Difference between revisions of "Fallout 3: Teishisei Na Senshi"

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(Created page with ''''''The Ninja uses his words first, then his sword. He is charismatic, and has lots of friends. The kind of friends that would DIE for him. ''''' (Speech, Melee Weapons, Scie...')
 
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=== Tips and Strategies ===
 
=== Tips and Strategies ===
  
* This build is meant to use lots of followers as you will have a TOUGH time handling the endgame solely with you running up on mzrfzrs.  Use the glitches (easier on PC) to get Dogmeat and one of the following combos:
+
* This build is meant to use lots of followers as you will have a TOUGH time handling the endgame solely with you running up on mzrfzrs (but it'll still be bad-ass to put the Shishkebab on Deathclaws).  Use the glitches (easier on PC) to get Dogmeat and one of the following combos:
 
** Charon, Star Paladin Cross and Fawkes (good karma)
 
** Charon, Star Paladin Cross and Fawkes (good karma)
 
** Charon, Jericho, Clover (bad karma)
 
** Charon, Jericho, Clover (bad karma)
 
** Charon, Butch, Sargeant RL-3 (neutral karma)
 
** Charon, Butch, Sargeant RL-3 (neutral karma)
* Be prepared to take some damage as you must charge most enemies. I supplement this character with ''Explosives''. You will need to spend caps on grenades--good thing you can sell ammo and small guns.
+
* Be prepared to take some damage as you must charge most enemies. I supplement this character with ''Explosives''. You will need to spend caps on grenades--good thing you can sell ammo and small guns. Spend skill points into ''Explosives'' as I'm not tagging it.
* Side-quest ''Those!'' is difficult for the in-your-grill player due to flame-throwing ants. Buy up some explosives or  
+
* Side-quest ''Those!'' is difficult for the in-your-grill player due to flame-throwing ants. Buy up some explosives or prepare to stimpack it out.
* No need for ammo (mostly) means lots of caps--spend on Stimpacks.
+
* No need for ammo means lots of caps--spend on Stimpacks and explosives.
* Save up the nukes and missles for the second half of the gameGet a home (disarm bomb to get one in Megaton or blow it up to get one in Tenpenny Tower)
+
* Save all Big Guns for followers. Stow them in your residence.  Also plan to gather up the schematicsRefer to [[Fallout_3:_Junk_to_keep|this list]] to determine the stuff to hang onto (stowed at residence).
 
* Difficult when surrounded by shooters (like fighting your way out of Megaton after committing murder)
 
* Difficult when surrounded by shooters (like fighting your way out of Megaton after committing murder)
* Your modus operandi should be to get close. Either duck behind cover if there is only one adversary shooting, to wait for them to run up in range for a beatdown. If multiple shooters are coming or there is no cover, just run for the closest. At least running doesn't use AP, so you should recover points running from smackdown to smackdown (and the other shooters will probably miss you while you are running unless you are running straight at them). This is all assuming that you can't just sneak up behind them. If so, do that, and you'll likely kill them with that massive sneak bonus.
+
* Your modus operandi should be to get close. Either duck behind cover if there is only one adversary shooting, to wait for them to run up in range for a slice-job. If multiple shooters are coming or there is no cover, just run for the closest. At least running doesn't use AP, so you should recover points running from smackdown to smackdown (and the other shooters will mostly miss you while you are running unless you are running straight at them).
* I'm teaming this character up with the ranged attack Big Guns. If you team up with small guns, IMHO, you lose the big advantage of being able to sell a bunch of stuff off as there is a buttload of small gun and small gun ammo about. Or, plan to get a companion that can do the small gun damage while you swarm on a nucka. One idea is to carefully sneak around Megaton and steal things to lower your karma enough for Jericho, but he's 'spensive as hell.  Killing Silver and stealing all her goods will result in stuff to sell and negative  karma (and 400 caps if you just put her on blast).
+
* With speech checks (and perks), you should have a good haul of bonus reward caps/goods.
* With a decent strength, you sort of get Melee Weapons for free. At least to deal damage with the bat or such until you get a set of brass/spiked knuckles (you get the bat from Vault 101).
+
* With a decent strength, you get a damage bonus to ''Unarmed'' for free. If you find enough skill books and get the Bobblehead, you should be able to do some things with the Deathclaw Gauntlet.
 
* I'm clunky with the controller so for X360/PS3 based games, I use V.A.T.S. '''''a lot'''''. My choice for Perks is geared that way (getting criticals in V.A.T.S. can end a person quickly--useful when you got a gang o' bros to dispatch).  Put another way, V.A.T.S. gives you more smackin for the action (points).
 
* I'm clunky with the controller so for X360/PS3 based games, I use V.A.T.S. '''''a lot'''''. My choice for Perks is geared that way (getting criticals in V.A.T.S. can end a person quickly--useful when you got a gang o' bros to dispatch).  Put another way, V.A.T.S. gives you more smackin for the action (points).
* I have yet to play through far enough to encounter a Deathclaw but I hear they are harder to handle than Super Mutant Behemoths, of which I have encounteredThese are guys you don't want to deal with up in their face (at least not without softening them up first). It's for this reason, I chose to add Big Guns (Nukes). Try to sneak up on them and hit them with the Rock-It Launcher, to get that first bonus, maybe crippling one of their legs.
+
* The tough kills (Yao Guai, Deathclaws and Super Mutant Behemoths) would do well for you to use the Dart GunSeek out the schematic and wear ''Small Guns'' enhancing clothing (or spend a few points or go on a bobblehead/skill book hunt). This will let you slow them down, so when you go toe to toe, you can back away if you are getting it handed to you. Just target the highest percentage body part, the Dart Guns poison ALWAYS cripples both legs (rear legs in case of Yao Guai) unless the creature coming at you has greater than 1000 hit points in each leg (none I've seen having finished the game once). This tip is universal though--slow down the big boys.
* A Super Mutant Behemoth required a ''ton'' of Minigun ammoPart of the problem in that fight was because I still only had 50 or so Big Guns Skill, though.
+
* For the followers try thisEarly on in the game you should be close to neutral, no matter how you're gonna play it. Close enough you could get down or up easily to Neutral to go ahead and purchase Sargent RL-3. If on a console, you can use the Sargeant RL-3 hack to get all the followers before AND after Raven Rock, so fill up early. The DC Mall area is tough for Melee / Unarmed types. If on a PC, go ahead and use the Console hack to use the Dogmeat cheat. By the time you get Fawkes, you will be fighting to get your XP, so be sure to have gotten a ranged skill in addition to ''Explosives'' or you'll miss lots of XP because your army will kill lots of things before you can Shishkebab themAn alternative is to tell all your followers to use Melee tactics, but it's so sweet to see SPC/Charon with '''Vengeance''' and Fawkes with his Gatling just mowing down suckers.. By Fawkes, you should plan to have gotten up to level 20, so you aren't trying to level up anymore (unless playing Broken Steel).
* Big guns lets you get at the anything=ammo Rock-It Launcher early. Be sure to save up and get the schematic from Moira, and some or all the stuff you need is (usually) in the Super Duper Mart, so go ahead and take Moira's quest(s)Problem with big guns is weight, so their weight limits your loot toting amount.
+
* I'm playing "good" with this one, and thus will save Megaton to get the apartment there. Store your Big Guns, unique weapons, custom weapons and power armor there so you can tote more loot.
* I'm playing "good" with this one, and thus will save Megaton to get the apartment there. Store your Big Guns there early so you can tote more loot.
+
* In addition to junk/AID to keep, here are some weapons, ammo, you should keep some of:
* Do not put a lot of points into Big GunsI chose to use the Size Does Matter perk to bump it up quickly in the middle to late stages (get it to about 50 because you will add 30 through Size Does Matter, and ''should'' find the Bobble Head).
+
** '''5mm Rounds'''.  These are used by the Minigun/Eugene, and SPC is awesome with it. Just keep all of these as they are expended quickly.
* Use a guide to find the bobble heads for the tag skills. You should actually try to find all the Bobble Heads, especially the ones for your tag skills.  This character is required to get the Perception Bobble Head before level 16.
+
** '''10mm Rounds'''. These are used by Sydney's "Ultra" SMG, a fine Small Gun. No need to keep a whole lot, because they are cheap and plentiful. Charon and Jericho are good with Small Guns, so give the SMG to them.
 +
** '''Missles/Nukes'''. Goes without saying that a Fat Man / Missle Launcher is great if you want to go Behemoth hunting. Nothing satisfies quicker than a great big explosion.
 +
** '''Darts'''. These are used by the Dart Gun which is ''essential'' to keep Behemoths and Deathclaws slowed down so you can run if need be. The nature of "any hit cripples" means you can trust a small gunner (Jericho, Clover, Charon) with this or use it yourselfHotkey it, use it for your first shot, then switch back to your primary. It doesn't do enough other damage to use as a primary weapon (not for this character build).
 +
** '''Multifusion Cells (MFC)'''. These are used by the A3-21 Plasma rifle-a killer Energy weapon. Give this to a follower so it doesn't decay. Green Goo piles will abound!
 +
** '''Railway Spikes'''.  These are used by.... the Railway Gun..  If you spend points into Small Guns somehow (bobblehead/skillbook hunting, levelling up points), it can also cripple limbs, but you must target the limb you want to cripple, which makes this useful (killer for small gun specialists with rifle perk), but not as much as the Dart Gun, which you could give to a follower since it doesn't matter where the dart goes for the crippling effect.
 +
** '''Alien Cells'''.  It goes without saying that you won't be able to purchase these. IF, and only IF, you are going to spend some points into ''Energy Weapons'' (levelling up points, skill books--the Bobble Head is unreachable until well into the Main Quest), find the alien blaster or firelance (probably the best gun in the game). It breaks down, though, and the ammo is limited, so maybe use for sneak shots and "save" it.
 
* Never, ever, ''EVER'' become over encumbered. You should consider running around without armor on, too (but carry some for quickly putting on if you are outgunned). You need to be fast so you can get close (once you enter the [DANGER] zone). Or, you need to be quiet--and armor adds to your "noise" when sneaking.
 
* Never, ever, ''EVER'' become over encumbered. You should consider running around without armor on, too (but carry some for quickly putting on if you are outgunned). You need to be fast so you can get close (once you enter the [DANGER] zone). Or, you need to be quiet--and armor adds to your "noise" when sneaking.
 
* Hang on to skill books until level 5. Then you will be getting twice the bang for the buck.
 
* Hang on to skill books until level 5. Then you will be getting twice the bang for the buck.
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=== Custom Weapons of interest ===
 
=== Custom Weapons of interest ===
  
 +
* Shishkebab (schematic as reward from '''Blood Ties''' side-quest, some travelling merchants). With the right perks and high ''Melee'' skill, it becomes worth it to have to run into fire to swing this and you will be DEADLY.
 
* Deathclaw Gauntlet (schematic at F.Scott Key Trail and Campground): Wonder Glue, Leather Belt, Medical Brace and Deathclaw Hand
 
* Deathclaw Gauntlet (schematic at F.Scott Key Trail and Campground): Wonder Glue, Leather Belt, Medical Brace and Deathclaw Hand
 
* Rock-It Launcher (schematic in Vault 101 and Moira)
 
* Rock-It Launcher (schematic in Vault 101 and Moira)

Revision as of 10:32, 16 May 2009

The Ninja uses his words first, then his sword. He is charismatic, and has lots of friends. The kind of friends that would DIE for him.

(Speech, Melee Weapons, Science)

Pros: Lots of caps because you can sell the plentiful small gun weapons and ammo and the valuable energy weapons. Melee is fed by the Strength S.P.E.C.I.A.L., which is derived into carry weight. "Infinite" ammo, only need to keep weapons repaired.

Cons: Must get close to fight. Cannot become over encumbered or else you cannot charge enemies to drop dem bombs on 'em, son. You will be at a disadvantage until you get followers

Tips and Strategies

  • This build is meant to use lots of followers as you will have a TOUGH time handling the endgame solely with you running up on mzrfzrs (but it'll still be bad-ass to put the Shishkebab on Deathclaws). Use the glitches (easier on PC) to get Dogmeat and one of the following combos:
    • Charon, Star Paladin Cross and Fawkes (good karma)
    • Charon, Jericho, Clover (bad karma)
    • Charon, Butch, Sargeant RL-3 (neutral karma)
  • Be prepared to take some damage as you must charge most enemies. I supplement this character with Explosives. You will need to spend caps on grenades--good thing you can sell ammo and small guns. Spend skill points into Explosives as I'm not tagging it.
  • Side-quest Those! is difficult for the in-your-grill player due to flame-throwing ants. Buy up some explosives or prepare to stimpack it out.
  • No need for ammo means lots of caps--spend on Stimpacks and explosives.
  • Save all Big Guns for followers. Stow them in your residence. Also plan to gather up the schematics. Refer to this list to determine the stuff to hang onto (stowed at residence).
  • Difficult when surrounded by shooters (like fighting your way out of Megaton after committing murder)
  • Your modus operandi should be to get close. Either duck behind cover if there is only one adversary shooting, to wait for them to run up in range for a slice-job. If multiple shooters are coming or there is no cover, just run for the closest. At least running doesn't use AP, so you should recover points running from smackdown to smackdown (and the other shooters will mostly miss you while you are running unless you are running straight at them).
  • With speech checks (and perks), you should have a good haul of bonus reward caps/goods.
  • With a decent strength, you get a damage bonus to Unarmed for free. If you find enough skill books and get the Bobblehead, you should be able to do some things with the Deathclaw Gauntlet.
  • I'm clunky with the controller so for X360/PS3 based games, I use V.A.T.S. a lot. My choice for Perks is geared that way (getting criticals in V.A.T.S. can end a person quickly--useful when you got a gang o' bros to dispatch). Put another way, V.A.T.S. gives you more smackin for the action (points).
  • The tough kills (Yao Guai, Deathclaws and Super Mutant Behemoths) would do well for you to use the Dart Gun. Seek out the schematic and wear Small Guns enhancing clothing (or spend a few points or go on a bobblehead/skill book hunt). This will let you slow them down, so when you go toe to toe, you can back away if you are getting it handed to you. Just target the highest percentage body part, the Dart Guns poison ALWAYS cripples both legs (rear legs in case of Yao Guai) unless the creature coming at you has greater than 1000 hit points in each leg (none I've seen having finished the game once). This tip is universal though--slow down the big boys.
  • For the followers try this. Early on in the game you should be close to neutral, no matter how you're gonna play it. Close enough you could get down or up easily to Neutral to go ahead and purchase Sargent RL-3. If on a console, you can use the Sargeant RL-3 hack to get all the followers before AND after Raven Rock, so fill up early. The DC Mall area is tough for Melee / Unarmed types. If on a PC, go ahead and use the Console hack to use the Dogmeat cheat. By the time you get Fawkes, you will be fighting to get your XP, so be sure to have gotten a ranged skill in addition to Explosives or you'll miss lots of XP because your army will kill lots of things before you can Shishkebab them. An alternative is to tell all your followers to use Melee tactics, but it's so sweet to see SPC/Charon with Vengeance and Fawkes with his Gatling just mowing down suckers.. By Fawkes, you should plan to have gotten up to level 20, so you aren't trying to level up anymore (unless playing Broken Steel).
  • I'm playing "good" with this one, and thus will save Megaton to get the apartment there. Store your Big Guns, unique weapons, custom weapons and power armor there so you can tote more loot.
  • In addition to junk/AID to keep, here are some weapons, ammo, you should keep some of:
    • 5mm Rounds. These are used by the Minigun/Eugene, and SPC is awesome with it. Just keep all of these as they are expended quickly.
    • 10mm Rounds. These are used by Sydney's "Ultra" SMG, a fine Small Gun. No need to keep a whole lot, because they are cheap and plentiful. Charon and Jericho are good with Small Guns, so give the SMG to them.
    • Missles/Nukes. Goes without saying that a Fat Man / Missle Launcher is great if you want to go Behemoth hunting. Nothing satisfies quicker than a great big explosion.
    • Darts. These are used by the Dart Gun which is essential to keep Behemoths and Deathclaws slowed down so you can run if need be. The nature of "any hit cripples" means you can trust a small gunner (Jericho, Clover, Charon) with this or use it yourself. Hotkey it, use it for your first shot, then switch back to your primary. It doesn't do enough other damage to use as a primary weapon (not for this character build).
    • Multifusion Cells (MFC). These are used by the A3-21 Plasma rifle-a killer Energy weapon. Give this to a follower so it doesn't decay. Green Goo piles will abound!
    • Railway Spikes. These are used by.... the Railway Gun.. If you spend points into Small Guns somehow (bobblehead/skillbook hunting, levelling up points), it can also cripple limbs, but you must target the limb you want to cripple, which makes this useful (killer for small gun specialists with rifle perk), but not as much as the Dart Gun, which you could give to a follower since it doesn't matter where the dart goes for the crippling effect.
    • Alien Cells. It goes without saying that you won't be able to purchase these. IF, and only IF, you are going to spend some points into Energy Weapons (levelling up points, skill books--the Bobble Head is unreachable until well into the Main Quest), find the alien blaster or firelance (probably the best gun in the game). It breaks down, though, and the ammo is limited, so maybe use for sneak shots and "save" it.
  • Never, ever, EVER become over encumbered. You should consider running around without armor on, too (but carry some for quickly putting on if you are outgunned). You need to be fast so you can get close (once you enter the [DANGER] zone). Or, you need to be quiet--and armor adds to your "noise" when sneaking.
  • Hang on to skill books until level 5. Then you will be getting twice the bang for the buck.

Custom Weapons of interest

  • Shishkebab (schematic as reward from Blood Ties side-quest, some travelling merchants). With the right perks and high Melee skill, it becomes worth it to have to run into fire to swing this and you will be DEADLY.
  • Deathclaw Gauntlet (schematic at F.Scott Key Trail and Campground): Wonder Glue, Leather Belt, Medical Brace and Deathclaw Hand
  • Rock-It Launcher (schematic in Vault 101 and Moira)
  • Experimental MIRV

S.P.E.C.I.A.L.

(#) = "balance"

   S - 7 (3)
   P - 4 (4) Find bobble head at the Republic of Dave in extreme NE Wasteland for "Better Criticals".
   E - 8 (1)
   C - 1 (5)
   I - 8 (2)
   A - 6 (1)
   L - 6 (0)

Tag Skills

  1. Unarmed (Endurance + a little bit from Strength). You will have no match when up-close (except for Behemoths and deathclaws).
  2. Sneak (Agility)
  3. Big Guns (Endurance). Get that Rock-It Launcher with "free" ammo.

Perks

(Advantage) (Requirements, if any. Bold indicates you have to take action in the game to satisfy the requirement)

  1. Intense Training (+1 PER)
  2. Thief (+5 Sneak, +5 Lockpick)
  3. Educated (+3 skill points / level)
  4. Comprehension (+2 instead of +1 per skill book read) (hang on to all skill books until this!)
  5. Iron Fist 1 (+5 Unarmed Dmg) (STR 4)
  6. Toughness (+10 DR) (EN 5)
  7. Iron Fist 2 (+5 Unarmed Dmg) (STR 4)
  8. Strong Back (Carry 50 more pounds) (STR 5, EN 5)
  9. Finesse (+5% Critical Chance)
  10. Size Matters 1 (+15 Big Guns) (EN 5)
  11. Iron Fist 3 (+5 Unarmed Dmg)
  12. Silent Running (+10 to Sneak and no sound penalty sneak-running) (AGI 6, Sneak 50)
  13. Fast Metabolism (+20% using stimpacks)
  14. Size Matters 2 (+15 Big Guns) (EN 5)
  15. Cyborg (+10 DR, +10 Poison Res, +10 Radiation Res) (Sci 60, Med 60)
  16. Better Criticals (+50% Critical Damage) (PER 6, LUCK 6)
  17. Paralyzing Palm (V.A.T.S. paralyze for 30 seconds) (Unarmed 70)
  18. Action Boy/Girl (+25 AP in V.A.T.S) (AGI 6)
  19. Grim Reaper's Sprint (if you slay foe in V.A.T.S., you get all APs back)
  • Ninja was considered at 20, but the requirement of Melee 80 makes it unsuitable for Unarmed because that's 50 skill points or so that could be spread among other usefulness like repair and/or for science and medicine to satisfy reqs for Cyborg. My "Ninja" (using a sword / nunchuck is melee, after all) is here.

Quest Perk Choices

  • Those!: Ant Might (+1 Str +25% Fire Res)
  • Wasteland Survival Guide: Give the Snide response to Moira to get the Critical Chance bonus (along with PR and RR)