Custom Portait I've set

twillight

First time out of the vault
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Ok, this disabled the "take" button, so I had to resize, but still find it c00l.
 
Funny thing how it actually works soloing Insane Diff. And only used until now the naturaly provided drugs,aka. no specialencounter mayhem.

In Brahmin Wood atstart used the Buffot for taggng unarmed at the start.
Next in the first building used a rock given for tagging throwing to attract the guy inside (let him run away), waited until the shotgunner layed down, ran in, he got killed when stood up.
Hint: gore-attack has bigger damage, and range of 2. When I have max AP I can use it once for extra damage.
Next used the voodoo after opening the door of the next shotgunner. He just will hit you 99%, so must survive that.
Ate Afterburner Gumas soon as found.
For the last shotgunner (at boss, patrol) just made him shot then ran close, goreing him.
For the house of the boss' put Farsight near the fence and after the first shots outside wall to see where the enemy is (because used all the healing powder, so my PE was 1), and did the run in-kill one-run out-get healed process. Stitch patched me up when seriously hurt with firstaid, otherwise used the stimpacks and such (first the food to lessen weight).
I've put all points into stealing (ca.90%).

In Freeport went to the Contact and stole his Psycho. That was my drug for this mission. Had to use meta-knowledge to attack the AK-people first.
Of course needed regular healing.

For Rock Falls I had my doubt with my self-limitations, but surprisingly it works. Of course first you need to get the voodoo from Shauri (steal/barter).
Don't forget to rise Stitch Doctor-skill to 100+, because it'll be needed.
First get close to the 3 raider on the right, pop a voodoo, aim the AK-girl first. Wiat the guy in the sniper nest to get empty and climb down. Get on the side, and wait until the girlbehind the andbags release 2 burst, then run close and finish her with gore. Wheneveryone is dead get back.
Get around to the left, get behind the rubble horizontaly next to them. If youstep out here they notice you and come closer, while the AK-guy can't rly hit you. Oh, Freeport and this went during night. Likely all mission will go during night for obvious reasons (less aim for the enemy).
When dead patch up, got closer to the trench, pop a 2nd voodoo. When the raider releases its burt run in and try finishing (start with gore, switch to punches after first strike). When you get hurt pop super stimpack or you're toast. True for the whole mission. Between fights if hurtenough of course get firstaided. As you'll be doctored quite some, that rises the occassions first aid is available. Kill the patrols behind.
Lockpick the side door here. Put Farsight near the wall to sense the patrol inside. Actually try haning around here if the guard up on the final fence bursts you - that makes it less dangerous later. when the patrol comes close (NOT the dog) get in for the kill. Dispatch the dog too. Kill the two AK before the prison. Get in to the shaft on the right and kill people there too. Get out, pop a 3rd voodoo (whichyou found in a pot nearthe trench), and run to the AK outside the first boss' house starting murder sprea. If you feel overwhelmed/get hurt/the boss comes out while others are stillalive, just run back to the prison (no need to go in, juststop behind the fence out of it). Kill the people here, get the voodoo in the house ofthe boss.
Otside at the main square so to say are 2 AK-patrol, attack them one-by-one when they are far away from each other. I usually also go in to Daisy's exterior to dispatchthe raider there. DO NOT GO TO DAISY yet, instead kill the 3-men patrol around the grenadier-boss. AFTER that go in to Daisy, pop a 4th voodoo, wait at the wall until they can't burt (after they switch magazine). They don't become harmless, but they won't oneshot you anymore. Runin and start thekilling with Daisy.
Until it lasts open the Main Gate, start the killing there by the two AKs.
After clear getnearthe minefield, useFarsight to sense when the patrolgets near, kill it. Use Farsight to note the mine(s) near the gate-switch to be sure (if you just stick to the walls you'll avoid them, but with 1 PE you simply won't notice mines until you step on them, so just play a bit safer).
Did I mention: DO NOT LOOT during this mission. You're really pressed by the time.
Get in to the final building, sneak up the ladder. Actually your first voodoo will just expire before this,so pop another to climb back your resist. Up there if the raiders are on the side of your arrival wait 1 burst then run up melee. If they are NOT, thenconsider yourselflucky. Crouch at the corner and wait with gore attack. That'll show 'em. If they fail to come (happens with the 2nd) stand up, maybe get a bit closer, run back when it notices you, courch and wait.
Get down, run up the stairs. Oh, I put all points from the levelup during to throwing (ca. 120%). Kill the first raider, but stand around as faras possible for the second until it stops bursting, then run in and kill. The 3rdis too close, so after 1st burst (when patched up) run in for the kill.
Kill the ones inside on the 1st floor, then patch upand go down. Prepare inflamatory grenades (2 out of 3), and run around behind the paravans so the barwon't block your throws. Thisshould kill the nearer scorpio-guyand damage the boss. After 1st burst from the boss with full AP run in for the kill.
Loot and release the two prisoners.

At this point I felt the need of a gambler, and while Farsight and Stitch are aplenty as they do not fight, stillwent for PipBoy just in case. He won't fight either, just will gamble. that's why amongst else not got 'im right after Brahmin Wood.

It's good I don't have to bother with team, managing ammo, etc. Will probably die at melee enemies for getting crippled constantly, but sill, it's fun until it lasts.

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Macomb:
Eat 2 Psycho, and Hit the Deck seem unavoidable because of grenades and rockets.
Systematicly empty the town. Tostart drive in with the jeep,so the raider on the roof of the house withthe switch reveals itself (atpoint blankbursts from AK are not advised).
For the civilians: do NOT amke them throw away their stuff. Park away with the car, stay in cover etc., sothey don't become deadly meleers. You might use some incindenary grenade on them too if you have. But first clear the roof with the reaiders beyond the minefield.

Peoria:
On the surface use gore and backing away to deal with the scorpions. Or try molotov cocktails - those I always found (otherwise) useless.
When you get down eat 1 Voodoo. That'll prevent any major damage, and stealing allthe super stimpacks etc. at the BoS you should have healing stuff aplenty.
Use a clock to measure time, and eat more Voodoo to prevent negative resistance.
Don't concern too much about using Voodoo, worst case scenario you come back later and steal that otherwise pretty common stuff fromthe villagers who have so much I wonder why this place is not yet another New Reno.
Make 2 voodoo running at Roachor, also feel free to use grenades. I hade like fifty already.
You'll need Stitch as a medic, and also do not try to cure poison entirely until the very end. If youstart to get damage from it noticably fast, or simply youjustdefeated 3-4-5 giant cocroach eat 1 dose to lessen the problem. This is just another reason to advance fast. But as bodies don't have to be looted you can loot everything else at the getgo.

Quincy:
Almost can't believe but did it. Not just passed it, but all subquest was done at best result.
Arrived at night. Went tofree the Elder and disabled the siren.
Went to the powerplant, Farsight sensed for me. Switched off the lamp and hoped for the best - 1 causality, traps activated. Disarmed the remote traps. Realised deathclaws can't activate traps, one of my ideas to deal with Ghoul Town went through the window.
Killed the two patrol on the Unnamed Street at the starting location, then jumped on the roof. Went that way to gohul town. See, the enemy deathclaws are though and pierce your hide buffed with 2 psycho like no tomorrow, so I saw a problem. Stayed at the fence, and killed everything with fraggrenades (32 of it). One baby came around the fence once, punched it with Power Fist. Ran in and saved Elliot after everyone was dead.
Went back on the roof to the town hall. Climb the ladder on the side after killing the patrol there, went inside on the first floor, descended inside. Sneaked along the sandbags inside,broke the alarm, sneaked to the back. Closed the door, went to the girl, took the key from the cabinet, locked the door. Killed the beastmen at the back. Tried to talk with the girl, but through the wall the deathclaw noticed me. Ran up&down, sofetened it with 2 incindenary, then fistfight. Ihad superstimpacks while it did not in the end of it. Cleared the way out so Stitch could come in doctoring my crippled limbs.
Went for Felix. Running in for the boss, then the guys behind the sandbag, then the towers is basic. Best trick though to know where your super stimpacks are, so in emergency you can heal Felix. Did not need this time.
Went to the borthel. Sneaked to the behind, ran in to deal with the melee ones (using Power Fist to fasten it. 81 ammo of it used in this mission summed). When cleaned the inside only 2 girls were dead yet, so that's 400 exp. They were kept alive even after, but that's just bragging rights (the patrol was delt through a window by gore).

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