How to get the Vertibird plans from Navarro?

Vilkkuz

First time out of the vault
Okay so in all of my saves, Chris is allready dead cause its my first playthrough and visited Navarro many times, but in my saves it ended up so that I shot Chris (The Enclave guard in disguise) dead, but he managed to Call help via Radio.. So There's no for me to get those plans from the base without Killing alot of fucking Enclave? I've tried Sneaking (77%) but always some guard caughts me off guard!

Help would be appreaciated!

And Hi to everyone im Vilkku, 21 years old playa from Finland.
 
I would advise you to restart and ask the BOS guy about a plan, then you can talk your way past Chris, tell the Drill Sergeant you weren't issued a uniform, get downstairs and get it, then get to the locker that has the vertibird plans and sneak when you open so you don't alert the guard
 
It is possible to simply walk in, and walk out with the vertibird plans, no sneak required, if you play your cards right.
But yeah, once you've screwed up, there is no re-do or console or such to save you.

You DO have the option to just charge tho, guns blazing!
 
I'm afraid that as far as I know, now that the base is on alert, your only three options are to fight your way in, raise your sneak skill considerably, or start the game over (which is probably not an acceptable option).

If you do decide to fight, it's a tough battle, but by no means unwinnable, especially if you've been gaining more levels than strictly necessary along the way. I'm not going to presume to tell you how to play, but these are some tips and strategies that may prove useful:

First of all, sorry if any of this comes off as obvious, but I'm not sure how far you've been into Navarro yet.

*To the west of the gas station, hidden in the dead trees, is an access point for an underground ventilation shaft. The area around it is heavily trapped, so you'll probably want to dash ahead of your companions to reach it before they can damage themselves and/or have plenty of stims and a doc's bag or two ready to deal with damage and crippled legs. Following the shaft will eventually lead you to a locked door into the base, which you'll need a Blue Pass Key to open, and an intelligent Deathclaw. The Blue Pass Key can be found in the Gecko reactor building, and the deathclaw will agree to help you in the fight if you free him.

*Clearing out the underground area first makes things immensely easier, as it gives you access to elevators leading to various parts of the base, useful in hit-and-run tactics. It also provides you a safe, enemy-free area to take a breather and heal up your party, or to retreat to in a hurry if someone's on their last leg. There are no wide-open fields of fire or tough autoturrets to contend with, either, unlike on the ground level.

*The underground armory, once you fight your way there, has a few goodies that should make things considerably easier on you.

*Some people like to go this one alone so that they can snipe-and-scoot without having to worry about losing party members. If that's your style it may help to alternate between using the ventilation shaft entrance and the gas station trap door. If you do bring party members, it probably goes without saying that they shouldn't be equipped with anything less than the top-of-the-line-- gauss/caseless weaponry if you can afford it (or super sledges/mega power fists if you prefer close-quarters combat) and as many suits of T51-b or Combat Armor Mk. II as you can get your hands on. (Tesla might be sufficient, too, as I recall all of the base personnel being armed with laser or plasma weapons, but I'm not 100% on that.)

*If you want to finish the base off in one go, more power to you. If you're more interested in getting the plans with the minimum amount of effort/risk, the northernmost underground elevator will take you up to a shack at the rear of the complex. You'll have to deal with an autoturret and a few guards between there and the plans, but it's by far the safest route. Note that the plans are not in the hangar, as you'd expect, but in the big square building at the east side of the base, just south of the radar antenna. If you're lucky you should be able to grab them and dart back underground without any serious problems.
 
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(Tesla might be sufficient, too, as I recall all of the base personnel being armed with laser or plasma weapons, but I'm not 100% on that.)

There's a couple of conventionally armed fellows in the kitchen, who have a habit of hammering me with criticals. While they got it going, I consider them even more of an annoyance than the power-armored plasma-wielding guys, but maybe that is just the frustration at getting my shit kicked out of by someone precisely so conventional :D
 
Chris saying he's alerted the base isn't always Chris ACTUALLY alerting the base. This might have been an error in scripting, however, and depending on the version you're running it might have been addressed. But I know that I was almost always able to use the sneaky approach to getting the plans (and everything else I needed to make off with from Navarro) despite Chris warning that I was exposed, in my original playthroughs of FO2. Perhaps I was lucky, but once he got hostile, I capped him and was rewarded with an exp bonus for killing Chris BEFORE he could warn the base about my presence, and I had no trouble getting in unnoticed (provided I entered through one of the 2 underground entrances). Later on I'd use a silver tongue to diffuse Chris' hostility, but that was long after I'd "mastered" my approach to the game, and there were a couple times I deliberately ran in guns blazing just to have a fun time, but not once have I obtained the Vertibird Blueprints from Navarro without doing so in a sneaky fashion. That was always my method, and Chris never stood in the way of that. *shrug*
 
Thx for the tips guys! The past few days I have been collecting the necessary equipment to DESTROY that goddamn Enclaves Navarro base...

Here is what I have for the fight:

Max (That'll be me)
-Gauss Pistol (135% small guns)
-Minigun (90% big guns)
-Advanced Power Armor

Sulik
-Handgun .223
-Combat Armor

Vic
-Gauff Rifle
-Metal Armor MK II

And now im going to get Marcus from Broken Hills, he will most likely have Minigun and some good Armor like with Vic.

What do you guys think, Will I be able to Kill 'em All :mrgreen:?

Off topic question: What difficulty you played Fallout your first playthrough? Cause I've been using Wimpy and Normal (sadly more of the Wimpy level, but now that I have get into the game I can switch it to normal, atleast with my new Character :) Just first gonna finish off Dem Enclaves.

Guys, I love this game! My brother played 1 & 2 like 8 years ago, but I just sometimes watched.. but now I've finished New Vegas and some off FO3 (which kinda sucks).. but I really love these old ones with Tim Cain on the control sticks.

In my Fallout 1 playthrough Im currently at the Cathedral and slowly preparing for the ultimate battle at the Mutant Masters base :).. but that will be after I finish FO2 first ^_^
 
If all you're doing is just getting recruits, no. Also Marcus won't be able to equip armor, cause he's a Super Mutant. His natural defense will be roughly equivalent to Combat Armor, but he'll get chewed up by Navarro's defenses more than likely, as will Vic if all he's got is Metal Armor Mk II. Tackling Navarro requires STRATEGY, and no small amount of luck, on top of all the preparation. So give your assault a whirl, but I'm quite positive you'll have to reload a few hundred times before you're through there.

As for difficulty, always Hard. The first time I REALIZED I could change the "difficulty" of the game was when I read Per's guides and he mentioned the difficulty skill exploit, and when I checked my settings I was already on Hard, so I couldn't set it any higher.
 
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