire floor. The only real problem with the alarm
are the
2 big rooms (on floor 1 and 2). I like to keep then at the end, so the alarm
dont
bother anymore.
The robots are easier to kill before the alarm, since they are not active. Just
stay
at distance (from outside the room) and shot in one of then. He will come
closer alone.
They have good armor, so you will need 2 or 3 hits to put a end on one of
those. Now do
the same with the others. Remember to grab some stimpaks. With Endurance 8, you
got some
spare hit points. You cant resist a gattling or a rocket laucher, but some
laser rifle
shots dont one hit kill you. You can quickload, but sometimes its quicker to
finish the
combat and heal yourself.
When you got your next level, remember to take Pathfinder as a perk. Raise
energy weapons
to. After 120% its really easy to kill the mutants. You just have to be careful
to not fall
on the line of sight.
Also note that since you kill they leader, the mutants will start combat at
sight (no more
speech checks). So use the combat trick to pass then if you need.
Ok, so get the mantle from the dead hooded man. Equip it, since its a better
armor than... naked.
With strength 6, you can carry the gatling laser, a plasma or laser rifle, and
a rocket
launcher (even with 20% on big guns i manage to score a shot on a group of 3
mutants for
a group kill) and some ammo. If you chose the rifle, you dont need much ammo
anyway. The
gatling uses 10 cells per burst, but you can get ammo from the ground after the
killings.
I like the burst shot cause you can group kill some times, and the normal shot
is quick to
try than a aimed one. Make your choice. Take more ammo if you just bring less
weapons.
Just remember to get:
-The mantle, the cathedral key, the electronic lockpick,
the normal lockpick set, stimpaks and the radio.
(4th Floor)
Start with the robots, one at time. Now its time to a a normal fight with the 3
mutants
in group on the room near the elevator. Remember to kill the disabled Mr. Handy
too, since
he give a good xp (400xp. You can repair him for 1000xp, but i dint get it even
passing
the check. Dont know if is a bug).Dont kill the scientists yet, since they
start the
alarm. You have to come back here anyway.
(3th Floor)
Dont start with the lone mutant at the corner, since the group on the room will
know and
start the alarm. Do the combat trick and reach the other elevator. Now open the
door,
start the combat and fry the 3 mutants. Next, go to the one with the flower
(sob..)
and finish with the one on the corner. You can kill Sarah to, but she just give
you
50 xp... So please, dont do that.
(2nd Floor)
Skip this floor for now (For me, every fight done here start the alarm).
(1st Floor)
Destroy the 3 robots, now go tho the room with the hacked computer. Kill the
mutant
alone at the south, then the 3 on the top. Take caution with the one armed with
the
rocket launcher, cause its hard to get a corner in this small room.
Now, skip the group on the large room and exit the base.
(Entrance)
Start combat right after the screen loads. Kill the mutant at close. Now, you
are
in open range, and the other mutant with the laser rifle can shot you 2 times.
There is a chance to resist with your hit points. But i notice that if you hit
"1"
to enter sneak, there is a chance the will not shot you at all.
Now, kill him, and then go for the other 2 near the fence.
After that, use the radio trick if you do not do it already. Enter the base
again.
(1st Floor)
Its time to clean the big group. Open the north door, start the combat trick
and run
back near the door to the corridor to the east. Exit combat and enter again
quick to
regain all your action points. Shot the near mutant (or use a rocket on the far
group,
if you got the skill). Not all the mutants will get on you (just 1 or 2, in
fact).
Its also very possible that one mutant will stop at the door, so the other one
will
try to exit by the south, losing a turn. Just shot anyone who cross the door,
and if
a mutant keep at sight, use 2 action points to cross the door near to the
corridor.
Take note that for whatever reason i got my save game screwed 2 times while
quick
loading on this battle. Its seems to have something with the alarm. So, be
careful
(its not hard to do the battle without saving, anyway).
After you kill the ones who came out, enter and finish the job.
(2nd Floor)
You probably get this floor under alert, so the robots will give you a fight.
Just keep
distance, since the assault rifle they use dont do much damage. I like to start
killing
the mutants from north (passing the red barrier), since after you shot the one
alone in
the door, you can use the same corridor trick used on 1st floor.
(Finishing)
Pass by floor 3 and go to the last floor. Now enter the computer room. If you
need the
extra xp, kill those guys (without any resistance. I really dont know why the
carry those
laser guns). Remember to clear the items of the base. Keep some ammo and
stimpaks, since
you can find a random encounter on the travel ahead. Use the keycard on the
computer (or
science skill. Isnt to hard anyway), set the self destruction (option "4" or
"5") and run
back to the entrance. With the alarm on, you need to disable the yellow force
fields to
pass. Use the repair skill on the gear next to the door. If you dont put any
point on
repair, the skill should be at 30%. You will lost some time to open the doors,
and that
could be annoying, but is perfect fine to exit the base on time.
If everything goes fine, you should exit around 08:43.
Just go back the base after the animation and get the well earned level 9.
Chose the second
level of Pathfinder and pump outdoorsman to 200%. Put the rest of the points in
lockpick if
you still have some.
-WORLD MAP (14/12/2162 08:43).....[HC0007]
The rest of the game is just like the normal run. Go straight to the Cathedral
this time,
since you already got the mantle.
-CATHEDRAL (17/12/2161 21:44).....[HC0008]
Less than 4 days trip. Isnt this cool? Just to compare, a character with 100%
outdoorsman
skill and no perks take no less than 7 days and 5 hours to do the same travel.
You probably can do in less time if you aim right.
To complete, steal the CoC key from the girl next to the door, steal the Black
CoC key from
Morpheus on the top floor, use the trap skill to open the secret door. The only
test you
need to pass now is the last 3 doors to the nuclear warhead. Use the electronic
lockpick
on the first one to a better chance. Put the last skill points you have on it
if you need.
Use the key on the computer. The cool part now is that you can shot the two
guard mutants
instead of doing the battle trick.
Run back and you are done.
-ENDING.....[HC0009]
This is my time on the run:
17/12/2161 21:50 when i get of to the map.
And 23/12/2161 17:38 on official time.
18 days, 10 hours and 17 minutes.
DOUCHEBAG METHOD........[DB0001]
------------------------------------------
So, i talked before about the infinity stealing as a way to get on level 9. If
you read
the hardcore method with attention, maybe you already know how to do to lower
our time
even more. We just need to use the Vault 13 trick to enter home at midnight,
then
infinity steal a poor vault citizen to 36.000 xp. This way, you cut the travel
time from
vault to military base as well.
This isnt pretty, but make the job done. Its the final in game speed run.
CHARACTER.....................[DB0002]
For this, we need a different set of character. Its more like the usual method,
so use
the same attributes. Just raise Endurance to 8 for a even outdoorsman skill
(ST 03, PE 05,EN 08, CH 01, IN 10, AG 10, LK 04).
Tag Steal, of course. Sneak, and outdoorsman. Small frame as a perk. Again, you
can get
one hander to help against the rats.
On a note, its valid to say that i dint found any solid evidence that sneak
helps</pre><pre id="faqspan-2">
stealing. Some people said it helps. For me, seems that way, but that can be a
impression,
since i dont have enough tests to prove it. But since you dont really need
speech or
lockpick so much, put on it.
WALK...............................[DB0003]
(Vault 13) [05/12/2161] 07:21
You dont need to kill all the rats this time. But those 500 xp are quick. Also,
the first
level its the more important, since its help to raise the steal skill a little
for the
rest of the grind. With 35% small guns and 04 ST and PE i still hit at least
50% of the
shots, so it take some loads, but still finish the pack on 2 in game minutes.
Exit the cave when you finish.
(World Map) [05/12/2161] 07:23
Move to the southwest corner of the vault tile. Enter the caves, use the pip
box to sleep
until midnight and exit to the world map again. Re-enter the Vault 13, choosing
the
entrance instead of the cave.
(Vault 13 entrance) [06/12/2161] 00:00
Our target is the poor doctor. He is the only citizen who dint start a combat
on a steal
fail. Lets start the bulling. I suggest you put all your items on the locker in
the
entrance corridor, since this way its easier to do the stealing. Just keep one
stimpak.
Some times the doctor walks, so you have to go after him (this dont happens
while you
stealing him). Stand on his back, hit "1" for sneak and then "3" for stealing.
Remember
to quick save. Now, start to plant the stimpak and steal back. Again and again.
(Note: you dont need to load on a fail, since he just keep standing. But this
still take
some in game time. If you quick load after every fail, you can do a better time
than i
did, since all the steal take me like 1 hour in game)
Since your steal skill isnt to right at the start, you can keep stealing at 3
times a
row for 60 xp (i still do for 100xp on 4 steals, anyway) until you rise it a
little.
After that, its secure to steal for 100xp each time (keep in mind that you can
fail
on first time in a sequence every with 200% steal).
When i hit 200%, i started to steal for 150xp (5 times), but try to find the
better
number for you. The entire process can take several real life hours, and its
very
boring. I just made some xp every day. Take your time.
Remember to get the Swift Learner perk at level 3 to speed up the grind. Also,
plan your
skill points, since you cant max steal, sneak, outdoorsman and lockpick (you
got 200
points until level 9, plus, another 25 since we reach level 10 after the
military base).
Max steal at first. Raise sneak if you feel for it. Spare some points to max
outdoorsman
as well. Lockpick need to go above 70%, but try to get on a 90 or 100%.
Here is my in game time stealing (without quick loading on fails)
lv4 (6.045xp) 00:14 (reached steal 200%)
lv5 (10.034xp) 00:19
lv6 (15.019xp) 00:26
lv7 (21.050xp) 00:36
lv8 (28.137xp) 00:44
lv9 (36.092xp) 00:54
When you finally done, kiss the Pathfinder perk level 2 and run to the cave
exit.
Man, i´m sad for the poor doctor.
(World Map) [06/12/2161] 00:54
Simple do the travel to the military base. Remember to aim for the southeast
corner
of the base tile.
(Military Base) [09/12/2161] 19:54
3 Days and 19 hours to cross the mountains and so. We are on a great time.
Instead
of doing all the work, just talk with the first mutant and chose "2" and "1" to
go
instantly to the lieutenant. Now, chose again "2" and "1" and run from him,
directly
to the computer room. Take the key from the locker if you want it.
Steal the key card from the hooded man near the computer and use it. Now access
the
terminal and chose "1", then "4" (the code starting with 31914).
Now run to the exit of the base. Remember to use the combat trick on 3th floor,
and
right when you exit the base. If you want to get a mantle without stopping by
the
boneyard, you can try to kill one of the hooded man on the computer room, since
they
dont make a fight. Just try to escape to the elevator before the alarm sets on.
(Back to the world map) [09/12/2161] 19:56
2 minutes to blow a entire super mutant base. Shame on you, guards.
If you want, get back to the base to go up to level 10. Now its time to the last
travel. Aim for the spot at the south end of the mountains where the brotherhood
of steel stands. Then southeast to pass the mountains to the cathedral.
You know the path.
(Cathedral) [13/12/2161] 09:09
Same as always, enter the cathedral, steal the CoC Badge, lockpick the next
door,
enter basement. Use trap to open the secret door, combat trick or mantle to the
elevator. 3th floor, west room, pass the big group of mutants, then lockpick
again.
I got to the computer in 09:12 Use the key on the warhead if you have it.
Now all the way back.
I reached the exit grid on [13/12/2161] 09:14 (the combat trick take almost 4
minutes on in and out. You can do in less with the mantle).
(Ending) [13/12/2161] 09:14
So, 8 days and 2 hours to finish the mutant threat on world.
With the comeback, it takes [18/12/2161] 19:26 official time.
13 days, 12 hours and 5 minutes!
CONCLUSION.......................[END001]
"So, there is a way to make in even less time?"
Probably, yes. First, you can reduce minutes, even some hours, from the stealing
and running part. You also can reduce the time traveling with a better aim than
mine, for sure.
Now, about a better method? Well, If you can enter the vault at the start
without
the waiting, we can spare 17 hours. I already tried using science and lockpick
on the computer, but i cant open the door before the first day change.
There is another option, that should be getting a neutral encounter right after
you left the vault (under the 17 hours of waiting). You will need some luck,
since
i never get one before at least some days of traveling (even a hostile one).
Also, on the mountains of vault 13 i just found Patrick the celtic, and he start
combat at a steal fail, what makes the entire grind a lot more annoying.
If you find any better ideas, just let me know!
Have fun playing!
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Fallout (c) Interplay
Fallout Speed Walkthrough by Kidchamelion 2018.
Copyright 2018 kidchamelion.
You can use this walkthrough on any site as long as the content isn't edited.
If you are putting it on your site, keep the credits. Thanks!