Fallout Feed the Pit People Bodies
F allout 4's rich and varied landscape is built for lackadaisical roaming – the player character's nicknamed the Wanderer for a reason. The experience isn't about just racing through the main questline or finding the best gear, but assembling your own story from all of Bethesda's tiny interlocking parts.
The Commonwealth is a harsh mistress, however, so we could all use some help – and none other than our grizzled survivor "Corbyn" has heeded your call. We've already covered the 12 key tips for beginners, so now it's time for some more advanced instruction. Let's really get those Super Mutants quaking in their boots.
1. VATS tricks
Fallout 4's Vault-Tec Assisted Targeting System (VATS) mechanic slows time down to a crawl, and allows you to target specific body parts of enemies – and displaying the chance of hitting them in a percentage. This is all many players use it for but there are several kinks to the way VATS operates that can make all the difference in a tight spot.
The obvious ones first: use VATS when your gun's empty and, for the AP cost of that shot, you'll get both the shot and a free reload. Critical hits build up over time in VATS and can then be stored until you want to use them – yes these do great damage, but much more importantly they're guaranteed to hit even if your 'normal' shot only has a 1% chance. This is useful but in fights against enemies with specific weak points, such as the fusion core on power armour, save that Crit and zoom into VATS the second their model turns sideways – 1% chance is all you need for the shot that ends the fight.
But it doesn't end there! One of the most useful functions of VATS is that your aim will be centred on any enemy you shot at after you've exited VATS. Think of this as at least one free shot and, thanks to the shonky enemy AI, usually many more – if they're still alive after using VATS, just spam that trigger.
2. Fraggle Rock!
Messed up that grenade toss? Always throwing it just a second too late as the Raiders scarper? Worry ye not my wasteland friend, for there are two magnificent tricks to frags that will turn your throwing arm into the envy of Shane Warne.
First one is obvious when you think about it: a well-placed bullet will prematurely detonate your grenade. Hit the VATS button as soon as you throw and you'll find you can target the grenade, though depending on its location your shot chance will be different (this is another great opportunity for using the guarantee of a Crit.) And boom – no more legs for your luckless foes.
The second trick, however, is even sneakier. A glitch in Fallout 4's way of slowing down game time during VATS means that, if your grenade has landed and you then target and shoot an enemy using VATS, the grenade will explode during the VATS shots. That is, you don't need to target the grenade at all – if it's in the right place, just target the enemy in VATS and it will explode near-instantaneously.
3. Getting legless
This one can be a lifesaver for when you're just out on a relaxing stroll and run into a randomly generated tough-as-nails Legendary enemy. Many of these enemies, after taking roughly half damage, will mutate into a tougher form and regain their lost health. What a joke.
The one thing that doesn't regenerate, however, is limb damage. When fighting Fallout 4's normal enemies you don't really need to target limbs so much so it's easy to forget about this tactic, but it is absolutely the core part of my strategy against Legendaries. If it's a Legendary Super Mutant, where we're worried about their weapon, focus on the arms – if they mutate, you've crippled the arm by that point and their accuracy's dived. If it's a Legendary Ghoul, blow off the legs, and then the mutated second stage can only look up in abject apology as you line up the combat shotgun.
The greatest enemy in Fallout 4, the bane of every player, the most despicable sentence in the Commonwealth: "You're carrying too much and can't run!"
God I hate it. There are several common workarounds: load up your companion, use the Solo Wanderer/Dogmeat glitch and so on. But when you're stuck in a lovely loot zone and just need that bit extra to get outdoors and fast-travel home, you want Grilled Radstag.
You see Radstags everywhere, usually in groups of two or three. Make a rule of slaughtering these defenceless creatures, and grilling them up at a cooking station – because it adds +25 carry weight. Eat that and you'll feel the benefit for an hour, but why not wash it down with a bottle of alcohol (+10 carry weight) and have an extra 35 on your weight limit. Because no trinket should be left behind.
5. Sleep well
What do you mean you never sleep? True, you don't really need to – but occasionally a nice rest is just what's needed to heal up and see the sun again. One aspect of sleeping that is possible to overlook, however, is where the bed is.
Sleep in a bed that you own (in a settlement for example), or rent a room for the night and your character not only heals but gains a "Well Rested" bonus that gives 10% extra XP for eight in-game hours.
6. Sticky business
You could write a whole article about Fallout 4's crafting system, but one thing everyone needs more of is adhesive. Luckily there's a simple solution waiting in the cookery pot: have your settlements farm corn, mutfruit and tatos for subsistence. Perfectly respectable foods, but you can use these stores to pick the bottom option at a cooking stove and make Vegetable Starch – each one worth a whopping five adhesive.
7. Pick up named junk
This one's simple to the point of obvious: you'll sometimes come across otherwise standard loot that has a modifier in the name, for example "Rich Stanton's beer". This means it is an exceptional beer for an exceptional man or, in other words, a key item for a quest you haven't yet picked up. So pick it up and, down the road, you'll be able to hand in that quest immediately.
8. Hazmat and Hat
Two items of clothing I keep on me permanently are a Hazmat suit and a hat that grants +3 Charisma. The utility of the first is obvious: everywhere in Fallout 4 is more or less radioactive, and you'll find some nasty spots. It's not convenient to fetch Power Armour for every little cubbyhole, so a Hazmat suit just always makes life easier.
The hat I combine with some Grape Mentats (make at any cooking station) for when I need to sell a lot of gear or buy something big. Why not get your money's worth?
9. Use it, don't lose it
Advice from bitter experience: don't just jump into the water willy nilly while wearing power armour. It sinks and, while most bodies of water in the game have a way out, some of them don't and you'll have to abandon it there. Also, don't ever get rid of a companion wearing power armour by sending them back to a settlement – my snazzy Flames set is still out there somewhere.
Finally, don't get out of it in a non-settlement area without removing the fusion core. Even if you can't see any enemies. There's nothing so humiliating as getting out to stretch your legs, waking up a nest of raiders, and watching open-mouthed as they hijack your beautiful suit.
10. Mystery Meat
OK, I said I wouldn't be too specific but this is too good to pass up. On the far east of the Commonwealth (shown in the image) you can find Longneck Lukowski's cannery. On entering you'll see a short exchange between two characters and can then offer to help with a pest problem in the building.
This kicks off a short-but-sweet mission, but the reason it's great to visit here is that there's an office at the top of the building containing both the 'Barter' bobblehead – which permanently decreases buying prices by 5% – and an issue of Tales of A Junktown Jerky Vendor, which applies its own discount depending on how many copies you have. Basically you're walking out of there after a 10-minute mission with everything in the Commonwealth 10% cheaper.
Bonus points: in the final confrontation, you can make your opponent surrender if you get them low enough, and make a very ... interesting choice. Oh, and do apply the earlier tips about Legendaries and frags when you're exploring. Wouldn't want to end up in a can now, would we?
11. Give them a Minute, man
The Minutemen are rather worthy and dull sorts, all about helping out one's neighbour and looking out for each other. Blah blah blah, point me to the bad guys right?
Me too. But it's worth zooming through the early Minutemen quests, which are all very easy, just to reach the point where you re-take a location called the Castle. First of all, when you're doing the quests beforehand, take Preston as your companion – because completing each one depends on reporting back to him.
Take the Castle, go off and do something else, and soon enough someone will turn up looking for you. Go to see her and within 10 minutes you'll bag a Fat Man portable nuke launcher, an absolute ton of ammo and a great armour set, and unlock artillery positions for every settlement.
12. And ... smile
Though I've loved much of my time with Fallout 4, it is a game filled with bugs and glitches that can – on occasion – really ruin your day. I've lost hours of progress through annoying problems with the save system, seen my companions fly into the sky and disappear, even failed a mission because of an NPC that decided to walk to the bottom of a lake.
But it's worth remembering that, for all the frustrations it brings, the janky side of Bethesda games can have real charm too. Use Corbyn's tips wisely, comrades, and enjoy these dancing Mirelurks.
- 12 things in Fallout 4 they don't tell you – but you really need to know
- Fallout 4 review – spectacular, messy and familiar
- Fallout 4: the first 10 things to do in the apocalyptic wasteland
Source: https://www.theguardian.com/technology/2015/dec/07/fallout-4-tips-advanced-players-survival
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