Fallout Tactics Melee Challenge Progress

twillight

First time out of the vault
I started my playthrough. Progress might be slow, andI might missjudge from my testrun, but I'll domy best.

Here is my character after the first mission (though guy mode included):

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Farsight will be removed for nextmission, PipBoy will be recruited. I only need my party for non-combat purposes (lockpick, steal, medical stuff).

Perks planned:
lvl 3: -
lvl 6: silent running + hit the deck
lvl 9: -
lvl 12: lifegiver + lifegiver
lvl 15: bonus HtH attacks
lvl 18: bonus HtH damage
lvl 21: better criticals
lvl24: slayer
Although maybe more HtH damage might be a better choice instead of silent running and better criticals.

Also, I accept adives on the use of drugs.

Intermission:
Went hunting special encounters. Got the four merchant-one, brahmin poker, and PipBoy. The FoT-worldmap out there gives the locations well at least for though guy mode, where only after 6 encounters they start to randomise.
I usually play solo with supermutant main, and the 6th special is therefor brahmin armor, not PipBoy. Unfortunately muties are slow, ghouls' stats are problematic, and deathclaw just lacks armor :(

Oh, I play in CTB, and Normal Difficulty.

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Freeport:
I chose to skip Silent Running and Better Ciriticals this time (which of course makes my 6PE obsolate, but whatever, I might decide later picking that up). If I fail because of that (Silent Running can only be relevant during the supermutants) I'll use archive save. Oh, be sure to only save after removing all armor, because of the bug which can reset your AC and resistance to basic when save&reload.

Had to restart the misision once because one of the raiders ranaway and alarmed the whole base, and it was uncomfortable.

Stitch patched me up once, and I used an AK47 improvised to blow up the still (because exp). Could have send in PipBoy, but nah.
I remember from my test-run (with a slayer-from-getgo character) that at a point healing becomes scarce with this character, that1s why I'm noting. Although there might have been the problem I did all my medicing (and with 60% or less first aid you keep failing and injuring yourself).

EDIT: oh ye, forgot to mention took an Afterburner Gum at the start to prevent that raider running away again.
Also, I'll group the missions into one post per bunker if that's all right. That way gigantic post size will be avoided, but also not flooding the thread with just my posts.

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And for Bunker Alfa's last mission Rock falls:

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For starter I consumed an Afterburner Gum and a Buffout, and after trimming the sides and storming the main gate (the AK-guys open it! They like to run around either way) tooka voodoo too. This is an old combo of mine, and it works.

Ok, had to restart 2 times. For the first go I got unconscious on the top of the fence around the inner bunker, and right after that at the start of the next try got winded andI just couldn't bother.
For the 3rd go I used up like a whole first aid kit (got bandaged), and once even needed doctor.
To unlock the safe Stitch got 40% lockpick plus 2 set of tools.
Stole Tiduk's sister's voodoos by myself, and before moving I think I'll make Stitch steal from the elders and scribes all the super stimpacks and small energy cells.
 
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Two things: Please avoid double posting and edit your posts (not too critical in an underused subforum like this, but still), and in case you're wondering why your posts take some time to appear, due to massive spambot problems we have to manually approve all posts from new users that involve pictures and links (will be over in a few posts, maybe post in a few other threads [like the Say Hello Thread in General Discussion if you haven't already ;)). Cool playthrough though, looking forward to see more.
 
Ah, sry, did not see anything against doubleposting in the rules. My mistake. Editing everything to the first post from me.
And ty for the info.

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Let's take advantage of my already existing posts, and make this Bunker Beta.

Macomb:
This is semi-well designed map. You canclearly see planned passeges barred etc., but there is a main concept: bunch of AK47 raiders groups. This way they are pretty dangerous head-on.
So the basic strategy is to make them (who are on the roof) waste their ammo standing out of effective range. And even without this method the mission takes like 1 hour 20 minutes, so don't try voodoo.
In the second horizontal lane the two group of AK47 (one right after the gate, one inside the building with the switch) are pretty annoying as you can not make them waste out, so just charge in (try to run in during their 2nd burst, so their AP will be low) and use Power Fist on the first 2 enemy.
There are 2 rocketeer on the map, the first one has 3 shells, the second has 2. Hit the Deck works wonders, but still.
Disable the minefield with the car, going back and repairing it as needed.
FEAR THE CIVILIANS on the roof. They have insane ability to cause criticals. I had 5 effects on me there, that's why my unarmed went up suddenly (I didn't even had 33% to hit unaimed).
When you pass the last gate, take a voodoo. That's much safer. For the first go I died here once. For a second time I died on this map this playthrough at the start of the annoying "you get hurt critical" bug (at times the engine just makes crippling effects on you so regular it's not funny). Fortunately it'll be pretty obvious, and you die anyway fast if you try.
Oh, and if you can't get on the roof with the chest, try the other ladder. This happened me first time in all my playthroughs.

Oh, and Macomb is important to take for enough afterburner gum hoarded.

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Preoria:
In Enviromental Armor this mission is way more easy - no poison. Still, Roachor is a threat, so there take a dose of voodoo, and switch to Power Fist (switch back if it get knocked out).
Oh, overdos-killing the outer turrets requires 3*4 Afterburner Gum - as with the latest patch these turrets like to kill people randomly, this is very much a priority. In case someone does not know this, the turrets can not be overdosed by buffout. Psycho works too, but that's a good drug. No clue on mentat.

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Quincy:
This city is a hellhole, but actually not unpassable. But you need (at least better off) sneaking. In enviromental armor just in case. 40% sneak will do, maybe even less. Bring power fist with 150 ammo.
So, first get into the major and kill the boss, and only the boss. Deactivate the siren.
Second, get into the powerplant, switch off the lamp, wait until you see the boss walking, run in, kill her, kill the two nearest guy, kill the bottom two (you don't have to pass the sandbags for this) - use power fist to gain best exp, there will only be 1 causality (2 at worst). Disable the remote detonator traps - that worth an extra 200 quest exp.
Third kill all beastmen around the townhall.
Fourth storm the brothel. For this take 2 Afterburner Gum, and sneak to the left side's door, get to the crouching enemy, than finish the two melee ones, than the shooter inside, than the shooter outside. Preferably use power fist. If you're lucky 5 sexworkers will still be alive when all the beastmen inside die and you gain 400 exp. If you don't succeed here (I tried to kill the patrol outside, got noticed and had everyone killed), you still get 200 quest exp for the liberation.
Fifth sneak in the townhall, sneak-crawl to the alarm and break it. Keep crawling to the backroom, start the killing there with the nearer sleeper on the left. When finished pop a psycho and from the left side run in a moment than run out, so the deathclaw chase you. Use power fist on it.
Get to the prison. Climbing the ladder in sneak mode helps. You don't really have to mind the people on the ground floor, so just run up, start with the boss, than the two behind the sandbags (if they keep laying passive move further - rare situation), than the towers. Kill everything on the ground floor, use power fist on baby deathclaws.
Get to the lane of houses just above the ghoul town, the house you can see through the deatclaw standing there. Deal with the 3 beastlord and the claw. This is actually optional.
Now run towards ghoul city. Do NOT talk with Elliot, instead run to the farm's fence. Kill the dogs. Don't mind the beastmen (unless nothing happens otherwise, but in that case prepare to RUN), get along the fence on your side in front of the farm's main door. The pack of deathclaws are coming. They'll notice you and stuck behind the fence's other side. Use power fist on them, run back a few steps when you need healing. Too bad deathclaws have range of a spear naturally, so again melee weapons don't worth it. As they're behind a fence, grenades likely don't work here either. Prepare for broken limbs.
If you want, you can get back to where the major is/was kept hostage, go down the stairs and kill what's inside at the cost of more use of power fist on baby deathclaws.
Second optional area is the temple. You either try to hit the two deathclaws through the window, or run away luring them to the door of the prison compound where only 1 can face you at a time. Hope you brought super stimpacks (put yourself passive if you get seriously hurt to accumlate AP).
Lastly I strongly advise against trying your luck against the two sneaking deathclaws and their beastlord master. That just smells unnecessary trouble.

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Mardin:
The trick for the start is to not move. The enemy will come to you, what means lesser number,what means a chance to survive. Darn the caws-guy and the two grenadiers if you head-on!
Also, the baby deathclaw on the surface will NOT become friendly, so you might as well try to kill it. Beware, his group (it comes with a beastlord and a cockroach) is VERY dangerous.
There's a babyD also in the dungeon which you'll likely kill because it is near an netrance, and would not have much of a chance anyway. But do not mess with the two in the pit.
Use power fist against Darr, the beastman at the babyD's cell-switch, and maybe the baby deathclaws, but try to restrain yourself otherwise. Better die here than for the lack of ammo later.
Also, just because this playthrough is semi-solo (my team did not made a single shot yet) doesn't mean I have to do all by myself. So I let out the Mother, and take advantage of her cubs against Darr's room. My luck:

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So I survived as you can see here (oh yeah, you find the Razor Claw in this one):

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Springfield:
The bane of this character here were mostly enemy in pits. The total annoyance is trying to dispose the one in the sniper nest at the end - can only succeed if that one misses once (not much of a threat, just annoying).
The buggy could give some ideas, but better not use it. Instead after gaining it puff a voodoo or two, and storm the raiders/enforcers/kkk-members there. DO NOT LOOT THE BODIES! If you do you'll run out of the doses of these voodoo(s) when reacing the house with the sniper nest. Actually you could manouvere enough even to the 3rd gate with enough patience, but this way you can prevent some potential disasters - for some reason the program liked to make me unconscious here, and I had enough.
If you did not take any voodoo pop 2 at the last gate (which leads to the radioactive goo area with plenty of AK47 raiders). If you did swallow some, pop 1 more (3 being ideal). Go in through the metal gate here, avoid the hole in the fence on the far side - it is too far away, and mined with efficiency.
If you run out of time of the drugs like I did no fuss - pop a psycho to replace your resistances. At the town hall kill 1-2 AK47 (and maybe there is a melee, kill it so he won't bother you) while passing towards the boss who hits still very hard, than finish the fight (concentrate on the AK47 leftover if some is shooting at you, otherwise choose whoever is visible).

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Next time: supermutants.
 
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It's fine to add new posts for the following parts of the LP, no need to keep it all in the OP. I guess if there are no new posts when you get to a new part of your LP you can double post to bump it up. The rules aren't super duper strict and it's ok for LP-threads.
Double posting is less cool in most other threads, though ;)
 
St. Louise
Oh, the power of drugs!
I tried this starting with 2 psycho. The 4th mutant I met gota criticaland killed me instantly (right at the start, behind the rock). So next time I said to myself "if I have to pop so many, I might as well try be king of the hill!", meaning assaulting the mutant HQ.
For starter popped a trauma pack along the 2 psycho (St. Louise is rly close to the BoS-base, so as usual I started a bit wounded anyway). The good news is, aside the fallen BoS there's no reason to loot the bodies, as they have nothing useful.
Oh, bring here a bunch of small energy cells for your power fist. If it is in armor, fist it. Otherwise use the Razor Claw.
After a while (before entering the mutant HQ) the traumapack ran out. I sneaked close to the 2 mutant along the edge and took a dose of voodoo, and another trauma pack to rise back my resistances. I was afraid I might get overdosed, but I did not. After this I just ran in from wall towall punching to death anything that seen me. Found like 150 .50 DU on the bodies. Too bad/fortunate you can't climb the sniper nest to kill the grenadier.

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Jefferson:
The mutants are incoming, and at the final part you even have to deal with a handful of brownings :(
Get in the first house, and after walking the stairs eat a psycho. This should be enough until the end of the map with the house with 2 armored browninged mutant crouching inside. The goo-tunnel is also protected by one. the rocketeer inside the yard of the lab is also bloody dangerous. And the two sneaking grenadier at the turret-protected generator are also no cake (don't forget to ham a superstimpack when needed). So, when you have todeal with the brownings take another psycho.

Fun fact: the current car can't fit through the big tunnel of the compund.

Use of power fist: I used up ca. 150 ammo here, attacking only armored, non-rocketeer enemies with it. Mutants withrocket launchers tend tovlow themselves up, that's why they don't deserve your ammo.
Also, in theory the turrets are passive as soon as you blow up the generator, so you can dispose them with Razor Claw. It takes forever though.

Lastly: some supermutant have minor stuff on them you might want. Either some nuka cola, or minor healing stuff even.

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Bought (ok: gambled) from the BoS shop that Enviromental Armor Mark II, and have mark I aplenty.
Still barely any idea how should the next fight go. Stitch with Caws and purple shells will probably go north, me drugged the bottom, and PipBoy might go to the south gate with a browning and .50 DU ammo (I have 150). Or not. I hate you have no time to prepare well the next mission.

"Kansas City":
You know I wonder why this mission is called "Kansas City" when actually takes place in Gravestone.
And the next mission is "Osceola", while it takes place in Kansas City, as the mission briefing of this mission tells!

Anyway, I prepared my team: gave the 3 small guns books to Stitch along the K&KCaws with purple ammunition. Now that Stitch had a cause, PipBoy got 120% big guns, a browning with my 150*.50 cal DU (remaining ammo after mission: 75) and an M60 (because I forgot to loot a SAW, that's why.
As soon as arrived made PipBoy eat a buffout and sent before the south gate, 33% agressive, M60 on the ready (why waste DU on unarmored enemy, right?). Took the pill myself too: 1*mutie, 2*psycho, sent the character to deal with the two mutants hiding at the bulletin board. Sent Stitch out of the north gate. Gave PipBoy a Psycho. Sent myself on the road to block the first wave there. Switched to PipBoy to switch weapon because of the armored machingunners arrived. Myself ran to punch things.

After the dust settled it was just clearing everything. Too bad only after the siege you get lvl 15 and Bonus HtH attack with that. Powerfist the armored ones, stand between attackers to make them weaken each other, use Razor Claw on unarmored ones, don't forget to heal - you know the drill. ALWAYS HEAL, because occasionally you get an armorbypassing critical, and that hurts. I'm so glad picked 2*Lifegiver at lvl12!
Try to chippen away the enemy by the way, don't just rush head-on. If you're lucky, at least the gunner from the sniper nest will climb down at least too.

Took the picture right before leaving the mission (perception is low because I healed by healing powder):

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Osceola:
There are 4 ways to die in this mission. First: not enough resistance and charging someone with browning. Second: not enough resistance and charging the boss. Third: the gas-chamber burning your face. Fourth: the flamethrower-mutant.

To start the mission pop a psycho, so SAWs won't shred you. Then one by one eliminate the patrols. For the northern ones kill the mutants in the hut, and wait sneaking at the nearby wrecked car: one of the armored mutant from the patrol will come looting(?) the dead mutants, so you can kill it. Then wait until they return and kill the grenadier. Grenadiers are more threat here than machinguners.
In the west if the mutant activates the alarm, it is even better, you can lure away the melee sleepers one by one that way. When the hut is empty, stand at the edge on the middle of the east side, and one of the armored from the patrol will run into your punches. Again aim the grenadier for second (or even leave the initial mutant and charge him asap).
After this go west, up to the northern corner. Walk along the fence of the junkyard until the spear-mutant sees you, and he'll come and kill himself on you. Then sneak in (if you can, not 100% mandatory, but less damage and style bonus) and kill the other mutant there.
Sneak up the sniper nest next. no idea what happens if you can't sneak.
Go back to the west and infiltrate the base from there. Don't mind the sleeper at the gate, instead get behind the nearby sandbags for kill.Continue to the armored one on the bridge, and keep continuing as long they shoot you. Do NOT attack the patroling mutants on the field. Get instead on the bridge on the left corner - again try to get to the grenadier, but if you have to kill the armored ones first, than you have to (healas needed).
Now clear the inside above ground with the exception of the gatekeepers. Get down with 1-2 looted grenades. Aim the ground next to a gas-pot and make it blow up from as far as possible (there are ca. 40 grenades to loot on the field above, so try until succeed).
Run past the door before the boss' room, and 1-2 mutant will charge you - wait behind the door and dispose them.

Here comes the part you consume 2*voodoo. This is even enough to destroy the browning mutants - the 2*2 gatekeeper, and the one at the ladder leading to the base outside the compound. Killing them are optional all right, but to clean the boss' room and the one before it is not, so go in when you've finished whatyou wanted. Run in, kill the machingunner behind the bar. When ready run and try killing the flamethrowerer - if you get hurt RUN AWAY FULL SPEED. I'm dead serious, it is annoying to die this late, but you can. All that is left to empty the boss' room - the boss is the only real threat there (he has brutal penetration).

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So it was a good decision not picking Silent Running. While it is cmfortable, it is far from mandatory, and I need as strong a character as possible.
 
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Junction City

First clean the dead reaver's house (4 enemy, many rocks to hide you). Then the underground tunnel, climbing to the city. Loot the city. Get the artefacts, run to the gate.
Let the reavers come standing at the gate, then jump in. Heal when needed. For faster progress use Power Fist. Redraw when necessary. Aim the mortar-guys, second-in-priority are laser people. Do not let yourself drawn too far away.

When the attack stops for goo, get to the north side, and pop 2 voodoo. Start murdering the vindicator-people. When you get to the house try to get around the perimeter destroying the opposition, but then don't try to loot the civilian body for the key, just rush in and lockpick (two expanded lockpick does the trick). This also means you better can doctor yourself if needed.

For some reason in the reaverHQ I got knocked out both my tries. Survived the 2nd for being patched up hardcore.

After the mission 100 small energy cells are in the shop.

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Cold Water

One: the enemy armor highly diminishes physical attacks, so use primaly Power Fist. Only use Razor Claw on single, non-boss entities, if your life is not in the danger-zone.
Two: before striking the first enemy pop a psycho.
Three: on the top floor the patroling flamethrower-boss is dangerous. If you get hit run down a level (he doesn't follow). If you stand right at the door you can sense him approaching through the wall.
Four: on the top floor there are two sniper on one level even beyond. That platform can not be reached, and lacking ranged solution (I did not bring in my mules just for this) just stand far away and let them empty their barrels before advancing.
Five: before storming the final building one of the enemy has a browning (and the boss inside has too). So pop 2*voodoo there.
Six: at the final room before entering lure out the melee enemy, than switch off the light and try your best against the rocketeer. Wishing you luck.

After the mission you get another 100 small energy cell in the shop, and power armor.

Btw, during this mission I've tested some other attacks than basic punches. The problem is, while your DPS slightly goes up with them, the backside is they are much slower, thus you loose a lot of interruption-power (cancelling enemy action: attack or healing), and also critical chances (less attack-> less occasion for chances). So for me it just doesn't worth it.

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Great Bend

Two threat is here, let's talk first about Load Lifters. They potentially blocking further passage is well known thing, but they alsowere the last chance the range of melee weapons worth something. Well, they have the range too, so melee weapons sux. The Load Lifters while like to stuck behind each other thus come to you one by one, also hit hard. This hit seems stat-dependant, as my character boosted with 2*voodoo proved faster then them. The other reason why I went with voodoo instead of psycho despite the shorter duration (lucky me don't have to loot the corpses, robots never have any consumable, and the ones using small energy cells are obvious), is the other threat: laser guard bots. Especially the triplet in the factory at the guy who dislikes BoS. I felt aside damage treshold (which should not work against lasers by the way) I could use a little luck. Fortunately it worked.

Oh, while mainly using Power Fist because enemy armor and resistances, still bring Razor Claw. While it isn't that effective, if a bot gets Koed it's free damage.

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Newton

Takea psycho, and that makes this safe enough. Yes, you can fight the tank bot, and the hoverbots don't even awaken.
Do not be ashamed to use the skill of the reavers if you want to (first aid and repair).
Seems concussion + blinded lowers my aim to 59%. That's still not too bad.
There are fewer robots here than I remembered. The advanced power armor is definitly here at least.
Switching vehicle to tank for style bonuses. It can carry 3 at last, and I won't encounter anything thx to my 100%+ outdoorsman (I DID encounter with things at egzakt 100% outdoorsman!), so why not.
724 small energy cells at the moment, and didn't even visit coppertops yet. That's good news.

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Intermission:
went for ALL the special encounters. Got some Komodo-skin:

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Lastly found all, then found one more - it became a duplicate:

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Final chapter coming: the robots.
 
CORRECTION: Do NOT gather all special encounter! Since the above I ran into one,and the game crashed!
Also do NOT use the tank, it causes some bug (its tower is left behind in the last bunker and such). I went back and changed to the jeep, and hope I won't have to reload from far away.


Canyon City

Take a psycho for starter, that's for sure.

Starting the level is one of the hardest part, so let's hope you survive the confrontation on the right (or up, whichever you prefer it's the same). These robots are which have the remote deotnator and remote mines on them for the mission. And somewhere in the #5-6 complex is a laser minigun (like anyone would care).
The vindicatorbot in its pit is also a threat (at least w/o psycho for sure), and you should enter the complex with #5-6 through the tunnel first, else the turret activates in the cellar (interresting programming so to say). Oh, don't waste power fist on the towers, they don't shoot back (if you disabled them with the switch), so just spend your time.
Also in the #5-6 complex the guardbots are darn dangerous. Lay to the wall, and that way run to them, so you'll single them out. Even this way on the ground floor the middle bot is the strongest of all, I suggest eliminating it with an eletcric grenade – this and the mines outside are a reason if you have healing powder on you the moment (I got some from the Canadian Invasion Special Encounter) to not use them.

There was 300 small energy cell at he shop.

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Buena Vista

Always just problems. First: I really started to be desperate for Slayer as the robots had high HP and resistance, but my ammo don't grow on trees. (For lvl 21 took Better Criticals, and I saw it to be good.)
Then the little bunker outside just loves knocking you out. And in the first pit that thing has a flamethrower.
Ye, ye, there's the behemoth, so might as well take the necessary 2 psycho from the start. Remember it does not protect form lasers. To make your life easier go left to right along the laserfence, so you can deal with the scurries before the behemoth.
Passing the main gate is of course problematic, so just step in, run out, get healed, do what you can. Seems to be a good idea to step in holding an electric grenade and hope it deals with the nearest two laserbots. During this keep pushing those Ultra Stimpacks. Once I semi-accidentally took a trauma pack too – those have very short duration, so before the end I had to take 2*voodoo to compensate.
Taking out the robots behind the alarm console, as well the load lifters at the bottom of the gigantic ladder took grenades. There are some on the map, but still bring your electric grenades (I use those against the load lifters).
The turrets from point blank range can be delt with without threat, I suggest spare there the Power Fist, because 550-600 ammo you'll use up anyway (I tried to finish Almost Dead scurries and humanoids with Razor Claw too to spare, but you can't do any better thant hat).

There is a Tesla Armor in the shop after you return – buy that.

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Scott City

Hang me on a tree and F me twice. This map is hugh, and there are ... certain problems if you want a cleansweap. Actually, I think this was intended to be a simple get-in get-out assassination quest, not a blow-up-everything-commando-style mission. I especially hate the behemots. And the bugs. Twice Idied because behemots forgot I have resistances and delt 399 damage,and once because instead of the normal20 seconds unconsciousness I ended up in a coma for 60 seconds. Pfff.

So, although this is counterintuitive go and free the prisoners (after taking 2 dose of psycho of course. Wear the tesla armor). Why? Because of bug. Sometimes you can hear a vindicator bursting, and the threemain prisoners die randomly. I hate that. Btw,the supermutant worthexp only if you send him to his death - dothis afteryou delt with the guardbot on the ledge, and the nearer turret (stick to the wall, so the behemoth won't crawl out). His deathwill probably pull out the behemoth there. Beware that sometimes the behemoth patroling a street above comes out too. Don't let the two stuck to each other with the 2nd turrect still being there, that's very uncomfortable situation.

Go back and clear the towers from right to left. The alarm in the junkyard makes the pacifier bot walk and reside with its hoverbots in the junkyard.
The other alarm on the first floor of the main complex wakes the many robots a level below.

Now there is a building in the back of the complex filled with hoverbots.You know, the tiny bots launching a couple of rockets, than ISISing you. There are a zound of them, and their suicidal impact hurts like nothing else. Getting healed is even highly problematic during that, so you have a good chance to die if you don't arrive from the right, through the back of the building, and walkwith babysteps, and pull back regularly for healing. Keep in mind hoverbots can't open doors.

Now the behemots are there too, if you willmess with them like I did, because of their 1% critical hit which entirely bypass your armor and instantkill you, keep hammering them with Power Fist. When they turn uncoscious dispose anything else around harassing you and return. Do NOT change to Razor Claw because you want the behemots dead ASAP.

For this mission bring 20 superstimpack, and like tons of first aid and doctor kits. I also took a voodoo on the roof - wether the luck it gives helps or not I can't tell, but I can hope. That gauss-bot is really ridiculous addition.
For any reason, the two towers on the roof were disabled when I won.

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"This is it brother/sister. The final push."

So, for Phase#1 there are 2 potential problems. the obvious one is the Behemoth - you need to be drugged up to survive is (take 2*psycho). But every other time transition expires your drugs. Fortunately not during this misson.
The other - less obvious - problem are the generators. I never gave themmuch thought, but they disable the turrets. You especially want to disable the last two turrets, and given they are pretty blind stealth help for a good portion. Rly, don't mind the turrets, just go for the generator. But to be able the sneak in you first have to eliminate the 3 hoverbots on the hillside, so climb up and dispose them before they empty their rockets, or they can block the top of the ladder making getting up impossible (there are actually 2 set of ladders, and if you run from one to the other you can leave thembehind, making them ignore you, so not all is lost).
There is ONE dangerspot aside those two, where the gauss-bot is behind that little conrete wall. Don't rush in there, hide behind the big rock when something charging you.

Phase#2 is hard mode. Most of the enemy has lasers, and they have the advantage of numbers, and a couple of more things.
First, when opening the initial gate run close and throw an electric grenade or two. That helps if you ask me.
Second, the first section's initial corridor. That can be problematic, but interrestingly it is less problematic if you let the bot push the alarm. That way you have to run less, which means less hit on you, which means greater chance for survival (your main enemy is always criticals).
Don't mind the sideroom here or anywhere - they offer only another chance to die. You'll probably not even be able to unlock this first locked door anyway (psycho reduces science skill too much, I gave up after 5 tries).
In the room with the load lifters try to run behind the fence on the top side (left hand to your character when entering the door). Crouch when you reach there. Chip away the robots you encounter in order. If you have to stand up, aim for the vindicatorbots. Do not let the load lifters block your way obviously. If you need healing, you'llhave time crouching behind the fences.
Third the living quarters or what. Clean the initial corridor BUT DO NOT STEP ON THE CROSS-CORRIDOR. Instead run to the room right ahead (fully patched up) and clear THAT. Patch up. NOW try your luck with that corridor.
Fourth: the bots in the generator-room are many, and have very high chance to cause criticals. So always try to position yourself that if you get unconscious you get hit by the least possible amount of robots (again use the fences). The SECOND robot you'll deal with here will likely be the pacifier.
Remember: do NOT attack anything that don't attack you. Like turrets, or scurry bots not noticing you.

Phase#3 is the Nightmare Mode. It is designed to cause insant death. First run on the RIGHT side and kill first the rocketeer, next the vindicator-bot. Run out, deal with Darn-achy, or whatever the name. Run to the left, crouch, chip away the robots in order.
Pick up enough explosives if you want the "good" ending, because you don't want to come back, because you can't touch the turrets between the two buildings. 6 remote det. trap + 6 plastic should be enough.
For brain-room #1-2: open the door, let the bots notice you, and RUN OUT, hide behind the corner. Some (melee) robots will follow, others will move closer. Deal with them. Hide behind the fences and patch up as needed. In room#1 the main damage-dealers are the turrets, deal with them ASAP after dispatching the vindicatorbot. In room#2 the main damagedealers are the bots, so act accordingly. By drugged up, and FULLY healed when entering you have very good chances here.
For brain room#3 I played the safe card, aka. open the door, let them notice me, get further behind, and make whatever seeing me (first a vinidbot, second a rocketeer) empty their weapon and charge me. At least this way survival is (almost) guaranteed. When those two are delt with, run across the room where the rocketeer was, and deal with the OTHER rocketeer (run close, crouch). Now crouch to the bottom right corner of the room and stand up. Let the remaining vindibot empty his weapon and charge you. HE IS DEADLY and I played though guy mode. Push stimpacks into you as needed (aka. lost 20+ HP from max) while standing around waiting. Time to charge in, lacking options. It is a gauntlet-run, so position yourself that if you get unconscious you are hidden by a fence from the majority.

And this was the end:

T0rQR6E.jpg


I took 3rd Bonus HtH Damage over Bonehead, because I don't deal in chance (I LUV this quote of the Red Queen!). If I can destroy the enemy faster, that rises my chances equally as far as I'm concerned.

Forgot keeping track of smallenergy cells. I started the whole thing with 1,327, and had ca. 800 when finishing Phase#2, maybe less.
 
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